#these posts are starting to feel more and more like the devlogs
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purelillies · 2 years ago
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I’M SORRY I FUCKED UP. I COULDN’T DO ANYTHING I’M SORRY LESHY.
on another note, i still can’t tell who leshy is talking to. i know at face value that seems arbitrary, but if leshy is trying to disguise his knowledge of luke, such emotion is unnecessary. maybe he’s genuinely upset? while it isn’t confirmed, kaycee’s mod seems to take place after luke died, and leshy does talk to the player by saying ‘ you ‘ as well, but does he mean our protag in the cabin, or us?
it’s obvious he knows that there’s someone out there—it’s not that i’m questioning—it’s only the question of why so much emotion? who does he think is playing kaycee’s mod?
( addendum: the reason for my questioning is because kaycee’s mod isn’t in luke’s recording and doesn’t have his voicing. i know when it was created, i’ve played through the entirety of it and have read each dev log, and i know about kaycee’s fate. maybe he isn’t there because of oversight or just simply something to do with the in real creation of inscryption. maybe i’m looking too much into that fact? and, i suppose concerning placement, kaycee’s mod is only available after we finish luke’s story and his exploration of inscryption. by that standpoint, it would be impossible for him to play it, but i know that fact itself probably doesn’t amount to anything and is more of a factor of replayable to inscryption and act one introduced while adding some lore. )
i’m unsure myself. since there’s the arg aspect of it, and the actual arg component itself, are we technically apart of inscryption? i don’t know. i’m finally getting around to collecting the endgame dialogue in act one. hopefully it’ll be up soon?
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ravenstargames · 7 months ago
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✦ Lost in Limbo Devlog #13 | 11.11.24
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Feels good to be back! This is our first post-Kickstarter devlog and I'm so excited to be writing it.
First of all— Lost in Limbo was successfully funded on September 20th, 2024! 🎉🎇
Yep, it has been almost two months, but it's still something to celebrate! Thanks to every single one of you for making this possible! We didn't meet all our stretch goals (there were a lot and taxes are a pain) but that doesn't mean we are giving up on those. More on that another time.
There's a lot of things we want to show y'all, so let's jump into it!
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A sneak peak of Envy's postcard!
Raquel has been working hard on getting the "special postcards from your favorite LI" ready to send them to print ASAP! Initially we were going to use art we already had of the LIs, but we thought it was more exciting to offer y'all exclusive art pieces. After this, Raquel will focus exclusively on the rework of the sprites!
We hosted a few polls and got a lot of feedback. If you missed it, you can check it here!
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Astro says hello :^)
As you know, the Extended Demo will feature more locations, including a glimpse of the MC's city, Faybourne! Astro is getting the main street ready for you and your bestie as you go on about your day. I've calculated around three / four different and new locations to properly pace the demo as we imagined it in the first place!
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The writing deparment (me. i'm the department) has been focusing on the Extended Demo script. I have a lot of things to play with, like the flavor choices, the personality choices, and more. I want to create a proper balance because one of the things y'all asked for was more choices, and the pacing needed a bit of fixing, as we already knew!
The Extended Demo will actually introduce characters you've heard about, like your mom, your ominous grandmother, and your bestie. So no more talking about them, you'll actually get to meet them like we wanted to!
There will also be more time with the LIs, and hopefully the amount of time you spend with each one of them will feel more balanced, too.
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Programming has been an adventure! Huge shoutout to Feniks for helping me figure out how to properly make a toggle for the timed choices as well as helping me polish the personality system. What a lifesaver!
So the timed choices toggle now works perfectly. That means you'll be able to turn them off if you'd like to play the game without being jumpscared by a timer—that doesn't mean you won't be able to mess up, though, on purpose or not :^) This is a dark game, after all!
The personality choice system lets you decide how the MC reacts to things including the nature of your romance with the LI. That means dialogue will automatically change in certain parts of the game to reflect the personality of your MC, some options will be locked, some unlocked, etc. There's three different personalities available.
For colorblind folks, the choices will have a different icon when you hover over them for you to know they're different!
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Also, I've started coding some extra mini cgs Kayden's been working on! There'll be more in the Extended Demo to enhance the experience, so we hope you enjoy them! :^)
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All the packaging stuff has arrived to our provisional headquarters (Raquel's home), and our business cards have been secured! Every backer with physical goodies will receive one for free :^) This month has been all about managing Backerkit, orders and merch, as well as preparing the Extended Demo. We hope we can receive everything very very soon and start shipping packages starting December!
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For now, that's it! There's a lot of stuff going behind the scenes, a lot of things that need attention, and a lot of planning happening. Also the catastrophe the DANA has been on our cities is keeping me a bit on edge, but I'm trying to focus on work. This Saturday I'm going on a trip to Greece with my family, so I'll disconnect then! It's our first time traveling to a different country since I was like...seven years old? And we have been saving up and preparing a lot for the trip, so we are excited :^)
I hope everyone has been taking care and doing alright! Have a huge hug from the Ravenstar Team, and see you around!
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lj-lephemstar · 5 months ago
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Progress Checkup! (Jan. 2025) | Scratchin' Melodii Devlog
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Hey guys! Time for another progress checkup; This is actually the first one of the new year! I hope you were all able to enjoy the holidays. I took a bit of a break from working on most stuff last month and have been getting back on things this month. First, I wanna thank everyone who's wishlisted Scratchin' Melodii on Steam! So far, the game's gotten over 17,000 wishlists! Thanks so much for the support!
In the previous devlog, I mentioned some changes to the rhythm system. In the Dragon Funk preview, you can see the new rhythm system and character icons I mentioned in the previous devlog! Actually, let's unpack some of the new things you're seeing in action there:
Hold Notes This is the first song in the game to include hold-notes! They mostly work the same as they would in any other rhythm game. However, since this game has an emphasis on self expression, moving the control stick during these will let you tune the note's pitch-bend for extra expression points! I showed that off in a post here. As for Pow Notes, I've been working on a way to let the player get expression points from these too! I'd like for most of the special notes like these to be not just a gimmick, but a tool that the player can use to their advantage.
Quadruple Lines Yep! The first blue line in this one is extra long and has 4 rows! Fun fact actually, I had to implement this feature after I realized that part of the song was too long to fit in just two rows. It was pretty difficult to figure out both how to do it and how to execute it in a way that doesn't feel too jarring, but I'm pretty satisfied with the results! In fact, barely anyone's even noticed it; I guess that's just how natural it feels! Not sure how much more often I'll be having lines longer than two rows, but it's great that I have the option now.
AutoPlay You might also notice that the player inputs are perfectly timed... TOO perfect... that's because I've developed an autoplay feature for the game! At the moment, it's mostly for debugging and stuff, but if all goes according to plan, AutoPlay Mode and Replays should hopefully be available to players as well in some form when the game comes out!
"Next" Indicator & Other UI Related QoL Some of the top things players said they had trouble with in the demo were related to being prepared for the next line. So, if you look at the right-end of the rhythm bars, you'll see a little tab that shows the color and amount of rows the next line will have! Also, now each line's suggested notes can be seen before the rival performs them. This did take some thought, as I actually kinda still liked the idea of it appearing as if the characters were making it up on the spot, but to put game design first, it makes more sense to have it displayed as soon as possible so the player has more time to react and prepare. This also opens up more possibilities for future mechanics, so in the long run, I think I've made the best choice here.
Now, let's get into what I've been and/or will be working on that you haven't seen yet!
Act 2's Boss The music for the Act 2 Boss is  nearly complete! I'll likely be starting to animate it pretty soon. This song is the longest one I've done so far, clocking at a duration of a little over 3 minutes long!
More Animation Updates for Stir & Mix At this point, I've done even more cleanups on the sequence you saw in the last devlog and I've finished animating the "I wanna" scene of the song, which will probably have the most changes out of any other scene in the song. When I first animated Stir & Mix, I didn't quite have the time or skills to do everything I really wanted to do with it. That scene in particular I felt was WAY too stiff and boring, especially compared to the more dynamic and fluid scenes that appear in some of the other the stages now. I'd say I'm about halfway done retouching all the animations for this one!
Refined Model Sheets I don't talk about these very often, but sometime around 2023 I started using model/reference sheets for the characters. (I might show them off someday, but for now they're staying private!) Before this point, the designs are pretty inconsistent from shot to shot, so this helped a lot with that. Recently, I've done some revisions I'm really pleased with. Their designs are finally becoming... well, final! I'll be reworking the affected characters' hub world sprites at some point to reflect these changes.
