My name is Red. I am a new and aspiring gamedev with a background in digital art/pixel art, trying to bumble my way into making a game. Right now I'm making a game kinda like Princess Maker, but not, in Godot Engine. Here's where I post about all that. Read from the start Twitter - Itch.io
You may have noticed this blog has both taken a name change (used to be 'prettypinkpansy') and also has been dormant for a couple years. That's because I've decided to change my main art blog to the name 'prettypinkpansy' for brand consistency and put the old name here, so if you're looking for l'art, it's over here yonder. Also the gamedev project is on hiatus while I prioritize other things like my health. Sorry about that. I do want to come back to it though eventually.
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Iāve once again been falling into the trap of feeling like I need to have something meaningful to say to update here. Like some kind of grand moral to my parables. But thereās just... not always going to be that. My life and my attempts to work on a hobby project are not like, a series of stories for consumption.
So it might be kind of boring but I wanted to talk a bit about what Iāve been doing.
The aforementioned artboard has been getting some big expansions. I added a lot more stuff and organized it.
Iāve been thinking more about what the NPCs in the game will look like. Because there will inevitably be NPCs - to interact with, buy from, etc.
Been getting closer to nailing down the art style. I have a pretty good sense of what I want the girlsā outfits to look like.
Speaking of outfits, feature creep has unfortunately hit me and I am intent on making a dress-up segment where you can dress up your girls. Not only will it give bonuses to various stats, it will help differentiate the girls from each other. And also itās cute and fun and I want it. Princess Maker and Long Live The Queen both have cute little outfits you can have your daughter wear and I grew up with dress-up games.
Watching more coding tutorials. Struggling to fully comprehend signals and their implementation. Played around with them some more in Godot. I watched this tutorial, this one, and this one as well.
That last one is terrifying because it was saying something about signals only communicating with each other if theyāre a child/parent of each other which, I didnāt know, and seems bad? Maybe I misunderstood it?? Question mark??
Something something Iāll cross that bridge when I come to it and also rewatch the video until it sinks into my head.
A lot of fleshing out little details here and there, just thinking about various logistics and nailing things down.
So hereās some things I can share.
I was having trouble kind of putting together in my head an image of what the gameās architecture would look like and how the signals would talk to each other, so I came up with this rough idea using MasterPlan (not a software you need by any means but something I had on hand which worked well for the purpose). I havenāt tried implementing the bulk of this but it helped me kind of think about it better having all of the ideas outside of my head.
When trying to figure out how it would all interconnect, I kept wanting to have something kind of like sticky notes that I could drag around and attach to each other with string like some sort of fucked up gamedev conspiracy wall. This is the second best thing, I think.
And some concept art I did for some outfits:
The colors are very not final, and the colors in the second are specifically for visual contrast.
My notes on outfit design. Basically, an emphasis on the child characters being children and not even remotely sexualizable. This might seem weirdly common-sense to write down, but unfortunately I am painfully aware that certain games in this genre in the past have been... designed, to some extent, for sexual gratification. Including, regretfully, Princess Maker 2 (one of the primary inspirations). Thereās horny shit in there like your daughter being able to wear skimpy stuff, work at adult establishments once she gets older, increase her bust size, et cetera. Yeah! Itās nasty! Also the unsettlingly common tendency in newer works to sexualize young or young-looking characters, have them wearing very skimpy things, et cetera. Something something Fate Grand Order.
I abhor this (as anyone with good sense would, Iād hope) and so everything in the game is being carefully planned to discourage that as much as possible. Of course, pedophiles will exist no matter what you do, and some may even prefer the characters to look more childlike. But my goal is to make the game as anti-horny and Wholesome as possible. Iām taking the things that made me love Princess Maker 2 as a child, amplifying and remixing them, while cutting out the things that I find gross.
Some screenshots from my notes where I took a bunch of games from the same or similar genres (Tokimeki Memorial, Tokimeki Memorial Girlās Side, Princess Maker 2, Cute Bite, Long Live The Queen) and wrote down their stats as well as what raises/drops them. You can see where I inserted screenshots from GameFAQS guides, lol.
I wanted to get a sense of how long it takes to increase stats, how often theyāre decreased, how many stats there are, et cetera. Generally just getting a feel for what I did or didnāt like in a game and what I might like to incorporate into my own. Iām thinking 8 or 9 stats for my game so far, including that old classic, Stress. More stats can be fun, but considering weāre going to be raising 3 girls at once, the simpler the better. I might drop it even further, to something like 6 or 7 - weāll see.
Hereās what I have down in my notes:
Iām pretty set on āBooksmartsā, āStaminaā (meant to represent physical strength), āCreativityā, and āStyleā. These feel like pretty good pillars that can create a variety of diverse endings. Less certain on Fighting and Magic, though since itās taking place in a magical universe itād be nice to have. Affection Iām not really sure how to handle and itās kind of a backburner thing. āEvilā would be fun, though Iām not really sure what would increase it yet. I also donāt want to copy PM2 too closely...
Thatās it for this post. Thereās other little things here and there. I think one of the most important things Iāve learned is to do small steps every day - and I mean REALLY small steps. If you donāt feel up to working on it, donāt, but try to think of one new idea and write it down. And inspiration and come from anywhere. I was reading a manga I liked, it had some nice classical outfits, so I took a picture and stuck it in the reference sheet.
You may have noticed (or probably not noticed) that itās been a bit since the last post!
