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hypersomniagame · 3 months
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HYPERSOMNIA JANUARY DEV LOG : "LOG 1, WOOHOO!"
Hi! For all of you who follow HYPERSOMNIA, or are just stopping by, let me introduce you to this post to really set the tone.
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For 2024, I am going to try to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
First things first, big news!
HYPERSOMNIA IS NOW AVAILABLE TO WISHLIST ON STEAM! (LINK)
After a while of back and forwarding with Valve, I've finally got a Steam page to call my own, and MAN is it bizarre seeing my weird little RPG in my Steam library. Like, that's my logo, and my key art, and screenshots of MY game, that's so weird. It doesn't feel real. BUT IT IS!
And, I would really really really really really appreciate it if you would consider wishlisting the game on Steam. It helps with the algorithm, and my happiness because I like seeing numbers go up, it feels good.
I even drew this as a announcement/commemoration for the page going live.
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(P.S; if you couldn't tell, I really like Half-Life, it's one of my favorite game series.)
Secondly...
A new trailer is in the works! We were accepted for this year's MOTHER Direct (4th time baby, whoo!)
The trailer has been coming along well, I hope to show more battle oriented clips that I've missed the last few years, like special moves.
Can you believe I've never actually gotten to adding those in the game? I mean, they come set-up in default RPG Maker projects but I've never gotten around to revamping them until now, year 4 of engine work. Isn't that strange?
I also hope to improve on editing in the trailers. Whenever I finish a trailer I come back a few months later to notice minor points where I was kinda sloppy.
I'm not much of a video editor, (I only learned so I could edit trailers on my own) but I'd like to keep them at a good presentable quality. You gotta have standards with that kinda stuff, it's important!
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OK, TIME FOR THE ACTUAL GAME STUFF. HERE WE GO.
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Abilities are now implemented! And work! Wahoo!
In HYPERSOMNIA, players are able to switch abilities between party members. I find this a really interesting mechanic for how simple it seems, you get to choose who plays what role in your party. I think this is HUGE, and opens up a lot of unique scenarios for the game's encounters. I've had this planned for years, as far back as 2021 if I can recall, so it's super cool seeing it in game.
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Mapping is being worked on!
I've also been working on mapping out more areas of the game! The forest part you hopefully saw in the last trailer is almost completely mapped. I've been working on the second part to it and am hoping to finish it sometime soon.
Mapping forests really suck. THOUGH, almost all the maps for the first chapter of the game are done! That's just another step closer to the demo. (Which, FYI, will be on Steam and Itch! ^^)
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I've also been working on re-spriting older scenes!
This one's been really fun to do, I've been going back and redoing older stuff from the 2022 trailer, like this train! It's weird seeing it side by side, because you can definitely see where it's come from but at the same time, it looks so different.
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(Also side note, these sprites are CRUSTY! EWWW!)
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Lastly, Script and Music updates!
The script for HYPERSOMNIA's first act has been completed! with just 37 pages of just cutscene dialog alone! We're also currently working on wrapping up NPC dialog! Not much else to say.
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And music is being worked on!
Music has been making some progress! I like to lay out demo's for areas I'm mapping out to help make both the music and scene come together. (Also, to help break up the eerie silence when playtesting...)
Speaking of music, FIREBALL, the games main battle theme, was recently delisted on our YouTube channel.
We did this because we decided we wanted to resample FIREBALL, and found that it's best to not have the song uploaded until a complete, final version is made. At least for the demo, it could possibly change before the final game but that's a bit too far in the future for me to think about fully.
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Hey! Thanks for reading the whole dev log! Unless you just skipped to the end, you should probably go back up and read it. there's a steam page now. and some cool ross art at the top. you're missing out!
I hope this was like, readable to you all. I'm new to this whole dev log thing, so if you read it all the way through, let me know! It'd be cool!
I'd like to use this portion to pretty much just advertise Unique Indie RPG's.
Have you ever seen that strange purple square at the beginning of the 2nd and 3rd HYPERSOMNIA trailers?
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Yeah, that! That's UNIQUE INDIE RPG's, which is a Discord community for you guessed it, Unique Indie RPG videogames developed by people like me! Or you! Or whoever! Who cares!
I help run it with some of my friends, and we all share cool stuff about our videogames! There's a ton of other SUPER cool RPG Maker games there like Astral Guard [LINK], or SOMEWHEN [LINK], or even MOMOinc [LINK]!
And of course, HYPERSOMNIA. It's a really laid back community, we're all super chill. Come swing by! We'd love to have ya, and SHOW US YOUR GAME!
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[LINK TO DISCORD SERVER]
TWITTER
YOUTUBE
STEAM
UNIQUE INDIE RPG'S [SHOW US YOUR GAME!]
