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Tag: update
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.
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.
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.
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.
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.
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.
“The Memoirs of Genesis”: A Prequel to “Memoirs of an Angel”
As the dust starts to settle following the rebellion, Zuleika must get used to her new position as Empress of Tyraca. Unsure of herself, she seeks out the wisdom of the last empress, Lady Genesis, who helped to build the empire from the ground up and whose influence can still be felt in every corner of Egea. What Zuleika finds is the loose pages of a journal long thought lost to time, written by the very woman herself, but as the angel begins to sort through them, it becomes clear that the truth is nothing like the tales the bards sing.
The pages reveal the story of Ceres, a young priestess of Nalan dealing with being fathered by an outsider in the stoic and increasingly isolated society of the Nalani elves. She finds a kindred spirit in Dimitrius, a shipwrecked sailor from Eliador, and they fall in love and even start a family together. Life is wonderful…until tragedy strikes. Forced out of her homeland, the young Mother must embark on a long and epic journey across Egea to rescue her husband and avenge her son, vowing to do whatever it takes to take back her home…even if she has to conquer half of Egea to do so.
Developer’s Notes
“The Memoirs of Genesis” is a companion piece to the Memoirs of an Angel remake that is currently in production, and will probably be a lot more meaningful once I get around to finishing making that game (sorry, sorry), but it works as a stand-alone piece as well. It details the extraordinary life of Lady Genesis from childhood until death, as seen through her eyes. For fans of Memoirs, it offers a valuable look at the other nations of Egea (Nalan and Pyralis) that are only briefly mentioned in the main game, and gives important insight into the pasts and motivations of several characters, including the two main antagonists of the remake, Nefferon and Menorrhi.
For more details, you can check out the WIP thread on LemmaSoft. Since there are so many other great titles being made for NaNoRenO this year, I have a feeling that this one will probably get overlooked, but that’s okay. It’s a free game – just something I’m doing because I can and because I’ve been thinking about this story for a while and have always wanted to participate in this event.
That said, at this point, I’m starting to think it won’t get done for NaNoRenO because I still don’t have an artist, nor do I expect to get one without being able to afford a real commission, to be honest. I’ll keep going, though, on the off-chance that I do manage to find someone interested, and we’ll see how much I can finish before March is over. Worst case scenario, I’ll finish writing and programming it, but it’ll sit on the back-burner for a while until I can afford to hire an artist.
Anyway, just wanted to let y’all know that this is a thing and that yes, it is actually happening. I’ve already sent the outline/rough draft to a friend for editing and suggestions, and will start writing the final draft in the meantime.
Thank you for your interest and support~
Originally posted March 7, 2014 on Tumblr.
“W.I.S.H” Coming Soon to Android
Play as Seiko or Ein, a wannabe inventor with the ability to see spirits and monsters from a realm beyond our own. When one such spirit appears and offers unbelievable power, it seems as if any goal is within reach. However, every wish comes at a price in this thrilling tale of horror, mystery, and romance.
Game features include the ability to play as a male or female; 8 romanceable characters, four of which can be romanced by either gender; an event-based system that shows characters’ intricate relationships with the player and one another; and the ability to rename and customize your character.
More details and screenshots will be available in the near future. Look forward to it!
Originally posted October 23, 2013 on Tumblr.
“Starlit Dreams” is now “W.I.S.H”
In my last post, I mentioned that I had been inspired to work on Starlit Dreams again. Well, one thing lead to another, and a month later, I’ve turned what was “Starlit Dreams” into a completely new game titled “W.I.S.H.” Not only that, but I’m still working on it! And not just fiddling around with the graphics or brainstorming about fun features to add, but working on the actual plot and writing.
How do I plan to continue this? Due to my issues with finishing games thus far, I decided to go back to what allowed me to finish the original “Memoirs of an Angel”: I wrote the story first, then turned it into a game. I didn’t worry about how it would look with graphics or what mini-games to add, I just worried about writing a good story. That’s what I’m doing with W.I.S.H. That’s not to say that I haven’t thought about the gameplay and graphics, but I’m focusing on getting the story completely planned out down to every last event before even touching Ren’py. I’ll make the game adjust to the story, not the other way around.