Iāve been in a weird spot for a few weeks. I think itās important to be honest about my struggles - and there was a bit of trouble with my ADHD meds and the pharmacy. My neurochemistry is what some might charitably call āsensitiveā, and fucking up my meds didnāt just mean fucking up my concentration! Whoops.
As a result, I didnāt get much of anything done for a while. But my meds are back in order, so Iāve been slowly clawing my way towards some measure of normalcy, and am currently feeling a fair bit better!
So, what HAVE I been doing?
A little bit of everything. I wanted to center programming, but unfortunately, I didnāt really feel up to it for a while. So Iāve tried to focus on other things. Particularly, art direction.
Itās a little early on in the project, but as an artist, Iād like to figure out what my game might look like, what its characters might look like - even a really vague idea would be nice. It makes it easier to come up with more ideas from there.
One of the game dev tutorials I watched mentioned using PureRef for creating collections of references for your game, which I thought was inspired. Itās a free program Iām familiar with as an artist for building reference to create a single picture, but I hadnāt really thought to use it for more broad concepts like that. Things like setting the mood, art styles that you aspire to, scenery, UI, et cetera.
So... hereās my reference board. Zoomed out because, well, I donāt want to responsible for unsourced art floating around the internet, and also itās a little embarrassing. Itās largely a great big soup of things Iāve found inspiring over the years, well before the idea for this game came into my head. I just finally tidied up my āart I think is coolā folder and picked out whatever felt like it could lead to some inspiration on the project.
Sorting files and looking at cool art is blessedly low-energy, so it was a good task to handle while I felt like shit. I also started searching for and adding pictures more focused on the direction of my game, not just the prime cut of three years of accumulated cool (but miscellaneous) art.
While Pinterest is controversial for how much art gets passed around without credit, it can still be a very good place to gather visual resources, and its algorithms are good enough that if you find something youāre interested in, itās not hard to find more. I recommend it. Just donāt repost, and donāt share unsourced art!
Anatomy of a reference
One common misconception people have that Iād like to address - from both artists and non-artists! - is that using references is ācheatingā.
Any sufficiently skilled artist who is not up his own entire ass will inform you that this is Bull Shit.
(Pictured: an example I made of how many references went into a single dumbass shitpost. A shitpost of a Twitch streamer doing a rap squat next to a banana wrapped in toothpaste and foil, left to rot there for 54 days.)
As you can see, while the reference images give direction, it is not a 1:1 copy. You could not place this image over any of the references used and have it look as if Iād traced it. The bottom left picture is the closest comparison, but even so, a large amount of it is improvised, and all of it is in my style. His hands kinda ended up looking more like the Trade Offer guy.
See, a picture is often an amalgam of references so far removed that it becomes its own beast. Typically a completed picture will resemble NONE of the pictures it was referenced from, or only in small parts. A foot referenced here, a hand referenced there. Like some kind of beautiful ransom note.
Of course, itās entirely possible to reference a picture so closely that it nearly looks traced. The term I always heard for this wasĀ āeyeballingā something. Like,Ā āI drew this while eyeballing a manga coverā. This can be morally and legally dubious. I think this is where part of the confusion comes in, vis a vis references being āstealingā.
(Donāt be this fucking guy.)
But itās not necessarily bad! Maybe youāre drawing an ultra-realistic portrait from a photo reference, or you have permission to use the reference in whatever way. A lot of free stock photo artists put thousands of pictures out there for that purpose alone, and you can reference them, trace them, etc to your heartās content.
Thereās also 3D models, if youāre especially paranoid of someone recognizing your source material. (But they are a pain in the ass.)
But this is a bit of a long preamble to get to the idea of referencing character designs. This is a contentious subject and I wanted to clarify what I typically do and how I do it, so that nobody sees āI look at Pinterest for ideasā and thinks āget a load of THIS guyā. I also wanted to set a good example for any aspiring developers reading this.
Yes, I will look at the designs of other artists as I work. But I try to only take one or two things I find interesting from a design, do this with a number of designs, and then put my own spin on it - and iterate further if it still looks too close to any one of the references. The goal is that it becomes unrecognizable.
Hereās a very simplified example of the idea. In a fullbody shot, the design would look even further removed from any of these three, because it would incorporate a lot more design traits.
So, despite all of this buildup, I havenāt actually started designing any characters yet. Races, Iāve been playing with the visuals of (Iām liking the idea of raising monster girls). Iām hoping to build out my reference library for the game even further, and have a really broad amount of ideas to pull from. But itās a good start.
I have a bit more to talk about vis a vis art direction, hence the post title, but this post is long enough already, so Iām cutting it here!
A good friend of mine pointed out (rightfully) that Iād been doing a whole lot of talking about the game I want to make, and doing things kinda-sorta adjacent to it like working out details and the visual presentation (Iāll write about that in a later post), but not a whole lot of actually learning the engine. So I decided to really buckle down and give Godot a try.
After all, you canāt make a game with nothing but a design document - you need practical experience. And since I had next to no experience actually using the engine as opposed to watching videos, it was time to build that experience.
So I watched more of GDQuestās Getting Started With Godot in 2021 playlist, most notably up to the āHow to use Godotās signalsā video. I figured that was about all I needed to do some really basic playing around.
On the one hand, I was correct - on the other hand, I wasnāt ready for something like 3 hours of banging my head against a wall trying to get extremely basic things to work. (Given my prior experience with learning coding that was more or less exactly this, youād think I would know better by now.)
