Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Chillitch

195
Posts
1
Topics
6
Followers
8
Following
A member registered May 22, 2022 · View creator page →

Creator of

Recent community posts

Battle Update:

Ok so I will probably not make the Explosive round an item but integrate it into the battle system. Again this is just to encourage people to shoot themselves more often.

Item Update:

This is just an idea that popped in my head when I watched Vsauce Kevin's video on Russian roulette.

Bullseye Card: You're allowed to shoot the enemy two times instead of one time.

Story Update:

All I can say is that I'm making great progress. Especially with the pacifist route and the ACT system involved with the main characters (Yes I'm working on the main story again /: )

Also I have another character that I might make as one of the main characters. Remember when I talked about robots being on your side? Well there's one robot you can talk with, to put him on your team. Although he doesn't feel emotion so you will have to use some clever talking to get him on your side.

It's been hard making the story, but fun at the same time haha. Hope you guys been doing great. Really wish I could talk about the story more, but I cant really reveal a lot. 

Battle Update:

So another thing I might do is have the boss be a little cheeky cheater. This will really fit the boss.

Also, there's a problem with how Russian roulette works.

I'm not sure if I showed this video, but he basically explains why you should (usually) NEVER shoot yourself in Buckshot Roulette. If you watch the video at 8:15, he explains why the amount of ammo is a problem. So one of my strats is to cap the ammo to 10 rounds so it can be even numbers instead of odd numbers. It's not perfect but it helps. So what else can I do to encourage people to shoot themselves. Well for one I have four leaf clover which gives a 50/50 chance, to encourage people to use it in hopes of getting a shot. Also it might scare the player if the enemies use it, so they might be encouraged to shoot themselves to get a higher chance of the live round. But what else could I do?

Not sure if people remember, but does anyone know about that one weapon idea I had about where you could shoot yourself with a blank to get more damage on your gun. Well I'm thinking of turning that into an item or apply that effect to all guns.

Also, speaking of ways to encourage players to shoot themselves....

Item Update:

Explosive round: You can put in an explosive round in the gun. If anyone activates the explosive round when shooting at someone, the explosive round well... EXPLODES giving themselves damage. So you have to guess where the explosive round is, so you can deactivate it. How do you deactivate it? Well... by shooting yourself.

I plan to make it a complete product. I'll only update for bug fixes and typos.

My next game Idea I have planned will probably be using Godot. I don't use Unity, also I don't have experience with GameMaker. Might use RPG Maker MV for some other projects, because I want my purchase to feel justified lol.

The third question is a tough one, because I want to make it a hobby but I also REALLY want to make it a job. I've learned from countless game devs about marketing, however I'm struggling with trying to put up my YouTube channel back up. So I am more leaning on making it a job, but I don't really like having my games be paid. Id rather them be free. Even if I did involve payment, I'd rather make it DLC but the game be free. 

Yes I do have marketing. Right now I only have my YouTube channel (That i need to open back up T-T). Also I did actually make an advertisement video on my Instagram channel, but again I'm not really sure if I want to use Insta that much.

Admittedly these videos are more about profit but they're still helpful information, even if you're making a free game.

Goodgis is a really cool youtuber. He has some good info in this video. He also talks about how you should TELL your story on social media. 

GoingIndie is another YT channel I love. He talks about why 96% of Indie game fail. Some people in the comment section disagree with certain points in the video, but either way it still has some good info if you want to make a game. He also says we should go out and talk to people if they want our game so we can understand what we should develop. For example, I have a devlog (of course) and I also posted my beta on the ScoreSpace Discord server because they have a channel for showing off work. However, there's still much more I plan to do other than just those two things. I'm gonna find some more people to talk to, just not right now, I have a lot to do.

Happy Memorial Day!

Battle Update:

There is indeed bosses. My plan is to have 5 but I only have 3. To be honest I might just keep it to 3. Even most of my bosses are optional, and for good reason. 

what will the bosses be like?

well I plan for them to have smarter AI, and also tend to have more items than the usual enemy you’ll find. 

but what about the normal enemies you’ll encounter? Well, some of them are just like how the Opponent acts in the beta, however there’s ones with gimmicks attached to them. I plan to have an enemy that copies your move like a puppet, which will be interesting to fight. Also there’s some who might shoot themselves too much or might shoot you too much. I won’t be having any enemy that’s cheats by knowing where the live round is. Although the Opponent  will always know the last round, so I will be using that for all the other enemies.

also some enemies will have certain items allowed. Heck they might even give you free items so you can learn to use them.

