SamuZai
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Friday Rambles and Game Dev Update 2024-08-30

It's the Friday Rambles.

Life Stuff

I was at the grocery store or something, thinking about video games (because that's all I think about ever, now) and got a really good idea that I wanted to write down. It's annoying to use my phone because I have to open an app, find the right page, and type a bunch of words with my thumbs, and I can't draw sketches to illustrate the note. So I got a 3 pack of memo pads for like 2 dollars at Target that will fit in my pocket so I can write stuff down on the go.

It paid off when I had an idea while sitting on the couch staring into space, about how to solve a narrative problem I was having. I wrote it down. And drew a CG sketch. Worth it!

Merch Stuff

Stickers arrived! I'll be giving them away at TGS.

Above: The back has the game logo and a QR code for the Steam page. It looks really good and I'll be proud to pass these out.

I also drew a version with Japanese text after I had these ordered, so I ordered a batch of those, too. I'll give out the JP ones first and if I have any English ones left over I'll use them as freebies for my sticker shop orders.

I hope I get to see the clearfiles soon. I'm more excited for those.

Speaking of TGS, Gamescom and PAX West both happened back to back or something, and TGS is like right after that? I feel weird talking about TGS when everyone else on my timeline is talking about other game events. Not that it matters.

Gamedev Stuff

I spent all week working on the TGS demo build. I'm mostly done. Once I have the final revisions for the script I'll shove it in and send it to booth staff sometime next week.

I drew the remaining artwork needed for the story. A bunch of CGs, and some UI sprites. Some CGs took longer than others. Drawing is hard. I also drew the new localized JP sprite assets.

And finished up the technical parts of the demo build. I put together a title screen UI for quick access to various demo features, but I actually like it enough that I'm probably going to repurpose it for the actual update lol.

Above: Quick access to Ep. 1, Ep. 2, standalone Lumber Lass, and a gallery of pretty pictures. Timer can be set by cycling through the options with a hotkey. QR codes for the steam page and my twitter.

Above: Tooltips for visitors playing the game. Will likely not be in the final version because they add too much visual clutter, and are mostly there to guide people I'm trying to sell the game to. The background changes when selecting between Ep1 and Ep2. This is the JP localized ver.

Above: What the non-demo version might look like, with load game enabled. I think it looks neat.

The biggest change that I like from the previous iteration of the title screen is that I no longer need to switch between two different screens, which was clunky and confusing and difficult to maintain. Everything's in one easy location.

I haven't fully populated the Gallery yet, but it's mostly going to be a big advertisement for the game, like screenshots with like comments about how you should buy it, and showcasing some of the sprite work, in case people like my artwork or something and are convinced to buy it for that.

In the full game it'll be like a showcase of CGs and endings you found, with commentary.

Above: "Wait a minute, you just reused the guest art gallery," you might say. "So?" I might reply.

I was going to make a separate "Attract Mode" that autoplays a series of scenes from the game like a trailer while the booth is idle, but I didn't have time. So I've repurposed the Gallery to auto cycle through screenshots instead, as the alternative crappy off-brand Attract Mode. It turns on if there's no input on the title screen for a minute. When you move the mouse or hit a key it exits back to the title screen.

Above: The Attract Mode. Yes, it's the same thing as the gallery, except no navigation UI. Because any input will send you back to the title. I really did think of everything, huh.

I've also added a new "Game Over" screen that will allow the player to restart at the latest autosave or load a save file instead of going directly to the title screen like before. It's not just a QoL thing, but actually necessary for the demo, because going back to the title screen will reset the timer lol

Above: The new "Game Over" screen.

But I'm glad it's there now. It also allows me to add a fun ending image for each specific ending, which I'm hoping provides each ending with a bit more "closure" or whatever, and gives you something to collect for the gallery (which will replace achievements for some of the more difficult endings to get). Which means I get to draw a lot more pictures. Yay!

I mostly just have minor things left, like making more/better screenshots for the Attract Mode and fixing bugs and adding an exit button (which will be disabled because why would i want people exiting my game at my own booth???). Speaking of exiting the game, exiting the game through the settings menu will just kick you to the Demo Ending screen.

Above: The screen that shows up when the demo timer ends (localized, of course). If you've played Lumber Lass at all during your session, it'll show your score and the current high score. You know, in case you want to get the Lumber Lass TGS 2024 High Score. The score is saved so it'll persist through all 4 days of the convention! Unless they like, wipe all the data on the computers every night or something. I'm looking forward to seeing how high the number gets at the end of the show. 

And going back to the title resets the timer and clears all savefiles, for the next person.

Some other stuff:

Above: I added new "inspired" icons for the location menu, which shows up if there is a new choice there that you can make because you're inspired. Doing certain things while inspired can change the course of the game (or just result in funny dialogue).

Above: I'm not above begging (but I did end up removing the commentary thingie from the actual demo because I think it adds too much visual clutter rn)

Above: Standalone Lumber Lass still works well (but now there are two Pennies so maybe I'll darken the bg a little more)

Above: Tiger-chan being unhelpful... in Japanese

The End

Next week I'll be finishing up the demo build and sending it to booth staff. I'll probably spend the second half doing some polish of the demo build for better gallery art and improving other art.

Then I can focus on writing more of the full game so I can finally be finished with it.

Once I'm finished with it I get to send it out to 4 translation teams and that whole process will take like 2 months or more and cost a lot of money so I'm looking forward to that. Hope it's all done by Autumn Sale, at least. It's all very fun and I'm proud of it (so far), but the logistics of getting it out now is really resource intensive.

Next time I'm definitely not promising any free updates lol. you live and you learn, I guess!!!! But I'm still holding onto hope that adding the new chapter convinces more people to buy it in the long run. At least I'll be happy with it as a more finished product.

Okay, thank you for your support, as always! See you next week.

Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30 Friday Rambles and Game Dev Update 2024-08-30

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