Letās backtrack a bit. Godot games, as far as I understand them, are largely composed of three things:
Scenes
Nodes
Signals
Nodes are your simplest building blocks. Scenes are a bit of a misnomer, because theyāre more like... a container for nodes. If a scene is a toolbox, then nodes are the tools inside.
Despite the name āsceneā, they are not related to scenery (I mean, they can be, but not inherently). A scene can be practically anything - so for example, a player character, an enemy, a stat bar, or, yes, your gameās scenery.
A good example is the protagonist of your game. Your Mario or your Link. They are a āsceneā, as odd as that sounds. So, this scene might have a sprite node (your characterās appearance), a collision node (the hitbox), an audio node (sound that plays when you jump or get hurt), etc.
Again, itās basically a box of parts - any components that a player character needs to function. The scene itself is a mere container and a label. Anything in your game that has a few interlocking parts, even if itās simple? Probably a scene.
So once weāve made our player characterās scene, what do we do with that? Well, the neat thing about scenes is that once you make a scene, you can drag them into *other* scenes. If you have an overworld scene, you can drag your player character scene in, then some enemy scenes, and an item scene... et cetera. In other words, you design various parts of your game, then put them all together in a bigger scene.
And you can use as many instances of a single scene as you want. Want 4 goombas? Drag the goomba scene in 4 times. And if your Goomba turns out to have a bug in its behavior, fixing the original Goomba scene will automatically fix it for all 4 of those Goombas.
Another neat thing is that scenes can act like nodes. In other words, you can take simple parts, create a slightly more complex object, then put it inside of a bigger object. Maybe you make an Oil Pan scene and an Engine Block scene and you add those together to make an Engine scene. Which then becomes part of your Car scene, which also has four Tire scenes, and a Wheel scene, which in itself is in a Garage scene... et cetera.
Thereās no end to this nesting. You can go as simple or as complex as you want with it. Itās all made in the service of making parts of your game easier to design, reuse, and debug.
For example, you could make a base Animal scene for behavior you know you want all animals to have (like walking, eating, drinking water). Then you make a Cow scene with the Animal scene in it, but now you add some features unique to cows. And a Goat scene that does the same with features unique to goats, a Horse scene, etc. You didnāt have to program in those basic features for each animal because you created that āpartā and reused it.
But itās kind of overwhelming. And the terminology, to be frank, kind of sucks. āSceneā is just a really unnecessarily confusing term. I think itād be much easier if you called nodes āattributesā and scenes āobjectsā or something, but Iām sure those words are taken by other game engines so itād get confusing? I donāt know.
It takes a bit of getting used to. And to be honest, itās part of why I bounced off Godot a few times. But I feel a bit more comfortable with it now.
So! Signals. Signals are how your scenes (and the nodes within) *talk* to each other. In other words, if we were making Super Mario in Godot, and Mario jumps on a goomba, how do we have Marioās scene talk to the Goombaās scene?
The Mario scene has a hitbox node. It detects collision, checks if itās from the bottom (so Mario jumping on something instead of running into it), and sends out a signal. It says, hey whatever I jumped on, you should probably die now? And the Goomba scene receives that and is like, āYeah manā and deletes itself. Itās also received by the sound node that plays a fun little noise. Itās ALSO received by the score scene, which increases score, and sends a signal to the UI scene, which is supposed to update every time the score changes.
Or maybe you jumped on spikes instead. So the hitbox node would need to check if it was an enemy you jumped on, or spikes. And if itās spikes, itād have to send a message to Marioās health node to make him either lose his mushroom or die, and that would send a message to the sound node, saying āplay either this sound or that soundā. Et cetera.
Once you wrap your head around it all, itās not too bad. But there are problems like... picking the wrong node for something, because you donāt know what to choose. Or something not working and you donāt know why. Or having to redo an entire thing because you were stupid and didnāt set it up right.
Or... maybe you went about it in a really inefficient way just because you didnāt think about it right in the first place, because programming and ANY software development means learning to think about things in the most efficient ways.
These are normal steps. Theyāre all part of learning. You canāt really sidestep them unless youāre watching tutorials that teach you off the bat the most efficient ways to do things, but even then, youāre going to need to go off script and make your own mistakes if you want to make games beyond Babyās First Unity Platformer.
And God, itās normal, but it can be really irritating when it takes you three hours to do something that feels like it shouldāve taken - and will, in the future - only 30 minutes.
For a bit of an odd segue...
Iāve been learning Japanese on and off for a while, and though I canāt say Iām any level of āgoodā at it, Iām often struck by the parallels between natural language and programming languages.
Thereās often this impulse, especially if youāre a newbie, to translate a sentence or sentiment 1:1 into the language youāre learning. A few months ago I was looking up how to say āhello from Americaā in Japanese, as kind of a friendly āhi, sorry my Japanese sucks ass, Iām a dumbass Americanā sentiment. Itās a common enough sentiment you hear enough times from other overseas folks that I assumed it was fairly universal - greetings from France, and whatnot. I didnāt really think anything of it.
But Google pretty immediately told me that yes, while you can say ć¢ć”ćŖć«ććććć«ć”㯠(very literally, āhello from Americaā), it will always sound artificial and translated because it simply is not a phrase that exists in Japanese. It sounds very normal to a native English speaker, and certainly, the meaning would get across, but it comes across as odd.
