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Steamberry Studio

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A member registered Dec 16, 2016 · View creator page →

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(1 edit)

I also sometimes have no idea how long it takes. ╰(*°▽°*)╯ 

Seriously though. I am thinking that the public version of Episode 1 will be able to release sometime in November. So we're only a couple of months away! After that, I will release an episode (2 chapters each is my plan at this point) every few months.

So it'll a while for the full game but I should be able to maintain a steady release schedule since the writing is done and all the remains is the coding and art!

Thank you! I am so looking forward to finally releasing the public version. It's been such a long process. Way longer than expected. But we're nearly there!
( •̀ ω •́ )✧

(1 edit)

It is a lot. Somehow it felt like less. Ha ha. The months are going by so fast.
(┬┬﹏┬┬)

╰(*°▽°*)╯ *tries to catch the bouquets*

Thank youuuu. (~ ̄▽ ̄)~

(´▽`ʃ♡ƪ) Masterpiece feels too generous but thank you for the encouragement! =D

Couldn't have done it without youuuu. (☆▽☆)

╰(*°▽°*)╯ The dev cave is definitely cosy!

Hi Lance.

So to explain the art, Wil's sprite is coloured in greyscale. The dynamic colouriser Feniks made uses RGB channels to help increase the flexibility of the tool. This means I can use a red channel, for example, to add a rosiness across certain areas of the sprite to increase the depth of the shading.

Fen and I played a lot with my sprites and art when they were developing that tool to see how close to my original colouring style. And we were both sometimes astonished by how close it can get. It is a really phenomenal tool.

I can set some defined skin tones that have a range of swatches correlating to the different levels of shading on the greyscale sprite. These are, in my case, based on the fully rendered skin tones that I did previously.

I defined 5 different skin tones, each with this full range of shading and then the slider extrapolates the in between skin tones.

In my case there was a lot of tweaking of the art to figure out how to best set up the files for the colouriser.

It gets a little more complex when you have something like a smiling mouth where the lips need to get recoloured but the teeth do not. So you end up with a sprite file that looks like this:


The blue channel is adding depth to the lip shading and the green channel is keeping the teeth white.

Once I figured out how the colouriser was going to affect my art, then from an art standpoint it wasn't actually hard because you're just colouring in grey scale. Then adding these red, green, and blue elements for coding purposes. And honestly, for me, shading in greyscale is pretty simple.

The difficulty in the colour slider was really testing swatches (which wasn't difficult per se, but was a little time consuming until I got the hang of it - like any new tool) and the coding itself as far applying the colourised art to a sprite, then CGs, then a gallery.

And I think the coding was harder for me because frankly, I'm a very low level coder. Windchimes helped me with it and was subsequently traumatised by those bright green teeth. 🤣🤣

An inability to just...stop typing? 🤣🤣

No, in all seriousness. It's really about love interest amount and branching usually. All games have a inherent structure to them. A shape you can visualise through something like flowcharts if you want to. Writing the game is like revealing that shape, little by little. As a writer, I'm currently half-planner and half-pantser which means I like to let a large portion of the story develop organically as I write. This means I know the story going in but the 'shape' of the game is a mystery.

With GS, though I did go over my target word count by a lot, it was largely due to the three additional LIs. I think I originally said 600k for that game but I knew it would probably be closer to Changeling's length (686k). I didn't want to promise 700k if I couldn't get there so I went with 600k instead. But I did know that game would be more like 675k+. And actually the original six LIs were right at 700k. So that was within the ballpark. The game went over 1,000,000 purely due to the additional LIs. I had difficulty pinning down an *exact* amount but with games this size, honestly, within 50k is definitely a pretty good estimate. I thought it would end up at around 990,000 words and it ended up at 1,037,000 words so I consider my estimate for that game pretty accurate.

