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#te: devlog
asheepinthenight · 1 day
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Talon’s End Devlog: April 2024
How is April almost over already?? Most of this month was spent coding a big chunk of pre-festival character customization. Character creation is fairly spread-out in the early chapters of TE (which I don't have plans to change), but the next update will include a fairly dense round 2 of that, both adding some new options and letting you tweak some of what you chose at the start. Round 2 includes options to do the following, if you wish:
Start waffling about gender!
Finish waffling about gender!
Select a body type descriptor (fat, thin, tall, short, etc., including an option for custom)!
Select a hair and skin colors (including an option for custom)!
Chop your hair off!
Think really hard about growing your hair out!
I'm excited for you all to get to some of the actual romance/friendship content soon! TE is still something of a slow burn, but the festival will be the first chance to start going from strangers to something more than that.
Below the cut is a small spoiler from early in the next update: Hawk assisting with the much-anticipated option to try bribing the beast into friendship via food!
You quickly step in front of Hawk to get their attention. "I'd like to put food out for the beast. What does it eat?"
"Besides humans?" Nothing in their tone indicates Hawk is joking, but hopefully they are. "It can take care of itself."
"It should get a consolation prize since it can't have me."
"Fine. Come."
You follow Hawk into the pantry, and they lead you to a bushel of apples not far from the door. Rather than picking a few, Hawk hands you the whole thing.
"You're sure it's not carnivorous?"
Hawk nods. "Even if it eats them, don't expect it to be friendly."
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zombeebunnie · 2 months
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Trembling Essence [Extended Demo]:💙Quality of life progress finished💙
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Hello and welcome new followers! I've been focused on the quality of life changes I discussed in my last two update posts. :]
Happy one month of the [Extended Demo] being released! Yay! Thank you to everyone that has been patient and supported this! :,]
Quality of life progress:
*Please note that these changes aren't in the [Extended Demo] yet! I'm in the process of updating which I'll announce in a future post! :]
Here's the finished endings collection gallery! I enjoyed the process and learned a lot from this. I can't wait to implement what I've learned in other places within the game! :,]
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When you load up the game you just have to click on each tab to see your progress. If it's greyed out that means you haven't earned it yet and if you do, it'll have color and a "+" added to it! I also changed the hue's compared to how it looked last week. :]
I also discovered there's actually 12* Bad Endings and not 13. At some point during development a Bad Ending was turned into a Neutral Ending and I accidently forgot to change that. :S
The game page will be adjusted to indicate this now:
12 Bad endings 6 Neutral endings 6 endings that continue the rest of the Day 3
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For those that are new or have been here for some time, entering the cabin with Noah starts Day 3 due to the player(Y/N) being lost in the terrain for 2 and a half days which Noah mentions. Sometimes this can get confusing since some consider it Day 1 while the game considers it Day 3.
I added a notification tab in the upper left corner and moved it slightly to the right so it wouldn't overlap the player(Y/N)'s HP bar. This is meant to show what day it is in the game to resolve confusion. Once you enter the cabin with Noah it starts Day 3. :]
Q&A / Ask box is open:
If you have any questions about Trembling Essence/Noah feel free to ask here please. This makes it easier for me to see and answer accordingly! I would really like to hear from you guys!
I really wanted some of the lore to be found through playing so I'm comfortable with doing this now that the [Extended Demo] has been out for a good while now!
If you've already sent in a ask, I did see it I just need time to answer since I like to respond with doodles/drawings as practice. :]
Outside of a couple of spelling errors I fixed, I can't think of anything else that needs to be added right now so that's all I have to share! Thank you for the continued support, I appreciate it. :,]
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ruleofbirds · 2 months
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𝚍𝚎𝚟𝚕𝚘𝚐_𝟶𝟷.𝟷
Kia Ora, Te Ao!
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Hello, World! It's official - Robbie has a tumblr now. Absolutely unfathomable. Honestly, it's mostly because it was this or Wordpress (or a more obscure indie dev forum) and this seemed the most accessible and quirky. I'm sure this won't lead to another awful endless scrolling habit. Any advice for the visual side of things is warmly received! I want this blog to be a fun part of the week, because a lot of fun will be had developing RoB. Just realised that acronym happens to be my name. Could be worse.
