BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
April Update:

I missed the March update last month, but not without warrant. I did do some writing in February, but then I realized that I needed to work more on fleshing out my outline before writing anymore. Subsequently, I developed persistent double vision in both eyes and learned that I have an eye disease which was also causing migraines. Additionally, some other personal events occurred, which were serious enough on their own (hospitalizations, etc.) that they likely would have killed my motivation to write anyways.

But long story short, I've been basically unable to read for roughly the past two months. I've got an ophthalmology appointment in April, so hopefully my eyes will be functional again soon. Until then, don't expect any significant updates...
 
Last edited:

BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
I have a scleral lens fitting scheduled in June. It was the earliest I could get. Until then, I've gotten a new eyeglass prescription, but they're going bad within a month and I still have to read for my day job. I can't afford to seriously work on this project until I can either get the scleral lenses or cornea transplants.
 

damnedfrog

Well-Known Member
Nov 11, 2020
1,998
4,087
I have a scleral lens fitting scheduled in June. It was the earliest I could get. Until then, I've gotten a new eyeglass prescription, but they're going bad within a month and I still have to read for my day job. I can't afford to seriously work on this project until I can either get the scleral lenses or cornea transplants.
Take all the time you need.
Your health is far more important that the game.
 

milliecat

New Member
Oct 10, 2024
13
21
Weird, it says to go to afternoon lessons, so I ensure that is done and the teacher still kills the character. With Mandatory lesson *1 being attended, but death still occurs.
 

Virulenz

Engaged Member
Sep 27, 2017
2,938
3,765
Maybe you should prevent to anger him or make him doubt you...
Just a guess, i played it last when it updated last and sadly thats far in the past :(
 

milliecat

New Member
Oct 10, 2024
13
21
Maybe you should prevent to anger him or make him doubt you...
Just a guess, i played it last when it updated last and sadly thats far in the past :(
I thought that was the point of going to the mandatory classes in the afternoon, to avoid angering him. It doesn't matter now though, thanks.
 

pilgrim2003

Well-Known Member
Dec 30, 2018
1,371
1,170
So it's abandoned or not?
Sent on Patreon 2nd February 2025:

"
A lot has happened since my last update. Most notably my diagnosis of keratoconus, an eye disease which caused double vision and prevented me from reading. I've now had a cornea transplant and I'm steadily recovering. Ultimately, I couldn't read properly for about a year.
Since I was forced to take a step back from my creative projects, I had an opportunity to evaluate my project management. The most important lesson I learned is that I will not be adapting any of my work to game formats until I have a completed manuscript. Juggling writing and software at the same time ultimately fuddled my process working on The Archmage, causing me to put the cart in front of the horse. Moving forward, I will be doing one thing at a time, so I can focus fully on each task and produce the best product with the most productive process.
It was a hard pill to swallow, but acknowledging the issue will benefit me."
 

BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
I'm reading and writing again. Hooray!

My vision is bad and my eye hurts, but I'm steadily healing.

In other news, I've got a Monster Musume fanfic manuscript over half way done and I'm going to release that in game form to gain experience with small scale game design before revisiting this big ass manuscript. I expect to release that game in a few months.
 

damnedfrog

Well-Known Member
Nov 11, 2020
1,998
4,087
I'm reading and writing again. Hooray!

My vision is bad and my eye hurts, but I'm steadily healing.

In other news, I've got a Monster Musume fanfic manuscript over half way done and I'm going to release that in game form to gain experience with small scale game design before revisiting this big ass manuscript. I expect to release that game in a few months.
I'm very glad your vision has improved.
I wish you a quick recovery.
 

BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
Update:

I've settled on the Ren'Py engine for the MonMusu project. It's going to be a VN harem simulator!

I'm all but finished with the intro scene and I'm also learning Python as I write the code. The coding is already wayyy smoother than any of the times I spent working with Twine. And I expect that to continue being true.

Ultimately, the addition of graphics and audio improve the product quality of the game so much that I feel they will be non-negotiable game elements for any future projects I work on or revisit. I'm sure that players already want that way anyway. I'm just slow to the punch sometimes.

So, instead of wasting valuable player time again with a lackluster "pre-alpha," I will wait to publicly release until I have a proper Alpha build. The game will begin with only one girl at first, but with the core mechanics working, I can get some real gameplay feedback this time before diving into the deep end with any more detailed cut scenes.

Anyone who wants to play test before public release should contact me. I'd love to get some more eyes on this project!
 

damnedfrog

Well-Known Member
Nov 11, 2020
1,998
4,087
Update:

I've settled on the Ren'Py engine for the MonMusu project. It's going to be a VN harem simulator!

I'm all but finished with the intro scene and I'm also learning Python as I write the code. The coding is already wayyy smoother than any of the times I spent working with Twine. And I expect that to continue being true.

Ultimately, the addition of graphics and audio improve the product quality of the game so much that I feel they will be non-negotiable game elements for any future projects I work on or revisit. I'm sure that players already want that way anyway. I'm just slow to the punch sometimes.

So, instead of wasting valuable player time again with a lackluster "pre-alpha," I will wait to publicly release until I have a proper Alpha build. The game will begin with only one girl at first, but with the core mechanics working, I can get some real gameplay feedback this time before diving into the deep end with any more detailed cut scenes.

Anyone who wants to play test before public release should contact me. I'd love to get some more eyes on this project!
Does it mean The Archmage is abandonned?
 

BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
It's on hiatus.

I need more experience with smaller projects before revisiting this ambitious one. Otherwise, I know I'm going to lose the plot in the design/programming process.
TL/DR: It's a waste of time to do any more writing until I have a working game engine with a fun gameplay loop.

