#type/devlog
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guzscode · 10 months ago
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Dislate DevLog 1: When Comparing Size Matters
Daily Blogs 277 - Aug 8th, 12.024
Something which I noticed today while programming the project-dislate's database interface, is how much the files that I write got bigger. When I was starting programming, most files didn't pass the 100 lines most of the time. I still remember doing my first "real" project, a simple To-Do list application called ToToday (which I actually used when I was starting to organize my life), which I made 2 years ago and felt really proud on how I made the code "scalable" to add more features and just use the LocalStorage API for everything. The Tasks' Component I specially felt proud about, and even showed to friends them, showing the amount of lines and how much it was scalable and organized.
However, seeing now, even though the files have around 300 lines of code, the actual logic of the code is just around 120 lines, the rest is just HTML and CSS. Not only that, but last year, as an experiment, I created another To-Do list application in just one HTML file, which ended having 350 lines of code for the entire application (this kinda also shows how much JavaScript, and its ecosystem has the tendency of over-engineering a log of things).
And today, I actually wrote just a database interface, and it ended up with 300 lines of code before I was even having time of completing it today. All these lines are code, pretty much. And I asked me "why?", and pretty much already had the answer in mind: I'm doing more complex things now.
I hardly look backwards to compare myself, which I know is a problem and I probably should do it more since it really shows me how much I improved as a programmer/Software Engineer. I even call myself now a "Software Engineer" instead of "Programmer", because that what I am, I solve problems now, I make actual software that solves problems instead of just gluing things together and calling it a day. Even though number of lines doesn't really represent quality or even improvement, the idea that nowadays this amount of code every day is normal and the bare minimum for a small part of the projects that I do, I would say that it shows that I'm improving and actually creating things. Projects and codebases aren't big when the only thing you're doing is gluing libraries and frameworks together, I would say. If you are solving problems, if you're making business logic, you will need to write it and write more code.
That's why I always recommend making and write projects that you will use, that you actually care, instead of just following tutorials and making To-Do apps. Actual software is hard and big most of the time, but writing them can be fulfilling. I acknowledge that my first To-Do app was a start and a good step in actually trying to complete something, but I fell a lot happier seeing myself now actually persuading bigger challenges. And I hope that you go pursue bigger challenges.
Today's artists & creative things Music: Road To Hide - by ZeRO
© 2024 Gustavo "Guz" L. de Mello. Licensed under CC BY-SA 4.0
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the-nox-syndicate · 2 months ago
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SysNotes devlog 1
Hiya! We're a web developer by trade and we wanted to build ourselves a web-app to manage our system and to get to know each other better. We thought it would be fun to make a sort of a devlog on this blog to show off the development! The working title of this project is SysNotes (but better ideas are welcome!)
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What SysNotes is✅:
A place to store profiles of all of our parts
A tool to figure out who is in front
A way to explore our inner world
A private chat similar to PluralKit
A way to combine info about our system with info about our OCs etc as an all-encompassing "brain-world" management system
A personal and tailor-made tool made for our needs
What SysNotes is not❌:
A fronting tracker (we see no need for it in our system)
A social media where users can interact (but we're open to make it so if people are interested)
A public platform that can be used by others (we don't have much experience actually hosting web-apps, but will consider it if there is enough interest!)
An offline app
So if this sounds interesting to you, you can find the first devlog below the cut (it's a long one!):
(I have used word highlighting and emojis as it helps me read large chunks of text, I hope it's alright with y'all!)
Tech stack & setup (feel free to skip if you don't care!)
The project is set up using:
Database: MySQL 8.4.3
Language: PHP 8.3
Framework: Laravel 10 with Breeze (authentication and user accounts) and Livewire 3 (front end integration)
Styling: Tailwind v4
I tried to set up Laragon to easily run the backend, but I ran into issues so I'm just running "php artisan serve" for now and using Laragon to run the DB. Also I'm compiling styles in real time with "npm run dev". Speaking of the DB, I just migrated the default auth tables for now. I will be making app-related DB tables in the next devlog. The awesome thing about Laravel is its Breeze starter kit, which gives you fully functioning authentication and basic account management out of the box, as well as optional Livewire to integrate server-side processing into HTML in the sexiest way. This means that I could get all the boring stuff out of the way with one terminal command. Win!
Styling and layout (for the UI nerds - you can skip this too!)
I changed the default accent color from purple to orange (personal preference) and used an emoji as a placeholder for the logo. I actually kinda like the emoji AS a logo so I might keep it.
Laravel Breeze came with a basic dashboard page, which I expanded with a few containers for the different sections of the page. I made use of the components that come with Breeze to reuse code for buttons etc throughout the code, and made new components as the need arose. Man, I love clean code 😌
I liked the dotted default Laravel page background, so I added it to the dashboard to create the look of a bullet journal. I like the journal-type visuals for this project as it goes with the theme of a notebook/file. I found the code for it here.
I also added some placeholder menu items for the pages that I would like to have in the app - Profile, (Inner) World, Front Decider, and Chat.
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i ran into an issue dynamically building Tailwind classes such as class="bg-{{$activeStatus['color']}}-400" - turns out dynamically-created classes aren't supported, even if they're constructed in the component rather than the blade file. You learn something new every day huh…
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Also, coming from Tailwind v3, "ps-*" and "pe-*" were confusing to get used to since my muscle memory is "pl-*" and "pr-*" 😂
Feature 1: Profiles page - proof of concept
This is a page where each alter's profiles will be displayed. You can switch between the profiles by clicking on each person's name. The current profile is highlighted in the list using a pale orange colour.
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The logic for the profiles functionality uses a Livewire component called Profiles, which loads profile data and passes it into the blade view to be displayed. It also handles logic such as switching between the profiles and formatting data. Currently, the data is hardcoded into the component using an associative array, but I will be converting it to use the database in the next devlog.
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New profile (TBC)
You will be able to create new profiles on the same page (this is yet to be implemented). My vision is that the New Alter form will unfold under the button, and fold back up again once the form has been submitted.
