Category: Announcements

Updates about games and merch from Anigrams Productions.

  • Version 1.1 of “Ace in Another World” Now Available

    Version 1.1 of “Ace in Another World” Now Available

    Title screen for "Ace in Another World".

    The definitive edition of “Ace in Another World: That Time You Were Reincarnated In A Fantasy World Surrounded By Beautiful Women But Weren’t Interested In Any of Them!!” is now available!

    This version is a fairly significant revamp that adds repetitive and inconsistent music, laughably bad sound effects, and even some lazy transitions and animations to help it feel more like a “finished” product. Most of the script is the same, but there’s now a brief additional line at the end to recognize whether you skipped all the encounters or not.

    I had a ton of fun making the music and sound effects myself without the pressure of trying to make something “good”. I used a lotus-tuned kalimba (without buzzers) that my late dad gave me a long time ago to make the music. I’ve been meaning to use it to make music for a game for years, but just never got around to it… Glad I finally did. 🙂

    While there are still a lot things I could do with this game (like adding a custom GUI, etc.), my goal was always just to finish making a game (for the first time in 14 years!), and I accomplished that. Now that it feels more “complete”, my plan is to leave it be and not make any more updates – except maybe to fix bugs if any are discovered. Of course, I also said that about Memoirs and I ended up making another couple of major updates…

    Anyway, thanks to everyone who has played this dumb little game so far! Make sure you also check out the “fixed” version by ashnin10, which is where I got the inspiration for the adorable little bounce animation I added in this version.

  • “Memoirs of an Angel (2010)” Coming to Steam

    “Memoirs of an Angel (2010)” Coming to Steam

    My first game, “Memoirs of an Angel”, is finally coming to Steam on July 30, 2024. How exciting!

    Back in my day, you couldn’t just publish your game to Steam. It had to be “greenlit” by people voting to express interest, and your game would only be published on Steam if it got enough votes. That held me back from posting to Steam for a long time because I didn’t think my stupid little game would get enough interest. But now, you can just fork over some $$ and go through a brief review process, which is much more accessible. So, hey, I’m official now!

    To celebrate, I’m going to be live-streaming playthroughs of each of the four main routes of the game on my Twitch channel throughout the month of July, so keep an eye out for more information about that.

    Can’t wait for the end of July? The new game version, v1.3, has already been posted to itch.io.

    Originally posted July 6, 2024 on Tumblr.

  • Version 1.3 of “Memoirs of an Angel (2010)” is now available!

    Version 1.3 of “Memoirs of an Angel (2010)” is now available!

    Version 1.3 of Memoirs of an Angel (2010) is now available! This version was built with the latest version of Ren’Py and adds Steam support and achievements, as well as some bug fixes and quality of life improvements.

    Added:

    • Steam support
    • 18 new achievements
    • “Actions Remaining” label during action periods

    Updated:

    • Replaced old logo animation in splashscreen with new Anigrams logo
    • Complete rewrite of Settings, Save/Load, and Say screens to work with newer version of Ren’Py
    • Replaced dancing arrows (that were blatantly ripped from a DDR screenshot) with new custom arrow images
    • Updated references to “Osirian Empire” and “Neffronian Empire” to just be “Tyracan Empire” regardless of who is emperor for clarity

    Fixed:

    • Fixed some places during the dancing mini-game where choosing the wrong option would result in the wrong character showing up
    • Fixed some places where Zuleika suddenly showed up in the wrong outfit
    • Fixed a few typos and awkward phrases

    The walkthrough has also been updated to add the new achievements and fix various typos.

    Originally posted July 2, 2024 on itch.io.

  • “Ace in Another World”: A Hilariously Bad Fantasy Adventure

    “Ace in Another World”: A Hilariously Bad Fantasy Adventure

    My entry for the “Worst Visual Novel Ever” Challenge 2024 game jam, Ace in Another World: That Time You Were Reincarnated In A Fantasy World Surrounded By Beautiful Women But Weren’t Interested In Any of Them!!, is available now on PC, Mac, and Linux.

