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I'm making a Horror game that's basically "Buckshot Roulette meets Undertale."

A topic by Chillitch created 86 days ago Views: 2,329 Replies: 92
Viewing posts 61 to 82 of 82 · Previous page · First page

Story Update:

Not sure if some people remember but I'm thinking of getting rid of the advanced ACT system. I felt like there's kind of no point to it for my story, but I want it for a more roleplay experience and in case people feel like the simple ACT is too simple.

The next side quest story I'm working on is going okay, just haven't had time to do it. After I finish that i might go back to working on some main story stuff. Anyways I'm thinking of adding more enneagram psychology in my game. Most of my characters are based of off enneagram numbers but i haven't really focused on side characters. I also want to see if I can use the enneagram as a game mechanic cuz I do think it'll be fun.

Another short update on my thoughts for storytelling. I'll see if I can reveal more of the main story tomorrow and also make a bigger update.

Now this wont be a big update, but I do want to reveal another part of the main story. (Also expect some terrible grammar cuz I'm tired) Specifically the main part of the story if you choose to go to the north part of the map. Basically there's a wall dividing the north and south. Not going to explain why, I want that to be a mystery. In the north part you see a bunch of people struggling with money and with food. Talking to some NPC's you can find out that there is a rule where if you buy a house here, you can NEVER leave. You find out it's heavy with cameras and guards. Then you find the golden stairs where a bunch of beggars sit and wait. These stairs have three gates guarding a mansion at the top. When the last gate at the bottom is opened, a man walks down the stairs. He's known as Python. Python is known as the ruler of the town, and the richest of course. That's why a bunch of beggars are right by the golden stairs. They always beg for money to have any sort of living.

I think this would be interesting not only for story but for narrative choice. Right now i have three choices in your adventure through the north side. You can kill python and become ruler, bring change in the town by helping people, or help people escape the north.

Act system update: 

This technically could be put in “Story Update.” But I should honestly just put this in the ACT update. Little bit ago, I talked about making enneagram psychology a game mechanic. Not sure if a lot of people are familiar with enneagram psychology, but one of the the things about the enneagram is that there’s a thing called “integration” and “disintegration.” “Integration” is the personality you’re assigned to when in health and “disintegration” is the personality you’re assigned to when unhealthy. (I heard disintegration can be healthy, but I don’t know too much info about that.) 

But anyways, I’m debating on if I truly want this to be a mechanic since I already have ways to change someone’s emotions. 

Story update

So I wanna start off by saying Buckshot roulette and my game have the same message about addiction. However there’s other messages I wanna teach. Like, fear, anger, avarice, sloth… basically the 9 deadly sins haha. I know that everyone thinks of the “7” deadly sins, but in enneagram psychology there’s 9 deadly sins. This is going to sound confusing to some people who don’t know much about the enneagram, but basically there’s 9 deadly sins that are something to really watch out as they are very unhealthy, for example mine was avarice. I think it would be interesting to talk about these in my game. 


also there will not be any post tomorrow because I have to go to a wedding. I’m sorry

(+1)

sorry no post today, I have a fever, I’ll see if I’ll be better tomorrow

(+1)

Hopefully you will get well soon!

I have a few questions:


1. Are you doing the art of the sprites by yourself?

2. If yes, is it the same crayon art style?

3. When you think this game will finally be finished?

4. Have you completed writing the story of the game?

5. How many years of experience do you have with game development in general. (Feel free to ignore this question)


Sorry if I've asked any questions that you have already answered in previous devlogs.

Hope you the best

(1 edit) (+1)

Yeah im kind of feeling better today

1. Yes I am. However I have been thinking of getting help. The only problem is that I might have to pay up, but there's some people I think may wanna help.

2.Unfortunately, Vx Ace does not support high res sprites so the battle backs and cutscenes will have the crayon art style.