Story Update.

Remember when I said you can choose to be in groups (clans, organization, whatever). Right now, there's one where you can join a murderer on his quests. It's one of the ways you can unlock the double barreled shotgun. He goes on a total killing spree for a horrifying reason. If you agree with his actions, by all means... join him.

Also the ACT system is getting better. I'm glad I'm not second guessing my decisions any more, and am feeling more confident with how my game should be.

sorry for such a short update, haha, I'm making this pretty late.

Story Update:

I'll be adding robots to the story     :D

Ok, well what's so special about them? well first off you can have one as a partner for the partner system (if that ever gets implemented.) They also might be involved with some side quest. Also you can put someone's conscious into a robot, which can be really interesting for some story parts if you want to revive a character. That actually reminds me. Whenever your partner dies, they stay dead. It's not like every other RPG where your partner faints but comes back when out of battle. Nah bro, they really dead, unless you give them a revive syringe or put their conscious into a robot.

Why would you add that? 

Because for a horror game, if your partner dies, it makes your choices feel more anxiety driven. Like you don't wanna pick the wrong choice, so your friend doesn't die, which gives off decidophobia.

Story Update:

I’m gonna talk more about the ACT system and the cassette tape mechanic. These both really complement eachother because the cassettes reveal a lot of information of the past and present. Yep, this will definitely help get some info on pacifying someone. For example, a cassette tape can give you info on someone’s child hood. So you can use that info to help them. Perhaps they were abandoned, ignored, or hurt in their childhood and that shaped the way they are. This is all sad, but it can be helpful information for you to use in order to change them, much like psychology. I don’t want cassette tapes, just to be lore dumps, I want them to be useful.

there’s more I plan with cassette tapes, I hope to talk about them again some other time.
(1 edit)

Story Update:

Wow I'm happy with what I got to do today. Right now I'm writing how the ACT system should go for a special character and I feel really proud about it. The ACT system is getting better and the characters are getting more development. I kind of dreaded writing for the main story at times, but I'm getting more happy with it. After all, I really feel like I got a lot done today. 

Also I really wanna say I'm inspired by the "Fools Gold" Series by DingoDoodles. If you read the update above this one, you would know she's responsible for the "Felix D&D Tips" video as well. Dingo and her boyfriend Felix really inspired the way I write the story for this game. If you don't know "Fools Gold" is a series that she does where she animates her D&D campaigns. Its a really entertaining watch, go check it out.

Fools Gold

But what really caught me was the fact that this wasn't just some writer making this story. It was her group of friends having a D&D campaign where luck was involved and there choices mattered. It made me wonder "Man what if RPG's had something like this." And that's kind of one of the reasons I wanted to make this game. It made me feel like RPG's could be so much greater, and yet RPG's were based off of D&D (So I've been told). While my battle system is mainly Russian roulette, there's times in the story where you have to do traditional fights. No, it's not like every other RPG where there's a menu system to select what you wanna do and having to do big numbers. It's more like a choose your own adventure way of fighting. Which I know sounds dumb since I just said its not like a menu system. 

To give an example, lets say you fight a thief. In a traditional RPG, you would basically have to dwindle the HP on that thief till he hits 0. But in my game, not only can you attack the thief, lets say you can shoot a padlock on a cage for a bull, now the bull can run out and chase after the thief. Or lets say your riding on a motorcycle on top of some canyon and your being chased by a biker gang for whatever reason. You can ram them into the ravine, or maybe trick one of them to ram you, but then right as he gets close, you floor it and he accidentally crashes into his buddy's. It feels like there's more story involved, and you can use the environment around you to make more interesting choices. Rather than just, "You use 'attack'. oh you did 20 dmg... You used a 'special'. Oh it missed. You used 'attack'. Oh you did another 20 dmg."

Sorry,  just wanna say I'll be using stuff like the environment and story to make more engaging fights, thanks to "Fools Gold."

(1 edit)

Story Update:

Lets talk about LUCK! Of course we all know luck will be in the battle system, but this goes for the story too. The story will have moments where luck is involved. Think of it like "Dungeons & Dragons" when you roll the 20 sided dice to get the best outcome in a story. Ok I never played D&D before, but I kind of understand the concept of the 20 sided dice.

