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soundsommelier

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A member registered Mar 26, 2022 · View creator page →

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Hey, thanks for that! Unfortunately, this is the only social media presence I maintain. You're always welcome to drop in and check on the game or the developer. Couldn't help but notice the Riley thumbnail, by the way. Is that fan art? Very cool!

Excellent catch! Thank you for noticing and taking the time to bring that to my attention. Little details like that make or break events for me, so I really appreciate you lending your personal experience in that regard.

Hey Sim, good to hear from you again! It's always interesting to reflect on where I was with this game when I last wrote you, and to see how far things have come.

Right now I'm in the midpoint of what is likely the most intense, time consuming event that I may ever develop in Perfect Pitch. Beginning to end, I'm guessing this one single event is going to take me a month and some change.

Once this one is done, I'm betting a big psychological weight will be taken off my shoulders for completing the remainder of the update. I won't say I was dreading this one, but I knew it would be the doozy to end all doozies.

Lots still to do afterwards, though nothing quite like this. And I still want to impress upon players the likelihood of a post-2024 release.

I appreciate you saying so. Being able to build characters that come alive to the point where players have visceral, emotional reactions to their personality (especially negative, to be honest) is one of the most flattering comments a visual novel developer could hear.

Hey there, thanks for dropping by again! Things are going well here. Wrapping up yet another event this week in the last large grouping of them, and I'm starting to think I might see a pin prick of light at the end of the tunnel.

The development time of what's left is hard to predict because I've never attempted something like what I'm trying to build with these last handful of events. Thankfully, I gave myself opportunities to practice some of the techniques in a few of the events leading up to the final few.

And yes, that description is vague and probably won't mean much to anyone until they play v0.8, but suffice to say I'm trying pretty hard to make something special.

Hate to break it to you but this isn't it. Still, there's an interesting first hand account into Riley backstory for folks who care about that sort of thing. She gets the spotlight more than a couple times in the next release, but I'd stop far short of calling it a "Riley Update". 

@Nickelodeon's video Tweet

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Hey, thanks! It's just as much of a discovery for me every time I sit down to write. Very proud of the v0.8 progress so far, and there sure has been a lot. We're clocking in just shy of 10,000 new renders at this point*** , and that's to say nothing of the various animations, video, and other mixed multimedia that accompanies it. 


It's the type of update where you need to keep your head down and focus on rendering frame by frame to make any progress. Like standing on the roof of a tall building, you just have to keep looking ahead or else your palms start getting sweaty.


***My math's not so great. We're around 6000, not 10,000.

Time flies, doesn't it? Almost a whole calendar year since the last release! And sitting courtside to the evolution of these characters across that year has been so much fun.

The massive checklist for v0.8 continues to be chipped away at. Just last week I finished all renders and music for one of the largest events (~20 minutes) in this series, and that felt like a great milestone. 

Thanks for checking in again. I'm sure some of the folks who occasionally lurk around here waiting for updates from the dev appreciate your consistency in reaching out, seeing as I usually do respond.  


Thanks for approaching the long development timeframe with that mindset. It's a much more fulfilling experience to build in a deliberate manner rather than to rush half baked ideas out of the door as fast as possible. And that's one of the benefits of keeping this game free to play— I don't feel like I owe anyone anything. I can choose to spend two or more years of my life to developing a big update and not have to make any justifications for it.

Thanks for saying that. I'm really itching to share what I've been up to, too. It has been consuming all of my non 9-5 hours for a very long time. In fact, this isn't really a spoiler, but I finished the dialogue for the very first v0.8 event way back in September 2022— probably about half way through my work building renders for v0.5. Needless to say I've been working on this update for a while.

Out of curiosity I took a look through my word documents to see where I'm at with event writing + screen directions, all of which are done thankfully, and the total number of MS word pages for v0.8 (and only v0.8) is around 375. It certainly feels like I've been writing a dissertation, or at least what I imagine it would feel like.

