Thanks much! I appreciate your enthusiasm and interest in my story..!!
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Aah, thanks so much for your comment! Honestly, I'm excited as well- I hope to meet expectations!
Translating the actual DR 'shoot down contradictions' mechanic to the heavily text-based ren'py will be tricky for sure, but I have an idea that might meet in the middle as well as keep some individuality in my approach! I admit I am cutting the anagram and other odd court features that don't particularly lend themselves to the actual discussion since I don't have the resources or interest in replicating those things.
That technical rambling aside, I'm thrilled that you enjoyed this bite-sized look into the game! I'm definitely motivated by your excitement and encouragement to get more content out! & I'm especially thrilled that the funyarinpa is getting so much love...!
Thank you so much for enjoying it!! You're right on the money- I'm extremely pleased that the Clue mansion + unique DR setting vibe reads! Thanks for liking the characters too- their silliness is the most fun aspect of this project!
I'm also super happy to have sparked some inspiration and I hope you can feel confident enough to put your own idea out to the world as well! For me it was just a matter of replaying the old games several times and simply just wanting more of this kind of thing in the world. Whatever your reason, keep it close to your heart to carry you through to fruition!
Stay tuned in for future installments- I'm glad to say that the entire story has been fully outlined, so now it's just a matter of writing all the little in-between stuff. :D
Thanks again ⭐
(I'm so glad the funyarinpa made it, haha. I'm trying to insert nods to my favorite games since they inspire me so much!)
I'm really glad you enjoyed the experience, and thank you so much for the feedback!!
Ah, about the inventory- I truly didn't have the time or programming capacity to implement that feature so in context of the game the key is just sitting there, waiting to be used when needed, haha. However, at that point the notebook with a number lock in the desk drawer should have revealed itself and from there you look for something with a four-digit number, which is the flip clock (which was illustrated by... 4 lines in a rectangle).
I thought that since the key progression items (key, flip clock, drawer) were close to each other, that would carry the player toward the end. In retrospect I should have made the clock a little more recognizable and that's my bad.
But again I'm thrilled you found the game to be enjoyable in all it's simple glory! I'm really glad the overall tone reads well and that the investigation scene works as intended! Thank you for playing!
Aah, yeah I think once you get into one of those games, you have to get into all the subsequent similar ones, haha.
Ghost Trick is severely underrepresented in this day and age..! People like us need to keep it in our hearts for the future.
Thanks for visiting, I hope you can find some enjoyment from it! & I'll be checking out Pinkmatch when I'm available... it looks stellar!
I've returned with lots to talk about! To start I have a retroactive devlog AND...
... a spreadsheet!
I kept a log of my time spent working on the game for my own curiosity and I think it's also an interesting thing to share -if you're into this kind of dry thing?
Like I mentioned before, the story has existed for quite some time. In fact, it's been sitting and stewing since 2015?!
If I didn't have a small self-contained story that I never got around to doing anything with.. well, let's just say development really wouldn't have gone anywhere period. I can't say I'm particularly a strong writer so doing a VN stressed me out on that front.
So, what's the deal with the spreadsheet, you ask?
As you can see, I've noted time spent, the day duration, overall duration and notes. The notes contain what aspect of the game I worked on, as well as any information I had to research in attempting the point-and-click concept. However, the most compelling thing I get from the spreadsheet isn't all those numbers and text.
I only spent 14 hours on the game. Over an allotted 360 hours, I was active ~4% of the time.
That isn't a boast by any means- in fact, I despise that I wasn't able to spend more time on my game. I was scheduled at my day job 7 days in a row, with the first 7 days of the game jam I was slowly deteriorating, away from home while my game sat unrealized until I made movement on the 12th. Anime Expo 2019, huh? Loved to have gone. Why my game is so short, why I stuck with pixel visuals composed of 3 values, why I went and researched an existing vein of point-and-click code and re-purposed it for my limited use was all because I had 3 layers of time constraint on me- the game jam's imposed time limit, my work schedule, and taking care of my human body and brain.