I guess to give you an example, lets say someone tried to punch you. If you want to kick them and rolled a 1. Then when you kick the person, not only does your kick do nothing to him, it hurts your leg instead. However if it was a 20. Then when you kick the person, he falls and hit's his head hard on the ground so hard it instantly knocks him out. Also, just like dungeons and dragons, I want to reward the player for creative thinking. In D&D, you can do aaaannnnyyythiiiing you want (technically), since you cant really deny any players request. So I plan to make a lot of things a possibility in this game. For example, lets say you encounter a locked door. Well other video games will tell you to find a key. You can choose that approach in my game, but you can also break the door. As long you roll a high number. Of course I don't wanna be too ambitious, so I might not have this feature in everything, but I'll try to implement it in as much as possible.

However to help me make it more balanced and also to give myself not such a headache when I put it in my game. I'll be using the "YES, AND.

What's a "YES, AND?"

This is a 3 minute video on the "YES, AND." I HIGHLY recommend you gave it a watch to understand what I'm gonna do with my game.

Much like he said in the video, it still can break the story. For example, right now I plan to have a side quest where you can explore a haunted mansion, and you can bypass all of it if you have a good roll.       T-T

But that's ok because I want people to have freedom. This helps make my game more about roleplaying, so the player can be encouraged to act exactly as their character. Much like what he said at 0:54, if you have a character that wants to do something, even if its outrageous, he can still (technically) do it, but it comes at a cost with the "YES, AND."

Weapons Update:

I know I said I would talk about the story more in these devlogs, but an idea came in my head. I'm thinking of adding a gun that gets more powerful the more you shoot a blank at yourself. So basically +2 damage every time you shoot yourself with a blank. It can be a good competition for the Double Barreled Shotgun on who's the strongest weapon. In my game there's 9 blank rounds and 1 live round. Meaning it has the chance to bump up to 18 damage! I'm thinking of nerfing it, but it's such a fun Idea.

Story Update:

I had a problem in the story. In the pacifist run, I realized that it would be a problem if you didnt kill anyone, but you would be mean to people. Since the ACT system in my game allows you to be a total a**hole, it can make people mean or evil. Of course this isn't pacifist worthy, so I will count the act of changing someone into being evil as killing someone. I mean, making people evil is way worse than killing them. After all, just like Jesus said "do not fear those who kill the body but cannot kill the soul. Rather fear him who can destroy both soul and body in hell." >:) >:) >:)

Will making people evil count towards the genocide ending? That's a good question... I don't now how to answer that. Either I will make a new ending or maybe just put it as a genocide ending, but I'm really not sure, I'll think about it. 

I'm getting better Ideas with the story. I cant wait to reveal some of the more important characters I haven't showed off yet. 

Also I'm debating on the cassette tape mechanic becoming a VHS tape mechanic. Does anyone remember the cassette tape mechanic? As of typing this, it was an update 13 days ago. For anyone who doesn't remember, these cassette tapes were something you can find to reveal more of the story. Anyways, I'm thinking of making it VHS tapes instead, for more visual parts. Now I still want to use "Tell don't show" so not all of it will have visuals, but it is something I'm thinking of.

Just a thought!

YEEEEEE, IM PROUD YOU MADE IT THIS FAR.

I'm imagining a fantasy scenario where Markiplier plays your game or something haha. I hope it gets popular, not because I'm simply excited for you, but because this game is so unique compared to most horror games.    :3

(1 edit)

I have an AMAZINGLY good humble bundle deal for some music. The deal is gone now but it was "HUMBLE BUNDLE Melodic Mayhem: Tier 3." It comes with amazing music including some horror music.

It cost 1,650$, but I got it for I believe only 20$. If you wanna know how I found it, then you should go watch "GamesFromScratch." He talks a lot about bundles that you can get for game development. He's really helped me a lot.

GamesFromScratch

Also I will be using some of the built in music in RPG Maker VX Ace for certain parts. I don't know if I'll change the battle theme, because I really like the one I have right now (AKA "Battle 8" and "Dungeon 9")

Battle 8: 

Dungeon 9: 

I would've made an update yesterday, but I was so tired when I went to make an update. 