3. To be honest I'm debating on 3/20/2026 to be the deadline. But honestly it's best to announce a deadline when I'm 80% done with the game. Also I'm considering shrinking some parts of the game more just to get a better deadline because I'm not sure if i can even handle 2 years. Sometimes I accidentally forget to not be too ambitious, which result in me saying to myself "Oh yeah, maybe I shouldn't add that because that's too much work." I'll see what I can do about the deadline, I'll have to debate on what I truly want for my game.

4. Erm, yes... for 3 branches of my story. I'm gonna see if i can finish the other 3 branches to finish off 6 endings. 

EDIT: I forgot to mention that there's endings for both pacifist and genocide routes but those stories are already completed.

5. Well I cant really count that far since I don't really remember. But lets just say umm... 2 - 3 years? I honestly read a lot about game design and stuff, and I try to implement them in my games (although a lot of my games are short and were apart of game jams so they werent implemented the best). I also have learned a lot when using Godot.

If you would like to look at what I used to learn game development, here's some links to some YT channels and books.

Sam teaches Godot : This ones outdated for Godot (also not that important considering I'm making an RPG Maker game) but it did help a lot in making me understand it.

Design Doc : He's help with my thoughts on game design.

D4 : He has specific details on designing video game content.

Mathew Emmet : You know this one already lol.

Toasty's Beginner Tips : He's helped with RPG Maker the most. He's not a game design channel but I linked a playlist of of his beginner tips.

Item Ideas:

I know I said I wasn't gonna talk about items and instead more about story. But these ideas popped into my head. 

Pad Lock: This is technically an Echo fighter for handcuffs lol. Or should I say, Echo Item? Can I coin that term? Basically its locks your items, but you can use your items after any opponent has shot you with 2 blanks.

Gift Box: Gives you a random item. Could be either good or AMAZING. I'll have to balance this item out with money cost haha.

Story Update: 

I would like to discuss some lore of my world that i have completed for the story, but not too much to where it would break. 

#1

Depending on your choices, You will find a thing called a wish stone. No one really know where it came from, but it's a stone that everyone wants. However, everyone is too scared to catch it. Why? Because it's being guarded in a castle by a...





Ķ̴̨̨̢̛̜̘̼̣̜̺͉̹̲̻̻͈̟̫̺͉̻̙̟͕͙͍̺̋͊̐̌̆̓̓̆̃́̌̈̽̿͐̈́̔̅̀̃͒̓͌̒͘͘͘͝͝i̸̛̛̫̙̥̪̱̫̭̠̳͓̮͉̹̻̻͔̳͈͈̺͚̩̖̇́͛̑͒͒̒̈́͛͊̀͆̈́͛̈́̎̆̔̔̍̉̓͛̽̂̎͑̊͗͋͊̀͌̈́͆̈́͐̉̒̒̄̿͐̚̚͘͘̕̚͝͝͝n̷̨̨̡̨̢̡̧̡͓̟̥̗̦͎̘͚͉̹͚̳̞͈͚̲̥͓̰̬͖̙̦͉͍̜͉̮̟͎̠̟̰̥̯̜̻̹̜͚̫̹̙̞͈̙̭̤̤̤̖̝̟͖̫͖̮̲̪̟̘̻͎̟̗͕̳͎͕̫̩̫͉̮̰̙͖̳͓͓͕̣̠̼̖͛͐͋͗̈́͂̑̂̉̀̾̽̀̉̄̈́̌̃̽͆̓̐̌̀̆̈͋̎́̀̃͗͌͑͊͂̉̈͊͗͗̔͋͆͆̾̀̎̐̽͛̇̅͋̽̀̋̍͆͒̽̉͗̈́̐̈̌̕͘̚͜͜͝͝͝͠ͅͅģ̵̧̡̡̢̧̡̧̛̛͚̣͉͎̼̫͚̬̦̜̤̺͉̲̲̭̹̝̺͉̹̭͖̼̳̙͈̭̮̻̻̩̬̫̟͍̖̦̜͈͇͈̣͚͍̻͎̹͉̲͍͓̪͕̠̇̈́̑̋̌͛͛̽̔̔͒̓̋͛͒̈́̉͑̄͂͊̒̅̏̊̇͑̅̓̂͗͆̐̃̃̆̂̈́͒̑̏̐̆̅͋͑̋͋̍̄͌̐̏̋̾̉̅̊̂͛̓̏̈́͛́̇̚̚̕͘̕͝͝͠͝

