Strawberry Jam 2023, Day One
Feb. 1st, 2023 04:49 pm4:50pm - I had an appointment today at 1:30pm, and was done at 2:00pm. I intended to spend time from then to 6pm working on Strawberry Jam and briefly calling an immigration lawyer for my boyfriend.
I have 70 minutes until 6pm and I'm just starting. Sheesh. At least I'm doing something? I'm not sure I accomplished ANYTHING during last year's Strawberry Jam...
I somehow still have the design doc open from the last time I was working. I really ought to turn this chromebook off sometimes, or at least restart it... ^.^;;
Even thought Strawberry Jam is generally meant to make a whole new game in a month, I'm going to use it as motivation to work on Dommy Monsters. I don't expect I'll get it done by the end of the Jam, I dunno if I'll even have something playable, and I dunno if I'll submit it even if I do? But I'm still going to take part in my own way.
The last time I worked, I was trying to come up with the Game Pillars. I made a bunch of potential ones, narrowed it down to my favorite three, and wasn't satisfied. I said I'd consider them. I have not thought about them since then. ^.^;;
They are:
Love of Transformation
Exploring Inside and Out
Everybody Wants You
Those are good but I dunno if they're right, and I want this to be a strong foundation. Perfect is impossible, but let's not just make up some shit and run with it when I can spend some time thinking, right?
Love of Transformation is a major theme and concept for this game, so I'll probably keep that one. I love transformation and I want this game to be strongly themed around transformation. You will experience and enjoy transformation, you will feel like you or at least your character has transformed and you will have to deal with changes both under your control and beyond your control. This is going to be a game for people who love transformation, not just me. So, I want to be able to appeal to different sorts of transformation fans. I also want to have options to avoid squicking people who dislike certain things, or have other issues. Did you know I have a marking phobia? Mostly it manifests as a fear of tattoos, but it can also include things like makeup and graphitti, and ink and paint. Yes I'm strongly into ink and paint themed Toon Transformation. If it happened to me irl I'd probably freak out even if I want it to happen. I also don't like most claws, and fingernails are right out. I prefer cartoon style characters with no fingernails, or just stylized hands. Toenails are even worse. I sometimes see furries with toenails, and it makes me uncomfortable. I just quietly avoid it, though. I don't wanna kinkshame anybody and that's perfectly fine. I love hand and paws, and anti-love fingernails and most claws. Toony claws that are chunky, and those weird cone claws you sometimes see in anime style pics, are okay. I don't know why.
Lots of folks are going to be squicked by things I put in this game, and I want them to be able to avoid most of it. Only most? I don't want players to be able to strip out all the content, and I don't want players to be able to focus entirely on one sort of thing and nothing adjacent. So, there'll be a lot of features you can turn on or off and limit things, and it will tell you apologetically if you have limited it too much.
I plan to release the source code of this game, so others will be able to modify it themselves if that's a real deal breaker, but then that'll be their responsibility and not mine. XD
Exploring Inside and Out refers to both exploring your own mind and persona, who you are and what you want, and that's the inside. It also means exploring the world of the game, what's out there, the possibilities present in a magical world of imagination on the edges of multiple conflicting realities, and that's the outside. This pillar also ties into what I was saying about limiting the limitations. I want players to explore the game world, learn what they like and don't like, and see alternatives they might not have considered before. They might like them or not, but having been exposed to them they should leave with better understanding of themselves. Also I want to give people new kinks, and help them discover and uncover kinks they already have. Of course, I also want them to embrace that part of themselves, and not be ashamed of it unless they're into that.
I think that's also a good pillar, especially now that I've explained it. Putting it into words really solidifies it for me, I think.
The third potential pillar is Everybody Wants You. The name of the game is "Dommy Monsters are Fighting Eachother to Own You" and that's also the tagline. You are meant to be a desired thing. The reasons for each monster will differ, but they all want you and want to prevent the others from having you.
I came up with the idea for this when I thought about what I personally want. I want to be wanted, desired, and precious. I also want to be useful and helpful to those I care about and the groups I am a part of. Every Monster in the game wants the player because they are free and everyone else in this 'area' is either owned or another competing monster. There may be others around for them to fight over, but not many, and they will focus on you pretty hard. Their themes, goals, and personalities will change how they want you, how they will respect what you start as, and things like that. Some monsters see you only as a valuable resource, to be claimed and used. Others will see you as a person to be cherished and elevated. There's a pretty big spectrum between those two, and there's a lot of other directions it could go.