Itās sort of like if I said to you, āNot like weāre riding on a rabbitās backā. From context, youād probably be able to glean that I meant āWeāre not in a hurryā, but it would sound very strange, because that is an idiom that only exists in Finnish, not in English. (Sorry to any Finns if ei tƤssƤ jƤniksen selƤssƤ olla isnāt a common phrase or something, I got that off Reddit.)
In other words, itās not enough to know how to say every individual word in another language. Itās also about learning the right way to do things. Youāre not trying to be a dictionary that translates every word 1:1. Youāre trying to learn to think in another language, and abandon your preconceived notions.
You arenāt supposed to think of an English sentence and translate it. Youāre supposed to think of a sentiment, a concept, one without language, and in your target language, express that in a way that is natural - as you would in your native tongue.
Programming, and developing in an engine, feels a lot like that.
Programming is not just learning what an if/else loop and a function is. Itās learning to properly consider concepts from the very start, so that you can write them out as efficiently as possible. You have to learn how to break down broader ideas and translate them into code, or code-and-nodes-and-scenes-and-signals-or-whatever.
You have to fundamentally change the way you think about problems. You cannot look at it in the way youāre used to. You have to view it entirely through the lens of whatever tool youāre using. And, using that, you have to figure out the best, most efficient solution for the problem.
And then do that like, 200 times.
And, of course, you canāt learn the most efficient ways until you bang your head against the less efficient ways, and learn why those ways suck, and what ways work for you.
So, then, to the crux of this post: Itās honestly humiliating. And overwhelming. And I took a break for like a fucking week. My first real attempt at working with Godot, and it demoralized me so much that I stopped for a week.
(Pictured: This took me hours, and only one of the buttons works.)
I have trouble with stumbling blocks where if I run into a significant impediment, I get very demoralized and stop. Itās derailed projects for me more times than I can count. I think a lot of ADHD people can probably relate. But the problem is - when you get used to only doing things that donāt involve a lot of failure and risk, it really limits your opportunities.
I just wanted to admit that, like, this is fucking hard, I guess. And itās okay for it to be hard. Itās okay to be struggling to learn something no matter how old you are. But that Iām not going to give up, either. I made this blog for a reason - to stay accountable.
I am tired of leaving behind a string of failures.
Iām going to go back to watching tutorials, and see if I canāt get a little more insight into what the best way to handle certain things is (like lowering and incrementing stats). Then Iāll come back, and Iāll take another crack at it. And weāll see what I can do.
And I will probably bang my head against the wall for another 3 hours, and accomplish far less than Iād hoped in that amount of time.
So in my last post I mentioned scope, which is a gamedev term to mean how big your game is and, more specifically, keeping it from getting out of control. Not putting too much work on your plate, basically.
This is especially important for an amateur developer who is just starting to get into game development. Like me!
Iāve heard this a lot, but this video I watched recently helps sum it up really well. In that video they mention the concept of a āminimum viable productā. Basically, if you cut away everything that isnāt necessary, what does that look like? And is it fun?
Another video I watched related it to drawing. When youāre drawing, you do a sketch to give you an idea of the final picture, work out anatomy issues, etc. The minimum viable product is the āsketchā of your game.
So what does my sketch look like?
Hereās myĀ āCore Featuresā list, or what I believe is the simplest form of this game in a ācomplete stateā. This is a little more indepth than the videoās proposed āminimum viable productā - the example given was Mario jumping on a map with pits. No enemies, no powerups. This is more like Mario jumping on a map with pits and enemies and the occasional platform or mushroom.
To simplify it further would probably be āyou have a daughter, and you can raise or lower her stats through picking between three jobs, and you can reduce her stress by resting.ā
What I found really helpful was to add questions to every item. What would these actually look like? This got me thinking about the actual implementation.
(To be very clear about point 4, this was written when I was envisioning it more as making homunculi, where you could potentially create bespoke assistants for the needs of folks in town. You canāt sell kids in my game.)
Anything that did NOT feel essential was moved to a separate list. Things like missions, randomization, talking to the girls, a New Game+ system, that sort of thing. Nice to have, but ultimately unnecessary.
That said, I also created this:
This is āCore QOLā. QOL stands for āquality of lifeā, meaning optional features that make a game smoother and easier to play - think of an autosave system, being able to auto-sort items in an inventory, etc. Features that, while technically unnecessary, I consider to be a priority.
For example, you donāt NEED to be able to give your daughters custom names. I could just make it so that your daughtersā names are randomized. Technically speaking, itās an optional feature!
But thereās something really special about custom names, I think. Sentimentality is what separates these games from being just a series of bars you watch go up and down. Youāre forming an emotional bond with a character that youāre taking a parental role over, and it helps you feel more invested in the gameplay.
It might seem a little silly, but hereās an example of that sentimentality in action: I always name my Pokemon. I feel a lot more connected to whatās going on when Iām rooting for āWIDE LOADā instead of āParasectā. Suddenly, itās not just a soulless collection of pixels that attacks when I pick the option - itās my baby boy, WIDE LOAD, who I risked life and limb to catch even if he was 20 levels above me at the time.
And I love him so, so much.
Getting back to my list, you can see thereās a lot of āyou can view the stats wheneverā. Let me give some examples.