    Synopsis

    You find yourself reincarnated in a fantasy world of magic and monsters, tasked with defeating the evil Demon Lord. Armed with powerful magic (that you know for no explicable reason), you set out on an epic quest to slay your foe – only to be interrupted again and again by beautiful women who need your help and won’t take “no” for an answer. Can you resist their distractions and save the world?

    Developer’s Notes

    I heard about this game jam on Tumblr and immediately leapt at the chance. I struggle a lot with perfectionism and thought this would be a good chance to make something fun and silly – and maybe even finish it! – without any pressure to do a good job. The idea for this game was actually the third or fourth idea I tried. I cared too much about the other ideas to make them bad, oops.

    Ultimately, this game is inspired by all the isekai trash anime I’ve watched with my boyfriend, and all the times I wanted to tell the poor girls who throw themselves at the protagonist to get a grip because they deserve so much better.

    This game’s got it all:

    • Overpowered protagonist for no reason
    • Completely inconsistent characterization
    • Decisions that have no impact or consequences
    • Anti-climactic final battle

    The game is written in second person (“you”) and makes no references to the player’s gender, though I had a male protagonist in mind when I wrote it. The title is in reference to the story being written with an asexual protagonist in mind, and is inspired by my own thoughts and experiences as an asexual person, but the game makes no explicit references to the player’s sexuality.

    I made all of the art for the sprites and backgrounds myself, though I relied heavily on references for the character sprites. I had to start over on the backgrounds three times because I kept trying to make them good! In the end, I ended up with a super messy painted style that doesn’t look as terrible as I feared it would. I mean, at least it’s better than stick figures.

    Other than the original Memoirs of an Angel, this is the first game I’ve actually completed, so I’m pretty proud of myself. I had a lot more planned, like making my own (terrible) music, sound effects, and maybe even voice acting, but I had to remind myself that the whole point was to make something quick, fun, and low effort. I’d like to add some sort of music in a future update, though, just to give it a little extra polish.

    Disclaimers

    This game was created for the “Worst Visual Novel Ever” Challenge 2024 game jam, the goal of which is to have fun and make something terrible. That means it’s bad on purpose!

    Ace in Another World: That Time You Were Reincarnated In A Fantasy World Surrounded By Beautiful Women But Weren’t Interested In Any of Them!! by Anigrams Productions is licensed under CC BY 4.0.

    This means you can distribute, remix, adapt, and build upon this material in any medium or format, for commercial or non-commercial use, as long as attribution is given to Anigrams Productions.  

    If you do create something actually good from this idea, let me know – I’d love to see it!

    Finally, this is a work of fiction. Any similarities to real life entities, or other copyrighted works, is probably intentional purely coincidental.

  • Anigrams Productions Now on Etsy: New Products and More!

    Anigrams Productions Now on Etsy: New Products and More!

    I’m excited to share some fantastic news with all of you: Anigrams Productions is expanding our merch store to Etsy! This move is part of our ongoing effort to increase our online presence and make our unique merchandise more accessible to fans and supporters around the world.

    Why Etsy?

    Etsy is a vibrant marketplace known for its creative and handmade products, making it the perfect platform for Anigrams Productions. By joining this community, we can reach a wider audience of gamers, developers, and fans who appreciate high-quality, unique merchandise.

    What to Expect

    I will be adding new products to our Etsy store on a regular basis. After a few months, these products will be available in our main store as part of a quarterly update. This approach allows us to test new designs and gather feedback from our Etsy community before making them widely available.

    Support Us on Etsy

    Your support is crucial as we venture into this new platform. By shopping on our Etsy store, you’re not only getting access to exclusive products, but also helping Anigrams Productions grow and thrive.

    Visit Our Etsy Store

    Ready to check out the latest merch and be part of our exciting journey? Visit our Etsy store at https://anigramsproductions.etsy.com and start shopping! Don’t forget to favorite our store and follow us for updates on new arrivals and special promotions.

    Thank You!

    Thank you for your continued support and enthusiasm. This expansion to Etsy is a significant step for Anigrams Productions, and I couldn’t have done it without you. Let’s make this new chapter a successful one together!

    Stay tuned for more updates and happy shopping!