I suppose it was just unfortunate timing for me, but it is what it is.
- - -
Regarding the actual game development process... well, it's pretty straightforward I would say?
- Write a script, plan out items to interact with, end on a scary, cliffhanger note.
- Copy paste the script into code, spiff it up with appropriate scene transitions, and add screen animation pizzazz to taste.
For the writing, I got the hard part out of the way which was the apartment room 'escape'.
There's 9 interactions in the apartment room. I initially planned to add a multi-tool as a red herring, documents written in Japanese (for some flavor text gleaning random multilingual information about Jasmine), and an alternative means of progressing the story that involved the light switch next to the door. For the sake of linearity, I just stuck with a single path 'puzzle'. Notice the desk drawer is locked, get the small key, find a notebook with a number lock and look for something with four digits. The clock face being the right combo is intended though- it's all part of the expanded story I have sitting and stewing once again.
After that, I wrote the scenes before and after the room escape as I would a typical story.
I played each game and felt an instant connection with the simplicity, especially of the latter. After googling and reading the same renpy 'Screens and Screen Language' documentation 500 times, I finally got the code into my skull and fussed with it until I got something I liked. Getting the thing to work was, quite literally, the most exhilarating moment I've felt in months (BESIDES watching Detective Pikachu).
The tweet during the glorious moment.
It's thrilling to enjoy the fruits of your labor after wondering if you should have tried googling this thing instead of that thing to get the ball rolling faster. Ah, regardless the product is the same- great!
I'll be posting a final chunk of text talking about the game in it's finality later. Thanks for reading.
Hello all, I haven't been very active around here since I've been worked to the bone at my day job for about the entiiire duration of the jam, but I'd like to share the process, pains and pleasures of my game- A shade of blue!
This post will be a retro-devlog and postmortem as I did not have time to log development during the jam period.
To start, I'm Cynthia, a small illustrator and BIG mystery enthusiast. Inspirations include Ace Attorney, 999, Zero Escape, Danganronpa, Ghost Trick, Hotel Dusk, etc. I spent a lot of my formative years on flash game websites playing all sorts of odd point-and-click games as well. So to approach a game with those elements has always been a goal! I'm glad to say that the efforts I made during this game jam (following one I did less than a week before) helped get me just a little closer to that dream!
A shade of blue is a kinetic short story with a few point-and-click elements, in a similar vein to Ace Attorney in that has narrative sections and investigation sections.
I went into this development with an old story in mind- two detectives, Jasmine and Tanya, are on a stakeout in which Tanya mysteriously ends up in Jasmine's apartment while Jasmine remains asleep at the stakeout site. It's part of a bigger convoluted mystery that I don't even know where it's going. The 'room escape' element takes place as you play as Tanya and try to escape Jasmine's apartment. There, you discover some things about your partner on the force...
Okay, so 'room escape' is a very generous description. You don't actually escape- rather it's more of an exploration game, which is still pretty generous.
I'll be covering my process in the next post. Thanks for reading!
aah thank you! it's based lightly on my own experience of reconnecting over a snack/tea but with highly condensed dialogue for the sake of time, haha. however I had a lot of fun with the jam theme & thank you and cloverfirefly for hosting!
Thanks for the feedback. I'm not sure how to alleviate the lack of text- there is a certain distance you have to be for text to show up, but you don't need to click anything, just hover; I'll look into the problem though. I will also add some controls at the beginning screen so it's not as vague.
Thanks again for playing!
thank you sooo much omfg!! Im thrilled to hear you enjoyed my tiny game ;;;
I originally had a lot of ideas for this game so of course I'm planning to go forward with the game! I'm hype to branch out more thanks to this jam motivating me to get in gear haha. I love the idea of text effects though, that would defs suit the look of the game! interestingly enough, I actually wanted the text to be white and the lighting to be a lot more like, deep in color but that didn't pan out and I kinda threw on the next 'best' thing which was black. which is kinda flat omg. but animated text would be great especially in this kinda text driven context?? (quickly googles how do)
thanks a billion for the feedback and thanks for hosting this amazing jam!!!
