creator cover Oracle-Sphinx
Oracle-Sphinx

Oracle-Sphinx 

Mythical sphinx artist. Yes, I exist!

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About

Hello there! 

I'm Oracle-Sphinx, and here I share my Devlog — basically a diary of my progress in developing a game (:

It's a point’n’click adventure set in my fantasy world, where you, the
player, become a dreamwalker trapped inside one of your own dreams. To
get out and wake up you’ll need to search for a set of magical
artifacts, but it won’t be easy. You’ll solve puzzles and deal with
various characters who aren’t always interested in helping an
outworlder.
When it comes to making this project, I’m the artist, programmer, writer,
sound designer — basically everything except the musician :D
It’s one hell of a task, but I’m up for it! I have a lot to learn, but the
process is exciting and a game turned out to be the best way for me to
tell my story.

Subscribe to keep an eye on my progress!

All Devlog posts are free (though donations are very welcome 💖)

Devlog: weeks #23-24

Posts are delayed again, but I'm alive and working :D
Rn I'm making UI for game menus and main menu. It's still quite hard without any designing skills, and as usual there are some unexpected difficulties along the way (:
Save-load menu is supposed to look like this for now, but I decided to put it aside for the moment and think some more. In the meantime I'm gonna make preferences menu, luckily I drew it already for The Hunt, though didn't implement it there - basically I just need to change the background and slice everything. And add it into the game, of course (:
Main menu had a different kind of trouble for me. I made a crystal that pointed onto hovered button without any physics, leaving polishing for later. But I got pushed in a Ren'Py chat which resulted in adding swing physics, and I decided to finish it in Live2D by adding some live to the chain, making crystal rotate around itself slightly and distorting reflections. But because of the animation cycles it seams in a wrong way.

Update to week #21

Just after I wrote that I have to give up on the feature, I managed to defeat it :D
My idea with the new property for the original viewport via patch worked (I'll be honest here, I wouldn't be able to make it without AI which a friend recommended to me as good for coding one). After a few hours of battle with bugs the first version of patch caused it worked as intended.
Marvelous.
Now I'll go get some sleep ((x

Devlog: week 21

This week I did what I shouldn't have done - spent too much time on the feature I mentioned battling with in my previous post.
And I understand that's irrational :D
But my brain got hooked up on it and doesn't let go, even though it's time to either give up on keeping text scroll on bottom, or to move the whole window from top of the screen to bottom. But I really want to make it work as intended, and such a sudden engine restiction is frustrating!
So I've spent time asking friends, strangers and Ai about that. I even looked into how viewport is coded into Ren'Py in the first place, and found two(!) lines that have to be changed to make it work. But I can't edit it right there, it's not the right way to do it. So I need to make a new property for the viewport to toggle it's behavior, but implementing something like that goes way out my knowledge. AI's solutions don't work too, and I can't work with them due to lack of my own skill.
Well, probably it's really time to at least put this feature aside for now and get back to it later, and decide if I'll be able to make it or will have to give up on it then.
Although, of course, there’s a crazy idea to ask about this the Ren'Py developer himself...

Devlog: week 20

It seems I got up speed again :D
I make HUD bit by bit: inventory is fully finished, skin for notes and to-do list is ready, adding necessary functionality for the list (it will be transferred to the notes later too + notes will need an input field). Overall everything works, but I have a big problem I can't solve for two days already.
To Do/Notes window has three states: minimized, half-expanded and fully expanded. All of that smoothly moves up or down over 0.5 secons.
All of that but text.
The idea was for the window to keep text position the way that text moves with the window without resetting scroll. Let's say in fully expanded mode you can see tasks from #6 to #10. You half-minimize it and see only task #10 if it's four lines long, or tasks #9 and #10 if they're one-two lines long each. And vice versa, what you see in the small window will be at the bottom of the big one. 
Alas :D
For now either scroll abruptly jumps to the very bottom and then text smoothly moves, or the text smoothly moves and then scroll position resets and recalculating it back is also abrupy, or everything just jumps, without smooth movement at all.
Looks bad.

