Fixing Game and Story

I’ve made quite a bit of progress on my game. You can now walk around the house, into the house, and bring up an inventory screen. I’m having a strange issue however, where the player freezes when you exit the house and go back to the farm. As you’ll probably be swapping between these two scenes a lot, I really need this to work properly. I have not yet figured it out, but hope to sleuth it out more when I’m less busy with work and school work–and story ideas.

I am still diligently slogging away at my current WIP, and have finally reached something like the middle of the story. I hate it a bit less than I did, but I’m going to have to put it away a long time when it’s done before I can fix it. I’m hoping to have it done by November. Even if it’s not, I plan to put it aside to participate in NaNoWriMo this year. I haven’t participated since 2020ish. Looking forward to it!

Dev Log #6

Things are going really well with the game. I have figured out:

  1. How to make the character go behind and in front of the building, but not walk up through the roof.
  2. Why my character would not get close to the building
  3. How to get the character to open the door when you press E

Now I’m starting the inventory system, which is progressing very smoothly. Unity really excels at making this sort of thing easy, and I’ve already whipped together a menu. Next is to make a script that will let you bring it up when you press a key, and also pause the game.

My current goal is to get “the farm” 90% done and then start the town. I believe the game will be playable with just the town and the farm, and I can add more things once I’ve had a chance to test it in a variety of scenarios.

New story is also going great! I’m planning to use it for NaNoWriMo, and almost have the entire thing outlined. I’ll be adding details, character profiles, and scene descriptions to help me visualize it soon.

New Sparkly Idea and Dev Log #6

Have you ever been grinding through a project, only to get distracted by a shiny new idea tantalizing you? This week, I had an almost complete story idea fall into my brain while I was working. I simply couldn’t wait to get home and start working on it.

The problem with this is if I just start pursuing this one, sooner or later it’s going to be the grind and there’ll be another new project and a whole train of unfinished projects.

I’m so far balancing my inspiration for the new and the dedication to the old by continuing writing the usual daily word count on the original project, and then working for a few minutes on the new one. This way I won’t lose any of the new idea, but I’m still making progress on the old. The old project is about half way to completion for the rough draft. I expect it to be ready to rest in about 5 months. (I only write 100 words a day on it due to full time work, full time college, full time housewife, and still wanting hobbies.)

For those who just want Dev updates:

On the game front note, I added my building to the scene and am currently trying to get the character to go behind the roof but in front of the door. This has caused no end of struggle on my part. I have had my character crawling like an ant over the top of it. I have had her unable to get within throwing distance of the house. I have had her able to go behind the house, but no matter what I do, not in front of it.

This caused a lot of consternation on my part, because the house is on two different layers, and the part I want her to be able to walk in front of I have set to ground level. Why is she still going behind it, but not behind the ground?? Older Smart Self I’m sure will update us in the future with the why. In the mean time, it’s giving me a migraine.

Dev Log # 5 – Animation!

This week I was able to write the code to get my character animated. Now the character has an animation sequence to run depending on which direction it goes. Unfortunately, sometimes it uses the wrong sequence and I’m not sure why. Here’s a fun video of it doing its thing:

I will report when I figure out what is wrong and why. In the mean time, I’m leaving this here so Older Smarter Self can have a laugh at my first efforts at trying to make something. I won’t give up though. Just got to keep trying!

A note from Older Smarter Self just a few days later: turns out I had a 0 and a 1 swapped in the code and this was the cause of all of my sorrows. I can’t believe something that small could throw so much into chaos. It didn’t show as an error because there was no error. I was telling the computer which sprites to pull and it believed me. >.<

Dev Log #4 – Sprite Successful!

This past month saw a number of major goals met in my game. I finished the sprite sheet for the character, learned how to paint the tile sets I made into a “scene” in Unity, and successfully got the character to walk around on it. The coding ended up being the easiest part of the entire process, as I have spent a lot of time practicing coding but not as much time learning Unity.

As of right now, the character is unanimated. She faces you the whole time while the character moves. I ran into an issue with Unity where it kept saying my animation (which didn’t yet exist) was ‘read-only’ and there was no button like the tutorials showed. I eventually figured out how to create animation sequences for each direction. Next weeks goal will be to come up with a code that tells the game which animation sequence to use depending on which direction you’re going.