Okay! Now that the initial ramble into the void is out of the way, it's time to get into the c o n c e p t.
This tumblr is a devlog for my NZ ecosystem simulator currently titled "rule of birds", which I will be working on for the next 8 weeks as part of Blackbird Foundation's "Protostars" program. This means a weekly check-in with the other creatives in the program, the organizers at Blackbird, and a post for all of you here.
I'm breaking this week's post into 3 sections just to cover the bases;
01.1 -a bit about my creative practice and how it led to this project
01.2 -a discussion of "flocking" in programming (using p5.js)
01.3 -a discussion of NZ natural history
So here's the intro post, where I ramble about myself for a sec.
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So! basically, I specialize in spatial design, I love working with anything nature-related, and I want to make a video game.
Lately I've been on a tangent based around art in NZ's cultural context - the design principles behind whakairo (Maori woodcarving) and how their composition conveys meaning, how histories of spirituality, tribal and colonial relations affected design, and my own art interpreting my natural surroundings with photography and charcoal drawing. I can neither confirm nor deny whether there will be an art zine compiling a wee bit of this work on the community table at the Whanganui Zinefest this Saturday.
That tangent branched off into a focus on natural history that's the keystone of rule of birds. My motivation for focusing on an ecosystem simulator is to articulate a basis for the sort of games I want to come out of Aotearoa. The sim will be the proof of concept - and I suppose this blog will be the manifesto.
I feel like there's a massive demand for games exploring NZ history - like, imagine a big-budget maori-led release set in pre-colonial time, with all the unique aspects of survival, resource management and day to day activity that involved - or an assassin's creed type action game based during the time of Te Kooti. It goes unsaid that Kupe is one of the best parts of Sid Meier's Civilization VI - iykyk.
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What I think separates a good game from a great one is how alive the virtual world feels - rather than being led through an a-to-b progression of events presented in the same visual style I've seen countless times before, if the world can react in a dynamic way, and the details in the background are crafted to feel organic and immersive, I'm going to want to stop and wander off the beaten track that an objective marker may be pointing me towards.
The last game that caught my attention in this way - and coincidentally the one that made me want to put my coding knowledge to the test with gamedev - was, of course, Rain World. To everyone who knows me, I'm sure you're surprised I've made it three paragraphs without bringing this game up. I'm not going to go into too much detail here, because there is *a lot*, but key points are you are one creature among many scavenging for food in a brutal biomechanical ecosystem, hibernating between cycles of cataclysmic rain, and the game plays like basically nothing else due to how the coded behaviour of every entity in the world follows its own logic that has much more to do with its own survival than the experience of you as a player.
Here's a nice little illustration of the physics behind a movement-sensing tentacle monster, to give a sort of discrete example - but the creatures that act according to behavioural karma systems and the dynamics of how the different lizards scuffle and coordinate with each other is worth looking into too, if this is your thing.
(Source: GDC, Curious Archive)
Now, I really want to jump into some of this behavioural coding stuff, so I'm just going to move on to collecting things for the next post - hope this has been an interesting read! if you somehow found this page in your tumblr algorithm, welcome! I'll also be posting bits on the instagram page @robbiek_devlogs and you can check out my other work on my main insta @robbiek_art
Hei kōnā mai,
Robbie K
Next up: simulation in coding, natural history research post #1
Next week: Adventures in Godot Engine!
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segfaulteddreams · 2 months
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Screenshot Saturday: 24th Feb. 2024
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Trying to force myself to post updates more often, so here's a late #ScreenshotSaturday submission/devlog for y'alls viewing pleasure 🫡
This past week or so, I finally started work on the actual game part of my upcoming (and still untitled) CRPG project.
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So far, all I've implement are the most basic core mechanics for the game--things like movement, "combat", etc.