Slight Reworks for some Act 1 Songs On the sound side, Stir & Mix's vocals have been reworked again! As I've mentioned in the previous devlog, 2cada's tuning style and techniques have evolved a bit since we first started working together, so we thought it'd be fun to go back and incorporate some of that into it. We'll also probably be reworking the structure of Nami's song a little bit at some point just to make it a feel a bit more solid, which may require a new line or two from her voice actor, Meggie-Elise! So funnily enough, it seems some of the songs will have end up having TWO unused beta versions after this.
Also, a quick PSA: Please note that beta versions of content will NOT be included in the full game. I've heard people ask for them to be "brought back" or toggleable, but in my situation something like that is both easier said than done and I also just... don't want to LOL. With as many directions I can take this game, I know I can't satisfy everyone, but I can make a game that satisfies me, so I'm aiming for that! And hey, maybe other people will like it too.
I think that's all I wanna talk about for now! Thanks so much for reading. It can be a bit of a daunting task to write these at times, but I'm glad to keep you up to date on the project when I can.
-LJ
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bluegekk0 · 5 months ago
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I feel like people can't tell a difference between someone saying "Silksong needs to come out faster" and "the silence from TC is frustrating", if you voice an issue with the situation everyone assumes you mean the first.
No, I don't care if the game takes a long time to develop. I don't want it to be rushed, they should take as much time as they need. My issue is that the communication from TC is non-existent. We don't know ANYTHING about the state the game is in, the last post on their socials was a merch reveal from 2023. They said they would update their blog, the same blog that's been dead since 2019. People PAID EXTRA during the kickstarter for the DLC that became Silksong, the least TC can do is post an update every now and then to show those people they didn't get scammed. Do I think it was a scam? Fuck no. But I wouldn't blame those backers if they started having doubts.
If the game takes 5 more years to come out, I'm perfectly fine with that. Like, seriously. They can take however long they need, I understand that. But the least they can do is communicate like they said they would. I'm sure it would also make the noise surrounding the game a lot less toxic if people had any idea about, well, anything. Just anything, literally anything. I know it's just 3 people, but a tweet once in a while wouldn't hurt, right? Not even asking for devlogs, just anything.
Of course, there's no excuse for people being actually shitty towards them. Some people go too far, fuck those people. You can have issues with what's happening and not be a jerk about it. But I also don't think it's fair to completely reject any criticism just because it's 3 people working on the game. They're doing great with the game, I'm sure of that. But unlike the first time, they have a large fanbase now, so I don't think the same radio silence from the past really works here. People want to know more about the game that's been in development for half a decade, I think that's understandable? Do they owe it to us? Well, I'd say they owe it to the backers, at the very least, since they already gave TC money for it.
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coffin-ramblings · 6 months ago
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January 2025 Devlog
Happy New Year's everyone! I hope that you have a good New Year's and a good 2025! Now onto devlog thoughts!
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This honestly my favorite preview pics that we got. Simply iconic. Speaks for itself. While my first thought is it's Andrew's dream/vision/psyche, it can be Ashley embracing cannibalism as a central part of her self-image/identity. Which is always interesting to see more.
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I guess this is what happens on Friendship and maybe Romance route of Decay where they successfully reconciled? I wonder if this is before they stand off with the demon, or the demon's concerned about them. This feels like a standoff with how final boss vibes this place is. But it's always possible this is when something else happens, like a new transformation? (please have them turn into demons)
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So this friend from primary school is still friends with Andrew in adulthood. I wonder what happened to him, especially since he didn't help him out in quarantine. Rip Andrew though, he seemed to be both smoking and drunk. Or sick.
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Goddamn, that's a spike in CGs, with episode 4 not even being revealed yet. And all of that content with no satisfying cliffhanger.
And now onto the devlog video!
It's interesting that it acts like a video rewinding, suggesting Andrew has the TV motif like Ashley has. This might be part of the demon's powers, since Burial vision has it start with a TV screen and the six eyes in TV screens when you're going through Ashley's past and murders. Or it could be a gameplay feature explained as the demon's powers.
TV motifs are also very interesting in regards to the siblings. They tie in with Andrew's obsession with the gaze and Ashley's insistence of simplicity and remaining a child. It can also mean the demon is watching them carefully and is actually their puppetmaster. This may spawn its own analysis/theory post, but for now, on to the actual video.
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It's so strange and funny to have the friends to be like the dummy-looking sprites. It doesn't seem to be a placeholder and an actual reflection of Andrew's psyche at this point. It appears the fully detailed sprites only go to people he deem most important in his life.
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So it is confirmed Ashley did get bullied in high school. And Julia was the one who helped her deal with them, but they don't always get along enough for her to be reliable. Ouch. But on a bright side, we finally get to see Teenshley's sprites and she is so damn adorable, I love her so much.
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Also that detail of Andrew's shoes being so worn out is. Ouch. How much money did he have to give to his parents that he couldn't even get new shoes?
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Guy really defended his friend from incest allegations and then called Ashley that. Yeah no wonder why Andrew just kinda tolerates him.
And of course that douchebag only wants to fuck Ashley because. This does confirm my speculation Ashley was desired in high school for her body by boys, but to what extent is a mystery. Cause this guy is such a sleazy horndog to the point his own friend told him straight to his face he wouldn't even let him date his sisters.
This appears to be right before or soon before Andrew asks Julia out, especially since Julia is worried if Ashley hates her. Though interestingly Ashley is blank-faced about not on talking terms with Julia.
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Anyway, this is a very interesting devlog, definitely one of my favorites!
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jovial-thunder · 1 year ago
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Lancer Tactics devlog
I'm gonna try out posting my ~monthly devlog roundup here as well. These suckers are glorified changelogs with anecdotes and gifs galore. Let me know if this is something you like seeing show up on your dash?
Map Editor
Got units able to be placed/deleted/moved in the mission editor
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Can paint/remove command zones in the editor
Can paint minecraft-like terrain blocks in the editor
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Can paint/rotate multi-tile props in the editor
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Can edit unit character sheets and portrait via the editor
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3D maps
Did a bunch of art tests with 3D mech models, provided by GeneralChaos, which we ended up deciding not to go with to keep things simple.
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To avoid the can of worms that is animation, we'd have to lean into a static "tabletop minatures" aesthetic which we decided is not a style we want to be stuck with. By sticking with 2D sprites, we avoid falling into a sort of uncanny valley; it's easier to get away with not animating a 2D sprite than it is for a 3D model.
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 We also experimented with 3D terrain. We decided to make a rule that the visual style for a piece of terrain should match its mechanical effect: obstructing terrain that you can't move through, such as rocks or buildings, will be in 3D, while non-obstructing terrain like trees will stick with 2D sprites.
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Hooking up the 3D camera to follow events like movement and attacks did a LOT for making it starting to feel like it's cohering into an Actual Game™
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Implemented cover! And an attack preview! Cover works by aiming a ray from the target to the originator (technically to and from each voxel of each, respectively, to handle size 2s shooting above size 1 cover) and tracking all the terrain blocks it hits (how we'll handle non-terrain hard cover TBD). I think I have it working according to Perijove's cover rules manual, but I'm sure there'll be edge cases to work out. This is a case where things are significantly simplified by working in squares instead of hexes; hexes have a lot more possible weird angles you have to deal with.
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Re-added what I'm stubbornly calling Combat Popcorn; little bits of text that pop out when you use abilities and attacks.
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UI & game screens
Added ability for the engine to show UI that's anchored to the game world via a little word bubble line but also stay on screen as the camera moves around.
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Got word bubbles working; you can now write dialogue in the mission editor, hit playtest, and see it work in a mission! (it does actually translate correctly now; this gif is just from a bug I thought was funny)
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Got ability effects mostly behaving appropriately again, including muzzle flashes. The easiest way to handle them ended up being NOT billboarding them so they always face the camera (like all other 2D sprites in the game); instead, I put them on a plane parallel with the ground and just spin them around the unit to point at wherever their target is.
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Did some work ironing out our tooltip system. The standard in CRPGs these days is this kind of nested labyrinth of tooltops that you see in Baldur's Gate 3:
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I Did Not Want to try and figure out how to wrangle that much UI, so we're instead opting to cap the nested tooltips at the second layer. You can lock a general tooltip for e.g. an action and then mouseover various items within that tooltip to get glossary definitions...