In Princess Maker 2, doing an activity will increase some stats and decrease others (e.g. working on a farm, working in a kitchen). It will not tell you which ones beforehand - you have to try them out and see. Sometimes itās easy to guess (Farming increases strength and constitution), sometimes itās not (Cooking decreases combat skill??). Itās trial and error.
This means that you have to write down or memorize what does what, which can be frustrating. I donāt mind the first attempt at something not giving you the info, but it should āunlockā the info so that subsequent attempts tell you exactly what stats an activity raises and lowers.
Games like Cute Bite improve upon this by telling you what stats will be increased by a job or study activity, but they donāt tell you what stat is decreased by a given job. The omission seems to be intentional, probably to make the gameplay more interesting, but I still dislike it.
Perhaps theĀ āoops I forgot that decreases Etiquette, oh no!ā is compelling gameplay for your typical gamer, but as someone with memory issues and ADHD, it just means I have to take notes. It would be cool if the game did that for me instead of having to have Notepad open while I play it.
Itās not like I want the game to play itself, and youāll have to write down certain things anyway, like āhaving x stat be 100 and y stat be 150 seems to be the requirement for this character to appearā - but these are such basic things you interact with so routinely that I donāt believe automating them is bad.
To bring it back to Pokemon, recent Pokemon games tell you if an attack is super effective or not very effective. Iāve been playing these games for over 20 years, but this made them a lot more accessible and fun to me. Some folks complained about this ādumbing the games downā - as if they arenāt made for children - but I personally donāt find āugh, right, I forgot Steel resists Psychic for some reasonā to enrich my experience.
Back to raising games. So not only do you have to keep in mind what stats are increased by what, you have to remember what stats your character has and what stats you were trying to improve. Cute Bite helpfully puts the stats page next to your activity list, but Princess Maker 2 requires you to back out of your calendar entirely to look at them.
So I very often end up in a spiral of āwhat was I improving again?ā, backing out, looking at the stats, saying āoh rightā, going to the jobs, trying to remember what I was doing, et cetera. The video game equivalent of āwalking into a kitchen and trying to remember what the fuck you were there to doā.
This is why I list these things as Core QOL. Backing out to look at a separate menu should be something that happens as little as possible. You should be able to, ideally, look at all the information you need on one page, or with a click or two.
Bullet point #5 (a memory album of daughters gone by) is by far the least essential one, but comes back to sentimentality. Being able to look back at the first daughter you ever made, to see her face again and what her ending was. It also does have a practical purpose - if daughter #1 was a āfailureā at achieving a certain goal you were looking for, being able to look at her stats would give you some idea of what to try for with daughter #2.
All of these have the potential to be cut, but that one is the most likely. That said, all of them would be ideal to have.
Thereās still the list of various features Iād like to have but donāt consider essential, but, well, this post is long enough already. But I feel pretty good about having nailed down the things Iām most invested in developing, and I feel like by working outward from there, the most necessary features should become more obvious.
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Iāve been trying to figure out what kind of game I actually want to make for years. Various ideas have jumped out at me, but nothing that really solidified. A few ideas for visual novels, a few ideas for horror games, and one idea that was a visual novel and a horror game...
As recently as a couple months ago, I wanted to make an Iām On Observation Duty clone thatās less horror-focused. Before that, I had some ideas for a visual novel that I was fleshing out, then lost interest.
Iāll be honest, dear reader. Itās just hard to maintain motivation and interest in one project for long when youāre me. But Iāve come across something that seems to be finally be sustaining my attention. (Or maybe thatās the Adderall working.)
In my last post, I talked about how most tutorials are 2D platformers or what have you. So to go against the grain of those tutorials means figuring out a lot of things myself. Fortunately, there is one genre that seems both (relatively) simple to create and interests me quite a lot: raising sims.
This shit gets me fucking wild.
If youāre not too familiar with raising sims, theyāre a simulation game subgenre where you aim to increase stats of a character, usually with a time limit to do it in. Examples are Princess Maker, Long Live The Queen, My Lovely Daughter, Cute Bite, etc. Typically youāre raising a child to adulthood, but not always.
The appeal is the novelty of choice, as well as the various events and endings you can get. Perhaps raising your daughterās strength makes her get a rival who wants to fight her, and she might become a swordsman at the end of your playthrough. Maybe sheās not very smart so she only becomes a lowly bandit. Raising her elegance and intelligence could get her a spot in the royal guard. That sort of thing. Thereās lots of replay value, obviously.
Complications are added by having to manage a characterās stress, the fact that tasks typically decrease one stat while increasing another, and that there are undesired outcomes such as increasing a stat *too* much and locking you into an ending youāre not interested in (perhaps because you got it before).
(Tokimeki Memorial is another example - while itās typically considered more of a dating sim, the stat juggling aspects are quite similar.)
So, this arguably being my favorite genre of all time, I decided that perhaps this is what I need to focus on and develop a longer-term project.
I was quite intrigued by My Lovely Daughter, which I played recently. The game is about trying to bring your daughter back to life by creating artificial homunculi daughters, which you then sacrifice. The novelty of having not one but multiple daughters really struck me, because Iād never seen a game do that before. I also found myself really wishing I could keep my daughters alive and raise them as I pleased.
Thus came the spark of inspiration. A game similar to My Lovely Daughter in that you create and raise multiple girls, but more like Princess Maker, where you raise the girls to reach their own happy endings (rather than murdering them for your own ends). Princess Maker but on an accelerated timeframe - raising several daughters at once, potentially over a dozen over the course of an entire playthrough.
