Author: kiririn51

  • june 29 to july 12

    Shit, we already in the middle of July?

    So these two weeks have been dedicated to relentless debugging of the sequencing tools, writing, concept art and learning new tricks. I also discovered why I’m more productive when I don’t post here: For some reason I think I’ll be judged if I write about my discoveries whenever I use “work hours” to learn things seemingly unrelated to current projects, which is really funny when put into perspective.

    The way my brain works to stay productive is to never get bored with work, and a big part of it is learning stuff I have zero experience on, lay the foundations for future projects, or simply prototype random shit. So I guess I should talk more about that?

    In any case things have been steady even if a little slow. Considering we have three and a half out of six chapters already written for Project D and an almost complete outline for N1rvanna I’d say tons of progress have been made in the past couple months, and I should keep reminding myself of that.

    It’s really hard to truly see where you are if you don’t check the road traveled.

    Newprogrammer had a funny thing happen where he was coding a feature that was already included in the Tween package we got for Unity. Then once implemented it proceeded to crash the whole engine until he found an undocumented option that needed to be turned on. He asked for a long weekend and had to give it to the poor guy. I know that feel too well.

    Also took time aside to review and plan some merch stuff on the way. Hopefully it sells cause it’s been its own little nightmare to put together. And honestly, we could have gone for the lazy route of just selling print on demand stuff on an already established website but merch production is something I needed to tackle sooner or later.

    Been playing around a lot with n1rvanna’s interface too. It’s sort of a thing I take personally since a lotta people disagree with the direction it’s going but I’d be lying if I said that I give a shit. I’m not making Va11halla again. It’s gonna be its own thing and part of it is looking different. Not saying there’s no merit in telling me it looks bad, just don’t ask me to make it look more like the previous game or I’ll eat you alive.

    Still a mystery when the sequencing tools in Project D will be useable but I swear it’s looking great already. If Newprogrammer wasn’t doing that shit with really wonky spanish for the dialogues I’d post a webm (spanish ruins the dialogue window because the current font doesn’t support ñ or tildes. I’ll prolly need to add them myself).

    Current tasks for this week include churning out more N1rvanna dialogues.

    For this one I’m working in a non-linear fashion. For example, I make a list of the scenes I need depending on the story, then I write them in whatever order I want based on my current mood.

    It sounds a bit chaotic, especially since I write Project D in a very linear process when it comes to the scripts themselves (not the chapter order). But N1rvanna is a lot more about the little moments rather than “moment to moment” conversations like in Va11halla. It’s a game that it’s gonna pride itself on being written in little bubbles; capsules in time that capture the lives of these characters in all kinds of situations, so I don’t think any other writing method will work to achieve this. It’s imperative that I focus on these little bubbles and then find ways to connect them seamlessly or else they won’t feel right.

    Aside from this I also need to find a 3d artist for a secret thing, draw more characters and keep writing. I really don’t feel like working environments or doing anything visual so it’s probably gonna be just writing for the next four days.

    Let’s see if I feel comfy enough to return to daily posts now. I’m not stressed or anyhing, just in case it sounds like that. I just enjoy identifying issues and writing them down, then check the results. Makes for effective quality of life improvements.

  • from june 21 to june 29

    Once again skipped updating since I noticed I’m way more productive when I don’t have to think how to make these logs seem meaningful, which is stupid since the reason I keep this is for transparency, archival purposes and to log my daily activity. As dull as it can get.

    I might just be having a weird case of the crazy since I also disabled comments so I could pretend these are internal notes and not something others can read..

    Now on to the meat and potatoes:

    -Sequencing and dialogue tools are “functional”. I can change scenes mid dialogue, make people walk to waypoints, react to all kinds of variables and conditions, control the flow of the game via a node editor. Basically everything that makes a game work is in place. We’ve been stress testing everything by writing all sorts of weird sidequests and I have no idea when they’ll be 100% done or polished but we are getting there.

    -Lots of concept art done for all sorts of characters and places.

    -Blocked out some of the recurrent environments.

    For this last one I’ve been having lots of fun since this is the part I enjoy the most of making 3D games. I’m being very careful with the layout by constantly playing and moving around the stage. Checking how long it takes to go from A to B to C, adjusting how the fixed camera behaves, the angles. Also jotting down a list of the necessary modules. Here are some screenies.

    Like I’ve said before I might be skipping days again if it’s actually affecting the way I work. Perhaps a weekly schedule is healthier? Who knows.

  • june 18

    finished the chapter 1 script and did some weird adjustments to one of the canvases, which is apparently preventing buttons from being pressed? but once I committed the changes it still didn’t work, so that’s weird. Monday I have to give the new tools a test drive.

  • June 17

    Gonna keep this one short.

    Almost done with the script of chapter I (with this I’d have 3 scripts done), and newprogrammer has a rough version of the new dialogue system already running on a cool node graph framework we found. Will go on detail as soon as we test it thoroughly.