Alter name, pronouns, status
The most interesting component here is the status, which is currently set to a hardcoded list of "active", "dormant", and "unknown". However, I envision this to be a customisable list where I can add new statuses to the list from a settings menu (yet to be implemented).
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Alter image
I wanted the folder that contained alter images and other assets to be outside of my Laravel project, in the Pictures folder of my operating system. I wanted to do this so that I can back up the assets folder whenever I back up my Pictures folder lol (not for adding/deleting the files - this all happens through the app to maintain data integrity!). However, I learned that Laravel does not support that and it will not be able to see my files because they are external. I found a workaround by using symbolic links (symlinks) 🔗. Basically, they allow to have one folder of identical contents in more than one place. I ran "mklink /D [external path] [internal path]" to create the symlink between my Pictures folder and Laravel's internal assets folder, so that any files that I add to my Pictures folder automatically copy over to Laravel's folder. I changed a couple lines in filesystems.php to point to the symlinked folder:
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And I was also getting a "404 file not found" error - I think the issue was because the port wasn't originally specified. I changed the base app URL to the localhost IP address in .env:
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…And after all this messing around, it works!
(My Pictures folder)
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(My Laravel storage)
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(And here is Alice's photo displayed - dw I DO know Ibuki's actual name)
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Alter description and history
The description and history fields support HTML, so I can format these fields however I like, and add custom features like tables and bullet point lists.
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This is done by using blade's HTML preservation tags "{!! !!}" as opposed to the plain text tags "{{ }}".
(Here I define Alice's description contents)
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(And here I insert them into the template)
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Traits, likes, dislikes, front triggers
These are saved as separate lists and rendered as fun badges. These will be used in the Front Decider (anyone has a better name for it?? 🤔) tool to help me identify which alter "I" am as it's a big struggle for us. Front Decider will work similar to FlowCharty.
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What next?
There's lots more things I want to do with SysNotes! But I will take it one step at a time - here is the plan for the next devlog:
Setting up database tables for the profile data
Adding the "New Profile" form so I can create alters from within the app
Adding ability to edit each field on the profile
I tried my best to explain my work process in a way that wold somewhat make sense to non-coders - if you have any feedback for the future format of these devlogs, let me know!
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Disclaimers:
I have not used AI in the making of this app and I do NOT support the Vibe Coding mind virus that is currently on the loose. Programming is a form of art, and I will defend manual coding until the day I die.
Any alter data found in the screenshots is dummy data that does not represent our actual system.
I will not be making the code publicly available until it is a bit more fleshed out, this so far is just a trial for a concept I had bouncing around my head over the weekend.
We are SYSCOURSE NEUTRAL! Please don't start fights under this post
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softspokenspectre · 5 months ago
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making an fps that is set in a bot-infested combat chatroom (imagine Twitter but if it allowed you to fight it out with people in an arena (i mean it kind of is like that but i mean with swords and guns and lasers))
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serenfire · 2 years ago
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wrote 4k words today and i've finished the bit of my twine story that's going to be in the demo! i'll polish it up tomorrow but barring any code issues i should have My Official NaNo Post up tomorrow with around 5k words of playable excerpt/demo :)
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aurosoulart · 1 year ago
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to answer all the confused people in the tags:
no, this is not post processing
it's a sandbox app called Figmin XR, which runs on VR headsets & AR glasses
the trickery is done via depth scanning! a sensor creates a mesh of the room, which is then used for projecting virtual light onto. welcome to technomancy 🧙‍♂️
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alright. that's it. technology has gone too far
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sznmjun · 5 months ago
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Where is the indie scene for dragon age style rpgs
I recently found this channel that plays 90s - early 2000s fantasy games and an indie dev could easily make games like that alone nowadays
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14dayswithyou · 1 year ago
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💖 Day 3.5 is now available! 💖
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For the last couple of months, only Server Boosters had access to the 3.5 update... Buuuuut now it's available for everyone to play in the 14DWY Discord — and soon itch.io once I'm happy with the QA and state of the game — so please don't feel pressured to join unless you want to!!
The full devlog + even more screenshots are under the cut ^^
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What's been added to the 3.5 version?
📺 Streamer Mode!
I've been told that it's difficult to stream and monetise age-restricted videos on YouTube and Twitch, so I added an option to remove the sexual content and strong language used in the demo.
Now y'all can invite Ren into your bed for cuddles without putting your streamer career on the line /silly /lh
This won't affect the 18+ rating or dark themes/elements of the game, however! Although Streamer Mode will prevent you from seeing any "gruesome" CGs in the future, most of the core elements of the game will still be tied to the choices and decisions you make. So you won't miss out on the overall experience by using streamer mode!!
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⚙️ Custom Pronouns!
It only took me one entire year to get around to it, but you can finally choose your own preferred pronouns (or use a set of pronouns instead)... At the cost of being able to change them mid-game ^^;
Since the original pronoun screen wouldn't update until a new scene was displayed, I temporarily disabled the feature. But once I find a workaround, I'll bring it back!
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💗 Choose how others perceive you!
You can now choose how the cast and narration perceive you! Originally, the narration was kept strictly gender-neutral (outside of pronouns and genitalia picked by the player), but this will soon change in future updates.
For more clarity: you don't get to choose the words specifically, but you can choose between masculine, feminine, and androgynous terms!
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📋 Separate top and bottom genitalia!
You can now choose your tatas and pps separately! >:3
Alongside that, you can also choose your preferred body type!
I removed the "both" genitalia option because a few players still assumed it was an obscure version of "intersex". That wasn't my intention and I don't want to mislead anyone, so I took it out for now ^^;
I also didn't want to include a screenshot of the new genitalia choices in action (because it's NSFW), so y'all get the same character menu screen for the nth time instead lmao
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📱 Relationship Screen Overhaul!
You can now change your own status for more immersion, and long-term Server Boosters will eventually be able to submit and use their own icon within the game as well!
Stalking finding your friends has now become easier by using "Buddy Maps"; a new app that allows you to see the location of all the cast members!
