After finally overhauling the code for this thing to turn it into something sensible and making some feature tweaks, I figured I might as well show people what I’ve been working on. It’s going to be a while before the game is ready, but this should give you some idea of how it’ll play. (And while the placeholder graphics do look kind of neat, no, they’re not staying. ;p) Enjoy!
Hi, Everyone! I’m still dealing with some life stuff and working on some non-game projects, but I’m kinda getting my mojo back and I do have a big project underway that IS going to happen — eventually. :p (Somewhat helpfully, I’ve at least decided that dealing with Unity isn’t worth the effort yet for what I want to do. Like the possibilities; loathe the interface.) So I might as well post some concept art I’ve been holding on to. If you follow my Twitter, you might’ve seen it already. If not, this is new.
I’m planning to update this artwork later, but it’ll do for now. Others will be coming over the next few weeks. Still not planning to name the game until it’s somewhat playable. ;p
Hi, everyone! I am still here. I’ve just been sorting through some personal stuff–and dealing with my worst, most persistent problem when it comes to getting things done. That problem is thinking way too much about everything that could go wrong or already is and what if it’s hopeless/unfixable and everyone just laughs at me and getting so overwhelmed by it all that I’m paralyzed with fear.
I do have a game in progress. I got it to the point of having a complete (and fairly complicated) engine programmed in Game Maker plus all the player sprites and the basics of some playable levels. The problem is the more I learned, the more obvious it was that the earlier code I wrote is a godawful mess, and every fix I built on that just added to the mess. If I’d known what I was doing (or even that most of the stuff I learned along the way was possible) and sorted it all out in advance, I would have a much easier time making modifications or even just remembering where I left the function that does whatever thing. That’s bothering me a lot. But there’s just so MUCH of it it’s hard to think of tearing it down and starting over, even though I know that’s what I really want to do.
I also got caught up in “Did I really make the right choice?” Game maker will work well for this and probably for just about anything else I want to do… but I keep worrying that I’m wasting my time and should’ve gone with Unity even though it’s somewhat harder to work with and I don’t like the interface. So, being me, that weird little fear has done a lot to keep me from working.
Another thing I worry about might be more justified: What if there’s more to this game–something important–that I’ve overlooked? What if I can add something to its fundamentals that would make it better? And perhaps less justified (or at least more paranoid), what if I should be doing something else entirely? What if I just have no business making this kind of game and it’s doomed to be awful? But that’s all part and parcel with my being terrified I really have no talent and my work won’t ever, ever be good enough by some unknown standard I’m not even sure is mine. Which leads back back to fearing failure so much I can’t even get started again.
I know how ridiculous all this sounds and I’m working on it. Writing it out seems to help, and who knows? Maybe someone having similar problems will read it and know they’re not alone. In the meantime, though, I’ve got character sprites and written code (at least some of which I can reuse), a script for the game, and new plans-in-progress for some gameplay tweaks. I’m also sorting out my coding needs in advance this time, which is a lot easier when you sort of know what you CAN do. And maybe in a month or two, I’ll have something I feel like showing.
Thanks for your patience,
Note: I originally offered this game for $3.99 but again, the main thing I want right now is just for people to enjoy my work (especially when it’s on such a personal topic) and hopefully share it with their friends. Like all the rest, it’s donationware now — which means that while you can get, play it and keep it for free, donations are always welcome.
Well, it’s finally done: my new and improved version of She Who Fights Monsters. Since a picture is worth a thousand words, here’s a video:
If you’ve played the original and you’re wondering how this differs, here’s a quick rundown:
- Improved graphics, especially in the “Jenny’s Imagination” areas
- New music has been added
- Story has been expanded
- New Game Plus
- Free Day Mode (in New Game Plus) where Jenny gets to do what she wants for as long as the player wants
- Six new endings
- Probably some stuff I forgot
Hi, everyone! I know it’s been a while, but I am still here and working on stuff. And I’m working on it quite a bit more than I have been for some time.
I left my day job a few weeks ago. Money is a bit tighter now and I know I’ll probably have to get something at least part-time soon, but right now… I’m happy. I just want to enjoy being happy and doing work I love, even if I’m not getting paid yet (though getting paid would be really nice) and even if no one is watching. As for what I’m working on, right now, it’s a project I’ve had in the back of my mind for a while: an updated version of She Who Fights Monsters. This will be a paid version, and I’ll try to make worth it.