  • Anigrams Productions Merch Now Available

    Anigrams Productions Merch Now Available

    I’m thrilled to announce the launch of our brand new merch store! Whether you’re a passionate gamer, a dedicated game developer, or a fan of Anigrams Productions, there’s something here for everyone. From gaming-themed tees to brand essentials, you can now elevate your style and express your passion with our exclusive merchandise. Shop now and level up your wardrobe!

    Discover Our Collection

    We’ve curated an assortment of high-quality products to cater to all your needs and preferences. Here’s a glimpse of what you can find in our store:

    • T-Shirts & Jackets: Show off your love for gaming with our stylish and comfortable apparel. Available in multiple colors and sizes, each design is crafted to make a statement.
    • Mugs & Stickers: Add a touch of personality to your everyday items. Our mugs are perfect for your morning coffee, while the stickers can jazz up your laptop, notebook, or gaming setup.
    • Branded Products: Support Anigrams Productions and White Sun Crafts with our exclusive branded merchandise. Wear your favorite brand with pride and help spread the word!

    Designed with Love

    Every product in our store is designed by me, with a lot of love and attention to detail. The selection is fairly limited right now, focusing on branded products for Anigrams Productions and one of my clients I’ve partnered with, White Sun Crafts. However, I plan to gradually add more designs tailored for gamers and game developers. Stay tuned for new additions and exclusive releases!

    Support Us

    Running a game development company is a labor of love, and your support means the world to me. By purchasing our merch, you’re not just getting cool, high-quality products; you’re also helping to support the creative work we do at Anigrams Productions. If you’d like to show your support and grab some awesome gear, please check out our store!

    How to Shop

    Ready to explore our collection and find your next favorite item? Visit our online store at https://anigramsproductions.square.site and start shopping. Your purchase will not only elevate your style but also contribute to the growth and success of Anigrams Productions.

    Thank you for your continued support, and happy shopping!

  • “The Twinkling Trio” Demo is Live

    “The Twinkling Trio” Demo is Live

    And so it ends…

    The SuNoFes Game Jam ends in about 14 hours. Since I’ll be at work at that time, I went ahead and submitted my game a little early. The game is just a demo for now, but please play it and let me know what you think (including any bugs you find!). It’s available for Windows, Mac, and Linux.

    To be honest, I wasn’t able to finish everything I wanted to – largely because once I realized I wouldn’t be able to finish everything before the deadline, my motivation dropped to 0. So I just didn’t touch the game for two weeks, which was like half of the total time I had to work on it.

    The end result is a fairly short and simple sample of the game. Story-wise, it consists of about 80% of the first of five acts. It’s more of a tech demo than anything, as it includes most of the programming necessary for the entirety of the game, including procedurally-generated paths for encounters similar to something like Slay the Spire. The big thing that’s missing is the “battle” system, which to be fair is the heart of the gameplay – without it, there’s no “meat”, no progression, no risk or reward.

    All that said, I’m happy I had at least something to submit for the game jam. It had been a long time (10 years+) since I seriously worked on a game, and I’d forgotten how much I loved it, so it was great to design and start building a game, even if I wasn’t able to finish it before the deadline.

    I do plan to continue working on this game after the game jam. I’ve also joined the Yuri Game Jam which starts at the end of September, but I haven’t decided yet whether I’ll work on the game I had planned for that or spend the time working on this game instead (which I don’t think is a good candidate for the Yuri Game Jam).

    My priority is, of course, to get the battle system implemented, but the biggest lift overall will be finishing writing the story. Writing is always the hardest part for me – I’m really critical about my writing, much more so than other things like programming. If I write some code and it works as expected, that’s usually good enough for me and I can move on, but I tend to dwell on my writing and pick it apart until I end up rewriting it 10 times. I’m trying not to do that this time, but… it’s really hard.

    Anyway, thank you for your support. If you do end up playing my little game demo, I would really appreciate any feedback you may have. Thanks!

    Originally posted September 3, 2021 on itch.io.

  • My First Game Jam: “The Twinkling Trio”

    My First Game Jam: “The Twinkling Trio”

    Well, this is it, folks: my entry for my first ever game jam.