I intend to have multiple monsters with the same theme but different personalities so that if you want, say, a kind and caring nanny monster or a cruel and domineering nanny monster, you can have both fighting over you and compare them. If you have a strong preference for one or the other, you have a clear villain and a beloved nanny you want to stay with. However, at present I'm thinking the minimum number of Dommy Monsters fighting to own you should be three. It might get higher? The number of Dommy Monsters possible should be greater than the amount I'm actually able to create, but that's part of why I want to open source it eventually. So, you might have the cruel domineering nanny monster you are trying to avoid, but you still have to choose between the temptation of the kind and carring living plushie nanny and the kind and caring robot nanny, for example.
As a pillar, Everybody Wants You should guide me to drive home how much each Monster wants and desires you, and will fight to own you. That should constantly be clear, whether the monster is acting desperate or above all this, they always know that they want you and want to prevent the others from having you, and that should be clear in both the text and the mechanics.
So, I think I will keep that. That means, those are officially my pillars for the game.
The guide I'm following does suggest having a little description under each Pillar's tagline, and I think that stuff I just said is a bit too big and directed to you, my audience or rubber duck or mirror or whatever...
So let's make some short versions.
Love of Transformation
The player should experience and enjoy the ecstasy of change in themself and the world around them.
Exploring Inside and Out
Learning about the game world, the game mechanics, and the themself as a person is the player's goal.
Everybody Wants You
You are a hotly contested, strongly desired and precious resource. Everybody wants to have you and own you. Some see you as a person or a treasure, others an object or tool. All will fight to own you.
Okay yeah! That's great. I like that. <3
5:34pm - I have added the Core Design Pillars to the Game Design Document in two places. The taglines are in the Core Design Document, and there is a secondary document called Game Pillars and Values Design Document and that has the full versions I wrote just there.
So, with the pillars decided, I need to do the Values next.
Values are a softer suggestion than pillars, from the things suggesting them to me, but they make a good case for them and I think they're a good idea.
The Game Pillars are the core concepts of what they game is, and what it's about. Sort of guiding ideals for the game's mechanics and systems to make sure they feel right and present the right ideas.
Values are more like the Project Values or the Team Values, so they're my values. But in particular, I want to express the Values I'm strving to display and uphold as part of why I'm making this game and what it should be and represent in the world.
Charlie Cleaveland said, "Values are ideologies for the whole game. They're useful for areas your pillars don't cover. They often represent the values of the team or company building the game."
Picking my head, one of the first things coming out is "Being Different should be Celebrated." though it's kind of an awkward one. It's not just okay to be different, everyone is different. Some people are more different. In reality, differences can lead to strife, but as concious people that's often a choice someone made. It doesn't always work out, but we should be able to communicate what we want and need, and trade and settle for them. Ideally come together as one group of different people, or a group of groups, or something. I don't know if that will work, since some people are opposed. I don't know if people will always be violently opposed.
An issue with differences being celebrated is that a lot of folks are looking for acceptance and many are looking for prestige. People will make themselves more different on purpose if they think it's good, even if it doesn't suit them.
I think that might be best countered by pairing it with another value?
So, "Being Different should be Celebrated" would go really well with "Being yourself is the best way."
That's super vague, though. Part of the idea of this game is to explore yourself, and learn more about who and what you are through contrast. Things will be different in ways you haven't thought of before, and you'll be able to identify "This is me/like me" and "This is not me/like me".
I want people to be themself but I recognize they won't know what that is, and so I want people to explore themselves and find out, but in order to do that you also need contrast. You need things that are not a part of you, that are different, in order to know what you are or aren't.
The trouble with saying "Being yourself is the best way." is that it can lead to the idea that what you already know is what you are, and you shouldn't change or explore yourself, because then you're not yourself. I don't want folks to think that way.
So, I think these values won't work in those forms.
5:50pm - It's ten minutes until 6pm, and these values are coming slow. I need to use the washroom, and I need to go home and help my Dad. So, I'm going to log off now, and head out.
