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merry ides of march devpost!

Ahhh, it’s that time of year again; another lap around the sun and another day closer to the Ides of March, the day that Julius Caesar got skewered through by his beloved friends! Sweet, sweet memories… But no matter! It’s Snoozy Devpost time!
If this is your first time seeing us, hey! We’re Snoozy Kazoo, a game dev studio of six guys who make dumb, silly, and fun games. We made the Turnip Boy games, and we’re currently in the midst of our latest release: Hobnobbers!
This month, we'll be getting into how we concept our characters!
What's Snoozy been up to?
A lot we can’t talk about, actually, but a lot of behind the scenes work as we’ve been nailing down various elements on Hobnobbers! Part of this work has manifested itself in, of course, Hobnobbers art style!
As with any game- or visual project, really- it’s important to spend time on concepting ideas and styles, so that the project has a strong foundation. Hobnobbers is no exception, and our lovely Creative Director, Jen, has come up with a workflow to ensure this works out!
We’ll be introducing a new character to convey this idea: the Gacha Goose! The host of one of our in-game shops, the Goose is an intimidating bird that controls a puppet girl.
(Note: Despite the name ‘Gacha Goose’, there will be no microtransactions in Hobnobbers! Fret not!)

The Process
Concepting is broken down into 6 phases:
Outlining the goal
Research
Sketch
Feedback
Refinement
Finishing
Outlining the goal is a process of figuring out what we want the design to be. In terms of utility: is this character an early-stage boss that is meant to introduce the character to the whimsy of a game’s world? Are they a shop-keeper? An intimidating mob enemy that can kill you in one hit? In addition, what sort of feelings do we want this character to invoke? For the Gacha Goose, we wanted the player to despise the Goose and feel pity for the girl. What specific vibes would help convey these emotions?
Taking the time to write down your goals before starting to draw can set a strong foundation that snowballs into the rest of these stages! Conveying as much information as possible with visuals alone is particularly important for games, where players don’t have the time to read a novel before playing.
Research
...is self-explanatory, yet sometimes the longest stage in the process: we collect reference materials that achieve the goals we mentioned in our first section, and see what we can learn from them!
For the Gacha Goose, medieval and doll-like pieces of clothing served as big inspiration. We ended up looking at a lot of clown-adjacent pieces, porcelain-esque prosthetics, and watercolor illustrations to get closer to our final idea.
Sketch
...is when all the ideas that have been worked on reach fruition for the first time. It can be messy, but just slamming together a variety of different vibes and looks to see what invokes the right feeling. Many different concepts should be made here, in order to keep in mind the next round…

Feedback!
It’s time to show the concepts to an audience. We do several different types of feedback: an internal one with just the team, a semi-internal one with friends and family of the team, and one with Camp Kazoo over in our Discord.
Not only do we ask for what people like best, but also what they feel about the design. Sometimes context is given for the character’s role in the world, sometimes it isn’t; finding out what that ‘first gut feeling’ is important.

Refinement
...is the actual application of the feedback that’s been received. It is a process of reflection, reassessing our goals, and figuring out how to marry what people think with what the purpose of our design is.
It should be noted that one stage of refinement isn’t the end of the process- going back to Feedback after finishing up another iteration and getting even more notes on what people think is just as important! Just be mindful of reaching a done state at some point. You’ve got a whole game to make, after all, and iterating constantly on the same idea will make for a game that never gets shipped.

And we're done!
The final result of our beloved Gacha Goose’s design is…
…
…oops! We’re keeping that secret for now! ;p We’ll be showing her final design in future updates, so keep your eyes peeled for those!
That’s our concepting process, out in the open! We hope it was insightful, and perhaps even helpful to other game developers out there! Now, onto other news…
Some new looks...?
We’re not just updating our game’s aesthetics; we’re updating our own! If you had peeped our website within the past few months, you’d have seen that everyone on the team had somewhat different icons; but no longer! We are all now united under the banner of having an Anime Profile Picture… okay yes perhaps incredibly minor compared to the epic task of making a game But. Look At How Cutie We Look Anyways.

Team Corner!
It’s back! Our favorite little place to meet different team members and bombard them with questions to foster a parasocial relationship with them! What fun and whimsy!
This week we’ve got… badadadum, Jen! Our Art Director!

