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Neko Cassowary

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A member registered Aug 02, 2019 · View creator page →

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(this is what I get for forgetting to check my personal email oops)

I'm really glad to hear you liked it! I've been pretty busy lately but I will definitely give this a watch at some point!

EDIT: just watched it with my friend and had a lot of fun, I like the commentary ^^

Thanks! For pixel art, it can also help to do a larger digital sketch, then scale the image down to pixel-art sizes and clean it up then.

As for the images, it used to be that you could import images through the desktop app, but this appears to no longer be the case in the current version of Twine. I used this post as a guide for how I did it; it results in messy-looking code and requires a bit of a learning curve, but it works just fine on nearly any device.

It's a lot to take in, but the bottom line is this: I use this site convert the image to Base64, click "copy image", and then paste the resulting mess of letters and numbers between the quotation marks in <img src=" "> which is the HTML image tag that goes in the passage.

The alternative is using an earlier version of Twine, but I haven't touched that so I don't know how it works.

Thanks, I hope you like it!

So this time around I used Krita, a free open-source art program, applying some tips from this post I found. (You might find Pixilart easier to handle since it's designed for this sort of thing, as I used a similar program for the previous game.) 

Basically, I started with a 96x96 pixel art, then resized it to 384x384 so it displays better. I don't remember why I chose those dimensions exactly, but that's how it goes sometimes.

Thanks! And as a matter of fact I do have a Discord. I don't have an official server or anything yet (although I may in the future just to keep track of everything), so my username will have to suffice: Neko Cassowary#4336

Whoa, you remembered?

So here's the thing - I learned that I'm not ready to make a puzzle game. Also I had a bit of a hard drive incident and lost all my progress on that version of the game anyways... oops. But, I'm making a text-based game similar to this one (albeit more linear) and the first draft is basically finished! Now I just need to edit a ton, and I need to actually start on the art (which I have a bad habit of putting off because it's not my strong suit).

It's going to take me a few more months probably, especially now that I have an actual full-time job. However, I've been doing a ton of writing on the side - here's a sort of prologue to the next game! The next game takes place after the worst ending, so that should give you an idea of the general tone of it.

EST here, but it's crazy late and I need some sleep!

Favorite ending, huh? That's a tough one, but I'm rather fond of any endings where you become friends with the vampire. And while it is certainly morally difficult to go through with the paladin-siding ending, that one might be my favorite from a ironic perspective - so much effort for an ending that no one really wants to do, judging by what everyone I've talked to about it says.

Sounds very cool! Let me know if there's anything else I can help with!

Well, to answer the easy question, Twine is an online tool for making text-adventure games with branching paths. The stuff I had to do to make my game work is a little complex (like the inventory, day and night cycle, etc) but other than that it's really easy to use. Twine might be a good fit for your game if it's heavily narrative-based. Here's a link if you want to check it out: https://twinery.org/ 

As far as the game-making process goes, it really depends on what you're trying to do and how you're making it. For my game, I first started by writing - a lot. Anything that came to mind, anything that might be pertinent, any snippets of dialogue or description, I wrote down and saved in a Google Doc. Then, I started incorporating that writing into Twine itself, starting from the beginning and moving outward. It helped immensely to have access to a guide and the documentation; no matter what game engine you use, always find the documentation so you know what can be done easily and what requires more complex programming. The art was pretty simple; I used Piskel, which is also free and online, and also handles pixel animations as well. I did have an advantage because I already had knowledge of HTML, CSS, and JavaScript, and understood what they could do. That being said, it's easy enough to find simple tutorials online for those things. Twine itself is fairly simple, so you don't really need anything too complicated.

For a more complex game (e.g. in Unity or Unreal), there's always the process we used for development in my classes: prototype, vertical slice, alpha, and final. Prototype is just what it sounds like: get the basic mechanics working. It doesn't even have to be a proper level, you just have to get it playable. The vertical slice is where you get a single level completed, both in terms of art and level design; this way, you can see what works and what doesn't, and change things accordingly. The alpha is where you have all the levels done and can play through the whole thing, and can start play testing. Then you fix anything that needs fixed for the final product. Dunno if that all will help, but that's what we had to do!

Hey there! I'm so glad you liked the game! I actually made this for a class project in Twine over the course of a month, and I had no idea I would enjoy making it so much.
Now, to answer your questions:

Where did your inspiration come from?
My inspiration came from a conversation between a friend and me about immortality. She was saying her "ideal" immortality was like this order of monks from the old Star Wars extended universe: essentially, they are brains in jars, so that they can ponder the mysteries of the universe for all eternity. I disagreed, stating that I would much rather have a human body and develop my skills, and art in particular; after all, life is short and art is long. And because I like vampires so much, this got me thinking about an artist vampire, removed from the rest of the world, obsessively focused on their craft.

Do you have any other games out or ones that you are working on?
I'm currently making a game in RPG Maker that's a sequel to one of the bad endings of this game (however, I don't have a "canon" ending, so I might go back and revisit some other paths). It's quite a bit different as it's puzzle-based rather than strictly text-based, but there are still multiple endings depending on the player's choices. And, of course, it features a different protagonist, but the vampire is still central to the plot. It's slow going because I have a full time job now, but I have got most of the mechanics ironed out - now I'm working on level design. It'll take a while, but I'll get there eventually!