Side blog for dev updates on Kenikari. It's not all that serious lol Tena, she/herYou can play it here! https://sobredunas.itch.io/kenikari
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Lineart (60%)
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I know my main priority should be to just do the lineart and then focus on coloring but. i literally get the urge to just fully color every shot once i'm done with the lineart. i genuinely cannot help myself. it's crazy
anyways despite there being a couple of problems with the files I have gotten a ton of things done! even worked on those bigger shots that are made on bigger canvases so i can move em dramatically in-engine
Slow and steady sure wins the race!
I'm gonna be completely transparent: development has slowed down to a snail's pace. this is a phenomenon that always happens when I have to do cutscenes, but also i would rather explode than have this moment not be a cutscene (it's literally a character execution yk)
so, in order to make myself feel a little less sad about it, I have decided to make a mini update post thing exclusively for this cutscene that divides the task into much smaller sections so I can still feel like i'm doing progress (and also hopefully make myself and the readers realise just how many actual steps are in making a cutscene. good lird)
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#there are two more big group shots left to do#one of them i have 2/8 character linearts done#and the other i haven't began with bc it's at the very end of the cutscene#so. yeah! that's where we're at right now#i've been beatimg myself up over not working on this as much as i want to#but then i remember i literally have a job now so i quite literally do not have as much time on my puter to work on it as i used to#and i don't have nearly as much energy because all jobs under capitalism have to be unbelievably draining by design i guess#uhh vent rant over#anyways. luckily there are a good couple shots later on where i can reuse other art i did before for this#so that should be fairly fast#there's still a decent amount of frame by frame tho#nothing fullbody but. they're things i don't normally animate. or have never animated before. so that could take a bit#but by god am i trying so fucking hard#i need everyone to see The Character suffering beautifully and brutally
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3 different WIPs in 3 different stages of completion
#game dev#kenikari#game development#to show actual visible progress instead of just increasing a number and going 'trust me bro'
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I'm gonna be completely transparent: development has slowed down to a snail's pace. this is a phenomenon that always happens when I have to do cutscenes, but also i would rather explode than have this moment not be a cutscene (it's literally a character execution yk)
so, in order to make myself feel a little less sad about it, I have decided to make a mini update post thing exclusively for this cutscene that divides the task into much smaller sections so I can still feel like i'm doing progress (and also hopefully make myself and the readers realise just how many actual steps are in making a cutscene. good lird)
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Sketch (40%)
Lineart (0%)
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Frame dividing and importing (0%)
In-engine animating and timing (0%)
Sound effects and music (0%)
#lineart has been Going!#there was a lot of frame-by-frame which was very time consuming#but now I'm at a section with very simple FBF. one single perspective shot. and a decent amount of black screens#so we ball#and also i'll get to reuse two shots for later so yippee!! :D#there IS gonna be a fullbody shot of the entire cast after the simple stuff doe :(#but. I'll survive. hopefully#this character sure won't tho lmao
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Oh btw askbox is open so y'all can like. Ask questions about game development or character questions or whatever thy heart desires.
