Category: Uncategorized

Newsletter #2 – December 2024

Newsletter #2 – December 2024

It’s time for the second quarterly White Cat newsletter! And the last of 2024. So, what better way to use it, than to look at how that year went, and where we might be going next…:

The year 2024 for White Cat

  • Burrow Tales

  • Eye of D’akess art booklet

  • Haunted Forest assets, and incoming RPGmaker official DLC

  • Markets and Animation Festival

  • Christmas things!

It’s been a busy one!

First of all, I managed to write and release my own first little TTRPG zine Burrow Tales, which was also mentioned at length in the last newsletter. I was happy to see that the little game about daring tunnel-delving adventures for rabbits was received positively by those picking it up, and have ever since wanted to make something more for it. Obviously, that hasn’t happened yet. The skeleton of a small book of settings and adventure hooks is still in my drawer though, and something I’d like to work on soon.

One thing I considered was to pick it up for the upcoming ZineQuest in February, but as other projects took my time these last couple of months, I think it will be too difficult to prepare for such a thing in time. And that’s not to mention how intimidated I feel by the whole deal of running a Kickstarter in the first place, even for such a “small” thing. Maybe in the future…

Another release was the Haunted Forest asset set that I promised in the last newsletter. It came out in time for October spookiness, and received a small update with more items shortly after. It’s currently available on my Itch store together with the previous Summer set, but that won’t be all!

Since it’s release, both the Haunted and Summer forest sets have been approved by Gacha Gacha Games to become official RPGMaker dlc! This means that you will be able to find these as official addons to RPGMaker in their Steam and own official store in the very near future! I’m obviously very excited by this, and hope to make more little asset sets in the future as well. I would love to delve into making monster art assets, for one.

Keep an eye on my Bluesky if you want more timely info on when these things come out!

2024 has also been a year where I dipped my feet into attending different kinds of markets with my products. It started early in the year with a somewhat local market for creatives that was a bit of a dud, having mostly resellers rather than actual handmade crafters. After that however, I went to the Viborg Animation Festival, which was much more fitting, and included a lot of fun mingling with other like minded artists. And here at the end of the year, I went to a proper local christmas market, selling illustrated christmas cards and decorations, some seen above. 

These markets were also the perfect excuse to finally make a small art booklet for Eye of D’akess, showcasing all the original artwork made for the game. This is also available on my KoFi now, for anyone who might be curious!

In general, the making of Burrow Tales and the art booklet got me quite hooked on having small physical zines made of my work. Which will lead into one of the next projects for 2025…

What are we looking forward to next?

  • Comic

  • New Game Project… in Godot?

As the rush to finish themed illustrations for the christmas market ended, another project could begin that I had been chomping at the bit to get started on. A comic!

It is a 12-page story about Ricki, known from Eye of D’akess and my many illustrations of the character in the past. The script is written by a friend, and pages are currently being sketched (often on stream if you want to follow along). I look forward to sharing more about this as work progresses on it, and hope to make this another small zine at the end!

On a more ambitious note, I have also once again been tinkering with the basics of a new game. It’s been 2 years since the release of Eye of D’akess, and it’s feeling about time to start on another proper big project again. This one is still very much in the works, however, so I won’t dare make any promises on a release until I have something more tangible to present.

For now, this will again be something different from both Blue Rose and Eye of D’akess, though taking place in the same universe. Rather than RPGMaker, I have been toying with learning the game engine Godot, which is the engine the project lives in for now. This, of course, also has quite an impact on the time it will take to make it. Should all else fail, I have another RPG game script that I can pivot to and develop. Time will tell!

Closing

This already turned quite long! And only helps underline how I tend to work on way too many things at the same time… But hopefully that means that some of it will be of interest to you as well, no matter how you found your way here.

All in all it has been a pretty good year for finishing things that started, and I hope I can bring this along into the next year, where I hope you’ll join me for the tale of me trying, once more, to do way too many things at once.

The next newsletter will be in March, 2025!

Happy New Year!!

(This post is from the White Cat newsletter, which was originally sent out in December 2024. You can add yourself to the newsletter list here!: https://www.the-white-cat.com/about/  )

Newsletter #1 – September 2024

Newsletter #1 – September 2024

Hello, and welcome to the first quarterly White Cat newsletter!

In these, I will try and give a rundown of projects in progress and what else might be on the horizon, as well as some fun lore and tidbits.

It’s still new and likely evolving as it goes, so for now I’ll be keeping everything collected under this one newsletter. Hopefully you’ll still see news on the projects that interest you! Let’s just get to it, then.

 

Spooky time is soon upon us - Haunted Forest asset set coming!

It’s almost October already??

