This game mix is heavily inspired by The End of Gameplay, 50 Short Games, and 0th Dimension. Each of these are more or less an anthology of subexperience. The End of Gameplay and 0th Dimension present a more unified anthology, whereas 50 Short Games is wild disjointed in what each game is.
I thought I'd try my hand that this. Including the jounral that 50 Short Games comes with. Also, don't at me about typos okay. Just figure them out, consider it proof I wrote this by hand :>
The idea is you are watching through the window of people fucking. Every now and then they stop and stare out the window feeling watched. It's intended to be a very simple voyuerist game. One button which is just "hide".
I've always found voyuerist stuff really hot. It also makes for a pretty straight forward game. The whole thing with the eye zipping around was me being funny and dramatic. But, I rather like how it turned out.
This is something I've kept coming back around to. I have many scrapped projects based around this idea. I adore Discover My Body by Yames as well as Water Womb World. The main idea here was you wander about collecting things to grow on your body. Eventually, enough items triggers a transformation into something horrific.
This definitely turned into a very involved project. Maybe having 7 endings wa a bad idea, lol. Next games will definitely have to be properly small.
Alright, remembering how hard TF games are. Especially visually. Easily the most art for a project. The endings was the hard part as I just had to animate everyone.
I've done this one a few times in my art. Just covering a characters cock in ants. You know, ironically, that would be my actual hell. But, it's fun to draw and show. And, the imagined sensation is nicer than the horror of an ant crawling up my leg in the bathroom (again).
For this one, I thought it'd be fun to animate everything on paper. This is actually how all the games in 50 Short Games got made. I have one other project using this that I shelved to work on the strawberry jam. It was mostly a vent piece about the exploitation of AI. Very unhorny, no good for this jam.
This style of paper animating is very fun. It's nice being able to not be locked to a grid like a sprite editor is. RUN! RUN! Dog Park Fun! was animated like this digitally.
This was definitely the faster of the games to do. Not having to animated a bunch of combinations saved a ton of time. I also kept the art very limited.
The dialogue was kinda an impromptu addition. It's hard for me to write such cheesy shamelessly horny dialogue. I cringe a bit, but once I got past that, I found it pretty hot ngl. If I had to point to some kind of inspiration, probably Dorothy Has A Nice Day In Teslic Yard. It beat me for Kink in the Strawberry Jam 3, but the way the dialogue broke down as the character transformed stuck with me.
Anyways, onto game #4.
This one just kinda came to me while lying in bed searching for ideas. Gren's always been coded as a kinky fucker, and I realized I could have a fun game based on a few of the watersports images I did of Gren with dogs [1] [2].
It's possible this will have to be the final game.
Okay, yeah, this snuffed out the hope of a 5 game entry. Mostly cause the fifth idea (Milking and) would have been the same level of work. This project has so many frames. I definitely don't have the right tools for this. Animated so many frames in a faux object-oriented fashion. Gonna have to color all this after work.
Okay, finally got all the images exported, it was like 128 or something. Now I have to do the very painful task of specing out the states of this game. Existant languages kinda fucking suck for modeling this. It's so easy to assert "if gren is petting the dog, then broc cannot be petting the dog. If broc is petting the dog, then gren cannot be petting the dog. Nobody can pet the dog while it is being pissed on."
Instant pain at having to sort out the crossing state in a clean way.
Okay, wow. That was bigger than expected easily. It's the longest game in the bunch at 647 lines of Lua. Tho, oddly, SCC says it only has a complexity of 7? I forget what model it's using for that tho.
A lot of the tail end of development was just modeling all the conditions I needed between specific state changes. A bit of fixing up the shell to properly handle looping audio. Technical jumbo.
function game:hoverOnBroc()
return mouseX <= 88
and not self.broc.pissing
and not self.broc.petting
and not (
self.gren.petting and (
self.broc.state:any("idleA", "idleB", "idleC")
or self.broc.state:is("undressC")
)
)
and not (
self.gren.pissing
and self.broc.state:any("idleA", "idleB", "idleC")
)
and not (
self.brocWater.state:currently() == 1
and self.broc.pissTimer == 0
)
and not (
self.broc.state:is("undressC")
and self.broc.pissTimer == 0
)
and not self.broc.state:any("drinkA", "drinkB")
end
Also, the final timeline for all the animations is HUGE. The final export count for all the frames was 132 images.
But, I'm pretty happy with it. Defiitely the one that gets me the most excited just cause the sound work I did. Hopefully it was not ear exploding tho.
Also, God bless YellowBear on freesound for having both the zipper sound and piss sound I needed. Fitting name for having the best CC0 piss sound. OpenNSFW sound pack has NO piss sounds :<
Also, making a game about piss sure makes you have to pee.
A collection of random thoughts as I go through this jam.
Through out this whole project, I would basically describe a lot of what I'm doing as "object oriented art" with tools that only understand purely sequentual art. It's just endless pain. My timelines turn into a complex mess of frames as I try to visualize my game within a tool no design for the non-linear presentation of art within games. I constantly bitch about it.
The best tool I've experienced for this was Scratch, but also Scratch is needless neutered with questionable design choices. Well, maybe less "questionable" cause that sounds too dramatic. It just sometimes feels like it's "shaped like that cause Kids Are Dumb". But then it just kinda makes no sense and requires a boat load of work for something you'd want pretty quickly (scenes for example).
I had the 10th Strawberry Jam in my sites for a while, but once it's done. I think I'm turning my attention to making tools again. There just aren't any.
Okay, most of this is not being written in strict order. I'm actually drafting / writing this bit a few days before the 28th. But, I have thoughts. This was kinda a bonkers idea. Making one game is already hard, but trying to make 5 (ending up with 4 [or 3. I'm writing this before one game is done...]) kinda nuts. I kept them all short and limited and that worked pretty well. I also have something that I could extend with more games. But, I really feel I'm working with the wrong tools. So probably not.
I'm excited to see what the other jam entries are. Tho, at the time of writing this is the part where project start dropping. This would be my like 5th time doing the strawberry jam. It can be shocking how short a month is. Tho, Feburary is the shortest month. But, you think "four weeks is infinie time", then you are down to the wire on your last game trying to pace yourself and not crash and burn.
I am, tired lol. This was basically one game a week between full-time work. Oddly, I think the "full steam ahead", "everything in a single world object", and keeping a very small scope helped power through this. Also, I'm sure you noticed my assets seem to waste a lot of space.
None of them are trimmed. Originally, I wanted to kinda build my own scene editor. I don't really like Tiled (cause well, despite saying it's not just for tile-based games. It's very much for tile-based games). Nothing was really a good fit. I could have maybe done this in scratch. But it lacks any concept of a "scene".
I have a rough idea of what kind of tools I want to build after this. My final timeline for "Dog Sitting" was titanic. Full of duplicated frames just so I could see what I was doing. Saving became rather slow with such a large project.
Hopefully these things were fun or interest or at least mildly enjoyable. If you read this whole thing, thanks for reading. And also...
Thanks for Playing!
— &
The following is the things used for this work:
The code written by me is Licensed under MIT + Trans Rights. Art and Writing is CC-BY-SA-NC. I don't think the code is really worth, uh, emulating to deeply.