As I've feverishly worked on those smaller projects (and made some good progress), I've learned---finally doing back-end stuff for the first time. (It was way overdue!) I've thought about what The Archmage requires and reached some conclusions.

Gameplay Loop: The Archmage was initially built as a narrative game, modeled after text adventures like Zork. At the time, I didn't appreciate how time-consuming writing could be. (A speedy full-time novelist publishes one novel per year. Never mind the slower writers or the ones working part-time.) More importantly, a written scene has zero replay value, nor does it naturally loop. Good games demand a core loop to design around. So I've pondered appropriate loops for this game.

Combat: When I envisioned the story of The Archmage, much of it involved magical combat. Mages casting crazy spells at each other. My first instinct was to approach combat just as I did the narrative, by writing prose to describe character actions. My God, was that stupid... I'm not sure I've ever been more wrong about anything in my life. Combat must be mechanical. Not only does a combat engine scale for larger fights such as grand warfare situations, but it also alleviates the burden of writing each combat scene individually and allows for modularity, swapping NPCs in and out without overhead. My first task will be to develop a combat engine for the game based on the rules of magic that I've already outlined in the prose.

Economy: Economics is not only a planned theme for The Archmage's story, it was always intended as a core game mechanic for climbing the religious hierarchy. A vast open market with free trade, where wealth is the holy measure of status and magic is viewed as a commodity: that is the religious ethos of the Monastery. And the game's world must reflect those values. My next task will be to develop an economic engine for the game. Prices will fluctuate for all items, but not randomly. The engine will check supply and demand for each item individually based on NPC behaviors and world events. If you kill an NPC, it might reduce demand for items they used to buy. Or it might reduce supply for items they used to produce. Implementing this engine will be the most complex task of all, but at least it's a task I'm autistically passionate about.

Graphics: Modern games require graphics. Art is more accessible than ever before with the rise of generative AI and the vast swathes of art freely available on the internet (or for purchase). There's no excuse for modern games without graphics. Working with Ren'Py has shown me the immersive value of artwork, no matter how simple the graphics might be. At the very least, characters and locations will be represented graphically.

Implementation: Here's the tricky part: making the ideas real. Given the features I'm planning, a few things are required for this project to be technically feasible. The first requirement is a robust game engine that can support the back-end customization I'm planning. Twine was never intended for a project with this scope; it was designed for branching stories.

First and foremost, the programming language needs to be low-level. The Archmage's back-end will be some sort of hybrid financial database/wizard simulator data structure, and as the datasets grow larger and larger, speed is going to matter. Imagine warfare with thousands of NPCs casting spells. I've never used a low-level language and I definitely don't trust myself with memory leaks. I've been reading about Rust for memory safety and will be working on a smaller Rust database project in the meantime, inevitably learning the ropes. My fear is the rigidity of Rust. I've heard that refactoring in Rust is an endless headache and larger projects require more foresight in the planning stages (skill issue). But every language is a trade-off. At least with Rust, I'm guaranteed performance and memory safety, despite whatever horrors it may inflict upon my soul. I could try C, but honestly, I may never get the project off the ground with that approach. C++ is apparently a broken language, so it seems my best alternative is Go. (Or maybe Zig, but I don't trust myself with that one either.) Whether I ultimately choose Rust or Go, I need my game engine to support the language.

Godot is the obvious choice. It supports graphics, low-level languages, and has open-source community support. I've heard of gripes and rough edges with Godot, but those issues seems to be even more pronounced with proprietary engines.

These are initial thoughts and I'm still mulling them over in my head, but I'm open to any public insights about game engines and back-end planning. I'm going to release alpha builds of those smaller projects soon. Probably in a month or so.
 

SevySub

Member
Aug 17, 2019
219
385
Does RPG Maker recognize low level languages?
Before MV version (so, up until VX Ace), RPG Maker used Ruby for scripting. Modern versions run entirely on JavaScript (JSON is used for a bunch of things).

Among the common engines used for games in this forum: Unity uses C#, Unreal uses C++ and Ren'Py uses Python. Some games (eg: Tales of Androgyny) are written in Java.

Among those, only C++ can really handle low-level programming. But... are you sure you need low-level programming? We're not short of games in Unity that are complex and features things like battle mechanics. I heard of a private Mu Server that recreated the entire client using Unreal Engine and well, that's an online game with a lot of particles, objects, graphics, etc. (I'm not saying Mu Online is the most impressive game in the world, but it's way more complex than a bunch of games in this forum).

I'd pick Unreal for your case, people here (including me) tend to have some disgust over games made with uncommon engines (a common reason is because it is harder to edit saves, fix a bug by ourselves, cheat, and so on).
 
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BlackDahliaStudios

Member
Game Developer
Nov 18, 2020
388
645
Before MV version (so, up until VX Ace), RPG Maker used Ruby for scripting. Modern versions run entirely on JavaScript (JSON is used for a bunch of things).

Among the common engines used for games in this forum: Unity uses C#, Unreal uses C++ and Ren'Py uses Python. Some games (eg: Tales of Androgyny) are written in Java.

Among those, only C++ can really handle low-level programming. But... are you sure you need low-level programming? We're not short of games in Unity that are complex and features things like battle mechanics. I heard of a private Mu Server that recreated the entire client using Unreal Engine and well, that's an online game with a lot of particles, objects, graphics, etc. (I'm not saying Mu Online is the most impressive game in the world, but it's way more complex than a bunch of games in this forum).

I'd pick Unreal for your case, people here (including me) tend to have some disgust over games made with uncommon engines (a common reason is because it is harder to edit saves, fix a bug by ourselves, cheat, and so on).
Hmm, I'm not sure how to do the math exactly. At what point does the dataset become large enough to require the speed? I'd rather not find out it's too slow after I make it.
 
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