#the tower devlog
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brokenmemorycard · 2 years ago
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Did some more work on the lighting and fixed the sliding on the walk/run transition! Here's a little turnaround of the main character! Their name is Maris
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Working title is The Tower
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officialrtguy · 3 months ago
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wow!
wildo demo sneak peek!😂😂😂😂😂😂
@wildospikehead 😂😂😂😂😂😂😂😂🔊🔊🔊🔊🔊🔊🔊
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philosopherjohnathan · 3 days ago
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a little context for this secret hub room, is that this is a nod to a time where Pepperman was planned to be playable when his playability was still working in old versions of AFOM/CARTWEBS.
but when the level editor got updated to a new version back then, it left Pepperman alongside Vigilante in a unplayable state, leading to his playable role canned and reduce to this secret room that we now have.
Why did i give him a prominate role? well it's mostly checking out the different characters, experimenting with them and having a blast, but because of his inclusion and plans becoming way too ambitious for the project and AFOM having it's own limitations, it's for the best that i canned his playability for good but it was nice to be able to play around as other characters while inside the level editor back then.
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hecatia666 · 7 months ago
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Managed to learn how to code a lap 3 rank screen!!
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Hopefully i can learn about music and more coding for the future too!
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artsyyumeyume · 1 year ago
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More PT:A progress. The game's working name is "Pizza Tower: Advance", and it seems to be sticking. With this post, I shall give you a bit more information: What this "game" is more of a bunch of mockups that I might make into a game. I do have my hands on the tools, and the knowledge on how, but my effort and determination is what shall determine this project's fate.
Pizza Tower: Advance is an abridged version of Pizza Tower if it was on a Gameboy Advance. It is a similar experience to Pizza Tower, but you'd get as much of PT's gameplay as you would from Sugary Spire... i.e., you won't. This game has far less content, but makes up for it with different content and experiences one can likely only get from this game, such as 7 new levels to explore, replacing some of the missing levels... and one HUB to venture through, with a slightly more linear story as you can freely explore the tower, with floors being a main place to store levels rather than a playfield. This project so far pushes the limits of a "less is more" sentiment.
17 levels, 5 bosses. That is so far all share without delving in and exposing the project's secrets.
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kittycreampuffsketbr · 5 months ago
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I improved Tutorial Dungeon because it was very ugly
In this update I changed the clock, then the tutorial texts and etc
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seannoonan · 2 months ago
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That's another SENTRY devlog up! In this one I cover the co-op update and the content that comes alongside it. Enjoy!
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super-kristuff · 11 months ago
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Daily Doodle - Undersea Wizards
So, another day of trying to quickly make games in Godot. Once again, the game I've made is slightly unfinished, but honestly I've managed to get so much stuff into this one? Like, I wanted to do it as a quick project to learn how to make enemies follow paths, but most of my day was spent making the spawnable towers and projectiles. And there are TWO towers! And I could have easily made two or more enemy types. And I also was trying to set it all up to easily make more levels? Which, I didn't have time for. Alas.
Oh, I also found this cool water shader which also seems to be a great resource for LOTS of cool shaders.
Anywho, this was a huge one, and I'm really happy with how much I got done. Enjoy!
Extra: I also recorded this funny bug with the wizards.
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luckyarchivist · 2 months ago
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TOUCHSTARVED 2.0: Them Changes (spoiler warning!)
Hello, all! Below is a HUGE (~3K words) post about all the changes I noticed in the Touchstarved 2.0 prologue/demo. It's as much for my benefit as for yours, and I'll hopefully be incorporating some of these notes into my loresheets in the next couple of weeks.
Long story short: There’s been a lot of changes. I thought that even before I skipped through Fulgur’s full TOUCHSTARVED playthrough as reference and discovered even more changes I'd forgotten about. The sheer amount of sentence rewriting and reorganizing, as well as minor dialogue additions, is too much for me to cover: I have to commend the writers on the RSS team for their hard work.
Luckily, a lot of the rewriting is ultimately inconsequential (thank GOD). But I do want to highlight some changes I felt were important to characterization and story, as well as anything that just really stood out to me as someone who played the 1.0 demo, like, twice or three times with the intention of looking for clues and shit.