Or report bugs or typos, those will always be welcome
#keep in mind i might not answer every one#cause like. if someone asks 'whos the traitor' then I'm obviously not gonna answer lol#plot twist it's chuyo's wheelchair. it's evil
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SKETCH HAS BEEN COMPLETED LET'S GOOOOOO
I'm gonna be completely transparent: development has slowed down to a snail's pace. this is a phenomenon that always happens when I have to do cutscenes, but also i would rather explode than have this moment not be a cutscene (it's literally a character execution yk)
so, in order to make myself feel a little less sad about it, I have decided to make a mini update post thing exclusively for this cutscene that divides the task into much smaller sections so I can still feel like i'm doing progress (and also hopefully make myself and the readers realise just how many actual steps are in making a cutscene. good lird)
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#lineart's gonna take a while tho#bc a shot of only 4 characters with minimal background props took me like 3 hours#and there's gonna be two more shots with the whole cast and a more detailed background#so. yeagh.#luckily there's a decent amount of less complex shots so hopefully those won't take as long n i can get a buncha scenes out of the way#on an unrelated note i've got to get better at drawing Evil Expressions man#it needs to be soso cool. i need to have the coolest Evil Reveal in history
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I'm gonna be completely transparent: development has slowed down to a snail's pace. this is a phenomenon that always happens when I have to do cutscenes, but also i would rather explode than have this moment not be a cutscene (it's literally a character execution yk)
so, in order to make myself feel a little less sad about it, I have decided to make a mini update post thing exclusively for this cutscene that divides the task into much smaller sections so I can still feel like i'm doing progress (and also hopefully make myself and the readers realise just how many actual steps are in making a cutscene. good lird)
Script (100%)
Sketch (40%)
Lineart (0%)
Color (0%)
Frame dividing and importing (0%)
In-engine animating and timing (0%)
Sound effects and music (0%)
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Backgrounds (1/1)
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New character sprites (3/3)
Minigames (1/1)
CGs (8/7)
Dialogue (90%)
Cutscene (0/1) (5%)
Music (2/?)
I. have been on a game-making mania.
I still haven't begun working on bug fixes for day 3 since my testers are only available during the weekend but I still want to adhere to the 'updates once every two weeks' schedule and also lay out for myself how much I'll have to do for the trial
(the 'trial' word for these updates will encompass the morning section and the trial itself, up to the execution. after that it'll be a separate update post labeled 'post-trial')
Backgrounds (0/1)
Background edits (0/1)
New character sprites (2/3) (might end up being 4 if I get ambitious. the other two were already done beforehand lol)
Minigames (0/1) (yep u read that right we got minigames now)
CGs (0/7)
Dialogue (0.0%)
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Music (1/?) (did a thing but idk if i'll end up using it)
I definitely want to have more tracks for the discussion/YTTD-y sections because the one I used for the gym discussion felt a bit too repetitive after a few loops, and most other songs r either too chill or just not good enough for what I want to go for. I also want to give the minigame a special song, and I tried making one, but what I did doesn't give off the right vibes (I might use it for other points in the discussion bc it's a pretty decent song tho). I might have to ask Bree or Nikki if they could do something for me
on another note, I also wrote down more concretely the gameplay parts of the discussion. what the characters say and how to refute it (which is v good because up until like last week that part of the script was 'UHH ADD GAMEPLAY HERE'). imma b fr i'm starting to regret not implementing an inventory system because the staple of 'use evidence to contradict testimonies' is just. not a thing here.
#i just blacked out in front of the puter and got so much shit done#and these numbers don't even show the detah sprite changes and some small fixes in Mako's sprites#i have no idea how i got here in just two weeks but i sure as hell am not complaining lmao#i started the sketch for the Epic Execution Cutscene but i can already tell it's gonna take a long time#so. even tho the numbers look VERY up there's still a very time-consuming thing i gotta do#...and also the post-trial stuff which will become its own update post#basically: we're closer than we've ever been at being done but there's still a lot to do
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HOLY SHIT HOLY SHIT HOLY SHIT HOLY SHIT HOLY SHIT HOLY SHIT
KENIKARI SOLD. IT SOLD FOR MONEY. SOMEONE PAID MONEY FOR KENIKARI. OH MY GOD. OH MY FUCKING GOD
#kenikari#I'M GOIGN INSANE#WHAT#WHAT.#THANK YOU SOSO MUCH TO THE ONE PERSON WHO PAID FOR THIS#YOU GAVE ME A FUCKING JUMPSCARE WHEN I OPENED MY EMAILS AND SAW THE NOTIFICATION#OH MY GOD
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Glowup
#game dev#kenikari#Detah kenikari#i was bothered by how inaccurate his hair is to how i draw it nowadays#so. there we go
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Fun fact for chapter 1.2!