After that, I’m at a bit of a cross-roads. The general recommendation is you work on each area until it’s 90% done and then move on to the next area. I agree with this, but I’m not sure if I should finish doing the whole area with the really really rough approach and then refine, or if I should refine the sprite and background before moving on.

There’s such a lot to be done, not really sure what is best.

Dev Log #3

I was planning to just update once a month, but I hit a bit of a milestone and wanted to share. I got a rudimentary tile set done, including grass, dirt, and a house. I just need them to be able to test whether I can make an animated sprite move around a background, and not walk across the roof of the house or anything.

The house was a bit scary for me, so I kept putting it off. I finally told myself it didn’t need to look good and just needed to be done, polish can come later. This is what I got done:

I thought it was funny because my art skills visibly improved while working on the house, and you can pretty much guess in which order I completed each section. I will definitely have to rework this piece so it looks a little less wonky, but right now I love it’s charming, crooked little self.

I am currently nearly done creating a sprite sheet for the character, and then the next huge step will be seeing if all the coding practice and Udemy practice I’ve been doing are enough to make my character wander about. We’ll see!

Dev Log #2 and Writing Survival

It has been about a month since I last updated here. The majority of my free time this past month has been spent on coding, with the last two weeks focused on learning Unity. Unity is a game engine that works well for 2D pixel games.

I’ve finished 4 branches of the “Unity Essentials” pathways to get oriented in Unity, and am currently working on the C# coding pathway. This has been the most interesting one because while it has been fun making my own quiz games and calculators, it’s hard to see how these coding challenges are going to help me make a player walk around a screen.

In Python, I knew how to blit a character onto a screen from a sprite sheet and walk it around, but have not yet attempted this with C#. I’m hoping to do this soon instead of relying on prefab stuff in the tutorials.

Character Development

Another huge area of growth has been character development, an area I’ve just about wrapped up. One of my chief complaints about my favorite games is that there are so few characters, it doesn’t feel like a small town. It feels like a single neighborhood of a small town. Because of this, I have 6 or so villages scattered around the island, so there are more people to meet.

This unfortunately means lots more character outlines to do, but I’ve just about wrapped this up with only about half of two different villages left. These are just rough outlines of the characters, with dialogue, quests, etc. still to be done, but it still feels good to have this much done on it.

Pixel art and Beyond

I’ve also worked on pixel art a small amount, mainly just working on a sprite sample and some possible magical crops. These aren’t terribly great yet and lack detail, so I won’t be posting any samples at this time. Nothing to see here, just a plant with eyeballs.

I did watch a summery of how ConcernedApe built Stardew Valley, and was even more inspired by it then before. We apparently have a lot in common, and the fact that he did his entire game solo, including the music and sound effects, made me want to try that as well.

Unlike Eric however, I have no musical experience whatsoever, so added a musical development course to my Udemy education and have been learning about gaming music ever since. It’s not promising. I can turn the music development software on and vaguely navigate it, but have yet to make a note of my own music. Pray for me.

Writing

Have I mentioned that it’s not writing itself that I enjoy, but having written? I do feel satisfied seeing my published works out there in the world, but getting a new piece out is always dreadful. I hate how dull and boring it is. The plot is boring. Nothing happens. No one will ever want to read this.

It’s only after I have finished the monstrosity that I begin to like it again. It has to rest in my edit pile for at least a few months, and a shiny new piece started. Only then, when that piece becomes dreadful, can I go back and look at my old work and love it again.

I’m about half way done with my monstrosity, but I can’t wait for it to be over so I can get to the fun part of shining it back up again.

Dev Log, Entry #1 and New Story Announcement

Last week, I mentioned starting a new project working on my first fantasy game. I’m calling it a cozy game, like Stardew but fantasy, but I believe it is heading towards a more RPG theme. Who knows what it will shape up to be.

I have spent about 6 hours on character development for the game, 4 hours learning to code, and 4 hours on pixel art. (I plan to track hours, especially in game development, to help me figure out how long it takes for future games.)

Game Development

I’ve gotten all of the characters for the initial village roughed out, and about half the characters for a second village. I plan to use a book that I love, “How to Write the Breakout Novel Workbook” to flesh out the characters in more detail and give them more depth.

Since I don’t know how to code well enough to write anything yet, fleshing out characters, quests and so on is the best I can do.

