Things went wrong b/c the presence of peace in my soul is a harbinger of chaos, but we're charging through anyway uwu
Below is a long-ass "Day 0" devlog about my plans / devtober / gamification / etc. Not really anything of substance about the game itself. Those will be coming later.
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The goal/challenge of Devtober isn't to finish a game -- the goal is to work on a game (preferably one you've already started) consistently each day of the jam and to share your progress on social media.
In addition to the gamification, I'm trying something a little different than usual. I'm going to build the game up line-by-line with all assets and code. Normally, I would work on just the writing, then just the art, then just the audio, then just the code... That system makes sense for teams, but it's not as practical for an indecisive solo developer who will redo their prep work twenty times and give up before ever moving onto the next asset type.
By working on all the assets for one small section at a time, I can share an updated demo at the end of each day (or most days) and hopefully be inspired by the visual progress, even if that progress is just a line or two of dialogue.
The main psychological challenges:1) Accepting subpar assets. Realistically, this is a first draft, and I'll probably have to go through and redo most of my work for a more polished project later. But knowing that logically and actually allowing myself to not be a perfectionist about it are two very different things.
2) Allowing slow work. The gamification elements will be slowing it down already, which should help. I always struggle to focus on the little details instead of trying to rush through assets. (I'm aware, logically, of how dumb it is to both be a perfectionist and to rush through things. Just not emotionally aware of it when I'm in the moment.)
3) Not hyperfocusing on this project. I have other things going on that I need to worry about. I may make a lot of progress when I zone in on one thing, but that progress isn't worth it when it comes at the expense of taking care of my basic needs.
The software I'll be using:
I don't want to mess around with anything more involved than is absolutely necessary for this (to save time / energy / stress), so we're sticking with a few basic tools I'm already very familiar with. I'll be programming in Ren'py, drawing in Clip Studio Paint, and doing audio with Audacity.
The gamified development rules:
I'll be roleplaying with 1:12 scale miniatures as I go through the story. These will also serve as visual references while I draw the background and character art. Variables and inventory will be tracked on pen and paper. (If I get fed up with this system, I'll just sketch the rooms on that paper, nbd.)
One of the reasons I want to do miniatures, aside from it being fun, is that I've always struggled with environmental art; playing with everything in a 3D space should help me get a better feel for it, which is a long-term benefit to justify the extra prep work between scenes. It also gets my wary eyes off the monitor / hands off the keyboard now and again.
Development will be turn-based. I'll pick a turn type and set a goal (ex: "draw the character expressions for the next scene"), then roll a six-sided die (multiplied by 10 minutes) to determine how long I have to accomplish that goal. If I accomplish it, I'll earn a token. (Tokens are a universal currency I'm using across all my gamified projects. They're a fun way of visualizing my progress. I can exchange them for rewards or to skip through gameplay I'm not in the mood for.) There is no punishment for not accomplishing it except feeling bad for myself, which is worse than any punishment I can artificially manufacture lol.
I'll take a break between turns. With that, this system is like a gambler's pomodoro.
Turn Types:
Mixed -- between any and all of the below
Crafting -- working on the miniatures
Roleplaying -- playing with the miniatures
Drawing -- creating the digital artwork
Audio -- recording and editing the audio
Coding -- programming the project
Writing -- adding the dialogue and narration
Social -- uploading demos & posting about it
Meta -- handling meta issues (ex: fixing software)
As I write the game, whenever I come to a point where there should be a decision, I'll list the possible choices and then roll a die / flip a coin / rng to pick one route to take. (I can pay tokens to choose a route manually.) When I reach an ending, I'll either go back to the most recent decision or return to the beginning and play through the game thusfar. I won't have to physically roleplay through sections of the game I've already passed b/c they'll be ready in Ren'py to play digitally.
Obviously, this system wouldn't work well for a game with a lot of variables and combat. I'm using it specifically because
With or Without You has very simple mechanics that are well-suited to it. The only technical challenge will be the recursive dialogue options when searching through the rooms for supplies; I'll handle that when I get to those scenes.
For each day that I work on the game and make some kind of progress, I'll also earn a token. This is my incentive to at least open the project and work on it a bit on rougher days. I'll print out a fancy reward for myself at the end if I actually do work on it every day according the jam guidelines (because I apparently have to treat myself like a fucking toddler to get anything done in my life).
Other recent updates?In the past few days, I've updated the character backstories to fill in some plot holes, noted possible adjustments to the character designs (these will be finalized as I make their models), and streamlined the story / gameplay to best suit the time restraints I have and mechanics I'm working with. I've prepped the Ren'py file, made a backup folder, and set up an
itch.io page.
Anyway, yeah. Those are my plans. There's like a 2% chance of me actually following through with them and accomplishing anything, but hey, it's at least worth a try~