    I’ve always wanted to join a game jam, but have never had the opportunity or time. As a developer, I’ve participated in a few hack-a-thons (mostly through work), but I never seemed to hear about game jams I wanted to participate in within a reasonable time to actually get them done. And the “build a game in 7 days with no time to prepare or think about it ahead of time” jams are really intimidating to me!

    But recently, out of curiosity, I checked out itch.io to see how easy it is to actually sell games on here. The answer: really easy! So I uploaded my old Memoirs of an Angel game and started looking around. Lo and behold, there’s a plethora of game jams here on itch.io of all varieties. So, I joined a couple I thought were flexible enough that I might actually be able to submit something for.

    The first is SuNoFes 2021, which runs from July 1st 2021 to September 3rd 2021, and is for visual novels or story-based games. I (perhaps stupidly) went ahead and joined it at the end of July even though there was only a month left to prepare my submission.

    The second is Yuri Game Jam 2021, which runs from September 30th 2021 to December 1st 2021, and is for games focusing on queer relationships between women. But that’s a story for later.

    Designing the Game

    I joined this game jam that was already half-over but allowed unfinished entries, thinking, “Oh, I can probably make a short visual novel in a month.” Unlike the Yuri Game Jam, I started with no ideas of what to make at all. I just started browsing free visual novel assets and hoped something would spark some inspiration.

    And that’s when I found her, my main character:

    She was so adorable with her little book, I knew I had to use her somehow. I looked up the artist and found that she had a few visual novel sprite sets for sale in a similar style, so I picked those up, too. Then I found that the artist also had some beautiful visual novel backgrounds for sale, so I bought those as well.

    But what can you make with only three girls and a bedroom?

    Designing an RPG

    Since I have an abundance of fantasy assets from Humble Bundle and other sources, I got the idea to have the girls be playing a tabletop RPG in one of the girls’ bedrooms. Because of the game-within-a-game concept, the jarring differences between the art styles of the purchased assets and the assets I already had made perfect sense, and it also gave the main character a reason to carry that book around, since it’s probably her notes and resources as the Dungeon Master.

    It also gave me a chance to design a simple tabletop RPG system. Game design and programming are my favorite aspects of game development, so designing and implementing some sort of more complex 2D gameplay was important to me. But I also wanted to keep the system as simple as possible since my main character is playing with her two friends who are new to RPGs, so I ended up going with a simplified version of this already very simple system: https://www.instructables.com/Pen-and-Paper-RPG/

    I knew I wanted to have three attributes in this system, one for each of the characters to specialize in. In order to figure out the best attribute for each character, I had to flesh them out a bit first.

    • Lisa: the nerdy, bookish type. I imagine her voice in my head as Kanna from Miss Kobayashi’s Dragon Maid. She embodies my introversion, proud love of books and videogames, and not giving a ****.
    • Christine: the sporty, headstrong type. She reminds me of when I let loose and let myself be loud. I have to be careful to sensor her voice, because otherwise there would be a lot of swearing.
    • Jane: the perfect, goody-two-shoes type. She’s the type to be president of the student council, valedictorian, and captain of the softball team. She reminds me of a friend I had like that in high school, but she also embodies my need to always be right.

    I thought about each character and what they would prioritize. Lisa was the most obvious – of course she would value intelligence, a.k.a. Wisdom. The others were more challenging, but then I thought about what “class” each character would be. When I determined that Jane would be some sort of witch or sorceress (she was originally a “Punk Witch”, then a “Rainbow Witch”, then finally a “Moon Sorceress”), it was clear that her strength should be Magic.

    But what about Christine? Intelligence and Magic are both pretty typical attributes for a RPG, and in the usual triangle, Christine would have some sort of rogue-based class and/or attribute, like finesse or agility. Christine doesn’t scream “rogue” to me, though – she’s too loud, too in-your-face. She wouldn’t quietly backstab someone from the shadows, she would just walk up to them, say hi, and punch them in the face in the middle of a public square. So, what attribute would she value? That’s when I came up with the idea of her RPG character: a Fairy Princess who rides a skateboard. The idea is so ridiculous, but it’s so Christine. That led me to my final attribute: Style.

