#devlog
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omorithedreamermod · 3 days ago
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JUNE DEVLOG
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June DEVLOG time for OMORI THE DREAMER and...some big things have happened.
IMPORTANT INFORMATION:
In even more contrast to prior optimism, it seems the entire DREAMER release timeline will be overhauled. Due to the size of the story, the assets that relies on other's to complete, and the large amount of new assets far outweighing the amount in the PRELUDE...
From now on, we will be following a "CHAPTER BY CHAPTER", or in accordance to DREAMER's naming conventions, a "BOOK BY BOOK" release schedule. So, instead of waiting for the entire game to come out and getting overloaded with way too much content, books will be released in this sequence; BOOK 1 - KEL BOOK 2 - AUBREY BOOK 3 - HERO BOOK 4 & 5 - BASIL + ???
The final release of Book 4 & 5 will be the entire game. Each new release will include the chapters before, and save files will carry over. I believe this will be better overall for development, and for you guys to experience the story without being overwhelmed. The current plan is for BOOK 1 to release in the fall, and for BOOK 2 to release before the end of the year. I want this project completed in 2026, and with the additional time, hopefully everything will be at a higher quality. The narrative was already built in this book by book format, so nothing is actually changing besides release dates!
I'm sorry if this is frustrating to hear, but I'm confident this is better overall for both players and definitely for the team. We are not in development hell–people just have actual lives and are not being paid to work on this, so it can't be a priority. Still, the goal is a timely release schedule, with each book getting its own release trailer. I hope you can still look forward to the releases ^^
PROGRESS (BOOK ONE):
Due to the time of the year and a certain game releasing, a lot of the team was busy. Progress significantly slowed, but will hopefully pick back up again. Unfortunately, I cannot help with tile-set creation as it's outside of my wheelhouse (though I'll do my best to learn in the future!) so that team has a lot of pressure on them to handle SECTION TWO tile-sets on their own. Hopefully in the future I can help carry the burden. For now, it'll take as long as it needs to to avoid stress, but hopefully the internal deadlines can still be met!
Music is coming along amazing, and once again, there is going to be a large soundtrack coming with the chapter. Lots to see and lots to hear!
As of now, I'm making as much art and surrounding assets as I can while waiting for SECTION TWO to be ready for programming and writing. Progress is steady but certainly not at the breakneck pace it used to be. I got severely burnt out after continuing to work on THE DREAMER right after PRELUDE release and churning out SECTION ONE...but I am recovering! I'll bounce back passionately soon enough! I'm learning more and more how to rely on others and be patient with myself.
Battling is in the process of being overhauled and fixed up, and that will be available for the Book 1 release still!
For SECTION THREE, progress is also steady, though similarly significantly slowed. Still, nearly all maps are actively being mad, so it's looking very promising. Bug fixing still needs to happen for SECTION ONE, though...
CONCLUSION:
Wish us luck. A lot of luck. And for more pixel artists to sign up. This mod is on the right track and will certainly be completed! Just...at a more steady pace than originally assumed. On the bright side, that means you guys don't have to wait as long for more of THE DREAMER! Yay!
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dalekowrites · 3 days ago
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Update:
Fixed the texting bug;
Fixed a few capital letters / full names showing when they shouldn't;
Fixed some weirding spaces.
I'll still have to add some POV indicators I forgot here and there.
Happy reading! ☺♥
Quick announcement:
The update for The In-Between for this month’s Patreon early access will be released today as planned, except that "today" will be in a different time zone than mine, lol. Jokes aside, I’ve had an insanely hectic day and I still need to finish debugging and checking things before I can post the update. I’ll keep working tonight until it’s online. Sorry for the delay.
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hahadit · 15 days ago
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FINALLY 26/7 i'll be realesing the 1st chapter of my game CREEPYDATES (yes, i changed the name) for free ON MY ITCHIO YAAAY. years procrastinating but no more, is real now lolololol
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i'm so excited!!!!! XD i love making creepypasta games and i hope dat after publishing this 1st chapter i'll have some time to finish the ticci toby dress up game, it's easier but i had to use my (low) energy in just one game or i'll never finish it
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truthscrapper · 21 days ago
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Devlog #1 📚 The Very First Devlog
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We announced Truth Scrapper with a beautiful trailer this month!!! The response has been absolutely incredible, thank you so much for following me on another funky memory adventure. Throughout the development of ISAT, I have written monthly devlogs on Steam, talking about the making of the game. People liked them a bunch, so���
That’s right. It’s time. For the Very First Truth Scrapper devlog!