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...and then instead of having those glossary tips be lockable/mouse-overable themselves, I collect all related terms to that glossary definition and let you tab through them.
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Added skin overlay functionality to the portrait maker, enabling textures like scars, tattoos, stubble, and vitiligo to be applied to just the skin and not extend off into space.
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Midway through writing this update, Carpenter sent me this gif of the randomization button working! There's a still a bunch of skintones/assets missing and a few are a bit janky, but it was exciting to start seeing the range of these lil freaks (affectionate) that this editor can create.
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Mourning cloak license!
This is the one I'm probably most excited about: I did a bit of a content dive and implemented a basic character sheet + all Mourning Cloak traits and equipment. They don't have fancy graphics yet, but the weapons and systems can be added via the character sheet and used in-game.
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It took a little under a day, including adding soon-to-be common mechanisms like bonus damage. This is great news in that it means the engine we've been building for so long in the abstract seems to do a great job in handling comprehensive actual game content, and that it looks like we've set ourselves up for success when it comes time to buckle down on churning that out.
I'm sure other licenses will come with unique difficulties (I fear the day it comes time to do the Mule Harness // Goblin CP) but I'm feeling good about it!
Vertical slice?
Taking a step back, the pressing question on my mind has been "when will we have a playable early access build?"
I was originally hoping for Feb/March, but what we've internally been referring to as the "3D cataclysm" has pushed everything back by at least three months, so the target for the first alpha build is now in May. So, ah, thanks for your patience! Seeing things come together, I've become more and more convinced that moving to 3D was the right call.
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zombeebunnie · 2 months ago
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Trembling Essence Devlog 5:💙WHY ARE WE BACK IN THE SWAMP?!?💙
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Hi and welcome new followers, doesn't feel like it's been a month since the last update but here's how things are going! :]
This update will probably be a little small. I was trying to catch up with asks, drawing, etc. but I wasn't able to get to everything and I became very busy afterwards. :,,]
*Also, the Trembling Essence: 😤💪April fools 👁️👃👁️mystery event[NOT CLICKBAIT]?! will be delayed since I got too busy to work on it. :,,[
BACK IN THE SWAMP!!?!? NOOOO!!!:
I mentioned this a little bit in previous posts but the very start of the game will be about 60-80%(?) different from the [Extended Demo] since my writing and story telling improved. I only have 2 CG's and one alternate route with a timer bug that needed to be finished. I took a break from all of this months back to avoid burn-out but I thought it would be a good idea to go and finish it all up since it kept being mentioned! :D
Game fixes:
Even though things are still prone to change, I want to make sure whatever future update(s) I give towards the [Extended Demo] is something that won't be changed outside of minor things like grammar, bugs, etc and is more in canon with what I truly want for the game. Now that I'm getting better at what I truly want I've been cutting out stuff that isn't as necessary as I originally thought it would be and calming down on the habit of over-doing things. This makes it easier for me to adjust and not deal with burn-out. :]
Choice updates:
I'm only going to talk about the choices that got major updates to keep this short.
I went through each ending one at a time and adjusted as I went. I combed through some of the dialog and fixed the long pacing by combining sentences and/or removing 'dialog fluff'. Another thing I've been doing is fixing all of the out of place SFX's that happen in certain paths.
The cave:
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Originally, there was going to be 3 endings for this but I removed 1 and changed how the player(Y/N) reacts to being in this area. I had to use a old screenshot since the other one I used kept getting taken down. This one was a little tricky to fix since there's a new scenario here but most of everything else prettyyyy much stayed the same. :]
The Creek:
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This one has only 1 ending now instead of 2 and the player(Y/N) reacts differently here. This was easier to update but a CG was removed towards the end since I have a different way of approaching this area in the future. >:]
The Chasm:
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Speaking of endings, this one was heavily fixed.
To sum it up, it took a really long time to get to this ending since the player(Y/N) was continuously venturing through the terrain. Believe it or not but this one was actually a lot longer before I removed a chunk of the path previously. Some time ago I said the ending was awkwardly abrupt and I didn't like that but now that I have better clarity I toned it down even more. The player(Y/N) will wander but.. just not as long this time. :,] A CG that was added here has been removed and placed elsewhere. This was unexpected but I'm happy about this because it adds to the immersive gameplay I enjoy adding and it happens to matches the atmosphere! :,D
Timer bug fix:
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It's time(:P) to talk about this small addition to the game!
These timers won't be used that often but they'll be in places where I feel the situation requires quick decision making. There's a path you can get that includes a timer but somehow it got bugged and even though it didn't crash the game it pushed the player(Y/N) into a false route(?) with Noah which was pretty funny but not suppose to happen. In really good news, it was an easy fix and I am grateful it wasn't something that would leave me having to start over. :P
There's 2 more endings I need to get through but these shouldn't take too long to complete. Most of what I saw that needed fixing was fairly minor. :[]
Back into the cabin! YESSS!!:
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This section will be short since I was mainly brainstorming with my play testers about the cabin section throughout this month and mainly focused on dealing with finalizing the beginning of the game after I paused midway through fixing up the morning route. I also plan on talking about the cabin in a future game development post that will be split into two in May since the whole idea of what's going on behind the scenes will be really long most likely. Woohoo! :[]
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From the recent polls I've created, I brainstormed how to go from this section of the game, specifically the "Talk to Noah.", "Look around.", "Go to sleep.", and another choice which is still up in the air. It's been difficult since these choices stem from very old and outdated code/routes that contained spoilers, etc. This specific section of the game is a personal memory so I'm trying my best to avoid removing these choices specifically due to that. :,D In good news I managed to have a conversation with both of my play testers about everything and where to go from this. I expressed ideas on how to move forward with the choices and they gave feedback when I was having writers block. :,,,,]
If you like what I create, please consider supporting what I do on kofi! All donations and tips help tremendously while I continue to work on the game. Thank you to those that optionally bought the [Extended Demo] on itch.io. :,]
Q&A / Ask box is open:
To know and understand Noah through Asks and random posts about lore, they'll be under #Get to know: Noah ! :]
**Some asks won't be answered if it contains spoilers but I do appreciate what I receive. I will most likely spend this time going through and catching up on everything I missed. :]
If you have any questions about Trembling Essence/Noah feel free to ask [here] or on itch.io please. This makes it easier for me to see and answer accordingly! I enjoy hearing from you guys!
This update is getting fairly long so I'll stop here. Thank you guys for the continued support and influx of downloads for the [Extended Demo]! I wasn't expecting much since I've been busy, I appreciate a whole bunch! :,]
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devilishmango · 11 days ago
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Kenneski [DEVLOG 6/11/2025]
​Play the game here. Main post here.
Hey guys! Long time no see. 
Sadly, this isn't an update! I apologize if you saw this and got excited. 🥺 This is more a general devlog for Kenneski, and I wanted to go over a few things that are changing regarding the future updates of Kenneski.​
First off, as you all have noticed - I haven't updated or written for Kenneski for quite a while. The reason for that is pretty simple... I just lost the spark I had for this project. Working on two projects at the same time was already pretty difficult, then I had work and school on top of that, and also the whole surgery business at the tail end of last year, and the beginning of this year.  Basically, I had too much on my plate. But! The good news is that I have found some of the spark again and have been starting to work on Kenneski once more. 🫡 I still don't have the entire 3rd chapter ready, but I'm about 1/3 of the way through it. ​I'm aiming to have it completely ready by July, and hopefully, while we move forward, the updates won't take as long as this one did. 
Speaking of updates, one of the major changes I wanted to go over was how I will be releasing the updates to the public. I want more people to join my Patreon so I can start using it more, but as it is right now, I don't really have much to offer you guys over there.  But I'm changing some things around in my life that will hopefully make it easier to put out the extra content promised on the Patreon. So, from now on, the updates for Kenneski will be coming out like this: 
Top-tier Patreon members get first access.  One week later, the 2nd and 3rd tier Patreon members get access. One week after that,  free Patreon members and the public get access.
So! Now, onto the actual devlog part- 
I have now added pre-set pronoun options. You will need to restart your Kenneski playthrough.
I've gone through and done some general spelling/grammar checks throughout the first two chapters. 
Changed some of the coding regarding background choices, etc., so you will need to restart your playthrough so that works. 
