These weeks are not really good for me, creatively, because of exams I’m having, so in the meantime I’ve made a mod for a friend, for the same game as last time. It was mostly programming, but I managed to get in some spriting training, so there was some balance to the whole thing.
I’ve been brewing up several thing this week, but the one I finished before my self-set deadline was a mod I’ve been making for a friend, for the Binding of Isaac: Rebirth.
This is the beginning of an adventure I’m writing up, once again for the same guy. It’s set in a typical fantasy setting, and centers on a mansion, whose inhabitants are up to crazy things. In particular, the prompt was to have a gnome mechanic, whose constructs wreak havoc on the poor mansion-mates. I have a good idea on the rest of the cast, and the floorplan of the mansion, so it’s likely that the next thing coming up will be a the map, but because of how intertwined everything can be in such interactive stories, only time will truly tell.
So, I’ve drawn this little fellow, for something a tad bigger, that I’ll have finished for next week. It has nothing to do with both of my big projects.
So, I’ve missed yesterweek’s post. The reason is because of Christmas. I got flooded with social interaction, whereas flooded incorporates an underwhelmingly normal-for-any-other-human-being amount of interaction. That, and I’ve been doing some things that don’t really fit the format of the blog, and that still take up time. Ultimately, I also partly forgot about it, thinking I still had some buffer left from what I made for myself before the festivities began. I have a really relaxed schedule with this blog, as I see this as a hobby (more…)
This one was longer than I expected it to be, and I still think I could have made it longer. The gravedigger’s memoirs in particular are a point I know I could have expanded upon, but ultimately felt that the town didn’t need as much characterization as it could get. Maybe sometime later, if we revisit this town, the account will be more in depth, but for now the story still centers on characterising the Doctor. This one was still a tad on the dry side, but the next one should be both shorter, and more peopled.
I’m working on the game on and off, and recently added the ground for a few mechanics, but the rest I’ll have to work some more on, untill they are presentable. For now what I’ve finished is the lighting system. By which I mean, as this is supposed to be ultimately a horror game, I’ve stripped the player from most of their ability to see.