NOTE: These notes cover ONLY the main prologue, i.e. there's nothing in here from the LI-solo routes after the Wet Wick group scene. I'll get to those, and I want to! But it won't be today.
Kuras: Introduction
Definitely, there were dialogue changes and additions in Kuras’s introduction. However, to my memory, there was nothing that would change his characterization significantly. So, we’ll skip right over him. Love you, Kuras! Thanks for making things easy.
If you have any big changes that you noticed in Kuras's introduction compared to the first demo, let me know either on this post, or in an ask! I always miss stuff and I'd appreciate the check.
What I will say about Kuras's introduction, though? The MC says that “[Kuras] towers over [their] prone form” and... Technically, they're supine. "Prone" means you’re face down, which MC clearly is not.
Leander and the Adderstone: Introduction
This is gonna be the longest section — 3 pages on my Google Docs. Please hang in there!
As stated in the RSS devlog for the 2.0 update, Leander's introduction has changed quite a bit. But I actually want to start by talking about Leander's followers first — previously the Bloodhounds, now the Adderstone. First: the name.
An adderstone is a glassy stone with a naturally occurring hole through it. There are all kinds of myths about the creation and use of these stones, which I encourage you to look up (it’s fun to learn!) but they have a strong connection with druidic magic; druids believed that serpents would gather in giant entangled “knots” and that the stone would be produced at the center of that knot.
Already you can see a connection with Le in the magic connotations, but the snake reference is not to be ignored, either for him or his group. An adder is a venomous viper — while their bites are not usually fatal to humans, they are quite painful, and they show up often in Welsh and British folklore. (Maybe all those people who thought Leander was British were actually right!) Perhaps MC has unknowingly walked into the center of a knot of snakes.
To me, this change in name also mirrors the change in the way the group acts. The Bloodhounds were rowdy drunks, though well-meaning, and did as Leander commanded like loyal dogs. They crowd around for the treat of his magic and disperse at his command, and yell at the MC angrily when they bring up the Senobium. 
By contrast, the Adderstone is a much more insular, subdued group. After Leander’s impassioned speech against the Senobium, you are stopped from speaking to him by one of its members, as if he’s a high-ranking official or something. In addition, when you mention the Senobium, instead of being outwardly angry, the Adders go silent and wary.
In addition, this new Adderstone has:
No motto. The Bloodhounds’ motto, stated on their poster, was “As above, so below.”
No uniforms. Leander’s Bloodhounds all wore green cloaks.
With the Adderstone discussed, it's time to turn to the man of the hour.
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Mainly, Leander has now been established as a Man Of The People, one who is actively encouraging Lowtowners to stay away from the Senobium. This is a huge change from his "gregarious performer" personality, and it seeps into all of his new introduction (which is a good thing!).
Leander is now an anti-traditionalist. In both versions of the demo, he asks if MC is aware that in Eridia, "information is worth its weight in gold." However, in 2.0., he follows that up by saying that he "[doesn’t] much care for outdated traditions," and opts to tell you the truth without any "payment."
Leander presents himself as one of many victims of the Senobium's "propaganda," saying that he used to idolize them until he realized they were an elitist organization. This is in line with his socmed fun fact, which states that he turned down the opportunity to become a Senobium mage to pursue his own ambitions: clearly, something to do with his presence in Lowtown, though I won't go so far as to say he's trying to uplift the district or anything yet.
In addition to these points, Leander's more outwardly sexual, submissive, and flirty personality in his intro has been toned waaaay down in favor of making him seem more like a competent leader of a...rebel organization? I'm not quite sure what the Adders are in contrast with the Senobium.
Here are some examples of his more leaderly traits and the removals of his more fanservicey behaviors in his introduction.
Leander asks if you're looking for a guide or an escort to the Senobium, whereas in the last version he does not mention taking you there himself at all. Implies that he's taking direct responsibility for you.
