snippets from the shader basics section on my website :)

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snippets from the shader basics section on my website :)
I had a crazy intricate game design idea dream??
Ok so like. I sometimes dream about game concepts/existing games with alterations n stuff. But this just felt like a mish mash of horror game ideas mixed into one experience in my brain.
The premise i this: a horror game about a gayass girl that tries breaking into a care facility to rescue her estranged trans sister who was institutionalized there... only to find out the staff of the hospital are all mutated demons who were in a cult, ran by the owner of the facility, who is a demoness in human body.
The concept was of a survival horror experience, where you find patients of the facility, rescue them, and take them to a library area that they can use as a saferoom, while the protag looks for her sister somewhere deeper in the facility.
My dream straightup had themes. The concept of the staff being the monsters not the patients is pretty stellar, considering how most games do the opposite. Im pretty sure my subconcious took that from a tumblr post lol
The backstory of the protag seemed to be that ther parents were abusive to her and her sister, so she ran away, but couldnt take her little sister with her. Although she found her people and made some gayass friends that give her support, she still felt guilty for leaving her sister behind. Strong motivator to arrive at a hospital with a gun when she hears her sister is in a damn hospice thats basically doing conversion therapy on her.
The survivors were a highlight of the dream, too. Each of them had some other disability or backstory that made them interesting and fun, and provided interesting rewards to rescuing them. From helpful items or locations of valuables, to safe codes or more quests.
There were two highlights, a schizofrenic girl that wasnt even sure if there were actually monsters roaming the halls but was hiding just in case, and a goth girl with a limp that stole cigarretes and painted her nails and got lipstick from looted makeup when the hospital went to hell.
The first lady even had a line that stood out to me as funny, where she was like "yknow this is why im paranoid. When i told my mom i heard scratching in the walls, she thought it was just me, but then we actually had a rat problem! When i look out of my room and see monsters outside and you tell me thats actually happening-- what the hell!"
Goth girl that improvised her getup when shit hit the fan. Very cool npc. There was a sidequest where she asked for more cigarretes, but other survivors asked for you to not give it to her for a different reward, lol. Choices!
"Have you looked outside? Smoking wont he what kills us!"
There were some other highlights of fun npcs. An old lady on a wheelchair you had to wheel to the saferoom while being attacked by zombies, a n old man ex-vet that helped upgrade your weapons, good times.
The monsters were... odd, because they looked like zombies but also had weirdass behaviour. Some of them grew bug features when you popped a limb off (no doubt my subconcious took that from re4) but others just looked like mutated amalgamations like the thing from the thing.
Different mutations, different looks. Keeping us on our toes
The thing from the thing is a look i liked more for them. It felt the "demonic" aestethic more tbh! The idea that these people have been hollowed out with evil, and that their flesh is being reused and reformed by a nefarious purpose. Akin to nekromorphs, kind of!
Worth stating this was def not an infection situation. Like, i think most of the staff had branded themselves, and thats why their bodies were open to mutations when the demoness boss did her thing. The patients were just... food.
The demoness was the biggest highlight to me. A kind of thematic foil to the idea of a emotionless CEO gladly shoving people in a grinder to satiate endless her hunger. All while backed by a sistem that allows what she does to remain untouchable
Oh yeah. She had big boobs. Not even a post dream addition, i straightup dreamt of a hot huge boobs demon lady.
I contacted my friend luna as soon as i woke up and told her about the dream bc i thought it was right up her alley heheh. She drew some concept art with me! Heres the neocities.
But yeah hot demon lady using people like food. It was rly interesting as a concept. She behaved kind of like a resident evil pursuer enemy, stalking the halls and being unkilable. Buuut you could damage her tho, she just regenerated limbs.
Striking monologue from a creature with no empathy rationalizing what she does.
And yeah she had demon forms that got progressively messier.
Hilarious game mechanic where you could blow her tits off but that only makes her more aggro and pissed off. Essentialy a "shooting mr x's hat" mechanic. Yes i actually dreamt about this
I remember a stealth section where youre playing as the sister but you cant fight, just hide and sneak. And its super dark as youre crawling through a historical wing of the hospital BUT you can tell when the demoness is aproaching because she wears heels and they clack clack.
Iconic. Diva, even
Honestly im very endeared by this dream i had. Could make for a sick game. Im talking with my friend luna about potentially doing this, since shes a programmer and 3d modeller, buuut neither of us are very experienced. Could be an interesting project to try! Even if very hard to get started.
Eve's battle sprites! From top to bottom, left to right, we have her neutral stance, her basic attack frames, her getting hit, her heavy attack frames, blocking an attack, dodging an attack, and her special attack frames. They took a long time to render with all that lightning. It'll take her two turns in-game to perform it.
Man I sure hope nobody ever tries to decompile this shit and looks at the code I'm writing because even I know this is awful.
day 5 of dogpit jam
I'm experiencing the worst writer's block ever, I'm not cut out for slow domestic scenes T T ... please pray for me lmao. I've been trying to keep working but I'm hitting a hard wall. I'll come back definiitely.
Which textbox quickmenu layout do you like more?
Menu Layout #1 (RenPy Default Quickmenu)
Menu Layout #2 (Drop some lesser-used options, add Save/Load to the Right Menu)
No Preference / Lemme see results
I already posed this on the discord but I figured I'd open the floor to yall here too. I'm looking for some opinions, especially from people who don't play tons of visual novels (but all takes are welcome right now) Steam has reviewed TCM for playability on the Steam Deck and let me know that some of the UI text is too small to give the game a full pass. Because being endorsed as Steam Deck Friendly will open up a wider audience for the game, this is something I'd like to try to fix.
I think the clearest issue is the small quickmenu options at the bottom of the text box during normal gameplay. These are currently showing engine defaults (screencap #1) and RenPy players will be very familiar with these options. However, with the menu inside the moon element to the right, I've got most of the functions already covered (keyboard shortcuts for RenPy ALSO haven't changed).
I'm thinking about:
removing the smaller quickmenu,
replacing Quicksave with Save and Load buttons
replacing the Menu button (which takes you to the main menu) with an Options button (which takes you to the Options menu),
All Renpy Keyboard shortcuts will remain the same
Quicksave and Quickload will be accessed via keyboard shortcut, as I feel they are generally not used very often.,
Screencap #2 shows a vague rework of what I'm kinda thinking.
What do you think? What menu features do you use the most/least often?
Pro Tip: If a company you're interviewing for ever tells you: 'We don't have a crunch culture!', your question should be:
"Do you deliver everything to plan?" And when the answer is some roundabout way of saying "No",
You will be crunching. Because bitch, that work has to fit SOMEWHERE.