Story Update:

I'm feeling more confident on what I should use for soft world building. I'm having an easier time understanding what to use for soft world building now... Ok there's still more I have to figure out, but it's been going better. 

Also I want to express that I wont use soft world building ALL the time. I plan to use some hard world building as well, but I'm trying my best to use more soft world building.

I recommend watching this video to see the difference between soft world building and hard world building. This guy will do a way better job on explaining it.

Story Update:

I've been writing some more stuff in the main story. It's been going good, despite a few bumps, haha. I'm still kind of wondering how my world building should be. Well... There is people to talk to, who can tell you why the world is the way it is, but I'm mainly talking about soft world building. I really like soft world building but I also debate on if I should add a hint of "Tell don't show." So I'm mainly debating on what parts should have it in.

This is especially a problem with "MT.Go"... Does anyone even remember that name? If you guys remember the lore, you would know that "Mt.Go" is the mountain with a talking carved face. He may not seem that special of a character, but he does indeed have a MAJOR role in the story. It's been hard figuring out what I should do since soft world building is kind of hard in certain areas, where I feel like there's no other way than to explain it right in front of the users face. 

(3 edits)

I'm sorry to hear that. I'm struggling with World building in a bit of areas of my game, haha. All I can say is maybe find some way to use soft world building. Maybe spread some symbolism around the house or spread some hints about how the world is outside the house? I don't quite understand it yet, but I'm learning it, and it's been pretty cool so far, haha. I'm sorry, I wish I could help more. I'm glad you mentioned world building because then it reminded me to make a devlog about that.

Story Update:

Ok, I'll be honest, I did not have a lot of time to make my game today or even these past three days (yes, including my birthday). I've been doing a lot of stuff so it's been kind of hard. All I can say is the way I'm having the story laid out is getting pretty good but Worldbuilding is getting a bit hard. I know that sounds kind of dumb for an RPG, but there's some areas that need to be fleshed out, that I'm not quite sure how to fix. However, I'm sure I'll figure it out, I'm learning how to use "soft world building."

If you don't know what that is, then watch the video below.

sorry for no post today. Today is my birthday so I’m taking the day off. I know I said I’ll try to make an engaging update, but somehow I forgot today was my birthday… I’m super incompetent.

See you guys tommorow 

Hey, just a question on my mind. What will you do when you complete "Reanimated?" Will you do a new project or make a sequel?

Story Update:

Ok so I have a pretty good idea for how I want to execute my neutral ending. I'll be taking a bit out of Undertale's book, where you get a talk from some of the characters, after you escape. There's a little more than that, but that's basically it. 

Also fixed up some parts with the "Opponents" character. I have an amazing lore for him, I think you guys will like the character a lot. He's essentially become the mascot for this game, haha. Sorry for such a short update, I don't have time to really talk, so I'll try to make a more engaging update tomorrow. 

If you have any questions about the story, please let me know.     :3

Story Update:

Lets talk about Pacifist route and Genocide route. 

Pacifist route Is technically the same as Undertale's. You have to pacify the main characters to complete the story, however in my game, you can choose who to pacify first. But I have a bit of a problem. In Undertale's pacifist route, you have to pacify EVERY ONE you meet, not killing a single soul. But in my game you can still get a pacifist ending, even if you kill some people. This is because I wasn't intending on adding a neutral route like Undertale. Now I realize I should've added it from the start. I guess I have to write some more for the main story T-T

The Genocide route is kind of like Undertale's, where you have to kill everyone. However I'm thinking of changing it. This is because mine might be a harder, considering the fact you don't encounter enemies randomly in my game. The only way you can go to a battle is by finding those enemies. So I have to think about how to fix that problem too X_X

I'll see what I can do, I have a lot of work ahead of me.

(2 edits)

Media Update:

I mainly have experience with the Clip Champ editor to edit videos, but it uhh... sucks, really, really bad. So I'm thinking about another editor. I'm thinking of getting Shotcut or Openshot.

Story Update:

I guess I might as well talk about when the side quest stories will be complete, since I don't have much to say today haha. Erm well, I'm not even sure how much side quest I want in the game. Well, I actually want 12 side quest, but I'm thinking of adding more. I know that sounds low, but it's because the side quest are kind of deep, also it's better than other games that have a lot of side quest, but are super boring. I'm debating on completing the side quest stories at around August - September. HOPEFULLY, I can stay true to that. Or even better, maybe I can finish them in July. 

