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I'm Specter, a game dev trapped within (im)mortal confines. I do art and I make games. I'm queer, disabled, and a funny rabbit guy in a suit. I use ze/zir pronouns.
Links to other socials:
I have an organization system (kind of)!
@specterofyou / specterofyou.tumblr.com
(decided to make a new post for each day since the original was starting to get a bit full LOL)
Who's your favorite OW character? Or, who do you relate to the most?
It's no secret that I relate to Iggy the most. He just has the most of Me inside of him as a character, from his anxiety, to his journey figuring out his asexuality, to his difficulties dealing with people, even down to a lot of his little mannerisms, much of Iggy came from me.
However, Gidget also has a big part of me in them, as well, especially when it comes to their past experiences and their own struggles with their gender identity. Though each of the OW characters has a little bit of me somewhere in them, these two definitely have the most.
Now, who is my favorite character...? Well... I will just say it's probably pretty obvious LOL 🤭 I can't help it; he is my everything. I think he is the cutest thing ever. He makes my heart flutter. And what's more, he gives me ace catharsis euphoria in his no-questions-asked acceptance and love of Iggy. I love him sob.
I feel like a mix of Gidget and Iggy are the most relatable to me... I want to be more like Gidget (sociable, good with people, etc.) but I am, well, a reclusive nerd who has a video game collection and used to write Mario fanfiction so guess who I'm most like instead LOL But really I do find both of them relatable. Gidget for their exploration of their gender identity, for their need to be perfect, for their struggle with heteronormativity... Especially as someone who was excluded growing up from hanging out with guys for 'being a girl' and excluded from hanging out with girls for 'being too much of a guy'. Also asked why I was 'growing a mustache', or 'sound like a boy', or asked to my face 'which one I was' multiple times... And Iggy for being an autistic anxious ace mess. There's so many times I can point out what he's done that's also Exactly What I've Done Before. (Also very lovely to have representation for verbal shutdowns as someone who has them.)
Having a Moment. Since switching to Linux, none of my art programs have worked (even following guides to get Clip Studio Paint installed didn't work...) and all my attempts at making new sprites (in MyPaint and in Krita) has resulted in failure. I tried to use an old spare tablet I had laying around, but none of my Clip Studio Paint brushes/auto actions carried over AND pen pressure doesn't work with the pen I bought.
I'm tired lol... my only resort now is making The Rewritten Journal and Trick Thrice in Aseprite, though they'll look wildly different than how they're supposed to...
i played a fun dark (in the sense of violence and such) dating sim today (vampire reality tv. called fledgling manor and its very good) and its put me in the mood for more games that are kinda fucked up but also have romance in some form or another SO i think ill start our wonderland next!! they dont seem that similar at all but the vibes. i know theyre there i just know it. ANYWAY point is this is thanks to u bc u reminded me that OW has been on my list for forever lol
Oooo yeah I've been tempted to check out Fledgling Manor! One of the accounts I follow posts about it from time-to-time. And of course! With the remaster getting its first installment it is as perfect time as any to check it out! 😁
This post is primarily aimed at first-time visual novel developers! The majority of plug-ins here are Free but I will note when they cost money! (Note: these add-ons are not necessarily aimed at newcomers, but are just ones I recommend before you venture into other add-ons for Ren'Py).
Layered Image Visualizer for Ren'Py by Feniks ($5 or more). Layered images are when a sprite has multiple components that are separate from the base (for example, a separate eyes file from the base). This visualizer lets you see what you're combining and provides the code for it!
Easy Ren'Py GUI by Feniks (free). If the way the default UI is handled is too complicated to use, this GUI template has become a staple of visual novels! This changes the code and images provided to make it easier to create VN GUI.
Lint+ Ren'Py Word Counter by KigyoDev (free with an optional bonus for donating). This keeps track of a variety of text-related components, including how many lines/words there are, the frequency of characters appearing in the script, etc. Ren'Py All-In-One GUI Template by tofurocks (free with an optional bonus for donating). It comes with a variety of features like a built-in image gallery, developer's notes, etc. Any questions? Let me know!
And now for the 2nd part of my anniversary celebration... 30 Days of Our Wonderland! A set of silly and/or thought-provoking prompts about the game and chars for a full month of OW!
I'll be answering them each day. Feel free to join in if you want to! Either creating your own posts or reblogging this one, etc. I'll be using the hashtag #30DaysofOW for all of my answers.
