0.2.0 Dev Thoughts
Hey. We just dropped the first major content update for Love Exalt 8372! With TWO new beefy scenes, a new minigame, scene selection menu, script import system, and emotional effects, we blew past our original estimate of 1-2 months and went 3 months deep on this one. We think it was definitely for the best to spend a little extra time on the update that takes the game out of demo status and into “totally real game” status.
Here’s a bunch of dev thoughts on what we changed and added!!
GOLF
From the start we knew we wanted a new minigame, and, with the complexity and time-to-beat of the other minigames in mind, we settled on minigolf. We considered making it 3D, but two things held us back:
- We don’t have a 3D modeller, and learning to 3D model is hard…
- Godot’s 3D is a bit subpar in the browser, and we wanted to add the new minigame to the HTML5 demo, too!
We have played around with 3D before– here’s a prototype we had for Deadghost’s dice ability, which would have rolled around on the 2D screen before landing on 6, 6, 6.
But, ultimately, we decided to go with 2D.
For the golf ball we use a random badge sprite, but everything else in the minigame had to be built from the ground up like we were making a whole new game– the tileset, track designs, sound effects, hit particles, portals, and boosters, everything took a ton of work. Even then, we had to tweak the physics a ton to get the minigame to feel satisfying… though the right sound effects and particles helped a lot there too.
Originally the shot indicator (that dashed line) showed the angle of the first bounce, but it was always off by a bit, which was frustrating, so, in the end, we scrapped it. We made 18 tracks, but only 8 of them are actually in the random minigame pool, because the others are a bit complex or tricky. But don’t worry! You can still play these tracks…
… from the new Intermission menu!
INTERMISSIONS
This menu allows you to replay the previous chapters of the story, play the other golf tracks, and read the lore bits you have previously discovered. There’s also special music when playing golf from the Intermission menu… pretty sweet.
You get access to the Intermission menu between the chapters of the story. If you decide to go back and replay previous chapters, you can go back to the intermission menu anytime– however, it won’t be available when you’re playing through a new scene.
IMPORTING DIALOGUE
Another massive change was an internal one: I created a tool to import lines of dialogue straight from text files. In the previous dev log we mentioned using Godot GUI to add lines manually… but with the wordcount tripling this update, Veki needed some way to do it automatically, and along the way I added sweet extra script functions like the ability to set character sprites, sfx, music, and backgrounds. The format is pretty simple and is based on how Veki actually wrote the script in his text editor. It looks like this:
Ch = Chef
---
Ch: (img=scared, break=flash, emotion=Exclamation, sfx=hurt) ...!
The first part before ---
is the character definition, which links the two-letter shorthands (like Ch:) to their full names. To set Chef’s sprite to a scared expression, you can just throw img=scared in the parentheses, and the import system will grab that character’s sprite directory and set it in the Portrait field for that line in Godot. Anything that comes after the parentheses will be the actual text displayed on screen. Nice, simple, and slick!
Most importantly, though, the actual lines of dialogue in the engine are still special godot resources, so we can still adjust them manually if need be, and this is still how we do special effects like Deadghost’s dice, or branching perspectives– but without this import system, we would’ve had to add almost 3000 lines with clicks, alt+tab, and copy and paste, which was a truly untenable prospect.
I’ve cobbled together a little tool that shows a preview of the whole thing, too. (Text is blurred because spoilers!)
EMOTIONAL EFFECTS
This update breathes some visual spice into the game with new character sprites and backgrounds, but also with new animated particles like spirals and flowers which pop up over the character sprites to better convey their emotions. We’ve also updated the intro chapter to include these.
I think they’re pretty fun and add a lot, especially when combined with the new character portraits and sfx.
CONTINUES
Oftentimes people would accidentally close out of the game or return to main menu, and it wasn’t clear to players that the game autosaves, so they didn’t realize they could just use the REMEMBER button to load up their most recent save. To help solve this issue, and for the juicy convenience, we added the PERSEVERE button to the main menu, which works like a continue button that will load your latest save.
This is all I can remember for now… we hope to keep going until the eventual full release of the game and add a lot more fun things, so stay tuned for the next update, and if itch isn’t your platform of choice for buying games you can also get it on Steam. Thanks for playing!
– Vaartis
Yo, Veki the writer and other stuff guy here!! Dude I’m actually the real him!!! And my story actually goes somewhere now!!!! That’s sick!!!!!!!
The actual writing part of this update only took about a month, though, which is both good and bad… it’s good because it means that it really won’t take too long in terms of pure wordcraft to bring ACT 1 to a satisfying close, but it’s bad because it means that for every hour I spend on writing, I’ll probably have to spend 2-3 hours on other stuff, so the progress of the story will be kind of held back in that regard. Ah, but who cares though?! The writing is nice and all, but the game is the game, it’s more than just a damn gay novella. It’s a gay experience.
Bro let’s really even get into it with some categories. Who’s reading this, anyway? You want categories again, like Vaartis’s part? Those categories which I added, myself, into his own part, which was his, but I still added them in there, for him, with my own hands? Sure, I’ll re-add them into my own part, in keeping a mirror tandem with his part– part of which I did do in due part.