Coding

I learned some python in university for my IT degree, but ended up switching to C# because python might not have fast enough performance. The logic is very similar, but I could barely code a textbased game in Python so starting over with C# feels like a setback.

I’ve successfully made a calculator and a few other simple programs, so hopefully a few more hours of practice will prepare me for more advanced stuff.

Pixel Art

Pixel art practice is where I am proudest of my work. I went from flat, plain pieces to items I would be fine with if I were to put them in my game. Here’s an example, bottom apple was my first piece, and top row is after 4 hours of practice.

These pieces make me confident that I will be able to make most of the assets myself, especially since this is after only a few hours.

New Writing Work

Last but not least, I started writing paranormal romance again. I’ve just got a few thousand words on a new vampire romance, but it’s already shaping up to be a fun new piece. I will update again when the rough draft is complete.

New Project

Last year, I started on a journey to gain a degree in Information Technologies. Taking classes in various things from coding to security has made me realize that a fun new avenue for my stories might be to tell them in game format.

Over the past few months I’ve outlined a potential game idea. This past month I felt confident enough in the project to create a Work Breakdown Structure (essentially, a step-by-step list of things I need to do to complete the game) and began working on it.

It has been really satisfying to work on. I thought it would be fun to use this blog to track my progress, so I can look back at it over time and see how much progress I’ve made. Current goals for completion include:

  • Improving Coding Skills
    I can code, but I’m not good at it. I’m in some additional classes to help.
  • Improving Pixel Art Skills
    Again, I can draw, but it’s not where I want to be. If I can’t improve my skills enough to be happy with it I don’t mind buying assets, but this is part of my adventure so I don’t want to.
  • Creating Detailed Character Profiles
    I need this first so I can better plan quests, dialog, and even things like furniture or outfits that match their personalities.

Up this week is also playing through all my old games and noting everything I did and did not like about them. I’d like to make this game something I am truly proud of, no matter how long it takes.

I hope to bring an update on progress towards these goals next week!

Dealing with Writer’s Block

Today, scheduled on my to-do list, was to write an article for one of my blogs. Normally, this is a task I get through just fine and have no problems with. This time I found myself bopping between each blog, browsing for ideas, and coming up with nothing.

I’ve already written on so many topics for my hobby blogs, that it takes a bit of creativity to think up  a new topic. I’m in the ‘dry’ phase for blogs however, and nothing came up no matter how much I thought about it.

That’s when I realized that writer’s block is a great topic to discuss here on my writing blog.

For the cause of writer’s block, I’m going to pass on a really great link from writers.com about writer’s block in general. The first section talks about a Yale study on writer’s block and what it’s composition is. I don’t think I can do better, so read it here.

On how to fix it, here’s my best tips.

Free Write

I am actually currently doing one of the best ways to end writer’s block right now. You set a timer, and for that amount  of time you write something, anything, even if it’s just “I don’t know what to write” over and over again.

There’s something about the physical act of writing that can break down that mental block and free you up for the serious writing. It’s working right now, is it not? Here’s half an article right here.

Free Yourself from Editing

Admit it. There’s an author you read who you know no matter how hard you strive, you’ll never touch their feet in skill level. Jim Butcher is that author for me. When I read his Harry Dresden series, magic felt so real that I had to give his signature fire spell a try to see if it would happen. (No, it didn’t. Sigh.)

When we’ve seen the beauty of another person’s polished draft and then look at our own draft—well it kinda looks like a dumpster fire. It can stagnate our writing because we want the finished draft to flow from our finger tips right now.

Lock that editor up in a closet, and just write. Earnest Hemmingway famously said,  “The first draft of anything is shit.” He’s not wrong. Let it be  a dumpster fire. Let it be messy. Leave those plot holes. Don’t question why your character walked into a dark alley by herself. Embrace it.

Plenty of time for editing later. For now, just write!

Prompts

Finally, using a writing prompt can often spark something if nothing else works. I used to have a wonderful book shaped like a block, that was called…The Writer’s Block! (I actually dug around on Amazon until I found it again. It’s here. Yes, it’s an affiliate link. No, you don’t have to buy it.)

The book was packed with incredible prompts, and you could choose one and write on that to help jump start things.

What are your favorite ways to get over writer’s block?