I first played Our Wonderland during the first part of Arc 5 though I had known about it for a While before then (since maybe around Arc 3 if I remember correctly) and it took me that long to play it... I'm so timely (lie). I found it via someone I knew who Really Liked Orlam and so I was like "OK what does this VN do to people?" and then I learned. I became infected by the disease (...double lung pneumonia. I got infected by double lung pneumonia around the time I learned about Our Wonderland and I almost died LOL but that's another story).
Thankfully I lived and got to play the VN and WOWIE I'm normal about it actually. So normal. I don't have merch in the works, or physical copies of Broomtail planned, or nothing. I'm normal. I haven't put it on my TV, or the Steam Deck, or as my wallpaper on several devices, not at all. (This is all me lying).
There's a playlist on YouTube that's over 300 videos long of midwest emo mixtapes. It's the best thing that's ever happened to my productivity LOL something about it makes it so easy to work to…
Here's the link: www.youtube.com/playlist?lis...
Ello!
It's me, the owl of cringe.
Anywhizzzzzle, how long did it took you to script(plan) your Visual Novel? ;v;
For Phantom Heartbeat it's been five-plus years of constant revisions, going back-and-forth on ideas, etc. It's a colossus of a visual novel however (planned to be over 800k words long with several routes and subroutes) so that's the reason for the duration of time. Scripting is what takes me the most time. I do revision after revision making sure it feels 'right' to read. I also repeat everything (in my head, out loud, etc.) I write multiple times to get down the flow. I originally did all of this in Scrivener, however it's been faster for me now to write it all down, with pen-and-paper (I like to use a brush pen as it takes precision to write with and has me constantly thinking about *what* I want to commit onto paper) and then put it into another website like 4thewords. The Rewrite Journal took me a month to make in total, as it was for Spooktober. It was a story idea I had kicking around for maybe a year at that point, though. I planned everything out using a checklist of what needed to be in the game, what I would like in the game, and what were just nice details and ranked them in terms of difficulty and the amount of time they would take. The whole game of For Halves took me about three days to make. I challenged myself to make a game I was happy with in as little time as possible (note, I am unemployed and have little-to-no obligations so what is feasible for me may not be for others). Planning was done as I made the game. I would say how long you spend scripting/planning should be dependent on what you make and the context it's being made in. For a game jam I would spend 1/3rd of the time scripting (if you're a solo dev) and the rest of the time executing on the script with art, writing, coding, etc. Anyways, sorry for the ramble LOL I wanted to cover each base I could think of.
The Rewritten Journal (the game I am currently working on right now) has been in-and-out of the works since the release of The Rewrite Journal. I've been busy with writing the current script. It's taken me years to find the 'correct' way of working for me. I don't like to outline (it feels too constricting) and I did that for A Journal of Fools, which sucked the fun out of making the game for me and ultimately lead to me dropping out of Spooktober (mixed with, well, working on three games at once). I would say not to let planning/scripting get in the way of making the game. Ultimately it's a process that is meant to result in a game, and that's its intended purpose, not as an end goal in-and-of-itself.
Ello!
It's me, the owl of cringe.
Anywhizzzzzle, how long did it took you to script(plan) your Visual Novel? ;v;
For Phantom Heartbeat it's been five-plus years of constant revisions, going back-and-forth on ideas, etc. It's a colossus of a visual novel however (planned to be over 800k words long with several routes and subroutes) so that's the reason for the duration of time. Scripting is what takes me the most time. I do revision after revision making sure it feels 'right' to read. I also repeat everything (in my head, out loud, etc.) I write multiple times to get down the flow. I originally did all of this in Scrivener, however it's been faster for me now to write it all down, with pen-and-paper (I like to use a brush pen as it takes precision to write with and has me constantly thinking about *what* I want to commit onto paper) and then put it into another website like 4thewords. The Rewrite Journal took me a month to make in total, as it was for Spooktober. It was a story idea I had kicking around for maybe a year at that point, though. I planned everything out using a checklist of what needed to be in the game, what I would like in the game, and what were just nice details and ranked them in terms of difficulty and the amount of time they would take. The whole game of For Halves took me about three days to make. I challenged myself to make a game I was happy with in as little time as possible (note, I am unemployed and have little-to-no obligations so what is feasible for me may not be for others). Planning was done as I made the game. I would say how long you spend scripting/planning should be dependent on what you make and the context it's being made in. For a game jam I would spend 1/3rd of the time scripting (if you're a solo dev) and the rest of the time executing on the script with art, writing, coding, etc. Anyways, sorry for the ramble LOL I wanted to cover each base I could think of.