Tuesday, July 29, 2025

Devlog 17: Preview

Hi friends. Progress is going ahead smoothly on the game. I've been filling my spreadsheet boxes, I've been implementing assets, I've been solving problems in code. However I've been talking about this game for long enough without showing anything, so today I am not going to talk much, I'm just going to show a few screenshots. Nothing is final, everything is subject to change, but you all know all that stuff already.

Here's a few shots of what the game looks like so far. Thanks for being patient while I mostly just talked about stuff, even though I know most people just think of me as a graphics man. I hope these graphics will satisfy some of your curiosity. Yes, there's a lot of Loom, a lot of Dune, a lot of that lovely mix of sci-fi and fantasy that captures my imagination in so much fiction. Hope your eyes enjoy!





Tuesday, July 22, 2025

Devlog 16: Production!!

We're finally here, friends. Production time. Okay, from here on out I know exactly what I'm doing, I won't waste any time at all. Familiar territory, I've been doing this for years, absolute efficiency. Except that bit today when I used the wrong operator in a for loop and got stumped for 10 minutes. And yesterday when I was running a physics simulation in Blender to see if one of my visual ideas was even possible. And, and....

Okay, but seriously. It's show time, and there is a secret to doing this and I worked it out ages ago. It's a very complex secret so please take notes. The trick to getting a game made is to: make a list of all the things that need to be done, and then do them all. 

Seriously. That's it. Break it down into a small list that you know you can get done in a day, and then force yourself to do everything on that list that day even if you spent too much of your break playing Peglin. Do this every day and eventually the list is gone. If you only do one thing, that's one less thing to be done.

Art

The moment Dave read my doc last week and agreed that he's publishing it as the next in house Wadjet Eye game, I hit the ground running. Lists, spreadsheets, post-it notes like you wouldn't believe. Highlight all of the design/narrative issues we agreed upon and start trying to address them. Work out exactly how many characters, exactly how many backgrounds I need to make. Here's an example of how my backgrounds spreadsheet for the game's prologue (minus the scene names which would give things away):

Yes I use dark mode for my spreadsheets, I'm an artist

If you're curious to see what the "refs" or "whitebox" stages might look like, I covered that in a blog post here. If you want to know why I might use 3D for some scenes, it makes it much quicker to get the perspective and foreshortening on curved surfaces right, and it can simplify other stages that might be very difficult by hand. Mostly it's not anywhere near as much fun as sketching things out loosely by hand, but it can save some headaches in the long run.

If you want to know what the thumbnails stage looks like, here's the thumbnails for the first scene of the game!

If you're thinking, hang on Ben, is that seventh scene just a redraw of the life crystal room from the 1995 science fiction adventure game The Dig as painted by the Bills Eakin and Tiller and Adam Schnitzer well then the answer is absolutely not I have no idea what you mean I was just seeing how the composition felt okay the final scene ended up being WAY different hmph! 

I looove this method, it's so nice and fast and free and you can get an instinctive feel for whether a scene works for you or not VERY quickly. Paint em zoomed out, big brushes, as few details as possible, as little actual effort as you can get away with. So, yes, like my "finished backgrounds" from 2010, thank you very much, no need to point it out in front of everybody.

Animation

The "best" part about being at the start of an adventure game project is that your character needs to walk and reach in every direction and currently they can't walk or reach in ANY direction. That means you get to animate lots of thrilling animations which are basically just picking things up in different directions and heights. I build an extender function each time I put one of these in the game, because I want to be able to call the animation without thinking which animation number it is, I want the character to face the right way before it starts, reset to the correct talking direction when they finish, I need the offset that I use to calculate floor shadows and reflections to adjust automatically so I don't forget to set it/reset it each time, etc. And so I have a whole script module of just this. You can see by the script header that it's an absolute delight of reaching in different directions:


I thought this was an adventure not "reaching for stuff simulator"?! Where's the space whales and trombone blowguns?!

The best thing about being the one in charge of the project is that I can make the very firm decision that there's only one player character, with only one outfit. That will save so much work. Seriously, imagine making a game with multiple player characters, or outfit variants, or time periods? Who would do that, man?! Not me, that's for sure. In my game we wear one thing, we play as one thing, and we like it. I'm a man over the age of 35, anyway, I buy 7 pairs of jeans and t-shirts at a time and that's my outfit every day for the next 5 years. So it's realistic.

Design

Whenever I think I have a good puzzle, I try and add another layer to it. That's all I have to say for now. I know I'll get it wrong for some people but I'm genuinely trying to get this to at least be interesting.