Thank you so much for the feedback!! I'm glad I pulled off the descriptions well! I admit I did look into the Adventure Creator asset before the game jam started but I thought it would have more satisfying to make something completely from a blank canvas- and it was! But yeah, going forward I might look into that for sure.
And woops, didn't mean to share all my messy code and assets, haha. Thanks for pointing that out- I'll fix it right away.
& thanks again for playing!!
Daydreamer is really well done! The controls (jumping specifically) feel kind of floaty but they do what they need to do. The looking up and down mechanic feels a little strange to me since I can't do it simultaneously while walking, but the levels are small and self-contained enough to figure out where to go.
The dreaming mechanic was great! I really liked the deeper sleep section- it gives off a sense of urgency especially so when you took a peek at what is happening in real time. The visuals combined with the music went well with the layers of dreaming the character fell into- the bright colors in the first level of sleep along with being able to fly (of course!) going into an eerie, almost sleep paralysis-like level of limitation were well done.
If I may suggest something: as levels get bigger, pull the camera back so players get a sense of "I need to go up/ right" as soon as they see it so they can focus more on the dreaming mechanic and less on potentially going a wrong way.
I enjoyed the game thoroughly and wish you good luck in the future! Great work!!
Hey guys here's my super short game!! https://mythridate.itch.io/room-for-thought
I'd love feedback on the overall atmosphere of the setting! If anything, keep in mind the post-mortem I wrote about the glaring lack of things in the room (omg I know there isn't a ton in there...). And feedback on anything else is accepted as well :)
It's like, 1am right now but I'm definitely hitting up all the games as soon as I've got the time because everything looks SO GOOD?
[Post-mortem] Room for thought
Game can be found here! https://mythridate.itch.io/room-for-thought
I want to say right off the bat, I'm very pleased with the result of the game- even though I've been staring at it for days straight for the past week, I was still completely taken aback at the fact that I actually made something! As soon as I hit build and play, my eyes shot open and I ran around the room as if it were my first time playing it. I can't express how happy I am with the result of the game, despite it being just a few minutes long. My girlfriend put it well, describing it as "a pleasant little bite of time".
Something you'll notice right off the bat is the fact that you kind of have to stretch your imagination when it comes to the objects in question. Sure, the paper is shaped like a paper and the books are in a bookshelf, but alone they're just a bunch of weird shapes and planes. Ideally, I wanted the visuals to look similar to those of the Katamari games.
Image from Katamari Items.
They have this odd, low poly, low res texture charm to it (which I love), but unfortunately I couldn't optimize a way to create many differentiating textures for the items since I had trouble with unwrapping the UVs and essentially getting lost in all the faces. I did attempt it on two clothing articles though, shown below.
Although it didn't quite pan out, there's not much lost from the lack of shirt textures.
The title Room for thought came to me as literally as you would expect it- you're in a room, thinking about all this stuff. I speculated lightly on a meaning behind it but the simplicity describes as much as I would need it to.
As for the game itself in regards to my initial goal, I believe I got as close as I could within the limit! It's true that I noted I wanted our character to be looking at all sorts of nonsense in her room, one of the things being collectibles. There is a disturbing lack of collectibles (as well as personal items in general) and while it is truthfully because I physically could not model fast enough to get everything I wanted in there, it oddly falls into the setting of the game quite well. Persi pondering the things in her room that is barren of all things that could describe the person is somewhat a reflection of myself- in that I tend to have a hidden feeling that things I make aren't infused with my personality enough. It was here that I added the fact that Persi and her partner Dorianne recently moved in. The cardboard boxes, the lack of things filling the room, the bare, poster-less walls, the overall cleanliness of it all indicates this fact and contributes to the wandering around.
This gap between just moving in and her already packing for a different, unnamed trip shortly afterwards gives off a strange out of place feeling. Visually, (in terms of the models and colors) I believe the game looks comfortable, but spacial-y it's disconcerting.
