#werewolf devlog
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so, the big project i have been working on is a chat application that will be used for myself and a few select friends of mine. the name of this app is argon
i started working on the code for the prototype on january 9th of this year and i've made significant progress. the prototype is in customtkinter, but i've decided now that since this will be a large scale project, i should work with pyqt6. i have some experience with pyqt5, but not much with 6, so this will be a great learning experience for me ^_^
the prototype currently has
login / sign up features (connected to a sqlite3 database. NOTE: i made this choice just for the purpose of getting the project started. when it comes time for the app to be deployed, i will be using a postgresql database)
chat dashboard that shows the user all of their chats
a chat feature
not much because i've mainly been brainstorming and drafting what i want this to look like and how i want this to work. the prototype currently has 236 lines of code (with spacing and comments of course, so i imagine its around 205-215 in actuality). i am very excited to continue working on this project and share what i have eventually ^_^
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A Harry Potter / Hogwarts Legacy RP server? Set in 1891? With inventories for your characters? Foraging? House Points? I cooked violently and made a bot based off of a puffskein you can feed tacos to?
Character sheets you can customise through commands? A shopping system? FREE GALLEONS FOR YOUR POCKETS?! A matchmaking system for RP partners, edible dice, a comprehensive daily calendar with lunar phases? A newspaper your characters can reply to? Sorting ceremonies, and fancy wands? Tarot cards to collect, and hourglass sand to consume?
Here at the RoR: our entire team still has autism. And therefore, we've been cooking. More specifically: I've been cooking. I just finished our new system recently, and if I had a galleon for every dugbog tongue we've found. But alas!
375 members? Check. Daily REPO games? Check. Romance the hot Australian werewolf? That's a check.
If you're already sold: heres the link. Come and meet us and see what we're about.
If you'd like to learn more specifically about our new features: DEVLOG BELOW!
Character inventories. Get gifts, buy items, forage for potion ingredients!
Collect daily rewards. Galleons and foraged little items, from Wolfsbane to Troll Bogeys.
House Points. Earn house points by competing in events, attending classes, or just being a very good boy.
Community Newspaper. Your characters can write to the editors, interact, and get involved in submissions for the Hogwarts Herald.
Shops. Get to Honeydukes, buy sweets and singular lettuce leaves.
A dynamic matchmaking system. Put up ads, and have people interact to roleplay! Select the application that works the best for you.
A homebuilt application system. Fill in the info, and it'll auto-adjust for your character's year, birthday, and more!
Dev logs, dynamic action feeds, and...a lot, lot more.
Sound good? Come and check us out!
#hogwarts legacy#harry potter#discord server#rp#roleplay#hogwarts legacy mc#magic rp#gryffindor#hufflepuff#ravenclaw#slytherin#hogwarts legacy oc
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Devlog: Major March Milestones
There are 2 big highlights I'd like to celebrate from last month in this update:
Women's Day Sale (huge marketing boost)
Development Progress (exciting stuff)
Details below readmore.
Steam | Itch | More Links
Women's Day Sale
Amadeus was part of the WINGS Women's Day Sale on Steam last month. I mentioned having some complicated feelings about participating, but in the end I am incredibly glad that I did and very grateful for the opportunity. The Women's Day Sale was the single biggest marketing/visibility boost that the game has ever had. It blew Next Fest out of the water! The sale brought the game's outstanding wishlists on Steam from around 420 to around 680, which absolutely blasted past a major milestone (500) I was optimistically hoping to maybe get by the game's launch. Being at nearly 700 outstanding wishlists feels a little absurd.
I've been working on an updated thank-you for reaching that milestone, but it's not ready yet. In the meantime, I would like to say "thank you women."
Development Progress
Every month, my goal has been to build out 3 new scenes to a fully-playable state. This past month was special because it was the first time that every single scene I built was completely new, and not iterating on some version of an existing scene. It's finally starting to feel like I'm building the whole game I have planned rather than just the start of it.
For those of you who have stuck around since the very first versions of the Amadeus demo, you're probably familiar with a scene where you walk around the old watchtower pointing-and-clicking at things. That scene isn't included in the demo anymore, because I've added so much more to the start of the game—and to that scene itself—that including it would give away too much. Nevertheless, that scene was redone in February. As of March, every scene I've been working on is one that nobody else has seen before.
We are officially INSIDE THE WATCHTOWER.
(Not to compulsively mention Sonic the Hedgehog in every single devlog for my angsty werewolf visual novel, but I do think listening to "Kingdom Valley" from Sonic 06 on repeat while drawing the inside gave the atmosphere a little je ne sais quoi.)