It's now explicitly stated that his line, "You can tie me up if it makes you feel better," is a joke to ease tension and not actually flirting. He also doesn't blush :(
The bartender doesn't mention Leander's "escapades" explicitly anymore.
Small change, but in 2.0, Leander tells you to take a deep breath and counts you down to touching him, whereas in 1.0, you count yourself down. He's guiding MC's behavior.
Before, in the tavern scene, Mhin asks if Leander warned MC about Eridia. In 1.0, he did not; in 2.0, he does in fact warn you that, “Eridia is twice as dangerous as it is wondrous. Be careful out there."
This definitely makes him seem more dependable, but less cute, in my opinion. I was particularly crushed by devs cutting Le's line, "Look, we match!" when talking about his gold jewelry and MC's gold scars. This has been replaced with, IMHO, a weak flirty line that doesn't endear me as much to him.
The devs stated in their 2.0 changelog that Leander's character is still the same, but that his new intro is a better reflection of his full route. At this point, I disagree: I think he's being portrayed as very different here, though my opinion may change once I do his post-tavern scene.
Though I'm sure some people thought of Leander as flat when compared to the other LIs, I think that added to his whole "too good to be true" and "let me be the reprieve for what haunts you" angle — someone who seems totally normal, but is actually a danger to you.
Of course, the first angle has been retained with him being the heroic opposition to the Senobium. But he's gone from a clumsy, cute everyman with impressive magical powers to the leader of a kind of movement, which is very different as far as archetypes go (to me, at least). It's certainly possible that we'll see this other side of him later, or even that I'll see it whenever I do his post-tavern scene, but he leaves a very different first impression.
I also wonder if devs were worried that Leander was being oversexualized before his route came out because of all the references in his intro, and decided to 1) curb people's impressions of him as the local slut and/or 2) cut down on disappointment when there's no sex in his route by introducing his moral mission first.
(To clarify, I wasn't under the impression there would be fully written sex scenes or NSFW CGs, but I don't know if they're planning to do a fade-to-black situation, or not have any sex present at all.)
Finally, and this is a note about MC during this section: I noticed that the wording of their previous "experience" has been changed.
Why change this to make it more vague? It's not like it was raunchy before. The 2.0 line reads more like the MC, I think (mainly the first sentence), and also clarifies for everyone that the reason MC may not be a virgin is because touching their naked shoulder is safe. But, when I was reading it, I was like, "Why change this line, of all the lines?"
1.0: I've been with other people — kissed them, been embraced by them, and more — but not like this.
2.0: It’s not as if I’ve never been touched. My curse only extends to my hands, and desperation spurs creativity.
I guess you could ask that for any line that was changed, though, and it's not like I was particularly attached to it. But it does seem like another instance where a more direct reference to sex was omitted.
Vere: Introduction
Vere’s dialogue was definitely altered and significantly shuffled.
The main change is that now you’re able to walk away from Vere, which causes him to break from his careless façade — another thing mentioned in the social media posts (that Vere is not naturally aloof and needs to work to affect this behavior). He just wants someone to play his little mind games with :(
Vere's dialogue has also been made a little more classy, perhaps, by removing the mention of a handjob and the word "sex" from his intro. Not that it's a huge loss, considering he kept all his other innuendo.
Finally, Vere's line after smelling MC has changed, and this is one I think is real suspicious.
Did devs feel like his initial line was, perhaps, giving too much away? Or has the intention of the line changed? Basically what I'm asking is: will we still find out, later in Vere's story, that there's some sort of kinship between MC and Vere in what kind of being they are?
1.0: Not quite human, not quite monster. Seems we’re both—
2.0: There’s something else... / It seems I underestimated you. You’re—
These are really the only major changes, though — the rest didn't change much, just moved around. Thanks for that, Vere. This is the ONLY time you’ll find me thanking you for anything, at least until you start taking my commissions to draw Ais oiled up and tied down.
The Senobium / Ais: Introduction
Ais's dialogue was changed the least out of all the LIs, as far as I can tell, which to me suggests that devs have the best idea of his characterization and the strongest foundation for his route compared to the rest. Makes sense, since he's the poster boy. But he does change one of his lines, and I'm kinda mad about it even though it's literally soooo inconsequential. This is Ais's response after you ask him where the gang he's supposed to be the leader of even is:
Literally a one-word change! But to me, that was a line that helped define Ais's voice, and I'm sad it's gone.