That said, I’ve made monumental progress (in my eyes, anyway). So far, I have all of the routes lined out, which means that they’ve been outlined from beginning to end in a fair amount of detail. I also have quite a few specific events outlined (not written out as far as dialogue, but described in detail). A detailed “characterization” document like I made for Memoirs is also in progress. Once I get some feedback on the route outlines, I’ll start working more on the specific plot events themselves. Then I’ll fill in romance and other events as needed.
Some of you may be wondering, why the name change?
Starlit Dreams and W.I.S.H may feature the same characters and the same basic premise (the main character lost everything in a fire and moves to a new city, but s/he’s bored with her/his job at the library and wants to be an inventor), but they are completely different.
Starlit Dreams was a “light-hearted business sim.” W.I.S.H definitely is NOT.
W.I.S.H still includes a few business sim elements (you can choose what products to make, who to sell them to, and for how much), but the focus is on the story, which is anything but “light-hearted.” Expect strong language, heavy violence, and adult themes. Murder and the nature of death, specifically, play a huge part in the game.
The new game is centered around the characters, getting to know them, seeing their relationships, and then witnessing the chain reaction that happens when something big upsets the balance of their fragile world. That said, there will be up to three “action periods” a day during which you can choose which character you want to talk to. The main stat to raise is “Attraction,” earned by witnessing events and choosing the right dialogue options, which factors in to whether a character sees you romantically or as just a friend.
Finally, events in Starlit Dreams were triggered by having enough affection points with someone. Events in W.I.S.H are based on a calendar and the same events happen whether you are there to witness them or not, forcing you to prioritize different characters’ events.
To summarize, Starlit Dreams was an excuse to play around and have fun. W.I.S.H is a serious game about the consequences of relying on “miracles” and, as mentioned above, the unexpected chain of events that can happen as a result.
Anyway, I’ll post more about W.I.S.H once I’ve gotten a significant portion of the writing done. You can also take a look at the WIP thread on LemmaSoft if you’re curious. In the meantime, enjoy this bright and vivid promo poster I made using the sprites from the game. 😀Originally posted October 4, 2012 on Anigrams’ Dev Blog.
“Memoirs of an Angel” Getting RPG Style Remake
Upon being framed for the murder of the mighty Emperor Osirus, the princess Zuleika is forced to rely on the help of a mysterious elven assassin to escape her doom and find the real culprit. All the while, she watches as her precious nation is taken over by Osrius’ sadistic younger brother, Nefferon, who seems intent on watching the empire crumble beneath him. Tensions mount as more people become dissatisfied with the new regime and call for Osrius’ “true heir” to return to the throne, sparking rebellion and pitting the provinces of the east against those of the west.
As the empire succumbs to a bloody revolution, both sides seek the former princess to lead them to glory… but which side will she choose?
On her quest, she’ll meet and befriend Chael, a mysterious former assassin from the elven nation; Kirile, a playful, light-hearted thief from the demon nation; Nefferon, the newly ascended emperor and the man everyone loves to hate; Duren, the well-mannered young man who serves as the emperor’s right hand; Ahzi, the spunky, self-proclaimed “Keeper of the Forest;” and a host of other characters.
Gameplay
First half of the game will focus on going around to the different provinces and recruiting allies, solving problems and accumulating fame, gathering information, and finding out who killed Osirus. At this point, she’s only concerned with what directly impacts her; she hears rumors about a possible rebellion, but doesn’t want to get involved.
Second half of the game will focus on the aforementioned rebellion, which is then in full-swing. Knowing what she does after the first big confrontation with Nefferon, she can no longer remain on the sidelines; there’s no way she can avoid the upcoming battle and must instead prepare for what is to come.
Battle System
Here’s a basic run-down:
- Battles will take place at pre-determined places within the story, and will consist of two parties battling against each other in a 4×3 grid (each party has six slots). The position of party members is meant to be strategic since attacks will have specific ranges.
- New attacks are learned by leveling up or by buying scrolls from different shops. However, only six attacks can be made available for battle at any one time.
- The angels in your party (Zuleika, Chael, Kirile, Duren) can transform into their “beast forms” when their “rage meters” are full. Rage accumulates every time an angel is attacked and takes damage, but dissipates when the danger has passed (so it starts over each battle). This “beast form” gives a whole new set of powerful special attacks that can turn the tide in desperate situations.