    Once I had my main characters and three attributes, I started designing some of the enemies and NPCs. Once again, I had a bunch of fantasy assets lying around, so I decided to just use a pack of generic monster icons. For each monster, I rolled literal dice to determine how many points each one has towards Style, Magic, and Wisdom, and then I determined which values were considered high (“Expert”), medium (“Average”), and low (“Novice”). The goal is to eventually base each monster’s personality on what attributes are high or low, but for now they’ll simply be used in combat to determine whether the enemy’s attack succeeded or failed.

    Advanced Settings

    Another thing I was putting together throughout this process was a list of Advanced Settings I would want to include in the game for players to be able to customize. Usually designing the game inspired new advanced settings, but sometimes it was the other way around and thinking about advanced settings inspired aspects of the game. I’m really happy I started thinking about it so early in the process.

    Drafting the Story

    Finally, I began thinking about the overall story, both for the “real world” of the game and the game-within-a-game.

    I brainstormed some worldbuilding ideas, but since I was using pre-made assets, not all of them could be implemented, or will be implemented in minor ways. For example, there will eventually be Priest NPCs who could represent the gods of the pantheon, though I also like the idea of them each serving some very specific monster-related god.

    As I brainstormed, I tried to think like a young girl, like my main characters. Children are so incredibly creative – they aren’t restrained by common sense or conventional wisdom, which allows them to think outside our reality. That’s hard for me, honestly, and I’m afraid it shows in what I’ve done so far. I started out with the idea of a crazy, nonsensical fantasy setting, but ended up with a fairly generic one… but hopefully I’ll be able to clean that up when I have time after the jam.

    Because I had five fantasy RPG backgrounds in the pack I was using, I had the idea of making each one a chapter/act, and looked up what a five-act story structure might look like. I wrote the Overall Story with that in mind, and briefly noted how that might play out across the five chapters or Encounters.

    Building the Game

    After a few days of planning to come up with all of that, I started working on putting the actual game together. Since I knew I was going to use a visual novel format, I chose to use Ren’Py, which is a visual novel engine I’ve used in the past (like…10 years ago).

    In one day, I managed to get the main “Encounter” game loop implemented. I wrote mostly pure Python, building out Python classes for Encounters, Scenarios, Heroes, Enemies, NPCs, etc. Unfortunately, I found out the hard way that pure Python generally doesn’t play nice with Ren’py’s rollback feature, so I had to turn that off until I can find the time to make all my Python code work with it. Sad trombone.

    Since then, I’ve been making steady progress. Most of the gameplay systems are implemented, including merchants, treasure, campfires, and story scenarios. I still have a few pieces of the battle system to implement, but then I’ll be done programming-wise.

    …Which means that all that’s left is the writing, my least favorite part. Writing is hard for me. I’ve always loved coming up with stories and characters, and I used to love writing as a kid. Whenever I had some downtime, I would write short stories about the characters living in my head. But somewhere along the line, writing became a very stressful activity for me, and now I avoid it.

    Honestly, the main blocker for me making progress on my work-in-progress games (like the Memoirs reboot) is the writing. The fear of writing a sub-par story is paralyzing. I don’t get like this with writing code or anything else, but something within me thinks that if I can’t write a perfect, amazing story on the first try, then I’m a failure of a game developer. And like Jane, I don’t like failure, I want it to be perfect.

    I’m really trying to get over this fear and force myself to write. I’m about 1/5 through writing the main story so far, so we’ll see how it goes.

    Going Forward

    I’ve made enough progress on this game that I can at least feel confident enough in submitting it by the 3rd of September, even if it’s not “done” by then. Even if I only submit the first chapter (1/5 of the game), that’s still more than I’ve done in the last 10 years.

    And once I finish writing the main story, I have a lot of features I’d like to add. Some of it will require more writing (ugh), but a lot of it will involve some fun programming work, so I’m excited. We’ll have to see whether I get to those before or after the next game jam, though.

