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Bequest De Cendres Studios

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A member registered Jan 26, 2019 · View creator page →

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You need to install Ruby, either by using the Ruby installer on windows. Or with the package manager on Linux. Then type: ruby game.rb

That should take care of it. The idea is you find a flashlight that would temporarily light up the room.

Do snapshots of the terminal count as screenshots?

I'm somewhat figured out how to implement enemy learning behaviours, but there seems to be some sort of inherent unknowability about what a player does that makes it difficult to properly implement the ability to narrow down search results from random purely by using multi-dimensional dictionaries and arrays, which pretty much means having to use classical Not based constraints.

I went with uploading the screenshots into the game folder. :D

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Edit: This palette is intended specifically for my games, and is not intended for any other purpose.

This will be discussing the color palette, as I'll be aiming for somewhere between Sega-Genesis and Sega-Saturn for the full palette, then break this color palette down into sections of about six monochromatic ramps.

Yuemoire will specifically used this color palette:


These are the twin sisters that will be recurring motifs in the series, with Yume being the rebellious younger sister of Sume, whose name is in reference to Sumi-E calligraphy. Yume advocates for the working class, and starts a resistance movement against the Kimigayo, whom engages in military experiments to turn towns folk into bear-men. Sumi continues to be loyal to the Kimigayo, until eventually changing her mind, and fighting to find her sister lost in the Bear-Men caves.

Much of the historical lore will revolve around the dynamic between this twin sister. It can also be used as an allegory for the way the Lunar Phases the moon work: New Moon and Full Moon. With the New Moon being the most secretive and dangerous time to be out traveling the isometric maps.

Please discuss aspects about the personal demon metric here. Personal Demon Metric serves as a way for players to gradually lose control over the MC, such that they gradually shift into berserk status. The long term goal of this mechanic is to be integrated int into the Gribatomaton system, with the player gradually losing control over Mr. Chirbu. Note that after a period of time, the pet spider will regain control of its sense and return to normal peaceful mechanics.

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Encyclopedia mechanics are broken down into the following:

Encyclopedia

Where you can look up specific words and definitions. This will be the bulk of what the player will use in game.

Experimental

Grammar Generator - This procedural generated grammars for different sections of the game world, that derive from the original constructed language. More on that language can be found here:

Word generation - This will be for generated new words in this bleeding edge procedural language system.

Translate - I'm working on a translation script to aid developers in programming procedural generated dialogue.

Telephone Predictor - This be used to predict linguistic drift, so programmers can anticipate how language changes over there time derived from the common mother language.

Laboratory - This overlaps with language development, specifically for creating new colors that can be described in this fantasy language.

Required For Participation

Participants must be fine with languages other than English, and the concept of constructed languages more generally. And being dismissal of fantasy language and concepts wont be tolerated in these spaces.

Note that participants in this forum are expected to not use Generative AI or LLMs when contributing source code, or proposing changes to game play mechanics.

There is a difference between expert systems / chat bots, and what has been rebranded as AI, but as someone whom has been in the AGI field, I know precisely what the differences are, so you're not fooling anyone by obfuscating the conversation about what that is. There are places you can learn about the difference between Rules-Based Systems and LLM-Based Systems.

By this same token, posts that disparage people whom use drawing-tablets, or reverse encourage people not to draw traditionally, will be immediately removed. This forum is intended for adult discussions, not harassment and hate-speech targeted at minorities whom develop software.

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After the year 2045, Japanese language loyalists and French language loyalists clashed over territories that had either Nihongo or Francais as the language of prestige. Over time, even after the horrors of civil engagement receding into distant memory, one of the many compromises was having to learn both Japanese and French. Originally the two language were meant to be separate, but over time memory techniques for remembering the difference between French and Japanese words came about to have them keep straight what was Francais and what was Nihongo.

There are sections of this world where it's still common to here cross-over dialects, similar to the way Alsatian German differs slightly from Deutch. Eventually there came to be special word classes specifically for words that act as hybrid compound words, and taking on a slightly different meaning from mainland French or Japanese. There also came to be additional word classes whose main purpose is leveraging entire squads and units in an efficient manner.

Yumemoire, the title, specifically refers to "dream-fabric", an ambiguous state between being awake and dreaming, where it's not clear what is real and what it not, and traveling using a dream-fabric to different gothic landscapes. This is the ambiguous dream like world I will be basing these language learning games.

