been a bit since i touched upon the progress of the games ive been working on proper, so gonna do a lil write-up to give a refresher and hopefully inspired me to get back to regular game dev soon
this is a long write-up, so ive hidden everything under a read more for anyone that's genuinely curious to learn more about the three games ahead
Hallowed Discharge
- this one is still slated to be the kinky and text-focused game made within the Quest engine. not entirely text though, as i utilize the map-making system within it so the player has a better idea of where they're going
- short story summary like ive said befores is that you play as Reverend Artemis, a priest basically, and your goal is peacefully exorcising spirits from a long-abandoned mall
- besides the protagonist Reverend Artemis, every other character is ghosts of every major or minor roles. it would be far too much work for me to detail every single one right now, especially cause there's still a big chunk ahead not yet written for!
- there's a basic energy system in place tied to one's actions in the game, alongside a faith system and weight system. weight system affects not only the Reverend physically but also which tasks are feasible, how interactions pan out, and can lead to early game overs depending on the situation (ie: you hit the maximum in-game limit and cant feasible move out of somewhere)
- the game's setting is the Delícias do Vale, an abandoned mall near the outskirts of the town of Sweet-Kiss Oasis in the country of Centauri. basically you'll explore the different floors of the mall, both parking lots, and a small bit of roads surrounding the mall
- development progress: MOST of the map is set up in terms of foundation and what connects to much. there's still areas to block off / require alternate routes or tools to access based on the story and player's inventory. the main objectives are like 20% done currently, with the other 80% basically requiring me to handle the remaining exorcism tasks
- possible release: still hoping for later this year at the earliest. the date has changed a lot due to me having to take breaks and hitting bouts of burnout. health always comes first, so if i need to take this slow for the rest of the process i will
Enchanted Bliss
- my first attempt proper at making a visual novel, within the Renpy engine. basically a mixture between a story about furry wizards investigate a city-wide disaster and friendship and / or romance possibly budding between the protagonist and one of the supporting characters
- characters involved include the protagonist Dylan Rhodes, the supporting wizards you can team up with (Brava Denver, Maple Finley, Marcos Wylder, Price Flynn, Remy Taffy and Serena Journey) and the lead supervisor for the team Carmichael Kentz
- unlike other romance-adjacent dating sim type deals, this VN is made to ONLY support choosing one of the six supporting wizards to team up with during a single player. once you've made the choice, you CANNOT turn back unless you load a save back to the beginning of the game before making the choice. this was done to better flesh out the relationships between player and choice as well as make the dialogue and mini stories involved with each choice have way more impact and care put into em
- main setting will be set around the demolished city of Filia Lunae in the country of Centauri. depending on who you team up with, you'll get a chance to either explore a facility within the city, the sewer system under it, or the outskirts where a river runs along the north edge of the city
- development progress: all the main backgrounds are drawn, including the main screen. i'll still have to draw epilogue screens eventually and any bonus area screens if it seems needed. ive made at least 10 music loops for the soundtrack, tho i still need to make a LOT more before i start applying them to portions of the game while moving the rest to the official OST later on. only the introduction of the game is written, right before the player makes the choice of who they will team up with. none of the character assets / emotions are drawn yet but i'll get to it. only things ill have others handle is public domain sounds with credits given in the game of course. music, art, writing, and coding will fully be done by myself
- possible release: realistically Sometime 2024 at the earliest, i cant possible be less vague than that because i'm trying to be realistic as possible with how much work is still ahead on this.
Nigh Maintenance
- my first proper RPG maker game, following many scrapped less-focused attempts over the years. it's only in its early planning stages right now, with most of it being in the mind and not transferred to a proper document in my folders yet
- will involve the main cast of my characters Waever Nuelle, Glory Fantasy, Mason, and Weston Fredericks. friend group of furry investigators of sorts, focusing on strange, paranormal, supernatural, and even extraterrestrial scoops and cases. i plan to include one supporting character past that, a currently-unnamed trucker that made her soft debut in my short story AFTERGLOW back in June 2020. will draw out her design and name in the future
- basic story i got going currently is barebones but something along the lines of the main cast traveling with the trucker either through a desert focused setting or a cold focused setting. perhaps a mountainous one if im feeling so bold..? we'll see, only today as of writing am i finally figuring out a very rough story concept that excites me for once
- will not feature combat, at least in the normal sense. i might do a gag where you 'fight' a door to break it open or something like that. generally past that i'll have puzzles that tie in inventory and stats of the party members, provided it doesnt get too ambitious. also lots of text and dialogue, much like the rest of my works lol
- possible release: who knows, wouldnt be surprised if the 'earliest' i can say is 2025 but even then remember that as of writing i havent even BEGUN to write down plans and ideas in a document yet. all in the mind until i feel ready to start that stage of work