There will be one NSFW scene in chapter 3 that will unfortunately not be available for the demo. I'm unsure what I want to do for NSFW scenes in general, and there's a lot more coding I'll have to do regarding genitalia and such. So, for now, if there is a NSFW scene, it'll be a fade-to-black. 
Ok, I think that's all I wanted to share... Now, enjoy a small preview of chapter three!
“Open…” The dead body whispers this word to me, gaining my attention once more. With unnatural speed, it reaches out and grasps onto my right arm, pulling me forward until I am once again touching its stomach. “...Open…”
My eyes widen as I stare at the moving body, realizing just what it wants me to do. I try to take my hand back, to back away from this monstrosity, but it has a vice-like grip on my wrist. Like chains and shackles-
//’’…do it…-pen the bo-...dy…’’// 
Shaking my head, I try to ignore the voice and the corpse currently holding onto my wrist. I shut my eyes tight, murmuring nonsense under my breath, a cold sweat dripping down my face. 
//’’…$Name…’’//
With a mind of their own, I can feel my nails start to dig into the flesh of the corpse underneath them. It doesn’t feel right, not like what ripping into a body //should feel like//, and it has me opening my eyes to see a large gash on the stomach of the corpse. But what should be meat and //insides// is instead cold //mud//. 
My eyes flicker to the corpse, still finding my own face staring back at me with dead, emotionless eyes. For some reason, I think I know what it wants me to do. ​​
So, I'll see you all around July! 
CURRENT WORD COUNT: 58,348 -> 68,675  [+10,327]
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pillowprincessgames · 3 months ago
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Dev Log! 1.04 BETA Release Date Confirmed & Info Dump!
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I was going to post up a video update, but editing videos is time consuming!!  ​So, written devlog it is! This devlog is a long time coming. There's been some trials and  tribulations leading up to this point. There was a situation of lost coding, lack of time, and even some health issues that kept it from coming out sooner! I was hoping to have it out in March around my birthday. That didn't work out. So it's late! However, no lie, this feels like the biggest update I've ever done for Camp Gash! So, sit tight and get a snack. This may take a minute to read! I feel guilty for not saying much until now.
​ However, I'm here to rectify that! Release date for this update will be placed at the  very end of this devlog! So, here's what is all coming to the:
1.04 BETA Consequences and Scenarios Update
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First off: An Inventory System!
That's right! A working, real, inventory! WOOO! I thought it was just going to be a list for now, but I figured out a system! There will be 4 categories of  items:
Consumable Items
Dialog Items
Mission Items
& Special Items
Consumable Items can be clicked on and used in the inventory. Instantly. Consumable items can help with raising and lowering your horny meter, some can be shared to NPCs, and even help your HP. <More on that detail later!
​cigarettes
bottled water
beer
first aid kit
bandages
no-baby pill
​Dialog Items can only be used during interactions with NPC's or during certain situations. A dialog option will either appear or the MC with automatically use them. Each one has a limit to how much you can carry and use. Some dialog interactions won't be present without them!
lube
condoms
Mission and Special Items are items you pick up during missions as an objective. 
Special items are  found in secret, given, or found in select areas. These are considered non interactable.
You start WITH ONE STARTER ITEM that you can pick while in the car ride with Moxie. You can now find items in a stick pile during the tour. It's random chance.
New Artwork!
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Another part of this major update is a few new changes to the games artwork! The bridge to the player's  cabin is updated! It is no longer a sketch! The player is getting a new design for their cabin. ...Isn't it delightful?(it's trash I know!) A few new NPC sketch buttons for Carrie, Lyle, Mars, Lucian, and Lucy! I hope to have some new buttons that are finished like Moxie's soon. But, it takes a while to do! I've also resized Moxie's tour buttons so she's not a giantess. She's closer to what she needs to look like compared to the other buttons! The original buttons I created by drawing with a mouse. That's why they looked so wonky! They now have a revamp!
There's a few new MC customization options for their face!
New hair! Long flowy and Mullet(because it's the ✨​80s~!✨​)​, tired eyes, and a new nose!
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Added or Expanded Locations!
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The nurses station, although mostly still basically a sketch, has a back room that you can go into. A side garden at the green house and a secret 'relief' spot for the green house! Now you can jack it in peace during your groundskeeper tour!
Let's get down to the nitty gritty!!
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Game Play Additions and Changes!
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There are new things to customize your character and change up player experience! Many of them aren't fully implemented, but will be added in with each bug fix update and future updates. These all include:
The requested virginity option. You can now start off, by choice, as a vcard holder. This means that you can lose that vcard to other NPC's, both counselors and monsters alike. This may change up scenes for sexy time. If you tell your RO that you are a vcard holder or not! Only a few Counselors have been added to this, the monsters for the most part have this implemented! Lyle, Barb, Mars, and Kyle have reactions to this(only certain scenes!). Moxie just knows you are since the two of you are besties. The twins and Carrie,  are unfinished for now. 
The ability to choose if you have pubic hair, facial hair, and body hair. Will be implemented for scenes overtime. (facial hair not a selection for visual MC appearance yet! Still working on it!)
*Some requested that it should be an option for vagina havers (both intersex and lone vagina warriors included) to have an option to have their period during the camp week. (OPTIONAL) Not mentioned or implemented currently, but may open up more options for bloodplay. If this is selected, the game play may increase in difficulty. Monsters, not just the monstrous ROs, smell BLOOD. Attacks may increase and if hiding, yes that will be added later!,  it'll be harder to stay hidden. Survival is about to become more of a thing!
PREGNANCY. Yes, I said it. Pregnancy. Depending on the equipment your MC has - vagina, penis, or both. You are now able to become or make other NPCs pregnant. Will you know? Probably not. Only one NPC can tell you if you are. And it will only be said in passing! Practice safe sex~! Or don't. This doesn't change gameplay much, but will affect your ending. Make your game as MESSY as you want! There are items to prevent - or terminate - the pregnant variable. Condoms and the No baby pill(For MC only). If an NPC knocks you up or you knock another one up, you will gain a variable that will keep track of which one you got pregnant /got pregnant. Once the player is pregnant, unless terminated, you can not become pregnant by another. **Birth preventative items can be purchased in next update when the SHOP is implemented!
The ability to change what type of undies you wear! Briefs, Panties, and Boxers.
You can now be injured during the tour! It's random chance! 
Consequences on day 2 for fucking Barb on night one and NOT having a truce with her.
Lucian has a more complete Sleepover scene if you invite him over! This one has a story attached... I lost all of it for some reason. The coding just disappeared for some reason and I had to rewrite ALL of it. EVERY. SINGLE. THING. And I'm STILL writing it!! 😡 FUUUUUCK! You can be kinky with him or just do it vanilla! (interesting scene if you tell him of your virginity during sex~!🩸​​)
Lyle shower sex on night one (if invited to shower with him after shed sex)​
You can die during rough sex now! Yep. Keep an eye on your HP!  If your health is low during rough scenes you might die! There's consequences to your hoeing now! XD And you don't heal completely when you go to bed. You heal one notch when you sleep now. No more.  DON'T WORRY! I've placed a few first aid kits on the map on day two, if injured when you talk to Lucy on day two you she may heal you once,  and one of your starter items can be a first aid kit! Be safe! LUBE is recommended for rough sex and helps prevent injury. This can be useful for if you have a vagina and are going to have your first time roughly! Just a tip! ;)
There are new dialog options, scenarios, and sexy scenes! You can now KISS the monster at your cabin on night one! Nothing like rewarding your stalker with kiss. 💋
PROTECTIVE MONSTER is now a thing. On night one when you need saving at your cabin -if you know you know- only if your LOVE IS HIGH with the slasher or the swamp monster. (Eldritch horror has it's own idea of protection) They will come to your rescue! This unlocks a different wake up scene for day 2! ...With consequences.
NEW NPC(s)! Jackeline! She's a friend and bandmate of Lyle. This goth gal shall show up on day two after she is mentioned in Lyle and Carrie's day two conversation. She doesn't have much dialog for now but she will have MUCH MORE in the future. She will be... Helpful. Also, a serotonin boosting NPC you can find at the greenhouse on day two! Have fun with the little guy!
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WOW THAT WAS A LOT! Phew! Do you all see why it took me so long? It has been a TRIAL! Let me tell you! Didn't mean to turn this into a safe sex class but here it is!