It's not much, but I made some progress today. Thank you for reading my journal.
I have 70 minutes until 6pm and I'm just starting. Sheesh. At least I'm doing something? I'm not sure I accomplished ANYTHING during last year's Strawberry Jam...
I somehow still have the design doc open from the last time I was working. I really ought to turn this chromebook off sometimes, or at least restart it... ^.^;;
Even thought Strawberry Jam is generally meant to make a whole new game in a month, I'm going to use it as motivation to work on Dommy Monsters. I don't expect I'll get it done by the end of the Jam, I dunno if I'll even have something playable, and I dunno if I'll submit it even if I do? But I'm still going to take part in my own way.
The last time I worked, I was trying to come up with the Game Pillars. I made a bunch of potential ones, narrowed it down to my favorite three, and wasn't satisfied. I said I'd consider them. I have not thought about them since then. ^.^;;
They are:
Love of Transformation
Exploring Inside and Out
Everybody Wants You
Those are good but I dunno if they're right, and I want this to be a strong foundation. Perfect is impossible, but let's not just make up some shit and run with it when I can spend some time thinking, right?
Love of Transformation is a major theme and concept for this game, so I'll probably keep that one. I love transformation and I want this game to be strongly themed around transformation. You will experience and enjoy transformation, you will feel like you or at least your character has transformed and you will have to deal with changes both under your control and beyond your control. This is going to be a game for people who love transformation, not just me. So, I want to be able to appeal to different sorts of transformation fans. I also want to have options to avoid squicking people who dislike certain things, or have other issues. Did you know I have a marking phobia? Mostly it manifests as a fear of tattoos, but it can also include things like makeup and graphitti, and ink and paint. Yes I'm strongly into ink and paint themed Toon Transformation. If it happened to me irl I'd probably freak out even if I want it to happen. I also don't like most claws, and fingernails are right out. I prefer cartoon style characters with no fingernails, or just stylized hands. Toenails are even worse. I sometimes see furries with toenails, and it makes me uncomfortable. I just quietly avoid it, though. I don't wanna kinkshame anybody and that's perfectly fine. I love hand and paws, and anti-love fingernails and most claws. Toony claws that are chunky, and those weird cone claws you sometimes see in anime style pics, are okay. I don't know why.
Lots of folks are going to be squicked by things I put in this game, and I want them to be able to avoid most of it. Only most? I don't want players to be able to strip out all the content, and I don't want players to be able to focus entirely on one sort of thing and nothing adjacent. So, there'll be a lot of features you can turn on or off and limit things, and it will tell you apologetically if you have limited it too much.
I plan to release the source code of this game, so others will be able to modify it themselves if that's a real deal breaker, but then that'll be their responsibility and not mine. XD
Exploring Inside and Out refers to both exploring your own mind and persona, who you are and what you want, and that's the inside. It also means exploring the world of the game, what's out there, the possibilities present in a magical world of imagination on the edges of multiple conflicting realities, and that's the outside. This pillar also ties into what I was saying about limiting the limitations. I want players to explore the game world, learn what they like and don't like, and see alternatives they might not have considered before. They might like them or not, but having been exposed to them they should leave with better understanding of themselves. Also I want to give people new kinks, and help them discover and uncover kinks they already have. Of course, I also want them to embrace that part of themselves, and not be ashamed of it unless they're into that.
I think that's also a good pillar, especially now that I've explained it. Putting it into words really solidifies it for me, I think.
The third potential pillar is Everybody Wants You. The name of the game is "Dommy Monsters are Fighting Eachother to Own You" and that's also the tagline. You are meant to be a desired thing. The reasons for each monster will differ, but they all want you and want to prevent the others from having you.
I came up with the idea for this when I thought about what I personally want. I want to be wanted, desired, and precious. I also want to be useful and helpful to those I care about and the groups I am a part of. Every Monster in the game wants the player because they are free and everyone else in this 'area' is either owned or another competing monster. There may be others around for them to fight over, but not many, and they will focus on you pretty hard. Their themes, goals, and personalities will change how they want you, how they will respect what you start as, and things like that. Some monsters see you only as a valuable resource, to be claimed and used. Others will see you as a person to be cherished and elevated. There's a pretty big spectrum between those two, and there's a lot of other directions it could go.