1.0: Gang took a walk.
2.0: They took a walk.
Really, though, I'll be spending this section focused on the newly named Iris, the "red-eyed woman" who appears outside the Senobium to take you to the Seaspring. MC's interaction with her changed quite drastically compared to 1.0.
Her appearance, or the description of it, has changed. Before there was a lot of emphasis on her physical features (gauntness, smiling too widely) whereas now it's all about her clothing (lack of shoes, moth-eaten garments, jewelry).
In addition, instead of making idle small talk with you that the MC can choose to ignore, Iris asks you to your face if you need help.
Before, she never introduced herself, and was referred to simply as "red-eyed woman". This time, she politely introduces herself as Iris.
Overall, she now has a personality that isn't just "creepy lady". She's embarrassed when she shows MC the hole in her neck; she reassures the MC of their safety when they don't want to walk out of the city.
This one's weird: Before, the red-eyed woman waves you off, and you continue on to the Spring; now, Iris disappears right in front of you. What kind of power is that?
Iris is now a character made to directly contrast the Seaspring with the Senobium. Here is a woman, obviously kept alive by some mysterious and possibly sinister force, but one who holds her hand out to you and offers you assistance. In contrast, the Senobium's gates and patrolling staff scorn you and push you away because of your status as a poor "tourist". The Seaspring is the poor man's miracle and the outcast's salvation.
I also noticed two themes in Iris's dialogue that stood out: choice and honesty. She only mentions the latter once, if you answer her truthfully (saying "I do" when she asks if you need help), but because I wrote that post about Ais and honesty, it made me wonder... Is this a theme for Ais, as the de facto leader of the Seaspring's thralls, or for Ocudeus, as the Spring's host?
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As far as the former, she mentions that you have a choice a lot. For example:
So, not only is Ais telling you to really consider if you want to join the Seaspring groupmind, but even other thralls are emphasizing that you have the ability to turn away from it.
1.0: If I’ve caught your interest, follow me. It’s only a short walk away.
2.0: I can take you there, if you like. You can decide on your own once you see it. [MC: And if I say no?] It’s your choice.
Speaking of the groupmind, how does Iris know her name? Ais says in both 1.0 and 2.0 that, “When you drink from the Seaspring, you forget who you are.” If that's the case (and if we're willing to excuse Ais retaining his own identity due to Main Love Interest Syndrome), how can someone like Iris introduce herself and retain her human personality?
You could say that the groupmind retains every person's individual personality, but I was under the impression initially that the groupmind assimilated all identities into one. Something to think on, and to wait for more information about.
Mhin: Introduction
In the transition from Ais to Mhin, we get to see more inclusion of socmed fun facts: The MC unwinds their glove in an attempt to touch the Soulless chasing them and pacify it long enough to escape. Look at our MC, with useful powers!
Some smaller changes with Mhin's characterization:
They've made Mhin more considerate :) In 1.0, they pull you to your feet and pretty much immediately let go of you; in 2.0, they hold onto your hand long enough, and ask you verbally, to make sure you're stable before letting go, even though MC can tell that holding your hand makes them really uncomfortable.
No more calling Mhin short :( I guess that would be rude to do to someone you just met and who saved your life...
Mhin gets to talk about their hobbies: anatomy!, although they say when asked that they "[haven't] quite" studied anatomy or medicine. This definitely gives them a scholarly layer that wasn't as clear before.
The biggest change is that Mhin tells you that they grew up in Eridia, and that the city used to be better than it is now. Literally, while I was playing, I said "What?!" out loud. This is huge, because Mhin's whole thing is that they were a "relative newcomer" to the city. However, they now know the streets well enough to navigate MC in the dark back to the Amaryllis District by themself, where they and MC run into Kuras.
So, with this change, I have a whole bunch of new questions. Is Mhin's released character summary and backstory going to change by the release of the full game? If not, why did they and their family leave? What brought them back when it seems like they hate it here? How long were they there before MC got there?