I decided to build the game on top of the "Cogito" first-person controller/framework (which is intended for use in immersive sims) just cause I messed around with it for an hour or so and I kinda liked the feel of it so I decided it was probably best to start with a known-working system than redesigning everything from scratch. That all being said, I have already begun (and will continue to do throughout development) to heavily modify this framework to better suit the CRPG genre/my game specifically.
One such modification will be to the inventory system (which is why this "screenshot Saturday" post is a day late--I was hoping to finish it in time), just cause I'm a bit indifferent to how those things are handled in its current form.
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Level Design
Normally, I design all my levels/game assets in blender, but I'm experimenting with using TrenchBroom as an alternative to level creation.
For those of you who aren't familiar with TrenchBroom, it's a tool whose intended use is for creating Quake maps (as well as maps for some other, similar engines).
Thanks to a nifty Godot plugin called Qodot though, these levels can now be easily imported into Godot with just a few clicks.
On one hand, TrenchBroom is great for quickly designing levels that already have that PSX vibe that I'm going for. On the other hand though, it does have its quirks which can be a tiny bit annoying at times. In particular, trying to make levels with angled geometry is an especially painful endeavor that I fought with TrenchBroom over for a day or two before giving up entirely.
I'm still not entirely sure whether or not I'll just stick to Blender for level design.
Dungeon Generation
Now when it comes to updates on the Dungeon Generator, this past week was one in which I actually did do a lot of work, but at the same time, I made no progress at all.
In all honesty, I'm at a bit of a crossroads with the project at the moment.
On one hand, the flood fill part of the generator is fully implemented and working properly. In theory, I should just need to implement spawners for enemies and loot and it should be complete.
On the other hand though, I'm not particularly happy with how it turned out.
I knew going into this project that I wasn't doing things the "correct" way when it came to dungeon generators (more on that later), but there was a particular style I was trying to mimic and while I do feel as though I hit the mark, I'm just not happy with how things look/feel.
Because of that, I took several detours this week.
I spent a good bit of time building a "proper" dungeon generator in Godot (using Delaunay graphs, MSTs, etc.), following along with some guides. Once more, however, I wasn't entirely thrilled with how it turned out.
This is big part to an old game that I've recently dumped way too many hours into: The Elder Scrolls: Daggerfall.
For those of you who don't know, Daggerfall is a CRPG/dungeon crawler from the 90s and it (along with games like TES: Arena and Ultima Underworld), was a big inspiration behind me wanting to create my own CRPG game.
If you haven't already, go download the game off of steam and give it a try--it's free!
I would argue that to this very day, it has one of the best dungeon generation systems in gaming. To make a very long story short, after messing about with my original dungeon generator and then the "proper" one, I decided that I'm probably going to scrap both of these in favor of a more Daggerfall-esque system.
To that end, I've been doing quite a bit of research on how Daggerfall's dungeon generator system worked and I'm preparing to spend quite a few hours creating some assets so that I can experiment with building a similar system in the coming few weeks.
And that brings me to today. If you somehow made it to the end of this blog post, thanks for reading! I really do appreciate it!
If any part of this post caught your eye, feel free to drop a follow to stay up to date on the project as things move forward of the coming few months.
No promises, but I'm really would like to make screenshot Saturdays a weekly routine of mine as I'm usually a bit hesitant to show off any progress when it comes to my game dev projects lol
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aricastmblr · 2 years
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Jimin Dev Note #1 Happiness2022년 04월 26일
Jimin Dev Nota #1 - “Felicidad“
 P: ¿Qué te gustaría hacer en un espacio abierto y libre? 
 Cámpamento: 
 - Acostado a la sombra. 
 - Escuchar música mientras camina 
 - Rodar por el suelo (sin hacer nada) 
 - Sin hacer nada mirando un fuego 
 - Limpiar después, ordenar
Jardinería: 
 - Acuéstese en el césped y tome una siesta. 
 - Plantar flores: Peonía 
 - Plantación de árboles: árboles de caucho 
 - Caminar y disfrutar 
 - Siéntate en la rama de un árbol y descansa.
Deportes/Actividades: ¿Tiene algún deporte que le gustaría probar?
