It's that time of year again!
Let's compare my sun-kissed arms to my "introvert: legs, lol!
I wish I could wear my skirts but thankfully this isn't as dramatic as previous years!
L=Leg
R=Arm
Below is from SUMMER 2019!
Top= Arm
Bottom=Leg

seen from Türkiye
seen from China
seen from Russia

seen from United States

seen from United States

seen from Germany
seen from China

seen from United States

seen from Austria

seen from Austria
seen from Türkiye
seen from Malaysia

seen from Türkiye
seen from United States
seen from Malaysia
seen from Türkiye
seen from Japan

seen from Türkiye
seen from United States
seen from China
It's that time of year again!
Let's compare my sun-kissed arms to my "introvert: legs, lol!
I wish I could wear my skirts but thankfully this isn't as dramatic as previous years!
L=Leg
R=Arm
Below is from SUMMER 2019!
Top= Arm
Bottom=Leg

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
could you show us ur blogsonas perhaps?
the many faces of me
Great news! Not much progress again! Did some drawing and writing this month involving some other project. It's not been a good month otherwise. My "I" key is loose and won't snap into place, my headphones broke and don't sit right on my head, my dog ate my homework... you get the idea.
What little I did get to was planning on Chapter 7. Finalizing what obstacles I want and how often they'll appear, deciding if extra enemy types are necessary, and spriting out the bases for obstacles.
Hmmmmmm what could the level theming for this area be... probably disco-related or something.
I did start plotting some of these elements down into level design structure. It's a unique chapter, like a I mentioned before, in that it's a point-of-no-return, so no chest puzzles and purposefully linear. The challenge is meant to be an endurance one, collecting the scant health drops and stocking up on drinks before going through a gauntlet of hazards and enemies to reach the end. I feel like it's going to be a short chapter that'll probably need a lot of refining afterwards, to find the right difficulty.
But for now I'm just figuring out functionality.
Something else I did was finally setting time aside to start a proper debug mode object, something that'll let me toggle settings and pick out rooms rather than binding a bunch of random keys. It feels pretty dumb I never did it this whole time, usually focused on other aspects of the game...
That's about it. Like I said just not a good month. It's all mental stuff I've brought up before; it feels like 3-4 major things happen in the past 4 weeks. The Boys ending, TADC ending, Mina the Hollower coming out, Deltarune chapter 5 coming out, Mouse P.I.... not that I played any of those games, but I do keep up with and it does weigh in a lot on my mind about my own game. I never feel like I'm doing enough, and it always seems pretty modest to me.
My approach with obstacles wasn't trying to come up with something super wacky/innovative, or being overly punishing. I tried to stick to pretty straight-forward stuff that feels more conducive with each other. It would easier to justify all of this if Pocket Adventure was made in 2 years instead of over 10, but idk. I really wanted to make something that fell like a full game, I'm hoping people don't find it underwhelming or annoying.
Next month, I'll be working on chapter 7 object functionality and level design. Hope your summers are going well!
i only posted art of one and a half guys so far ...?
Summer is here! And so is an update on Pocket Adventure.
May was pretty so-so, spending all of it chapter 6 level design, and there’s still a few rooms left to complete. I'd say I’m around 85% done? The lower area there is new; a sewer segment before Poppin and Jupa enter the factory proper.
I did draw up more enemy designs.
Top row: Launzard, Lizword, Galvanari, Clean Shot Bottom row: Hoppinstop, Lead Head, Squeedge
And making base sprites for some of them, too.
Something about chapter 6 as a whole is that it limits save points to only a couple. It’s still pretty accessible, but you have to go out of your way for it, to make you weigh the risk of taking on the next segment versus taking time to heal up. It’s the best compromise I can think of while maintaining the convenience of the save point as both a health restore and place to save, but stressing more on keeping track of health.
My thought process is having longer/tougher segments gives value to having more health, which gives value to buying foods, which gives value to money, which gives value to finding chests, which gives value to exploration, which is where all the gameplay happens.
It also helps prep the challenge for the next chapter, which I’ll get into maybe next month.
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My main goal for June is to finish off chapter 6 level design. That involves about 4 main rooms and 2 bonus ones. I’m also contemplating other design work for 6, like designing and base spriting out specialized enemies, a mid boss, a minigame, and coding an obstacle/enemy hybrid, “Zombie Rickity”. I kinda want to jump to cutscenes for chapter 6 now too… so it’ll either be that, or planning out chapter 7’s obstacles and finalizing the design plan.
Sorry this month was sparse in fun stuff to look at. It probably won't improve until Fall, when I expect to be done with level design for a bit and can focus on enemies/cutscenes/event scripting.

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Someone wanted to see Poppin confessing to Jupa so here's that
Small update, I ended up skipping last month as I ended up taking a short break, followed by traveling out-of-state, followed by coming down with a cold. Took a bit to get back into the project.
For March I worked on Chapter 4 level design more, rounding out the starting area that leads Poppin and Jupa into the Clock Twerp village. This sequence involves a short "puzzle" where the two have to chase one Clock Twerp into a false wall, to open it.
It involves splitting the two up in order to corral the fella. It gets a little trickier afterwards.
After that is the two exploring the destroyed west part of town, almost getting crushed and picking up the bomb gadget card. The level design is in place, but hasn't been tested yet and has some objects requiring coding.
Chapter 4 also saw the start of cutscene work, given that chapter 3's was finished and it made sense to start fleshing out the two locations connecting to each other. Here's one bit, where PnJ first enter Tickton (there's no background/object assets yet)
During April I switched over to Chapter 6 to continue level design work. It takes place in a factory area, and I'd say I have about 40% of it mapped out.
This involved restructuring it a bit to match current notes. It involves designing for 2 paths and the player potentially entering from either end, so I have to balance how obstacles are introduced with that in mind.
I've also found it needs a bit more coding work for obstacle ideas. One of them was spawning garbage blocks that ride conveyor belts before being dropped into molten steel.
You can jump on them as they melt away, which I hope to make use of it in one section.
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That's about it for this update. My current plan is to keep picking at Chapter 6 and finishing it for May. That would leave the rest of Summer for planning out Chapter 7, and from there I'll have the main story's level design complete. Following that I can continue onto cutscene scripting and enemy coding for chapters 4 through 7. But that's still a ways off.
Hope you all have a nice month!