I hope to have the newest version of the game posted up here on 
MONDAY April 7th
Of which, if you like what I do so far feel free to become a patron or do a one-time purchase of the game! Every little bit helps.  Thank you all for playing and I do hope you're having fun with what I've created so far! Stay tuned, because there is more to come!
Until Next Time, Doves! Take initiative and game on!
- Pillow Princess Games
Play the current/non updated version HERE! 18+ ONLY!
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thewakingcloak · 3 months ago
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Trying Some Stuff
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So I said I would Try Some Stuff last time, and the most valuable thing I've been trying is talking with friends about all this stuff. Who knew?
In review: I need some kind of sustainable, healthy way to communicate online about the stuff I'm making. That is how I want to connect with people, via my games.
But in talking with my friends, I realized it had to be more than just "sustainable," it has to actually drive the engine forward. It has to be fun. Whatever this ends up being, I have to look forward to working on it, and working on it has to push forward the game development, which will fuel the devlog, which will fuel the game development.
So if you caught that, I'm just going with calling this future strategy thing a "devlog". Not "marketing," not "engaging on social media," not "feeding the algorithm beast." I don't know what form a devlog will take. I mean it could just be this, what I’m doing right now (and this will certainly continue). One friend suggested doing devlog videos. A long time ago I did gamedev streams, and that was fun, and I also cut together little highlight reels, and that was fun. So that may be A Thing. It may not, too, because I don't know if I can actually consistently do something like that. Editing videos is a lot of work. Streaming is, too, especially with our baby's feeding/sleeping schedule. But I'm enjoying thinking about it.
And that's really good, because every time I've thought about online presence recently, I've just wanted to shrivel up and die. Maintaining social media, to me, is misery, is bowing before an algorithm, sacrificing my wellbeing to a human-made god that doesn't care. "If you're Really Lucky, I might show your sacrifice to the other sacrifices, and if you're Astronomically Lucky, a few might like it. Now let me drink your blood and fill your veins with toxic liquid instead via my evil ritual. Also, you have to post all your stuff in gifs, the worst image format known to humankind, but not that way, this way. No not like that, like this."
I'm over that.
If a social media platform doesn't fit what I want to do, I'm going to cut it.
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(wow that gif is old… nice to see Tav though, right?)
I'm starting with Twitter (I'm not going to call it X). Twitter is not fun for me and never has been. So I'm actually, 100% for real, deprecating my Twitter account. Do you know how much pleasure I get from this idea? Do you have any idea how much lighter I feel, having decided to get rid of it? Twitter has given me a few dear friends (whom I now talk to via routes other than Twitter anyway), but also nearly ten years of grief, and this platform is not getting better. Oh, the algorithm actively suppresses my posts now? Fine. Let it die. I'm not carrying that burden anymore.
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(just constantly bashing my head against social media)
And I don't want a Twitter-like. If that format works for y'all, great, please keep doing what you like to do, but I'm not going to spend my time trying to recreate the evil rituals somewhere else (I've never enjoyed evil rituals). (To be clear, I'm not calling you evil if you engage on social media. I am calling social media algorithms evil.) My time on any remaining microblogging sites, if I even continue those, will now be devoted to simply directing people to the devlog, the thing I actually like and want to do. Does that mean just like a static post on each of them that has a few (shudder) gifs and some links? Maybe! Maybe!!
I'm not going to make any sweeping declarations of The Plan, partly because there isn't a firm one yet, and partly because I've done that before to little success or consistency. However, I know I want to do stuff that makes me want to make stuff, and I'm excited for that. I think it's gonna be fun. I think it may also be sort of a return to form, at least in ways that I can now that I've got my family. So stay tuned…
Oh! Don't forget to wishlist ProtoDungeon: Episode I and ProtoDungeon: Episode III on Steam! (II is in progress!)
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herotome · 11 months ago
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Devlog #150
Hi-ho, Wudge here.
It's official, I'm gonna be taking a full break next week! But for this week it's business as usual.
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First off - I started coding in expressions only to realize... I wasn't happy with Warden's face. Well - some specific parts I drew for Warden's face. So I redrew some!
It might be hard to see in the above example, but it's super obvious to ME as the one who drew it and as someone who looks at him all the time. And since my happiness with him is the most important happiness to consider (lmao) -- I had to make some touch-ups.
On the left, the mouth is skewed towards the left and his upper lips are rather thin. I redid the mouth into two versions - one more symmetrical, and the other with a more tilted charm that the first version managed to capture in part (imo).
All this to say I'm feeling happier with his base smiles now, they feel a lot more like "him"!
There's also a set of brows that I drew too thick the first time around, and they have been properly thinned out. I'll post all these updates on my Ko-Fi at some point...!
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Also - Nurse Jordan reveal!! I don't think I've ever shown their sprite sketch before, but here they are.
This screenshot is part of my new filthy sloppy Herotome build. No finished writing, just "(This scene happens next)" accompanied by stand-in images - sort of an outline in playable game form. It was weirdly encouraging to work on!
That's it for now I think - see yall in two weeks!
Stay safe and keep warm (even tho temperatures are way too high rn in my neck of the woods),
Wudge.
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nemastraea · 2 years ago
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Doormat extraordinaire: Andrew Graves is down horrendous for his own sister | Part 1
Or as I like to call it, actual literal word vomit attempting a proper character analysis!
Here's a link to the AO3 version for archive purposes: The doormat extraordinaire has a bit of a romantic streak,
Content warning: This will heavily feature spoilers from Episodes 1 & 2 of The Coffin of Andy and Leyley. Trigger warning: Abuse, cannibalism, child neglect, codependency, harassment, incest, murder, self-harm, and suicide. Disclaimer: I will occasionally reference an extremely normal essay from Sufficient Velocity commenter Leyleyfication (here). It would be a lot easier to read this essay first as Leyleyfication does a pretty good job establishing the following: - Ashley is dependent on Andrew to assure and validate her of her own insecurities, and - The game heavily implies that Andrew wants to fuck his own sister.
Anyway: The Coffin of Andy and Leyley! A game in early access where a pair of siblings are stuck through a seemingly never-ending quarantine together, desperate not to starve to death. When their cultist neighbor dies in a ritual gone wrong, they rationally resort to cannibalism. Fun!
I am definitely going to assume that you read Leyleyfication's extremely normal essay (I am on my knees, begging you to read that). Which is why this essay immediately starts with, "yeah, Andrew definitely wants to fuck his sister" as its baseline.
What I will be adding to that funny little cauldron of fucked up sibling dynamics in a horror visual novel are the following: Andrew's fixation and sexual attraction manifests as his desire to control, dominate, and possess Ashley. And it is framed as a fatalist attraction and the totality of his existence (for worse or even worse).
Because of Tumblr's limit for 30 images per post, though, I'm going to have to split this extremely normal and reasonably lengthy essay into... multiple posts! Yeah! I have no idea how long this will fucking go!
So first things first: how can we tell that Andrew is even attracted to Ashley in the first place?
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Nemlei (Devlog 05). Note the hickeys above and below Ashley's choker and her left inner thigh, and Andrew's left hand creeping into her right thigh.
As Leyleyfication points out, the game primes us to believe that Andrew is a pushover and Ashley is his abuser. This occurs in the Steam page as it explicitly says Ashley is "in fact, very bad" and Andrew is a "doormat extraordinaire." Moreover, it's very easy to tell that Ashley is, on some degree, obsessed with Andrew:
She's happy to hear that Julia broke up with Andrew over the phone;
She repeatedly accuses him of finding the Lady from Room 302 attractive and he 'tried anything with her;' and
Her flashback to wanting to punish her friend Nina ("the Bitch in the Box") for crushing on Andrew.
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Episode 1, dream and memory. Leyley previously said that Nina should know better than to 'steal from another woman,' referring to herself. The implication that Andy is hers is toyed with after this moment, when she says she'd put Andy back in the box.
The game does prime us to think that Ashley is Andrew's abuser. It also suggests that Ashley projects an unrequited and incestuous love onto Andrew. Before we consider Episode 2's narrative, Episode 1 gives the initial impression that if Andrew comes to reciprocate her feelings, it's more of a reaction and subsuming to her will. That it may not be something he wants for himself and independent of Ashley's manipulation.
But again, I do believe Andrew wants to fuck Ashley. And always has been. He just frequently vacillate between 'subtle' and 'really fucking obvious' tells that completely take advantage of the game's third person limited POV.