I still have to think about if there's more I should add to the main story. Which might result in me canceling some side quest. However I'll try my best to add all 12 of them.

(1 edit)

Story Update:

So side quest will also be important for the main story (kind of). Basically every character, even ones you think may not have much in common with the main story, kind of do.

Ok, they don't have meaningful impact, but they know the main characters in the story and might have met them. This is where the ACT system and keywords come in to play, because you can talk to these side quest characters about their experience with the main characters, or at least what they know about them. This is also a great way to get info on some characters that you may want to figure out. Which is very unique compared to most NPC's you talk to in other RPG's where it feels like they have no input on the world around them. 

It's definitely a challenge to make a story for an open world game, but I think I did a pretty good job of doing it. The ACT system and keyword system really help for people to get info on the story without making it linear.

I wished I talked about this sooner as it was something I've already been implementing.

(1 edit)

Thanks for over 2,000 views :3

I'm glad people are still reading these.

Story Update:

I worked a bit on some of the main story and side quest. I'm feeling really good about where my game is standing......... It's getting really hard to make daily updates when I don't know what else to say. The thing is that I want to make my devlogs entertaining or informational, but that's hard to do everyday. >_<

I Wish I could say more than "Yay I finished some more stuff."

Overall thank you guys, it makes me happy to know that there's people rechecking this devlog. I believe yesterday had 1,957 views, then it bumped to 2,006 when I woke up today. I'll try my best to add another beta as soon as I can. Although I'm debating on what I should do for my beta since I don't want to reveal a lot.

Sorry for no post yesterday. I feel embarrassed when I say "I'm gonna update you all every day", and then I don't do it T-T.

Story Update:

I've (technically) finished the entire story... I don't know if I'll change it (again), since there's much I'm still doing besides the Main story. Also I'm still thinking about inputting that... erm... What should I call it? "Revival Mechanic?" It's what I was talking about in my last update. 

I guess I should explain the "Opponent" again. You can call him the Dealer I guess, but it's easier for me to call him Opponent because then I get confused with Buckshot roulette. I've already explained that I want him to be similar to Buckshot roulettes Dealer, however there is a lot of differences with them. The Dealer is basically some monster who SOMEHOW killed God himself and provides the player with a fair play challenge all just for some cash. A good villain representing addiction. While the Opponent is... Something. I did say I want him to represent addiction, but all I can say is I'm going to make him completely unknown. You wont know his intentions. He'll still be the tutorial and he will still battle you. However, you wont really know what this guy wants. Also I guess me calling him a guy, might not be true for the future of this game. Depending on your choices, he might be a male or female. Yeah, I'm going to create two versions of the character. I'm not doing it just because I think it'll be fun to have as a little detail, there's a special reason. I know that sounds dumb, but I really do have a good reason for it. I just wont say >:)

(1 edit)

Story Update:

Ok so I have this idea for a mechanic where every time you die, you get brought back to life. I know that sounds stupid since every game allows you to come back to life. You might say "just go back to your last save." However what I mean by "coming back to life" is there will be NPC's who react to your revival. 

There's a good reason for why you come back to life as well. You can use an item called a "revive syringe." you can use this to revive your partner and yourself. However you don't use the item on yourself if you want to revive yourself. Every time you die, a certain someone will revive you. 

I'm not sure If I'll do this but I also want some of the main characters to come back. For example if you kill someone important they might actively want to seek you out. Or maybe if a person who is part of a clan kills you, then when you come back to life and meet that person again, you'll notice that he's been promoted to a higher degree. Again, I'm not sure if I'll add this but I REALLY want to. I'll have to think about this a lot more before I implement it, because then I have to write some more for the main story.

ahh, ok.

not a bad game, did you make this for a jam?

haha, nice.

Unfortunately the Web version doesn't work. but it's fine as long as theres a download :3

Update:

I not sure if I should call this a graphic update, visual update, or... Whatever else. Basically I'm thinking of using a visual novel way of displaying characters when you talk to them. So basically showing a full body with facial expressions. Don't expect this to be in the game, it's just something I've been thinking of having. One thing I'm planning on doing is adding light effects. There's a plugin that gives you a flashlight when in certain dark areas. It also has the ability to give light effects in other areas too. This is perfect for my game since its part of the horror genre.

