With the release of Bilkins' Folly fast approaching, I wanted to take a bit of time to sit back and reflect on some of the early design and art decisions that led to this point.
Why pixel art? I originally came into game dev from an illustration perspective, transitioning over to pixelart on the first game I worked on - Wildfire.
From an artistic point of view, the choice of pixel art is something that happens super early on. In fact, the graphics were decided even before I'd started working on Bilkins' Folly as a conceptual game. Not long after completing work on Wildfire, I was playing around with different styles and just generally trying to improve my artistic ability. I'd found a colour palette that struck me, and decided to try drawing a few different scenes using those colours. One of the throwaway images that I created was of a boy standing on a cliff with his dog, overlooking the sea. I didn't know it at the time, but that image would form the basis for the entirety of Bilkins' Folly game art.
Once I had it in my head to make another game and I started prototyping ideas, I tested out a few different art styles. From 8bit graphics all the way through to the illustrative-style that I employed in my picture book The Lonely Tower. After a bit, I came back to that scene of the boy on the cliff, and everything clicked into place.
I didn't know it at the time, but this image would prove impactful...
World design I think it's safe to say that I'm a visual thinker. More often than not, I'll design everything with paper and pencil, trying to get as far from a computer as possible. I find this is particularly helpful when designing the different islands of Bilkins' Folly.
The process would usually look something like this. Find the biggest sketchbook I can, jump in the car and drive to an isolated beach, setting up a spot to work. There's something about drawing near the ocean that I absolutely love, and I tap into this as best I can.
2 hours to sketch it... 200 hours to build the damn thing!
Once I have my island sketched out, in my head wandering around as mini Percy exploring this greyscale outline, I then return home and set about the painstaking process of building it into the pixelated version that the player gets to see, using a combination of giant tilemaps (reusable blocks of pixels) and individual art pieces.
You'll see a lot of beaches in Bilkins' Folly. They're actually stitched together from a single giant tilemap. I wasn't even sure this'd be possible when first starting!
Buildings on the other hand are individually drawn.
Percy and Drayton's Story One of the early game choices centred around Percy's backstory and what sort of character he'd be. Originally, I considered the idea of a customisable player character, where you could change different aspects such as name, skin tone, clothing and background. However, as the game's story began to take form, it became clear that Percy was a distinctly defined character with his own personality, desires and fears. This was no longer just a treasure hunting game, but a full-fledged narrative tale and it needed a protagonist who could fit that bill.
Our hero of the story... standing with his human!
As I continued to write the story and dialogue interactions, it became clear that having a distinct personality for Percy and Drayton was the right choice in a game like this.
Cheers So there ya go, a bit of insight into how things started. If you've made it this far, I'd like to say thanks for showing an interest in Bilkins' Folly. The next time I make an entry like this, it'll be post-release. I'm simultaneously thrilled and terrified!
What I'm most looking forward to though is hearing from player's experiences and reading their thoughts once beating the game - using spoiler tags of course!
FACEMINER is looking for willing test subjects to participate in a complimentary TRIAL PERIOD for the game.
After months of heads-down development, we are getting ready to unleash a FACEMINER demo upon the world. One problem: we don't know how well the game works yet. Not just in a "is this fun/interesting" way, but in a "does this crash on the x64 version of the Windows 7", way, too. This is where you can come in.
Interested? Sign up to our Discord, and fill out the form in 'demo-beta-test'. Open to Windows, OSX and Linux users.
To celebrate, College Kings 2 - Episode 1 is now 50% off, there’s never been a better time to check out the sequel!
In CK2 - Episode 2, tensions on the campus are high, the college is clamping down on the frats, and a mysterious social media page has students paranoid and on edge. Join the Social Planning Committee and work to bring the campus back together. Your first job? Organize the ultimate blow-out Pool Party! We’re going to need inflatables, beach balls and bikinis.
In this episode:
Tons of additional new content
A completely fresh, branching storyline where every choice matters
11 new sex scenes + 17 reprised sex scenes from before
Tensions on the campus are high, the college is clamping down on the frats, and a mysterious social media page has students paranoid and on edge. Join the Social Planning Committee and work to bring the campus back together. Your first job? Organize the ultimate blow-out Pool Party! We’re going to need inflatables, beach balls and bikinis.
In this episode:
Tons of additional new content
A completely fresh, branching storyline where every choice matters
11 new sex scenes + 17 reprised sex scenes from before
With our release date of October 3 coming closer, we would like to announce that Ira is participating in Steam SHMUP Fest until October 2 at 10:00 AM PDT (UTC-7)!
During the event period, those of you who haven’t purchased the game yet will get a chance to try out the demo version of Ira. If you already have the early access version of Ira in your Steam library, you can access the demo by choosing “Properties...” at the Manage (settings) menu and selecting “SHMUP Demo” in the “Betas” section. This will be your first glimpse of the final version you can expect on October 3, so be sure to check out the demo... and please go ahead and share our Steam page link with your friends who don’t have Ira yet so they can try it out!
Note: Your existing save data will be compatible with the demo version and vice versa.
We hope you all enjoyed the Valentine's parallel event! We're here with a new update that includes a lot of upcoming content. In particular, Miss Desirée is being added as an upcoming limited time event addition.
New Content
Miss Desirée as a limited time event character
Upcoming sales/events
Updated our localizations, so a lot more of the game should now be translated. We use automated translations in some cases, so please let us know if something looks off!
Bug Fixes
Fixed a bug where if you skipped the Dark One's final scene then she would remain selected (but you were unable to interact with her)
Fixed a bug where some monster girls would use the wrong dialogue when going on a moonlight date
Fixed a bug where if you earned a time block while levelling up QPernikiss (causing you to lose a time block) then no time block toast would occur