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Delve into the depths of the Pediatric ward with Angitia, coming in the full game!Want to play the d

Delve into the depths of the Pediatric ward with Angitia, coming in the full game!

Want to play the demo or support the project? Find us on Itch.io,Gamejolt, and Twitter!


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Hi Folks!

I’ve put together a fairly lengthy list of both minor and major things that we need to finish up before we’re ready to put out a demo! As of writing this post things on the list include incomplete CG images, missing sprites and animations, missing animations, sound design for some scenes and battle animations.

The list is also split into Need vs Want, with Needs being necessary scripting, animations and images and want being bits of polish and additions like extra dialogue or sprites.

It is certainly playable form start to end but it just needs that touch of polish and finishing of some assets before we’d be happy to put it out for people to try.

It has been a long time coming but it makes me happy to say that we’re at this point so close in time!

As for an ETA it is hard to say but it shouldn’t be that much further.

Thanks for reading!

Until next time!

Hi guys, a lil battler filled update today!I’ve attached some of the WIP Idle frames of some enemiesHi guys, a lil battler filled update today!I’ve attached some of the WIP Idle frames of some enemiesHi guys, a lil battler filled update today!I’ve attached some of the WIP Idle frames of some enemies

Hi guys, a lil battler filled update today!

I’ve attached some of the WIP Idle frames of some enemies and a nice wip screenshot of how battle is currently looking!

I also just noticed the blog has reached a little over 100 followers and just want to thank any of you who have kept up with the project as it mills along!

Many kind thanks to you all!

That’s all for now, until next time!


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Running a little late on posting this update, but one thing that hasn’t been late is the current private beta going out! That went out to our private beta testers at the beginning of June and has already been patched once for stability and bug fixes.

At the moment, the testers are working on finding more bugs. I am working on fixing those bugs, as well as implementing the cutscenes/plot events for Spring of Year 1.

We’re working toward that public beta! Still a little unsure on the exact timeframe for that (it depends on how long bug testing takes, as well as how many extra sidequests I want to add beyond the standard plot events…) but I expect it’ll happen this fall. As a reminder, the public beta will contain the entire first month of the story.

Super exciting stuff! I am both thrilled and also terrified that the time to share this thing I’ve been working on for so many years with the public is drawing near.

Hope you guys are doing well. Shit’s been pretty hectic over here, but I am managing to keep Wishbone a priority despite everything.

February update!This month, we’ve continued to work on getting the next private beta ready. Current

February update!

This month, we’ve continued to work on getting the next private beta ready. Current major task progress:

  • Finish all the new poses sprites needed(100% - DONE!)
  • Finish updating the dialog/interaction system to use new character pose/location flags(100% - DONE!)
  • Implement the character events on the game maps. (~15%)

With the latest iteration of the interaction system out of the way, my main focus has switched to adding the character events to the game maps. There are over 300 maps in the game, over 700 unique switches for NPC locations, and a collective total of more than 4000 individual “poses” Wishbone’s NPCs can occupy on those maps. Suffice to say, putting down all those character events is no small feat! However, the eventing process is an absolute cakewalk compared to creating sprites for and writing amusing, coherent, and typo-free dialog for each of those “poses”–the two tasks we just finished. :P

Additionally, our talented artist has finished updating the player character portraits! The original ones were made quite early on in the project, and some of them really showed their age… especially in comparison to all of the fancy new NPC portraits. They’ve been spiced up and diversified a bit more, and all of the alternate makeup and facial hair customization has been improved, too.

Anyway, another month down! I’ve been going full tilt on Wishbone for well over 3 months at this point… to the detriment of some other areas of my life, in fact. :P Can’t wait for all this schedule stuff to be done so that I can give my apartment the deepest deep clean it’s ever had!


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Not much new information to report this month. We’re continuing to work on the three big tasks from last month.@lsdoiphin​ has finished finals and re-joined the spriting force, so we’ve been making some good progress on that front, but things overall have been a bit slow due to my day job and the holidays keeping me busy.

