Jumping to a lowpoly void - Devlog 001
I like to think the development of HITME3 started the moment I played Queer Man Peering into a Rock pool.jpg by Fuzzy Ghost. Their references to Tsai Ming-liang's The Hole is something I've never seen a videogame do before. This connection between something I loved & videogames made me realise that anything I loved could turn into a videogame.
So what is that I love?
I love how the self-destructive story of Nam, Dei & Astra in HITME turned into a nurturing one. I loved how Nam tried to take care of the suicidal Belmo in HITME2. I love watching movies, I love hearing music, I love helping my friends do stuff, I love when something makes me cry. So what if Dei decided to make a movie? Nam would be crying of happiness knowing he now can give back some of the love he received.
Is in that magical moment when you became in love with an idea, (or you catch the big fish as David Lynch would say) that the vertigo kicks in. You see the cliff that's in front of you and start wondering: what would happen if the idea and myself jump into the void? Actress María Casares said in Residente Privilegiada that there are only three options. In the worst cases, one or both of them fall without touching each other. With a better luck, they jump, they loose themselves on the way down and they find themselves again, alone, in the other side. If the divine part in ourself helps, they both meet, thirsty for the eternity in each other. Step by step, their caresses mixes in a miraculous continuity and even when separated by the ever present void, they can't never be alone again. And if one of them disappears, the one who remains will never ever feel alone again.
Right now, I would say HITME3 is about 30% done. It will be the first game I'm making where you can actually move around the world so there's been a lot of brain melting moments trying to figure out how everything works. I've been using Unity with the Dialogue System by Pixel Crushers, which I already used for MOONYOLK. I can't stress enough how useful it's been being able to tip toe around C#Script and do the heavy lifting of the game with this add on. If anyone is making a dialogue heavy game I would totally recommend to check it out.
There's a lot more I would like to cover (like the transition from 2d to 3d) but I hope we can talk it out next time between other things I love.
Where will we land after the jump?
Let's find out together!
Big big hugs,
Xiri
P.D: Since ANOHNI posted about it, I've been listening to Nomi Ruiz nonstop.
--Castellano:
Me gusta pensar que el desarrollo de HITME3 empezó en el momento que jugué Queer Man Peering into a Rock pool.jpg de Fuzzy Ghost. Sus referencias a la película The Hole de Tsai Ming-liang es algo que nunca había visto hacer en un videojuego. Esta conexión entre algo que me enamora y los videojuegos, me hizo pensar que cualquier cosa que amara se podría convertir en uno.
Entonces, ¿qué me enamora?
Amo como la historia auto destructiva de Nam, Astra y Dei se transforma en una de cuidados. Amo como Nam cuida del suicida Belmo en HITME2. Amo ver películas, escuchar músicas y ayudar a mis amigos a hacer cosas. ¿Qué pasaría si Dei decidiese hacer una película? Nam lloraría de felicidad al saber que ahora puede dar de vuelta un poco de ese amor que ha recibido.
Es en ese momento mágico en el que te enamoras de una idea (o que atrapas el gran pescado como diría David Lynch) que el vértigo se apodera de uno. Te encuentras enfrente a un gran precipicio y te preguntas ¿que pasará cuando la idea y yo saltemos al vacío? La actriz María Casares explica en su autobiografía, Residente Privilegiada, que solo hay tres opciones. En el peor de los casos, uno o los dos, caen sin tocarse el uno al otro. Con un poco más de suerte, saltan, se pierden de camino abajo y se vuelven a encontrar, solos, en el otro lado. Si la parte divina en nosotros ayuda, ambos se encuentran, sedientos por la eternidad del otro. Sus caricias se mezclan en una milagrosa eternidad e incluso cuando el siempre presente vacío los separa, ya no pueden volver a estar solos nunca más. Y si uno de ellos desaparece, el que queda nunca más se sentirá solo.
Por ahora, diría que HITME3 está un 30% hecho. Será el primer juego que hago en el que te puedes mover por su mundo así que hay muchos momentos donde se me derrite la cabeza aprendiendo cómo funciona todo. Estoy usando Unity con el Dialogue System de Pixel Crushers, el cual ya usé para MOONYOLK. No me cansaré en repetir lo muy útil que ha sido no tener que trabajar con C#Script y hacer la mayor parte de programación con este add on. Si alguien más está haciendo un juego donde el dialogo es el principal motor, le diría que lo pruebe.
Hay mucho más que me gustaría cubrir (como la transción de 2d a 3d pero espero que las podamos comentar la próxima vez junto a otras cosas más que amo.¿Dónde aterrizaremos después de este salto?
Descubrámoslo juntos.
Abrazos enormes,
Xiri
Get HITM3
HITM3
Your love Dei wants to make a movie. Wanna help him?
Status | In development |
Author | xiri |
Genre | Adventure |
Tags | Gay, Low-poly, Music, PSX (PlayStation), Singleplayer, Slice Of Life, Story Rich, Yaoi |
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Comments
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This is a good log. I enjoyed reading this. :)
Thanks Taylor ♡
I was excited for this before, but since reading this blog I'm about to burst! So much love. So much excitement for what you're making. Excited to see your progress / process as you write more blogs too!
PS How great is Dialogue System?!
Can't say enough how eye-opening Queer Man was! Fills me with energy reading you. It looks this game it's taking me through a long road and I was at a point I needed to vent about it hehe. Crazy to think Disco Elysium used the Dialogue System too. Hoping the best for you on IGF, big, big hugs!!
🥰🥰🥰🥰