We'll see if some of these are answered in the after-tavern scene, but for now, I really don't know what to think. I appreciated having a character who was also fresh meat in the city while not being as fresh as MC, as it allowed for a little "new kid" camaraderie while still letting Mhin guide you and teach you about Eridia. We'll see where it goes!
The Tavern Scene
Mainly line changes here I wanted to comment on, but let's go through the minor characterization or world changes first.
The drink Leander gives you, the "local specialty," is now a pomegranate wine instead of a plum gin. Yeah, yeah, Underworld, forbidden fruit. I've been through a literary symbolism class before.
Vere is made to seem less drunk when you speak to him and Ais, as he's no longer hiccuping like he was in 1.0. Seems he and the demon can hold their liquor. I'll miss you, cute drunk Vere.
And now, the main event: dialogue alterations! Let's run through 'em.
Mhin's line to Vere when they first enter the bar: "I thought Ais wasn’t allowed to bring his pets in here." -> “I thought pets weren’t allowed in here.” This is probably to make Mhin seem more distant from Ais: after all, how would they know about Ais's affinity for pets or his relationship with Vere? This one makes sense to me, even though the first line is a better burn.
Vere's line to Leander, once Leander realizes that everyone already knows each other: “Mmhmm, I’m starting to suspect [MC's] stalking me.” -> “To think we’d cross paths once again. It must be fate.” I like this change because Vere is very fate-coded to me. Give him some tarot cards, stat.
Leander's paypig lines to Vere have been changed, probably for the same reason Mhin's lines to Vere were changed: to imply that, while they know each other, Le doesn't know enough about Vere to know his expensive tastes.
And then the line change I'm mad about, which I talked about in this post, when MC is complaining about Ais kicking them out of the Seaspring just so he could go drinking:
I know this is partially nostalgia bias, but I’ve already talked about Ais’s whole honesty thing, and literally his fatal flaw is that he “lets his emotions rule him.” Why change this line?
1.0: I was lonely.
2.0: Had to give you a reason to come looking. Miss me yet?
Although MC acknowledges that Ais’s more flirty response in 2.0 is a deflection rather than a real answer, my current understanding of Ais is rooted in his honesty and his heart-on-my-sleeve behavior. He even says that about himself when comparing himself to Kuras (at least, in the 1.0 version of his route). It feels like a loss not to maintain his almost-blasé attitude towards just telling you how he really feels.
Now it's your turn!
While I find time to play the LI-exclusive sections, I'd love to hear from y'all. Any changes I missed in the main prologue that you think are important? Do you agree or disagree with me on any of the points I've made or conclusions I've drawn? Want me to expand on something I mentioned? Please let me know, either here or in my asks!
I had a great time playing the new demo and writing all of this up! It'll only be for a short while, but I'm happy to be back investigating this game :)
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the-remainder · 4 months ago
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Hello fellow dunnish, Ze here. I've changed the "title" of our devlogs yet again. I suppose that's a form of development, that things have changed, for better or worse. I've taken to call it "tangents", because that seems to be what I write in these things: A few factoids that probably doesn't mean a whole lot to anyone, and a bunch of anecdotes and off-the-cuff remarks that don't necessarily mean more, but at least one of us have fun with!(That's me, btw)
1. Kickstarter progress I spent most of my days packing prints and Nim spent most of theirs cutting them while listening to creepy stories about national parks. Did you know there are supposed to be staircases that go nowhere out in the wilderness? Foodprints that aren't identifiable? Things that scratch at the side of your tent, whispers to you in the voice of your loved one whom you know is miles and miles away from where you are? Yeah, national parks are basically the twilight zone, according to podcasts. Becareful out there, nature-loving friend.
2. Writing Nim wrote and published their first novella! It's a weird mix of romance, horror and erotica. You ever wonder what would happen if you were acosted by a fae in the woods, then decided to follow them and have a wild shag or two? Nothing we can call "good", I assure you. But then again, who wants good? We want interesting. And that's what Many Winters' Briar gets you, an interesting encounter with a fae in the woods. It's completely unlike the Remainder, no one lost their memories, no high magick and tall towers. No world-ending rituals or magick talking cats. Just a cozy time with someone not quite human in a hut who likes berries and pain.