Guessing our next update will be similar. I could grumble a bit about how having a full time job slows development and how right now that full time job is driving me up the wall (shakes fist at new Brexit VAT taxes), but you guys have heard that before. :P

Happy New Years! Here’s hoping 2021 is better than 2020 was.

Well, happy February Update, everyone!This will probably be the last update before the public beta/d

Well, happy February Update, everyone!

This will probably be the last update before the public beta/demo is released. Barring any weird happenings, we should have that ready next month. The time draws near! …It’s kind of terrifying, actually! As a reminder, the beta will be a mostly complete vertical slice demonstrating the first season of the game (around 8-12 hrs of gameplay, give or take). I do expect it to have some bugs, but we have made an effort to get it as bug-free as possible. It should be less buggy than a Bethesda game, at least. :)

So, with that so close, let’s meet some of the townspeople! These are just a few of the characters you’ll meet during Spring of Year 1.

Mr. Whitfield arrives in town on the same wagon you do… and gets robbed by the same bandit gang that robs you. As he tells hit, he’s a photographer who has come out here to Wishbone to take photos of the prairie.

Nikki’s family owns Vanderdash Farm, the other farm in town. She’s a hard-working farm girl about the player’s age, and her (and her dogs) are some of the first friendly faces the player will meet in town. She’ll sell you animals and farm equipment if you need it. Though she’s a little awkward around most people, she really comes alive when talking about animals–especially dogs.

The nervous, bookish town schoolteacher, Ms. Wilson, is a bit of an outlaw apologist. It’s just… some of those outlaw guys are just so handsome, you know? Handsome and misunderstood… she’d just love to meet one someday. When she’s not teaching class or hanging out with Nikki, she can often be found standing in front of the town Bounty Board, swooning over the wanted posters.

A few days after you arrive in town, you’ll find yourself invited to Mayor North’s office for… for what, exactly? You’ll just have to see. He’s a proud man, known to be rather temperamental and difficult to get along with. Will you win his favor, or make yourself a powerful enemy?

According to townspeople, the dubiously competent Sheriff Pilgrim spends more of his time napping at his desk and admiring his shiny badge in the mirror than he spends fighting crime. He takes a liking to the player when they first arrive in town, though it’s quite possible his view of you will change with time…

Tobias works as the sullen, sarcastic cashier of the Jia Family General Store. He’s not the friendliest fellow around, but he’s a hard worker and seems to care a lot about his family… even if he sometimes feels frustrated that his sisters don’t help out more. He seems to crave something more than the current life he’s living…

Stop by Bordelon Saloon and you’ll probably see Barbara waiting the tables. She owns the place along with her husband, Rufus. Friendly, bubbly, and about as dense as the rocks she collects, Barbara is always happy to chat–unless she’s working. But if she’s not working, she’ll happily talk your ear off, and maybe even challenge you to a drinking contest.

An orphan girl with a sharp wit and sharper tongue, it’s easy to get the feeling that Em knows a lot more about goings on than she’s willing to admit. What her hidden agenda is–if it exists at all–remains to be seen, but perhaps you’ll get a chance to speak with her before the demo is up…

Mike is the leader of Mike’s Gang, the bandit group that robs you and Mr. Whitfield when you first arrive in town. He hightails it back to his secret gang headquarters after robbing you, so you probably won’t see him again for a while. Even Ms. Wilson doesn’t seem to like him very much, so he must be a pretty unpleasant dude.


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Hi everyone! Not a whole lot to say this month–still working on getting things ready for the public beta. Most of the bugs have been stomped out (…at least the ones I’m currently aware of, anyway…) and our main goal at the moment is to add a bunch of additional dialog to the townspeople and really flesh them out even further. There is a whole lot of dialog in this game… I hope you all enjoy reading it once the beta is released. :)

October Update! Better late than never, eh?So, the big announcement for October is that all cutsceneOctober Update! Better late than never, eh?So, the big announcement for October is that all cutsceneOctober Update! Better late than never, eh?So, the big announcement for October is that all cutscene

October Update! Better late than never, eh?

So, the big announcement for October is that all cutscenes and quests for Spring year 1 are done! The entire first chapter of the game can be played in a near complete state. The screenshots above show a few of the events that occur in Spring Y1.

