It’s about time for a formal devlog, wouldn’t you say?
Most large game companies do quarterly updates, so I think I’m gonna stick to a similar structure. Let’s go for a twice yearly, maybe even thrice yearly if I’m feeling particularly daring, or if there’s a new major development.
I've been looking back on my old works and inwardly cringing at all the stuff that a past and more inexperienced me put out as I was learning the game dev craft. It's tempting to hit delete, but I created this blog to keep a record of my progress, so everything shall remain, imperfections and all. At least until they nuke Tumblr off the face of the earth.
Haaah. Can you believe I've been at this since 2020?
I'm making pretty good progress on my goal to release at least one or two projects each year, though I imagine that the pacing will slow down again as I delve into longer and more complex projects.
Although story formats like Penetrate the Veil work great, I'm not content with leaving it at that, and I want to continue experimenting with story styles and visual presentation.
I have written so much in the past couple of years and have outlines for all sorts of different stories of varying completions in my backlog. Though I've gone from writing in first-person to second-person, I find that I still love to write about obsessive and devoted love interests who cares about you so much that the affection drive them crazy. I wonder how many people would enjoy my games, only to be scared away by the yandere tag. But there's not much I can do about that.
What writing in shorter, second-person games has made me realized is that I miss writing descriptions and I need to return to that.
Current Plans and Work Scope
It’s already established that I'm not good at making short games, or producing games on short notice, but it’s becoming some sort of a skill. As of literally a month ago, I’ve learned to actually start organizing scenes when I start word vomiting ideas too, so the process doesn’t become an unmanageable, executive dysfunction hell when I have to move the sequence of events around and try to distinguish between unsorted ideas and written material.
So with that said, I'm going to try for a complete release entry to the 2025 Otome Jam. The attention that I could garner for my works from a big event is too much to turn down. Normally, I'm not interested in marketing, but I'm starting to think seriously about making commercial projects.
I’m not looking to make a profit as game dev was always meant to be a hobby. However, I would like to at least break even. For me, game dev is my way of reminding myself that I am a person outside of the 9-5 work hours, that I can create things for my enrichment and for fun. Treating game dev as a second job wouldn't be right.
My goal with this Otome Jam entry are to incorporate more overtly fantastical worldbuilding, and add more community dynamics. Silkpunk is such an unexplored genre, and there's still so much I have to say. Silkpunk can’t be silkpunk either without having the actual punks stand out from the average people.
For this end, I've been revisiting my lore material so I don't create accidental retcons. I've already had to adjust the original timeline between each games significantly, and rewrite the overall unrevealed lore to match the now-established public lore.
I'm basically doing this with Ice Cream For Love as well, though the story is on the more mundane side, or as mundane gets for people living on the god planets. But when the stakes are scheming and plotting to stay in a stronghold vs some world-ending nonsense, is there really any comparison?
Moving On To A New Engine
My games are currently made in Godot 3.5.2. The goal is to move to Godot 4.X when they've polished the engine some more. By then, there will be more tutorials available for me to follow. I can learn all sorts of skills, but I have my limits, and coding is one of them.
When I transition to Godot 4, I will effectively be starting over from scratch, but ultimately, this is for the longevity of my games. I want to create 3D games and pixel RPGs in the future, and my understanding is that Godot 4 has better features than Godot 3.5.2.
Creating a new game template will allow me to add features that should be standardized across my games too, such as the very mundane adding a visible version number or some sort of notice that you've been scammed if you've paid for my games outside of certain vendors. However, the most important improvement would be making my games playable on Joiplay or Android. Unfortunately, I doubt I'll have the bandwidth to support Apple even in the future, but there's always Wine and virtual machines.
In theory, I can work on porting my games to Android now, but I'm choosing to focus on making more games instead. I've spent so long squirreling away on making load/save system work that I feel like it would demoralize me to use what little free time I have to do something that won't bring me joy anyways. When it's time to upgrade, I can think about bring all my existing games into 4.X as well.
So with that said, let's talk about the timeline of Phase 1 (games to be made in Godot 3.5) and Phase 2 (games to be made in Godot 4.X).
A Loose Timeline of Releases - Phase 1
Life willing, I want to release a complete version by June 30 2025. It's not meant to be a big project, so I don't want to still be working on this into 2026.
I have a deep fondness for Ice Cream For Love. The reason is incredibly shallow -- a gremlin bearfolk protagonist is all it takes. This is also why the scope has ballooned to be what it is.
I want to release it by the end of this year, or by June next year at the latest. My current demon right now is structuring the scenes coherently so that events happen in the "x occurred so therefore y" instead of the "x happened and y happened" format.
I did so much research for this game, and yet there's still more books to go. How many engineering books about ice cream production can one person delve into? Someone praise me.
Aiming for a 2026 release. I'm waiting on some more CGs from the artist, and I still need to finish writing and editing. I also have to transfer the code from the old file to the new one. This was from a time when I was struggling to create a load/save system. I think it's appropriate to call this project about 50% done?
Also aiming for a 2026 release. BGs will be completed by the end of this year. Sprites are already completed. I will have to start writing the script -- currently got 10% right now.
I will be blessed if this game can be released in 2027. Realistically, it's probably going to be 2028.
I still don't have the backgrounds for SSS, and the sprites need some touch-ups.
As for the writing front, I want to say it's about 60% done? There's a lot of clean-up and organizing that I need to do, but the main problem is figuring out the proper sequence of events. Writing enemies to friends to enemies to lovers is rough when the enemies to friends part spans literal decades. And you need all the context from those years or it's not going to make much sense why these characters are so codependent on one another.
I don't want to have to use flashbacks or dream sequences because they feel cheap. And there's only so many times I can have characters reminiscing about the past. So that's a puzzle I have to solve.
I will start working on this whenever the mood strikes. It's supposed to be a short game, so it's probably going to be released between all other bigger releases, or some time in 2028-2029.
Same deal as RR. This game is when I plan to release each LI route in an episodic-style format, so my plan is to finish writing everything, and release each episode as I finish coding each LI's route. There are currently 3 planned routes.
A Loose Timeline of Releases - Phase 2
Phase 2 is nowhere near to becoming a reality, so all release dates are nebulous. I'll be lucky to start working on any of these in 2030. All these projects stem from a "I’ve been a writer my entire life, might as well get into environmental storytelling on a grand level besides 2D backgrounds" mentality. I also want to experiment more with episodic formats.
This title is going to be my foray into pixel RPGs. It's planned as a short, cute modern Earth oneshot with multiple LIs.
I love the characters of Ice Cream For Love so much that it has born another AU. This is an episodic pixel RPG with a 'Villain of the Week' format where the cast deals with problems as they appear, with an overarching romance arc.
For everyone who originally followed me for Lotus of the Junk Heap, I haven’t forgotten about it.
I will return to this one day after I decide if this should have any RPG elements or if LotJH will be a straight visual novel with some stat-raising.
Though this is supposed to be a horror game, there will still be an otome component. That's all I got.
Like Ice Cream For Love, I love Soul Shattering Star so much that it will get its own AU. It's going to my most ambitious project yet with a 3D roaming map, live action battle mechanics, and relationship management sim system. For all I know, it might remain in the drafts as a pipe dream.
I think that's all the news I got. Until next time!