Keep in mind that both Andrew and Ashley are extremely unreliable narrators. We aren't going to get information they personally do not care about and that is on top of our own choices as the player.
(A digressive example: you will not learn that the founder and CEO of Toxisoda's company was a former surgeon unless you interact with the television in Andrew's Episode 2 dream and memory of their blood oath. Otherwise, it neatly ties into the surgeon that Mrs. Graves conveniently says she was directed to regarding the siblings' quarantine in the main story.)
When it's really fucking obvious
When you play as Andrew in Episode 2, his post-dinner argument with Ashley carefully frames them both. They are cramped in the foreground and Andrew's left arm is conveniently blocked by Ashley and the kitchen knife, as seen here.
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Episode 2, common route. Prior to this, you can interact with Mrs. Graves for her to pointedly comment on the siblings being inseparable.
At this point in the game, their physical closeness is something we're used to by now. After all, we've already seen Ashley on his lap at least twice; Andrew slept in her bed in Episode 1; and Ashley confirmed they've shared the same motel bed multiple times in the one-week interim between Episodes 1 & 2.
But the game abruptly shifts to Mrs. Graves' POV when she enters the scene and not only do we see the two as physically close, but we notice a few more details.
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Episode 2, common route. The first picture transitions from Andrew's POV to Mrs. Graves as it introduces us to her entering the scene.
The contrast of how spacious the kitchen is from Mrs. Graves' POV to Andrew's cramped POV is obvious. More importantly, Andrew's fingers loop through Ashley's belt loops when the two are huddled together. When Mrs. Graves clears her throat, the two don't really separate.
Ashley pivots on her left foot so that her body is turned to their mother, not Andrew, but she doesn't step away from him. Andrew, meanwhile, recoils from Ashley and withdraws his hand. But he isn't turning his body to face their mother like Ashley does here. His attention, at least in this moment, is still towards Ashley (and, yanno, the sink).
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Episode 2, common route. Two things to consider in the second picture: Andrew hides Ashley's bite mark on his cheek with his left sleeve and he conveniently moves the pillow from behind him to his front.
The 'tell' isn't so much as the two are unusually physically close. Again, we're used to that by now. But it's how the two siblings react whenever Mrs. Graves comes into the picture. Ashley doesn't really give a fuck about whether or not people assume the worst of her or even her intentions regarding Andrew. To Ashley, their proximity is normal and anyone who sees that as a problem is not worth an explanation or reason.
But Andrew is at least subconsciously aware it's 'not normal.' As far as these moments are concerned, Andrew instinctively tries to do damage control by either putting space between them or keeping his hands occupied so they aren't visibly touching Ashley. Still, he either does not mind or actively appreciates his physical closeness with Ashley.
When it's really fucking obvious (but only in hindsight)
In Episode 1, Ashley passes out after trying to clean up after the apartment. Regardless of her passing out in the living room, the bathroom, or their parents' room, she will wake up on the couch with her head pillowed by Andrew's lap.
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Episode 1, Ashley's POV. Andrew's hands often hover over Ashley's head, but more than that—
I personally didn't notice this until I replayed Episode 1, when I basically have the hindsight of Andrew's fixation with hair. But yes, his fingers idly twirl through the ends of Ashley's hair as they watch TV. It's implied that Andrew can and will do this when Ashley pillows his lap, awake or asleep. He does not recoil from it when Ashley does wake up and later on, in Episode 2, even continues to brush it from her face.
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Episode 2, common route. Ashley fell asleep at the passenger seat, so Andrew had to have transferred her to the back seat to pillow her head again. Though, technically, she's more cramped at the back seat than if he'd just reclined the passenger seat.
So far, we've seen that Andrew has a natural tendency to not only be physically close to Ashley, but to hover over her personal space and be in constant and direct contact with her. Whether it's by having her head on his lap, twirling her hair through his fingers, or even constantly grabbing her by the head in various states of comfort, playfulness, or outright threat (but let's put a pin on that for now).
The weight behind this candid contact shifts when Episode 2 draws a pretty explicit parallel between Julia and Ashley. Assuming that you interacted with Julia's landline and heard Ashley's voicemails, you know (and Andrew knows) that Ashley draws that connection herself:
DO YOU THINK YOU'RE BETTER THAN ME!? Just because you can fuck him and I can't? You think that's love?! Are you fucking delusional?? Cumdumpsters like you are just that. He will never love you. Not like he loves me. I am the only one. I am everything. I am the secrets you'll never hear. When he lies in bed at night, and when he needs someone to hold on to... It's not you he seeks out. It is me.
Episode 2, common route. Andrew's dream and vision implies that Andrew's heard these voicemails before.
That connection extends to the hair contact as well, as Andrew goes in to hug Julia, cards his hand through her hair and requests she tie her hair up.
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Episode 2, common route. Andrew's dream and memory of Julia when they're older. From the use of Andrew's present-age portrait, suggests is closer to the timeline of the game's events than his and Ashley's memories as Andy and Leyley.
From this moment, we can have one of two assumptions: either Andrew wants Julia's (black) hair put up like Ashley's, or Ashley caught onto Andrew's hair kink and puts her hair up to imitate it.
Regardless, we infer the following:
Andrew teases affection through touching and even pulling on one's hair.
His fixation on ponytails and pulling on them does not exclude his own sister. It still stands and without reservation, perhaps more explicitly since he can do it so candidly, as we saw before.
The last of that Julia-Ashley parallel is self-contained within Episode 2. But only if you end up in the Burial route regardless of Ashley's platonic or incestuous vision.
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Episode 2, common route (first picture) and Burial route (second picture). It's worth pointing out that Andrew is actually disinterested and moody during his conversation with Julia, and only perks up when he mentions Ashley or feigns care for Julia (since he extends his care of Ashley to her as well).
The game ends up drawing parallels on how Andrew treats Ashley, for better or for worse, with his ex (which is definitely worse, poor Julia). In doing so, the game blurs the lines between romantic affection for Julia and 'platonic and familial' affection for Ashley.
Y'all, this isn't even getting into how Andrew respectfully gives his parents space and only crowds them when he threatens them with his cleaver. In his mind, Ashley and Julia are in that same space of physical and romantic displays of affection; something he reserves only for them (only without reservation for Ashley) that does not extend to anyone else. His ex-girlfriend, and his sister. Shit's wild.
When it's obvious BUT it's violent!
That isn't to say that his hair fixation (hair kink?) is completely innocuous, though, as it rears its ugly head (pun unintended) in Decay. Which is what that previous pin was for! Yay!
You end up in the Decay route if Ashley doesn't trust Andrew with keeping an eye on their parents. Here, Ashley sleeps on their parents' bed by herself and has an alarming vision: an unknown party chases after her through the in-between and when they catch up to her, it's Andrew. Ashley has nowhere to run and Andrew eventually grabs her and threatens to kill her.
Whether or not Ashley can defend herself depends on Andrew expending all of her gun's ammo when he deals with the hitman, or not. But that outcome divergence will matter much, much later (so that's another pin for us to come back to).
The sequence of events actually mirrors the way the siblings ambush the Lady from Room 302 back in Episode 1. There, Andrew closes in on her and grabs the Lady by her wrist and uses his front to pin and restrain her. With his cleaver to her throat, the Lady is completely at his mercy.
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Episode 1 & 2, common route (first picture) and Decay route (second, third, and fourth pictures). Note that Andrew restrains the Lady from Room 302 by the wrist while with Ashley, by her hair.
Andrew asserts control of the person and the situation through violence. Whether it's by killing them (the wardens) or by threatening physical violence (the Lady from Room 302 and Ashley). It's always on the table for him. As Leyleyfication puts it, "He's so calculated in how he approaches his use of violence [here]."
That violence includes Ashley. It's always on the table where Ashley's concerned. The game even juxtaposes when Andrew threatens violence and physical assault 'playfully' versus when he's seriously out for blood:
When you interact with the wall of call girls' numbers and Ashley jokes about leaving her number on the wall, Andrew 'jokingly' threatens to backhand her for even thinking about it.
When you interact with their parents' latched window for a second time, Andrew 'teases' slapping Ashley if she doesn't find a way to open it. (Ashley jokingly asks if it's on her ass or at her face, and assumes it must be the face when Andrew says she'll have to find out.)