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3. The Longing All we did for the longing recently was I THOUGHT about working on it, or rather I felt the urge to work on it squirm quietly in my marrows. That's typical of my process with these things. First the urge squirms in the marrows, then it migrates into the hemoglobin and courses through my veins, then some energetic buildup occurs in the fibres and tissue, then at last the fingers gnarl and twitch and work appears. Yesterday I actually opened up the draft and LOOKED at it. I expect any day now I will be swimming in The Longing again. Watch out for updates; watch along the shoreline for my drenched and cackling form.
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4. Agnil's Design I began editing a short story I wrote for Ilar's Teatime stories ages ago, which was a tiny little thing about a magus college student sort of person who had some friction with her mother regarding personal hygiene. Whole thing was about 1 chapter-long if it were a book, and featured 1 character. I know, it sounds incredibly germain, but it's what occurred to me at the time. As I rewrote it, I kept feeling the story was supposed to be about more, and so I nudged it into a slightly different direction just to see what happens. A week later I'm four chapters into what I can only imagine would have to be a novel. Ilar, Vyn, and a few other semi-fleshed out characters were already aching to make appearances. And the threads of the Taldun lore came flowing in from all corners of the realm, and it keeps building. I still have no idea where it goes yet, but sink me it is fun to write. I expect I'll be teasing some of it on our socials soon. It's called Agnil's Design.
5. Other games I also started building another game, just for me, just for fun. It's going to be a rogue-like deck-builder, or as I call it, "body"-builder, where you do some dungeon crawling and collect the body-parts of defeated foe to build your character. I'm making it for no other reason than that I desperately want to play this game and it doesn't exist.
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6. Social We are going to dole out bits and pieces of lore, character snippets, new-and-old art, and other enticing stuff over here in the coming weeks. Kindly glue your eyeballs to the bluesky, please. PLEASE, we need the numbers. XD https://bsky.app/profile/the-nim.bsky.social
There, that was less tangential than it could've been, but more tangential than most, I imagine. Big success?
Oh right, if you want to see these images in high res, and a few more sketches, as well as a sample paragraph from Many Winters' Briar and Agnil's Design, head on over to our ko-fi and patreon members section. Your support will help enable us to persevere in our wickedness. You have our infernal gratitude.
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brokenmemorycard · 2 years ago
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What is this place..?!
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officialrtguy · 4 months ago
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GUYS DEMO OUT, GO PLAY IT!!!
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philosopherjohnathan · 17 hours ago
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you probably haven't realized it yet, but this is the third time snowball's collect/supertaunt animation has been changed, since her two older animations were, let's just say janky.
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(the first animation)
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(the second)
but i'm pretty much happy how the third one looked, and how i imagined too.
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progress has been slow, but mostly just doing sprite animations.
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coffindependency · 7 months ago
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december devlog!!!
the devlog can be found here!!
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look at themmm!!! cutie pies!! this has instantly made its way to be one of my favorite pictures of them!! 🥺
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the background here is so so pretty!! if it weren’t for the red leaves on the ground and the broken path, i would’ve thought they were in the real world!! idk, maybe they are… maybe it’s like minecraft? lol. i believe this is the tower we saw in the previous devlogs/progress reports, maybe the one with the unreachable stairs, but definitely the one with the handsome fellow:
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no andrew to be seen in these pictures, but he’s around somehwere. doing… stuff?
next, nemlei describes the process of creating tcoaal!! copied and pasted:
For a few years before The Coffin of Andy and Leyley, I had been dabbling in making visual novels as a hobby by entering visual novel jams. These were month long jams with no specific goals other than to create a visual novel from start to finish. I entered maybe once a year for... uhhh?? four years? I don't remember, and you don't care. My point here is that it was enough so that I noticed a pattern...
