From time to time, I hit obstacles in the development of this game. Sometimes, they're small (what's the best way to code a jump?), and sometimes, they're big (this game engine isn't working out; I may need a new one). Just recently, I hit an enormous wall.
The problem? The game, as it's currently shaping up, is going way too far from what I originally envisioned. I put together a short prototype of the beginning of the first level - you can see it in earlier blog posts and on the videos page - but as I worked on it, all my heart went out of it. I realized that making a conventional platformer just isn't something I want to do, which is a problem given that this is ultimately a passion project.
So, I'm changing the direction of Musume yet again.
It will still be a 2D action game with platforming elements. However, the emphasis will be much more on the action part. There's one game in particular that I'm seeking to emulate, but I won't say just yet what that game is. I will, however, give you one small clue: Suzu's in-game model is changing, and below is a preview - drawn by Xesxus - of her idle stance. I'll have more info once this picture is finished.
In the beginning, there were only two characters in Musume: chaos witch Suzu Aoyama and axe fighter Mayu Suzuki. Suzu has been on this site from the very beginning. Mayu, however, has just shown up.
I've had art of Mayu (drawn by a different artist) on the site before, but ultimately I scrapped that art and asked concept artist Xesxus to build her from scratch. This is the result, and I think it's amazing. Lots of people seem to agree.
So who is she? Well, she is basically Suzu's best friend and her exact opposite. She is as strong as Suzu is fast, but is impulsive and carefree where Suzu is studious and reserved. Opposites attract, and in Musume, the Suzu/Mayu combination will lead to a lot of drama and dead monsters.
It's always fun to introduce a new Musume character. Here is assassin Lotus-001:
Lotus isn't human, but what is she? Her character sheet says that she's an "Integrated Chaos Entity". But what does that mean, exactly?
I guess you'll have to play the game to find out:)
Musume will have many playable characters. Suzu is just the first. Second up: sniper Tsurune Matsuzaka. Here's a preview of what she will look like in the game.
More animations coming soon!
Musume took a big step forward today, with the inclusion of background music. Official composer Moonraccoon composed a sixteen-second loop to go with the footage of the first level.
Will this be the final background tune for this level? No. Everything you're seeing is a rough draft. However, this is another element (and a crucial one) that has finally snapped into place.
Main character Suzu Aoyama is a magic user, and I've finally implemented her first magic use: a fireball made from chaos energy (like the power ball hovering above her hand on the first page of this site).
The fireball and the boss are placeholders, but it's still good to see these elements come together.
For now, however, join me in welcoming Suzu to the club of magic anime girls.
One of the most fun parts of working on Musume is creating and introducing new characters. With that, I'm proud to present Azura Shoryu, headmistress of Suzu's temple and a badass fighter in her own right:
Azura is a bit older than Suzu (most assume that she's twenty-four years old, although no one knows her real age) and is the one who leads the Daughters of New Tokyo into battle against the waves of monsters when they spawn.
It will be a while until Azura becomes playable, but she will play a major role from the first level of the first chapter of Musume.
Next up: android assassin Lotus-001.
Speed and flow. That's what I want Musume to feel like when you're controlling Suzu, and the platforming here is a good indication of what I want the game to feel like. The goal is for the player to be able to slice through enemies while running through the level without breaking stride.
This is a short loop - only fourteen seconds - but it's a good indicator of what the final version of level 1 will look like when it is finally done.
When I first started work on Musume, one of my targets was to put Suzu in her room and give her a hair flip animation.
The original deadline I gave myself to do that was March 31, 2019. I missed that goal by a little bit.
Still, it's done! Eighteen months after starting development work on the game, here is Suzu, blinking and flipping her hair in her room. Musume will have both combat and non-combat elements, and work on the non-combat side has finally begun.
I've finally started work on the first level of Musume, which as of right now is going to take place on a highway just outside of New Tokyo. The video below shows a car running for its life from a giant mechanical bug, and then Suzu killing said bug.
This is extremely rough, and just about everything you see is a placeholder.
Nevertheless, I'm finally starting to develop the framework for the first level. Once the first level is done, everything else should go just a bit easier.