The two other times that Andrew exerts violence against Ashley are both in Episode 1 & 2. We can remember when that happens in Episode 1, when Andrew's had it with Ashley's fits and threatens to kill her:
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Episode 1, common route. Y'all, Andrew was choking her hard enough for his grip to bruise.
It happens again in Decay when he confronts Ashley about repeatedly calling him Andy and therefore, breaking the promise he coerced her into from Episode 1.
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Episode 2, Decay route. Another thing to keep in mind is that Andrew's outburst is preceded by Ashley prodding him about his current state and insisting that Andrew was fine with 'Andy' during their home invasion.
In Episode 1, Andrew resorts to harming Ashley because he's fucking had it with her accusing him repeatedly of trying anything with the Lady from 302 and, in her eyes, his 'infidelity.' Where she accuses Andrew of not loving her enough that if his eye catches another girl, he'd leave her behind or flip on her. In Episode 2, she's poking and prodding on his boundaries on 'Andy' and whether or not, once again, he's with her on their now-committed life of joint crime.
If I can give another example, it happens in Andrew's common route memory of Nina's death and his blood oath with Leyley.
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Episode 2, common route. Prior to this, Andy expresses immense exasperation at Leyley's tantrums over him 'thinking about that bitch again.' When he goes to grab the kitchen knife, cleans it, and returns to Leyley on his bed—he's briefly considering killing her.
Andrew threatens Ashley violently whenever he intends to confront her on her perceived brattiness, for lack of a better word. And keep Leyleyfication's essay segment on Ashley's insecurities and need for Andrew's validation in mind here—when Ashley does this, she wants and even needs Andrew to comfort her. But her aggression treads Andrew's patience and really, his tolerance of her behavior.
When Ashley's anger, clinging behavior, insecurities, and possessiveness of Andrew slips his control and tolerance, he resorts to violence to coerce or even dominate her.
I think (or hope, if it's clear enough) it reinforces what Leyleyfication points out:
The truth of the matter is, Ashley can only make Andrew do anything because he lets her. I don't mean in the sense that I'm saying abuse victims let their abusers emotionally abuse them, I mean in the sense that he is clearly considering his options on the table and choosing to discard those that could stop her, or bring an end to any of this.
It also reflects on another aspect of why Andrew resorts to violence: in all three situations, Andrew remarks on Ashley's behavior and her sake. If she acts up again once they're out of the apartment, it'll cause trouble for him while they're evading authorities. If she's going to call him Andy from hereon out, what's the point of running away with her. If she expects him to leverage keeping 'her secret,' he won't because it's for her sake.
Andrew rationalizes his attempt to control of Ashley's behavior as being for her sake. But really, isn't it him confining her behavior to something he can tolerate and personally handle?
I'd also like to point out that Andrew admits that he noticed Ashley push for calling him 'Andy' during the home invasion, and he did not argue with her on it while they held their parents hostage and readied to sacrifice them. We can infer that when Andrew calculates his use of violence, that can also factor when, where, and how he exerts it.
--
Well, that's where I can reasonably end this half of my word vomit! Now, onwards, to part 2!
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steamberrystudio · 4 months ago
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Hello!! I am a brand new fan, (only about 75% of my way through my first Changeling playthrough) but I'm enjoying your writing SO much that I want to buy your other games ASAP! I had a few questions though, which I hope you won't mind answering! I tried to find the answers myself so as not to bother you, but I kept running into spoilers posted by other fans, so I thought I'd ask you directly!
1. I want to avoid s3x scenes -- kisses are fine, but I'm uncomfortable with anything nsfw. Do I need to avoid certain games entirely or toggle certain modes on or off or perhaps skip certain parts? Can you give me any insight as to what to expect?
2a. Which is the best platform to purchase your games on? Steam? Itch.io? I would want to make sure you receive the money!!
2b. If Steam is okay, then does it deprive you of any money if I purchase on a Steam sale? (Forgive me if this is a silly question: I don't really know how this stuff works!)
I've read a few of your devlogs talking about your process and the work you put into your games and I just want you to know that even though I'm still very new to your work, I'm amazed at your work and the quality of it!! It's extremely inspirational to me, and I hope someday I can do something cool during my life like you have with your games. Thank you for sharing your storytelling with the world!!
Hello! Thanks for reaching out!
Gilded Shadows and When Stars Collide both have love scenes that can be toggled to "fade to black" in the menu. Essentially it will cut the scene after some kissing and skip to after things have concluded and the characters are snuggling.
If you look at the content guide spreadsheets (for instance, here is Ari's list) you can find an explanation of exactly when and how the "fade" is handled.
All the content guides for each route in GS has an explanation for exactly where and how the fade happens.
When Stars Collide hasn't released the chapter with the NSFW scenes yet but I intend to set up the guide in a similar way. That said, the fades are handled much the same way.
2. Feel free to purchase on Steam or Itch.io - whichever you prefer. Ultimately the two platforms have different pros and cons to them so I prefer to encourage players to make purchases where they are most comfortable.
3. You should take advantage of sales when they're available. Games only go on sale when I want them to do so and with the discount I personally decide on. That means it's something I've chosen to offer to interested players. You should not feel bad for buying the game on sale! They're there to make the games more accessible to people who cannot or don't wish to pay full price!
Finally - when it comes to hoping to do cool things. I can't give a lot of advice and you didn't ask for advice anyway. But I do want to say that if there's ever something you feel inspired to do or that you just want to try - don't sit on that idea. Just try it.
I got into making visual novels because I played one and thought 'That seems interesting. I bet I could do it. I want to try." And that was it. I published Changeling less than four years later.
That was it. That was my whole reason behind starting to make VNs. "I want to try that" followed by "I want to make a really long indie otome game!" ╰(*°▽°*)╯
So if you ever want to try something, just try it.
It's a way to explore, to create and to reach through the cosmos somehow and connect with people you'd never have interacted with otherwise - just like us in this post right now! OwO
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mister-qi · 1 year ago
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Mr. Qi Friendship and Romance Mod Devlog 5/9/2024
Previous update
For those curious about the mod progress, read on!
Since the previous update, most of my efforts have been spent on Art and Implementation. While I've made some progress on Writing, that hasn't been my main focus.
Writing
Heart Events: no major progress, besides a bit of writing/blocking for the 4 heart cutscene.
Daily Dialogues: Generic dailies are 64% done. Unique dailies are currently on the back-burner. Marriage dailies are also on the back-burner, but I have quite a few written regardless.
Misc dialogues: A new section! This includes so many little details, which even get as hyper-specific as what happens if you divorce him and then attempt to invite him to a movie. What does he say if you give him a bouquet at low hearts? What does he say if you're married to him and there are slimes in the house? Stuff like that! There are 49 of these written so far, and it's hard to estimate my progress because as I continue looking through both the documentation and existing files I get more and more ideas.
Gift Dialogues: Not a ton of progress since the previous update, though I've written his birthday gift reactions.
Art
Portraits: 2 new portraits finished: blush and shocked.
Sprites: You may have seen me posting about this, but Mr. Qi does not have a walk cycle in the vanilla game, so I had to make custom animations for him. I've also changed his color scheme to better match his sprites.
Besides that, I've also made a walk cycle for the Bouncer, who will show up in at least one cutscene, maybe two.
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look at him go!
Maps: I'm really excited to announce that I've recruited someone to help with maps! Their name is wovensong, and they're currently working on the Casino VIP Room, which features in the 10 heart cutscene. They're helping with both the sprites and .tmx files, which is a huge help.
Misc sprites: none yet
Implementation
I have a functional version of Mr. Qi that can be befriended in my files now. He doesn't have a ton of dialogue in game yet, but you can give him stuff, raise his friendship, and trigger some placeholder heart events. But getting to that point has been kind of a hassle, in ways that the average modder doesn't have to deal with!
You see... the vanilla "Mister Qi" has a space in his internal name. If you know anything about coding, this should be setting off alarm bells.
Here's an example of where that's an issue: say you want to trigger a cutscene at two hearts with an NPC. You'd write something like:
f Jodi 500
which the game reads as "trigger this cutscene when you have 500 amount of friendship with the NPC named Jodi"
But if you were to write:
f Mister Qi 500
the game would go "you want me to trigger this cutscene when you have Qi amount of friendship with the NPC named Mister?? WTF?" and then SMAPI throws you a big red error and the cutscene would never trigger. Yippee!