    Anyway, thank you for reading this ridiculously long post! I’ll try to write smaller, more frequent updates in the future.

    Hope you all get a chance to play the game. And don’t forget to let me know if you enjoyed it. 🙂

    Originally posted August 15, 2021 on itch.io.

  • “Memoirs of an Angel (2010)” Now on Itch.io

    “Memoirs of an Angel (2010)” Now on Itch.io

    It’s been (almost) 11 long years

    and my first game, Memoirs of an Angel, continues to be the highlight of my game development journey. It was my first foray into game development and computer programming: just a quick, fun, otome visual novel made at a time when the genre was practically non-existent outside of Japan.

    I loved making this game so much, it literally changed my life! I’m now a professional software engineer living in Seattle, WA, seeking out my first big break into the AAA game industry.

    Almost immediately after the initial release of Memoirs back in 2010, I began developing a reboot. I could see the potential in the story and characters beyond the quick and silly script I wrote in a couple days for the original game, and I wanted to realize it as a full RPG.

    Of course, RPGs are incredibly complex and difficult to develop, so… uh… I’m still working on that one.

    Anyway, I hope this release on itch.io will expose Memoirs to a whole new audience. I also want to thank everyone who has stuck around this long – it’s hard to believe it’s already been over a decade! The otome landscape has changed so much since 2010, but I’m so proud to see so many indie game devs out there fighting the good fight and providing quality content for otome-lovers.

    Thank you, and I hope you enjoy the game!

    Originally posted July 25, 2021 on itch.io.

  • Anigrams Productions: 2019 Update

    Anigrams Productions: 2019 Update

    It’s been a while, hasn’t it?

    It’s been 10 years since, inspired by Japanese visual novels and Winter Wolves’ games, I came up with the idea for the original Memoirs of an Angel – a visual novel (with mini-games) about a dethroned princess courting various handsome men in a fantasy setting while figuring out what to do next.

    That quick, fun little game changed my life. I thought, “This is what I want to do. This is what I was meant to do.

    Ten years later, I still feel the same way. Even though my personal projects have taken a backseat to my full-time job as a software engineer and side gigs as a freelance web developer, I feel like now is the time to continue pursuing my passion for making games. I have the skills, I’m working on getting the knowledge, and all I need is more experience and confidence in my work.

    Without further ado, let’s take stock of the current state of Anigrams Productions’ various projects…

    Memoirs of an Angel: Legends

    Status: Working on it

    I have the basic storyboard for the Memoirs remake written out, which has gone through several revisions and will probably go through a few more before I’m satisfied. I’m deep enough into it, though, to know that I’m going to have to split it up into two games: the first focusing on Zuleika taking her throne back, and the second focusing on the conflict with Menorrhi (evil lady who created Chael to kill Zuleika).

    I’m still trying to nail down a good gameplay system that not only makes sense for the story I’m trying to tell, but is simple enough that it won’t turn off VN players who enjoyed the original game, and also features strategic elements that make it challenging and give real weight to winning and losing. I’ve built several prototypes, but they’ve all been failures so far.

    I’m also still trying to decide whether I want to allow the player to choose the protagonist’s gender or not. The only thing it would really add is the possibility for additional romances (like Duren, whose sexuality was only hinted at in the original game, with most players not even realizing he was meant to be gay). My current stance is that it would be better to add those things as a DLC – get the main game out first, then worry about extra additions that don’t really add anything to the plot.

    The serious investigator, James, and the playful inventor, Seiko, make a surprisingly good team.

    W.I.S.H

    Status: On hold (indefinitely)

    W.I.S.H started as Starlit Dreams, a sci-fi themed business simulation about a bored librarian with a passion for inventing robotic prosthetics and her budding friendship with a paranormal investigator on the run from a secret evil organization. Yeah. What the hell was I thinking?

    After getting some feedback on the prototype/tech demo I made, I realized that the concept just wasn’t that great. Not only was the story all over the place, but the gameplay (basically killing time by going around to different locations and hoping you ran into the person you needed to talk to) sucked.

