blackblooms - Blackbloom
Blackbloom

A small game dev with big projects

379 posts

The Next Part Of The Retrospective Is Taking Some Time To Write, So I Think I`ll Only Release It Tomorrow.In

The next part of the retrospective is taking some time to write, so i think i`ll only release it tomorrow. In the meantime, why not play/finish Irredeamable? The next part is getting pretty close to the actual game story, so its going to contain quite a few spoilers. Download the game now on gamejolt: https://gamejolt.com/games/irredeamable/879931 ...Or Ichio (no copyrighted music) https://blackblooms.itch.io/irredeamable

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More Posts from Blackblooms

10 months ago

Irredeamable Developpement Retrospective Part 5: Project watchmaker

So before we begin this part, i will reiterate the previous warning that this part will contain some spoilers for the actual game, so this is your last chance to go download and play it. For everyone who already have played Irredeamable or dont care about spoilers, lets begin. ----------

Project Watchmaker was another attempt at creating a global setting for my stories, but unlike The Fountain which was all about about a wide fantasy world, full of strange lands, stranger races, and reality-altering magic, this one takes a more vertical sci-fi form where the focus was instead on an extensive timeline. Early ideas involved a time-traveling story, where one would take control of Excalibur, a superweapon with control over time. The character would travel through a series of timelines in a Metroidvania structure, using time gates and timewarp keys to reach different locations at different times. These timelines included a medieval/cyberpunk utopia, a post-apocalyptic snow wasteland, an ancient jungle, a cyber-totalitarian future, the end of times, and a forgotten prehistoric age. This story also included a bunch of characters based on Arthurian mythology. Such as a post-apocalyptic Lancelot (riding a motorcycle), an artificial intelligence lady of the lake, an evil totalitarian king Arthur, and Merlin as a deathless troll sage that can be encountered in all timelines.

Irredeamable Developpement Retrospective Part 5: Project Watchmaker

I used to have more details about this one, but then i realized that i dont really have any pictures of it. Still, i wanted to talk about it since a lot of this story did make it into the game themes and characters and it makes a nice buffer for the actual spoilers. So we`ll leave things here as we move onto some transitional maps that took place in the transition between this form of the project and the next.

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

What eventually cemented the setting current form is the namesake watchmakers. It's based on the old flawed argument from Christian fundamentalist apologetics that posits that in the same way we can determine that a pocket watch on a beach is man-made because of its complexity, we can do the same with the universe. What ended up inspiring me through, is the rebuke to this argument. The idea that if the universe was indeed designed, how did you manage to distinguish the pocket watch from every single grain of sand in the first place? I wont really linger on these debates as i never was fond of arguing, especially about religion, but while i havent believed in gods for a very long time, i always have been fascinated by the concept and all the ethical questions they bring forth. In this very specific case, what is it like to live in an entirely artificial world? What would that world even look like? What kind of creature would even do it in the first place?

Irredeamable Developpement Retrospective Part 5: Project Watchmaker

...and that brings us back to fairies, the little gods hiding in plain sight. Back in the fountain, they represented infinite potential, and here it`s much of the same, except rather than beings of pure magic, they are simply creatures that have access to technology and knowledge beyond understanding. They are not literal god, they would say so themselves, but they have evolved past a point where neither time, death, or even reality has any grasp upon them. They are only limited by their own mortal flaws and incomplete understanding.

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

They are all meant to be equal, a group of disparate individuals united by a common goal of figuring out how it all went wrong and use their power to fix it. But Morgan, the purple fairy, was always the focal point of the story, the antagonist hiding as the support character. (back in the Excalibur story, they would be revealed to have been leading you into defeating Merlin and the trolls so Fairies could take over the timeline and establish their utopia)

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

As the fairies were fleshed out, pocket worlds were designed in their image, connected through a central realm and some other junctions, kind of like an ant-farm. Much of the idea behind the world was that it was both a place of research and a prison. A cosmic-sized panopticon that the watchmakers could use to study some of the most dangerous sapiens species and learn how to tame them.

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

The realm came through many other iterations, and ultimately some of the stuff had to be dropped to reduce scope. Most notable here was the removal of the elves and suhagins, their roles being merged into the Uris and trolls respectively (trolls even took the name)

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

There was also a brief attempt at having the entire game take place in the city of new eden. Both the Uther and Ursula boss fights were conceived in this version of the story and new eden remained a central figure of the game story and world. Aniway, we`re almost at the end of this part. We only got some progress shematics left. These includes areas and boss concept. Some made it in the game in some forms, other have been scrapped or pushed for later projects.

Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker
Irredeamable Developpement Retrospective Part 5: Project Watchmaker

Anyway, thanks for following this retrospective so far. The next and final part of this retrospective will be about the project as it was during the 2 years i officially developed it on Tumblr. A little game known as Irredeamable.