It took me... a while to figure out how to get around this. Luckily the 1.6 update now allows for parsing for quotes in certain scenarios, so what actually works is:
f \"Mister Qi\" 500
So I'm glad that I started this mod now instead of pre-1.6!
However, it's definitely possible that the space in the internal name will cause issues down the line, so I have some (rough) code for what to do in that scenario. This involves hiding the vanilla Mister Qi, and adding a new, identical NPC with an internal name that doesn't have a space. Other mods, such as Morris Redeemed and some NPCs like Marlon and Gunther in SVE, do this as well.
And, if you're thinking that I could just change the internal name itself: maybe?? But probably not. There's some hardcoded stuff surrounding Mister Qi, and I worry about breaking it. Additionally, if any future official Stardew updates added new content revolving around Mister Qi, there's a risk that the mod would break in more serious ways.
Final Notes
Overall, I feel like I'm making pretty good progress! There's still a lot to get done, but I'm proud of the work I've done so far. Thanks for reading!
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insertdisc5 · 2 years ago
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Devlog #19: THE LAST DEVLOG BEFORE RELEASE.
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Hello everyone! Welcome to this month’s devlog!
If you just stumbled upon this, I am Adrienne, also known as insertdisc5! I’m the developer, writer, artist, main programmer, etc of the game. The game being In Stars and Time, a timeloop RPG, which is also the next and final game in the START AGAIN series, following START AGAIN: a prologue (available here!).  You can find out more about In Stars and Time here!!! 
LET’S GET TO IT. This month is THE LAST DEVLOG BEFORE RELEASE?!??!??!?! URGHH?!??!!
My goodness. Can you believe In Stars and Time will finally be out THIS MONTH? NOVEMBER? TWENTIETH? TWO THOUSAND TWENTY THREE?!??!?!?!? Yeah turns out ME NEITHER so WE CAN FREAK OUT ABOUT IT TOGETHER.
So, as previously mentioned, In Stars and Time will be out on November 20th on Steam, itch.io, GOG, Nintendo Switch, and Playstation 4 and 5!!! We mentioned this previously, but we cannot guarantee they will come out at a specific time, nor guarantee they will all come out at the exact same time and hour and minute, but we will do our best! Hopefully “sometime in the morning for Canada” is the time. Don’t hold me to that though!
And for our announcement, we prepared a wonderful announcement trailer, animated by the lovely Mimi Chiu! Did you see it?!? Well, have it again.
youtube
In preparation for the release, we’ve been bringing our marketing A-game! I (insertdisc5) have appeared on The Completionist’s IndieLand Stream, and it was an absolute blast. I also reiterated my Big Hope for this game, which is that I hope ISAT makes you feel so many feelings. 
We’re also doing a Fanworks Contest on Twitter, with the prize being a key of the game on release!!! If you have something in mind, why not participate? We accept EVERY kind of art, from fanart to fanfics to cosplay to animatics to memes to even pictures of food! As long as it’s ISAT related, GO FOR IT!!!
And finally, every Monday until release we’ll be sharing some ISAT character playlists made by yours truly (along with some VERY MUCH NEEDED HELP from friends and family. Finding songs is hard!) You can check them out here on Spotify!
And, finally for real, mayhaps consider joining the Discord channel before all hell breaks loose. Make some friends. Show some memes. Post your last minute theories. Or maybe just lurk! Up to you and your delightful little brain.
How weird to know this is the last devlog before the release! I WILL be posting a couple more monthly devlogs after this month- I want to talk about how the release went! And even after the game comes out, there will be some fun little things in store! So please stay tuned even after the game comes out :) And as always, don’t forget to wishlist the game on Steam!!! Ok!!! Wishlist numbers this close to release are SO IMPORTANT!!!! SO PLEASE!!! I BEG!!! ON MY KNEES!!! PLEASE WISHLIST!!!! (someone does a neck cutting motion off screen) I’m told to tone it down. So PLEASE WISHLIST but like, um, only if you want, teehee <3
Thank you for following this devlog all this time. I hope you enjoy the game when it comes out later this month.
See you next time.
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zombeebunnie · 3 months ago
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Trembling Essence Devlog 4:💙 Poll results + Analyzing the script💙
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Helloooo and welcome new followers, here's how the progress of the game is going! :]
There will be spoilers if you haven't played through the [Extended Demo], specifically the MORNING route. Click here if you would like to play! :]
**A big thank you to the recent influx of interest towards Noah and the game itself! I have to catch up with a lot I missed but I am very grateful! :D
Onto the poll results!:
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Thank you to everyone that played the [Extended Demo] and recently participated in some of the recent polls I've created! It's still optional but I would really appreciate any feedback on why you picked your decision to this one if you still would like to! This really helps me out moving forward with my game developing process! :,]
I'm going to dive a little bit deeper into to this: The results left me very surprised especially towards "Talk to Noah" and "Look around" being picked the most out of everything else and the "Go outside" having the lowest, which explains a few concerns I had behind the scenes given this one has the Morning route attached to it. With this information, I'll take all of it into consideration while I continue working on things behind the scenes! :D I talked about this a few months ago but the "Talk to Noah" and "Look around" choice are being revamped and updated. There's some old game development posts that showed some of the old CG's and dialog with it but extends from very old code which had major spoilers in the script before I got better at pacing the story and realizing that I was missing the other half of Day 3 during that time. :S In good news around this time I managed to have a conversation with my play tester about everything and we had a very good talk about where to go from this. I expressed a couple of ideas on how to move forward with the choices and they gave back a good amount of feedback I needed when I was struggling with writers block. :,D
Onto the game development!:
Here is a small recap:
Midway through December up until the start of March, I went through the afternoon route and made adjustments to the choices, story-building, and overall pacing of the route to make the closeness build-up feel more rewarding given that I'm aiming for more of a slow-burn. Outside of more testing and grammar checks, CG's, etc, everything is about 95% done!
Morning route progress:
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Since this is still just the second half of Day 3, I'm still trying to be extra careful with balancing a meaningful slow-burn and not over-doing it. :,]
The last time I played through the Morning route was around the start of spring(?) back in 2024 before I went and fixed up the beginning of the game leading up to the cabin.
With a new and fresh perspective of what needs to be done, I went back to the script and went over how I want certain parts of the game to happen. I noticed several inconsistencies that really needed fixing which is largely due to pacing/spoilers happening way too early for my liking. :,]
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When choosing the 'Go outside' and the choices after it, I updated it with better dialog between the player(Y/N) and Noah.
It's nothing too extreme but just a nice quality of life to get a better understanding how Noah responds to this. I also fixed how much HP you lose along with editing the additional visual effects that happen here. It was originally split into 2 HP loss situations but now it's only one.
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I won't say which scene but there was one part of this route I was going to ultimately cut but I've spent a lot of time brainstorming and came up with an idea on how I want it to go moving forward which might include a new CG and choices being made to give it more meaning. This is all still up in the air and I want to have my play testers check everything out first before I continue with it just in case I end up over-doing it again. :,,,]
Weird bug found?:
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I also found a couple of mismatched sprites and a weird bug where a CG of Noah pops up towards the end of the Morning route, I have no idea how it happened or if this can occur in the [Extended Demo]. I can only hope it's not though. :,]
CG clean up:
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Around the time I had announced the [Extended Demo] back in early 2024 there were parts of the Morning route that was actually suppose to have CG's but since I was still developing my art style I couldn't do much perspective art like I wanted to.
**As far as CG clean up goes, I do have plans to update some of these in both routes but for now I will keep them as placeholders until I get just a bit more practicing in. There's also 1 or 2+(?) new ones I have planned for this but I'm not ready to share them yet. :D
I think that's about as far as I've gotten up until I couldn't work on the game for about a week and a half so I'll stop here. :[]
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If you like what I create, please consider supporting what I do on kofi [Here]! All donations and tips help tremendously while I continue to work on the game. Thank you to those that optionally bought the [Extended Demo] on itch.io. :,]
Q&A / Ask box is open:
To know and understand Noah through Asks and random posts about lore, they'll be under #Get to know: Noah ! :]
**Some asks won't be answered if it contains spoilers but I do appreciate what I receive. I will most likely spend this time going through and catching up on everything I missed. :]
If you have any questions about Trembling Essence/Noah feel free to ask [here] or on itch.io please. This makes it easier for me to see and answer accordingly! I enjoy hearing from you guys!
Thank you everyone for the continued support! :,]
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