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A week of ticking along nicely with HoHH.

Energy Bunny has a name - Leppi Navitas.  I'm most of the way through implementing her and will probably finish that today.

I've written Amoura D'Coeur's repeat scenario.  The 1st draft is a little messy, but I should be able to clean it up while typing it up next week.

Dancing Lamia is finally off hiatus and moving again.

After not having much of an opportunity to do it last month, I'm back to learning the Godot game engine.  At the moment I'm in the process of doing a not-port port of HoHH.  HoHH is probably too big for me to make that the first proper game made with it, but the size is mostly related to the massive number of different scenarios.  Currently I'm teaching myself the syntax and how projects fit together in Godot by porting the Twine code over and trying to get the various chunks to do what I want them to.  This will be something that keeps going on in the background.  If I was going to make a proper game with art, sound and other assets, I'll likely do something smaller first - maybe 7 monster girls/succubi.  Building the HoHH core framework seems a good exercise for learning how Godot works, though, so I'll keep putting an hour or two a day in on that.

Goals for next week are to finish up on the HoHH work for the month.  The v0.038 release will probably be Leppi and Amoura's more dangerous repeat visit, with Dancing Lamia written and ready to be worked on for December's release.  I want to spend the second half of the month working on short stories.  I have 4 I need to write (which are roughly planned out in my head) for a 7th collection to be published early next year.  I'm guessing at one a month, but if I can hammer them out quicker than that, I can get back to a couple of months of fulltime work on HoHH to start putting the midbosses in place.

Thanks for the interest and support!
- manyeyedhydra

Comments

Noeru

After seeing Brotato take off so much recently, which was created with Godot, I'm super hyped to see what you'll come up with in the engine :D And yush, starting smol with some proof of concept is best. It's enough for the beginning to build the framework, the functions and structures and then extend all that later on with much more ease :3 I dunno how much you know about programming, but there's ways to keep games like this easily maintainable so that changes are easily implemented. Like.. don't repeat code, outsource it into a function and use that one function in lots of places instead etc.

manyeyedhydra

Fair bit of programming experience, but mainly internal math-model stuff. Sprites and things like that was where I was weak, but the game engines like Godot and Unity do that for you. Most of what I'm doing at the moment is trying to learn how to do things properly. It's easy to rush ahead and hack something out that works, but causes a lot of problems further down the line. Then it's all about having the right idea. I think HoHH will be really good once everything is stitched together (and especially if I can take it out of Twine and have proper metaprogression to shortcut scenarios the player has 'solved'). Unfortunately, I couldn't resist making a good job of the scenarios, so they ended up being 5K words instead of 2K! :D Something like the CardQuest: Adventures of Rydia games might be more doable. That does a very good job of abstracting RPG exploration, which is key for a solo dev.

MilkPrey

Have you experimented at all with Stable Diffusion generating images and book covers for your work? I think it could potentially be great for HoHH.

manyeyedhydra

I've done a little playing around. I'm thinking of using it for placeholders for NPC portraits and maybe some other bits of art while I experiment with creating a proper GUI in Godot.