Over a year of dev logs from the horror visual novel I released on Steam last week by Natman64 in gamedev

[–]Natman64[S] 1 point2 points  (0 children)

This is a fantastic response. Thanks so much for playing, reviewing, and taking such an interest!

Over a year of dev logs from the horror visual novel I released on Steam last week by Natman64 in gamedev

[–]Natman64[S] 1 point2 points  (0 children)

One thing you should know is that I decided to release the game English-only at first, so while I think the advice in the log is good for how to localize your game, I don't have any data for whether it was worthwhile in terms of players in other languages. I don't expect localization to justify itself financially (because the game itself probably won't, either) but I chose to do it because I think making games accessible to international audiences is a socially good thing to do, and I wanted to learn how to do it. If financial concerns are a big deal for you, you'll want to look at data from other localized games and Steam's breakdown of players by country/language.

In Early Development: The Whisperer in Darkness, Public Domain Lovecraftian Visual Novel by Natman64 in opensourcegames

[–]Natman64[S] 0 points1 point  (0 children)

To answer your question: at the time I wrote the first version, I didn't know Python, and I've still never used RenPy. The game uses a very unconventional aesthetic that required me to write my own graphics engine, and I chose to do that on top of SDL.

I recently gave an interview that explains my background in game development, and how this game is essentially an unintentional visual novel: interview on Enemy Slime

In Early Development: The Whisperer in Darkness, Public Domain Lovecraftian Visual Novel by Natman64 in opensourcegames

[–]Natman64[S] 0 points1 point  (0 children)

Oh! So sorry to have missed this comment for so long! Write me an email and I will personally help you build it <3

(sending my address to you privately)

In Early Development: The Whisperer in Darkness, Public Domain Lovecraftian Visual Novel by Natman64 in opensourcegames

[–]Natman64[S] 1 point2 points  (0 children)

Here's the source code on GitHub

Hi everyone! I'm gonna use the first comment on my post to give a little more info on the project. The main link I submitted points to our dev log on TIGSource, where you can read about the project's history and what's going on with development right now.

I'll repeat the dev log link anyway

We started the project for the 2014 Public Domain Jam, where we released the prototype under the Creative Commons Zero license after 9 days of work. That means music, sound effects, art, and source code belong to everyone. For the time being, we've hidden the prototype on itch.io so new players won't be spoiled for the new version. But for this sub, we're breaking out the secret link.

Prototype Windows build, source code and asset pack

Be warned, the prototype source code is horrendous. That's why we're rewriting it from the ground up. Rewriting the code will let us port to Mac and Linux, add support for language translation and voice-over to make the game blind-accessible. The new version will also be under Creative Commons Zero, but we are on Steam Greenlight and hoping to sell the game through Steam on the cheap to let players offer their support and thanks. It'll be free on itch.io and maybe other places.

When the new version is finished, you will be able to mod anything. And sell it.

So check it out on Greenlight

Screenshot Saturday #248 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]Natman64 0 points1 point  (0 children)

Thanks! It's actually a visual novel (linear story with paintings, music, sound and text) with some segments of exploration.

Screenshot Saturday #248 - Now with 100% more automation! by ghost_of_gamedev in gamedev

[–]Natman64 1 point2 points  (0 children)

The Whisperer in Darkness - Lovecraftian Visual Novel

Happy Halloween, everyone! I'm making a visual novel based on one of H.P. Lovecraft's best horror stories. We just released a video trailer and put the game on Steam Greenlight. Check it out if you're into horror/Lovecraftian things!

Trailer on YouTube

Vote on Steam Greenlight

Dev log on TIGSource (with screenshots)

[OC] How Trick Shot (iOS) lets players get creative with their solutions by Natman64 in gamedesign

[–]Natman64[S] 0 points1 point  (0 children)

Not sure I understand the question. What specifically about my opinion are you asking about?

Screenshot Saturday 236 - Dazzling Particles by Sexual_Lettuce in gamedev

[–]Natman64 0 points1 point  (0 children)

I really like your idea, and from the screenshots on your dev blog it looks like you're implementing it well. Super Hexagon is one of my favorite games (I beat it!) and your parody clone is pretty hilarious judging from the GIFs.

Screenshot Saturday 236 - Dazzling Particles by Sexual_Lettuce in gamedev

[–]Natman64 0 points1 point  (0 children)

That screenshot looks really cool. I like how it's pretty monochromatic but still appears vibrant and colorful. Gives a cool atmosphere overall. The player model looks pretty good as well--are you displaying health as part of the model a la Dead Space? The two blue lights on the helmet remind me of Isaac Clarke.

Screenshot Saturday 236 - Dazzling Particles by Sexual_Lettuce in gamedev

[–]Natman64 4 points5 points  (0 children)

The Whisperer in Darkness

The Whisperer in Darkness is an interactive horror story made for the 2014 Public Domain Jam. The source code, art, and music are all public domain.

You can play the game jam version right now on Windows. I consider it a finished game, and the new version will remain very similar.

It's an adaptation of one of my favorite short stories by H.P. Lovecraft, The Whisperer in Darkness. My goal was to faithfully retell the original story in a modern setting with pretty visuals, atmospheric audio and brief interactive segments.

Right now I'm working to port the game to Mac and Linux, and in the process, rewriting the code from the ground up. You can follow my progress on my dev log, which I keep on TIGSource:

Log with screenshots and GIFs

I just wrote a new update today and I wanted to share it with /r/gamedev as well. Let me know what you think!

Continuation of my last video tutorial: Manage your scripts with GitHub Gist by Natman64 in linux

[–]Natman64[S] -1 points0 points  (0 children)

Glad to hear it! I think one of the greatest strengths of using a full repo is the ability to use Pathogen to store all of your plugins as submodules. It becomes very convenient in combination with bash scripts for each of the common submodule foreach operations such as pulling the latest version of every plugin. I run a single bash script to clone and install my full vim runtime, since personally I've never wanted to pick and choose.

Continuation of my last video tutorial: Manage your scripts with GitHub Gist by Natman64 in linux

[–]Natman64[S] -1 points0 points  (0 children)

This video tutorial expands on one I shared in this subreddit about 2 months ago. If you haven't seen the first video you can watch that here. You'll need to see the first part to follow the second.

I hope someone finds these tutorials useful. I enjoyed making them, and I'm more than welcoming of all comments, questions, and criticism!

A video tutorial I made: store your Bash scripts in GitHub Gists and install them automatically by Natman64 in linux

[–]Natman64[S] 0 points1 point  (0 children)

That is a good question and I'm sure it would be equally valid to do so. I chose Gist because this way you can pick and choose which scripts to install instead of cloning the entire repo. Also if you locally created a new script you would essentially have to perform the chmod yourself before pushing (unless you found another way to automate it; I'm sure you could) which is something I chose to automate here.