I want to offer players more incentive to check the relationship screen since they tend to miss the status updates, so hopefully this might help ;v;
It also says it "updates every few hours" so folks don't go overboard and check every 5 seconds to see where Ren is gdsghf (also keep in mind that he's a hacker lol)
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🖤 Additional Scenes Update!
Day 2 received a brand new CG!!!!! Originally, I planned on only adding a few CGs sporadically throughout the game, but it didn't feel right to leave Day 2 so... empty... so I added a brand new CG to (hopefully) make things feel more balanced and natural!
If you decline Teo's offer on Day 3, Leon will now call and try to convince you to reconsider. However, players are still allowed to decline, and if they do, they'll reach a dead end.
After listening to feedback on itch, I changed some of the dialogue during Days 1-3 to make it seem more consistent! They're only small changes though, so it's honestly not worth looking for sdgjssga
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🎶 Updated BGM and SFX!
I wanted to try out a different style of music to see if it fits the vibe of 14DWY more! The BGM features more acoustics to suit the "beachy" theme of Corland Bay, though I made a conscious effort to include piano elements as well to stay true to the original!!
I figured it'd be better to give players a live example before I make a poll (to see if they prefer the change or not) and publish it to Itch.
Some new SFX have also been added, though it's very minimal and honestly not that noticeable.
How to download and play the update?
(warning: clicking on the following links will open Discord!!) To download the Day 3.5 update, simply join the 14DWY Discord server, verify your age, and visit the "14dwy-updates" channel!
Alternatively, you can also wait until the update is publicly released on Itch to play it as well!! (It normally gets released shortly after a round of QA testing/getting feedback from the server, though I may release it earlier if I feel like it hehe ^^)
Enjoy!!
#14 days with you#14dwy#💖 — 14 days with queue.#🖤 — updates.#🖤 — spoilers.#I'm not gonna say much about my current doxxing situation because I've got it under control now + it's being handled privately#Plus I don't wanna give it/the people involved any unnecessary attention. I just wanna announce the update and Get Back To It™️#(''it'' bein the grind 💪 It never stops lmao /silly)#OG followers will also know that these topics aren't the vibe I normally have on this blog (or any of my accounts); so I don't think I'll—#—make ANOTHER public post about the situation and bring more attention to it (when I just want everything to be over and put to rest ^^;)#However I also don't want people to think that I'm... ignoring?? the situation entirely (because gettin doxxed is a very endangering thing)#So I DO want to quickly acknowledge it here and say that it's all currently handled + I'm safe and okay + this won't stop me from—#—continuing to work on 14DWY (and other future projects). I also don't want to give these awful people more power and incentive to continue#—this kind of pathetic behaviour; so the less attention and encouragement being shown will ultimately be better in the long run :3#Aaaaaanways!! 😮‍💨#My other accounts will be restored shortly and my askbox will be opened once I feel comfortable. I'll get around to following folks—#—again in my own time; so please don't feel offended if I unfollowed you during a moment of vulnerability and anxiety!!#This is all EXTREMELY overwhelming and scary for someone with SAD/AvPD; and I /gen can't handle seeing it all over my timeline ;v;#Sorry this got ranty and personal again hjdsgjsdh T_T I said I wouldn't say much; so I'll shut up now hehe#🖤 — shut up sai.
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crownorclover · 2 years ago
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the demo for OMAMORI : a mp100 fangame is now live on itch.io!
we're celebrating reigen's birthday with a preview of a project that @kreauxlighe/jace and i have been working on since april! jace has been working on the writing and programming, and i am providing the art and visual assets.
OMAMORI is a serirei focused kinetic visual novel. you are a spirit haunting an omamori who helps people that receive it specifically with their struggles in love and romance. one day, your omamori is given to reigen arataka. as you take your time observing this apparent conman while he works it becomes clear there is something there between him and his deputy director, serizawa katsuya, although neither one seem ready to confess. get to know them and, with the aide of the people (and spirit?) in their lives, help them take that next step.
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the play time for the demo is 15-20 minutes, depending on your reading speed (and how long you take typing different names into the player name slot). we have more planned features and many more chapters to come, so there's a lot to look forward to! you can follow the game page on itch.io for occasional devlog updates in the future.
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in-case-of-grace · 5 months ago
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TTRPG Devlog: Qet and Inaccessible Names
I've been boiling a thought in the back of my mind lately, in regards to Naming Things in Fiction.
Newer folk may not know this, but my longest running creative endeavour has been Qet; a dark fantasy eldritch horror setting with inspiration from various Mesoamerican cultures and histories. It's a worldbuilding project, narrative setting, and TTRPG-- relegated to the backburner for over a year now. I needed a break.
Herein lies my problem: Qet's "common" equivalent language is a conlang inspired by Nahuatl.
English-first speakers, particularly fellow Americans, struggle a LOT with Nahuatl and anything similar to it. I'm American so my audience would...include a lot of Americans. Naturally a lot of the friends I'd want to run the game for are also American.
People struggle to read a lot of the proper nouns in Qet. An early first draft campaign took place in the deep caverns of Tchaoxlik, and the players were given Zykeutuezyl-- little light-emitting lizards-- as their primary source of light, to care for.
The bottomless lake Chluetichlon is significant in the lore, the Coulqepluex are a major ethnicity, and Qeplueoytz are shape-shifting monsters entire campaigns could center around. I've more examples, but you get the idea by now, I'm sure.
Part of Qet's inception was me noticing that US/UK fantasy overwhelmingly takes inspiration from European cultures, and That Sucks! There's so much more in the world, for one-- and this is fantasy! I want to see UNIQUE worlds that aren't just England But With Magic. Qet was my first worldbuilding project, and at the time I began, I had yet to develop the ability to just...make new stuff off the dome.
So I needed a solid inspiration from the real world as a starting point, and I chose something I thought was severely underrepresented: Mesoamerica. There is no 1:1 "this is the Maya but they're blue" or "here's the Olmec but they're birds" type stuff in Qet, rather, there's bits and bobs spread amongst original cultures and the world they live in. Corn is a staple food. The climate is hot and humid with a lot of shared flora from the real world Mesoamerican region-- but more differentiated fauna. One culture wears Aztec-inspired capes but live in Pueblo-inspired adobe homes. Polished obsidian mirrors play into eldritch magic. Some cultures sit and sleep on reed mats. One regional religion is a blend of the Aztec faith and Catholicism. Alongside these and many other bits of inspiration, the trade language of the world is Qetlec, which is inspired by Nahuatl.