THIS IS THE FIRST CATEGORY
INTERLUDE 1
Here we go. Within this initial category I’ll speak of the raw initial drafts; the first words placed after the roaring, somewhat hurried ACT 1 SCENE 1: LAST CALL, in which twelve un-exposited un-introduced characters and twenty-four unique original concepts are thrown at you in about thirty minutes of reading.
I was very unhappy with the writing in the demo, I’ll say that much. It needed another draft, probably two, but to get a serialized story off the ground you just have to ignore some problems in each stage and commit to move forward, or else nothing will get anywhere. Plus, I mean, ya gotta write the damn story to find out what you like about it and what you want to fix or change; until it’s on paper and you can compare it to your newer stuff, the “problems” might actually be just a baseless vague of malaise, whereas the “epic parts” might appear lame to you later, once you find out what the definition of epic truly is. Regardless, I knew that I had to slow the pacing down, and give players something to hang onto in this crazy world, so the first thing I wrote was–
SPOILERS
– Act 1 Interlude 1, a brand new type of thing that’s NOT a scene!! And this Interlude included flashbacks for Tank and Chef which give a little more context to core aspects of the world like monsters and badges, which were both pretty vague concepts in A1S1 (Act 1 Scene 1).
Also wrote the Officiary and Deadghost part of the Interlude to help the pacing a bit, giving the player some time alone with the Officiary for ruminatory purposes, and then some time with Deadghost to re-solidify the reality of the death game, which originally felt very “ok I guess this is happening now” in A1S1. More on that in the ACT 1 SCENE 3 category.
ACT 1 SCENE 2
It’s kind of neat re-reading Act 1 Scene 2, because there are parts of it which are much older than others, and they’re mixed in chronological order; in general, the action scenes are new, and the non-action scenes are older, and I can really see the difference as I got better and better at writing this cast– in short, I think the parts of the scene in which goals and conflicts are most clear-cut are the best parts by far. When writing A1S2 I made the mistake of letting characters just talk to each other about scattered topics– which can be good for worldbuilding and slowing the pace down, but it’s not good for engagement… not one damn bit…!
Thankfully, once I had finished writing A1S2, I refused to let the update launch with such a muddled, peaceful vibe. So I cruised by for another dip… a true dip. You might even call it a True Dipper’s Dunk… into the true nature of this death game.
ACT 1 SCENE 3
By the end of A1S2 I had placed a poultice to the pacing and plunged some leagues deeper into the game’s world, but now a new issue had really started to get noisy and angry at me in the background: what is this dumb death game stuff you’re trying to do on top of all this other stuff…?! Well, it’s supposed to be the premise for the story, and it’s supposed to serve as a hard, thrilling structure for the rest of the entire game… and yet, essentially, the only part of the story that really had anything to do with it was a long explanation from Deadghost at the end of A1S1, and some characters ruminating and discussing it in A1S2… which meant it was talked about and insisted upon by the writing, but never actually WRITTEN!!!!! BLAST!!! CURSES!!11 Come on dude, grow up. Get real.
Act 1 Scene 3 takes what I learned (remembered) about the importance of goals and conflict and centers its whole dang self around that stuff; the death game finally begins to feel real, I hope, and the story switches from worldbuilding and characterbuilding to the conflict of eleven souls trying to survive and to strategize in a life-or-death situation. I’m quite happy with the pacing and the story moments in this scene. It’s got some issues, especially with trying to juggle six different plotlines at once, but for the most part, I think it’s pretty exciting, emotional, and feels like a good payoff to the buildup of the first two scenes!!
THE NEXT SCENE…
Stories where a small group of characters are trapped in a location together… in a closed circle… these stories graph a distilled network of conflict where the rules of engagement are simple and known by everyone; and yet, each person approaches these rules with their own strategy, in accordance with their nature– a rainbow of tryhards, if you will, forming alliances and making enemies. I just love watching all the moving pieces come together and bounce off of each other in this place where no institutions or hierarchies of power may interfere… it’s so dope. So, for the next update, the story will most likely go in this direction– now that everything has been fully established, and the rules of engagement have been made clear, it’s time…
It’s time for some plays to be made.
Hope ya enjoyed the update, you handful who played it! <3 Seeya in the next one!
– Veki
Files
Get Love Exalt 8372
Love Exalt 8372
A visual novel about a death game which erupts aboard a train
Status | In development |
Author | Veki |
Genre | Visual Novel |
Tags | 2D, Furry, Gay, LGBT, LGBTQIA, Mystery, Pixel Art, Singleplayer, Story Rich, Text based |
Languages | English |
More posts
- Update 0.6.0, The Beginning of Act 2Aug 31, 2024
- OST release!Jul 19, 2024
- 0.5.2, the loading and trial fixes updateMay 06, 2024
- 0.5.1, the music player & small fixes updateApr 23, 2024
- Update 0.5.0, End of Act 1Apr 05, 2024
- Tiny Cute Small Fixes Patch for 0.4.0Feb 12, 2024
- Update to the 0.4.0 browser demoNov 25, 2023
- A small 0.4.0 updateNov 18, 2023
- 0.4.0 UpdateOct 25, 2023
- 0.3.0 UpdateAug 07, 2023
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