#Devlog
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FEBRUARY DEVLOG - 1
The third DEVLOG has arrived...this time spelled correctly! Lots of progress has been made since the last update!
IMPORTANT INFORMATION:
So, about saves! I don't know if people noticed the edited DEVLOG from last time, but...it seems that you WILL be able to use your demo saves for the prelude! Testing looks good so far, so hoping it stays this way. Thank goodness, because now all those watermelons you collected in HEADSPACE won't be for nothing! Why is that...? Well! Hehe...
PROGRESS:
Remember how last time I said majority of maps were completed? That was incorrect. NOW the majority are done and only a couple are left. I've made so many maps this week. Thumbs up (fades into dust)
NPCs got cooked up. Basically all are complete, unless a couple more are needed, but for now, basically a done task. Some character sprite art needs to be made still, but not a lot!
All battle art is complete, including enemies, and portraits. They have also been programmed in, so they are fully functional, and battles are a done task! Wasn't as difficult as I thought it would be, thankfully! Battlebacks still need to be made, but those are relatively quick.
OST...I said last time it was near complete. I was wrong. NOW it's near complete. At the moment, there are currently 44 tracks for the full dreamer prelude (including the demo tracks!). There's still a couple more to be made, but definitely mostly done ^^ It's going to be a LONG compilation video!
Writing was on the back-burner while I was focusing on creating assets. That doesn't mean there wasn't progress! Still, from this point on, writing and programming will be a main focus now that majority of assets are complete.
Portraits are not all complete. SUNNY needs more hospital portraits, and BASIL also needs new real world portraits! Those will take a bit...
Currently, all the mirror locations still need to be done, which means completing the battle-backs first. There is also a new title screen art that needs to be done. Along with that...a major, drawn cutscene, and another rougher cutscene...and maybe another short one, as well as art for the credits. A lot of art to do...
NOTES:
March is looking bright! Very bright! One part of the panic now comes from hoping I can program and write everything in a speedy manner, including NPC dialogue and miscellaneous stuff. Once again, a ton of the content is optional. But, like the DEMO, you are rewarded for you investment ^^ There's also a lot of secrets, so, good luck! Badges will be even more fun this time around!
Everyone really stepped up with the NPCs and I am very thankful for the sprite teams help! The OST is also coming along so well thanks to everyone. I've also appreciated the people who have taken the time to answer questions about programming and such that I have!
Still, the biggest point of stress is that I'm doing all the art, and I don't know how quickly I can do these cutscenes. One of them is very important to look clean and beautiful, and I have to do my best to stay very on style, which isn't as easy in cutscenes as it is with portraits. Along with that, real world portraits take longer than, say, STRANGER, who is monochrome. DREAMER was pretty time consuming, but I'm not as solid on real world portrait style yet. I'll figure it out, hopefully...
I'm also concerned once again about the trailer, and making art ahead of time for it for future events. I think it'll be okay, though? I usually pull through! And if need be, I can simplify the trailer a little.
CONCLUSION:
Currently, (along with completing the remaining assets) the goal is for me to complete all the writing/programming to start playtesting before March 1st, which means the PRELUDE will be completed and playable before March. This will NOT include the final art, such as cutscenes, and trailer art that aren't required for progression. So, while playtesting is happening, I will hopefully step back and really get all that art done so the mid-March release is possible!
There's still so much to do, but so much has been done, and I'm very proud of how things are going-to the point I even find the DEMO very lacking compared to the full PRELUDE! Please look forward to the coming release, and the next DEVLOG!