In case you just stumbled upon this, I am Adrienne, also known as insertdisc5! I am the creator of timeloop RPG In Stars and Time, and now am working on my next game, memory visual novel Truth Scrapper. It’s gonna be a good one.
Alright! Development talk time. Where’s the game at?!?!
So, right now, I have just finished writing the script for Day 4, so I "only" have the art, code, and implementation to do for that day. Truth Scrapper is divided in 7 days, with three different routes you can go through from Day 6 onwards. So really, I need to write and code 11 days. Which puts me at almost ⅓ through development! WOAHRGH!?? At this point, I know where the story is going, I know what each route will consist of, etc. I just don’t know the Details. The portraits are all done, backgrounds are done sequentially for every day, gameplay is all figured out… TLDR: It’s In Good Shape!!!
“That was a good short paragraph, but can I have the detailed timeline of the game. Please.” ok fine you asked for it.
The Big Timeline (and some images!) under the cut
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📚 this image was made so early in development, it didn't even have Betz's shibari-like pink harness
TRUTH SCRAPPER TIMELINE
DEC 2022: I finish ISAT around NOV 2022. I get an idea. I write it down. It was going to be an RPG but nobody got time for that. Main themes and ending are here. I work on pre-production very slowly over the next couple months (because I am recovering from finishing ISAT and still gotta keep working on post-production stuff for ISAT)
JULY 2023: Ok fine let's make a renpy file and figure out if the most important gameplay thing can be done. AKA: can I make a book menu where the game remembers the choices you make, and how complicated is that gonna be for me to add to it down the line. It works and I am happy
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📚 this image was made so early in development, it just looks very bad
AUGUST 2023: Character design. They look Not Great and character design takes me like nine months. Plot is getting somewhere though!
NOV 2023: In Stars and Time comes out. People like it I think.
MARCH 2024: I decide I need to work on something, and decide to work on that and apply for the Ontario Creates grant. This game is actually starting for realsies!!!!!!!
MAY 2024: I actually lock down character designs.
JUNE 2024: I hire Dora, who was the producer of In Stars and Time and who rules.
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📚 dora and i signing our lives to one another on discord. the bond between a creator and their producer can never be broken
SEPT 2024: I work on da gaem
MAY 2025: Day 3 is implemented. We announce the game. Now we’re here!!!!
Alright, that’s it for today! This first devlog is more about telling you where the game is at, and every month you will have a whole new devlog where I can tell you about all the great things I did that month for the game. You can even comment with questions and I might answer them one day. Ok. Thank you. And as always, DON'T FORGET TO WISHLIST THE GAME ALSO IT REALLY HELPS BECAUSE STEAM’S ALGORITHM IS MORE LIKELY TO SHOW OFF GAMES WITH A HIGH AMOUNT OF WISHLISTS THATS THE REASON WHY GAME DEVS ALWAYS ASK TO WISHLIST!!! OKAY BYE!!!!
Links! 📚 Official Website 📚 Join the Discord 📚 Sign up for my mailing list 📚 Follow Truth Scrapper on Bluesky 📚 Follow ME on Bluesky
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auranym · 1 year ago
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
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2-eeillustration · 3 months ago
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Just launched a devlog for new robot repair & dating VN project I'm running with some amazingly talented moots on our days off called #If-Else on Bluesky today! A prequel to Return_0 - in 2048, machines all over the city are thrust into self-awareness, you play as a mobile repair technician finding and repairing errant robots for the same company complicit in starting the singularity. https://bsky.app/profile/if-else-dev.bsky.social
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henmesh · 3 months ago
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Haven't worked on anything recently that's in a state I can show off yet, but here are some of my favourite sprites so far from the larger enemies.
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chthonicchromestudio · 7 months ago
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[ENDED]Darling, Darling... Dead? - GAME KEYS GIVEAWAY 🤩[ENDED]
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To celebrate the (soon-to-be) release of the full game of "Darling, Darling... Dead?", we're giving away 5 keys (Itch.io or Steam)! To participate in the giveaway, like or reblog the post, and on Friday, November 29, 2024, we'll pick 5 random blogs from the list. Good luck! If you are the winner, please have your Ask box or DMs open and respond to us within 48 hours. If you don't, we'll have to pick a new winner. Play the demo on Itch.io [here]!