Story Update:

I'm thinking of getting rid of the vision mechanic. Just in case no one remembers, the vision mechanic was basically the same as Daniel from Amnesia: the Dark Descent, when he would remember something from his past. The only difference being that my vision mechanic would be a cut scene. Also I guess calling it a "mechanic" is kind of dumb since its not really a mechanic. Anyways... I'm replacing it with cassette tapes. These are items that would reveal some history of the people who live in the music box. The reason for this change is because I want players to choose whether they want to listen or not. Rather than being forced to, like the vision mechanic. This also provides more imagination since there's no visuals, which helps with... "Tell don't Show." Sorry that this idea keeps getting brought up, haha. Also I want to clarify that there will still be animated cutscenes, (especially with some side quest) but there wont be too much cutscenes, that's it.

Story Update:

Ok, I'm finished with the endings. Who knows if I rewrite the main story again which involves more endings though lol. That's honestly my experience with writing choose your own adventures. It's where I plan for a small amount of endings, but it always ends up being more due to some consequences. There's still technically 6 endings, its just that there's some endings that are similar to other endings, which basically means that there's more... Yeah.

Sorry very short update, but I'll see what I can produce tomorrow.

Media Update:

Hey! didnt expect a weird update like this right? I've been thinking of using a YT channel for updates and also as a way to advertise my game. Of course this wont replace the devlogs I have on Itch.io. Also I shouldn't expect my game to be popular just by advertising it, it takes time to be popular or at least have some sort of following. Really I'm kind of hoping for 1000 downloads. But really, even if 1 person plays my game, I'm happy.

So basically, YT videos will be for more long, edited visually interesting updates while Itch.io updates will be about my daily thought or daily progress. This is what the developer of rain world said. He basically said post an update of your game to your audience everyday, even if it's little. 

Anyways, I'm just doing YT because that's what makes me feel more comfortable. I might do Instagram, but my Instagram channel is kind of miscellaneous content for anyone who randomly finds it and enjoys it. 

Story Update:

Ok, I rewritten some things again in my main story because some of narrative branches were kind of short, basic, and boring. I said I planned for a total of 6 endings, however technically there's more endings.

I getting more confident with the Main story since I rewrote some stuff to my liking. Still have to focus on some of the unfinished parts of the story though. 

(1 edit)

Will you be opening a YT channel? I'm considering doing that as well.

Also no offense but I thought you were going to explain the bunny gal in the next devlog? Unless you decided to make her more of a mystery which I perfectly understand.

Story Update:

I think it would be interesting to explain my cutscenes. I know this may sound like a weird thing to talk about but I feel like it would be important, so that people would get the mood that I want to give. 

I kind of want the cutscenes to be like how a lot of YT creators make analog horror. NOW, I'm going to try my best to avoid using analog horror clichés, as I know a lot of people find those annoying. However I do want to use S.A.M. voice for characters.

S.A.M. voice generator

Not only because I feel like its uncanny which gives it the creepyness factor to it, but because I feel like it fits the mood that this world is unnatural. It's also a great way for my poor peasant self to have some different voices without voice actors. T_T

Also I might do what some analog horror does where they have portraits of a character and then have some text to display what they're saying. However I don't want to do it like what every other analog horror does, where they just use it to convey info to the audience for the next part of the segment. I want to use it for imagination. Since there's not a lot of visuals with just showing portraits, I think this will be a great way for "Tell don't Show" where the characters will have to describe something for the audience to use their imagination. I want to remind everyone that I wont do this for every cutscene. After all I would like to use some cell animation for cutscenes.

To give a better example of how I want my cut scenes to be, would be this video.

I know it's kind of weird that I put a Delta rune fan made video in here as my inspiration, but seriously this is how I want my cutscenes to be. I suggest watching it. the way the S.A.M. voice gets deeper the more a scene becomes darker is so excellent, and the way he ported the Deltarune music in scenes that fit the most is so good. I don't know why, but this video really inspired me to make the cutscenes this way. 
(1 edit)

Story Update:

I plan to add some stealth mechanics into my game. This will be for both side and main stories. I'll be using the disguises mechanic from Hitman. Also I plan to use the ACT system for stealth in some way to smooth talk your way through something or to get someone to do something specific for you.  I think this can be great for building a characters story and roleplaying.