Honestly, this game isn't up to snuff regarding my original idea, but it's an amazing starting point. I learned a lot from wrestling with C# to figuring out what blurbs to write. While I wanted this to be a full-fledged narrative driven point-and-click, the narrative was lost due to the fact that I couldn't implement an event where Dorianne would text Persi (in the form of some sort of pop-up UI) from time to time. It was this combined with the lack of models that I had to wriggle out some sort of explanation for the lack of, well, everything in-game.
Despite what I originally intended not making it into the game, I'm still completely satisfied with the outcome of the game! I would love to expand on this idea since I'm very attached to it, so Room for thought is just a prototype of hopefully more to come, and I have My First Game Jam to thank for throwing me in a time limit to do the thing I've been putting off forever.
My completely obvious nod to My First Game Jam.
Quick update- I spent the day modelling and I'm super happy with the results!
The blender render view of the goodies and the open closet I have stuffed in the corner. The smaller items are in a separate blender file so I don't lose em haha.
I was so happy that I kind of eagerly threw some things in Unity to fool around. Going straight to the messing around, I tossed a placeholder indication color on things I have yet to properly add a UV/material color to. Here's a "secret" that I squeezed in (because I wanted to see if the raycast distance would reach the ceiling, and, well-)
I love it.
Also, a minor speed bump- I couldn't figure out why my UV was inverted on my cylinder mesh so I have this melon soda wrapper on hold until I can fix that because man do I really want this completely unnecessary visual in my game.
- - - - - - - - - - - -
While I couldn't implement any sort of text message pop-up systems to interrupt our protags thoughts, I'm rather proud of what I currently have especially given the fact that I've worked more at my day job than I have worked on my game (cries). I'm not too upset though, considering it did seem a little out of my code capabilities.
This will likely be the last devlog update since I have work these next couple days so I want to be spending my limited time on a model grind up until the end of the jam.
Thanks for sticking around and I hope you look forward to my game that I still haven't thought of a title for!!! Geez!!!!
July 30th, day 4
CODE, COMPLETE. I sat down in a screen share call with a programmer friend for almost three hours, trying to quash all the C# nonsense I messily put together via my YouTube tutorial binges. He taught me some good good stuff and without his help, I wouldn't have the interface I wanted which is simple but dang do I enjoy it a lot!?
My goal for the game was to create this sort of visual where you walk around the room and ponder your belongings and this pretty much nails it for the game jam. I have a raycast set to detect game objects within a certain distance and on a certain layer; upon approach, the items will be highlighted and give a little blurb about the object my fading text in and out, like so--
I am extremely pleased and grateful for my friend helping me!!
Threw in a glimpse of the computer with an illustration of Goldeen from my Pokemon Daily twitter. Which, admittedly I haven't been keeping to daily since I'm working on this game. Oh my.
Now that the super tough part of this journey is out of the way, I can FINALLY get around to some visual stuff!! I am more of a visual person, being a general artist and all so I can't freakin wait to make stuff to fill the room holy cow. Being so hung up on code was my biggest concern and now that the obstacle has been BLASTED AWAY, I can enjoy the rest of creating the game tbh.
I've laid out the room to be explored and hope to get all these miscellaneous items stuffed into the room!
Yeah, I wrote the date in the upper left as the 31st because well, it's 1am right now. Woops.
While it is a game about packing your bag, there really isn't any packing involved actually. I know, I know, misleading, but I hope to come up with a title some time in the coming week because lord is the current one a mouthful.
Thanks for tuning in!
THANKS J!!!!!! I'm a huge baby at all these code thingamajigs so like, same at the "what the heck is anything???" sentiment (but tbh it's super satisfying when it works oh my lord- ALMOST worth the confusion). ALSO THANKS FOR LIKING THE CONCEPT ;; I'm pretty attached to the idea so like.. I just might wanna continue after the jam esp with all this Newfound Knowledge :3c
July 29th, day ...3 I guess?
HEY GUYS- sorry for being completely dead silent on this- work is to blame for wringing out my energy these past few Business Days™.