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This thread will be used for discussing color coded chemistry for synthesizing treatments for zombie conditions that the MC has inflicted about them over the course of the game. Note that this game play mechanic is currently  work in progress. Do not poke the bear though, by saying this doesn't need to be a Roguelike, for discussions about why this isn't a Roguelike, see this topic: What Is An LRPS, or RPS-Like

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Proto

Peacetime Personal

Personal pronouns are the pronouns one refers to oneself.

Je - I
Vous - You all
Tu - You
Nous - We
Il - He
Ils - Him
Elle - She
Elles - Her

War Personal

These are war pronouns, and used only during the civil war between French and Japanese factional American colonial North American militaries to speed up unit navigation. Iyesuniyo and Eyesaniyo came to refer to those which belonged to Iyeniyo or Eyesaniyo. Therefore they came into disuse.

Nousil - He plural
Nousils - Him plural ( perjorative )
Nouselle - She plural
Nouselles - Her plural ( perjorative )

Modern Pronouns

Peacetime Personal

Personal pronouns are the pronouns one refers to oneself.

Je - I
Vous - You all
Tu - You
Nous - We
Il - He
Ils - Him
Elle - She
Elles - Her

War Personal

These are war pronouns, and used only during the civil war between French and Japanese factional American colonial North American militaries to speed up unit navigation. Iyesuniyo and Eyesaniyo came to refer to those which belonged to Iyeniyo or Eyesaniyo. Therefore they came into disuse.

Nousil - He plural
Nousils - Him plural ( perjorative )
Nouselle - She plural
Nouselles - Her plural ( perjorative )

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Proto Ahuzacos

Word have their default gender but also the gender changes based on the gender of the speaker except when plural.

Le - the masculine
La - the feminine
Les - the plural
Un - a masculine
Une - a feminine

Modern Ahuzacos

Word have their default gender but also the gender changes based on the gender of the speaker except when plural.

French Word Genders

Le - The ( masculine )
La - The ( Feminine )
Les - The ( Plural )
Un - A
Une - An
Des - Some

Japanese Creole Word Genders

Natural Japanese does not have word genders, or are used differently. Therefore for loan words I've developed a new gender system for using with Japanese vocabulary.

Anu - The ( masculine )
Ana - The ( feminine )
Anos - The ( plural )
Tu - A
Ta - An
Tos - Some

German Word Genders

These word genders are primarily used for King's German and Alsatian vocabulary.

Der - The ( masculine )
Die - The ( feminine )
Das - The ( plural )
a - A
ein - An

Hybrid Word Genders

Lanu - The ( masculine )
Lana - The ( feminine )
Lanos - The ( plural )
Tun - A
Tan - An
Deso - It / Some

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You see this map design here? This shit is set in stone, and participating in this forum implies acknowledging this is the direction this game will go, and arguing about it means violation of my forum rules,

I have specific reasons for implementing my map this way, even if you're not familiar with the reasoning behind it. I don't have to specifically tell you why I make a map a certain way.

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Guriddobesu Otomaton - Grid-Based Autonomous Player Assistant - [ Gribatomaton ] Can be thought of as the reverse of Adaptive Enemy Mechanics, that serves to balance out the difficulty curve, but allowing the Spiderpig to defend the player. With a periodic chance of turning the player into a zombie, which functions as an entirely seperate game loop with places zombies can go normal players cannot.

This Gribatomaton, also known as Chirbu, functions as the main weapons mechanics that levels up rather than the player. And the player would do chores for townsfolks to help maintain the upkeep of their service spiders.

Adaptive Mechanics

To understand adaptive mechanics, note that in traditional programming, there is procedural mechanics that follow a certain formula. There is also random mechanics, that simply generates a layout at random. Adaptive mechanics combines aspects of procedural and random by comparing previous monster behaviors to current monster patterns, and allowing Mr. Chirbu to learn about enemy behaviours over time, and make them less likely to confuse you for the enemy.

This is the mechanics that most often gets confused for Monster Hunter games, rather than the language learning components. Note that conflating this with AI will be treated as a form of thread derailment and concern trolling. As I've already mentioned my stance on Ai and AGI: Stance On AI

Yumemoire uses a 4D hypercube as a minimap for traversing different 3D realities, rather than being specifically a 3.5D game. Normal game navigation is standard 2D RPG navigation. I will give me information as I flesh out this feature.