Wishlist on Steam [here]!
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ravenstargames · 16 days ago
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✦ LOST IN LIMBO DEVLOG #19 | 06.02.2025
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Happy Pride month besties! 💜 Yes, this year too we'll have a Pride month piece, but it's in the making!
This month has been packed with concept art and getting the new update ready, so there's not that much to write about. Showing all the concept art would spoil the artbook, so apologies if this devlog looks shorter than it should. Don't worry, we are still going full-speed ahead! Let's jump into it!
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World, meet your trustworthy sidekick, she who has had your back since the beginning—Evie!
You already know a bit of her; she likes everything related to the occult world, is a prime member of the Faybourne Waterpolo Club, and her favorite color is blue!
Evie's base sprite is finished, so now we gotta jump to her expressions. Those are fairly easy and quick (Raquel's words, not mine), so I expect to start coding kind of soon! ✨
Also, concept art on the MC's dear mom is done! So we've moved on to the sprite phase, and also started working on the concept art of MC's troublemaking grandmother. Kickstarter folks will have ✨juicy✨ previews on that content, so y'all will have to wait for a bit as per usual!
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May has been Amon's month. I've been writing the first chapter of his route, as well as editing the prologue following our editor's guidelines. I think this month will be packed of corrections, and I'm excited to tackle them!
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As y'all know, demo update 1.1.0 (now 1.1.1, as some characters were very insistent in partaking in some floating activities) went live! This month I've been working on patching stuff as well as refining the android build. I originally used two different projects for the PC version and the mobile one, but after lady and savior Feniks graced me with knowledge once more, I dipped my toes into Ren'py variants; and it's been going great! After publishing these devlogs, I'll start uploading the new android build everywhere 💜✨
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Kayden has been working on more mini-CGs to enhance the ✨experience✨of the new prologue! Amongst those CGs, we have the Sovereign's hospitality in the shape of breakfast. I wonder who delivers it...?
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So now that we've seen how the concept art / sprite part of it all works with Airyn's addition to the team, we're confident things will be up to speed in the upcoming months! Airyn works like a beast, has amazing ideas, and executes them flawlessly, with the addition of being a great friend of ours!
What else...I'm still working on my investigation plan (my PhD, hahaa...), Raquel is now taking driving lessons, and she's also been working on the Pride Month piece. We got a sketch yesterday but agreed to modify it a bit after some thought. Initially, Gael was going to be the one getting an illustration for Pride Month this year, but things didn't go as planned (Raquel was frustrated with not being able to come up with a good idea for him) and Amon has taken his place. Happens to the best of us!
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Work this month has been good! A lot of concept and planning that we can't show (well, Kickstarter folks will see more of it) but that is vital for the development of the game. I'm not going to ramble a lot in this one—sometimes you've to go straight to the point!
Thank you everyone who played our 1.1.1 update; thank you for the comments, well-wishes, feedback, and everything else. Also, thanks for keeping our ask box lively and overflowing! 💜
Let's see each other around!
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mili12maisol · 2 months ago
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*crawls out of the bear den* I'm awake! Oh, my God, I missed so much. Well, without further ado: The post that inspired me to do this mini project. Author AU - @keferon. TileMap - combines three mechanics I added, + one bonus.
*вылезает из медвежьей берлоги* Я проснулась! О боже, как много я пропустила. Тогда без лишних слов: Пост, который меня вдохновил на этот мини проект. Автор АУ - @keferon. TileMap - объединяет три механики, которые я добавила, + один бонус.
Mutual_help
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Swerve and Blurr are now able to pick each other up and carry each other. When Swerve picks up Blurr, his jump height is reduced. When Blurr picks up Swerve, his speed is reduced and he can only swim left to right, as he has to swim carefully (Swerve can neither breathe underwater nor swim)
Теперь Сверв и Блёрр способны брать друг друга на руки и носить. Когда Swerve берёт Blurr на руки, то его высока прыжка уменьшается. Когда Блёрр берёт Сверва, то его скорость уменьшается и он может плавать только влево-вправо, так как плыть надо аккуратно (всё же Swerve не умеет ни дышать под водой, ни плавать)
Also made it so that when one character lets go of the other one, Swerve is lowered to the nearest ground and Blurr into the nearest water. P. S. At the moment only Swerve is ready to solve puzzles. Blurr, on the other hand, is useless for that for now. I plan to add the ability to move objects underwater, but I'm still thinking about it. I don't really support Blurr in a backpack, although I realise it makes sense. I feel sorry for Blurr and the backpack.