I'm still struggling with coding things in Unity but not as much, thanks to a friend putting up with my questions and thanks to my sitting in the Unity Documentation and reading extensively on how the stuff operates hand in hand with C#, haha. I'm still very very very much a baby at coding. It doesn't really help that I read everything on my breaks and forget everything as soon as I get home though.
Regarding my raycast problem, I've all but figured it out at the moment! It seems yet another obstacle I've hit is trying to detect certain objects to be inspected and that's a whole nother script I'm not too confident in doing.
For me, the difficulty in all this has definitely been conceived by my trying to code barely operating things. Too frustrated for words the other day, I've cast the code to the side and decided to make my room assets.
Not much to show still, but it's worth sharing..! I thoroughly enjoy modelling- even though it's been a reaaaaal long time since I have, I'm not too rusty. I also threw in a probably-not-placeholder placeholder skybox just for fun.
A desk lightly modeled after my own and those orbs still hanging around for... sentimental reasons? And I'm not quite sure why the computer monitor screen is like, see through- I'm certain it should be solid like so:
??? Weird hole in the middle of the screen, I don't need your trouble right now okay.
Tomorrow I'm planning to quash my script dilemma once and for all before I get swept away at work again! Afterwards it might be a model grind until the end. I'm not too worried on the 'writing' aspect of my game- it's a lot of small internal dialogue. It would be cool if I could include timed events but that might be for when I'm a little more skilled in coding... (sobs).
Thanks for reading!!!
July 24th, day 2
Today I had two things I wanted to figure out, a raycast and to show the mouse cursor. I got one done along with making my test setting!
The raycast turns green as soon as it its an object within the distance. I wanted objects to be within the persons reach. Would have been better to make the table a smidge taller though,...
Spiritual Stonesspheres while I test the raycast and printing dialogue.
Unfortunately I couldn't quite figure where to attach the cursor script, so I might just save that for another day when I have more time. I didn't have enough to be the most productive today (nor will I tomorrow), but I'm quite satisfied with getting some really basic things down! The First Person Control is of course supplied by Unity's assets, cutting out the frustration for me.
Next I'm planning to figure out the raycast in regards to highlighting/interacting with objects.
Thanks for tuning in!
Thank you!! The "emotions" might be pretty goofy actually, since I'm not too confident on making stuff deep but I'll try to make it enjoyable at least! It's sort of based on myself- how I have a bunch of collectibles and I like to think about their sentimental (or practical) value.
I might jump in the discord..! I'm away a lot so I can't quite keep up with group chats but the community seems really inviting so I'm thinking on it.. thanks!
Aw thanks! I might draw some background posters for the characters room which will show my style the most, but I've not yet really infused my style into 3D models yet which are the primary assets... I think for the most part, they'll be pretty ordinary looking (but not without some splashes of color!) And the packing stuff was a recent idea, actually! I did some travelling a couple weeks ago so the nerves/excitement is still on the brain. Thanks for the interest!
July 23rd, day 1
Alrighty, so the game I'm looking to make is just as the title says- it's a game about being in your room and packing your bag. The character (you! the player! HOPEFULLY-) is nervous about going on a trip and is kind of stalling around in her room, looking at stuff that she's had in there forever- posters, collectibles, stationary- regular room stuff. In the meanwhile, she also keeps getting messages on her phone which are blissfully distracting her from packing.
The goal is by no means to pack everything she needs because she doesn't even know what she needs! There's no checklist or anything (because she didn't care to write one) and she's pretty aimlessly looking at stuff in her room, hoping for inspiration or divine intervention to strike.
So far, this is what I've got done in regards to the jam itself; a nice page of notes.
Utter chicken scratch complete with Pikachu trading card bookmark. The pathetic thing is, I actually had to google a list of things to pack and later decided I didn't want a checklist in the game. Sigh.
Pretty barebones but I'm trying to keep in mind what my capabilities are and if I can execute them into a game. It's a simple concept with not much to it, but I guess that's just how I like it.
