chappuvt.bsky.social
Tiny indie game dev and animator trying to create her own horror game and a 2D animated series one day
https://www.tiktok.com/@chappuvt
https://linktr.ee/chappuvt
1,737 posts
918 followers
294 following
Regular Contributor
Active Commenter
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I think it does. Devs supporting each other in every stage of gamedev is a big part of what keeps me going on rough days so I appreciate everyone trying to facilitate community building on here.
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Uhm..
Either way, thanks for looking out for your fellow indie devs despite stuff like this.
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I thought I'd do an update on how this has worked for me:
I blocked all bots and people who have automated likes/reposts. I don't think it has made much of a difference in terms of visibility for me personally but it's just an overall better feeling to know, if you get a notification it's a human.
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We worked on the Murfang more on stream, here's the result!
#gamedev #b3d #blender #indiedev #godotengine #godot
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Thank you😊 Glad you like them!
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I am so sorry this happened to you but the comic is hella funny🫣
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No problem. Hope some of this will be helpful to your process😊
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Gotta squish them all💪
This is my impression of you doing that
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You're going so fast right now😱😳
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Yeeesss
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That was a really awesome thread❤️
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I'm too deep into the neurodivergent bubble and was like oh they're waiting for the adhd meds to do their thing.🤷♀️
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Btw I am not a professional writer or anything. I have talked to some writers who have shared these thoughts but I'm just a hobbyist when it comes to writing. Just thought I'd share my process and findings.
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go there because that is the point where the player will notice problems in the narrative.
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Then I start asking them how they will go about reaching their goals. That doesn't mean you can't introduce some stuff you really want to happen but you need to be prepared to cut it if it feels like there's just not enough reason for characters to do it/
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Yes. I often end up not having enough drivers for characters to do something if I planned the events that will happen to them. I'll think about the setting, my characters' personalities, introduce a goal and a threat/obstacle and that's it.
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You could also obviously do that if you don't have it planned but I personally prefer character based writing over event based writing.
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If your character already has their entire story arc planned sure you can do that. I personally feel that there's a point at which you will know so much about that character and the world that you just tend to "know" what they will say in what scenarios.
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Technically you could even combine it with a paper prototype of your game if it lends itself to that.
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Yea but you don't have to do it all at once. You can create an overarching structure first and still keep your spreadsheets for the more detailled stuff or even make seperate smaller campaigns if you need more information for certain scenarios.
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Everyone is different when it comes to this stuff but I thought maybe getting the stuff out of the excel lists and see it layed out before you could help especially if you're already into ttrpg
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I don't know if it helps but my method for organising my game's progression is that I put everything on little pieces of paper and spread them all out on the floor. Only the relevant stuff, no heavy lore. And then I try to see what works together, what is nice but not for this game and what's bad.
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How do you organize these thoughts? Do you use any software or do you have lots of written lists?
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I mean it's a really tough part. Do you tend to put a story on top of everything or do you try to incorporate it from the get go?
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No problem! What does your process look like?
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No actually not😅 I think modelling isn't taking up enough brain capacity so in order to not get bored I just think excessively about the stuff I create and where the dependencies are. I almost always jump in without planning when it comes to art. For gamedesign I do plan a lot though
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Ohh this looks like an awesome concept❤️
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If we're talking more about an overarching theme I think it will be subtle hints scattered thoughout the game slowly forming patterns you might pick up on. Or atleast I hope this is what I can do.
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I do want everything to have a message if possible. When I create a room I will think about every item excessively.
How long has it been there, who's it from, what does it tell me about the world/character. I also like to have sort of a narrative string going through the entirety of a game's visuals
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Secret skin in a paid dlc👌
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For characters though my mind is blank. I don't know how they will look or what they wear until I start working on them
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Most of my ideas are instant when it comes to visuals. I can't not see the environment/vfx/UI when I think about gameplay.
The only way to change trajectory is if my skill lvl prevents me from making it or when gameplay changes.
I think in spiderwebs of how my creative choices affect the rest though
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Ok I will destroy them!
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The people have decided!
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🤣 I'm afraid I've never had that urge but now I do! If I keep drawing, these glitches will give her a matching mustache🥸
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I think the "Aua" in AuADHD is really telling.
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Definitely! She looks eerily beautiful!
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Oh nooo I don't know if I can squish bugs🫣 I mean I know the plants will feel better but the bugs💔
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I think the journey is the point and it's really interesting to be able to see what goes into making your specific game. Gamedev is iteration and maybe you'll end up using it in a different part of the game or a whole new game.🤷♀️