To coincide with that, I’m working hard to soon release my next pixel art asset set for gamedev and adjacent uses, this time of a haunted forest vibe, to contrast with the summer forest already out there. I might release a smaller version of this at first to be more timely, and then update it with more things as time goes! 

I’m giving it my best to make a set that will be useful for your own games and other RPG projects out there, so I hope you’ll give it a look and will like it! Here’s some of what has been finished so far – with Ricki as a size reference!:

Not only that, but I’m looking to expand my available asset sets to include monster stockart in the future. So look forward to that!

Artist Alley at Viborg Animation Festival

Earlier this month I went to table at Viborg Animation Festival, displaying my illustrations and games at their artist alley.

The artist alley was grouped with the Game Expo where a lot of indies were showing off their things as well! Among others, I got to meet up with the dev Demented Plant who is working on Godstone – check it out, it looks awesome! 

All in all it went well, a good time of mingling and meeting new audiences, that I’d love to try and do more of. I got to show off Eye of D’akess and Burrow Tales as well – speaking of…

Burrow Tales - what came, and what’s next

The biggest thing coming out so far this year from me has definitely been Burrow Tales, my first attempt at a small ttrpg zine of my own.

At only 20 pages, the little game of medieval bunnies digging too deep and protecting their burrow came out in May in digital pdf form on first Itch.io, then Drivethrurpg, as well as a physical release in July.

It also helped spark my absolute excitement at making cool little zines. So I will definitely be making more!

Burrow Tales itself has so far been received well for its concept and simplicity, and I want to make more content for this little universe. The next addition will be another zine with a collection of locations and adventure hooks for what the brave bunnies might find in the tunnels below their home, to demonstrate that their daring adventures can consist of more than just the same tunnels of dirt. And maybe also a small look at the most dangerous place of all – the land above!

So far this only consists of some notes here and there, as well as some sketches of ideas. But now that the business and travel of September is over, I hope to dive into this a little more. Updates to come!

Ko-Fi shop and updates

Alongside everything else, I have also been working on expanding my Ko-Fi to work more properly as the White Cat shop and tip jar.

As part of this, physical products have now been added to the shop. This includes the aforementioned Burrow Tales zine, as well as sticker sheets for Eye of D’akess and beyond. Upcoming little zines and the like will of course be added as well!

Please take a look, and drop a follow on it here for updates!

What else?

I also wrote a more personal blog post about My Love of Key, and the Problem with Magical Illness.

Unrelated to any projects of my own, this is mostly some musings on storytelling and my personal relationship with a popular trope some of these games like to utilize. Maybe I will do more of these in the future. We’ll see!

As the first of hopefully many, this newsletter ran a little long – in the future I will try and keep things more short and sweet!

The next newsletter will be at the end of the year. See you then!

(This post is from the White Cat newsletter, which was originally sent out in September 2024. You can add yourself to the newsletter list here!: https://www.the-white-cat.com/about/  )

Off to market!

Off to market!

This weekend I’ll be going to a nearby city to set up a stall at a craft fair. 

During October last year I was meant to do something similar, at a retro game festival, advertising my own little game and some of my illustration work. Unfortunately that didn’t happen, as I got stranded that weekend by the biggest storm in 100 years. Typical. 

It made me eager to try something similar elsewhere without having to wait another year though, so when I saw tables available for this fair, I went for it and bought a spot just before they all sold out.

Running stalls and artist alley tables is something I’ve always wanted to do more of, so it will be good to dip my toes in and get some practice. On the other hand this is a craft fair, and not a gaming or art event, so many of my products are going to be a bit hit and miss with the general theme. I’ll be bringing some newly made sticker sheets that I hope will fill that gap, as well as my colouring pages and illustration prints. 

The retro game festival was also going to feature some neat handmade things for my digital products, such as little game boxes and flyers, and I had a lot of fun with making those – so hopefully that still counts… more or less. If anything, this has been a nice excuse to mess with making more physical products again, and I’m generally approaching it as a training exercise, whether it finds much success or not.

For now, I’ll be going back to my rush of last-minute preparations that I of course put off for far too long, and we’ll see how it goes! See you on the other side!

AO: Fallen Star progress update

AO: Fallen Star progress update

It’s time for a more concise report on how work on Angelic Orbs: Fallen Star is going. (For those not entirely sure what the deal is with this game, head over here for a general overlook at what it is.)

Anyway here we go, as this is the first one, it will be a bit long…:

Script:
The script itself has been done for quite a while. There has been some trouble with gaining a reliable editor, but outside of that it should be pretty much done, bar a puzzly section that I think needs some cropping down to become less frustrating for players. Development focus is therefore now on creating art assets, as well as coding all parts together.

Art:
I have been working on sprite sets for the main characters of the game on livestreams lately, and have more than half of the most important ones done so far.