I’ve migrated the game over from RPG Maker VX Ace to MV, which means I can make it multiplatform now. An Android version is in the offing as is an updated Windows version, probably one for Mac, and possibly one for Linux. The Windows update will come first; the others will be released when/if I sort out how to do them properly.
A lot of the graphics have been redone and some areas have been completely overhauled. Some gameplay elements I wasn’t quite satisfied with have been tweaked. Some music has been changed. Most of the bugs in the base game have been worked out, and not just ones the from the original version. The MV migration introduced a lot of super-fun new ones. :p As I add and change more stuff, I’m trying to keep on the look out for any further unwanted surprises.
The biggest change, though, is that I’d like to add a Free Day/New Game Plus mode that becomes accessible after you beat the game. Poor little Jenny has been through so much. It would be nice to give her free run of the house for a bit–and maybe a chance to complete some imaginary adventures she didn’t get to enjoy before.
Finally, some screenshots from the old and new versions. Like I said: there have been changes. And more are in the making.
(As for why I’m working on this and not my other project, the honest answer is that 1)I want to do it, so why not and 2)it won’t take nearly as long to maybe earn some money from this–even if it’s just pizza funds–as it would if I made something starting from scratch. Hopefully, this and another potential remake will help make other games more feasible. And if not, at least I tried.)
Thanks for visiting,
I know there are a handful of people who like what I do. I’m happy to have those people. But the simple fact is almost no one plays my games. The one I’m working on is vastly different from anything else I’ve done… but Raziel was vastly different from the ones that came before it, and it basically got no attention since it couldn’t be readily linked to an issue or cause. (Though a friend did do a Let’s play of it. Thanks, Friend. :)) What I’m working on is even more “just for fun” than Raziel was (and probably less unique in gameplay terms), but it’s going to be an action-y game instead of RPG Maker. The latter might give it a boost; the former might doom it to even greater obscurity, especially without the media connections that would bring people to it. I also hate this feeling I get that I have to make games about IMPORTANT SOCIAL ISSUES for people to think they’re worth mentioning or playing. And I do know it’s possible that what I do just isn’t that special.
Basically, I’m trying to figure out what I want from all this and how much effort is worth it. I have other projects going, too, namely writing–and writing is my first love, something I’d do anyway whether or not anyone sees it. In fact, for some time now, “or not” is mainly what I’ve done. :p Maybe it helps that the results and rewards of writing seem more instant while game development (especially the kind that takes a lot of pre-planning) takes more patience before you get anything useful, especially when you have to learn a new dev tool to get going.
I’m pretty sure I’ll finish the game just to prove to myself that I can. And besides, it’s the kind of game I’d like to play. I just don’t see what difference it makes if it’s next month, next year, or next decade. So I probably won’t be posting much about it for a while.
Just to let everyone know I’m alive and still (slowly) working on stuff, I thought I’d throw up some concept art from my current project. It’s going to be something wildly different from what I’ve done so far; instead of an RPG maker game or a Twine text project, I’m using Game Maker for this. It’s the first game that I’m planning out in advance instead of just playing it by ear. I’m making all the art assets myself. And it’s going to be much more classically “game like” than it’s predecessors. That is, assuming I can actually pull this off.
I refuse to announce it officially until I’ve gotten a lot more work done, but for now… here’s this. Click to view full-size.
Warning: Undertale spoilers below!
About a week ago, I tried to play through Undertale’s Genocide route, a common name for killing EVERYTHING. Toriel wasn’t too bad, even though I liked her. It might be because she handled things like I expected: shock, betrayal, even a bit of bitterness. Killing the Dogi… was not fun. Mowing down a loving couple isn’t exactly my idea of a good time, especially when one is so heartbroken over losing his partner that he loses the will to fight back. The rest of the battles ranged from “Meh” to “This sucks, but I can do it. I must stay DETERMINED.” I wanted to see for myself what story secrets this path revealed; I wanted to fight that crazy-hard battle at the end of it, just to see if I could. And all I had to do to get there was keep going.
Then, I ran into a roadblock I wasn’t expecting: Papyrus.
Yes, after all this time, I’m FINALLY done with this game. (At least until the first person informs me of a game-breaking bug. :p)
Anyway, the game is here. And as an added bonus, I’ve reposted the original Twine version of Raziel I made for the Cyberpunk Jam. It contains some slight spoilers, but it’s surprising even to me how different it is now.
A new teaser trailer for Raziel. The game will be released on January 4th.