got up here a few days ago with the fox boy
"How To Be Anon" (Deluxe Paint IV + Frames from Hito Steyerl's "How Not to Be Seen: A Fucking Didactic Educational .MOV File)
These little creatures aren't canon to the au, but I've had a "monster headspace" concept for a while and decided to give them references to combat the artblock kicking my ass right now.
So, blorbo posting, plus some 'game mechanic' type things. I think headspace would function like an rpg because Sunny is a massive nerd.
holding them in my hands I think theyre Neat.
I’ve been mesmerized by this. I love all the details each artist put in. I highly recommend watching the full video. It really inspires me to write.
Hey there I saw you on the notes of a tumblr post and I like your music a lot so haiii welcome to tumblr I hope you have fun here but i wanted to let you know that you have your following list public! Most people on here will turn this off in settings—it just makes things easier. you can also change what the ask button says, and turn on/off anonymous asks. Don’t worry, if someone sends anon hate, you can just block them and it blocks their whole ip address!! Sorry to bother if this is an unnecessary guide, but good luck on the hellsite! Your music is super awesome btw :3
Thanks for all the tips! Glad you liked my music so much, I posted on YouTube for months and got exactly 1 loyal fan lol. Everybody calls this a hellsite but the experience has been awesome so far 👍🔥
Which post did you find me on?
Side Note: This one is quite long, if you only want an important part, there is a TL;DR summary at the bottom.
Happy New Year! We have now reached 2024! Reverie has begun as a little project since April 2021, before it even has its name. The more modern variant began after the demo release in August 2021, with CH1 releasing in May 2022, so it’s been a long way.
Though to admit, considering CH2.5 update came in December 2022, this means CH3 has a gap of a year now (though there are some updates and patches on 2.5 for a few months. This makes it seem like progress has been in stagnation, especially with delayed dev log recently.
This one will be shorter in technical and progress details, and more about the general gist of development plans in general, the surrounding environmental change in modding and OMORI as a whole (as that bears a great effect currently), and finally explains the slow down a bit (though a TL;DR: basically the past few months is holidays).
Also, Development post will now rather be every 2 months as well.
(And also the time is better spent on actually development than just writing, lol)
November and December for its period of time wasn’t as much done compared to previous months, though it wasn’t as bad as the worst case scenario when factoring in multiple holidays coming in that could have easily killed the motivation entirely. So all things considered, it’s relatively steady going despite the circumstances
For a quick rundown:
More NPCs implemented in maps
Writing is a bit more organized and more steady in terms of work now (And also an additional writer member!)
Portraits started to be done for most main characters
Connected up some progression from separate disjointed cutscenes
Some new plans that reduces workload*
Some enemy sprites are done as well on the side**
A few changes and re-polish on some music tracks
*for example, sunset are done on same map with filter than whole new set of maps
**Which are low priority, more of optional content in CH3 context
There are multiple factors that affect development, here it will be listed from short term factor to long term factor and potential future.
Let’s start with easy stuff, the short term factor. The past few months contain multiple holidays and also school breaks for some people. There isn’t much to say here, people on holidays get busy therefore less people are doing mod work, especially Christmas and New Year holiday.
(I mean, reverie is a fan mod project, not a job, lol)
Though there is still at least some minimum baseline of trying to keep interest up with some check in, so the interest doesn’t die off entirely, as mentioned in previous Dev Log before large holidays tend to be in big risk for that.
One major thing to think about is the length of the real world section and the amount of content it has. The real world content has a large upfront cost due to making an entire new asset for the majority of aspects, so any new things added more will take far longer time than usual other chapters in the dream world.
There are two major aspects to consider, the mandatory story aspect, and the optional side content aspect.
As of current the main story aspect of CH3 is quite short, unlike Dreamworld areas, the Real world main content mostly revolves around cutscenes and dialogues, if you speed through the dialogue and cutscenes, it could very well take only half an hour or less to go through (though that’s unlikely the way it’s played on first playthrough at least, ignoring reading time).
One conflict is that, Reverie as a mod is far more focused on Dreamworld sections and battle heavy, making real world sections a bit awkward to make, taking quite a large amount of development time compared to other dream world chapters. The question then is how much real world content should be made, factoring in development time?
As for side content, like in base game it’s mostly NPCs giving fetch quests (which are simpler to make), or potentially jobs (which is a bit more complex).
One unique aspect of Reverie over the base game though, is some amount of gameplay battles to at least give something to do (think of Jackson poster in Hobbeez in base game, but more fleshed out).
The important question is, how much side content should there be in the real world section of reverie? While it is cool to have some side content in real world and is a common complaint on base game itself that the real world feels lackluster, making more things in real world also takes up a large amount of development time which is not ideal. It’s a balancing act between not too lackluster but also not too much content which would take too much time.
And finally, the general community aspect. The OMORI fandom has aged quite a while now, and as time passes the amount of people interested is reduced as well. This project is ultimately a fan project so the amount of interest on the mod isn’t really a problem, but what does this mean is there are less people interested in OMORI and also modding in general,.