It was sent off to our private bug testers near the end of October, and since then I’ve been iterating between fixing reported bugs and fleshing out flavor text, random NPC dialog, and other little quality of life things and minor cleanups we want in the public beta. Once I’ve reached a satisfactory level of bug-free-ness and non-essential content, I will fork the project into two versions–private dev version and public version–and begin working specifically on preparing the public beta for release.

As for me, I’ve continued to be super busy–too busy with real life to keep up with internet communication, really–but things have cleared up enough that I can pretty reliably slot Wishbone work back into my schedule and have been able to do so for a good stretch of weeks. Still not back up to the levels I was doing in early summer, but I’m working my way back up.

See you in… uh, a few weeks, since this update was so late. :P


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September update! Here’s a screenshot of my work area while testing a cutscene.Not a ton to report,

September update! Here’s a screenshot of my work area while testing a cutscene.

Not a ton to report, just continuing to plug away at the remaining Spring cutscenes. I just finished writing the code/plugging in the script for the last one yesterday–going to be testing it and fine-tuning it today and tomorrow. After that, there’s a bit of additional dialog to add in, and then the game will go back to our private beta testers for troubleshooting.Once we’ve found and stomped out most of the bugs, the main goal will switch to prepping the game files for the Spring Y1 public beta release… at long last.

I have still been pretty busy with life stuff and have unfortunately been unable to prioritize Wishbone as highly as I was earlier this summer… hoping that changes once I’m no longer in “hanging out with friends and family” summer social mode and am no longer in a financial crunch. One of those things has already wrapped up and the other thing is in the process of wrapping up, so… I’m looking forward to more cowboys soon!


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Hey guys, just a quick little update to say I’ve been super duper busy with real life stuff, I bought a house with my partner (the main writer for Wishbone @kwillow), had to take some extra work to earn money for a big house-related expense, and also did some traveling to see family after a year and a half of being stuck inside alone during the pandemic.

Unfortunately the money and IRL issues have taken priority over Wishbone this month and I’ve hardly gotten any cowboy-related work done at all. This is the first time in the 5+ years of development that I’ve gone more than a week or so without having at least one Wishbone work day and I do not like it… but bills need to be paid (one of said bills is a new computer as well, the keyboard on this my current 8 year old laptop is broken, which makes working difficult anyway).

I think things will start normalizing at the end of August because I (hopefully) have a big cash infusion coming and (hopefully) no more big expenses on the horizon other than replacing my computer. At that point I should start being able to get back to a more normal schedule that allows me to work on Wishbone again.

Pretty bummed about this because I was hoping to have the public beta out in fall until this happened. It was pretty much on track to happen… if I hadn’t gotten totally derailed by moving and needing to do extra work etc etc etc. But I am glad that if progress is getting derailed, it’s at least getting derailed for good, happy reasons… still, I just want that damn beta done though, haha.

Anyway, thanks for patiently waiting. There is unlikely to be much in the way of updates for August for the above reason, but hopefully by September progress will be resuming.

hello again everyone! i am so sorry for how long it’s been since i’ve updated - a bunch of life stuf

hello again everyone! i am so sorry for how long it’s been since i’ve updated - a bunch of life stuff happened, which is why i’ve been gone for so long, and i’ll elaborate later in this post but suffice to say for now i’m back and i’m planning on posting biweekly devlogs to show progress on this! 

i am still really invested in telling this story, so no worries on that front! i hope to be able to have a demo out by the end of the year, but that’s not a hard deadline. it could be later, but it could also be much sooner! it all depends on how much time i get to work on it.

here’s where i am game-wise: over a year after i started working on it, i’m finally almost done with the outline of game mechanics and the story. all i have left to write is the finale, at this point, and then i can start actually scripting. i have the base character sprites done for 4/5 main characters, too, three of which you can see above, and have to do emotions for them and sprites for around ten other characters. 

here’s where i am, personally (tune out here if you’re not interested): i started college! it’s fun and it’s scary and it’s a lot of work, hence the long break between updates. i also spilled tea all over my laptop back in october and lost almost all of the art i’d done, which led to me getting really frustrated whenever i’d look at it for a while. i’m back now and, as you can see above, have been reworking all my sprites! i’ve got a new style and i’m honestly way happier with these than i was with the old ones anyway. 

thank you so much for sticking with me through all this! the haunting of brushfire lane has been my pet project for the past year and a half now and i can’t wait to get to share more of it with everyone. 