In the case of how many poses and variations each sprite gets, I’ve gone with the same general principle as I did with Blue Rose: The core set of main characters get at least 2 different base poses each with their own set of variations, while less important side characters get just one to keep things manageable, unless something really demands an extra for story reasons.

In reality this means that for almost all of the core characters, actually 3 poses are needed. There are many action-based scenes in Angelic Orbs, and outside of normal poses and variations, one is needed for such confrontations as well. And let’s not talk about someone like Tia, who requires different sets of clothes, wings and disguises as well…

If you’re interested in how I do these things in practice, feel free to hop by my stream on fridays where I always work on game art, or have a look at the archive of previous art streams.

I am thinking of making another blog post on the nitty gritty of sprite creation as well, or at least of how much I know of it, in the future.

I have started work on a few of the scene illustrations as well, commonly known as CGs. Mostly those needed for the prologue of the game, with the aim of having some mostly-finished version of that to use as a demo. Some of these have also been made on stream, though at some point I imagine that a lot of these will have to made offline, so as not to spoil future events. There is still a lot of work to be done here.

But then what about backgrounds? So far all I have are placeholders, quick sketches made by myself to generally indicate what needs to be there, so I can get an idea of scene setups as well as what I’ll need to have as finished background art in the end. I will almost certainly be outsourcing this, as drawing and colouring character art is already taking a sizeable amount of time, and background art is not my forte either way. Hopefully I will soon be able to start reaching out to other artists for this.

Sound:
Music is another thing I wish to outsource for Angelic Orbs. Composing is something I am most definitely unable to do, and while there are many great sources for free music to use in indie games, I still believe that one of the best choices I made for Blue Rose was to get an original soundtrack. I hope to be able to gain something similar for Angelic Orbs, creating a personality of its own.

There is still no composer connected to this project, but this will be what I reach out for next, after work on backgrounds has been settled.

As you can see, Fallen Star still has a lot of work ahead of it. Having a script ready is important as it is what sits at the heart of any visual novel, but is still far from a finished product. I’m aiming for this to be the year where I can hammer most of the bases of the game into place, and finally see things coming together properly.

In terms of art and sound, a lot of this will also set the base for the next Angelic Orbs games to come, even if those will also have bucketloads of new assets to be made. But especially because of this, I feel that it’s important to get these fundamentals in place, so everything can come together as a great whole.

Here’s hoping we can create something great for you all in the coming months!

I Stream Art!

I Stream Art!

In the distant past before the days of Twitch I tried streaming my art a couple of times to some friends for fun. It meant I only had a couple of viewers if any, but it was an interesting thing to try, especially as I eventually ended up living so far apart from my other art-inclined friends. It never became more than that though, in spite of the thought of it being in the back of my mind once in a while.

But a few months ago I finally decided to give it another go. I had been talking with some new art-interested friends about how to go about this and that, and got the idea to try and stream a piece of mine to better show I personally went about things, and because doing it together could be fun times. I still had my old streaming playlist lying around with the thought of “what if some day I’ll need it”, so I stuffed some new additions on there and looked into how to make this all work on Twitch.

And I’ve been doing it since! I now try to stream at least a couple of times a week, with Fridays reserved for work on art for my game to make sure I keep up steady progress. I’m a very small streamer-fish and don’t even always have anyone watching, but it’s turned out to be a great motivator in general to get drawing, and it has even gotten me back into contact with a few old friends from years ago as well, so it’s been a good time so far.

In general I treat it as an exercise in focus, along with teaching myself to be less secluded about showing off my progress and work. I’m terrible at getting my stuff out there. Answering people’s questions along the way is a fun added bonus!

So! If you’re interested in seeing how I go about things art-wise, are curious about how assets for Angelic Orbs are made, or just want to listen to some chill music, feel free to drop by and say hi!

Resolution: Year of the backlog

Resolution: Year of the backlog

As we swiftly move towards the end of January, I thought I’d briefly touch on what ended up being my personal resolution for 2020. 2020! Such a catchy number, and we’ve only got it for one year.

At first I didn’t intend to make any resolutions at all, and instead just commit to the general concept of “Keep going!” with some of the things I’ve managed to get started lately. But as the new year closed in I ended up thinking of one thing I keep wanting to do and never manage to stick to for long. A resolution I’ll most likely fail before the year gets properly going, but trying never hurts, yeah? So here it is:

I’m not allowed to buy any one new book/game/similar kinds of content without having finished two I already own. Finishing counts as reading the book until the end, or otherwise exhausting the content of whatever it is until a point where I feel I got what I wanted out of it (in the case of games and such that have no definitive ending).