A fair amount of people who tend to do RPGMaker MV (RPGMV) works tend to now be out no longer modding, or new members who do would tend to be making own project anyways. This means there has been less people who are available with RPGMV side, which means aspects like cutscenes should be cut down smaller to avoid development hell.
What this means for development is the gears shift from previous usual development focused on efficiency (getting task as parallel as possible), to a slower but sustainable development, focusing more on sustaining interest, which is better than losing interest totally.
Basically, the key important points are:
Short term aspect of Holidays and New Year makes November and December slow period in general.
Real World content (and CH3 by extension) is more time consuming and harder to make than other chapters
Therefore, amount of Real World content needs to be discussed, both mandatory and optional content
There has been less people in Omori community in general meaning there is less people to go by, especially RPGMV sector
Therefore, development has switched to a more slow burn state, taking things slow but sustaining interest to avoid burn out or lost motivation
And for development posts, now will be posting every 2 months than every months instead to reduce writing.
Well now that you read this far, here's some portrait of Daphne and Bowen! (and also probably the only few sprite that is showable related to CH3 now)
There isn't much detail, but when resized down it is enough as a sprite
A massive underground cistern, shafts of light pierce the damp darkness from above...
New Year has just passed and now we are in 2025, which also means a new Dev log!
This log is a relatively shorter one in terms of progress made, as the majority of work happened in November, as December was busy for almost everyone. Instead, part of the focus in this devlog will concern management during times of low activity.
Main writing properly reviewed
Aside from major cutscenes and dialogue-heavy writing, work was also finalized on any transition scenes that will lead to the next chapter.
Gameplay progress testing started
A lot of things are still missing, but the chapter is playable for the main progression.
Testing was done to ensure that the chapter can be accessed through previous chapter (Ch. 3) save files.
Miscellaneous RPGMV work
Various minor bug fixes, as well as cutscene tweaks.
While no major implementation was done, it still added up to quite a lot of work.
Enemy AI brainstormed and drafted
These are just drafts for now, however, and proper testing with stats will take place later on
As of now, a decent chunk of people in the team are still on a well-deserved break - January will likely not see any major spike in activity. At this point, identifying specific tasks needed to be completed is sometimes tricky, even when a lot of things are obviously missing.
The probable first thing on our task list is simply playing through what we have so far, and looking for anything missing: ranging from technical bugs, to gameplay aspects (communicating where to go next or balancing in battles).
For those interested, at the moment the majority of RPGMV related tasks are hooked on the Github Project of the REVERIE project repository. Even though I was out for over a month, I did manage to list a bunch of tasks requiring completion while playing through in advance. It is likely that something similar will be done for this month as well.
As for a specific list of those tasks (that I can publicly talk about):
Extra optional areas - these are after the main chapter bosses and optional challenges. They tend to be large and have more winding paths, but are only 1-3 maps.
Extra optional fights, similar to above, but specific battles. Chapter 4 will come with a dedicated optional area, unlike the chapters that came before.
Creating and implementing the ending cutscene, though this is pretty much the final thing on the to-do list.
Playtesting and balancing various combat side gameplay.
Making skill animations, if time and resources permit
Overall, the past 2 months have been more lackluster in terms of progress, but that is usual and to be expected during Winter break / New Year (as most people get busy). I myself have been almost completely offline for over a month, so even I need to catch up on the work done so far: that's the reason why this dev log is a bit delayed.
Anyways, as a thanks for reading this far, here's a teaser for a battle theme for The Dungeon area and a preview of a battle gimmick there!
(It might seem a bit strange to separate battle themes for a minor areas; it's a remnant from trying to manage music in advance way back since Chapter 2)
Here's a big project I've been working on for a few weeks: a phylogenetic tree of everything in Minecraft! It would take ages to explain everything here, so if you want an explaination of any inclusions, exclusions, categorisations or Latin names PLEASE PLEASE PUHLEASE ask me I would love to answer any questions :3
Here's the slides I used to make it since i'm aware the text on the image there is pretty much unreadable.
Reblogs appreciated!
Maybe perhaps? Too much? aaaAAA
I had held onto this link from tumblr before because depression had blinded me badly, but I think it’s time I release it here as well. ONE demo 4.5.
http://www.mediafire.com/file/wu2zp60zbogkut9/ONE+4.5.zip
Let it be known that 4.5 is exclusively a combat fix to make the combat easier and a little challenging at the same time (by challenging, I mean it becomes more clear to use your scan ability to learn enemy weaknesses)
I cannot stress it enough since people were upset before about there being no new content in this demo. There are some, such as new areas and cutscenes, but it is primarily a fix to the combat since so many people said it was too difficult before. Other than that, the demo still ends at the end of zone 4.
This was Felix’s last addition to the game before his passing and it was very disrespectful of those people for being pissy towards his last hard work here.
But anyways! Enjoy!
i love purple, pink, cats and FL Studio. My stuff: youtube.com/@NXHthemusician
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