With Changeling, it was my first game and I really did not have any idea how to predict anything. I knew what I wanted in terms of hours but had no idea how to translate that to a word count. And at the time, in the VN dev community you couldn't get a straight answer on that topic. Now the community is bigger and it's a little easier to suss out how to convert between play time and word count. So with Changeling I started out thinking I'd hit about 300k but realised that was too short for the amount of love interests and size of story I was aiming for. So I adjusted the word count up to 500k. I was thinking about 75k per route + 50k for a common route. But my issue there was not accounting for any choice branches or endings. 

The routes in Changeling *are* about 75,000 words...if you don't count the choices and endings. So I was kind of right...but also not really. Ha ha.

With WSC the issue is completely different. I've never written a game structured this way before and I cannot express to people how *different* it is from the usual structure I use and how hard that made it to predict anything about this game. It was a completely unique experience for me. Where the word count tends to balloon unexpectedly is really the branching and variations...and unexpected love interests popping up.  I really did not have a feel for the "shape" of this type of game. I added a love interest. I couldn't predict the branching at all. All of those things combined made it really hard to estimate where this one would end up.

I wanted it to be 300k but realised fast that with that structure, it was going to feel rushed. So I bumped the word count up to 450-500k as the target, thinking that would give me more space to expand the story and slow things down a little. And then I added Kav. So...ㄟ(≧◇≦)ㄏ

This game, more than any other so far, I wasn't able to grasp the "shape" of what I was constructing as I wrote it and that was probably the biggest reason I could never estimate where it was going to end up.

My playtest saves always descend into madness. I am already seeing the benefit of this system now that I can keep each character's test on its own page. (☆▽☆)

Yeah, when you are in the middle of the writing process, it feels like treading water. I call it "writing purgatory" because it absolutely feels like being in limbo. But that is the drawback of working on large games. Well, one of the drawbacks.

I'm also really excited about the save screen. I think it's probably the feature people are most excited about.  I think some players are close to asking to be able to romance the save screen. 🤣🤣

So currently I am the only tester. I always do a full play test of my own before anyone else sees it. As far as others go - I have a group of close friends and people I've known for a while that sometimes get alpha access for more of a "beta reading" phase. 

And beyond that, in the past, most of the beta testers were from Patreon and Kickstarter. This time around I'm not doing a Kickstarter so it'll be Patreon where most of them come from most likely. I may drag in a few other friends and acquaintances from Discord too.


Thank you, Grey! (〃 ̄︶ ̄)人( ̄︶ ̄〃)

Thank you! (´▽`ʃ♡ƪ)

Thank you!

Honestly I was having this conversation with some fellow devs recently - I think we just get really comfortable with doing things a specific way and don't tend to deviate from that much.

As soon as the design came to me - and especially after I had it coded - it was just such an obvious solution. I'm also really surprised I've not seen it before.  (☆▽☆)

Yay! Honestly the same thing happens with my save slots when I'm play testing. I often try to keep different playthrough separate so I can refer back to them but it always ends up a mess. ┗( T﹏T )┛

This system was born half out of wanting to re-use the design I did for the gallery and half out of a conversation with two fellow devs when we were discussing non-standard Ren'py UIs.

And it just hit me how *useful* this would be to have different pages for the characters. Windchimes was the one who mentioned being able to add additional save slots though. That is honestly such a cool feature. ╰(*°▽°*)╯

I'm sorry you're having a hard time with it. 

Unfortunately I'm not sure what else to suggest either. I test-downloaded the file and it works fine, just to be sure. At this point, I have to assume it's an issue outside my ability to fix whether it is with Itch or your internet provider.

I'm really sorry I'm unable to identify or repair the download issue.

As far as I'm aware there is no issue with the game file as there have been thousands of downloads without issue over the last year. A download error is much more likely to be something outside my control such as a problem with internet connectivity, even itch.io.

The only advice I can give is to enable alternate download mode, which you can do if click the small link next to the download button. You will get a small pop up that allows you to do this.