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10 months ago

Irredeamable developpement retrospective: Bonus part: A lesson in commitment

As much as this retrospective may be a self-indulgent exercise in sharing all the project ideas that had to be shelved or discarded during development, it was also a cautionary tale on how much time and effort can go to waste when you keep starting over because a new idea just seems a tad more interesting than the old one.

Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment

This can be especially seen in how i had to completely redo the main character's sprites several times, despite the moveset remaining nearly identical. But she was not the only one.

Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment
Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment

and those are just the ones with direct parallels. A lot of development time was spent, doing and redoing the same few basic enemies and areas with a few minor alterations.

Irredeamable Developpement Retrospective:Bonus Part: A Lesson In Commitment

What ive learned from this is to be both more careful and more committed with what i create. Be more thorough with the design process of characters, enemies and areas, but set it in stone once its actually implemented into the game. The result won't be perfect, but perfect is the enemy of good enough, and a flawed game is always better than one that won't ever come out.


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10 months ago

Irredeamable developpement retrospective Part 2: Ascending the Godlands For this one, we leave the confines of space and return to a smaller, more fantastical world, with a small tinge of cosmic horror. It all began millions of years ago, when the great progenitor came to nest upon a barren world.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

The great beast is now long dead, but life flowed from its corpse, forming the world as it is now known.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

So as you can see, this next concept focuses on a layered world, with multiple biomes stacked on top of each other. I was particularly fond of how one of the biomes was a giant inverted forest of roots, located under a jungle where everything from the plants to the bugs and beasts are gigantic.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

We also have the melting pot, a large steampunk city built within a lake of honey where the succubus/goblins live. They have a bit of this service worker look, fitting their role as a species that feed from the joy of other living beings. Then, above it all, a frozen wasteland occupied with the slumbering corpses of ancient metal monsters. and, at the very bottom, a sea of newborn creatures, swarming around the corpses that started it all. But, then, i kept on working and reworking the world, giving it more of a distinct shape, while preserving the layer idea.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

This one being built around a couple of massive trees, expanding the forest of giants into a whole realm to explore.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

This one where civilization flourished within the footprint of a giant.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

These two where the world is a group of islands, pierced by a massive sword with its tip plunging into the sun.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

We even got this one i call the "xenoblade ripoff" where the world is built upon the body the great titan itself. You may even notice from the very top area being water-based that our good old squid friends the centaurians made their return for this one.

With each iterations, another concept has begun to add itself to this setting, a group of highly powerful giants that ruled over the current world. The titans.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines
Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

These would have served as the game bosses, each representing one of the races/areas and holding dominion over it.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

Through as can be seen here, the downfall of this whole era was that i could never stick to one idea for long. I would keep making and remaking the world and mythology, without really investing into any of them. But i wouldnt consider any of this a waste as it left me with tons of concepts i would be able to use and expand in the future. You may already start to recognize how some of the races and locations may have made their way into the actual made i made in some way. Still, i maintain what i said in the first part. Do feel free to use any of the idea here if they inspire you. Just make sure to actually commit to them so you actually end up with a game instead of a couple dozen maps for worlds that were never brought to life. Aniway, that s it for today, but do be sure to tune in to the next part for the next major stage where i try to shove every single idea i had into a single setting.

Irredeamable Developpement RetrospectivePart 2: Ascending The GodlandsFor This One, We Leave The Confines

See you in Part 3: The fountain


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11 months ago

Just played through the game and here a quick review of it. Canto I is a short but fun platformer. It took me about 30 minutes to finish and felt like it made full use of its content and mechanics within that time. The art is definitely a big plus, with simple but very well-made pixel art full of personality. The mechanics are, again, simple, but fun and responsive. Balance-wise, the game delivers a fast but fair progression of the difficulty, offering plenty of optional side paths to test your platforming skills for hidden collectibles. Level 3 is where i spent most of my playtime as its treacherous and narrow tunnels demand a lot more precision and mastery of the character movement than anything previously encountered. A pretty noticeable difficulty spike, but nothing insurmountable. My only criticism would be that every levels using the same background makes it difficult to notice the transitions in the levels' themes. (i feel like only knew what each level was supposed to be because i followed the game development) I also think that in many cases, it was far too easy to just ignore an optional challenge and damage myself to acquire a collectible. Overall i would say that Canto I is a simple but more than worthwhile game to try out. It accomplishes everything it sets out to do and makes me hopeful that the following chapters of this little series will only grow in quality and creativity.

Canto I OUT NOW on Steam!

Canto I OUT NOW On Steam!
Canto I OUT NOW On Steam!
Canto I OUT NOW On Steam!
Canto I OUT NOW On Steam!

Jump, dash and traverse the "Forest Dark" in Canto I, a small and sweet platformer game based on the first Canto of the Divine Comedy! It's my first Steam game and an incredible milestone for my growth as a game developer. It's a dream come true, I'm so happy!!!! :D!!!!!!!

Check it out for FREE on Steam!!!!

Enjoy, and have a MAGICAL day! :D

11 months ago

Adding a bunch of movement triggers and using them to fly around on a rock


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