[PREV] [ABOUT HYPERSOMNIA] [NEXT]
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hypersomniagame · 29 days
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HYPERSOMNIA MARCH DEV LOG : "If you have love in your heart"
Hi! For all of you who follow HYPERSOMNIA, you should already know what the gist is here, but for those of you who are new, or just new to our tumblr, let me fill you in!
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For 2024, I am trying to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
First things first, sorry about the incomplete drawing for this month's log. I've been sitting on this drawing for months and haven't touched it, and I needed a drawing for this months log so I thought "Eh, what the hell."
For this month, things have been a bit up and down, I've been focusing on more smaller stuff in engine this month, and bigger stuff outside of engine. So there's not a lot that's been added but there is new stuff that I'd like to share. :)
I'd like to start with the smaller stuff first, since I feel like most logs I've started with the bigger stuff and kinda run out of steam by the end. So it'll be along the lines of "Small in-engine stuff > Big in-engine stuff > News/closing thoughts".
NOW LET'S GET TO THOSE UPDATES!
Lots of menu work has been done this month, which isn't very exciting sounding but it's nice to be getting this stuff over with.
HYPERSOMNIA has a smaller resolution than RPG Maker MV's default, and the thing about that is a lot of content in menus doesn't scale accordingly, leaving stuff to get cut off and preventing the player from accessing information.
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One of the things I've had to do is get the player's HP and HS to appear on the status screen. These usually appear on the main menu of the game, but since I use an alternate menu for screen space, they had to be relocated. (courtesy of SundialShark, I'm not familiar with JS so they've been a super big help with certain things in the game.)
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The game's title screen also saw a slight improvement, I found a plugin that replaces the windowed options on the title screen with pictures, making them more customized. The title screen artwork itself will be revised later, as I whipped it up as a placeholder.
Also, do you remember last month's dev log? Specifically, the part of it where I talked about the equip menu in battle? Well shortly after writing that dev log, it was finished!
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This works how you'd expect it to, you can equip/unequip eyes and give them to other party members. The only drawback to this is that touchscreen isn't fully supported I've been told, which is fine since this is a game intended for PC. It does work with controller though which is nice.
Speaking of battles, I've been working on special attack animations! I have the main 4's offense animations done.
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My personal favourite is Jack's. Everyone else does it all cool but Jack aims like he's holding a gun which is cooler. I'll probably touch up Ross' animation, since it looks kinda weird to me. I think his head might be too small.
Also, would you believe me if I told you that isn't all the battle stuff that was done this month? This is where that "Big in-engine" stuff kicks in.
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THE BACKGROUND SYSTEM HAS BEEN IMPROVED! (ALONG WITH ME DESIGNING SOME NEW ENEMIES!)
This took a bit of time to configure, but I replaced the old background system for a new one
(Which was originally set up with my buddy Majimjam of HYADES, awesome game that has a demo out RIGHT NOW!)
With Jengamon's EarthBound Backgrounds plugin, it's been really fun to just toy with it and see what I can make. I would try and run down how this works, but the funny thing is I don't even know how this works. Or, at least in full anyways. I know how to configure it and set up new presets for enemies.
That's pretty much all the in-engine stuff I've done this month, but I'm not out of stuff to talk about yet.
First, I recently wrote a thread on the RPG Maker Forums about HYPERSOMNIA, which you can read here!
Secondly, some of you might've seen this already but I decided to cut FIREBALL from the game's soundtrack fully.
There were a multitude of reasons as to why, but the biggest one is I just don't feel like FIREBALL fits HYPERSOMNIA anymore. The vision has shifted since 2021 and I feel like music for battles could reflect it better, so FIREBALL was scrapped.
The song was uploaded to my personal YouTube channel though, so you can still listen to it here.
Third, THE NEW TRAILER IS ALMOST DONE!
There's still a few things that need to be touched up, but the music and footage is all fully recorded! All that's left to do is throw it in the editor and refine it until it's finished.
I'm very proud of this trailer so far, and I think it'll blow every other trailer I've made out of the water. My goal for this trailer was to improve the editing and I think that's definitely one of the highlights for this trailer.
I'd really like to post a quick sneak peak, but everything about this trailer I feel will be such a surprise that I don't want to spoil it. You'll just have to wait for the Mother Direct!
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And that's it for this month! Slow but steady progress is how I'd sum up March. I'm definitely looking forward to the future. Mostly because I'm going to a restaurant with family later today, but next month will have more in store. Like my birthday! Big things coming.
Thanks for reading to the end of the dev log, same as always, these are fun to write. I appreciate you reading them!