Digital Ceramic is an euphemism for the way things in 3D reality is recorded for historical preservation in the formed of digital versions, similar to the way digital museums preserve information about the ancient world, and the information that angels / aliens in the game world can learn about us humans.

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Here you can ask questions about the Kumbatto De Les Goules, and the ancient burial tomb that the player must eventually face in order to defeat this hyper-dimensional bear-man, including its origins and other lore.

Tombakashi - This is a hybrid word that blends Tombe and Akashi, specifically denoting the burial practice of paying respects to Kumabatto, a warrior king that got consumed by the nightmares of dreams, and become something that even werebears / bear-men fear to venture and tread. This differs from traditional were bear mythology.

Les Kumabatto Des Les Ghoules - Translates to Bear-Bat Of Ghoules, can be thought of as the Bear-Man equivalent to Vampires, but carries with it its own connotation; such creatures can also be appeased by selling your soul to the Kumabatto. and also by protecting it while it is in its human silhouette form. These are undead creatures that come back for revenge against were bears that slew them in battle.

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Here you can ask questions about the Ahuzacos language, and how it relates back to Francais and Nihongo. Note that grammar elements are set in stone, and I'm not interesting adding additional word classes, as I already have to many to account for French, Japanese, and German loan words. There is already a neutral word class.

Participation implies your understanding that Ahuzacos is not Portguese, Spanish, or Italian. And insisting it is is seen as trying to obfuscating the differences between Ahuzacos, Spanish, and Portuguese.

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Edit: This lunar calender is intended specifically for my games, and is not intended for any other purpose.

The Lunar Calendar is a seven phase cycle paired down from a more realistic model. All game loops are sub routines to the main lunar cycle mechanics. The player can  become temporarily weaker or stronger depending on what phase of the moon it is. As a general rule, New Moon is where the player is weakest, and Full Moon where the player is strongest. I am currently working on how such lunar cycles effect the strength of monsters as well.

Note that questions must pertain specifically to Lunar Calender mechanics. This includes monster taming, and how tamed monsters behaviors change with the lunar cycle.

Title

Yumemoire

Literary Genre
Gothic Science Fiction / Dreampunk

Game Genre: Varies
* Interactive Fiction / Roguelite ( Prototyping )
* Visual Novel / Active Time Strategy / Adult Language Learning

Target Audience:
Fans of Shadow Hearts and Grandia.

Cross Over Potential:
Dark Cloud and Kingdom Hearts, weirdly RPG Maker.

Unique Selling Point
Gothic Atmosphere with Pet Farming and Language Learning

Language Learning
Meant to help with learning French and Japanese for gamedev students working in French and Japanese speaking companies.

DESIGN
Whom you play as: You play as a mad scientist in a old laboratory exploring the ruins of old settlement, including Japanese Dojos and French fortresses. Some of these involve interacting with townsfolk to do chores that will pay money to help raise your spider pet, for which you upgrade rather than conventional leveling and grinding.

Every now and then you'll also be turned into a zombie, from which you will need to collects and cursed currency in order to maintain zombie versions of your default spider pig pet. This means that there is no traditional death in this game, rather different flow challenging based on whether you are currently human or zombie. With the ability to either self-cremate or consume your own flesh to maintain your current zombie state, which can make it harder to become human again.

Intended Feeling: The player, rather than traditional fear, is suppose to be something closer to anxiety and isolation, taking inspiration from games like Shadow Hearts and Silent Hill.

Style
Right now the current style is ASCII or text-based graphics, while I learn how to develop the systems for a game. Although eventually I'm wanting to switch to a darker anime and manga look, but with inspiration from Gothic fiction like Mary Shelly's Frankenstein. This includes backgrounds done in a Gouache like style that blends Oil painting and traditional Gouache.

I'm wanting to pursue a limited color palette, but in the film making sense. The majority of the game will be cyanotype or sepia tone type monochromatic, with important people or key objects in a blood red, lime green, dark blue indigo. I prefer cinematic captions over traditional graphic novel captioning.

Software Used
Currently Ruby, XML, Prolog, and other things to build the main engine. But eventually for the tiles version, I may switch to using Gosu or Renpy.
Weighing the potential for retro game development at a later point, specifically for Dreamcast and maybe Super Famicom.

DEVELOPING
"Smart" Dungeon Generation that goes beyond Procedural.
Extending the basic Rock-Paper-Scissors mechanics.
Fleshing out hangman into its own detail system.