(the haunting of brushfire lane is a visual novel about gay love, found family, and existential optimism. if that sounds up your alley, consider checking out my blog @brushfirelanegame for more info! <3)


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Sorry for the hiatus, went through a dark time. I’m making my own video game called The Saturday Tra

Sorry for the hiatus, went through a dark time. I’m making my own video game called The Saturday Train and I hope you all will join me on my game dev journey!


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Hey it’s me that guy that draws memes. Oh yeah, I also make games too.

I’m working on a top-down fast-paced shooter where you draw your character and fight against others players drawings.

Let’s call it: ARTillery

This is in its veryearly stages but I hope it interests any artist or gamers out there.

I’ll be posting any progress I make on the game and I might even ask for some suggestions time to time.

Thank you for reading my pitch, announcement, Ted Talk, thing?

Oh and get stickbugged lol

For anyone who’s gone through the demo or wants to know what happens beforehand before the full pilot is released, you can read the promo comics here:

https://www.deviantart.com/carillon-nightmares/art/Cirque-de-El-Paradiso-Needlework-Page-1-786700467

It  features the main villain, who didn’t appear in the demo.

ABOUT:

Otherland is an interactive visual novel made in RPG Maker VX Ace. It is a whimsical horror based on Alice in Wonderland (book) and inspired by other horror titles like Little Nightmares, Fran Bow, Ib, and Pocket Mirror, while still having its own personal charm. It tells a story about how nothing can be ever be perfect and perfectionism isn’t always perfect - this includes life not being perfect itself. That no matter how beautiful paradise may seem, it still has its flaws.

STORY:   


Gilbert Warrens was abandoned at the doorstep of the Kingsman Orphanage as a baby by his mother, Meredith. As his thirteen years tolled by, he came to saw things that no one else could see, except him. Creatures, spirits who lived alongside the people of London. No matter how many times he told the other oprhans that there were these odd things around them, they all pegged him as a liar or insane.

 So, he and his only friend, the young demon faun who watches over Gilbert’s good health, are left together to share their lives in the orphanage. Until one day, the circus beyond their wildest dreams comes to town square. A circus of magic, a circus of wonder - The Circus of the Paradise. El Paradiso.

FEATURES:

Original artwork and story
Characters who will travel alongside you
Collectibles
Exploration & lore
Three unique endings all dependent on how you treat others and yourself
Bonus Content (upon final chapter)

DOWNLOAD:https://carillon-nightmares.itch.io/otherland
SUPPORT:https://www.patreon.com/carillonnightmares
https://ko-fi.com/carillon_nightmares

Smudge Purrfect / The Pumpkin King is the husband and co-ringmaster of Mrs. Purrfect. The two don’t

Smudge Purrfect / The Pumpkin King is the husband and co-ringmaster of Mrs. Purrfect. The two don’t get to see much of each other because of how many tasks they take care of for Grandmaster Needlework. It’s the cost of having such an important role in El Paradiso and to the Grandmaster. Smudge is the right-hand man of Raven as well as the court jester for the well-beloved King of Cats. Anything that’s important to his masters, is just as important to this cat. He takes pride in is work and his love for children. He loves the children more than the Grandmaster himself and takes care to make sure they have their best time of their lives in El Paradiso. He shares candy, jokes, and laughs with everyone under the sun, but cross him the wrong way, you may find out that lollipop isn’t just for show….


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There’s no text or dialog yet, but the programming for Bubo is all done in this room. He follows you around without blocking you from interacting with his things. I’m trying to make the NPCs react to things as realistically as possible. (You wouldn’t be stepping on your own friend’s heels!) Instead of him just being set up as a party member and staying glued to you or wandering around aimlessly, he follows the player at a slower pace. In some instances, there will be no other option than to have them as party members to prevent crashes and characters interfering with cutscenes.

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