My time yesterday and today has mostly been spent finishing a course on learning C# since that was my Big Thing In The Way. And now that it's (sort of) not, I can move on a little!
... Almost. It's okay. I'll find a fix... eventually.
I've also fussed around in Unity with a weird scene only for testing sake.
It's nothing at the moment but I'm planning to model the room that will be our setting for the heroine.
And that's my Sunday! I'm hoping to work around that goofy raycast problem quickly so I can get on with my life and the game about being in your room and packing your bag! (Good grief, I've got to come up with a better name...)
Thanks for reading!
Hey all, I'm going to throw the intro questions in here reaaal quick before I jump into the overview of my game!
1. Hi there! What's your name? Want to introduce yourself?
- I'm Cynthia & I'm at the moment primarily a hobbyist illustrator, but can be flexible with a basic to average knowledge of animation and 3D modelling.
- I did participate last time but I got suuuper wound up in doing literally One Thing that I didn't even get to implement any of it in anywhere! But I've learned from that and I've even prepped early this time by reading up a bit of C# a couple days before the jam started. Previously, I didn't know a single line of code! I return to bring my newfound C# knowledge to the test and to make something I can be proud of.
- I typically like point-and-click games, stuff like Putt-Putt/Pajama Sam, Grim Fandango and Ghost Trick are really strong examples but I enjoy Ace Attorney for the super simple investigation modes as well. Those games are what I look up to the most when it comes to potential game ideas for their narratives, but I like Pokemon, Splatoon, Mario and Kirby games (of course).
4. Do you have experience with game development? What did you do/with what engine?
- I don't have any experience but I am pretty interested in messing around in Unity!
5. Tell us about something you're passionate about!
- I like to have a good time. I also like murder mysteries??? (These interests are not correlated.)
6. What are your goals for this game jam?
- My goal is definitely to make some sort of build regardless how small, haha. I've scoped out what I can do within my capabilities and, while C# and being poor at time management were the biggest obstacles last time, I'm making an effort to do more. I'm not pushing myself too hard though, and have been taking breaks with Splatoon 2 since it came out- how can I not?!
7. Any advice to new jammers (if you're a veteran)?
- Do things within your abilities. Cut out extraneous stuff that you're not sure you can handle and make something with the stuff you know and the good good resources provided by the jam hosts! This is basically me telling myself not to do flub and do what I did last time, haha.
Thanks for reading this rather wordy introduction! And now, onward to the stuff I'm going to be working on for the next two weeks!
Days 4 and 5
Sorry for the lack of updates, but I scared myself so bad believing I irreversibly messed up on Paz's model but I didn't and all is good! The not good part is that I was so upset thinking I couldn't fix anything that I stopped working on any like, visual pieces and just spent my days in temporary grief and plot development. That, and I've been getting my butt kicked coming home from work ultra tired. What a tale!
I figured most of the model out and went ahead with texturing. My SUPER friend Tucker helped me solve all sorts of awkward weirdo probs I've run into with Blender; bless him.
I played around with the textures and got something I really like that's close to my art style and I'm real pleased especially considering how much trial & error I went through, omg.
However, now that I think about it, I highly doubt she'll make it into the final cut before the game jam ends, so it was fun while it lasted! I'm very attached to the story I've written so I hope to flesh out the rest of the game afterwards when I'm not on super crunch time, haha.
Beside spending a bunch of time in Blender, I also messed in Unity with the first person camera as well as wrote flavor text for some items. Not much to show on that part.
I hope to spend a lot more time in Unity now that I've realized I OUGHT TO PRIORITIZE THAT LOL.
A prototype would be really nice, but it looks like a conceptual build at the moment! I'm thinking as long as I hit my aforementioned goal of simply compiling assets into some form of game, I'll be satisfied with what I've gotten done during the jam. However, I am rather attached to the story so I wouldn't count out the possibility of a full thing some time in the future...!
What's up I'm calling Day 3 donezo at 4am PST; LET'S SEE THE GOODS.