If this is your first log you're reading, or even your first time seeing ANYTHING relating to HYPERSOMNIA, I got a whole bunch of links for you to check out if you wanna know more about me and my stupid little game.
TWITTER
YOUTUBE
STEAM
UNIQUE INDIE RPG'S [SHOW US YOUR GAME!]
[PREV] [ABOUT HYPERSOMNIA] [NEXT]
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hypersomniagame · 25 days
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get funky 🎵 (sound on)
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hypersomniagame · 5 months
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Welcome to Starling!
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hypersomniagame · 7 months
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FEDERAL ASSAULT IN PROGRESS ///
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hypersomniagame · 3 months
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👁️HYPERSOMNIA NOW AVAILABLE TO WISHLIST ON STEAM!👁️
NOW ON STEAM.
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hypersomniagame · 4 months
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"Hey. Get up."
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hypersomniagame · 7 months
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Welcome to HYPERSOMNIA!
HYPERSOMNIA is an in-development turn-based RPG created by @copperthejackal
You play as Ross Cambell, a boy who after witnessing the murder of his mother, finds out that demons exist. (Bummer!)
Years later, when demons and other paranormal creatures start attacking the earth, Ross (who is now a teenage paranormal investigator) sets out to study the paranormal, defeat demons, and save the world. With the help of some unlikely friends.
FIGHT DEMONS, THE GOVERNMENT, AND THE PARANORMAL! TRAVEL THE NATION OF STARLING...
...AND SAVE THE WORLD, IN
HYPERSOMNIA!
youtube
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hypersomniagame · 7 months
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👁️WATCH OUR TRAILERS HERE👁️
MOTHER DIRECT - 2023
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MOTHER DIRECT - 2022
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And you can watch our trailer from 2020 here!
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hypersomniagame · 7 months
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👁️LISTEN TO THE SOUNTRACK👁️
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hypersomniagame · 2 months
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HYPERSOMNIA FEBRUARY DEV LOG : "Oh my god, where did the yellow text go"
Hi! For all of you who follow HYPERSOMNIA, you should already know what the gist is here, but for those of you who are new, or just new to our tumblr, let me fill you in!
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For 2024, I am trying to release a dev log about HYPERSOMNIA once a month, may come earlier, may come a little late, but I'm doing this to help give insight on to how the game is going, and to give me motivation to work on the game.
FIRST THINGS FIRST:
I wanna say thanks for the positive reception on last months post! A lot of people were really receptive to it, and as far as posts for this blog go, it's our most popular post which is awesome! (Even if it is just 50 notes at the time of writing this...) As the new year started, I played around with the idea of doing dev logs for HYPERSOMNIA because I was watching a lot of them on YouTube at the time.
By the end of January I couldn't decide if I actually wanted to do them, but I had just pulled an all nighter and decided it would be fun. So thanks! These are fun to make and I'm glad you guys like them :)
NOW, ON WITH THE UPDATES!!!
First off the bat, something big! HYPERSOMNIA's resolution has been changed!
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This is something people have been asking me for a very, very long time. Ever since our first trailer people have been asking me to zoom the game in. (Which by the way, it is never as easy as it seems, we'll get into that in a second.)
The big upside about this is I can now play the game with the pixel perfect option on my widescreen display (1366x768), which is SUPER nice. I grew up with CRT's so I have a soft spot for blurry kinda blended together pixels with scan lines, but at the same time clean pixels is so nice to see, especially with games that have simple artstyles.
This has caused some setbacks in terms of development, mostly asset wise. Changing the resolution means that every picture in the overworld and every HUD element in battle needed to be resized or adjusted.
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[Take note of that text on the command section of that screenshot, when I get to talking about features we'll talk about what that is.]
The battle screen definitely had to be changed the most, since because the games resolution is now smaller, the old assets no longer fit, so everything had to be crunched down.
Look at it! It looks like a GBA game, the crunch is crazy! Luckily though I managed to get it to work. Only took me about an hour or so to get the battle screen fully readable and functional again.
So, what's with that black box? What are you hiding from us Mx. HYPERSOMNIA?
We'll get to it, jeez! This section is gonna be about 2 mechanics I've been working on adding to battles, first we'll start with what might be a small thing for you, but a huge thing for me.
I CAN GET THEIR GODDAMN FACES TO CHANGE!
I could honest-to-god go on about this for like. 20 minutes. Like I'm talking Pepe Silvia levels of crazy. For the last like, 2 years I have been trying to get the actors faces to change based on their current status effect and I finally have gotten it in the game. 1051920 minutes later.
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Do I have it in game at this moment? No because I'm working on the assets for it, but whenever a party member has a status ailment inflicted, their face and name will change to reflect what they're going through.