You will be given the option to feed Detah a peanut which will cause him to die instantly (he is allergic)
After that, his corpse will appear in the background of the living room, slowly decomposing over the days. Nobody brings it up and Detah is never mentioned again
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I extended Frog hops and now it's a full minute long!! woo!!!! :D
(song thumbnail thingie was drawn by Virgil)
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Backgrounds (1/1)
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CGs (7/7) (did an extra one but it's not the CG that needed to be done in this section so that's why it's not in bold)
Dialogue (38%)
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Music (2/?)
Gameplay has been pretty smooth sailing! I thought I would have more problems getting everything set and making sure the switches are correct but nope. I still need to do some small fine-tuning with the teleporting n stuff but a lot of the earlier portions of the trial are done
I hit a bit of a writer's block with some dialogue but I think I'm working through it. There's gonna be a lot of choices and branches here so enjoy the consequences of your actions! :D
I also extended Frog Hops, that's why the music section went up by one. I want to make the songs a bit more interesting and less repetitive and I think this is a good development. Maybe I'll post the song later so y'all can hear it, I think it turned out nice
I still haven't begun working on bug fixes for day 3 since my testers are only available during the weekend but I still want to adhere to the 'updates once every two weeks' schedule and also lay out for myself how much I'll have to do for the trial
(the 'trial' word for these updates will encompass the morning section and the trial itself, up to the execution. after that it'll be a separate update post labeled 'post-trial')
Backgrounds (0/1)
Background edits (0/1)
New character sprites (2/3) (might end up being 4 if I get ambitious. the other two were already done beforehand lol)
Minigames (0/1) (yep u read that right we got minigames now)
CGs (0/7)
Dialogue (0.0%)
Cutscene (0/1) (0%)
Music (1/?) (did a thing but idk if i'll end up using it)
I definitely want to have more tracks for the discussion/YTTD-y sections because the one I used for the gym discussion felt a bit too repetitive after a few loops, and most other songs r either too chill or just not good enough for what I want to go for. I also want to give the minigame a special song, and I tried making one, but what I did doesn't give off the right vibes (I might use it for other points in the discussion bc it's a pretty decent song tho). I might have to ask Bree or Nikki if they could do something for me
on another note, I also wrote down more concretely the gameplay parts of the discussion. what the characters say and how to refute it (which is v good because up until like last week that part of the script was 'UHH ADD GAMEPLAY HERE'). imma b fr i'm starting to regret not implementing an inventory system because the staple of 'use evidence to contradict testimonies' is just. not a thing here.
#hopefully the gameplay is interesting enough#and like. kinda challenging but not impossibly hard#and also mildly long shdcjds
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Can't believe it's been a year already!
#game dev#kenikari#game development#Tao-la#for the demo anniversary drawing I put all the characters that got introduced there#and for this one I put all the characters that got introduced in 1.1 (just Tao-la)#I won't follow this pattern for every anniversary of the next chapters obviously. since no one new is gonna get introduced#but I wanted to do this little thing for the first anniversary of these two parts :3
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Backgrounds (1/1)
Background edits (1/1)
New character sprites (3/3)
Minigames (0/1)
CGs (1/7)
Dialogue (0.3%)
Cutscene (0/1) (0%)
Music (1/?)
...I managed to get a shitton of artwork done in less than two weeks. god damn.
The percentage bar thing that's gonna go the slowest is the dialogue section (and also the cutscene but that's gonna happen way later, since there's gonna be a lot of gameplay stuff a la YTTD so that means a lot of dialogue and configuration and working on actual gameplay elements (and also branching paths which is its whole can of worms)
I definitely haven't gotten enough experience with making gameplay, both with Kenikari and with other games I've worked on, but hopefully the trial is entertaining and gives me enough experience to make the next ones even better!!