      ̷̡̨̨̜̮̱̜̰̯̘̻̯̠͙̰̙͈͈͈̪̖̼̤̰̪̤̦͎͎̟͇̮͍͉̰̠̹̫͍͎̻͓͙̍͗͌̄̄̃̃͛͆̉͊̂̏̏̎͗͋̉̈́̒́̇̈́̑́̑̒̓̑́͋̾͆̾̋͘͘͜͜͜͝  ̴̡̨̫͕͙̯̭̰̝͈̥̲͓̎͌͋̈́͆͛͗̇̌̎͂̿̂̎͐̈́̆͋̿͋͌͌̍̔̌̎͛̏̔͋͗̑̚͝

                   





The wish stone used to be heavily guarded with a lot of people, but due to some unfortunate circumstances, everyone tried to get the wish stone. But their lives didn't last long. 

I t   w o u l d  h a v e  b e e n  b e t t e r  f o r  t h e m  t o  k i l l  t h e m s e l v e s  t h e n  t o  e x p e r i e n c e  t h e  h o r r o r   I n  t h e  c a s t l e. 

#2

A house owned by a man named Ruvy has been pretty much the talk of south side. It's been noted for the weird and creepy sounds that come from it. Someone even heard a scream from the house. If you choose to break in you can go down in the basement and find 4 cells and some deformed dead body strapped to a chair. These four cells have some interesting history. Three of the other cells have a bunch of deformed dead bodies as well, but the fourth is differentThere's some thing in that cell. It has unintelligible speech, and constantly laughs. However what's scarier is the words "experiments failed" written with chalk on the wall and below it is a bunch tally marks counting up to 100.


Ok now to be honest, there's more stories I would like to talk about, but I wanna keep the rest hidden... for now.

sorry update will be tomorrow. I hate delaying devlog  post, as I’ve been doing that more frequently it seems like due to unfortunate circumstances 0_o


First scorespace, wedding, being sick, etc. WHAT ELSE. hate doing this to you guys but hopefully I’ll have one tommorow. :)

Story Update:

A recent talk about my main story made me think back to some of the stuff I wrote for it. I wonder, "should I have wrote this differently?" This is a very common thing with me. It's where I write something I think is cool, but then second thoughts come in. Basically I'm having a problem deciding on how long my main story is. As you know it has a lot of branching paths for being an interactive story. So all branching paths have different lengths, and that's throwing my mind for a loop, because I cant decide on if I should make some longer or shorter. I'm still planning to achieve 6 endings, but I've been thinking if I should reduce some branches of their length or increase it. Of course I'll keep in mind to not be too ambitious. 

I also rewrote some things on the pacifism route because I looked back on it to see that it was kind of boring and hard to get the ending. I fixed it now.

Item Update:

Sorry just felt the need to say i should change the gift box to "give and item or not." That'll make it way more tense and balanced. 

(1 edit)

Story Update:

I plan to add some stealth mechanics into my game. This will be for both side and main stories. I'll be using the disguises mechanic from Hitman. Also I plan to use the ACT system for stealth in some way to smooth talk your way through something or to get someone to do something specific for you.  I think this can be great for building a characters story and roleplaying.

As of right now there is many places you can use stealth in. Like a Prison, Castle, Mansion, etc.

Now lets talk about Show don't Tell vs Tell don't Show.

A lot of people say "Show don't Tell" is always better than "Tell don't Show." However that's not true, in some ways "Tell don't Show" can be better. One advantage of "Tell don't Show", is Imagination. For my game that mainly uses visuals, this is really good for me. I wanna use Imagination so the player can fill in all the details themselves. It's also great for horror too. I can imagine a voice tape a player found and then the voice in the tape describes some horrors that happened in the area they're in. Or I can imagine a player talking to an NPC about the world around them and they might give some grave details about how the world works. 

