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ShadowLess Light - Devlog

A topic by Uncommon Role created Jun 08, 2024 Views: 265 Replies: 5
Viewing posts 1 to 5
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Hello everyone! It's been a year since I started the learning process to create visual novels/narrative games, and a few months ago I began my project, which is ShadowLess Light.  It's made with Renpy, has a strong  Cyberpunk narrative, and still includes dice rolls, character creation, stats, cybernetic implants, and many, many choices, paths, and consequences.

I consider myself very active with the development and I like to show what I'm working on each week. I'll be posting those updates here, whether it's about the narrative, programming, renders, or anything else I'm working on. I hope you enjoy it, cheers.

I would love for you to try it out and give me feedback on anything: the narrative, the renders, the gameplay, the story... anything that can help me improve the game.


I already have some devlogs posted on the game's page. Here are the links.

The difference between showing and explaining

Summary of a whole year making renders

Creating the avatar of a character

Timelapse of on of the first renders for the new chapter

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Looks good! I have to say though... in my opinion, I'm really impressed by the thorough documentation of the processes you seem to be doing. It really makes a game stand out.

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Thanks, documenting everything helps me not only show what I'm doing but also see my progress over time. I recently made a video about how I've improved my renders over the past year. It's quite cool to see that each day you improve a bit, and all that work eventually leads to noticeable progress.

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Hello! I've made another video showcasing all the options available in one of the three prologues of the game. In summary, it's 6000 lines of code for about 10 minutes of gameplay.

I hopeyou enjoy it and that you can appreciate all the work it takes to provide those mechanics.

https://tharitley.itch.io/shadowless-light/devlog/746375/7000-lines-of-code-for-...


Today I have a purely informational update. I'm still working at least two hours every day in my free time to keep the project moving forward. In the three weeks I've been working on the new chapter, I've written about 1000 lines of code and created around 50 renders. Right now, I'm in a particularly labor-intensive part because the protagonist reaches the first investigation scene. This requires many renders for the objects and the "point and click" function, conversations, and especially programming to ensure everything makes sense and flows well. 

The main problem I'm facing now is the dice rolls that lead to clues. I have to program different scenarios depending on whether the player finds those clues or not, which is quite a headache. 

In addition to all that, I've decided to start learning how to use Blender. This is something I'm really reluctant to do and it will require extra work each day, but I see it as necessary to improve the quality of my renders. At the moment, I'm doing the classic donut tutorial, lol.

Anyway, by the end of the week, I hope to publish another update with a video explaining why most of my male characters are bald and why I'll be adding many more female characters. 

Cheers, everyone!


https://tharitley.itch.io/shadowless-light/devlog/751269/hows-the-chapter-going

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Hi everyone! I've made a video explaining why most of my characters are bald. I hope you enjoy it.


https://tharitley.itch.io/shadowless-light/devlog/753943/why-is-my-game-full-of-...