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YAYYYY NEW LOVEBUGJAM THIS SUMMER YAYYYYYY
ill participate in this owo
it was pretty fun - even though it cost me a dozen hours of healthy sleep - to finish the vn SIX HOURS BEFORE THE DEADLINE AHAHA…this time I was really late, I was eaten up by studying, burnout, and I also got sick…I wanted to release the whole game but there is too much work even for a month, so I only managed to finish the demo, which is a little crookedly assembled….BUT WITH LOVE!!! TO BUGS AND SPIDERS! and to the creator of this game jam of course :З
however, my suffering is not over, I plan to put this same novel on Yandere Game Jam 2025 so I will be improving its appearance in the next 15 days both on itch.io and in the game itself - for example, I will correct mistakes in the text, change the music(maybe???) and add CG (definetely!!!)
if I have time, which is unlikely, I will make another route, and this time it will be a Wasp or Cicada. This name is for one of these two - Charlotte! Guess who will be called that :)
Are you a game dev? Do you like bugs? Then do I have the jam for you!
The Love Bug Jam is a for-fun game jam focused on creating projects that prominently feature bugs- insects, arachnids, arthropods, and all things that skitter and crawl~ Starting November 14th (11/14/24) and running until February 14th (01/14/25), the jam is unranked, and not at all limited to just video games- any sort of project is more than welcome, as long as the main focus is bugs!
Check out the jam page for more info! I hope to see you and your projects ^^/
#game jam#indie games#video games#bugs#bug#indie game dev#gamedev#love bug jam#art spoilers#spiders#spider#lgbtq#yandere#yandere oc#yandere game#yandere game jam#game design#game development#games#gaming#game jams#itch.io#itchio#indie dev#devlog
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🧡 Happy Anniversary to Yours Truly 🧡
2nd year of development and we’ve reached nearly halfway through the chapters. Slower than we wish but to have accomplished but it’s still something to be proud of in a passion project. Thank you to all who follow the development of this game of ours! 💜💛
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✨️Sheer's too cute when she's mad✨️
#sheer chromatose#animation#chromatose#visual novel#game development#indie games#indie game dev#devlog#akabaka
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I've been working on a godot plugin for controlling how pixel art behaves with lighting, and I'm almost done with a really basic version! (more info under the cut)
this plugin is based on some techniques I have been developing over the years, featured most prominently in silt spawn.
it's a huge step forward though, since it requires no setup whatsoever, and it works with any normal light sources in the engine. the way it works is by generating an encoded sprite and a bespoke shader that can really quickly pick the exact color to show for each pixel based on how well-lit it is. as this gif shows, the plugin works with existing light sources and sprites, so you can really use these pixel-picky sprites as much or as little as you need!
now that the main feature is done, all I need to do is finish the UI in the editor, and then I'll feel comfortable releasing a bare-bones version of this plugin. I'm really proud of how it's coming along, and this quick little gif is just the beginning! :D
#auroras originals#auras originals#game dev#indie dev#indiedev#game development#gamedev#pixel art#pixelart#godot engine#shaders#devlog
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[ENDED]Darling, Darling... Dead? - GAME KEYS GIVEAWAY 🤩[ENDED]
To celebrate the (soon-to-be) release of the full game of "Darling, Darling... Dead?", we're giving away 5 keys (Itch.io or Steam)! To participate in the giveaway, like or reblog the post, and on Friday, November 29, 2024, we'll pick 5 random blogs from the list. Good luck! If you are the winner, please have your Ask box or DMs open and respond to us within 48 hours. If you don't, we'll have to pick a new winner. Play the demo on Itch.io [here]!
Wishlist on Steam [here]!
#ddd#Darling Darling... Dead?#devlog#amare#amare game#romance visual novel#visual novel#indiedev#gamedev#vndev#yandere
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Rifle animation in progress
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If you like games like Coffee Talk and Va11halla...
![Tumblr media](https://64.media.tumblr.com/f1d4ad257b22f42e4bfb01f933b65733/e855e4f0781fc6ff-0c/s540x810/3e645f187059907229c28ccb2e15d6e2961a14f5.jpg)
![Tumblr media](https://64.media.tumblr.com/25b6300a813788ffee03d23f0e8953a7/e855e4f0781fc6ff-eb/s540x810/aad21b5b162b7f9703ce3de70ecbc31b55252a81.jpg)
you should check out, Toad Tavern 🐸
Toad Tavern is a 1920s bartending sim where you mix drinks, master recipes, and learn about your froggy clientele.