- Tiro con arco, patineta, pull-ups, ciclismo, apnea, cometa voladora
Otras actividades para hacer: - Geomungo (cítara coreana) - Esculpir - Caminar con el gato (el gato está en la cabeza) - Artesanía en metal, Herrería
JM: https://bts-island.com/kr/devlog/withBTS/109… 
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Jung Kook Dev Note #1 Happiness2022년 04월 26일
Jungkook Dev Nota #1 Misión "Felicidad" 
 P1: ¿Qué te gustaría hacer en un espacio abierto y libre? 
 Campamento - 
-Si tocas la estrella fugaz mientras miras el cielo nocturno, recibirás una recompensa 
 - Cocinar (combinar ingredientes de comida que tengas)
- Dormir (esto llevaría a la mañana siguiente) 
 - 'Bulmong' [*Distraído mirando una fogata] 
 - Fiesta
• Jardinería 
 - Regar / Decir cosas bonitas a las plantas. 
 - Me gustan las plantas relacionadas con las frutas. (El estado de la fruta variaría dependiendo de cómo se cultive)
• Actividades deportivas 
 - Pesca / Tenis de mesa / Tenis / Golf / Boxeo 
 • Otro 
 - Dibujo -Puedes hacer ropa haciendo dibujos tú mismo
JK: https://bts-island.com/kr/devlog/withBTS/103
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Cada miembro, responda lo que le gusta hacer en vacaciones.
https://bts-island.com/en/devlog/withBTS
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Jimin: The Charmer 
 Jung Kook: The Baby Brother
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el-descenso · 4 years
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Devlog Semanal
Buenos días, buenas tardes o noches dependido de la hora en que leas este post. El día de hoy haremos una entrevista a uno de los integrantes del equipo El descenso a mis recuerdos.
-Buen día Keter cuéntanos, ¿Cómo has pasado esta cuarentena?
-Mal, tengo ataque de depresión y ansiedad cada semana, pero se hace lo que se puede.
-Dime ¿En qué has estado trabajando esta última semana?
-La iluminación del juego para crear un ambiente creíble y el "mood" del juego.
-¿Cuál debería ser la primera impresión del jugador al iniciar el juego?
-Que está perdido, pero a la vez con los objetos comienza a sentirse en un lugar conocido.
-¿Cuál fue la inspiración del equipo para desarrollar este juego?
-Pues todos queríamos hacer un juego 3D y decidimos hacer algo más narrativo en lugar de mecánicamente demandante.
-¿En que parte del proyecto te has enfocado más?
-En el diseño de los niveles y del juego en general.
-¿Qué es lo que más has disfrutado del proyecto?
-El ver como todas nuestras ideas van tomando forma y se van armando en el juego.
-¿Qué tal te a parecido el trabajo en equipo?
-A veces es difícil ponerse de acuerdo, pero esto no es algo que pudimos haber hecho solos.
-¿Alguna cosa que les quieras decir a las personas que están leyendo esta entrevista?
-Que se mantengan bien y sanos y jueguen nuestro juego cuando salga.
-Muy bien Keter, muchas gracias por tu participación.
-No hay de qué.
Gracias por leernos nos veremos la próxima semana entrevistando a otro miembro del equipo, dejen en los comentarios a quien les gustaría que entrevistara para el próximo post.
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therpgsus · 3 years
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Nuevo Trailer upcoming MMORPG 2021 - Inspirado en Argentum Online del año 2000.
Nuevo Trailer upcoming MMORPG 2021 – Inspirado en Argentum Online del año 2000.