As of right now there is many places you can use stealth in. Like a Prison, Castle, Mansion, etc.

Now lets talk about Show don't Tell vs Tell don't Show.

A lot of people say "Show don't Tell" is always better than "Tell don't Show." However that's not true, in some ways "Tell don't Show" can be better. One advantage of "Tell don't Show", is Imagination. For my game that mainly uses visuals, this is really good for me. I wanna use Imagination so the player can fill in all the details themselves. It's also great for horror too. I can imagine a voice tape a player found and then the voice in the tape describes some horrors that happened in the area they're in. Or I can imagine a player talking to an NPC about the world around them and they might give some grave details about how the world works. 

Of course I will be using "Show don't Tell" in some areas. For example my vision mechanic (if anyone even remembers that) will be great with "Show don't Tell." 

Overall, it really bothers me when people think "Show don't Tell" is better. Really both of them have their advantages and disadvantages. 

Story Update:

A recent talk about my main story made me think back to some of the stuff I wrote for it. I wonder, "should I have wrote this differently?" This is a very common thing with me. It's where I write something I think is cool, but then second thoughts come in. Basically I'm having a problem deciding on how long my main story is. As you know it has a lot of branching paths for being an interactive story. So all branching paths have different lengths, and that's throwing my mind for a loop, because I cant decide on if I should make some longer or shorter. I'm still planning to achieve 6 endings, but I've been thinking if I should reduce some branches of their length or increase it. Of course I'll keep in mind to not be too ambitious. 

I also rewrote some things on the pacifism route because I looked back on it to see that it was kind of boring and hard to get the ending. I fixed it now.

Item Update:

Sorry just felt the need to say i should change the gift box to "give and item or not." That'll make it way more tense and balanced. 

sorry update will be tomorrow. I hate delaying devlog  post, as I’ve been doing that more frequently it seems like due to unfortunate circumstances 0_o


First scorespace, wedding, being sick, etc. WHAT ELSE. hate doing this to you guys but hopefully I’ll have one tommorow. :)

Item Ideas:

I know I said I wasn't gonna talk about items and instead more about story. But these ideas popped into my head. 

Pad Lock: This is technically an Echo fighter for handcuffs lol. Or should I say, Echo Item? Can I coin that term? Basically its locks your items, but you can use your items after any opponent has shot you with 2 blanks.

Gift Box: Gives you a random item. Could be either good or AMAZING. I'll have to balance this item out with money cost haha.

Story Update: 

I would like to discuss some lore of my world that i have completed for the story, but not too much to where it would break. 

#1

Depending on your choices, You will find a thing called a wish stone. No one really know where it came from, but it's a stone that everyone wants. However, everyone is too scared to catch it. Why? Because it's being guarded in a castle by a...





Ķ̴̨̨̢̛̜̘̼̣̜̺͉̹̲̻̻͈̟̫̺͉̻̙̟͕͙͍̺̋͊̐̌̆̓̓̆̃́̌̈̽̿͐̈́̔̅̀̃͒̓͌̒͘͘͘͝͝i̸̛̛̫̙̥̪̱̫̭̠̳͓̮͉̹̻̻͔̳͈͈̺͚̩̖̇́͛̑͒͒̒̈́͛͊̀͆̈́͛̈́̎̆̔̔̍̉̓͛̽̂̎͑̊͗͋͊̀͌̈́͆̈́͐̉̒̒̄̿͐̚̚͘͘̕̚͝͝͝n̷̨̨̡̨̢̡̧̡͓̟̥̗̦͎̘͚͉̹͚̳̞͈͚̲̥͓̰̬͖̙̦͉͍̜͉̮̟͎̠̟̰̥̯̜̻̹̜͚̫̹̙̞͈̙̭̤̤̤̖̝̟͖̫͖̮̲̪̟̘̻͎̟̗͕̳͎͕̫̩̫͉̮̰̙͖̳͓͓͕̣̠̼̖͛͐͋͗̈́͂̑̂̉̀̾̽̀̉̄̈́̌̃̽͆̓̐̌̀̆̈͋̎́̀̃͗͌͑͊͂̉̈͊͗͗̔͋͆͆̾̀̎̐̽͛̇̅͋̽̀̋̍͆͒̽̉͗̈́̐̈̌̕͘̚͜͜͝͝͝͠ͅͅģ̵̧̡̡̢̧̡̧̛̛͚̣͉͎̼̫͚̬̦̜̤̺͉̲̲̭̹̝̺͉̹̭͖̼̳̙͈̭̮̻̻̩̬̫̟͍̖̦̜͈͇͈̣͚͍̻͎̹͉̲͍͓̪͕̠̇̈́̑̋̌͛͛̽̔̔͒̓̋͛͒̈́̉͑̄͂͊̒̅̏̊̇͑̅̓̂͗͆̐̃̃̆̂̈́͒̑̏̐̆̅͋͑̋͋̍̄͌̐̏̋̾̉̅̊̂͛̓̏̈́͛́̇̚̚̕͘̕͝͝͠͝