Can you believe it's only 1 line of code that makes this work? And that I didn't write it but was sent it a YEAR ago and just didn't think to use it??? Am I an idiot??????
Yes????????????????
...
$gameParty.leader().isStateAffected(#) Is the magic line that makes this work. This line specifically would only look for the party leader (so, ross) but I'm 99.9% sure that there's a line for the other party members as well, because a similar line is used to pull up HP, HS (HYPERSOMNIA's Magic Points), and the actors face graphic.
The # is supposed to be replaced with the ID of a status ailment, so for example, 1 would be the dead state, so Ross would display the graphic on the right instead of his regular portrait when his HP is 0.
$gameParty.members()[1] Is what's used to tell the game "Look, who's this number? Find out, and display the information relative to them" In this case, this would be for the second party member, so either Debra or Katz depending on what point you're at in the game.
This is going to be cool to fully implement, because I've been trying to do this forever, and I've wanted to show off how the game displays status effects in a trailer for a looong time.
Now, lets answer the burning, heart wrenching question in everybody's hearts at this very moment...
WHAT THE HELL IS BEHIND THAT BLACK BOX??!?!?!??!??!?
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ITS AN EQUIP MENU! GODDAMN!!!!!!
But, it isn't for changing your weapons! This menu is currently planned for only switching eyes.
To balance this (and encourage players to think ahead with battles and utilize their party members), equipping or unequipping an eye takes your turn.
I would show more of this, like how the menu looks, but it's currently unfinished and a little buggy, so maybe next month! Or in the trailer, we'll see.
Super big shoutouts to Nezzy (Sundial Shark) who's been helping getting this to appear the way I want it to, normally the plugin I use for this displays the eyes and your weapons/armour, but Nezzy's been trying to make it only show the eyes which is awesome. Thank you Nezzy!
[Check out their game SOMEWHEN! Give it a wishlist!]
Alright, that's cool! What else?
I recently started working on the last area of Pigeonville! Behind Pigeonville's forest lies an old tourist attraction, a big sprawling cave system that was used to teach kids about Pigeonville's mining town roots! Now just a spot for teenagers to smoke and drink.
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This area isn't finished, I plan for it to be about 3 floors and have some more background on the attraction itself. So it'll be more polished in the future!
I also have been working on the Game Over screen!
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When you get a game over, you'll be greeted by this screen. When no, you just get booted to the main menu, but when yes, this happens;
The text that displays as Ross gets up will be changed, I just added it while getting this whole thing working and after showing it to some people, they told me it looks like Ross died.
So it'll be more clear by the time the demo comes out.
And, other than some music and writing stuff being done, that's it for February!
This month development-wise has brought a lot of change to the game, new hud, new features, new resolution, new areas, and it's all been a ton of fun.
Writing these dev logs has been really fun in general, Whenever I'm working on adding stuff to the game I'm no longer thinking "I'm gonna have to wait for next year's trailer to show this off fully", it's now "I get to show this off in the next log!" It's super fun and I've been having a great time.
But, that's not all I have to talk about today!
Right after last month's dev log, like I'm talking a day or two later, I got some really awesome fanart that I'd like to show!
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This was done by the super talented ProfessorLonic, and everytime I look at this drawing I go crazy, it's so goddamn good guys...
It also made me realize 2 things;
The HYPERSOMNIA cast really translate well into Gorillaz's artstyle.
I've always compared the art I make for HYPERSOMNIA to Scott Pilgrim and Bryan Lee O'Malley's work in general, but it also translates well into Jamie Hewlett's work which is super cool.
The canister on Jack's mask is weird
and should've looked like that instead of the weird 2 lines thing I had going on, so I decided to incorporate that into his design.
Lonic also did this Ross doodle I'm also obsessed with
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Their work is super cool, you should really check 'em out
And, If you draw fanart of HYPERSOMNIA, tag the game on Twitter! (@hypersomniagame) I loove seeing fanart and I will retweet it!!!
also shoutouts to my friend benichi and his game dreamtone, he told me he'd play half life deathmatch with me if I said this and I'm itching to gauss boost around so check it out
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Heya! Thanks for reading to the end of the dev log! Like I said before, these are really fun to make. I love sharing stuff about my game and it's cool to have a spot where I'm not held back by character limits.
If this is your first log you're reading, or even your first time seeing ANYTHING relating to hypersomnia, I got a whole bunch of links for you to check out if you wanna know more about me and my stupid little game
TWITTER
YOUTUBE
STEAM
UNIQUE INDIE RPG'S [SHOW US YOUR GAME!]
[PREV] [ABOUT HYPERSOMNIA] [NEXT]
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