What are you most excited for in Hobnobbers?
I’ve been really enjoying our concepting phase! It’s always fun to create new characters/environments and figure out what makes them tick. We’ve also been playing around with some UI design, which is personally one of my favorite things to work on. I’m excited to continue to see these things make it into the game! There’s always a point in development when all the pieces kind of click together, and you can see the fruits of everyone’s disciplines start to create something truly unique!
What’s something you’ve worked on in Hobnobbers recently that you’ve found particularly frustrating?
I feel most in my element when I’m working on 2D assets. Whenever I touch anything 3D, there’s some growing pains that come along with it. All in all, I get really passionate about learning new things, so it’s been pretty fun. When I start concepting characters or mocking up UI screens I feel like I can take a breath of relief though. I’m hoping some day 3D feels as natural as 2D to me!
What’s a source of personal inspiration for you as you design characters for Hobnobbers?
When it comes to the world of Hobnobbers, I’ve been really inspired by Studio Ghibli films! I love the soft world building in films like Spirited Away or Princess Mononoke, and how they handle spirits and folklore within these films. I’m hopping that we can create some interesting characters that players can really speculate about, but not necessarily get all the answers easily. I kind of want the players to create the answers themselves.
When it comes to the stores and what we call “whimsical consumerism”, I’ve been inspired by games like “Bombrush Cyberfunk” and, funnily enough, a game called “Breaking da Rules”, an old Fairly Odd Parents game made by THQ. Bombrush I just love those Y2K vibes, and it was a big inspiration for creating the runner. Breaking da Rules has a great way of creating these very whimsical and silly spaces. They also have this great ability to mesh 2D and 3D elements, which gives us some inspiration as well!
Lastly, I’ve been really inspired by old fantasy books. I love absorbing and learning from materials that inspire me, and recently I’ve received this book called “Arthur Spiderwick’s Field Guide to the Fantastical World Around You!” (A long title I know.) I can always go on Pinterest, but having physical resources from fantasy artists that I feel like to me are “the greats” gives me a lot of inspiration.
Yay! Thank you for your time!
Andddd we're all wrapped up!
As a reminder, feel free to send in questions for us to answer here on our Tumblr, or join our Discord and ask questions in the “ask-the-devs-❓” channel!
See you next month!!
— Kiki
#snoozy kazoo#devpost#gamedev#concept art#turnip boy commits tax evasion#turnip boy robs a bank#indie dev#game development#devlog#indie games
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GUESS WHAT
(what)
I'm making a VN called Grand-Nya for Josei Jam!
Do you want to:
🌙 read a cosy, safe, queer story
🐈 hear stories about what it's like to be an old catgirl and an old vampire
🍓 make your wife happy with a cooking minigame
You're in luck!
Grand-Nya is a short, cosy game about Aysu the moonlight vampire and Hinako her catgirl wife. It's a story about family (blood and found), and what growing old with someone you love is like if you're queer - or a vampire!
Sit in a warm afternoon with them, reminisce about old stories, and help Aysu make the perfect snack that's just what her wife is craving. It's random every time you play!
If you need a pocket of queer safety this Pride month, your grandmas have you covered 💖
Grand-Nya will be releasing June 30th on our itchio!
I love these old ladies so much and I can't WAIT to share them with you🥺✨✨✨✨
#josei#interactive fiction#visual novel#monster girl#indie game#amare#lesbian#asexual#yuri#this too is yuri#I'M SO EXCITED TO SHARE THEM I LOVE THEM SO MUCH#SCREAMS SO LOUD. WOMEN!!!#living in their world has made me so happy i hope it does the same for you#GN#devpost
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hi!
welcome to the blog :3 heres the basics of it
posts will be tagged according to wether if its buro speaking (an in character post) or rook (roboraccoon) speaking (a dev post)
buro as a character uses any pronouns, but i default to they
an askbox is open! meant mostly for in character posting, but feel free to ask anything at all.
buro types in 1337speak on occassions, this is because they use a flip phone, since touchscreens dont work with their metallic hands
and heres a link to access rk-64 buro's website!
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kid
tip jar
#monkey man#dev patel#artness#artists on tumblr#this was an experiment with low contrast i hope u all enjoy#devposting
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He’s so mommy I love him (I have not played dmc)
#dante devil may cry#devil may cry 5#dmc dante#dmc#dmc5#dmc5 dante#dante sparda#dante#he’s so pretty#he’s so handsome#he’s so beautiful#he’s so silly#devposting#:3 heehee#:33333#haiii :3#:3 hehe#:3 hi#:3c :3c :3c#haii :3#tehee :3#yayyy :3#:3c teehee#:3c hehe
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Swallows / Warmer Places
featuring an OC from my game "Naiko's Room"
#art#my art#digital art#artists on tumblr#oc#oc art#naikos room#lucy greenwood#rpg maker horror#will need to start devposting soon#oh no oc art watch this get 2 likes or whatever tiktok people say#blue hour#is cool
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OMFG NEW DEVLOG(idgaf if they're now called progress reports they're devlogs to me)
OMFG ITS FRIEND B AND THE HUSSIE AND FLOOZIE
:(
yeah I know where this is going
huh maybe they were doing shit but maybe we'll get dad sprites(not that I care if we do but in chapter 1 the mom didn't have sprites so)
I will do a more in depth analysis of this but I need to process this more
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working on some 3D models
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Defeat the Darkness 2 will be made in RPG Maker VX Ace
>It uses my preferred tile resolution (32x32, not 48x48) >It supports tall sprites that I can quickly make in Game Character Hub (I vastly prefer tall sprites over square sprites at modern resolutions) >Yanfly's scripting support makes it ridiculously flexible >All of XP's midi music will work properly without chugging, should I need it >It can also support movie files >Unlike the PS1 version, I can release this on Steam/itch/etc. It will be similar in style to flash movies of the Newgrounds/Home Star Runner era where it's a linear story with interactive extras like bloopers/outtakes/commentary/etc. This will also allow me to easily monetize it The irony of it all is that I purchased VX Ace in a Humble Weekly Bundle on May 31st, 2014, the same day Defeat the Darkness 1 premiered on Youtube. It's all coming back around, baby. The original DtD took around 250 hours to develop in PS1 RPG Maker. We'll see how this one goes
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nashheads how're we doin
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we're on tumblr again yay✨