- Throughout the game, you’ll have five “permanent” party members (once you recruit them): Zuleika, Chael, Kirile, Duren, and Ahzi. These party members will, when leveled up enough, change classes according to your alignment (see below). Depending on where you are and what part of the plot you’re doing, you may also have additional party members at your disposal. Within your battle formation, you can use as few or as many of these available party members as you like.
- Battles can be turned off following the initial tutorial or at any time from the Preferences menu. So if you don’t want to bother with all this and just want to play for the story, you can do that, too. ;D
Alignment
- There are two main forces in Egea (the continent this all happens on): Order and Chaos. While these two forces are generally related to light and darkness, they don’t necessarily denote good or evil.
- The elves of Nalan are highly attuned to Order and, as such, are nearly colorless in their appearance (pale eyes, pale skin, pale hair, wear all white or light blue). They are a very strict, stoic people who communicate with thoughts rather than words, because words are inefficient and can be misinterpreted.
- The demons of Pyralis, on the other hand, are highly attuned to Chaos and, as such, vary widely in appearance and personality. There is very little order or hierarchy among them, except that the strong are respected while the weak are thrown out or killed (or eaten, in some tribes…).
- The humans of Tyraca, then, are somewhere in the middle and are the most varied in that regard. Some humans, such as priests and scholars, are more attuned to Order; others, specifically fighters, are more attuned to Chaos.
- Generally, a person’s alignment is relatively stable throughout their life, but may change after a dramatically life-altering event. This is what has happened to Zuleika, which gives the player the opportunity to shape what her new alignment will be in a way similar to the “Paragon-Renegade” system from Mass Effect, but on a single linear scale. Either way, she’s still a “hero” with fairly good intentions, but her methods and priorities will change depending on the player’s choices.
- Your alignment will also affect your party members. When they change classes, for instance, your alignment will determine whether they change to a “light” class or a “dark” class.
Purpose of this Remake
For those who don’t know, this is a remake of my first game (or should I say only, since it’s the only one I ever actually finished). I took to heart many of the comments about it feeling rushed and not feeling like you were actually doing anything, and have come up with this monster in response. However, while I call it a remake, this game is completely different from the original. It starts out relatively the same, but past that, it’s a whole new story.
I’ve been working on it for a long time now, with still very little to show for it, unfortunately. I have most of the graphics done, the programming framework built, and a fairly thorough outline of the story, but very little of the actual writing done because I’m not confident in my writing at all and keep going back and redoing it.
…So…anyone want to be my writing slave and help me finish this faster? ;D Just kidding……..or am I?Despite the lack of showable progress, I am still working on this, and damn it, I will finish this thing, even if it kills me.
Download Now Available
I called it a beta before, but apparently, that’s not the right terminology… so it’s not even a demo or a beta, just a “download.”
It’s the first 5-10 minutes or so of the game, leading up to the battle tutorial that I haven’t made yet. There are still some issues, but it shows what the game will generally look like.
Let me know what you think!
Originally posted January 14, 2012 on Lemma Soft Forums.
“Starlit Dreams”: A Quirky Sci-Fi Business Management Sim
Stuck in a dead-end job, far from the glamorous life she had expected to find by moving to the city, Seiko can’t help but believe she’s destined for bigger, better things. But what happens next could be more than what she bargained for…
Game Features
- Play as a boy (Ein) or a girl (Seiko)
- 8 datable characters, each with their own story
- Customize your character with different hairstyles and color schemes
- Original character art and (hopefully) backgrounds
In the game, your business – as of right now – is designing and manufacturing cybernetic prosthetics (hence the “wacky business” part, and why the doctor is your business rival). If I get really ambitious, I may add a choice as to the type of products you sell (as in, instead of prosthetics, you could sell…say…robotic pets), though all of them will be the kind of choices that make you go “Huh…?”
The demo has been posted!
Well…the HQ demo, anyway. I’ll have a LQ one up once my friend finds the time to lower the framerate on the .mp3s for me.
If anyone has trouble, either with downloading or playing the game, let me know and I’ll try to help.
Originally posted October 21, 2010 on Lemma Soft Forums.