Just a note to say I adore your games and this update has prompted me to play again. We've done multiple streams where we analyze the artwork because it really stands out as one of the best looking games out there.
ANTI-SIT Games
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To be clear though, I think everything I say above would be inappropriate in tech-themed games like Artificial Nexus (Or Coffeedrip Studio's Esper X Guide.) where the whole theme is that you're battling against an indifferent computer system. In those cases, it's thematically consistent that the player's entries are somewhat colder.
I'm also aware of examples in Noir where a serious decision 'pops up' in a way that feels inappropriately cheerful!!! Argh!
I suppose that all I mean by the post is that this whole area of screens entering/ leaving in RenPy is a design space that I really appreciate seeing people play with (Although I admit I might be crazy.)
https://antisit-games.itch.io/noir-in-hong-kong-beta-build
Hey all. Visual novel made on Renpy that does some pretty cool stuff. New chapters will be added so keep an eye on it.
It's all about collecting contradictions and using them to confront suspects. It gets wild.
Mein Gott, that Victoria theme goes hard! I'm invested in the story and the characters and I'm very sure that something bad will happen to the characters whose stress I neglect... but whenever I'm given the choice I basically auto-click on Victoria because the music gives me such a rush!
I'd say that a lot of the soundtrack does really well - especially in the prologue - but there's one track that I find quite irksome to my ear, it's got kind of a square piano sequence to it - Might be something I'd feel less negatively about it I heard it less frequently (And also I'm always in a groove with the Victoria theme and sad to hear it end.)
Ah, I've just got to the bit where Lily finally enters the picture... that's such a deep hook! I'm completely engrossed! Such wonderful storytelling!
And then THAT theme. I'm so sold on this! I'm putty in your hands.
I spent a while attempting to model humans on Blender but now I just use Mixamo. It automatically rigs models and you can export a bunch of animations. It's really easy. You can find a free anatomically-correct model on Turbosquid, rig via Mixamo and export the animations as FBX and that covers all my needs, really.
i don't think that you're doing anything wrong. The vast majority of game developers (and authors, musicians, artists etc) are in the exact same situation and I'm actually quite jealous of you having this experience at a young age. Many much older people are still trying to grapple with these things and although many people offer easy answers, it's all very chaotic.
The thing I'd say is to branch out in whatever ways you're comfortable doing so. Community building is a skill set of its own and it's unfortunately very distinct from the skill set of game development. Actions that could take five minutes your end might be enough to reach people and your post is already a good start.
For my part, I first went out trying to make the numbers go up but I've realized that I'm far more satisfied by meeting individual people who I get along with and can have great conversations with. I think in the long run, that's better motivation to me.
I'm rambling, but I think it's an important thing: find a mindset of networking that you can do that feels natural and the numbers will take care of themselves (or will stop mattering)