Так же сделано так, чтобы, когда один персонаж отпускает другого, Swerve опускали на ближайшую землю, а Блёрр в ближайшую воду. P. S. На данный момент только Сверв готов решать головоломки. Блёрр же пока бесполезен для этого. Я планирую добавить ему возможности перемещать предметы под водой, но пока думаю ещё. Я не особо поддерживаю Blurr в рюкзаке, хотя понимаю, что это логично. Мне жалко Блёрра и рюкзак.
!Swerve in water!
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I've known people in my life who couldn't swim, but could still doggy swim. So why can't Swerve do that, especially when his life depends on it? There is currently no time limit, so Swerve can stay in the water for at least the rest of his life. However, I plan to add HP, and with it, sham damage that will accumulate while Swerve is in the water. And when it is equal to or greater than the current HP, Swerve will drown. Game over. Consider this a game convention. In reality, of course, Blurr still has a chance to save him.
Я знала в своей жизни людей, которые не умели плавать, но всё равно могли кое-как плавать по собачьи. Так почему Сверв так не может, особенно когда от этого зависит его жизнь? На данный момент нет ограничений по времени, так что Сверв может пробыть в воде хоть до конца жизни. Однако я планирую добавить HP, а вместе с этим и мнимый урон, который будет накапливаться, пока Сверв в воде. И когда он будет равен или больше нынешним HP, то Сверв утонет. Game over. Считайте это игровой условностью. В реальности у Блёрр, конечно, ещё есть шанс спасти его.
P.S. For the moment, temporarily Swerve is teleporting to land. This will be finalised later. | На данный момент временно Сверв телепортируется на сушу. Это будет доработанно позже.
Enemy | Враг
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He is currently sprite-less and animation-less. He can start chasing the player and, depending on what surface he is on, his speed, and the direction he can go, changes.
На данный момент он без спрайта и анимации. Он может начинать преследовать игрока и, в зависимости от того, на какой поверхности он находится, его скорость, и направление куда он может идти, меняется.
Also, if an enemy is chasing Swerve and falls into the water, it will, temporarily, teleport closer to Swerve. In the future I will make it smoother to move up to Swerve. But for now, this is how it is for now
Так же, если враг преследует Сверва и падает в воду, то он, временно, телепортирует поближе к Сверву. В будущем я сделаю более плавное перемещение до Сверва. Но на данный момент так пока что
Car | Машина
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The machine is an analogue to the very platforms in platformer games, which are destroyed a while after you touch them, and then reappear.
Машина - это аналог тех самых платформ в играх-платформерах, которые уничтожаются через время после прикосновения, и потом снова появляются.
The project uses | В проекте использовался:
Parallax
TileMap Water
TileMap for bilding
Godot 4
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foone · 3 months ago
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I'm working on a small car game for a project, and learning Godot along the way. Here's my first attempt at steering left.
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I got driving forward and back working. Lemme try steering left…
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yeah it's still broken. but DIFFERENTLY broken!
I finally got rotation (mostly) working. I'm just going to rotate right and drive forward.
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oh. Hmm. Forward isn't relative to the car's rotation. That's a minor problem.
I was fixing the issue with the cars rotation not affecting the direction of the force, and accidentally made the velocity compound. So if you lightly tap the gas, you go to fucking plaid and then explode.
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So I got it working, but the way it works isn't very… car. You can turn and you'll still keep going the way you were before you turned. So it's a little like driving a car on an ice lake?
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I may have to give up and switch to using Godot's built in vehicle class.
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llamagirl28 · 2 months ago
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Monthly developer's blog
Hi folks! Let me catch you up with what I've been up to!
While officially I was on break last month (on Patreon and Kofi), I still did some writing for the demo (no new update for now though, it's coming at the end of April). I'm still working on the chapter 3 rewrites - most of which focus on Dragon Friend content, but there are also other various scenes getting edited/added, such as a new Galahad POV.
For April's Knight tier and up short story, we have an Igraine POV - already out!
As for the second story (Champion Knight and up), Galahad won this month's poll, paired up with a sweet Mordred who's trying to befriend him and who's also crushing hard on him. The story is not yet finished.
