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My New Game: To Feel A Pleasing Thing

A topic by CoolGirlArts created 13 days ago Views: 626 Replies: 3
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(2 edits) (+1)
Desperate to escape abject boredom and drawn by humanity’s unique complexity, a corruptive shapeshifting anomaly decides to study it, then exploit it for its own pleasure.

Greetings! I'm here to announce a brand-new project I've been working on since August! To Feel a Pleasing Thing is a grayscale, character-driven point-and-click/visual novel hybrid about a bored shapeshifting anomaly that seeks to understand humanity and then exploit it for pleasure. It is also a prequel to my previous project, The Pretty Thing Behind the Glass.

In this post, I'll give an overview of the game and its mechanics, introduce the story and characters, and share concept art!

Story Concept & Genres

In this point-and-click/visual novel hybrid, we follow a strange anomaly that can corrupt anything it touches. It has been wandering for an unknown length of time, weighed down by abject boredom and a desire to feel something. Anything.

One day, it comes across a populated city and encounters its residents. Here, AV's growing curiosity towards humans gives it a new purpose: to study them, learn how they work, and ultimately exploit them to fulfil its desire.

This game is a character exploration of AV, focusing on its psyche and perception of the world and humanity.

Ever since I worked on "The Pretty Thing Behind the Glass," I wanted to write a standalone story about AV because I found its personality and worldview fascinating. An amoral character lacking humanity who aimed to exploit it rather than understand it was an interesting concept to me, and I wanted to do something with it. So here we are!

Its unique draw is that, unlike similar narratives in which the main non-human character seeks to assimilate into humanity to find belonging, the main character here does so to exploit humans for physical gratification.

The game will be a collection of seemingly disconnected short stories arranged out of chronological order after the first story. Why this structure? To reflect AV's lack of time perception! I love including mechanics that reflect the character :3

Some more details of the story:

  • Takes place some years before AV was captured by the FIHRA (Facility for the Isolation & Research of Hazardous Anomalies).
  • Focuses on AV's perception of the world and especially humans.
  • Shows it studying human behaviour, learning social customs, and taking advantage of human psychology for its own gain.
  • It also shows AV forming bonds with various people, as well as its increasing success in forming convincing relationships and manipulating human habits.

As for the setting, it's just a normal, mundane city in a normal, mundane world. This setting best conveys the "what's normal to us is alien to AV" concept.

Genres

  • Grayscale visual novel
  • Point-and-click adventure
  • Psychological character exploration
  • Body horror
  • Mature content

Mechanics & Gameplay

The game will be a first-person point-and-click adventure with first-person visual novel sections (CGs will be third-person and coloured).

Point-and-click Gameplay Concept, specifically at the beginning of the story.

AV will only be controlled by the player in moments of indecision or aimlessness, as though it needs to be nudged towards an objective. This will usually happen at the beginning of stories. Character control also occurs when AV freely explores an environment or learns about various items.

I also have ideas for other mechanics:

  • Inventory
    • Important items
    • Special words (maybe later renamed to "dictionary"): notable words and their associations
  • Emotional response gauge (used when talking to humans; helps AV determine how humans react to its actions so it can adjust accordingly)

I'll draw more concepts someday, but I'm fixated on writing right now XD

Main Character

It is unknown exactly what AV is, where it originated, or how it came to be; however, its nature is clear: it is an apathetic, corrupting anomaly capable of corrupting anything it touches—living or non-living. AV can also create extendable tendrils that turn anything it touches into a glitching mess. If AV touches a living being, it takes over their body and mind, allowing it to control them.

The anomaly is characterised by constant boredom and apathy towards the world, as well as an inability to experience emotions or sensations other than pleasure and discomfort. When it discovers humans, AV manipulates them for bodily pleasure. It lures its victims with their greatest desires, preys on their deepest insecurities, and gives them the comfort they crave. Then, at their most intimate moment, the entity consumes them whole.

AV is a shapeshifter, but dislikes staying in one form for too long because of how much mass it must compress. Concentrating its mass also makes its body more sensitive. It soon becomes capable of mimicking human appearance. AV's true form is an ever-shifting, amorphous black blob of glitches with a white "mask" for a face. It also has white eyes that glow in the dark.

Concept Art of AV's True Form

In contrast, its preferred human form (which it gets later in the game) is an attractive, curvaceous young woman with short blonde hair and blue eyes. It primarily wears revealing dresses with heels. Its eyes also glow white in the dark. AV aims to look as conventionally attractive as possible to entice its targets. It also limits its colour choices to make managing the form easier; the last thing AV wants is a feature changing because of a memory lapse.

Concept Art of AV's Human Form

In terms of personality, AV is apathetic towards the world and doesn't adhere to morals. Its amorality contributes to its "ends justify the means" mentality; AV is indifferent to its impact on people as long as it can derive pleasure from them. Despite this, it develops a strong curiosity about humans. However, AV's intense desire to avoid boredom, even for a moment, drives it to make rushed and ill-informed decisions that often backfire.