Hoy tenemos sorpresa y primicia en el blog. Algunos ya saben que mi hermano está desarrollando un videojuego y ayer se estrenó el primer trailer con DevLog incluido. 5 minutos donde te podrás poner al día con el proyecto y ver los avances del juego. Dejo la transcripción del vídeo optimizada para Google. ( spiders do your work n.n ) Trailer Soy JeroMono y estoy recreando el Argentum en 3D, pero…
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moonanagames · 7 years
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Tenho curiosidade quanto as animações. Quais os programas usados? As influências? Quantos frames tem a Virgo? Espero que não sejam muitas perguntas. Parabéns pelo jogo (tá ficando muito bom) :)
Photoshop CS6! Inspirações... Tem muitas, eu gosto de várias animações que vejo em animes, mas é difícil achar animações legais em jogos que tenho jogado... Eu sigo vários devlogs no tumblr e as vezes pego inspirações de um gif que vi! O quê mais estudei pra isso foi frames de jogos de luta antigos, como Street Fighter 3! Animações básicas tem 5 frames, animações mais complexas 10 a 15 como as de ataque com armas variadas! Pra animações com armas eu vejo vídeos de um canal no youtube pra referência, o "Academy of Historical Fencing"! Espero que tenha te ajudado!
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matiasvme · 6 years
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DevLog 2: Ahora me extiendo
Anteriormente había escrito un post súper rápido en el cuál veíamos algunas cosas del proyecto que estoy haciendo, con algunos artistas.
Esta vez es necesario ir a por un café ponerse cómodo y leer ;-)
El comienzo
Bueno el inicio de este juego se remonta a una jam en la cual participe, era la Arcade Game Jam en la cuál quede segundo lugar de 8. En ese momento no tenía pensado hacer un juego RPG y ya que era un juego para la jam. Era una jam que estaba muy bien organizada, pero faltaban mas participantes.
Esa fué la primera versión del juego, después vi que era interesante que sea un juego de naves en el cual algunos elementos tengan gravedad. Así que seguí con el desarrollo, pero con otro nombre.Ultra Spaceship RPG
De hecho tengo un video acerca de Ultra Spaceship RPG
Bueno la cosa es que deje ese proyecto botado (para variar) y termine otros proyectos para Android.
Buscar un equipo
A raíz de una conversación con un amigo, después, con un poco de esfuerzo puede encontrar un equipo. Bueno la conversación era que le decía a mi amigo que estaba desmotivado porque en resumen mi liderazgo apestaba y siempre mis proyectos tendían al fracazo. Y además pensaba que simplemente no estaba hecho por genética para tomar un equipo, ya que hay gente que dice que gran parte del liderazgo es genético. Bueno mi amigo me motivo preguntando ¿Alguno de tus proyectos te han resultado?. Y resulta que sí, me han resultado algunos proyectos... No todos terminados, pero algunos sí. Y bueno me saque esto de la cabeza y empece a buscar gente, encontre a alguien por discord (tal vez no les guste que los nombre así que mejor los dejo en el anonimato), un artista pixelart muy proactivo y que hacía todo rápido, y se ve motivado. Y después encontré otro artista pixelart por telegram, muy bueno y proactivo también. Pensaba que alguno de ellos o los dos iba a dejar el proyecto y resulta que no, van avanzando muy rápido la verdad.
¿Y Spaceship Shooter RPG Deluxe?
Bueno en realidad a raíz de un error con el proyecto anterior tuve que empezar de nuevo ya que el proyecto se corrompió y perdí casi un mes de trababjo. Eso paso hace algún tiempo. Y hace como una semana esmpezamos casi desde 0 con los nuevos artístas.
El futuro
Bueno me gustaría terminar este proyecto y la verdad sacar algo de dinero con el y repartirlo por supuesto. El dinero no es malo y se necesita.
Y también espero que en el equipo nos mantengamos feliz y que sigamos progresando.
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eelstork · 7 years
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#FinishThatRemakeJam - Terminar un juego
#FinishThatRemakeJam es un jam donde puedes terminar un juego que empezaste o re-hiciste en otro jam este verano. esto es un guiÒo o continuacion a #RemakeJam (Lo que significa que no es aprobado por la Royal British Legion etc) Por lo que especialmente permitimos retornantes (pero los reciÈn llegados son bienvenidos tambiÈn)
Entonces dices que abandonaste tu juego? Pero los malos juegos no son malos para siempre, y su juego no era malo para empezar. Y si, te damos una segunta oportunidad para revivir tu juego. Habran premios? Claro :).