Background Context: I was blue posting about why I've wanting to explore games that have a more complex day and night cycle based around a Lunar Calender. The idea is that the difficult of the game should be determined dynamic between phases of the moon, rather than purely based on how hard the monsters / mobs are.


WHAT IS AN LRPS

The basic game mechanics revolves around Rock-Paper-Scissors.

Using an HP system, player stats are determined by what lunar phase it is mod 7.

Additions system are developed that complement the main game mechanics.

Rather than traditional perma-death, you go into negative HP and switch to zombie mode. This an entirely separate game loop mirrors the main Rock-Paper-Scissors mechanics, that requires you to heal in order to finally die a real death, and have the option of either self-cremating or consuming your own flesh to maintain zombie status.


WHAT IS LRPS Not?

RPS-Likes are not text adventures, and they're not roguelikes. It's an entirely different type of game mechanics based on having three main intransitive states.

Perma-Consequence can either be present or not be present, and while a nice feature or not, procedural content generation are not a required feature of RPS-Likes.

Think of it like RPS+, that includes simple RPG mechanics like monster taming and smarter enemies that track player movements over time.


Reason For Post

My reason for this post is I keep running into people trying to shove Roguelikes down my throat, even though this has been my intention when it comes to game development on my main project. RPS-Likes are an entirely different thing from Roguelikes.

I considered this a semi-success because of the way I tend to program: Almost all games I do tend to be largely complete, then I'll have a bunch of add ons ( you could think of them like mini-games ), but that would have beyond the scope of this particular Jam. I wasn't sure whether to submit it or not as it uses a Text Adventure like interface for communicating the main roguelike elements of Procedural Content Generation and Permadeath.

I'm in fact phasing out traditional permadeath in my main series.

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How do we handle screenshots if its a command line game? Part of the game concept is only having images available once your get a flashlight.

Edit: Ok figured it out, it was a hard call to determine if its incomplete or complete do to the way I program. I'll go more into that in devlogs.

For now this will functions as the official Yumemoire forums. Please bare with me while I come up with some simple guidelines for engaging with this page.

I've heard of one event that has games be under 50KB, does the same restriction apply here? For most stuff I do, outside of this event, my stuff rarely exceeds 8GB, and that's just do to quality of life and add ons.

I do text based graphics, so the file size never gets super big.


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TITLE
Sparks Of Contamination

Genre
Roguelike / RPS-Like

Description
You are a part of a clean up crew to remove filth left over by zombies, but one zombie is more intelligent than is expecting. You have thirty days to clean up the mansion. If you become fully contaminated, its game over.

Gameplay
Bludgeon - This requires the presence of a mechanical hammer. Find tools.
Scoop    - This requires the presence of a machanical shovel. Find tools.
Strangle - Requires you to take off your shirt to get down and dirty. Find tools.
Light    - This requires the presence of a flashlight, presents randomized rooms.

Glossary
Because this game uses a fantasy language for procedural generated monster names, this comes with a glossary.

The grammar order is word-class, element name, and an adjective.


Current Progress

I'm still uncertain whether I'm going to include any dialogue, as mainly I'm creating a clean up crew style game.

Day 1

Mainly focus on refining item search mechanics.

Before you play

You'll need a Ruby runtime library with at least version 3.2.0. That should be the only dependency.

I definitely want to keep track of this as a text adventure fan.

Well that clarifies the question on whether you can have sound in your roguelikes.

Historically I've tended to do visual novels, but from time to time I get directed to roguelike stuff.

Also this might seem silly, but are participants still able to continue developing after the event is over?

The map preview on this page isn't showing up. Also Itch seems to be showing ads now.

Is there any prior precedent for games that blend romance with educational experience in an adventure game context? The context I'm specifically thinking is in games where the intended experience is a bit like language learning, or learning about chemical structure of atoms. But wrapped around a Girl's Love type romance?

There is plenty of educational games, and Girl's Love. But I'm not sure if Educational Romance games is even a thing.

I need to change my avatar to something better.;/

Anyway been moving my art and webcomic talks over to peertube: https://video.ploud.jp/video-channels/mytalkshow/videos

My other channels I post music I did in Musescore themed around my setting I will be fleshing out over time.

Absolutely, I still want to do a 2.5D series set in a hybrid of Cyberpunk and Magical Realism.