Devlog: week 19

It seems I forgot to translate posts from the last couple of weeks😅
This week was rich on IRL stuff, but the game got some attention too (:
  • All written dialogue is transfered into code
  • Added player name choice and pronounce
  • Managed to make ellipse speech bubbles, now I only have to add special bubble types when needed (for screams, whispers, etc.)
  • A small UI touch: now game menus have different mouse pointer than the rest of the game
Plan for the nearest future:
  • Finish the dialugues
  • Add drawn interface elements into the game (as is for now, make changes as it goes)
  • Customize choice menu (where player chooses their reply or action). I want to make them as bubbles too, but of different shape.
  • Think if I should put full replies into choice menu, or to give short summary of it and make full reply appear later. But it could lead to some confusion, as it happened sometimes with Bioware RPG games (:
Also I need to finish visuals, but I'll get to that later.
See you later (:

Devlog: week 18

Hi! Today I’ve got a bit of a forced detour, but it’s important for development.
I moved the written dialogues into Ren’Py and I’m figuring out how to make nice custom speech bubbles for the lines, because you can’t just go with simple ellipse ones with this engine — you have to get a bit creative there. But that’s nothing new (:
And then the detour begins: since a lot of mobile internet providers use whitelists, and now there’s news that wired connections might start doing the same, I’ve been thinking about what I’m supposed to do with my project under those conditions.
The question of where to upload the finished game if Steam isn’t an option is still pretty far off. But where to post devlogs and, more importantly, where to look up coding tips and visual software guides — those are much more pressing concerns.
For now, the devlog will continue here, but since Boosty, as far as I know, isn’t on any whitelist, I need to consider other options. Right now I’m leaning toward VK, even though the whole idea feels pretty hopeless. But maybe I’m wrong. I need to think about it some more.
As for the coding side, I saved the manual, a few free plugins, and all the snippets I’ve collected while working with Ren’Py. The archive isn’t very big, but it should at least cover some of the “uh, how do I even do this?” kind of questions. I’ll have to rely on my brain more and spend extra time figuring things out, but well (:
It’s a bit more complicated with Live2D and Blender resources, since most of it is video. I’ve saved some things, but saving everything “just in case” isn’t really possible — I have no idea what problems I’ll run into (and where I’d even store all that). Still, at least it’s something.
We’ll see how it goes.

Devlog: weeks 16 and 17

Hi! Today I'm writing about writing :D
The scriptwriting process has finally got off the ground — ironically what helped was a power outage for a few hours :D
At first I was writing in a notebook (a paper one), on the one hand it's easier for me to write things like that down by hand, on the other it's really hard to keep track of all the branches — even though there aren't many of them yet, it's enough to get confused (x
Afterwards I moved everything to Twine, because I didn't want to deal with flowcharts again. 

Devlog: week 15

Hello everyone (:
To be honest, this week I have nothing to tell.
I really didn't do anything. Even the "invisible" work, when I'm thinking, analyzing, researching. Nothing.
Sometimes you just need to stop and breathe out. Give your brain an opportunity to stop it's constant background work and rest. Not because you're sick, not because you're grieving - just to relax calmly and take a real break to gather energy for the next push. Without rushing yourself. 
Anyhow, after a few days of rest the gears responsible for the project are starting to turn by themselves and ask to get back to work. I think, next week I'll continue on making either the sprite or the background - whichever I'll feel like doing (:
Also I want to set aside some time for finishing the script for the prologue since it's still a draft. I suppose a two or three days without my PC would help me here :D
'Till the next week and don't forget to breathe out!

Devlog: weeks 13 and 14

Last week my cat passed away. She was young. It was sudden and completely without warning. A heavy blow that really knocked me off track.
This week I slowly got back to work, but it’s still hard.
Right now I’m struggling with the interface - trying to come up with something based on the Reddit poll results, take everything into account, make it look good, and not die from overload in the process:
(Scribbles are basically some of the thoughts you'll read below)
Yesterday my brain literally stalled. I just wanted to crawl into a dark corner and sit there for three days. I’m not a designer, and this is genuinely HARD for me. I opened and closed the file several times, unable to even think about what to do next.
Still, by morning I managed to sketch and tweak a couple more elements:
No devlog this week. I have a personal tragedy.
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