I still haven't begun working on bug fixes for day 3 since my testers are only available during the weekend but I still want to adhere to the 'updates once every two weeks' schedule and also lay out for myself how much I'll have to do for the trial
(the 'trial' word for these updates will encompass the morning section and the trial itself, up to the execution. after that it'll be a separate update post labeled 'post-trial')
Backgrounds (0/1)
Background edits (0/1)
New character sprites (2/3) (might end up being 4 if I get ambitious. the other two were already done beforehand lol)
Minigames (0/1) (yep u read that right we got minigames now)
CGs (0/7)
Dialogue (0.0%)
Cutscene (0/1) (0%)
Music (1/?) (did a thing but idk if i'll end up using it)
I definitely want to have more tracks for the discussion/YTTD-y sections because the one I used for the gym discussion felt a bit too repetitive after a few loops, and most other songs r either too chill or just not good enough for what I want to go for. I also want to give the minigame a special song, and I tried making one, but what I did doesn't give off the right vibes (I might use it for other points in the discussion bc it's a pretty decent song tho). I might have to ask Bree or Nikki if they could do something for me
on another note, I also wrote down more concretely the gameplay parts of the discussion. what the characters say and how to refute it (which is v good because up until like last week that part of the script was 'UHH ADD GAMEPLAY HERE'). imma b fr i'm starting to regret not implementing an inventory system because the staple of 'use evidence to contradict testimonies' is just. not a thing here.
#the 'having no evidence' is definitely kicking my ass#but i came up with a different game mechanic that hopefully also works#hope is all we have#i still need to meet up with my other playtesters again so we can finish day 3#but our schedules rarely give us enough time together#manifesting that we get on VC soon
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the first full playtest of day 3 has been completed!
there were a few important bugs, like wrong images loading in the wrong layer or a free time event just straight up. not happening. no matter what you did. but all of those have been ironed out and fixed!
Other fixes/things include: the classical minor spelling mistakes, a small argument over how 'minipizza' is supposed to be spelled, some changes to image timing to make them hit Just Right, being able to exit Lare's room when you're not supposed to, a small visual error when teleporting from one map to another, making an image darker so you can actually see it, once again accidentally typing 'phisical' instead of 'physical' (how the fuck do i keep on messing it up man), making new dialogue come up instead of the old one when interacting with a door, and giving more proper clues to the player so they know how to progress the story
DAY 3 IS FULLY FINISHED
#there *was* a free time the playtester didn't check but it's one of those small ones that are basically just to pass the time faster#i will check it out with my other playtesters tho
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I still haven't begun working on bug fixes for day 3 since my testers are only available during the weekend but I still want to adhere to the 'updates once every two weeks' schedule and also lay out for myself how much I'll have to do for the trial
(the 'trial' word for these updates will encompass the morning section and the trial itself, up to the execution. after that it'll be a separate update post labeled 'post-trial')
Backgrounds (0/1)
Background edits (0/1)
New character sprites (2/3) (might end up being 4 if I get ambitious. the other two were already done beforehand lol)
Minigames (0/1) (yep u read that right we got minigames now)
CGs (0/7)
Dialogue (0.0%)
Cutscene (0/1) (0%)
Music (1/?) (did a thing but idk if i'll end up using it)
I definitely want to have more tracks for the discussion/YTTD-y sections because the one I used for the gym discussion felt a bit too repetitive after a few loops, and most other songs r either too chill or just not good enough for what I want to go for. I also want to give the minigame a special song, and I tried making one, but what I did doesn't give off the right vibes (I might use it for other points in the discussion bc it's a pretty decent song tho). I might have to ask Bree or Nikki if they could do something for me
on another note, I also wrote down more concretely the gameplay parts of the discussion. what the characters say and how to refute it (which is v good because up until like last week that part of the script was 'UHH ADD GAMEPLAY HERE'). imma b fr i'm starting to regret not implementing an inventory system because the staple of 'use evidence to contradict testimonies' is just. not a thing here.
#game dev#game development#lare sakitsi#update#i do have in mind a different section where you do have evidence to present but that's very far away#and i can't change this to have evidence bc you havent collected shit during the game. and to change that would be changing so much#of the story#fighting for my life#i'm def gonna have to listen far harder to people's opinions on the gameplay for this one
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