If a jam allowed additional gameplay in the visual novel, the entries utilizing it were often among the most played ones. "Huh." thought little ol' me, and schemed a wicked scheme. The next jam that came around (and I had time to enter) was Nanoreno, and time had come to test my hypothesis.
I only had a month, so I knew from the start the story had to be a "bottle episode", as in the whole story must be contained within one location to save time, and limit how much art I needed to make.
So who were the characters, why were they there, and why wouldn't they switch locations? The easiest answer was the classic "they're locked in and must escape" which is a story everyone and their dog has written at some point. Whatever, it's just a game jam I thought, and carried on.
Then came the characters, at first Ashley was going to be a silent protagonist named Player (yeah, you read that right). I wanted to toy with the idea that players tend to do the most unhinged things when allowed. So there'd be the Player, and one support character whose sole purpose was to spout exposition, and react to the player doing player things. Oh, the humor that would ensue.
There is one small remnant of this idea still in the game. It's at the very beginning when the player wakes Andrew up. He explains something, and "Player" responds with an emoji bubble thing, and Andrew then says "Quit your complaining!" despite the fact that Ashley hadn't really complained out loud. Now, imagine if the entire game was like this........... It would've sucked so bad. I dropped the concept pretty much right away.
This original concept is also why the narrator addresses "you" (the Player), instead of being in pure third person or first person point of view. I did enjoy this game master type format though, so even after making Ashley an actual character, I kept it.
Since Ashley was now a character, she needed to have a story. Cue the whole childhood incident (again, generic, but whatever it's a game jam). This also elevated Andrew to a character status, rather than a mere exposition spouter. Great! Now I knew who they were, and had a story to tell other than "unhinged room escape". (Which is a game I'd still want to play, as long as it isn't made by me.)
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This is the first ever sketch I made of the two. Almost final design straight out the bag lol.
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This was me still figuring out the UI. I don't remember what was the idea behind having the names off to the side, but thankfully I decided against it.
I drafted rather lengthy character sheets for the duo, as the more I wrote, the more they revealed themselves to be curious little jerks, with a lot going on between them. The story formed almost on its own after that. I knew I couldn't go too in-depth though, as the game jam imposed a hard time limit. So I shelved most of it thinking "well maybe I'll tell this story later on my own time", and left a sequel bait at the end of the story, to give myself an opening to get back to it "one day" that I assumed would never come. And also to give myself time to see if there really even was an interesting story to tell, or if this was one of those "really cool idea!!!"s that emerge out of the blue, but rot away as soon as you sit down to write them. If you're a fellow storyteller, you know what I'm talking about.
Leaving an "in" to continue later is something I've done plenty before. I might very well get back to my other game jam novels one day, which is part of the reason I took them down. For now though, there is no room for such endeavors, as The Coffin of Andy and Leyley must be completed, and will remain the sole priority until then.
Back to my "visual novels with gameplay perform better than pure visual novels" -hypothesis! I entered the game jam with my corny-ass bottle episode organ harvesting edgelord romp, and lo' and behold!!
It did gain more attraction than my other (gameplay-less) visual novels! In fact, it gains enough momentum to leave the visual novel scene. The new influx of people turns my data useless, and the hypothesis goes out the window. So in the end, was it the gameplay that attracted people? Or was it purely the oh, so scandalously unhealthy relationship the duo has? You tell me.
Somehow the game got caught in a shitflinging contest between the self-appointed morality police, and the people sick and tired of being told what kind of fiction they're allowed to read.
Suddenly, life gave me two choices, much like a visual novel would.
Do I take the game down to appease the people telling me to kill myself?
Or do I create the story I already wanted to create and get paid for it?
Boy oh boy, what a dilemma. I contemplated it for all of two nano seconds!
I dug out all the stuff I had shelved, and soon had the draft of the full story all ready to go. I went over it a few times, deemed it to be a lot of fun, and begun production of the full game. Episode 2 released on Steam in October 2023, and The Coffin of Andy and Leyley wrecked havoc across social media! And I thought there was a shitstorm before? HAHAHHAHAHA!!!!
And here we are now.