Of course I will be using "Show don't Tell" in some areas. For example my vision mechanic (if anyone even remembers that) will be great with "Show don't Tell." 

Overall, it really bothers me when people think "Show don't Tell" is better. Really both of them have their advantages and disadvantages. 

Story Update:

I think it would be interesting to explain my cutscenes. I know this may sound like a weird thing to talk about but I feel like it would be important, so that people would get the mood that I want to give. 

I kind of want the cutscenes to be like how a lot of YT creators make analog horror. NOW, I'm going to try my best to avoid using analog horror clichés, as I know a lot of people find those annoying. However I do want to use S.A.M. voice for characters.

S.A.M. voice generator

Not only because I feel like its uncanny which gives it the creepyness factor to it, but because I feel like it fits the mood that this world is unnatural. It's also a great way for my poor peasant self to have some different voices without voice actors. T_T

Also I might do what some analog horror does where they have portraits of a character and then have some text to display what they're saying. However I don't want to do it like what every other analog horror does, where they just use it to convey info to the audience for the next part of the segment. I want to use it for imagination. Since there's not a lot of visuals with just showing portraits, I think this will be a great way for "Tell don't Show" where the characters will have to describe something for the audience to use their imagination. I want to remind everyone that I wont do this for every cutscene. After all I would like to use some cell animation for cutscenes.

To give a better example of how I want my cut scenes to be, would be this video.

I know it's kind of weird that I put a Delta rune fan made video in here as my inspiration, but seriously this is how I want my cutscenes to be. I suggest watching it. the way the S.A.M. voice gets deeper the more a scene becomes darker is so excellent, and the way he ported the Deltarune music in scenes that fit the most is so good. I don't know why, but this video really inspired me to make the cutscenes this way. 

Media Update:

Hey! didnt expect a weird update like this right? I've been thinking of using a YT channel for updates and also as a way to advertise my game. Of course this wont replace the devlogs I have on Itch.io. Also I shouldn't expect my game to be popular just by advertising it, it takes time to be popular or at least have some sort of following. Really I'm kind of hoping for 1000 downloads. But really, even if 1 person plays my game, I'm happy.

So basically, YT videos will be for more long, edited visually interesting updates while Itch.io updates will be about my daily thought or daily progress. This is what the developer of rain world said. He basically said post an update of your game to your audience everyday, even if it's little. 

Anyways, I'm just doing YT because that's what makes me feel more comfortable. I might do Instagram, but my Instagram channel is kind of miscellaneous content for anyone who randomly finds it and enjoys it. 

Story Update:

Ok, I rewritten some things again in my main story because some of narrative branches were kind of short, basic, and boring. I said I planned for a total of 6 endings, however technically there's more endings.

I getting more confident with the Main story since I rewrote some stuff to my liking. Still have to focus on some of the unfinished parts of the story though. 

Story Update:

Ok, I'm finished with the endings. Who knows if I rewrite the main story again which involves more endings though lol. That's honestly my experience with writing choose your own adventures. It's where I plan for a small amount of endings, but it always ends up being more due to some consequences. There's still technically 6 endings, its just that there's some endings that are similar to other endings, which basically means that there's more... Yeah.

Sorry very short update, but I'll see what I can produce tomorrow.

Update:

I not sure if I should call this a graphic update, visual update, or... Whatever else. Basically I'm thinking of using a visual novel way of displaying characters when you talk to them. So basically showing a full body with facial expressions. Don't expect this to be in the game, it's just something I've been thinking of having. One thing I'm planning on doing is adding light effects. There's a plugin that gives you a flashlight when in certain dark areas. It also has the ability to give light effects in other areas too. This is perfect for my game since its part of the horror genre.