I think most people recognize that writing a book is a multi-year affair, and even though I'm not going through quite the same editorial rigors that a well-published author might, it's still a lot of text and a lot of visual materials to match. I realize most of my comments lately are contextualizing my busy-ness, but my goodness, this update sure does keep me busy.


Hey Sim!

Life outside of Perfect Pitch has been a bit of a roller coaster lately, and I'll leave it at that. Even so, I'm managing to keep up with development at a respectable pace despite it all.

One of the upsides of the roller coaster is that I'll be taking somewhat of a brief sabbatical (i.e. vacation) to western Europe where I plan on visiting some of the sites important to the world of classical music. A few concerts, a few museums, a brief bit of time spent living where it all went down— I'm really looking forward to that.

As for the progress of the game, again, not much news to share at the moment. I've been dedicating a lot of time to understanding and iterating on animation within Chara Studio, which has led to some great breakthroughs for the upcoming release, but obviously it's also a time investment. I think when the update finally does go live you'll agree it was time well spent.

Thanks for choosing to adopt a perspective of patience as you wait out the next release. It's easy as a player to feel like each update is comparing apples to apples-- as though one update is more or less equivalent to any other update. Perhaps for some developers who operate on consistent release schedules that might actually be true, but it isn't for this project.

For context: this next update, from v0.7 to v0.8, will be the gameplay and event quantity equivalent of about seven and a half new releases of Perfect Pitch. Essentially, we're jumping straight from version 7 to 14. That's one of, but not the only, reason why the next update is such a doozy.

Fixed overlapping ren'py screen issue preventing players from saving using save blocks. No more pressing escape key needed to reset screens and unstumble from the limbo.

This fix will go live in the v0.8 release.

Hey, friend. Smooth sailing here still, though I'm afraid I don't have much additional news to share about the update. Lots done, and lots still to do. Keeping a good pace in light of the update's play time and quality of that play time. I'm excited to share it with you once it's ready.

Hey, Sim! Great to hear from you again.

Just want to make it clear though that the next update is definitely not coming out in January. I'll likely post an addendum to my "Not dead; just busy" dev log in the new year with a little more info, but v0.8 is still a looong ways away. Still on track and going well, but the update is enormous.

Hey friend, I'm touched that you would be so insistent on compensating me for my efforts on this project. It's obvious that this game has made some significant and positive impact on you for you to say so. Thank you very, very much.

What I'll say to you and anyone else wishing to support this project, beyond just downloading the game, is this: offer that money instead to help fund the creation and performance of music in your own community, if at all possible. 

Attend a concert with local performers, buy a t-shirt or other merch from your favorite band/musician. The type of support matters far less than the spirit of that support.  Having this game result in a small group of people becoming patrons of the arts in their community would mean far more to me than $5 in my pocket.

And if you can't or don't want to support music locally or otherwise? Choose another small developer making these sorts of projects and offer them your money instead. That would also feel very fulfilling to know I'm indirectly supporting those with whom I share a common medium. After all, this game wouldn't exist without the inspiration I've found from the work of so many others on Itch and beyond.

Thanks! Happy to hear that you've liked what you've seen so far. Very glad to be taking the extra time that this next update needs to be done right. Haven't had this much fun developing any of the other 7 releases, and those were already a blast.

Yeah, for sure, I gave it a little thought initially. And I appreciate you saying so. Really the only thing keeping me building this game day after day is intrinsic motivation, and in my case I think any extrinsic motivators would erode that. I'd hate to see my passion project become my side hustle. 

Thanks for offering your honest review of the project. 

Hey there, good to hear from you again! And nope, the new release is not even close to close. The good news is that what progress has been made has me more excited about the story than any other release. Things feel sharper, smoother, with what feels to me like the biggest jump in production value of any update. It's like putting on glasses.

I do mention this in the "Not dead; just busy" devlog, but this game won't see another release until 2024, and I'll go ahead and tell you now that it won't be coming out in January.