Toad Tavern is currently being developed by a team of 14 people located in Puerto Rico. If you want to see more of the game, follow our development here and on all our other channels.
#frog#game development#1920s#bartender#cocktail#game dev#indie dev#aesprite#cozy games#pixel art#va 11 hall a#vallhalla#coffee talk#coffee talk 2#Coffee Talk Episode 2: Hibiscus & Butterfly#toad tavern#toad tavern game#devlog#pixel sprites#pacman frog#tree frog
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The second bat to the heavens dev log ( but its mostly rambles actually ) READ HERE!! :
mmm yes
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✦ Lost in Limbo Devlog #13 | 11.11.24
Feels good to be back! This is our first post-Kickstarter devlog and I'm so excited to be writing it.
First of all— Lost in Limbo was successfully funded on September 20th, 2024! 🎉🎇
Yep, it has been almost two months, but it's still something to celebrate! Thanks to every single one of you for making this possible! We didn't meet all our stretch goals (there were a lot and taxes are a pain) but that doesn't mean we are giving up on those. More on that another time.
There's a lot of things we want to show y'all, so let's jump into it!
A sneak peak of Envy's postcard!
Raquel has been working hard on getting the "special postcards from your favorite LI" ready to send them to print ASAP! Initially we were going to use art we already had of the LIs, but we thought it was more exciting to offer y'all exclusive art pieces. After this, Raquel will focus exclusively on the rework of the sprites!
We hosted a few polls and got a lot of feedback. If you missed it, you can check it here!
Astro says hello :^)
As you know, the Extended Demo will feature more locations, including a glimpse of the MC's city, Faybourne! Astro is getting the main street ready for you and your bestie as you go on about your day. I've calculated around three / four different and new locations to properly pace the demo as we imagined it in the first place!
The writing deparment (me. i'm the department) has been focusing on the Extended Demo script. I have a lot of things to play with, like the flavor choices, the personality choices, and more. I want to create a proper balance because one of the things y'all asked for was more choices, and the pacing needed a bit of fixing, as we already knew!
The Extended Demo will actually introduce characters you've heard about, like your mom, your ominous grandmother, and your bestie. So no more talking about them, you'll actually get to meet them like we wanted to!
There will also be more time with the LIs, and hopefully the amount of time you spend with each one of them will feel more balanced, too.
Programming has been an adventure! Huge shoutout to Feniks for helping me figure out how to properly make a toggle for the timed choices as well as helping me polish the personality system. What a lifesaver!
So the timed choices toggle now works perfectly. That means you'll be able to turn them off if you'd like to play the game without being jumpscared by a timer—that doesn't mean you won't be able to mess up, though, on purpose or not :^) This is a dark game, after all!
The personality choice system lets you decide how the MC reacts to things including the nature of your romance with the LI. That means dialogue will automatically change in certain parts of the game to reflect the personality of your MC, some options will be locked, some unlocked, etc. There's three different personalities available.
For colorblind folks, the choices will have a different icon when you hover over them for you to know they're different!
Also, I've started coding some extra mini cgs Kayden's been working on! There'll be more in the Extended Demo to enhance the experience, so we hope you enjoy them! :^)
All the packaging stuff has arrived to our provisional headquarters (Raquel's home), and our business cards have been secured! Every backer with physical goodies will receive one for free :^) This month has been all about managing Backerkit, orders and merch, as well as preparing the Extended Demo. We hope we can receive everything very very soon and start shipping packages starting December!
For now, that's it! There's a lot of stuff going behind the scenes, a lot of things that need attention, and a lot of planning happening. Also the catastrophe the DANA has been on our cities is keeping me a bit on edge, but I'm trying to focus on work. This Saturday I'm going on a trip to Greece with my family, so I'll disconnect then! It's our first time traveling to a different country since I was like...seven years old? And we have been saving up and preparing a lot for the trip, so we are excited :^)
I hope everyone has been taking care and doing alright! Have a huge hug from the Ravenstar Team, and see you around!