Hey everyone! And welcome to Snoozy Kazoo's first ✨TUMBLR DEVPOST!!✨ We'll be releasing these every month from now on as a way to keep everyone updated on Snoozy Kazoo news!
If you're new here, hi! We’re Snoozy Kazoo, a game dev studio of six guys who make dumb, silly, and fun games. You might know us from the games Turnip Boy Commits Tax Evasion and Turnip Boy Robs a Bank, available HERE and HERE!
Let's get caught up! In this issue we're covering a new mobile release, anniversaries, and... our NEW GAME? 😳😳😳
What's Snoozy been up to?
Ok I know what I said earlier, but let’s be honest: if you’ve stumbled deep into the mines enough to find your way here, you’re surely familiar with our beloved Turnip Boy. We just passed by his anniversary of robbing a bank on January 18th! Aww! They grow up so fast… But it’s a good thing he’s not robbing banks anymore, that’s a crime, you kn-
Aw crud he's doing it on your phone now
Snaps my fingers disappointingly. Aw man. Yerrrrp. Turnip Boy Robs a Bank is now on iOS and Android devices near you. His mindless yet fervent desire to wreck crime upon the world seems insatiable. It’s really unfortunate, except for the fact that it’s honestly really fun watching him go at it.

The game is available TODAY on the Apple App Store and Google Play Store! Re-experience the game or force your friends to — its fun either way!
Ahhh the beloved Turnip Boy. Surely your next game will be about him right?
Heehee nope!
Excitingly, in November, we announced our next game: Hobnobbers! A co-op mall-looter where you rob malls for your goddess!
youtube
If you haven’t already wishlisted the game yet, well… go wishlist it! Go make your friends wishlist it! Wishlist wishlist wishlist! It really helps us beat the Algorithm Overlords, so literally every single wishlist counts!
I already know about your little crow-gnome mall-looting game you do not shut up about it. What else is new?
We also released a new devlog over on our YouTube! We’ll be releasing one of these every few months, so make sure to subscribe!
youtube
In it, we’ve covered the game’s conception till its early development, which means a lot of concept art. Honestly, let’s toss a little bit more of it over here; it’s always exciting to see behind the curtain!