---Las reglas---
1. Tu juego tiene que estar en ingles ( si no sabes, puedes traducirlo o pedirle ayuda a alguien ) 2. Tu juego tiene que haber sido participante de otro jam ( presentar evidencia ) 3. Puede re-hacer su juego, pero b·sicamente se le anima a pulir su juego existente tanto como sea posible, aÒadiendo cosas nuevas Y en breve superar el "si sÛlo tuviera un poco m·s de tiempo". 4. Si tu juego contiene algun lenguaje ofensivo o inapropiado sera removido ( Hemos sacado esto de #RemakeJam ) 5. Tambien se permite trabajar en el juego antes del inicio del Jam ( <== y este tambien ) 6. Comparte tu progreso con el hashtag #RemakeJam! tambien puedes usar la funcion de DevLog de itch.io para que los demas puedan apreciar tu juego. 7. Tu juego al ser enviado *-NECESITA-* incluir un video de su juego.
---Los Jueces---
Habra un panel de jueces con bloggers, celebridades pequeÒas,etc... La razon por la que pensamos en tener un panel de jueces calificados es para asegurarnos de que los juegos consigan una mirada concreta la cual justifica recompenzar con premios. Aunque tenemos fondos iniciales para premiar, damos la bienvenida a PATROCINOS por dichos premios).
---Criterios---
[Provisional] Tres criterios estan definidos para juzgar los juegos :
1. *Pulido* - Indica lo bien terminado que esta su juego (los juegos que parecen coincidir con "turd pulido" no calificar·n). 2. *Valor Del nucleo* - se refiere a lo bueno que es el juego *En el Nucleo* 3. *Apelacion - "si tuviera $1 para financiar un juego, Seria uno?"
Un ganador en cada categoria sera seleccionado, y un favorito ( seleccionado por los jueces ) sera el ganador sobresaliente.
---¿Diversificadores?---
Aunque te animamos a que tu juego sea lo mas accesible posible, haz una version clasificada de PG, envia a App Store, crea una version VR de tu juego 2D, agrega jefes de uego y mas generalmente te pierdes en el bosque ... Este Jam se trata de hacer tu juego impresionante por lo que te animamos a mantenerse enfocado, y hay oficialmente no diversificadores.
Conectate con otros concursantes en DISCORD ( Put link and delete this text )
#FinishThatRemake - https://itch.io/jam/finishthatremake
Conectate con otros concursantes en DISCORD
Thanks to Kubi for this translation!
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asheepinthenight · 3 months
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Talon’s End Devlog: January 2024
Oh boy, what a month... Between my whole family getting sick right at the start of the year (everyone's feeling better now!) and then being busy with other irl responsibilities, it hasn't been as productive a month for TE as I hoped. The good news is that I've got the code ready to implement multiple pronoun sets in the next update, so if you're one of the people who requested that in the survey, it's coming relatively soon! I have the festival update tentatively planned for early spring, but that depends on how busy I end up being irl the next few months! I did also go through and tag asks to make them a little easier to navigate. Tag navigation is now here for anyone who's into that!
No monthly(-ish) extra this time around, but I'm hoping to get back to them next month. So far, I've stuck to spoiler-free things for the extras, but snippets and playable short stories that happen post-game are an option. These wouldn't spoil any big reveals, but they would spoil the ROs' personalities a bit. It would open up the options for possible extras quite a bit (especially for some romance-oriented ones), but I know some people like to avoid spoilers of any kind. Since I'd like for most people to be able to read the extras right away if they wish, please help me decide by voting below!
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zombeebunnie · 3 months
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The Trembling Essence [Extended Demo] is officially out!
You wake up lost within the swamplands that is surrounded by a large forest. The sense of time is lost on you and the moon is your only guiding light.  At some point you can choose to receive help from a man named Noah who resides in the swamp. He has vast knowledge that will aid you in your survival and if you choose to go with him, he'll take you back to his desolate cabin. He just wants to take care of you and keep you safe but there's a lot more to him than he lets on. It's up to you to make certain choices to survive to the end even if it means taking extreme risks. 