And thatās how I decided upon the basic concept of my game. Theoretically, and thatās a big ātheoreticallyā, it shouldnāt be too hard to keep track of all their stats using basic coding things like dictionaries. But... I am a little concerned about the scope of the game.
āScopeā, if youāre not familiar, is a gamedev term referring to how big your game is, in the sense of how many features it has and how long it takes to develop. Something like āit needs a lot of endingsā can very quickly spiral into an unmanageable amount of work for one person. And itās very easy to succumb toĀ āfeature creepā - when you have a really cool game idea and you go āand it needs this, and this, and this...ā and as a result, it never gets done, because youāve penciled in way too many features to add.
So Iām working on figuring out the ideal scope. And thatāll probably be the topic for my next post. I also want to make sure the game is unique enough to stand apart from its influences - I donāt want to copy anyone wholesale.
Dealing with the skeletons in the genreās closet
Itās worth noting that, like I talked about in my last post with Princess Maker, raising sims have often had weird and gross shit in them. In general, the idea of āyou have total control over this girlās lifeā has been a weird power fantasy for a lot of men - these games are historically aimed towards such men, and there are sometimes some weird... creepy... borderline pedophilic things in these games as a result.
It wasnāt really until the kids who grew up on PM2 seemingly got older and started making their own games (like Hanako Gamesā contributions to the genre, like Long Live The Queen and Cute Bite) aimed at more general audiences that these games started getting less creepy, seemingly, at least in the west.
(For all I know theyāve been very diverse in Japan, but most of those games donāt get brought here, unfortunately.)
It is very important to me that any game I make not have any gross shit in it. I mean, I donāt mind the concept of adult content in games, to be clear (not that I plan to have any in this game) - but thereāsĀ āsex between consenting adultsā and then thereās āyou can dress your daughter up in skimpy clothing for fun! and also marry her!ā. Ew.
So Iāll be working really hard to make sure the game is āwholesomeā, e.g. playable by anyone without worrying about any creepy untoward shit towards the playerās daughters.
The āproblemā with a lot of tutorials for 2D games is that they tend to focus on things like platformers or top-down shooters. I say problem because itās more of a me problem. For most people, this is fine.
But as anyone with ADHD will tell you, it can be quite difficult to motivate yourself to do things that you arenāt interested in.
My favorite genres are visual novels, dating sims, management games, and Harvest Moon-likes. I also love horror games and falling block puzzle games. Generally, I love things that are heavier on story and art than gameplay - games that allow you to set your own pace, for the most part. I also love games that have a lot of tedious little optional things you can do.
(Except the falling block games, e.g. Tetris. Thatās, like, a weird exception.)
Thatās not to say Iām unwilling or unable to play more fast-paced games. Iāve logged countless hours into Dead By Daylight, various shooters and Diablos, and enjoyed them. But these arenāt really the games Iām interested in creating.
To get a little personal for a second...
Alienated
Growing up, I felt very discouraged from anything that seemed like a more fast-paced orĀ āactionā title, like FPSes, or even things like Ocarina of Time. These games were treated as āfor boysā back in the day (and to some extent still are - see Geguri, Annemunition, etc).
I am nonbinary, but growing up I was largely under the impression I was a girl, and internalized quite a lot of this for many years.
Iām sure there are going to be some folks reading this who are like, Thatās stupid, donāt listen and just do it anyway, who lets what someone else thinks dictate what you play? And I get it. If it were voluntary, yeah, obviously Iād have chosen not to be bothered.
But when itās a LOT of messages, and youāre THAT young, it really roots itself into you. And itās not as if I had a lot of dissenting voices.
For a while, I saw my difficulties with these games as some sort of immutable biological truth, rather than the reasonable conclusion that you canāt be good at something you havenāt learned. A lot of girls are made to feel this way with STEM, as well.Ā āWomen canāt do mathā and whatnot.
Remember how I said I see a lot of people that feel like coding is simply impossible for them? A lot of them are women!
Getting older
Once I got into my teens and twenties, I made myself play these games and found joy in them, to prove to myself that I was capable of both liking them and becoming good at them. But Iāve found that a lot of my interests - in many things, not just games - are, for better or for worse, still broadly influenced by what I was exposed to when I was fairly young.
In other words, while I definitely enjoy shooting zombies with shotguns or whatever, there is a part of my brain that goes absolutely fucking feral over things like Princess Maker 2, Harvest Moon, etc. because those are what I put hundreds of hours into when I was a child. Those are the games where I abandon all reason and spend hours drowning myself in them.
Little did I know when I was 9 years old and received a strange file from a friend over MSN Messenger named PM2.EXE that it would affect my life so profoundly!
You might be wondering why the hell Iād have latched onto dating sims and visual novels as a formative genre, being a child. Well... you can thank shitty Newgrounds dating sims for that. Yes, the porn ones. I was a weird kid. I didnāt have any interest in the porn - I was like, 10 - I just wanted to talk to the characters and raise the stats.
I also had a strange fascination with visual novels despite not having any to play, and spent a lot of time looking at their CGs. I remember going through J-List (a site that sells various Japanese products, including games) when I was around that same age, just looking at all the thumbnails for these mysterious Japanese games. I found a pack of Kanon CGs and went through them again and again despite not having any context for the visuals.
Again, I was a weird kid.
I playfully refer to all of this as āmy brain being broken in a certain wayā. For better or for worse, my brain magnetizes to these sorts of things.