I quite like a lot of the Qetlec names and words I've come up with over the years. I find several to be particularly satisfying to say! But I do have to admit that I, myself, had to train and practice to pronounce my own conlang. It may be second nature after years of working with it, but I often run into the dreaded "sbah...sbshs...uh...however you say it" or blatant word-butchering from new readers. It's an accessibility problem, after a certain point.
When I think of naming in fictional settings I return time and time again to what I believe to be a shining example of strong, accessible naming: Destiny.
Everything players need to know has a simple name that's typically just straight up English, no matter how alien. The Eliksni? Well that's a difficult name for some, so to players they're just...called "The Fallen." Other alien groups are simply titled: The Cabal, The Vex (who are actually made of radiolarian fluid-- another difficult name), and The Hive.
When they do concoct unique names for things, they do so in a way that should be easy to pronounce for their primarily English speaking audience. Fikrul. Mithrax. Oryx. Savathun is probably the most difficult one and that still seems fairly easy for players to pick up on.
Sometimes Destiny takes proper nouns from existing languages on Earth, but does so in the same manner-- sticking either to words English spakers already know or could feasibly pronounce with ease. Rasputin. Osiris. Ahamkara.
Destiny's player-facing setting is one that is crafted to be accessible. They're careful with their names. It's in the weird background lore that things may get complicated from time to time-- where it's not essential for players to be able to pronounce everything.
Qetlec isn't the only conlang in Qet, there are several others, but I'm less worried about them. It's reasonable to expect that English readers can pronounce Lhehd names like Hanviehl, Ahndel Veha, and Linnh; Tolech names like Mochog, Romtol, and Kupuch; or Auroullott names like Beuttep, Tteunor, and Auroboll.
Eldritch names are fine to be a bit difficult, I think, but I ride the line with those too-- Ul'jvot, Gaegoed, Kub-glorrha. Yaesheuhnahl is right at the edge but, it is a god made of 3 separate entities (Yaesh, Euhn, and Ahl) so I think it's not totally unreasonable.
It's Qetlec in specific that I think causes problems, which is a really big shame because I think it adds a lot to the world's flavor. But it includes a lot of sounds that aren't readily apparent, with things like "x" actually being pronounced "sh" or tight consonant/vowel pairings unfamiliar to the English reader like "ytz" "zyk" and "qeu." Hell, even beyond pairings-- the letters q, y, and z aren't super common in English! (Y is common at the *ends* of words but not at the start.)
I've tried some halfway measures here and there. I include pronunciation tooltips on every word I think folk may have difficulty with-- but that's only really doable on a webpage. In recent years, anything I added that I thought might be difficult to pronounce included an English alternative name. Gaiwej: Whispering Mouth. Asdeom: Adaptive Flesh. Zeloutihue: Lunatic of Lliaq. P'qur: The Labyrinth of Gods.
You get the idea.
I think it did work in making things more accessible, but it did bother me a little that this made the titles of each article much, much longer. It did make for names that were easier to remember, and, crucially-- look up. It was a bit of a have-your-cake-and-eat-it-too solution.
However, while this might work for a setting presented in a wiki format-- it doesn't work for a book or TTRPG. If you find yourself in a canyon and spot something in the distance you wish to warn your comrades of-- are you really going to shout "everyone look out for the Asdeom: Adaptive Flesh?" No. You're going to pick one or the other-- "Asdeom" or "Adaptive Flesh."
If your comrades have internalized only one of the two names, especially the one opposite what you called out-- they might be confused. We solved one problem only to create a new one! The easier solution is to simply have one, memorable-- and pronounceable-- name.
And that's where I'm stuck, I suppose. I'm attached to the many unpronouncible names of Qet and I know I must do away with them. I need to make new rules that limit how many syllables they may have, and cut out sounds that are difficult for English speakers.
Part of me thinks I need to start entirely from scratch on Qetlec instead of just reworking what's there. That I'm going to be too blinded by familiarity to spot all the problem areas, or too attached to change key nouns. Is "Zeloutihue" totally fine and pronounceable for the average English speaker? I can't tell! I'm lost in the sauce here!
If words like zykeutuezyl and olxlikliz are totally easy for me by now, how can I judge everything else fairly?
This is all to say, hey, think about this from the start. Don't make my mistakes and end up in this pit with me-- if you want your project to be accessible to your intended audience, consider the language(s) they might speak. What sounds are they familiar with? Could they feasibly pronounce all the important terminology in your work?
I'd love to hear folks' thoughts on this, what do you think? What would you do in my situation? What good or bad examples of accessible conlang have you come across? How have your own projects approached conlangs and names?
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d3f3n3str4t10n · 6 months ago
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New Year, New Update!
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I hope y'all had a good New Year's feast. Ashley certainly has! We'll be eating too, it seems, thanks to this new update!
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Firstly, the least exciting thing to someone that's already bought the game: Due to steam pricing jank, they're extending and increasing the discounts for now up until the game's price increases with the release of Episode 3A. Cool!
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Next are some words typed straight from Nemlei's hands themselves, describing how working on the game has been like for the past year, and another content comparison between episodes. It's really weird to see it laid out in plain numbers like this, but it does a good job showing the scale of 3a! And they're not even done yet! It's good to hear that the team has gotten into the groove of things, now that all the development issues we saw lined out during the devlogs have been taken care of. Hopefully we won't have to wait too much longer! Now onto the REAL good stuff...
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First, we see a pretty familiar corridor. The same one what Andrew confronted Ashley in, during the dream sequence that leads to Episode 3A's beginning. Fortunately however, at least according to Ashley, everything seems to be resolved. I'm honestly a little surprised that they'd share something so... blatant, like this, but maybe that's the trick. We only have Ashley's very untrustworthy words to go off of here, of course.