Still, it has been a little while since I've posted, so I'll include a contextless render from the upcoming release:

If someone felt so strongly about the game that they'd like to create and manage their own forum on the topic then hey, more power to them. But, respectfully, I have no desire to participate in that sort of thing myself.

Hello there! Thanks for stopping by.

To be honest, the idea of creating and managing a discord community for this game has never appealed to me, so I think it is very unlikely that it would ever happen. As for typos, I'd ask that you please direct those to the bugs/errors devlog. Thanks again!

Hi there, and thank you for the encouraging words! That means a lot and I do very much appreciate it.

v0.8 is proceeding more or less at the expected pace. It has been a rewarding experience so far though certainly not without its fair share of challenges. Lots of edits, optimizations, and customizations needing to be made on the fly.

Even so, it's been so much fun to see the beginnings of nearly one calendar year of event writing finally come to a playable state. There's something special about moving from the space of ideas and imagination to the space of tangibility. It's the type of feeling that makes me glad I decided to make this game.

I'll check it out, for sure. Haven't looked much further back than the 90s around the time when Star of Indiana was still a thing, but I'm very interested in giving the stuff of that era a listen. Glad you like the game so far, too. And in my opinion, good timing to start up a first play through. Solid 10 hours of gameplay and the render quality is finally catching up to where I had wished it could be early on. Writing is a lot of fun these days, too. Getting better. I'm glad I can feel good about the product I'm putting out instead of sacrificing the quality of releases. I'd rather have a solid release every few months than 6 biweekly duds.

Despite the Cavies banter, I'm honestly a little sad to see them do away with their classic technique these past few years! It's probably not conducive to the types of programs that elite groups put on these days, but it had its charm.

Actually, Kara was the one who marched Coats. Great show too, wish I could've seen it in person. Thankfully I did manage to see Tilt live, which if I only could only pick one, I'm glad I got to see that one. Still comes second to seeing E=Mc2 in person. Chills every time.

Hope you'll stick around for v0.8. Something tells me you might like that update.  

All three of the S-wing marching band girls did, plus Elaine! In fact, the only girl introduced in the v0.7 version who hasn't marched corps is Taylor, but I'm pretty sure I only ever canonize the groups of those four, Kara, and Sam.

Thanks! That bit was quite a learning experience-- one I'm excited to build upon for the next release. Also a great plug for some of the incredible and often under-appreciated works by female composers. Clara Schumann has some bangers and that's just one of them.

Yeah, when I was building the new UI I knew there would be an adjustment period. For folks who have been around for a few updates it's a change in routine, and change takes time to adapt to. Unfortunately, unless someone else has a workaround they can share, or someone with experience in ren'py would like me to explain the code behind the scenes, I'm probably not going to sink anymore time into that issue. It's inconvenient, sure, but I'll take a little ding on function for a much better looking UI overall. In my opinion, those are diminishing returns for the type of time investment required to come to some sort of solution.

 It sounds like you've found a workaround for your particular issue, so that's good. And if more users have similar issues, I welcome them to describe them here. Who knows, maybe that will trigger some kind of aha moment.

Muse with the Montreal Drawl, Willow, Orchestra - Triggers same event every time a player clicks to visit, granting Willow infinite birthdays. Updated live version to rectify the loop. Issue caught+cited on main page by frafrakyky.

Thanks. This one is just a simple coding error on my part. 

Hi there.

I'm having trouble wrapping my head around the first issue involving the use of the escape key. When I was testing this a couple months ago, I noticed there were some issues when using multiple custom screens at once, e.g. MC's dorm computer AND the new event menu on a different layer. That should be fixed, and a quick test I just ran on my copy seems to back that up. Do you notice the same issue when right clicking with a mouse?

As for the relationship menu vs event menu, that's simply a compromise I made with the roll out of the new UI. The new event menu and original relationship menu don't get along, so I hid the event menu any time you're on the relationships tab. Bringing it back is as easy as navigating to any of the other tabs.