Fortunately or unfortunately, Iām old enough now to understand that some of the things that were formative parts of my childhood are, regretfully, fucking creepy. Princess Maker 2 is a very cute game on the surface that was great for a kid like me, but it has some nasty stuff in there (like making your underage daughter work at a cabaret, or even the opportunity to marry her). Most of it can be easily avoided, but itās still upsetting that it exists. And visual novels have a huge problem with misogyny, and sexual assault, and characters that are Legally 18 But Holy Shit They Look Like Kids.
I donāt have any illusions that American media is free from the same problem, mind, or that ALL visual novels/adjacent genres are this way. But itās a stain on the genre. And it heavily informs the kind of game I want to make - namely, that I want it to take inspiration from the good parts of my childhood, while firmly avoiding Any Creepy Shit.
Which brings me to the kind of game Iād actually like to make. And thatās for the next post!
If you donāt know what a video game engine is, itās basically a suite of tools that you can use, a lot of which DONāT require coding, to put together a game. If youāve ever heard of Unreal Engine or Unity, those are engines. The resulting game can be distributed to different platforms, like PC, console, or even mobile.
Unity and Unreal are free and have a bunch of resources, but they are biased towards 3D games, though they CAN be used for 2D. I knew as a 2D digital artist I wanted to make something 2D - the genres I love most (visual novels, management sims, et cetera) tend to be 2D.
Pygame was a fun diversion, but itās unfortunately not really built to make a long, feature-complete game unless youāre intending to reinvent a LOT of wheels. You have to code a lot of things yourself, which can be good for learning things. But things that most games are expected to have, like UI, saving, loading, handling graphics, control remapping, et cetera - those are all difficult, and all part of what an engine brings for free.
The appeal is that you DONāT have to reinvent the wheel, so you can focus on what matters, which is making games.
In comes Godot.
Godot Engine is a name I hear thrown around a lot, but kind of in the way that makes it sound like nobody recommending it has actually tried it, but it sounds good on paper. Itās more 2D than 3D, but 3D IS possible. And itās... if Iām being honest, kind of fucking weird? Like, every single object in your game (your player, your enemies, etc) is a āsceneā which is a collection of ānodesā and those nest inside other scenes and...
Anyway, itās strange, but after bouncing off it a couple times before, Iāve been finally learning about it. Itās seemingly very powerful, if you can get past the weirdness!
A big part of the reason I chose it is that Unreal and Unity require licensing depending on how big your game gets, and also depending on if you want to port it to other platforms?? Godot is completely free, and ports to a lot of things, including HTML5. In other words, they can be played in the browser! I would love to put my games in the browser so people can easily play and share them.
Unfortunately, Godotās documentation kind of sucks. If you donāt know what documentation is, itās like the manual that comes with your refrigerator, except for a language/program/utility/etc. And itās usually just as obtuse.
Learning GDScript
So, the biggest obstacle to a beginner is probably GDScript. Itās Godotās homemade programming language. You can do a lot of things in Godot without coding, but youāre gonna need to do it eventually. So you have to learn GDScript, or one of the other programming languages Godot allows (I think C# is one of them?). Python is unfortunately NOT one of them, BUT GDScript IS heavily based on Python.
A lot of Godotās tutorials and documentation have the problem I mentioned where theyāre made for people who are already familiar with programming, or theyāre made for people who already know Godot Engine to quickly reference things. I bounced off them.
So what I ended up doing was making a sort of ācross referenceā sheet. I watched a video on GDScript and looked at Godotās website where they list the basics of the language, and I wrote down how you do things in Python versus how you do the same thing in GDScript (spoiler, theyāre largely the same):
Hereās a snippet of it. This helped me to better understand the differences between the two, as well as serve as a quick reference!
I donāt know EVERYTHING there is to know about GDScript, but enough that I can feel a little more comfortable.
Learning Godot itself
Thankfully, as an open source project, Godotās biggest wish is that more people use it, so some people have made some very ample free resources for it. GDQuest is one such resource (though some of its content is paywalled). Iāve been going through their free āGetting started with Godotā video tutorial playlist, though I havenāt finished it.
Thatās about where I am now. I havenāt actually done much of anything in Godot, but Iām learning more about it using the video series, and since GDScript seems to be the biggest hurdle (as well as understanding the weird terms they use for things like scenes and nodes), Iām, you know, hopeful!
It would be dishonest to act like Iām starting fully from zero, so I wanted to quickly go over some of my pre-existing experience with game development.
Pre-coding
I messed around in RPGMaker when I was like 9, but I canāt say I ever got very far with it. In my twenties, I did a very short experimental autobiographical game in Twine once (required no code), as well as a very short visual novel in TyranoBuilder (a visual novel maker that doesnāt require code). I screwed around in Renāpy but found it largely too overwhelming. Same with GameMaker.
I also did some HTML and CSS in my teens and twenties - extremely basic stuff, just editing existing stuff for Neopets pages and Livejournal/Tumblr layouts. I wouldnāt say this really carries over to programming languages.
If youāve already done stuff with CSS and HTML, good news - normal code is WAY EASIER.
Coding (or trying)
Then I learned to code. At least, somewhat.
I have what I would describe as a basic grasp of coding. I learned a LITTLE bit about coding via a free code course on Javascript, but ran into a difficulty hike where I couldnāt proceed past āI know what a variable isā and if/else statements. A few years later, I learned a programming language called Python.