I want to thank you, my dear audience, for all your support. And I also want to thank the people who tirelessly pissed and moaned about some crappy indie game for months and months and months, helping it gain popularity beyond my comprehension. I would've never, ever gotten this far if it wasn't for you! The kinder thanks goes to the audience though, obviously. Thank you for weathering the storm with me, I hope you'll like the terrible little story you've helped to subsist.
The development continues, unchanged. I can't wait to show you the next episode. It's just awful, I really like it! Hope you will too.
Have a wonderful end of the year,
- The Author of The Coffin of Andy and Leyley, Your Least Favorite Person.
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artsyyumeyume · 1 year ago
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You know why I've been saying that "PT: Advance" is merely a passion project I'm working on on whim? I mean that because anything can happen to it. It's less of a game and more of a concept.
I wanna just put that out there before anyone assumes this is confirmed a game. It might release one day, but in reality, it's more of an afterthought I work on while watching YouTube or Discord Streams.
I'm not saying it's cancelled, but I shall never give any release date.
(1/2)
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ravenstargames · 2 years ago
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✦ Lost in Limbo Devlog #4 | 07.31.23
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Ahá! What is this?! Ravenstar Games' fourth devlog?! More likely than you think!
Before we start, we want to apologize once again for the inactivity and thank you for your patience. Our master degree has ended as of today, but September 15th is the day on which we must hand in everything we have done during the year. That means that technically, we still have to work until then—BUT we are back on track with Lost in Limbo and our plans for the game, and we are beyond excited!
Without further ado, let's jump right into it! 💜
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So of course our most important milestone has been finishing our first key art! Yaaay! 🎉
We'll use this piece as a header for our socials, as well as an overall banner for steam, itch.io, etc. Raquel did an amazing job as always with this piece, and I had the pleasure to assist her with a few details and post-editing! We are so so happy to finally have this in our hands, it has made us feel like FINALLY we can work on our game again! :')
There's also of course the Barbie artwork, which was in the making for a long, long time. It was a silly little thing we wanted to do since Barbie was announced, and Kayden worked super hard to finish it right on time!
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<<The Midnight Tower. It was there before our kind took its first breath, and it will be there after the last one is long gone.>>
Not really a background, but not a CG either—let's say this is a small sneak-peak of the demo! This is one of the first things you'll see while playing, and a core part of LiL's adventure; the Midnight Tower, a mysterious entity that seems to be somehow connected to you.
I'm already working on animating this piece; the inky fragments will float around, the fog will move, and you'll be able to join this little raven on his journey to the top! Special thanks to Kayden who was in charge of this one!
You can also see the tower in our key art, if you haven't noticed. It's great to see how LiL's lore and story is evolving and seeing the light slowly but surely! 💜
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This month we are happy to show you the provisional main title screen for Lost in Limbo!! 💜 As per usual, I will animate the stained glass wheel to make it spin (like the logo in our webpage, hehe), and the fog will dance around with some nice particles!
All the screens for the game are done and we are waiting for our UI artist to send the files over so we can start programming and do some screenshots. We would have liked to do this during May, June and July (the months we knew would be packed with school work) but this has not been possible as the files have not been sent over to us yet. We hope we can get them soon enough!
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These past months have been a rollercoaster thanks to our master degree, but we can finally see the light at the end of the tunnel. Things have been mentally draining for us all because we wanted to work on our game, and there was always the fear of people "forgetting" about our project, (or worse, thinking we had suddenly vanished to never come back), but we had to focus on our grades.
When we started two years ago, we knew this would be difficult, but I think none of us expected the hardships to be this way. To avoid writing a wall of text, let's just say that when you create something, you want to protect it; you want people to see it bathed in the sunlight you see it under, and the fear of it being disappointing or not enough is something that has hit us hard recently because of our inability to work on it. BUT THAT'S OVER!
To end this on a happy note, we have to give our endless thanks not only to you all, for still being here ready to welcome us back, but specially to @crescencestudio (and I, Seyl, am incredibly grateful to them) for being one of our biggest supports during the past few months! We have been struggling besties and talking to them has been one of the few things keeping us sane. SO THANK YOU!!! 💜
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