I intend to have multiple monsters with the same theme but different personalities so that if you want, say, a kind and caring nanny monster or a cruel and domineering nanny monster, you can have both fighting over you and compare them. If you have a strong preference for one or the other, you have a clear villain and a beloved nanny you want to stay with. However, at present I'm thinking the minimum number of Dommy Monsters fighting to own you should be three. It might get higher? The number of Dommy Monsters possible should be greater than the amount I'm actually able to create, but that's part of why I want to open source it eventually. So, you might have the cruel domineering nanny monster you are trying to avoid, but you still have to choose between the temptation of the kind and carring living plushie nanny and the kind and caring robot nanny, for example.
As a pillar, Everybody Wants You should guide me to drive home how much each Monster wants and desires you, and will fight to own you. That should constantly be clear, whether the monster is acting desperate or above all this, they always know that they want you and want to prevent the others from having you, and that should be clear in both the text and the mechanics.
So, I think I will keep that. That means, those are officially my pillars for the game.
The guide I'm following does suggest having a little description under each Pillar's tagline, and I think that stuff I just said is a bit too big and directed to you, my audience or rubber duck or mirror or whatever...
So let's make some short versions.
Love of Transformation
The player should experience and enjoy the ecstasy of change in themself and the world around them.
Exploring Inside and Out
Learning about the game world, the game mechanics, and the themself as a person is the player's goal.
Everybody Wants You
You are a hotly contested, strongly desired and precious resource. Everybody wants to have you and own you. Some see you as a person or a treasure, others an object or tool. All will fight to own you.
Okay yeah! That's great. I like that. <3
5:34pm - I have added the Core Design Pillars to the Game Design Document in two places. The taglines are in the Core Design Document, and there is a secondary document called Game Pillars and Values Design Document and that has the full versions I wrote just there.
So, with the pillars decided, I need to do the Values next.
Values are a softer suggestion than pillars, from the things suggesting them to me, but they make a good case for them and I think they're a good idea.
The Game Pillars are the core concepts of what they game is, and what it's about. Sort of guiding ideals for the game's mechanics and systems to make sure they feel right and present the right ideas.
Values are more like the Project Values or the Team Values, so they're my values. But in particular, I want to express the Values I'm strving to display and uphold as part of why I'm making this game and what it should be and represent in the world.
Charlie Cleaveland said, "Values are ideologies for the whole game. They're useful for areas your pillars don't cover. They often represent the values of the team or company building the game."
Picking my head, one of the first things coming out is "Being Different should be Celebrated." though it's kind of an awkward one. It's not just okay to be different, everyone is different. Some people are more different. In reality, differences can lead to strife, but as concious people that's often a choice someone made. It doesn't always work out, but we should be able to communicate what we want and need, and trade and settle for them. Ideally come together as one group of different people, or a group of groups, or something. I don't know if that will work, since some people are opposed. I don't know if people will always be violently opposed.
An issue with differences being celebrated is that a lot of folks are looking for acceptance and many are looking for prestige. People will make themselves more different on purpose if they think it's good, even if it doesn't suit them.
I think that might be best countered by pairing it with another value?
So, "Being Different should be Celebrated" would go really well with "Being yourself is the best way."
That's super vague, though. Part of the idea of this game is to explore yourself, and learn more about who and what you are through contrast. Things will be different in ways you haven't thought of before, and you'll be able to identify "This is me/like me" and "This is not me/like me".
I want people to be themself but I recognize they won't know what that is, and so I want people to explore themselves and find out, but in order to do that you also need contrast. You need things that are not a part of you, that are different, in order to know what you are or aren't.
The trouble with saying "Being yourself is the best way." is that it can lead to the idea that what you already know is what you are, and you shouldn't change or explore yourself, because then you're not yourself. I don't want folks to think that way.
So, I think these values won't work in those forms.
5:50pm - It's ten minutes until 6pm, and these values are coming slow. I need to use the washroom, and I need to go home and help my Dad. So, I'm going to log off now, and head out.
It's not much, but I made some progress today. Thank you for reading my journal.