Story Update:

I'm thinking of getting rid of the vision mechanic. Just in case no one remembers, the vision mechanic was basically the same as Daniel from Amnesia: the Dark Descent, when he would remember something from his past. The only difference being that my vision mechanic would be a cut scene. Also I guess calling it a "mechanic" is kind of dumb since its not really a mechanic. Anyways... I'm replacing it with cassette tapes. These are items that would reveal some history of the people who live in the music box. The reason for this change is because I want players to choose whether they want to listen or not. Rather than being forced to, like the vision mechanic. This also provides more imagination since there's no visuals, which helps with... "Tell don't Show." Sorry that this idea keeps getting brought up, haha. Also I want to clarify that there will still be animated cutscenes, (especially with some side quest) but there wont be too much cutscenes, that's it.

(1 edit)

Story Update:

Ok so I have this idea for a mechanic where every time you die, you get brought back to life. I know that sounds stupid since every game allows you to come back to life. You might say "just go back to your last save." However what I mean by "coming back to life" is there will be NPC's who react to your revival. 

There's a good reason for why you come back to life as well. You can use an item called a "revive syringe." you can use this to revive your partner and yourself. However you don't use the item on yourself if you want to revive yourself. Every time you die, a certain someone will revive you. 

I'm not sure If I'll do this but I also want some of the main characters to come back. For example if you kill someone important they might actively want to seek you out. Or maybe if a person who is part of a clan kills you, then when you come back to life and meet that person again, you'll notice that he's been promoted to a higher degree. Again, I'm not sure if I'll add this but I REALLY want to. I'll have to think about this a lot more before I implement it, because then I have to write some more for the main story.

Sorry for no post yesterday. I feel embarrassed when I say "I'm gonna update you all every day", and then I don't do it T-T.

Story Update:

I've (technically) finished the entire story... I don't know if I'll change it (again), since there's much I'm still doing besides the Main story. Also I'm still thinking about inputting that... erm... What should I call it? "Revival Mechanic?" It's what I was talking about in my last update. 

I guess I should explain the "Opponent" again. You can call him the Dealer I guess, but it's easier for me to call him Opponent because then I get confused with Buckshot roulette. I've already explained that I want him to be similar to Buckshot roulettes Dealer, however there is a lot of differences with them. The Dealer is basically some monster who SOMEHOW killed God himself and provides the player with a fair play challenge all just for some cash. A good villain representing addiction. While the Opponent is... Something. I did say I want him to represent addiction, but all I can say is I'm going to make him completely unknown. You wont know his intentions. He'll still be the tutorial and he will still battle you. However, you wont really know what this guy wants. Also I guess me calling him a guy, might not be true for the future of this game. Depending on your choices, he might be a male or female. Yeah, I'm going to create two versions of the character. I'm not doing it just because I think it'll be fun to have as a little detail, there's a special reason. I know that sounds dumb, but I really do have a good reason for it. I just wont say >:)

(1 edit)

Thanks for over 2,000 views :3

I'm glad people are still reading these.

Story Update:

I worked a bit on some of the main story and side quest. I'm feeling really good about where my game is standing......... It's getting really hard to make daily updates when I don't know what else to say. The thing is that I want to make my devlogs entertaining or informational, but that's hard to do everyday. >_<

I Wish I could say more than "Yay I finished some more stuff."

Overall thank you guys, it makes me happy to know that there's people rechecking this devlog. I believe yesterday had 1,957 views, then it bumped to 2,006 when I woke up today. I'll try my best to add another beta as soon as I can. Although I'm debating on what I should do for my beta since I don't want to reveal a lot.

(1 edit)

Story Update:

So side quest will also be important for the main story (kind of). Basically every character, even ones you think may not have much in common with the main story, kind of do.

Ok, they don't have meaningful impact, but they know the main characters in the story and might have met them. This is where the ACT system and keywords come in to play, because you can talk to these side quest characters about their experience with the main characters, or at least what they know about them. This is also a great way to get info on some characters that you may want to figure out. Which is very unique compared to most NPC's you talk to in other RPG's where it feels like they have no input on the world around them. 