Coding sounds very complex and difficult if you have no experience, and most people do their best to avoid it thinking they are too dumb or whatever. But I firmly believe that not only CAN the vast majority of people learn to code, the reason most people struggle with it is because theyāre using bad resources.
The problem with learning to code (for people like me)
Programming languages are less like separate languages and more like dialects - once you know one, you know most of what there is to know, and you just need to brush up on the differences between languages. So a lot of resources are not written for beginners - theyāre for people who already KNOW programming.
A lot of people run into these resources, try to understand them, obviously fail, and then blame it on themselves. Imagine a piano lesson designed for guitarists, except you donāt know guitar (or any instrument).
Even when the resources are written for beginners, bad instructions exist. Teaching is a skill! When you teach without practice, youāre thinking about the most optimal way to do things, which may not be the easiest way to learn. Youāre often not accounting for the mistakes that a lot of beginners make, or the questions they have, or how a lot of the terms you take for granted are things theyāve never heard before in their life.
Often Iāll google a question, find a StackOverflow result, and have to google 5 different terms to even begin to understand the answer. A lot of coding resources have these problems.
Good resources
My primary resource for learning was Python Crash Course. Itās a book that costs money, but occasionally goes on sale in Humble Bundles. Itās a book that explains Python very simply and step-by-step in a way beginners can understand.
Python is one of the simplest languages to learn, and arguably the most popular programming language in the world. As far as I can tell itās not that good for making more complex games (more on that in a later post), but itāll teach you both the fundamentals of coding (again, languages are dialects) and the mindset, which are the most important parts.
If you donāt have or donāt desire to spend money, Al Sweigart has a bunch of free books you can read online. I can personally vouch for having read some of Invent Your Own Computer Games With Python, which goes over a lot of the same concepts as Python Crash Course, and should probably be fine for a beginner. Iāve heard Automate The Boring Stuff With Python is good for beginners, but I havenāt personally read it.
From those two books, I learned Python and the Pygame module. I made a few programs - most of which were very unremarkable and simple, which is the ideal. You start off small, and work your way up in complexity.
If youāre a fellow ADHD haver, I know - it makes reading books hard. But these are simple books with visuals and stimulation, and you donāt have to do the exercises. And Iāll be honest - I didnāt even read the whole book. I stopped reading around the part it started giving you more indepth projects (about Chapter 12). I also got stuck on the Classes chapter and stopped reading it for like a year. But I came back, eventually.
My programs
I wrote a bunch of programs once I learned Python, which I recommend you do. Not all of them came to fruition, which is important - you can stop writing a program if you lose interest or it seems like too much work.
Some examples:
Very basic programs that didnāt really do anything, they just explored questions I had about coding. Programs donāt need to have a purpose.
A text-based adventure. This sort of thing sounds a lot more complex than it is. In reality, it was mostly just a bunch of if statements. If you donāt know what those are: theyāre some of the first things you learn! It was extremely short, and had no graphics, and I made my parents play it.
A simple proof-of-concept for a game where you make potions. It never went beyond this rudimentary layout. It didnāt really end up being fun, but it taught me a lot about Pygame.
Prototype Dress-Up Simulator, a Pygame game which you can actually download and play or look at the source of yourself! It looks complicated, but itās actually really simple under the hood - the graphics make it look fancy.
As you can see, saying Iām completely new to game development is a misnomer. That said, all of these are very simple and short programs I learned a lot by making, not full games, and the more complex ones lean heavily on the graphical side of things (because that is my strength). So donāt get intimidated. Itās just an example of how quickly you can escalate to making more complex stuff.
Anyway this post is long enough, but hopefully gives you a good idea of where I am and how I got there. If youāre following in my footsteps Iād recommend learning Python and taking small steps towards more complex programs. You donāt have to use Pygame if you donāt want to - like I said itās not good for more indepth projects. Which will be my next post probably.
First, I should probably talk about why I made this blog. The long and the short of it is, āto make the kind of blog Iād have wanted to read 5 years agoā.
So, Iām (sorta) new to gamedev, but Iāve always wanted to get into it. Iād like to make my own game, largely on my own - that is to say, doing the majority of the art, design, and programming myself. Maybe even the music! But part of what makes gamedev so threatening as a newbie is that it feels like the people I see talking about it are usually:
1. very experienced, and/or
2. good at coding
And unfortunately, if youāre going to be a solo dev, youāre very likely going to need to learn coding. Visual programming exists, but I believe itās not very *good* - Iāve heard itās buggy and has its own learning curve.
Iām an artist, and coding has always been something Iāve struggled to do. In recent years Iāve started to come around to it, but it definitely doesnāt come naturally to me, and I struggle with how obtuse a lot of coding tutorials are, especially with my ADHD.
I also know Iām not alone.
Iāve seen a lot of artists struggle to do anything with game development even though itās clear that they have the passion to do so, but they believe coding is āsomething they could never learn to doā. I wanted to prove thatās wrong - that anyone, even someone who struggles like me, can learn to make a game.
And I wanted to document my learning process from start to finish, and all of the resources I find and use along the way, in the hopes that someone else can benefit from them if they have trouble like I do.
I was originally posting my thoughts on Twitter, but unfortunately Twitter sucks when it comes to long threads and finding content when itās over a week old, so I decided to make a blog instead. I think itāll be easier to read this way, too.
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