Trembling Essence is a slow burn horror game/dating sim visual novel which focuses on survival. Your choices will lead to multiple endings that will help you learn not only about Noah and the swamp, but everything else surrounding it.
The full game is still a work in progress which will include more endings, easter eggs, and more darker/serious topics, this demo has 23 different endings and the average playtime session should be about two hours and a half. 
This is still my first installment and creation of a horror/dating-sim game so almost any comments and critique would be greatly appreciated as this is still a demo and subject to change. I'm still learning and open-minded to suggestions. If there's anyone that's a let's player that decides to try this demo out, I'd love to watch your video! :]
A very special thank you to those that have been following this project of mine and being supportive of it. :]
My ask box is open! :]
My Ko-fi  - This serves as a tip jar and any amount of support is greatly appreciated while I continue working on the game! My Tiktok -  I mainly post finished drawings or silly skits about the game here.
To know and understand Noah through Asks and random posts about lore, they'll be under #Get to know: Noah
For updates about the game, they'll be under #TE Updates
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asheepinthenight · 4 months
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Talon’s End Devlog: December 2023
It's already the last devlog of 2023, and the demo update is just around the corner! As I'm posting this, the last few loose ends are getting tied up to post the update this weekend! As a warning, the update WILL break existing saves, so you'll have to replay from the start. But on the plus side, I've made a few tweaks to the original demo content that you'll get to see! There are some more options for nonverbal MCs and UI/wording changes to make some choices more understandable (hopefully!). I also had time to add a few achievements for doing things like asking lots of questions and making unwise(?) decisions. These are just for fun, so don't worry if you don't get all (or any) of them!
Basically everything else I want to say about the update is a spoiler, so instead, I'll jump forward to talk about plans for the first few months of 2024. I'll be taking a week or two off to recharge (aside from fixing any issues with the update), but after that, I'll be getting back into writing for a smaller update. The demo coming this weekend ends shortly before a big event that gets deeper into the relationships the MC can form. That event ended up being a bit too much to fit into this update, but I don't want it to wait until the next big update to add it! So I'm planning for it to get its own mini update around spring of next year to get the romance/friendship rolling!
No more spoilers this time since the update is so close! Thank you for your patience, and see you soon with the update!
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asheepinthenight · 1 month
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Talon’s End Devlog: March 2024
Boy howdy, what a month... My couple weeks off turned into about a full month off due to family medical issues and other chaos (everyone seems to mostly be on the mend now!). But I'm finally back to writing! The last few months have thrown off the release schedule I was hoping for, but I'm hoping to have the next content update out late spring or early summer. No previews yet--hopefully next month!
Since there was no monthly extra for March, I pulled a short excerpt from the scrapped version of Shea's Valentine story that tells a couple abbreviated versions of a Maressean folk tale about a Mermaid and a fisherwoman:
You exit the exhibit into a long hall of statuary from three centuries ago when Maressea was under imperial rule. Each piece was rendered in a similarly realistic style by a variety of different sculptors, but running down the center of the hall is a sequence of statues by a single artist that depict the fairy tale of The Mermaid and the Fisherwoman.
In the commonly told version of the story, a fisherwoman goes many days without catching a single fish, and when her tears drop into the sea, a mermaid finds her and offers to bring her all the fish she can fit in her boat in exchange for stories of life on land. Their deal goes on well for some time, but as her prosperity grows, the fisherwoman becomes greedy. One day, she catches the mermaid in her net and refuses to release her until the mermaid brings her all the fish in the sea. The mermaid promises to deliver the fish to the fisherwoman if only she will release her so she can get the help of her father, the king of the sea, to do so. The next day, the fisherwoman's village is washed away by a huge wave propelled by the strength of all the fish in the sea.
But the sculptor appears to have had a very different interpretation of the story. Instead of bringing the fisherwoman only fish, the mermaid--who fell in love at first sight--brings her gifts from the bottom of the sea to woo her. The final statue--according to the plaque that accompanies it--depicts the fisherwoman asking not for all the fish in the sea, nor for more gifts, but for the mermaid's hand in marriage. Judging by the intimate--and artistically nude--embrace in which the statue's figures are engaged, you can only assume the mermaid was glad to give it.