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Next, we see a short reunion. One of Andrew's friends is back! It's unclear whether this is during the present day, or sometime before quarantine, however. Given Andrew's insistence that they drop all contact with anyone they knew during Chapter 1, I'd imagine that if this IS in the present day, Andrew isn't too happy about it. Probably NOT why he's throwing up, though. Either way, he still considers him a friend, so that's nice to see!
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And lastly... a video!! Hell yeah! This one shows us the full context for a previous screenshot we saw in one of the devlogs. The video begins with a CG of a VHS rewinding. Whether or not it's meant to be something dietetic or not, it makes it clear that this is meant to be a flashback. We see Friend B and Andrew chatting in their highschool class after the bell has rung. Friend B offers to go to some non-descript event with Andrew, but he can't, because he has work. During this conversation, Ashley barges in, furious that some clique of girls is preventing her from getting a drink.
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We then see the CG from the devlog, as well as Andrew's reaction. He tells her to just go with Julia, to then Ashley says they aren't talking at the moment. Something that I don't doubt happened quite a lot, in their "friendship."
On their way to the vending machine so Andrew can sort out the situation... somehow, Andrew realizes he left his notebook back in the classroom and goes back to get it. On his way, he overhears an interesting conversation...
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Some guy, presumably an acquaintance or classmate of Friend B, starts talking with them. He calls Andrew a "fucking sissy", and mistakes Ashley as his girlfriend. Again, probably happens a lot. Friend B sticks up for Andrew throughout the conversation, calling out how rude the Douchebag is being to Andrew and how creepy his not-so-subtle suggestions to get with Ashley are. Friend B claims Ashley has "A few screws loose" which may be why he thinks she's so clingy, and why Andrew goes along with it. Because, why would he go along with it, if there wasn't some reason, right? Siblings aren't just LIKE that. The further the Douchebag seems to push it, the more Friend B tells him to knock it off.
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Andrew is, at first, confused by the situation, not really understanding what the big deal is. Of course they're close, they're siblings. He has to look out for her, with all the bullies in this school, apparently.
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His confusion quickly turns to anger, and he starts to work up the motivation to tell the douchebag off... but he doesn't. The narration then lets us in on another side of Andrew's thought process.
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This is the start of Andrew's Denial. This is most likely before the "rumors" Julia brings up begin, perhaps they were even started by this Douchebag. Andrew is finally starting to realize how odd his and Ashley's relationship is. When they were kids, it could be excused and defended by adults as just, them being kids... but they're in High school now. That excuse isn't going to cut it anymore. Andrew though, still doesn't see anything wrong with it. They've been this way forever, and they're fine with it, so why does anyone else care? What's so weird about it? A very well written scene, if you ask me.
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Oh, Also there's a Q&A! Check out the steam post to participate! My question was about what Nemlei thinks Andrew and Ashley sound like. Not very creative but eh. Happy New Year, everyone!
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galdra-studios · 14 days ago
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Hi everyone!
It’s been another busy month in our new office. Things have finally settled down a little and we’ve got a steady internet connection again, yay! Moving further out into the countryside has given us easier access to nature, and a lot of our breaks are now spent outside looking at flowers. 11/10, it’s a great energy boost!^^ So let’s take a look at what we’ve been working on…
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The female body type now has sprites! There’s still some work left on implementing everything in the character creator, but we hope you can appreciate her floofy hair and cute scarf. Ragnar sure does!
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This month, Daniel implemented a search mechanic for the game. Now, when there’s an opportunity to snoop around say, a professor’s office, you can click the background to investigate! What secrets might you find?
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Soren listens to a lot of cool music, and Jesper is having a lot of fun adding lively numbers to his collection. Listen to this month’s track here with the timelapse of the June header image.
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Thank you so much for following our journey! And we’ll see you in July for another DevLog!
Cheers!
- The Galdra Team
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quiet-cabin · 2 months ago
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Omamori PostMortem!
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Here it is folks! The final Omamori devlog 🥹. In it we'll be taking a look at how everything began, some of the ups and downs we had along the way, including some looks at behind the scenes work, and finally, what's next for the studio!
I'm going to try something a little different here. Normally I link back to the devlog on itch so you can read it there, but I'm wondering if people might be more inclined to read the full thing if they don't have to leave to another tab lol (Although I also worry that tumblr just isn't really great for really long post reading..) But! I shall put the choice in your hands. Here's the link to it on itch.io! Or you can click the read more below to see it here!
I'd be really interested to know what Y'ALL are interested in seeing next 👀
Hello everyone!!
It’s been one month since Omamori released which sounds incredibly fake but here we are! As of posting this, Omamori is sitting at 454 downloads!! Which is really, REALLY exciting and so much more than I ever thought to hope for. Thank you so much!
Today we’re going to be talking a little bit about the process, how things went, what we learned, and what’s next! This is going to be a bit of a longer post but some of you have been with us since the very beginning, and it might be nice to look back, and some of you are new, and have no idea how it all went!
HOW IT STARTED
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(The original mock up I made to help Rob visualize what I was thinking for the main menu screen.)
In the beginning of April 2023 I started telling Rob about a 'totally not real' idea I had for a serirei dating sim. It was very much in the 'haha jk wouldn't that be fun, but it'll totally never happen' category. Then I thought, since it won't ever happen, it could be fun to do a little mock-up. Just a fake screenshot of a character and some dialogue. Then I thought, maybe I could try to animate it to show some additional dialogue. THEN I thought, well if I'm going to do all of that, I might as well just put together a slice in a game engine and just do a screen recording.
So I sat down and installed an entire game engine, learned how to navigate its interface and how to use its visual scripting language, how to create & use variables so that you could enter your character name, how to put in a dialogue choice screen, even made a tiny pixel art takoyaki... all to create a 20 second screen recording of a game that was totally not going to exist.
Totally.
I even shared it on Tumblr! It uh, as of typing this, still only has 3 notes lol. You can see the original post here, but here's a screenshot of it.