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JANUARY DEVLOG - 1
The first DEVLOG is here! The Dreamer development after the DEMO began January 1st, so the bi-weekly DEVLOGs are in proper motion!
NEXT RELEASE PLANS:
The next planned "update" will be the full PRELUDE release. As of now, The Dreamer DEMO is an incomplete version of the PRELUDE (sorry for the terrible cliffhanger!) The PRELUDE is going to release as soon as possible–hopefully within March.
The reason it will take longer for a possibly shorter amount of gameplay time is not only due to making entirely new assets, but because these assets will be used for the rest of the full mod. Things like battle art, sprites, etc–will need to be completed in full, and will be used for the rest of the game.
Another trailer is going to be made to better show what the entire mod will be about, and the PRELUDE will release on the day that trailer goes up. This is because the mod will not be released in the "chapter by chapter" format to keep the true OMORI experience, so the trailer will cover things that won't even appear up in the PRELUDE. The entire narrative outline is complete, so there will be no rewriting or development hell caused by backtracking. There is a firm plan and vision, so I hope you can look forward to the next release!
PROGRESS:
As of now, the team is very small (and amazing!!!!!), meaning a significant portion of the mod is still going to be done by one person, so please understand if a delay happens. Currently:
Map creation is in full force. Around a third of the maps have been made, but more are actively being worked on.
Sprite art and NPCs are coming along nicely.
Battle assets are in motion. The art needed is on the heavier side, but a lot of these drawings will be used for the entire game, so more time now saves the trouble later.
OST is coming along amazingly, having the most progress overall.
Some better plugins and a certain mechanic have been implemented, and a few elements are being tested now. It's smooth for the most part.
Cutscene wise, not much has been written or implemented besides the introduction due to the focus on assets. But, that will quickly change now that some proper assets have been made, and certain core things have been put in place.
Lots of portraits! ^^
CONCLUSION:
A lot of groundwork is being laid, and it's pretty overwhelming overall how much is still needed before the PRELUDE release. The current goal may seem unrealistic, but factoring in the actual total time it took the create the DEMO (including the learning curve), it should be very possible. The proper trailer itself may take up extra time and push back the release, considering the extra art that will be made ahead of time for it, but it'll be worth it. Please look forward to the next DEVLOG!
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get noelled + dess and spamton's running animations, huge thanks to @creepa-b0t-inc for helping with these!
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It's here! The new demo is up on the new site, along with some added bits to it! As a reminder, the added parts aren't that substantial and they might be disjointed or a bit buggy so please let me know if any come up. Hopefully the rest of the update will be out soon, depending on how much time I have to work on it.
Enjoy!
[Link]
#bridging the gap if#interactive fiction#choice of games#choicescript#if wip#hosted games#devlog#update
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Talkative
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prologue done!
finally! <3 today will be spent play testing and by tomorrow or Friday it should hopefully be up for band tier. then I can go back to regular Patreon posts/holiday special + working on the rest. CH1 and CH2 should go by much faster because ive been working on them when I needed breaks from the prologue. CH3 has been outlined. The beta testers haven't all been chosen yet, so that will be announced when they do.
I've taken a lot of suggestions from everyone since the first demo came out, many of which you'll only see after the prologue. but in the prologue I've
expanded and added scenes
expanded choices (more personality choices for variation)(one example: you can now have an MC who is more reliant on drinking from the start aka more choices where MC expresses needing a drink lolol/more of a partier MC and on the other hand, there are more professional, reserved choices)(among others)
fixed prose, added more details, added more conversations
just added a lot more context
and more :)
the biggest would be the scene changes/additions. but yeah. I think this prologue is a lot stronger than it was. I hope it continues that way for the rest until CH3!
Obviously this is still alpha until the beta testers get their hands on it + give feedbacks and suggestions + the rest of the chapters may push me to add more context and additions but I really like it.
That's all! More info on the prologue's changes will be out when I post it on Patreon. Have a good day!!
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