Showing posts with label Saccharine Soil. Show all posts
Showing posts with label Saccharine Soil. Show all posts

Tuesday, November 28, 2023

Saccharine Soil - Setting and Story

Remember how I wasn't sure I liked the logo? I changed it. Here's the new title screen.

This still isn't exactly how I want it to look, but this thing is going to be stuffed full of placeholder assets anyway. I got them working as intended, but don't have the assets for things like readying weapons or aiming, so to stop this project from taking another three weeks, I'm just accepting that a lot of things won't look the way I want them to. Some things don't work quite how I want them to, either. It does all work, though. That alone is a huge step compared to all the struggling I've been doing until now. But enough of that - the demo has very few things left to do before it enters final testing. Onto the good stuff.


I mentioned in last week's post that this is heavily inspired by Sweet Home. If you're familiar with that, a lot of what I'm about to say might sound familiar. The setting for the game is vaguely contemporary and in a haunted mansion deep in the countryside. There's not much more to say about the setting than that - it's pretty standard horror genre fare. So, let's talk about the story.


The mansion was built by a wealthy businessman who had recently married for himself and his wife. While they did throw a few lavish parties - they certainly had the space for it - the two slowly became more and more withdrawn. Over a couple decades, it became normal that no one would see either the husband or the wife for months at a time. There wasn't much to think about it - his wife was beautiful, and they had more than enough money and space to spend the rest of their lives together without either of them working a single day.

Then, the husband started to reappear. Not at work - he was effectively retired - but he was seen in the city again. Usually with new women. He never said why, but when he was asked, he'd say his wife was in good health and waiting for him back at home. Was he bored? Had the marriage become stale? Was it something else? Maybe he was bringing them home for his wife. No one knew, but he'd keep finding new women to take home.

Until that suddenly stopped, too. A few weeks went by, and a jealous boyfriend found out his girlfriend was one of the women the husband had brought home. They fought for a week before she went silent. He thought she went back to him. He wasn't having it. The husband was once a high-profile man, so the house wasn't hard to find. When he got there, the door was already open. Walking in, there was no one to be found. Determined to confront the man who destroyed his relationship, he kept looking until he stumbled into the couple's marital bedroom, finding the wife laying seemingly peacefully with her throat slit, the sheets dyed red.

The man fled the house and informed the authorities. It turns out the wife knew about the husband's affairs, but didn't approve. The husband had died under "mysterious circumstances" which was later ruled to be a murder. The wife had played the grieving widow and quietly built a crypt on the property, burying her husband inside. One by one, she lured in her husband's mistresses, informed them of his death, and kept them in the crypt with him. When she was done, she went to the bed that only she and her husband were meant to share, and ended her own life.

That was roughly 50 years ago.

In the time since, the mansion has become a typical local legend. The occasional homeless person used it to keep a roof over their head, and groups of teenagers dared themselves to spend the night. What made it less typical is that people kept going missing. Of course, it's hard for the authorities to do much about one homeless person saying another disappeared, or some kid going somewhere they weren't supposed to and not coming back. They'd check the house when they were pressured to, but it was always unsettling. Furniture seemed to move after going from one room to the next. Odd noises were heard that weren't just the bones of the old house settling. Loose diary pages from the dead wife showing up with vaguely threatening prose penned onto them. Never any evidence of the missing people.

The game starts with a movie crew arriving with the intention of proving the supernatural really exists. They each have their own reasons for being there, but a handful have already been through an experience of their own that has them committed to proving the truth to the world. With all the rumors, this house seems to be the best place to do it. With a moving company having already brought all their equipment there, all that's left to do is to make their movie, find their evidence, and leave. 

Unfortunately for them, it's that last step that's the hardest.


The demo for Saccharine Soil will be available exclusively to Patrons this Friday, December 1st.

Tuesday, November 21, 2023

Saccharine Soil

So I don't forget, here's a quick reminder up top that the v0.14 development poll is running until this Friday. Some of my Patrons seem to be a little unsure of themselves, because I've seen the votes go from one winning by one vote, to them being tied, to one winning 7 to 3, and only three new people voted over the course of all those changes. If you want to see for yourself (and maybe cast a vote of your own), you can do that by supporting me on Patreon.


With that done, I think it's time I come clean about something. See, as much as I like working on Maids & Masters, there's still a lot that I want to try to do within the confines of RPG Maker, and some of those ideas just don't fit within Maids & Masters. These ideas tend to just build up, usually as loose "idea" documents that I keep for myself. Sometimes I even go back through those docs and fiddle with the ideas a little more. That's how things like Love/Loss and Redemption Harem happen; eventually an idea crystalizes and I turn it into something. But recently, all these disparate ideas haven't been doing much. Just bouncing around in my skull, making me wish I had the time and resources to be able to do something with them. Then a roommate put an idea in my head, and a new idea crystalized.


Saccharine Soil is a survival horror action RPG that draws heavy inspiration from Sweet Home, the game that inspired Resident Evil. Combat will be in real time, unlike the RPGs I've been making, and the RPG elements will also be very light, really only coming into play for things like weapon and character upgrades.


There's still a lot I'm unsure of with this thing, though. As much as I love the idea, and all of the mechanics I wanted to build for it function, and it is technically playable, this thing is incredibly mechanically complex. If you were around for my post about Love Life!, you might remember that I had to step away from turning that into a full demo because there were artistic representations that I just couldn't get to a point I was happy with. While I still want to make that into a game, I don't think it's something I'll be able to realize without an artist. Saccharine Soil is quickly running into a similar issue, but from a mechanical aspect. Lucky for me, I actually studied programming in the past, so it's less of a stopping block.

 

The demo I currently have is technically playable, but things like item storage, limited inventory, even reloading a gun either doesn't work or is so far from what you'd be used to in a similar game that I can't help but question if I shouldn't look for a new way to realize these mechanics. While I could give up on having a limited inventory (which would then also remove the need for an item storage mechanic), that feels like it removes an integral part of the genre, and would result in an inherently inferior experience. In that same vein, part of me is content requiring you to use the ammo items to reload your gun instead of having a dedicated reload button, but it's so counter-intuitive to literally every other game with a shooting mechanic (indie games and otherwise) that I know it'll result in complaints and little else. At this point, even the title above feels off - too cartoony and scattered - but I'd already spent close to 7 hours on different versions of it and wanted to present this as a project I've been working on while these development polls run.


Now, this might sound a little defeatist, or like I'm complaining about not being able to get something I used to be excited about to work, but that's not entirely the case. I'm absolutely complaining about not being able to get these mechanics to function the way I want them to, but it's only frustrating because I'm so excited about the project. I desperately want to get this working well enough that it's something I want to present. Even just taking the time to do things in new ways is giving me ideas of how to try new things in MnM or other future projects. Even if this does end up being something that's ruled by jank, I'll be doing everything in my power to get Saccharine Soil ready enough to share with my Patrons this Friday, alongside the public announcement of the results of the v0.14 development poll.


And if it doesn't happen by then, maybe I'll just share what I have as-is with VIPs as an alpha gameplay preview anyway. Or maybe keep working on it alongside MnM until I'm happy with it. Saccharine Soil is something I'd really like to hire an artist or two to create the final version of, but getting it working as a game is a challenge I've been enjoying. Maybe a little too much.

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