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I won't lie, it was actually really disheartening to see basically no engagement with it. I know there wasn't much info on the concept itself, since the game wasn't going to be real (I thought), and maybe that would have helped, but it definitely did a blow to the ol' self esteem. (Although I can say, looking at it now, I really like this! I'm really insecure about my visual art and style, but y'know what, this is pretty cool! )
I didn't let that deter me though. I was really excited about this game and the story, and at the end of the day, it was a silly little project with my silly little blorbos. So I kept thinking about it and poking the idea and pretty soon the fixation was churning full blast. I was developing the plot, I had snippets of dialogue in mind, I was thinking about GUI elements. And all the while I was yelling all of this at Rob. Eventually I worked up the courage to ask him if he wanted to do the art, only to discover he was working up the nerve to ask if he could help out! After that, it was just a lot of excited yelling about this project.
Looking back at this original mock-up, I think it's really great to see how Rob took my original concepts for layout and design and breathed some actual life into them. At some point I'd done some additional iterations on the dialogue boxes:
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And from there we got:
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Which ultimately gave us:
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HOW IT WENT
There were definitely some ups and down on this, for sure. Getting the demo out was a huge accomplishment and we were both eager to just keep working on it. In fact, the original plan, after releasing the demo October 2023, had been to release the full game by the coming March, for Serizawa's birthday. Ambitious? Without a doubt lol. Obviously that didn't happen, and our next hope was to release it for Reigen's birthday 2024. This way it'd be full circle. Then we hoped to release it for Valentine's day maybe. (This is why we didn't announce a release date until it was well and truly DONE.)
Some of you may remember that Rob injured his hand in early 2024 and so we took quite a bit of time off to let him heal. We're not about that crunch life. Even if this wasn't entirely a passion project, there's absolutely no reason to crunch. So we took a step back so he could heal up. While that was happening.. we had the Great Engine Switch.
The demo for Omamori was originally made in GDevelop. An open-source, no-code engine. And it worked great for the demo! But once I started adding in features that people would come to expect in a visual novel, like saving and loading, or a history of the text, things got a little more complicated. It reached a point where I was essentially building a visual novel engine within the Gdevelop engine. Which, while incredibly fascinating and a great mental challenge, wasn't exactly the best use of my time. Not when there are engines specifically made for creating visual novels, like Ren'py. Which has things like saving & loading, dialogue history, text size options and dyslexic font options, all ready to go out of the box. So, I changed engines.
Changing engines was a long process, partly because it took me some time to finally come to terms with the fact that I just needed to do it, and partly because while some things did come out of the box, I did still have to re-do other things all over again, like entering all of the dialogue and choice options for the prologue and part of chapter one that was used for the demo. I was also learning a whole new engine, which isn't no-code (although it IS really streamlined), and I had to find my way around.
We had a lot of plans for some things that ultimately had to get cut. Early on we planned to have more splash screen images for pivotal moments, which would also be accessible from a Gallery page on the main menu. We even toyed with the idea of reaching out to other artists in the community to see if they would be interested in doing guest art to be featured in the gallery! But as we made progress we had to decide what was essential to the game, to telling the story, and what was a Nice To Have. Learning how to nip that scope creep early is an essential skill in gamedev!
Still, all things considered, as a team of two people we made an entire game in only two years, even with the obstacles we faced. And I think that's pretty damn impressive.
Q&A
What was your favorite part?
ROB:
Getting to work on a passion project with Jace! Getting to see this through to the end with them was very rewarding. Like, did you know you can just make cool things with your friends?? It's awesome and makes for a unique blend of cheerleading, flexing, and teamwork. Definitely recommended.
For the art, I got a kick out of trying to develop a visual identity that was as much our own game as it was a Mob Psycho fangame. The first season opening sequence was my main touchpoint. This poster was a source of inspiration too, notably for the paper cut out look for the sprites. It was fun and a nice way to appreciate the series from a different perspective.
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JACE:
This is actually a tough one lol! Part of what I love about being an indie dev are all the different roles you play. Jumping from writing to programming to creating mockups to resource sourcing for background music or sound effects, I think that's the part I enjoy most. It's hard to get bored when you're wearing so many hats and that really appeals to me.
If I had to pick a favorite part, I would say sharing the original drafts of the script with Rob and getting to see his reactions to Reigen's impressive levels of fumbling was a lot of fun. Also, figuring out a piece of code that had me stumped for days is nothing short of euphoric.
What was the most challenging?
ROB:
Mostly mental hurdles. Like, accepting that “good enough” IS actually good enough was sometimes a challenge. On top of wanting to tweak old sprites (we started this two years ago after all!) I had wanted to make more splash art and character poses, and add silly details like giving the face on Reigen’s pj outfit different expressions. But as it turns out, if you want to finish something then at some point you have to stop working on it. Great lessons for battling perfectionism.
JACE:
Changing engines and learning an entire new one was definitely a challenge. I'd dabbled with Ren'py before so I wasn't completely in the dark, but I hadn't done more than dialogue and some choices. With this I had to learn how to navigate Ren'py's screen language so I could build my own screens, I had to learn how to create and manipulate variables in the engine, I watched a LOT of youtube tutorials and got real familiar with the Ren'py subreddit lol.
Something that was really, really challenging for me was learning, and re-learning, how to start. I would work on the game for weeks and be doing great, really have a nice groove, and then Life would happen and  I wouldn't touch it for a little while and suddenly the thought of opening up the code was terrifying. I was convinced I couldn't do it, I had no idea what I was doing, and that I was going to get stuck. And it got harder and harder to just start. Even when all signs pointed to that I maybe DO know what I'm doing!
What helped a lot was that I kept a mini-devlog. Every day that I did gamedev work I journaled about what I worked on, how long I spent on it, and what my next steps were. This helped in SO many ways. For one, it was just really nice to see a calendar view of my productivity. Time is fake and its easy for me to think I haven't been productive "enough". Then I look at my calendar and see this:
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Not every month looked like this of course. There's a couple where it's pretty damn barren. But that's where the other data points came to help. It was really helpful to see how long I worked on something as well.  For example:
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It took me literally twenty minutes to create all of the idle and hover images for the icons on the corkboard. I remember I did this quickly before running out to work. And this became a point of constant reference for me. Every time I felt myself getting caught in the swirl of, I can't do this, opening the engine feels scary and overwhelming, or I only have .. two hours... three hours... before I have to go to work or go to an appointment or go to bed, what could I get done in that time, I would think of how much I got done in just twenty minutes. Because ultimately, any time spent on the project is productive! But having these little reminders helped a lot. And each mini devlog also had a section for my reflections and what I hoped to work on next. So if it was a few days, or a month or two, before I was able to get back to it, I could reread the most recent devlog to see what Past Me was planning to do!