Programming

Most of the programming is pretty straightforward now that I have my main foundation down. The way AGS uses overlays now allows me to do some of my old visual tricks much more nicely, and I'm a little tidier than I was in the past, but mostly AGS is built to handle everything I want to do out of the box, and all of the custom gameplay stuff I want to do I built late last year when prototyping. On Friday I took my lumpy old project file, stripped tonnes of crap out of it and upgraded it to the latest version of AGS 4.0, and after a few issues had a nice, neat project file set up, and so mostly everything has been straightforward. 

I allow myself one (1) "tinker" project each day, though, because otherwise they will build up forever and I will never get any of it done. Today's was making an icon of the inventory item you're picking up swoosh from the spot you pick it up at to your inventory in whichever slot it's destined to fill - after I was unimpressed with the visual feedback of picking up an item while playtesting. So now my function calls for picking up an inventory item will use this instead of the default AddInventory() function:


Because the game is still in the early stages I check the offsets and element sizes to perform the calculations, which should save me from having to adjust this later on if I move things around or resize things. Might as well plan for it!

Summary

I feel great. I've been wanting to build a game of my own direction and vision again for literally years and it's fantastic to be doing it again. I know the boring parts, the annoying parts, the awful "players hate this bit and I don't know how to fix it" parts are coming, but at this point I'm having the best time and making good progress.

Now, I have some Peglin to attend to...

Tuesday, July 15, 2025

Devlog 15: I'm a writer now.

The last time I posted here was the end of May, and I was just transitioning from the phase of "collecting all of my thoughts" to "turning this into a game". I spent the 6 weeks between then and now forming a massively jumbled set of ideas, places, characters and gameplay elements into a game script. Indeed, yesterday I handed in my design outline to Dave G of Wadjet Eye Games, and crossed my fingers that I had explained myself well enough and that my idea was good.

Don't get me wrong, I thought the idea was great. In my head it's the most lively, original, heartfelt thing I could make right now. It's over a decade of built up dreams, hypotheses, little philosophies all rolled into a huge ball, with the fat trimmed off it mercilessly and as well rounded and cohesive as I could get it in 6 weeks. It's 24,000 words, 56 pages of what I hope is the best I can do. But of course there's still that nagging feeling - what if I can't see the problems? What if I missed something big, aside from all the big stuff that I had missed then caught and fixed? What if it's too weird, too silly, breaks too many unspoken and spoken rules of the genre? 

It's natural for any writer to be anxious while waiting for feedback. I should know. I'm a writer now.

You might remember this post going around a long time ago, about the funny ways ladies have died in literature: 


All your writer friends will have laughed at it because it's so stupid to die from "Too many pillows" or "Missing slippers" or "Pony exhaustion". Some writers will tell you that the funniest one is "Someone said "No" very loudly while they were in the room" because that's a very stupid thing to die from, and then we can all feel very proud that we would never write something so stupid, isn't it a good thing that we're modern writers and not stupid old writers.

But next time a writer is in the room you're in and asks if you liked their work say "No" very loudly and watch them literally die. That's proof of what we all know - that writers are just people who will tell lies for attention and money. Trust me on this, I'm a writer now. I wouldn't lie to you. Not even for attention and money.

In any case, Dave Gilbert didn't say "No" very loudly, and so I have survived. He said this, in fact:


That's an awful lot of praise and I'm very grateful! I'm going to warn you now that some people will not share his opinions here, some of my friends will hate this game, that's okay. We can still be friends. You don't need to like my guitar playing, either. But it's a good outcome. I took lots of ideas, I designed the best gameplay I could around them, and then I wrote a game around that. The design stuff still needs a lot of work, of course. The writing stuff will too! It's ridiculous to think that a 56 page document with 27 characters and 73 backdrops will make it unscathed from document form to game form. But nevertheless. I'm a writer now. I haven't forgotten how to do it, and now I can finally, finally start actual production on this game that everybody is bored of hearing about before I've even shown a single screenshot. 

If I had to be really honest, I would give the classic answer that I didn't really do much writing. I came up with the setting, I came up with the general thrust of the plot, and I came up with some fun characters, and then the game just kind of wrote itself. You know how your friends will react to weird situations, so if they're your imaginary friends and imaginary situations then that still counts. Not all of them are my imaginary friends, some are imaginary bastards. I should know, I've been stuck imagining them for weeks now. But that's how the game got written, I threw all the bits together and it wrote itself and mostly I just spent dreadful, agonizing hours editing and lamenting that I had read this too many times to know if it was actually the most boring thing to read imaginable or if I was just burnt out on it. I do maintain that taking out two pages of quantum physics was probably a good move, however.

And look, I could have shown screenshots. I know people like my illustration work enough that I could ride that wave of "x amount of people already like your drawing, and will probably buy a game because you drew it". I really appreciate that. But I wanted to sell this game to Dave based not on my drawing, but my writing and design, and I'm pleased to say I did that.

Oh, and how did I distracted myself from overthinking everything while waiting to hear feedback about my document?

C'mon, friends. You already know the answer...