This has got me really excited. I'm finally realizing ideas that I've had planned for ages but have been stuck as mere first-draft scripts while I worked on getting the early scenes right. It was very important for me to iterate so much on the introduction for so long, because this allowed me to finalize my mechanics (and art direction and narrative and UI...) and get it in front of a lot of people as a demo I'm proud of. But now that I'm confident in the game's direction, I'm finally able to build the rest of it, and it's so exciting. The part I worked on last month is deep into the "rising action" of Episode 1. The things I've been working on are JUICY.
I'm even more excited about this upcoming month. My favorite scene in the entirety of Episode 1 is on April's to-do list. It's not the climax, necessarily, but it's my favorite part. If I were a player, it's the scene that would change my opinion on this game from "oh, this is interesting" to "I might actually be obsessed with this." I don't know what kind of impact it will have on others, but it's deeply important to me and to the story's major themes, so I absolutely cannot wait to build it. A lot of the dynamic music functions I've made already (seamless looping with reverb tail, fading different layers in and out) were created specifically because I knew I would need them for this scene.
Short aside, I have put my dynamic music Unity scripts on Github in case anyone else hates Wwise as much as I do: https://github.com/ArcanaXIX/UnityScripts/
I'm hesitant to share too much from my work last month, because I want most of what happens after Amadeus visits the watchtower to be a surprise. I WILL announce that we're gonna be adding a little bassoon to the list of live instrument performances in the soundtrack!
(I met the bassoon performer in question at MAGWest and am really excited to have them on the project. It's impossible to overstate how much of a positive influence tabling at MAGWest has had on the latter stages of development for this game.)
I will also say this: Amadeus: A Riddle for Thee ~ Episode 1 ~ Waltz is a linear game. Any "decisions" that may present themselves are different paths to ultimately reach the same conclusion.
But.
I have—very sparingly—implemented some of these "decisions."
Speaking too much on their purpose will give away too much, so I will hold back.
Just know that my target audience is those with stubborn hearts who dislike being told what to do.
(In this same vein, I intend to tweak the initial controls tutorial in the first scene at Dartmaure in the final version of the game to reflect this. But I'm getting ahead of myself...)
Thank you all for your continued interest and support. The game is actually close enough to being finished that I'm getting kind of nervous. But there's more to do before that time comes, so for now, I will keep on working at it!
#amadeus: a riddle for thee#visual novel#devlog#indie game#indie game dev#adventure game#indie game development
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When an ancient being recruits them to stop an even more ancient evil, a college pop band must choose between their music careers and saving the world.
I've mostly been posting these guys on my dedicated instagram account (https://www.instagram.com/sappho_and_the_poets/) but it's not so good for the text-heavy info posts so I thought i'd start a blog here!
This is the 2024 lineup for the main characters of my dream project.
R'afa is a bull shark mermaid and is the drummer for the band. They're also Sappho's sibling
Sappho is a sphynx and she's the bass guitarist and namesake of their band. She's Raf's sibling
Frey is a werewolf and the lead guitarist
Katlete is the keytarist and lead vocalist!
I'll have much more to post here as I develop the story!
FAQ for the project below!
Q: What medium is the project?
A: I'm writing Sappho and the Poets to be a third-person adventure game made in unreal engine. You'll be able to play as either Sappho, Katlete, R'afa, or Frey. The overall story will largely remain the same, but there will be different opportunities and choices depending on who you choose to play as.
Q: What is each character's play style?
A: Sappho is close-range combat, Frey is a long range archer, R'afa is the shield-bearer and tank, and Katlete is support as a healer, but also has many low-damage AOE spells
Q: When will the project be finished?
A: As of 3/25/2024 I'm unsure. I anticipate the project taking about 3-4 years.
Q: Will you be crowdfunding the game?
A: not directly! I plan to post devlogs and offer previews on ko-fi, but I don't believe a campaign on a site like kickstarter would be something I consider unless I reach a point where I need to hire a developer to help
Q: What is the story about?
A: there are many themes, both overall and individual to each character such as loss of faith, uncovering systemic lies, the shut out feeling that comes with being mixed race. Overall the story is about four college students who are dragged into a prophecy that forces them to choose between the perceived end of the world and their own safety and future.
Q: What platform will the game be on?
A: my goal is to release it on Steam or itch.io to be played on PC and Mac with controller support. Ideally I can also create a console patch, but it's very much a "we'll get there if we get there" situation!
If you have any other questions, feel free to ask them in my inbox!
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Guys, this will be a post non-related to Walking on My Grave, but related to me as a writer, and turned to a specific side of Tumblr: any Brazilians that may follow me (I never talked about, I think, but yes, I'm Brazilian lol), because it relates to a Brazilian Crowdfunding platform. Everything related to Walking on My Grave will remain in its normal schedule (also, hopefully I'll have good news in the devlog next week)
(the post will all be written in english because I really don't want to switch lol)
So. In the end of 2023, I sent a short story to a competition by the Cartola Editora. The theme was "Folclore", with the anthology resulting called "Encanto".