What might you do differently?
ROB:
Oh man. Organization. I frequently moved the working files between tablet and desktop and ended up with duplicates all over the place. It was a pain after we came back from that long break for my hand injury because I had different expressions and sprites spread over a mess of nearly identical files.
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The worst part is this was not the first or last time this happened. Why? Don't live like me.
JACE:
Well, if we're talking about Omamori specifically, knowing what I know now, I'd of course just start working in Ren'py from the start. I'd had the thought that I could learn one engine (to rule them all). Because I have ideas and plans for other games, and had hoped to find one engine that could do everything, and I wouldn't have to jump around, potentially learning a bunch of different coding languages. But, there's something to be said for using the right tool for the job, and in this case it was definitely Ren'py.
If we're talking about future projects and what I might do differently, that's a toughie. I think every project is going to require different set up and preparation. If I were to do another visual novel, I think I'd start tackling any special screens or gameplay mechanics as early as possible. Writing is one of my strengths and I know I can do that. And I'm familiar enough with the engine that I know entering in my writing and dialogue is pretty straightforward. But making those custom screens and troubleshooting them always takes much longer than I think it will.
In terms of organization, I have a Notion template I created for my game projects, and Omamori largely served as the trial run for what I would and wouldn't need. The mini devlog calendar is absolutely a keeper. But the way I organized the programming vs writing task lists definitely got reworked in the final month of Omamori, and I've already started updating my template and other already existing projects to reflect the new workflow!
I think with every new project I'm going to do things a little differently and, for me, that's part of the fun!
Do you think you'd work on a game again?
ROB:
Yes! I'm currently taking time off from commission work, but I really enjoy creative collaboration in general, so I would definitely work on a game again in the future.
JACE:
Oh honey, I already am 😏.
What's next for you?
ROB:
I’m looking forward to diving in to some original work this summer. Not sure where it will take me yet, but I've been itching to get back into making comics, so that might be next! If you'd like to keep up with my work, I update my Tumblr most frequently.
JACE:
I'm so glad you asked! While Rob moves toward exploring comics, Quiet Cabin is also going to shift gears. I'm going to focus on games with original characters and stories. I don't have any plans to make another fangame but I do have a LOT of other ideas! (Some of which were hinted at in Omamori 👀 .)
So what can you expect? Stylistically, I've always had a love for pixel art so there will be some of that going forward. Depending on the project I might seek out another artist to collaborate with for things like backgrounds or character sprites, especially if I do another visual novel. So if you're an artist and have read this far and would be interested in collaborating on a future project, definitely reach out! I have a lot of ideas, a lot of different vibes and genres, so don't worry if your style is different from what you see in Omamori! And who knows, I'm finally reaching a point where I'm happier with my artistic abilities so maybe for one of these projects I'll attempt the art myself!
As far as genres go, I've got more romance, some horror, some fantasy, maybe some monsters you can date.. 👀
I know we all came here for the blorbos but I truly hope you'll stick around for my next projects, I've already started writing one of them and I'm really excited about it!
Up-Coming Projects include (in no particular order):
Garage Sale Skull: A short, in-browser text game where you find a weird skull at a garage sale. It’s fine, it’s not real, it’s just some weird art project. …right? (Romance with a sprinkle of horror.)
Untitled Dating Sim(?): A visual novel dating sim. Maybe. The dating part is up in the air. It's VERY fresh conceptually and I'm still ironing things out so I don't want to say too much but I will say: time loops. Sorry. Wait. Maybe you didn't hear me. Time 👏🏾 Loop 👏🏾 Visual Novel👏🏾
Apartment 102 : There is something wrong with your apartment.. A very short top-down pixel horror game.
Reyna's Remedies: As a young potion and remedy maker, you open up a new shop on the side of a busy road in the kingdom. There's a lot going on, there's a monster in the Deep Woods, a monster the Princess went missing trying to hunt, there's a constant flow of adventurers in need of healing potions and everyday townspeople with mundane needs. With the help of your animal assistant, you have one month to raise enough money to secure another month of rent, to prove you can do this, and in the process help the different people that knock on your door. (A time & resource management game with an overarching plot. Queer romance with a bit of horror.)
My hope is to release Garage Sale Skull this summer. Untitled Dating Sim(?) is new and uncooked, but rattling around my head pretty loudly. Meanwhile Reyna's Remedies and Apt 102 are games I've been brainstorming on for literally years..  Either way, there are two more steam next fests this year and I'd really love to submit a demo for ✨ something ✨for at least one of them. We'll see!
Once a new project launches I will of course be posting devlogs here on its project page. I'll also be sharing quick updates & general gamedev thoughts on ko-fi, bsky, and tumblr. At the end of the day I'm still just one person, and I may forget to crosspost to a platform, but itch.io will always be the first place to get updates. I'm also considering making video devlogs in the future that will showcase more art and gameplay, especially as I shift toward games that have more action, so you can also follow the YouTube channel!
Again, I cannot thank everyone enough for their continued support and enthusiasm!! I'm really grateful to Rob for jumping into the abyss with me on this one. The game wouldn't be what it is without his help! All the cheerleading from followers as we worked on it and now, all of the comments about how the game has touched or inspired folks has been so, so amazing to hear. Thank you everyone!!
Finally, one last Ekubo for the road.
Thank you everyone, see you next time!
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ashleyhuh · 2 years ago
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Hyper analyzing Devlog 07
I am just too excited for this and I NEED to talk about Devlog 07 and just the implications and some speculation of each screen shot AND the new art!
I wanna start from a more overlooked screen shot which really puts us in Andrews shoes and more!
