At this point the [REDACTED] is the least of her worries. If nastya would even TOUCH the bifrost water, she'd be fucked. Good thing ya'll can't make her.
An easy-to-use first-person (primarily, but optionally third-person) adventure game engine, unsupported since 2013 and unavailable for purchase since 2017 (when the venerable Kagi registration service died). You can download it here.
You can find links to free games made with the program on the Wayback Machine here. Don't forget to check the linked sites on the live web too. Games listed as not working on Vista (and thus even following versions of WIndows) may work after using this patch from the Carol Reed series site (Carol Reed games 1-3 used to need it, but no longer do - the other games use other engines - game NINETEEN coming on Jan 1st!).
So, since I got the ok from bumble_bee_goode to share my renditions of the weezards, I thought I'd show you what I've been working on.
For now, here is Essek:
Lucie Viatge's ArtStation page has a lot of the art she made for Goodbye Volcano High, including of the in-universe magical girl anime "Pretty Heroes". More of it could be seen in her official page, but unique to ArtStation is the animatic seen above of the team's transformation.
Pretty Heroes is a magical girls show that I imagined for Goodbye Volcano High. It serves as a way for Fang to connect with another character throughout the story. As a big magical girl enthousiast I designed the characters to be reminiscent of classic magical girl tropes (the caring pink, smart blue, energetic red and mysterious purple), with a magical boy as the yellow character.
The theme is the weather, with pink being the clouds, blue the rain, red the thunder, purple the night and yellow the day. I also made a whole transformation sequence storyboard!
I haven't been posting much because I'm currently working on a game!! It will be a visual novel titled "Ghost, ghosted". The premise is this: you are a little ghost, living with your little ghost lover at a graveyard in a forest. One early morning you wake up as you usually do, but you find that your partner is not there. You set out to find them, and while doing so, you meet a lot of friendly people and creatures. You help them and they help you.
It's going to be quite short, a matter of one evening. It's based on my series of drawings titled ghost pals! It's going to be my first game ever made. I'm in charge of the art and the writing, and my friends are making music for it and making it actually playable.
The picture showed is the first thing you see in the game :DDD
Hey so if you were wondering where i've been this past week, uh.
Well took my first dive into programming by joining a 3 days game jam ! It's not much because I'm a beginner as hell but here is what I made !
Please don't mind the fancy tagline, it's my first programming experience so it doesn't really reflect the deeper meanings.
My Terraria battle mini-game is essentially finished at this point.
The only things I could potentially do left is make a second tier of classes or something to that effect, but honestly I do not want to bother with making *and* play testing all of them to make sure they are balanced, so I will be sticking with the one tier of six classes.
Anyway! Here is the overview of the game so far!!
The arena is meant to look like a spaceship, I have not done much consideration into if layouts would be actually practical for a spaceship honestly lol, but it makes for a good little battle arena.
And here is all the wiring in place, yes I am aware it is a load of spaghetti but in fairness it is pretty difficult to lay out 18 different spawn points and have all of the different music boxes with only five different colours of wire.
The main lobby! Here player would teleport in from spawn with the left platform. Instructions on how to play are on the red signs and then there are teleporters into the six different player rooms (the game can be played with 2 to 6 players)
Player rooms! From the main lobby the player is sent to the right teleporter. The player is able to set their spawn and flip the lever to indicate they are ready. The top six chests are filled with the various classes; the bottom left chest has additional ammo, potions, etc to restock after playing. The right chests are where players can empty their inventory before choosing their class.
Here is the first class, Recon! This class is intended to be used across long range and relies heavily on the drone and invisibility (my personal favourite too lol) it is quite weak to close range classes and will almost always lose encounters with the Spy. This class, along with Spy, is also the only one to have no healing items.
The second class is the Fighter. This class has the highest defense and is intended primarily for close range combat, it also has a medium range attack with the yoyo. Because usage of the gravity potions are heavily encouraged this class needs to be careful with fall damage as it does not have a horseshoe like the Recon class.
Mage is the third class! A class that is mostly focused on playing defensively. It is able to set physical barricades using the Ice Rod and is able to set damaging barricades using the Nimbus Rod. This class has its ups and downs against all the other classes and it not particularly weak or strong against any. Mage is able to block against close range using the Ice Rod and block lines of sight as well.
The Ranger is the fourth class. It has moderately high defense and can do well long range and semi decently in medium range with the usage of Javelins and Beenades.
The fifth class, the Spy, is one of the scarier classes in the lineup. This class actually needed to be modified due to how overpowered it was otherwise, it now has a Damaged Psycho Knife:
This class relies heavily on close range, maneuverability, and the element of surprise. It has a decoy drone to use to cause dread in other players, making them think a Recon user may be nearby. This class has close range with the Psycho Knife and medium range using the Chain Knife, Throwing Knives, and Spike Balls.
The sixth and final class, the Poisoner is a very involved class that requires constantly checking your inventory to make sure you are using the correct ammunition type. This class is good in both long and short range with it's two guns and whip. With the Djinn's Curse this class is immune to fall damage but is vulnerable while in the air. This class is able to apply status effects across a long range but due to the Ankh Charm it is protected from other Poisoner users.
And that is about all for now! There are probably some more things that slipped my mind to mention (because of course there would be lol) so if you are interested in anything at all about this please tell me, I would love to talk more about it!!
Thank you for taking the time to read through my nonsense hahaha.
okay okay i know this is like the third tilemap i have made but i think its rly cool!!! i used those diagonal pieces to make the sides way less ugly, the colours feel better, the trees are super cool!! what do y'all think?
should i make a side to side vision? on how bit everything is and stuff?
also tell me what you want me to add in this tilemap/level, rocks? maybe stairs or better floor decorations? anything as long as its possible, caus i sometimes forget i need to add some very simple stuff lol.
These is a game-writing lesson gleaned from this old YT video.
1. Plot - What Happens?
Uniqueness: A compelling game offers something fresh. It should surprise players with unexpected twists or story elements that make it stand out. Whether it's a unique setting, an unconventional narrative structure, or unexpected character developments. Provide an experience players have not encountered before.
Theme: Great game plots often convey a deeper message or statement that resonates with players. It could be about love, resilience, the consequences of one's choices, or societal issues.
2. Character - Lives and Struggles of People
Balancing Exposition: While character background (exposition) is important for player understanding, it should not overwhelm the plot. Gradually reveal character backstories as the narrative unfolds to maintain a balance between character development and plot progression.
First Impressions: The initial impression of a character is crucial. It sets the tone for player interactions and expectations. Use the first encounters to lay the foundations of a character's personality, motivations, and potential conflicts.
Visuals and Behavior: Visual design and character behavior are powerful storytelling tools. Visuals should reflect a character's personality and background. Behavior should showcase their hopes, dreams, failings, and successes. Consistency in both visuals and behavior is key for player immersion.
Personality: Dive into the nuances of a character's personality. What are their quirks, beliefs, and values? What are they struggling with? How do they react to various situations? These details make characters relatable and memorable.
3. Lore - The World Beyond Characters
Historical Depth: The game world should feel rich and alive, with a history and purpose for everything in it. Every location, artifact, and culture should have a backstory that contributes to the immersion.
Specificity and Consistency: Specificity adds depth to the lore. The more details you provide about the world, the more immersive it becomes. However, maintain consistency in these details to avoid breaking the player's immersion.
Accessibility: Make lore easily accessible to players who want to delve deeper into the game world's history. This could involve in-game codex entries, character dialogues, or supplementary materials. Players who are interested in the lore should be able to explore it.
This is part of my Writing Tips series, where I put my writing notes out to this blog.