Outside of trying this, I'm afraid I don't have any other solutions since a download error is likely being caused by something outside my control. Hope this method helps.



Thank you so much. I hope it does end up being worth the wait. Though writing this game has been more of a struggle than the others, I really do love this setting and this dorky crew of characters. 

(´▽`ʃ♡ƪ)

Thanks for stopping by! (~ ̄▽ ̄)~

Thank you! ( •̀ ω •́ )✧

Yeah! There are some really cool BGs and locations we get to see in this game! I'm looking forward to getting to show everyone! ╰(*°▽°*)╯

I'm just really bad at estimating stuff.

It's also just the route structure itself. In Gilded Shadows and Changeling I did try to keep the routes roughly the same length. But if one route is like 7000 words or 10,000 longer than another it's not that noticeable because the routes are all self contained.

But in Stars, that's not the case, unfortunately. If one route is significantly longer than the others it's really apparent. So initially I thought the routes would be 60,000 words each. So that's 360,000 words. But then Asher's route was 70,000 words drafted. That immediately bumps the total up - not by 10,000 words but by 60,000 words because I have to increase everyone's route by the same (roughly) amount. So then it was 420,000 words of route content (just route content - that isn't even including the "common" content). And then I edit Asher's route and it goes up by another 10k...which is really another 60k. And now it's 480,000 words of route content (+ common route content).

In GS I didn't have to do that so when Maggie's route was a little bit on the longer side compared to, say Ari or Caissa...it wasn't that big a deal. I just rolled with it.

But in Stars, that little bit sextuples every time because otherwise it's really noticeable that some characters have less content. That's really where the struggle to estimate has come in.

Although I'm also just bad at estimating. 🤣

Changeling estimate: 300,000 words
Reality: 686,000 words

Gilded Shadows estimate: 650,000 words
Reality: 1,370,000 words

When Stars Collide estimate: 300,000 words (lol), then 450,000 words
Reality: ...Probably just over 600,000 words.

At some point I need to just stop trying to estimate. Rofl. The truth is, they will be how long they need to be. LoL

ㄟ(≧◇≦)ㄏ

╰(*°▽°*)╯

Thank you! .( ̄y▽, ̄)╭

No problem!

(〃 ̄︶ ̄)人( ̄︶ ̄〃)

Thank you! (´▽`ʃ♡ƪ)

Same. I am ready to be DONE with drafting. ( •̀ ω •́ )✧

Aww, thank you!  ( ̄y▽, ̄)╭

Though it's good to remember that even science struggles sometimes. Every time there's an article saying how the JWST found something that calls into question our best models of the universe, it's just proof that science doesn't always go smoothly either.   ( •̀ ω •́ )✧

Thank youuu! ╰(*°▽°*)╯

Thank you for your kind comment! (´▽`ʃ♡ƪ)

There isn't one yet but we'll get one out soon!

Well if people don't outright hate the game, I reckon we'll add Lachan at some point since he's a fun character. 😌😌 So if you enjoyed the game and are interested, just play it, share the word, give us a rating and that's good enough to show that people are interested in more!

(and honestly I imagine my Discord server would bully me into adding his route anyway. Ha ha.)

As for donations - we wanted this game to remain free rather than PWYW so there's no way to financially support this game. But consider supporting all the lovely devs who contributed like Windchimes, Crescence, and TuffMallow, who all have projects that allow for donations/payments! Feniks, as well, works on a ton of projects. Though Our Life is probably the most well-known. So you can show your love for them by going to love on any other projects they've contributed to!

Happy Birthday! 


The third love interest is also masc presenting - you do get to meet him in the game toward the end of the current routes or in a short preview of his own.

Health issues are annoying but I guess they come with being a flesh beast. 

(。﹏。*)

Oh, to be a robot making romance games for everyone...

(´▽`ʃ♡ƪ)

Thank you so much. ( •̀ ω •́ )✧

Thank you! ╰(*°▽°*)╯