I'm also planning on making a public update at the end of this month, and it'll entail some of the new Dragon Friend content (and other various changes/additions) from chapter 1 to the beginning of chapter 3 (a couple scenes beyond meeting Arthur for the first time, but I'll detail the exact changes in the update post). The romantic options with the Dragon Friend won't be included for now though, because there's not finished yet and I want to keep a certain consistency within the public demo, for the people discovering it for the first time.
That's all for now! 🖤
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hahadit · 15 days ago
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omg i was checking and i didn't posted how the menu looks like now XD also drew lots of clothes but they don't appear in the video
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thesovereignsring-if · 3 months ago
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STORY UPDATE (03/29/25)
Play here
Total Word Count: 42K+
Hello hello, big update day today! Please enjoy 10k+ words worth of new content with the inclusion of Linnet and the Empress's festival routes. You'll be meeting some new and familiar faces in this update.
This will make the end of the second act of the festival, the next update will be the conclusion so please look forward to it!! I look forward to hearing your thoughts afterwards :) <3
Here are some patch notes:
PUBLIC:
Linnet's and the Empress's routes have now been included. You can now pick between 4 different routes during the festival: Alberich and Finn, Sieghardt and Thea, Linnet, and the Empress.
Linnet Route: Join Linnet and her friends at the tents, have your fortune told and play at the game stalls.
Empress Route: Stay behind with the Empress, walk the halls of the Cathedral and enjoy some refreshments at the banquet.
Layout themes have been added/updated: Deep Green, Royal Blue, Old Gold, and Dark Rose.
PATREON:
Fixed bug that tracks which route you take for the festival.
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omorithedreamermod · 2 months ago
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APRIL DEVLOG
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Hello! Here is the APRIL DEVLOG for OMORI THE DREAMER mod! Like before, consistent DEVLOGs will be posted over the course of the year to let everyone know how development is going!
IMPORTANT INFORMATION:
The way THE DREAMER is structured is a BOOK format, in contrast to OMORI's PROLOGUE and then THREE DAYS LEFT bit. So far, the INTRO and PRELUDE are released and playable in one go. From then on, the full game will contain BOOK ONE, BOOK TWO, BOOK THREE, BOOK FOUR, BOOK FIVE, with four and five being endgame. Development will go book by book for organization and ease of testing, so through DEVLOGs, progress will be shown that way so it's not as overwhelming or hard to understand.
Release date is aimed for DECEMBER 25th, and there will be no more releases until then. There will also be no more updates to the PRELUDE release due to further development already starting, so certain bug fixes, visual upgrades, and other updates to the PRELUDE will not be available until the full release.
As for how long the full mod will be, considering how poorly I guessed how long the PRELUDE would be, I''m not even going to try and make an estimate now...but it will be long, certainly! Of course, the time is also dependent on your route/how much optional content you seek out.
PROGRESS (BOOK ONE):
A large organizational process was undergone especially with new recruits thanks to the PRELUDE. Large task sheets were made, narrative documents, concept art, and guides were distributed, and as the director, a very thorough effort has been made to make sure nothing will ever be scrapped and nothing will be changed abruptly so the people on board will not be put through unnecessary effort. No development hell here-the story has been solid since I was making the DEMO on my own!
Although the writing, art, and cutscene programming will still all be done by me, I am very happy to say there is massive help in the now even bigger OST team, the new map tile-set creators absolutely carrying (though, DEFINITELY still looking for sign ups!), sprite artists, battle programmers, general map creators, and more! The scope is quite large with a tight deadline, but pushing back release is practically impossible for personal reasons, so scope will be adjusted according to what is possible.
Still very much looking for more signups, particularly for tile-set creation, programming, sprite art, and the such ^^ it'll be a busy year, but worth it! Many efforts are being put forward to maintain balance and consistency.
No specific progress will be listed this time as things are still in beginning development, though quite a lot is already being done. BOOK ONE has an internal completion goal of "before deltarune releases" so hopefully that'll successfully come to pass!
CONCLUSION:
Trying to stay calm despite the big tasks up ahead! Focusing book by book will hopefully keep everything manageable and not as overwhelming.
The team still isn't massive, and we definitely need more people for some roles. Still, everyone seems really passionate and it makes me very happy to see. I'm also very thankful about the support the PRELUDE has gotten. Brings a giant smile to my face! I hope the full version will be even more satisfying. There's a long way to go, and a year is very short, so wish us all luck as we go forward!
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