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In Andrew's eyes he doesn't even value his friend enough to consider him anything other than "Friend B" which to me is probably how he remembered it as I'd like to imagine in this scene he sticks up for Ashley and probably might even stop being friends with him again, somewhat how like they tried forgetting Nina and blocking out her name and face from their memories only this time he wasn't even important enough to Andrew his name was simply forgotten, not important enough because Ashley is far, far more important to him.
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This to me really confirms that Nemlei wants to tell this story for how it is and how many of us see it. A romance novel, even in Decay we see Andrew still loving Ashley but angry he loves her and angry with himself for being this way. We see this in how he is still physical with her tho he is using that touch as a means of frustration, he wants her but he hates that he does. This drawing is also just super fucking cute I love it
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I think honestly its incredible how this is the first time we see a police officer this late into the game considering what types of antics they've been up to. There isn't much to analyze here other than with the officers seem to have a more relaxed mood, talking more about the monotonous parts of their job and as such I don't believe they'd be looking for Andrew, but Andrew is still hiding from them as he can't afford to be seen by Police.
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This to me could say a lot or nothing. The soul in front of lord unknown could very much so be Andrew's as it's popular speculation that he is going to be sacrificed and Ashley has to get him back. The game has made it clear to us that when you lose your soul you don't die which is a key element if Nemlei is going to ever develop that detail further with what we've speculated from before. This area could also have major significance if it's important that Ashley and Andrew try to summon lord unknown in the optional part of the game. Who knows it could matter it could not such as with the gun having bullets or not.
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serenfire · 2 years ago
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update i got two sweaters i think i can dismantle for yarn and one pan i am 70% sure is carbon steel so i’m about to steel wool it to see if it’s possible to clean and reseason it
i’m planning on writing an end of nanowrimo update/retrospective and i was going to do it today but then i watched a youtube video on how to thrift machine-knitted sweaters and unravel them to get their yarn for cheap and i’ve turned up at the thrift store instead
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zombeebunnie · 5 months ago
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Trembling Essence Devlog 1:💙Afternoon route clean up!💙
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Hi guys and welcome new followers I hope you're all having a good and safe start into the New year!
This part will contain spoilers if you haven't played through the [Extended Demo], specifically the afternoon route. Here's a link if you would like to play! :]
I want to explain what all was worked on last year up to the afternoon route as a quick recap!
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The early start of 2024 was the surprise Trembling Essence [Extended Demo] while the spring/summer of 2024 consisted of me redoing the start of the game leading up to the cabin which included Dialog, CG's, Endings, and the way Noah introduces himself to you.
This was done because a lot of what happened during that segment didn't match what goes on later in the game since my writing and story telling improved. All of it is aboutttt 90% done because I really needed a break from working on it.
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Around the fall is when I went through and fixed up the introduction into the cabin.
I added more depth on how the player(Y/N) feels/reacts from being back in the cabin again and cleaned up the different situations you can get depending on your interactions with Noah before he goes to bed along with choices that effects Noah's closeness with the player(Y/N).
"Will the [Extended Demo] receive anymore updates?":
As far as the [Extended Demo] goes, I do have plans on updating it with new/updated content HOWEVER, it will be some time before that happens. I do have a future poll I want to do about this. :[]
Onto the afternoon route clean up:
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Midway through December I've been going through the afternoon route and making adjustments as I go! It was a lot of fun to do since I don't think I've played this route since maybe.. the early start of spring? Overall, it gave me a chance to have a fresh perspective of what needs to be adjusted.
I'm still aiming for a meaningful slow-burn build up. :]
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I cleaned up the dialog by combining sentences together and slightly removed certain key-words sentences to balance the pacing during this scene. I want some of the talking points the player(Y/N) mentions to happen later in the game since this is still the half of just Day 3. Noah and the player(Y/N) interacting with each other has also been adjusted but not by too much.
The cooking scene:
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I wanted the closeness build-up to feel more rewarding so I added 1-2(ish) more choices during the lunch scene and dialed back the dialog so it doesn't drag on too long for both "Chicken" and "Vegetable" choice . I also added a couple of callbacks here too that in canon with how Noah reacts to what you add into the soup! I won't mention any specifics but there is a post or two in the #Get to know: Noah I answered recently that discusses what type of foods he enjoys. :]
The noise scene:
I don't have too much to say about this because not much was changed outside of dialog adjustments and removing key-words sentences to balance the pacing during this scene.
The sewing scene:
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I really loved what was already here and it was a lot of fun coming back to this because I was getting better at writing cozy/warm-like scenes around that time. :,D
I'm trying to be very careful when it comes to adjusting this part. The only thing I wanted to do is put a better emphasizes on how Noah truly felt when he caught you sneaking around. In the [Extended Demo], it felt as though you sort-of get punished for picking the choice that shows this because you don't gain any closeness with Noah. In good news around this time my play-tester was able to take a look into what I was doing and did a couple of playthroughs. A lot of good advice was exchanged and it really gave me a better outlook on what to do about this. I still have the original set-up jussttt in case. :,]
This is about where I left off since I didn't get to the final section of this route but I am surprised with how much was completed. I'm really excited about it because that means I'm closer to working on Day 4! :,D
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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. Since the battery to my computer still dead I might open up chibi commissions through here BUT i need time to figure it out. Thank you to those that optionally bought the [Extended Demo] on itch.io. :,]
Q&A / Ask box is open:
Thank you to everyone that recently sent in asks! I see them and at some point I will respond, I appreciate the small influx of interest! :,D
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. :]
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!
Anywho, that's all I have to share right now. Thank you to everyone's continued support, especially those that have been here since the beginning and have been very patient! I wholeheartedly appreciate it. :,]
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shepherds-of-haven · 3 months ago
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Hi Lena! I have a question, in the old version of the game, I remember that there were a type of secondary work missions, they came out once you got to the episode where the MC would have to travel to investigate what happened to the hunters. But in my game, they haven't come out, is there a kind of error?
Hi anon, please read the devlogs--I haven't been able to convert the Quests section yet, which I think is what you're referring to!
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