It's definitely a challenge to make a story for an open world game, but I think I did a pretty good job of doing it. The ACT system and keyword system really help for people to get info on the story without making it linear.

I wished I talked about this sooner as it was something I've already been implementing.

(2 edits)

Media Update:

I mainly have experience with the Clip Champ editor to edit videos, but it uhh... sucks, really, really bad. So I'm thinking about another editor. I'm thinking of getting Shotcut or Openshot.

Story Update:

I guess I might as well talk about when the side quest stories will be complete, since I don't have much to say today haha. Erm well, I'm not even sure how much side quest I want in the game. Well, I actually want 12 side quest, but I'm thinking of adding more. I know that sounds low, but it's because the side quest are kind of deep, also it's better than other games that have a lot of side quest, but are super boring. I'm debating on completing the side quest stories at around August - September. HOPEFULLY, I can stay true to that. Or even better, maybe I can finish them in July. 

I still have to think about if there's more I should add to the main story. Which might result in me canceling some side quest. However I'll try my best to add all 12 of them.

Story Update:

Lets talk about Pacifist route and Genocide route. 

Pacifist route Is technically the same as Undertale's. You have to pacify the main characters to complete the story, however in my game, you can choose who to pacify first. But I have a bit of a problem. In Undertale's pacifist route, you have to pacify EVERY ONE you meet, not killing a single soul. But in my game you can still get a pacifist ending, even if you kill some people. This is because I wasn't intending on adding a neutral route like Undertale. Now I realize I should've added it from the start. I guess I have to write some more for the main story T-T

The Genocide route is kind of like Undertale's, where you have to kill everyone. However I'm thinking of changing it. This is because mine might be a harder, considering the fact you don't encounter enemies randomly in my game. The only way you can go to a battle is by finding those enemies. So I have to think about how to fix that problem too X_X

I'll see what I can do, I have a lot of work ahead of me.

Story Update:

Ok so I have a pretty good idea for how I want to execute my neutral ending. I'll be taking a bit out of Undertale's book, where you get a talk from some of the characters, after you escape. There's a little more than that, but that's basically it. 

Also fixed up some parts with the "Opponents" character. I have an amazing lore for him, I think you guys will like the character a lot. He's essentially become the mascot for this game, haha. Sorry for such a short update, I don't have time to really talk, so I'll try to make a more engaging update tomorrow. 

If you have any questions about the story, please let me know.     :3

sorry for no post today. Today is my birthday so I’m taking the day off. I know I said I’ll try to make an engaging update, but somehow I forgot today was my birthday… I’m super incompetent.

See you guys tommorow 

Story Update:

Ok, I'll be honest, I did not have a lot of time to make my game today or even these past three days (yes, including my birthday). I've been doing a lot of stuff so it's been kind of hard. All I can say is the way I'm having the story laid out is getting pretty good but Worldbuilding is getting a bit hard. I know that sounds kind of dumb for an RPG, but there's some areas that need to be fleshed out, that I'm not quite sure how to fix. However, I'm sure I'll figure it out, I'm learning how to use "soft world building."

If you don't know what that is, then watch the video below.

Story Update:

I've been writing some more stuff in the main story. It's been going good, despite a few bumps, haha. I'm still kind of wondering how my world building should be. Well... There is people to talk to, who can tell you why the world is the way it is, but I'm mainly talking about soft world building. I really like soft world building but I also debate on if I should add a hint of "Tell don't show." So I'm mainly debating on what parts should have it in.

This is especially a problem with "MT.Go"... Does anyone even remember that name? If you guys remember the lore, you would know that "Mt.Go" is the mountain with a talking carved face. He may not seem that special of a character, but he does indeed have a MAJOR role in the story. It's been hard figuring out what I should do since soft world building is kind of hard in certain areas, where I feel like there's no other way than to explain it right in front of the users face. 

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