    Really exciting times. With that tool allowing for hyper-fast cutscenes/sequences it’s very likely I can actually use all the dialogue I’m writing right now. My scripts so far use very few new places per chapter; maybe one or two while the rest take place in the usual recurrent scenes.

    Cool shit all around.

  • june 16

    Worked some more on the script today, and it was a generous chunk although I might have written myself into a corner. It’s possible I’ll have to wait until I can fully prototype a chapter before I write more or I’ll end up having to trash a bunch of words that were very hard to write, lol.

    Also did some concept art for a new boss and the shape their story took has been a very interesting one.

    It’s gonna be a fascinating couple months as I try to wrap up the whole plot of the game. I can’t seem to settle for a single style but will likely have to choose one very soon due to time and money constraints. This game is bigger than I initially thought…

  • june 15

    Finished a bunch of remaining ui screens for the player’s room. Can confirm it will have its lil internet thingie like in Va11halla because lil internets for lil games are always awesome. It’s something I can’t live without. I’d show some screenshots but the placeholders I included might give peeps the wrong impression.

    Tomorrow I’ll be working on character design since I came up with a cool concept today and hopefully start writing again.

  • From June 2nd through June 14th

    I decided to take a break from writing on this blog since a lot of it was just redundant tasks. For those wondering, I did have better sleep since the last time I wrote.

    We also made gigantic progress on every front. Battles work great, finished a bunch of pending features, learned more shader tricks, set up a bunch of environments, and even got time to spare to work on some merch coming soon. Current tasks include integrating the game’s flow and scene management with a node graph along with creating simple sequencing tools to support the already existing process in Unity’s Timeline. It’s a combination of a simplified dialogue system separate from Timeline for really quick interactions and dialogues, and consolidating extra steps I used to make while crafting cutscenes into a single Timeline clip for faster turn over.

    Last but not least, I’m midway through the first chapter’s writing but I haven’t had a real chance to sit down and keep working on it, or else it would already be done.

    That’s all for today. Can’t say for how long I’ll keep skipping days but I should still attempt to keep up with the tradition, since I like to remember the things I do in any given day even if same-y.

  • june 2

    I didn’t sleep 8 hours. In fact, I slept 4 and a half…

    Tweaked the look of the battles a bit. Some enemies occlude the target graphic so i gotta figure out what’s going on there. I also wrote some more but with this struggle to get good sleep, and now my neck being extremely sore, trying to concentrate on writing words is harder than ever. Do I need a break, perhaps? I really don’t think I do, considering I often simply don’t do shit when the body asks for help but maybe it’s not enough? If sleeping 8 hours today doesn’t solve THE PAIN then I’ll consider a break. For now, gonna go to bed early and pray for the best.

    Newprogrammer finished the first version of the shop, so tomorrow I should prooobably finish the hub just to have it there.

    News soon on something we’ve been delaying for years. It’s not game-related but still really nice. Stay tuned.

  • june 1

    Today was all UI work doing finishing touches plus the new target graphics I’ve been procrastrinating on and it looks pretty good! not even finished but newprogrammer already has it working just fine. Did the menus for changing places and even brought back the subtraction fade that I couldn’t use anymore without the ps1 shader. Now it’s a canvas element which in theory should lend itself to less disaster. It’s a simple black sprite with a blending mode.

    I planned to write for what was left of the day but I’m… not sleeping very well, so i was already mega fatigued by like 4 pm. So short term goal is to sleep more during the night so I can work better (I don’t even stay up by my own will, I just roll on bed for hours until it’s morning).

    Tomorrow newprogrammer will implement shops and crafting menus, then some last minute adjustments to the character menu (we’ll likely get rid of the skill tree like I said yesterday). Revamped dialogue system after that.

    Here’s hoping for a good 8 hours of sleep tonight.

  • may 27, 28, 31

    Sat down with newprogrammer and outlined the final final final features for real and what we call “gameplay modules” to easily separate the bits that are part of the loop. For a quick example you could say the store, bar, shooter mini game and room in va11halla are four different modules, so that’s what we wrote down for project D. It’s yet another thing we had to do like a year ago but had to learn along the way. As these updates prove, it’s not the first time we’ve outlined a list of features before realizing we didn’t account for X or Y. It wasn’t until we finished that huge level months ago that it became way easier to pinpoint our needs and that’s what we’ll seek to fulfill in the coming weeks with this plan already set in stone.

    After that we began wrapping up some pending tasks, like the interface for shops and weapon crafting, juice up some particle effects, get rid of some jank in the battles, add the game over again and other similar bits and bobs.

    I’m now writing more of the first chapter while newprogrammer takes care of planning out the new dialogue system (well, not that new, more like consolidating old features into one comfy package). Once that’s cool we do shops, interface to jump between scenes and the manager to control how the game loop works.

    I might get rid of the skill tree in favor of a more straightforward skill upgrade system.

    Right now i’m going thru a sort of a writer’s block but i’m slowly getting out of it after chilling just enough to get the juices flowing.

    Now I’m tired and need some sleep. See you guys later.