    Unfortunately, I’d already spent hundreds of dollars on art assets. W.I.S.H was my attempt to take all the same characters (so I could reuse the art) and throw them into a completely different situation, this time a Faustian tale about how the main character makes a deal with a demon and inadvertently breaks the fabric of reality (or something), causing all sorts of paranormal mayhem.

    I thought I had a pretty decent plan of how all the characters would be involved in this new storyline and how each of their romantic routes would weave a larger story, but after sharing my outline with a friend, I realized there were a lot of plot holes and things that didn’t really make sense (like why would the main character even make a deal with a demon in the first place?), and I still didn’t know whether I wanted to do a straight visual novel or include some sort of battle system.

    Since then, I’ve entertained a few different ideas of how to change up the story, including cutting out most of the cast and maybe even having a completely different protagonist, but nothing has really stood out as a good direction to go in.

    For now, this game idea is stuck in limbo.

    Genesis (and her boys) are ready to kick some ass.

    The Memoirs of Genesis

    Status: Planning to do someday

    A prequel to Memoirs of an Angel, The Memoirs of Genesis was originally going to be a kinetic novel (like a visual novel with no choices), but I ultimately decided that if there weren’t choices, it might as well just be a straight novel.

    I had a full storyboard written out, but realized that the fragmented, un-chronological structure of the story was difficult to follow. It also didn’t tell much of a story – it was a biography that had no flow, no vision, no cohesion. The events of Genesis’ life are what they are. They had to happen in order for Memoirs of an Angel to happen. But Genesis’ story is one of tragedy and revenge, blurring the lines between good and evil, and that story needs to be told.

    That said, I feel like Memoirs of Genesis will be so much more meaningful if you’ve already played the Memoirs of an Angel remake… which isn’t complete yet. So this one is on the back-burner until I complete the main game that it’s supposed to be a prequel to.

    Title screen for “Buried”, featuring a skull made up of ASCII symbols.

    Buried

    Status: Working on it

    I’m not sure if I ever officially announced Buried except for a mention here and there, but it was originally conceived as an old-school text adventure dungeon-crawler. The goal was to practice programming while exploring one of the mysteries of the Memoirs universe: the disappearance of the djinn.

    It turns out that building a fun, exciting dungeon-crawler with only text is really hard. I built out the whole dungeon in Minecraft just to be able to get my bearings, but I still couldn’t quite visualize it. So I made some adjustments and started building it in GameMaker using RPGMaker sprites as stand-ins, but it just felt way too generic. I figured there was no point in working on it anymore.

    But now, as I work towards my goal of becoming a professional game designer, I find myself in need of a good portfolio piece. Memoirs is so big and dear to my heart that it may be another 10 years before I finish it, so it’s not a good candidate for fluffing up my portfolio. Buried, on the other hand, can be a short, fun little game that I can use to practice things like writing an official Game Design Document, iterating on a concept, building prototypes, etc.

    So my plan is to pick it back up and use it as a portfolio piece that I can (hopefully) show off with pride.

    You can create a wide variety of characters with the “The Memoirs Character Creator”.

    The Memoirs Character Creator

    Status: Done

    Looking back through this blog, it looks like I never officially “released” the Memoirs Character Creator and had planned to add some additional features, like more color options and armor options. Honestly, the UI needs an update, too.

    These improvements aren’t a priority, though. From my perspective, this project is done and I’ve been focusing my efforts on other projects instead. That said, I may push out some updates once I start updating my portfolio, but nothing is guaranteed.

    Anigrams Language Generator

    Status: Needs improvement

    The Anigrams Language Generator is just something I did for fun and accidentally added to the website before it was ready.

    My idea was to store phonetic symbols associated with specific languages, and create words by randomly alternating vowel and consonant symbols and adding a suffix common to that language (to make the word “masculine” or “feminine”).

    In short, it doesn’t work very well. The system needs to be smarter about which vowel/consonant combinations work best together, maybe employing a machine learning algorithm to analyze a sample of text and spit out something instead of storing everything in a database.

    It probably won’t get fixed any time soon, though, not with other projects being more of a priority.

    Which of these projects are you most excited about? Let me know in the comments below!

    Originally posted January 20, 2019 on Tumblr.