I'm not a ren'py expert, so if you or anyone else has an idea for how to get around that issue I'm all ears. Spent a solid couple weeks of trial and error, browsing forums, no dice.

Thank you very much for the support and the recognition of effort! Even if it's a long and indeterminate amount of time away, I'm very much looking forward to the completion of the next update. Developing it so far has been a special experience, and I'm glad to be giving myself the time to do it right.  

Thanks for having sharp eyes. I do my best to review these events several times before they release, but there's always going to be things slipping through the cracks. I've made updates based on this and the previous three comments and will continue to do so if you have more. Thanks again.

Ah, yeah, Alivia is a bit of a special case for sure. That was a choice that felt right for her as a character more than anything.

And I get it. Hats off to Selebus, because any dev out there making a story-rich visual novel using Koikatsu absolutely cannot escape comparisons to Lessons in Love. It almost doesn't matter whether psychological horror is involved or not, even if I'd choose different nomenclature to describe the surreal moments I write into Perfect Pitch. Totally get that, and I'm also totally fine with that. Attempting to develop myself out and away from any similarities or dissimilarities to his game is a quick way to writer's block, in my opinion. Better not to take your writing so seriously that you can't even lift the pen.

So long as I continue to enjoy the process of developing what I feel are meaningful, interesting, and thought-provoking events, I'll continue to do so. And while I would hope the players can see value in that mentality within each update, I also don't have the expectation that every player will love the product or feel like I necessarily did things "right". So far I've built a game that paints pictures of moments big and small in a way I happen to really like— and that's plenty good enough for me.  

Hey there, thanks for the suggestions. To be honest with you I hadn't ever considered making any follow ups to the sleepover mini-events, but it's a fine idea. In some ways, when I built the sleepovers, I built in five nights' worth of novelty for a player: three clothing choices plus the unique event and repeatable event. As time goes on and I revisit older material, that might be a good warm up for heavier events. Into the back pocket.

MC's doing just fine. Dandy, really. He's just a little sleep deprived, that's all. Nothing serious. In fact, he's started taking melatonin every night before bed and he swears he can tell the difference already.

Hi there, thanks for coming by to say hello! It's been a while since I posted, so I'm happy to give you a bit to chew on until the next release.

0.7 is going great so far, tons of fun to develop. I'm quite happy with how the new events and the UI overhaul are both shaping up. We're looking at more than a month but less than two until the next update. 

Render quality is a big personal focus for this update. I've been spending some time practicing batch processing in my photo editing software of choice and also studying up on lighting techniques in film. This has allowed me to produce more (and better looking images) faster. I'll include a before-and-after example of what the result of this "dressing up" process looks like post render. 

I'll save the whole unifying theme idea behind v0.7 for the release's devlog. Suffice to say these updates are always kind of a smattering of ideas, anyways. But in this case my top priority was to lay the groundwork for what is to come in the v0.8 release. Savvy players may be able to read between the lines of content included 0.7 to see what I mean by that. I'll also include the thumbnail I plan to use for the next update to give you some sort of clue as to where this is headed.

Hopefully this is enough to assure you and anyone else reading that I'm still very much involved with the development of this project.

Hey there, thanks for dropping by again to check out what's new. Pretty cool of you to be thinking of this game even after you get done playing it. That might not sound like much to some, but to me it's a compliment that I don't take lightly, so thanks!

Sorry, I don't have a discord, but thanks for the support!

Glad you could come check it out. It's going to be a while before the next one, although 0.7 will be an appreciably larger update than the rest. I do feel confident that the time investment will be adequately reflected in the overall quality of the next release. Thanks!

Thanks, I'm glad you enjoyed the new content. Alivia has been a joy to write, especially as I got more comfortable understanding her as a character. I know sometimes writers will say in interviews that they find out more about their characters, stumbling upon new information even, all just by continuing to write them. I always thought that idea was just a little bit of author-speak until I gave writing a shot for myself with this game, and Alivia in particular.