      ̷̡̨̨̜̮̱̜̰̯̘̻̯̠͙̰̙͈͈͈̪̖̼̤̰̪̤̦͎͎̟͇̮͍͉̰̠̹̫͍͎̻͓͙̍͗͌̄̄̃̃͛͆̉͊̂̏̏̎͗͋̉̈́̒́̇̈́̑́̑̒̓̑́͋̾͆̾̋͘͘͜͜͜͝  ̴̡̨̫͕͙̯̭̰̝͈̥̲͓̎͌͋̈́͆͛͗̇̌̎͂̿̂̎͐̈́̆͋̿͋͌͌̍̔̌̎͛̏̔͋͗̑̚͝

                   





The wish stone used to be heavily guarded with a lot of people, but due to some unfortunate circumstances, everyone tried to get the wish stone. But their lives didn't last long. 

I t   w o u l d  h a v e  b e e n  b e t t e r  f o r  t h e m  t o  k i l l  t h e m s e l v e s  t h e n  t o  e x p e r i e n c e  t h e  h o r r o r   I n  t h e  c a s t l e. 

#2

A house owned by a man named Ruvy has been pretty much the talk of south side. It's been noted for the weird and creepy sounds that come from it. Someone even heard a scream from the house. If you choose to break in you can go down in the basement and find 4 cells and some deformed dead body strapped to a chair. These four cells have some interesting history. Three of the other cells have a bunch of deformed dead bodies as well, but the fourth is differentThere's some thing in that cell. It has unintelligible speech, and constantly laughs. However what's scarier is the words "experiments failed" written with chalk on the wall and below it is a bunch tally marks counting up to 100.


Ok now to be honest, there's more stories I would like to talk about, but I wanna keep the rest hidden... for now.

(1 edit)

Yeah im kind of feeling better today

1. Yes I am. However I have been thinking of getting help. The only problem is that I might have to pay up, but there's some people I think may wanna help.

2.Unfortunately, Vx Ace does not support high res sprites so the battle backs and cutscenes will have the crayon art style.

3. To be honest I'm debating on 3/20/2026 to be the deadline. But honestly it's best to announce a deadline when I'm 80% done with the game. Also I'm considering shrinking some parts of the game more just to get a better deadline because I'm not sure if i can even handle 2 years. Sometimes I accidentally forget to not be too ambitious, which result in me saying to myself "Oh yeah, maybe I shouldn't add that because that's too much work." I'll see what I can do about the deadline, I'll have to debate on what I truly want for my game.

4. Erm, yes... for 3 branches of my story. I'm gonna see if i can finish the other 3 branches to finish off 6 endings. 

EDIT: I forgot to mention that there's endings for both pacifist and genocide routes but those stories are already completed.

5. Well I cant really count that far since I don't really remember. But lets just say umm... 2 - 3 years? I honestly read a lot about game design and stuff, and I try to implement them in my games (although a lot of my games are short and were apart of game jams so they werent implemented the best). I also have learned a lot when using Godot.

If you would like to look at what I used to learn game development, here's some links to some YT channels and books.

Sam teaches Godot : This ones outdated for Godot (also not that important considering I'm making an RPG Maker game) but it did help a lot in making me understand it.

Design Doc : He's help with my thoughts on game design.

D4 : He has specific details on designing video game content.

Mathew Emmet : You know this one already lol.

Toasty's Beginner Tips : He's helped with RPG Maker the most. He's not a game design channel but I linked a playlist of of his beginner tips.

sorry no post today, I have a fever, I’ll see if I’ll be better tomorrow