Finally,  AV targets humans because of their high intelligence and emotional complexity. From its perspective, they are the first living beings capable of comprehensible speech, displaying complex emotions, and having intricate social systems. This complexity compels AV to study them and ultimately learn to exploit their weaknesses.

Writing this character is so much fun because portraying normal activities and objects as alien is delightfully challenging, and because AV's amorality leads to some... questionable scenarios O_O

Art Style & Aesthetic

The art style and visuals are low-contrast and monochromatic grey. Meanwhile, objects/people of interest are a super-saturated pink. Non-important objects are roughly drawn and lineless, while important objects are better drawn with linework. Other colours appear if they are deemed important. Finally, the GUI and UI constantly warp until they’re hovered over. Not sure how to achieve this in-game, but I'll figure it out!

This warping monochrome style represents how dull the world feels to AV; it's not literally how it sees the world. Important items and people are pink because AV's interest is piqued. Colours don't matter to the anomaly until they do.

Art Style Guide

Conclusion & What's Next

This game has been in development since August, and I'm super happy with my progress, especially with writing the stories! The outline for Story 1 is currently 4729 words (I can't imagine how long the script will be O_O) and has 26 scenes with three branching paths that later converge into one. I've also been gathering inspiration from movies, books and other visual novels! That'll be a topic for another day ;)

As for future updates, I've been posting updates every Friday on Bluesky and will continue to do so. In addition, I'll post end-of-month recaps here and on my personal blog (subscribe to receive monthly updates!). The first recap will combine August and September.

That's all, folks! Feel free to leave a comment to tell me what you think about my game! Do you have any ideas or suggestions? Let me know!

Have a good one <3

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August + September Progress Recap

Progress recap #1: A summary and discussion of the progress made in August and September!

Progress Timeline

See the full timeline, or skip to "Achievement Summary".

Game Design Document

This game marks the first project to use a game design document, a comprehensive, ever-living blueprint of a game’s concepts, such as mechanics, narrative, art style, etc. It is very helpful for tracking your ideas and eventually turning them into an actual product. Before production on TFaPT began, my notes for my previous projects were fairly barebones. Sure, I recorded story descriptions, character information, genres, themes, and worldbuilding details, but nothing beyond those. Ultimately, constructing a proper GDD has given me a firmer grasp of TFaPT’s vision, which is a wonderful feeling ^^

TFaPT’s current GDD is divided into the following sections and subsections:

  • I: Game Overview
    • A. Working Title
    • B. Concept
    • C. Logline
    • D. Characters
    • E. Worldbuilding & Setting
    • F. Genres
    • G. Rating & Content Warnings
    • H. Core Mechanics/Gameplay Loop
    • I. Target Audience
    • J. Game Controls
    • K. Miscellaneous Information
  • II: Story Details & Structure
    • A. Themes
    • B. Inspirations
  • III: Plot
  • IV: Development
    • A. Art Style & Visuals
    • B. Assets
    • C. Technical Requirements
    • D. Audio
  • V: Additional Game Mechanics

Read the full thing here!

Story Outlining

The biggest focus of the two months was outlining the game’s first short story (as stated in my previous post, TFaPT is segmented into multiple out-of-order short stories). Story 1: Discovering Pleasure (name pending) introduces the main character, AV, a corruptive shapeshifting anomaly drawn to humanity in its quest to escape an eternity of monotony. It centres around AV studying humans, learning to imitate their looks and behaviour, and eventually seeking them out for sexual satisfaction. Spoiler alert: AV ends up doing some…questionable things o.O

Right now, the outline is a whopping 5251 words long, which lowkey scares me XD. Imagine how long the full script will be O.O Never have I been this fixated on writing XD. Story 1 is turning out to be the longest story I’ve ever written so far. With more stories to come, this game will be the longest I’ve ever created, with an estimated word count of over 20,000 words and a runtime of nearly an hour!

Depending on the final length and how many stories I want to write, Story 1 could end up being the web-based demo!

To conclude this section with a treat, here are my favourite scenes!

The next day. After the couple leave for work, AV sneaks inside and explores the apartment. It finds and comments on items like plates and utensils, devices, and decorations, and even tries to use some of them.

But what interests AV most are tiny flat copies (pictures) of the couple, showing them at gatherings with other humans (weddings, birthday parties). Is this how humans find companionship? There are also pictures of the couple on their own outings (honeymoons). They seem...very interested in each other. But why? Then AV remembers that there are more pictures in the bedroom, so it goes to check them out.

In the bedroom, the anomaly finds more pictures of the couple alone together. However, in some, the couple look different. They look…younger. They must have been together for a long time.

After a while, AV grows bored and returns to its perch outside by the living room window.

---

AV turns into Sera, but thinks that would draw attention. It looks outside through the restroom window and takes the shape of the first human it sees—a young woman. The anomaly does its best to walk normally out and sits right behind the couple, careful not to make eye contact. They don't pay attention to it.

