I meant to post this on Sunday, but there was a blackout and it took most of yesterday for the electricity to return. Anyway…
I’m doing very promising progress on my new project, the kind that means there’s no risk of slamming against another dead end. I ended up retreating into my comfort zone of Overexplained Fantasy with Fucking, but what can I say, it’s fun to write. I’m trying real hard to make this more of an actual game with player choice actually mattering this time around as opposed to merely blocking off certain features, and so far it looks like the plan should be successful.
Without saying too much, because it’ll be a while before it’s done and I have to fill these intermittent posts with something, the intention is for the game to follow a tree-day structure with each day separated into morning, afternoon and evening, during which you will have to secure a certain number of objectives in one way or another leading up to a conclusion on the last night… that’s vague as hell, innit? Well, it involves a wizard school, so let’s start with that.
The introductory section, which I should finish relatively soon-ish, looks like it could easily be chopped off and delivered standalone, so I’ll probably be releasing that at some point as a form of teaser.
Aside from that, I’ve been mucking around with a number of modelling programs, ILLUSION’s Honey Select being the last of them (technically a game, but there’s not much actual game there). My stance on incorporating images into my games stands: I have nothing against the concept, but I find them annoyingly constricting in terms of assets. For instance, I had just finished writing down a new character, tried to recreate them in the game and couldn’t find the right hair assets to make it work.
It’s fun enough though, and sometimes I can get something close enough. Here’s an attempt at making Aura for instance:
I’m doing very promising progress on my new project, the kind that means there’s no risk of slamming against another dead end. I ended up retreating into my comfort zone of Overexplained Fantasy with Fucking, but what can I say, it’s fun to write. I’m trying real hard to make this more of an actual game with player choice actually mattering this time around as opposed to merely blocking off certain features, and so far it looks like the plan should be successful.
Without saying too much, because it’ll be a while before it’s done and I have to fill these intermittent posts with something, the intention is for the game to follow a tree-day structure with each day separated into morning, afternoon and evening, during which you will have to secure a certain number of objectives in one way or another leading up to a conclusion on the last night… that’s vague as hell, innit? Well, it involves a wizard school, so let’s start with that.
The introductory section, which I should finish relatively soon-ish, looks like it could easily be chopped off and delivered standalone, so I’ll probably be releasing that at some point as a form of teaser.
Aside from that, I’ve been mucking around with a number of modelling programs, ILLUSION’s Honey Select being the last of them (technically a game, but there’s not much actual game there). My stance on incorporating images into my games stands: I have nothing against the concept, but I find them annoyingly constricting in terms of assets. For instance, I had just finished writing down a new character, tried to recreate them in the game and couldn’t find the right hair assets to make it work.
It’s fun enough though, and sometimes I can get something close enough. Here’s an attempt at making Aura for instance:
Does that look like what you imagined she’d be like? The braid should be a bit longer, only slides over her shoulder in certain poses, and the side-bangs should be a little longer as well but that’s a pretty good approximation to how I pictured her.
I’m not really sure whether I’ll be incorporating this into the games or not; it depends on whether I hit a bottleneck or whether there’s enough asset packs to make more varied characters later on. I was halfway through making Kimiko when I realized there’s nothing to make the tails with, for instance. Male models are even more restrictive, and all of this is without even considering the matter of clothing, which is likely a lost cause. Still, this is just the about the only program simple enough for me to produce something that doesn’t look disturbingly Uncanny Valley-y.
Anyway, that’s about it for now. I hope to have something more substantial ready soon. Until next time.
I’m not really sure whether I’ll be incorporating this into the games or not; it depends on whether I hit a bottleneck or whether there’s enough asset packs to make more varied characters later on. I was halfway through making Kimiko when I realized there’s nothing to make the tails with, for instance. Male models are even more restrictive, and all of this is without even considering the matter of clothing, which is likely a lost cause. Still, this is just the about the only program simple enough for me to produce something that doesn’t look disturbingly Uncanny Valley-y.
Anyway, that’s about it for now. I hope to have something more substantial ready soon. Until next time.