Now get ready for... 🥁🥁🥁
Woah! What’s this little place? Perhaps the chance to get to meet different members of the team and bombard them with questions to foster a parasocial relationship with them? No way!
Introducing… Alexis! Our Unreal Developer!
What are you most excited for in Hobnobbers?
I’m very excited for a lot of different technical aspects and seeing people’s reaction to the game! I want to see all of the systems come together to create a perfect storm of chaos. The randomly generated map ontop the hexes system, with events like Money Storms, Floods, and Fairy Circles of Doom, is going to make each run completely unique and you’ll never know what kind of madness you’re getting into! On launch day I intend to be hopping into games with people (and fixing any bugs that crop up).
What’s something you’ve worked on in Hobnobbers recently that you’ve found particularly frustrating?
The level generation for the mall has been a particular nightmare, but in a very fun way. The mall is generated from bottom-to-top and each floor tells the floor above it about the different combinations of rooms that it can generate. This allows us to have those iconic vertical levels that overlap eachother with walkways above the floors below! This has required a lot of tuning in both making the parts that generate, and how to place them to get results that are always interesting (without bugs). Not only do we have to generate each floor, we also have to generate each store! Accounting for the size and placement of these is a constant challenge when making segments but I made a blender template that speeds it up quite a lot.
What pitch did you end up bringing to the pitch competition?
My pitch was a game about a vampire who was ousted from their castle by another vampire, and is trying to take it back. You would have to sneak back in through various pathways that challenge you in different ways, some would require parkour skills, others would require puzzle solving. And while you’re doing all of this, the AI learns and adapts to your behavior setting traps or blocking off paths in a constant game of cat and mouse. I am still extremely passionate about this idea, and fully intend to pursue it one day!
Awesome! Thank you for your time! 😊
Okie dokie that’s a wrap for now
In future devposts, we’ll be including questions sent in by the community! Feel free to send them in over here on Tumblr, or join our Discord and ask questions in the “ask-the-devs-❓” channel!
See you soon!
— Kiki
#turnip boy#turnip boy commits tax evasion#turnip boy robs a bank#devlog#game dev#game development#indie game#indie dev#indie games#snoozy kazoo#devpost
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Did you hear...?
If you stay tuned... for the next 24 hours....
there might be a little announcement coming soon!
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UST by HIRATELIER
Start breath + End Exhale-Inhale Demo. Won't come out in a good while bc of how many samples i have to rerecord but im working on it regardless!!
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mr dev..
tip jar
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I love this old man
#dmc dante#dante#dante sparda#dante devil may cry#dmc#dmc5#devil may cry 5#devil may cry#he’s so pretty#he’s so silly#devposting
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A devpost? It’s about time for one of those.
I’ve put this off for too long, but I have some free time for a minute, so now’s the best moment to finally unveil my first project! So, without further ado, I hereby announce..
RETINA
A puzzle-platformer metroidvania about memories, letting go of the past, and finding oneself; RETINA is now in development!
From here on out, I’ll be cataloging the development of the game as it happens! In this first (technically 0th) devpost, I'll go over my progress so far and an overview of my rough plans for the game.
RETINA Development #0 - You Gotta Start Somewhere
Over the past couple weeks, I've been busy trying to get some basic movement and animations working. That has been substantially more difficult than I thought it was going to be.
In hindsight, this makes sense, given that I'm still relatively new to using Godot and GDscript. In any case, I've managed to get basic running and jumping working, as well as a rudimentary dash ability and test level; which you can see here:
The dash is pretty janky in its current state, though: The vector is added to the player's current velocity, which is technically how it's supposed to work, but that means it only nudges the character a bit when they aren't moving. The dash vector is also determined by the cursor's global position, which is what allows it to work in the code currently, but that causes a player intent issue - the direction the character dashes in sometimes won't match the one the player wants them to. Unfortunately, I'm still not entirely sure why this is the case. Using coordinates in relation to the viewport (the camera, effectively) would fix this, but that has its own problems I need to work out. Additionally, the velocity issue means that it's possible to gain speed theoretically infinitely by just dashing along the floor. Oops!
Once I fix the dashing issues, my next goal is to implement crouching, sliding, and/or climbing walls. After that, I intend to start working on adding a grappling hook mechanic.
A Roadmap(ish)
Since RETINA is the first game I plan to release publicly, I'm trying to keep it relatively small in scope. That said, I've found that I'm rather incapable of keeping the ambitious side of me in check, so we'll have to wait and see.
Currently, RETINA is planned to be split into several distinct zones, of which two are currently in progress at the time of writing. I don't have a concrete final number of these zones in mind, but I want to aim to have a minimum of 4 in the final release. At the time of writing, I also have an idea that would necessitate having there be a variation of each zone - I'll talk more on that later in development.
When it comes to the narrative of the game, I'm aiming to convey the plot with no spoken words - some non-diegetic text will be present that will give you hints as to what's going on (The text on a game over screen, for instance), but otherwise no dialogue is present. I also plan to make a number of animated cutscenes - These are probably going to be the most ambitious and time intensive parts of the game artistically. I want there to be at least two cutscenes for each area, totaling to a minimum of 8, but the final number will depend of a variety of factors, including the scope.
Speaking of cutscenes and narrative, I also intend for RETINA to have multiple different endings. Currently, I'm aiming for three - One acquirable from the outset, one for finishing the game, and a secret "true" ending requiring finishing the game under certain conditions.
With regards to releasing the game, I currently only have plans to make RETINA available on PC for Windows and probably Linux. Mac support sounds like a pain in the ass (even though I'm using an engine), and I don't have a Mac to test on, either. I'm highly unlikely to publish it on consoles seeing as though this is my first release project, but I might consider porting it to Switch in the future when I've got more experience.
Moving Forward
All in all, this is a highly ambitious project. I can't promise a schedule for these devposts due to permanent extenuating circumstances, but I'm hoping I can at least get around to making a devpost once a month. Furthermore, this game is going to take a really long time to make. I can't promise a release window of any sort, and RETINA is likely going to be a multi-year project. Real life sucks, we unfortunately all have to participate in it, and it takes more of my time than I'd like.
Having said all of that, thanks for reading! I hope you're as excited about this game as I am, and I'm looking forward to going on this development journey with y'all!
#RETINA#RETINA Game#RETINA Development#gamedev#devposting#game design#godot engine#Mari Makes Stuff#Mari's Machinations
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