As the anomaly listens in on their conversation, a human in uniform approaches it and asks if it would like to order. AV is taken off guard and momentarily stares at the waitress. It then remembers how the couple took their orders and copies the man's words. The waitress gives AV an odd look, then walks away. The anomaly spends the next few moments listening to the couple talk while concentrating on physically keeping itself together. Unbeknownst to AV, its eyes were quickly changing colour.

Another waitress walks by while staring at AV. Someone else does the same, then another and another and another. The anomaly grows concerned. Why are they looking at me like that? Its question is answered when a man in uniform goes up to it and, with worry in his voice, points out its hair changing colour and length. 

Panicked, AV bolts from its chair and rushes into the restroom, stumbling as it did. Staring at the mirror confirms the waiter's words, so AV runs into a stall, ignoring another woman who asks if it was okay. AV sits on the toilet and tries to recover, while also chiding itself for reacting so strongly. It resolves to master shapeshifting and manage the discomfort that comes with it. But now, its immediate concern is how the humans will react when it steps out.

---

AV walks back to its seat as calmly as possible, but that doesn't stop people from glaring and the waiter from asking if it's alright. AV quickly affirms and sits down to listen as the couple eat and converse.

Some time later, AV's order arrives, and it simply stares at the food. Eating is pointless. I can't even taste anything. Nevertheless, the anomaly "eats" the food to keep up appearances. Meanwhile, the couple are talking about their families, specifically Hugh choosing to be with his wife instead of his "nieces and nephews."

A long while later, the couple pays for their food and leaves for the cinema. AV also begins to leave but is stopped by the waitress, who tells the anomaly to pay for its order. AV blanks for a moment, wondering what to do. I don’t have what she wants, and I don’t know how to give it. With that conclusion, AV bolts out of the building. The waitress chases after it, but doesn’t go beyond the door. The anomaly ducks into a dark alleyway and returns to its true form.

It suddenly remembers the couple, but realises that they are gone and there is no way to follow them. AV knows the name of the cinema they are going to, but not where it is or how to get there.

---

Two days later. Sera is typing away at her keyboard while talking on the phone at the same time. This is one of the days when she works from home. Beneath the occupied couch, AV carefully listens as Sera lists her “ideal” candidates, describing their physical features, background, and experience. The anomaly notes that the mentioned women were described as thin but very “curvaceous” and having ample bosoms, plump lips and pretty eyes. These must be features humans find most appealing.

AV peeks out as far as it can unnoticed and watches the woman use her device. She types names into the laptop and obtains a collection of links as results. She then clicks a few and reads out the displayed text into the phone while writing notes. Fascinating… An idea suddenly hits AV. Typing in the names of these women shows information about them.

Just then, Sera ends the call and mentions needing the bathroom. After she leaves, AV emerges from its hiding place and stares at the screen. On it was an image gallery of a thinly clad blonde woman in various poses. AV scrolls through until it hears footsteps approaching. Alarmed, the anomaly quickly closes the browser and ducks back under the couch.

Sera reaches the couch and returns to work. AV decides to look up more models at night when the humans are asleep.

Production Roadmap

Along with a game design document, I also created a production roadmap to make myself more productive. I made it in Libre Calc using conditional formatting rules and data validation. I gave myself lenient deadlines because:

  1. Deadlines make me stressed, no matter how long they are; and
  2. College classes begin less than a week from now, so I will definitely have less free time.

Please bear with me >.>


Achievement Summary

  • Created a game design document
  • Drew some character and UI concepts
  • Halfway done with Story 1 (Current word count: 5251)
  • Found inspiring media (will elaborate in a future post!)
  • Set up a production timeline
  • Created a marketing plan

Conclusion & Future Plans

My plans for October and beyond are:

  • Complete the outline for Story 1 and write its script before October ends (hopefully).
  • Despite not being in an art mood, make concept art of the humans AV meets, the environment and game UI.
  • Play and study more games and visual novels in my genre.
  • Consume similar movies and books to gather inspiration.

That's all, folks! Leave a comment to tell me what you think of my game! Do you have any ideas or suggestions? What do you think of the outlined scenes; which one's your favourite? Let me know!

You can also read the same post on my blog. Have a good one <3

Story 1 Is Complete!!

The outline of the first story is complete at 5,614 words! It was a delight to write, and I can't wait to start scripting! The next few days will be spent proofreading and seeking feedback ^^ If you want to read the outline, let me know!

Story 1: I Don't Want to be Bored Forever

  • 5,614 words
  • 26 scenes
  • 3 paths
  • 1 ending

The last scene was hard to write because I've never described a sex scene before, and what AV does at the end is honestly messed up >.>

I got feedback on my current outline! They liked the pacing and found the story and AV interesting, but their main criticism is that AV's motivations aren't clear. One said the focus on physical intimacy should be clear from the beginning.

After thinking them over, I will make major and minor changes ✍ Stay tuned!