Won't lie, I wasn't really expecting to be selected, the story I sent was old and I had to heavily edit and cut things to be within the length established. But it WAS selected!
Now the book is in Crowdfunding phase in Catarse, and we, all the authors selected, really would appreciate any and all help into reaching the goal <3

This is the cover, guys! It's amazing! It's all about our beloved and rich Brazilian Folklore, with many interpretations of known myths! I know of a story where the Boto and Iara go into a relationship. There is a Lobisomem Mineiro (Miner werewolf, non-brazilians, but miner really doesn't cover the culture of Minas Gerais, one of our states). My own story is along the lines of Urban Fantasy, narrated by Curupira and with Saci as a secondary character. And many others!
It's a beautiful book, the campaign's goal is not unrealistic close to some I have seen in Catarse, and we really need some boost.
The link for the Campaign is RIGHT HERE
Many, MANY thanks for reading the post, and apologies for "high jacking" the blog, since, well, here is mostly for IFs, but we, me and the other authors selected, really want to see this book be successful.
Again, thanks for the attention. Love you all, thank you for the patience, and I'll see you all in the next Devlog! <3
#crowdfunding#Encanto Mergulho no Folclore Brasileiro#folclore#brazilian folklore#financiamento coletivo
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Big mama werewolf whipping around some corporate baddies after finishing up the Boa Whip attack in my first attempt at doing a Project Moonborn devlog.
#project moonborn#werewolf#indie games#werewolves#pixel art#game dev stuff#game development#roguelike#metroidvania#solodev
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I don't really know how to get people to care about my games, it's kinda fascinating actually how one goes about getting their games noticed. When you have a little game you're making and you want ppl to follow along its kinda a logical step to make like devlogs or screenshotsaturdays but i worry only other gamedevs ever keep track of these things, which is a small group of people and decidedly not who I really want to see my games.
My demo rn is of 4 fun little trans characters in a weird got sucked into a game plot where the twist is the game is hidden role game like mafia or werewolf and the second twist is they never really turn against each other, the game takes a lot of tonal cues from like homestuck and undertale so i like Know who will want to see this and one part of my brain is aware i should lead stuff with that but i cant bring myself to??? or i dont know how to go about it
so even people who would want to engage with it are going to struggle to because there's no thread to follow but at the same time making that thread seems almost naive when my games dont get that many ppl seeing them. uhh basically anyone wanna talk about my game? or tell me what theyd like to see about it? i feel like theres something i should do here but for the life of me i cannot figure it out
#moth mumbles#long text#its becoming more and more clear to me why the whole toby fox was known for modding earthbound before he made undertale thing is relevatn#which is not even a dig modding earthbound is a certified cool activity#its just very very very difficult to get your game out there on a platform of nothing#does this count as a vent? its honestly not meant to be im just talking through a thing on tumblr.com for some reason#i should talk more here tbh its better than twitter#its also 3am
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Project Diablerie Devlog # - Enemies, explosions, dialogue and powers. Patreon.com/HitSgames #gamedevelopment #gaming #gamedev #indiegame #indiedev #indie #unity3d #unity #vampire #werewolf #uidesign #ProjectDiablerie #diablerie #hitsgames #houseintheskygames #games #Gothic #rpg #rpggame #games #game #character https://www.instagram.com/p/BqkfdFvl_e_/?utm_source=ig_tumblr_share&igshid=s2ttpxyagnv8
#gamedevelopment#gaming#gamedev#indiegame#indiedev#indie#unity3d#unity#vampire#werewolf#uidesign#projectdiablerie#diablerie#hitsgames#houseintheskygames#games#gothic#rpg#rpggame#game#character
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Diablerie Devlog #15 - Dialogue, combat, inventory and crafting. Patreon.com/HitSgames Houseintheskygames.tumblr.com #gamedevelopment #gaming #gamedev #indiegame #indiedev #indie #unity3d #unity #vampire #werewolf #vampirethemasquerade #uidesign #pcgaming #rpg #rpggame #games #game #character #werewolfgame #tumblr #patreon #conceptart #concept #vampires #gamergirl #losangeles #hollywood
#15#gamedevelopment#gaming#gamedev#indiegame#indiedev#indie#unity3d#unity#vampire#werewolf#vampirethemasquerade#uidesign#pcgaming#rpg#rpggame#games#game#character#werewolfgame#tumblr#patreon#conceptart#concept#vampires#gamergirl#losangeles#hollywood
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