Put modeling aside today (read: ROYALLY MESSED UP THIS TIME and took a break) and went into writing some story. I used Twine to visualize how my story would flow.
I also did some full body illustrations for some characters, including the one I sketched previously, who is named Paz.
As well as sketched some items to be found in-game.
Two toys among other things that you'll be able to inspect. Important to narrative. Also cute.
Day 3 recap
- Did drawings for characters and sketches for items.
- Wrote a little past my introduction in Twine.
- Spent the remaining many hours of the day modeling in Blender.
In the long run, the story itself isn't going to be long, since I plan to load the descriptive stuff in interacting with the environment, so at the moment I'm focusing all my guts into doing MODEL STUFF. I'll wholeheartedly concede defeat if I'm not really getting anywhere with it so I can progress, but I'm setting a goal for tomorrow to finish Paz' model.
Heya! For Day 2 I threw myself right into the heart of the storm- 3D MODELING?!
There are going to be three characters total, including the player. SO! I drew up one of three characters' front and side view, as shown below, for my modeling reference. Unfortunately, drawing a character was as far as I could remember in terms of preparing for modeling a character so I was going headfirst into model mystery...
A basic design so I don't go nuts trying to do something super complicated, haha...
I haven't used Blender in literal years so there were mistakes to be had all over the place, but I was UNDETERRED and very entertained by the silly, small mess ups I've made.
Yes, sprout gills for me.
That's okay. Break time/dinner for me after many fiascoes.
Afterwards I got right back into starting again from scratch.
I've finally conjured up something decent at... 2am.
I tend to hop around between different things when doing anything to keep myself entertained while working, so aside from flunking and trying to model over and over again, I've also did some reading up on Unity and learning about the basics on getting things going in it. Lots of resources to be digested tonight!
And of course, I was spinning my narrative through my head all day- I don't have any notes to share since they're obviously FULL of spoils, but I'm really excited to be piecing a story together.
Day 2 recap
- Modeled a character like, five hundred times and got stronger after each failure.
- Studied Unity.
- Brainstormed a ton on the narrative and characters (read: watched a suspense movie for inspiration).
Hopefully I'll have more to share the next time I post to my log! Ciao for now.
THANKU J... I'm hype as hell throw myself in 3D stuff and this jam is gonna get my butt in gear. Thank you for hosting the jam tbh.
As for the narrative, I'm excited too lol! It's a bit of a personal story, so I'm hoping I can convey it well enough in the medium I've chosen.
I'm Cynthia and I like illustration, mysteries and colorful stuff. My work can be found here, if that gives any insight on my interests and the look I want to achieve.
I've thought of making games before but I never really knew how to approach them, so what better way to get myself in gear than by going headfirst into My First Game Jam! I spectated the first one back in January and was disappointed I couldn't join at the time, but this time I'm going to try my best!
The game is code named to be Family at the moment, but I'm not sure I'll be sticking with it since I feel it's a bit revealing. I don't want to share too many details on the story of the game since my primary focus is actually building the game itself, but I will be considering the optional theme of it being loosely based off a popular story.
I want to create a game with a focus on interaction with the environment in first person. Similar to how investigation scenes in Ace Attorney games work or how escape the room scenes in Zero Escape play out, I want the have the emphasis on the inspection of items. My goal is to make an exploration adventure game driven by narrative.
I thought about using a text-based engine only, but I don't really consider my writing up to the task, haha.
I've decided to settle on using and learning the Unity engine. I foresee a lot of my time going into working with the engine, and not so much as working on artwork assets, but I'm prepared to take on the challenge since I thought the 3D environment would be the best to boost my game concepts atmosphere.
My idea is to construct the game based on my limits of artwork and writing, not so much coding. My goal is to follow a game through to completion, so that means cutting out things I don't understand to save time on having to learn them.
The bottom line for me is to learn how to compile all the assets and idea into a working game.
Thank you for reading and I hope to keep my devlog updated on any progress or learning I come across on my journey!
(This is also my Day 0/1 log since I spent the day 1 researching engines and finally deciding on Unity...!)