When the only other people in the hall make their exit, Shea leans toward you. "I think I like this version of the story better. No one has a happy ending in the original, but in this one, the village is safe, and the fisherwoman and the mermaid find love. Or maybe this is the original, and the story changed when society did."
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asheepinthenight · 5 months
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Talon’s End Devlog: November 2023
I can't believe it's almost December already! This ended up being a strange month with myself and other family members being unwell a good portion of the time. So needless to say, I didn't get as much done as I was hoping. Nevertheless, I did make some good progress, including completing a problem scene that had to be rewritten about 4 times! (I won't name names, but it knows who it is...) I have a reasonable idea of where next month's demo update is going to end, and I think I'll be able to squeeze in some scenes I've been looking forward to for quite a while! A little bit more on what to expect from next month's update (and a little spoiler) is below the cut.
TL;DR: Still planning a medium-sized demo update for late next month!
In comparison to the current demo, I'm expecting the content added next month to be a similar word count overall. However, you'll see less of it in one playthrough than the more linear first demo content (since MCs' paths can diverge a little more from here on out).
Depending on how the demo is coming along, I may or may not post a monthly extra in December. If I do, it won't be a big holiday extra, unfortunately, since I want to make sure the demo is polished and ready to go!
I'm excited for you all to encounter some of the weird critters living in the tower and meet Hawk's closest (some might say only) friend! Thank you to everyone who's been following along, whether you've been here since the first demo went live or just discovered it today! This has become a much longer-term project than I expected, but knowing that other people are enjoying it as much as I do is a big motivator!
And without further ado, a little spoiler for some rare(?) text with the first hints of some possible ~romance~:
"I'm no healer, but that should help. I don't recommend doing that again." The soft rumble of their voice makes you look up from your hand to their face. Their golden eyes, narrowed slightly in amusement, look into yours, and a small smile tilts up the corner of their lips. You're suddenly very aware of your hand in theirs.
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asheepinthenight · 6 months
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Talon's End Devlog: October 2023
Another month already, and an extra hello to everyone who's here from interact-if! My day job keeps me pretty busy, but I usually post at least twice a month: once with a short story/lore tidbit, and once at the end of the month with a devlog to give a general progress update on the game. This month's extra was an interactive holiday special for Halloween. It ended up being quite a bit longer than expected, but it was a lot of fun to write! If you haven't played it yet, you can find it HERE!
Progress update is below the cut (a bit longer than usual)! (TL;DR: Still planning the next demo update for December, but no extra next month to give myself some more TE writing time.)
The Halloween extra took more writing time than expected, but it also gave me a great opportunity to add some features and troubleshoot some issues with the new UI before needing it all ironed out for TE. I've been able to transfer a lot of what I've learned from that over to the main game, so the next demo update should be a bit smoother on the technical side than it would have been otherwise!
For the last month or so, I've been alternating between writing and doing the less exciting housekeeping tasks to get the new UI up and running. But I'm finally done with most of the boring stuff and have been able to get back to focusing on writing! I'm not officially participating in NaNoWriMo (since counting code feels like cheating, but a lot of the work of IF is code!), but I am planning to get as much written as I can! I should have a better idea of the scope of December's demo update by the end of next month.
As of now, I'm expecting to skip the next monthly extra in order to squeeze as much game writing in as I can. But if something really inspires me, I still may post one--we'll see!
I've been pretty secretive about demo update content so far, so here's a little tidbit from the first scene, in case anyone's been wondering if Hawk wears their fancy wedding robe all the time! See y'all next month!
You open the door and are faced with Hawk, standing entirely too close. They're no longer wearing their night-sky robe but a loose white shirt–laced at the chest but not tied–and brown trousers hidden below the knee under tall boots. Over that, they wear a long, sleeveless coat of soft green, tied with a thick, deep brown sash.
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