At first I started with a one to one scale for this, but then decided to make it harder for myself by upping it to two finished per one new acquisition, with the goal of actually lessening my backlog of “things”. Some of this stuff is old man, and still waiting to get its turn! Will I succeed?? Probably not, as much as I like shiny new things that go on massive sales much too often. But at least I’m going to try! I’ve made my public dedication to this now, so let’s see how long it lasts. 

Hello World once more!

Hello World once more!

 

Hello? Is this on? Is anyone out there?

Looking at the posts below, it sure has been a while! But as something I have considered for a long while, this post here was the final push to finally convince myself to dust my old blog off and move it whole-sale into becoming part of my website, with the intention of actually using it again once in a while.

So far my almost-not-embarrassing archive of posts from my old wordpress blog have been moved here, a place it appears I stopped using in 2015(!). Since then I’ve mainly been using a mix of Twitter and Tumblr for project updates, and twitter is one I’ll likely still continue to use regularly. Tumblr… well, I’ll likely still use it for art once in a while. I very much enjoyed tumblr’s ease of use and design, something I’ll likely miss.

The main website for White Cat is still looking a bit like a placeholder-mess, and the look of this section isn’t set in stone yet either, but hopefully I’ll have it all nice and shiny again soon. Or at least serviceable.

And that’s that for now!

Blue Rose Steam Release Date – April 23rd 2015

Blue Rose Steam Release Date – April 23rd 2015

Header_image

The Blue Rose steam version finally has a release date!

Barring no issues, Blue Rose will finally release on Steam on April 23rd 2015. That is, in less than a week!

The steam release will contain an updated script, a few corrected event CGs, as well as achievements and trading cards. Those who have already bought the game directly through the White Cat website will receive keys following release for activation on Steam itself.

The game on White Cat’s own website will of course also be updated to reflect the changes and improvements in the steam version, though there will be no achievements or trading cards.

AO: A question of linearity

AO: A question of linearity

lets_ruin_our_friendship

As mentioned earlier, it’s hard to share information about a game that is still only in the phase of having its script written. Not only do I not have many flashy pictures to show, but there is still so much that could change about the script itself that even sharing that is not really an option.

But now that the first draft of Angelic Orbs: Fallen Angel is finally finished (note: only the first draft), I will instead try and go in depth about another topic that tends to come up when working on the writing itself: and that is the matter of having the player affect the outcome of the game.

Those who have followed the sparce details about Angelic Orbs since its announcement would know that this game is not advertised to have differing endings based on choices. Instead it is officially planned to give you, the ‘observer’, different ways of seeing things unfold as they lead to an inevitable outcome.

However, that is not to say that there are no chances of things turning out differently. Since I began serious work on AO, possibilities and openings for making this into a game with mulitple (maybe very different) branches and outcomes tend to come up. It is something I’d definitely like to do if it turns out to be feasible, and as such it is one of those little things that like to gnaw at a creator’s mind and demand attention.

Group_stakeout_l

Advertising the game as linear has been the most sensible and safest way to go so far, I believe. There is still a very large possibility that this is how the game will eventually turn out, and in that case I do not want to disappoint people by delivering something less than promised. Chances are, no matter how much I mention it, there are someone out there who will still be disappointed.

To be honest, I am already worried about making this post at all, in the fear of giving people false expectations, or the idea that the first option would merely be the loser’s version of the second. But here we go, into the brave unknown.

To help understand why all of this is so uncertain, and why it sometimes nags so much at me personally, I will try and go through some of the considerations that could stand in the way of of a truly branching Angelic Orbs:

– Workload

I am of the belief that if AO has to go multi-ending, it has to do it properly. Which means it won’t just be minor variations of the outcomes, but proper, branching stories that are very different from eachother. I want to make this game the best I can be at this point in time.

Considering the general theme and direction of the script, as it looks at this very moment, there is potential for two, maybe even three distinct branches, that will determine how the story evolves and, ultimately, ends. Angelic Orbs is not a small story to begin with. This means that the amount of script that would need to be written and illustrated/adapted into VN format would see a massive increase. It would most certainly push back release, and increase not only expenses, but also the risk of creating this game altogether. (The “risk” part is something I wish didn’t matter this much, but as a lone, starving artist this is sadly a big issue.)

Zyra_eyes

– Continuation

Angelic Orbs consists of more than one game. The early branching would happen already in the first part, and the transition into the continuation would have to be handled properly.

I already mostly know how to handle the question of whether a player has savegames or not, but there is also another point in this that may affect people’s impression of the game. Chances are that the first part will not have any major differences to its ending, even if your choices so far will still have major impact on what happens further ahead. Considering people’s reactions to to things such as the first episodes of Telltale Games, this is worth keeping in mind, I feel. It’s no fun to finish something that is supposed to have a beginning and an end, and not knowing if what you did actually mattered or not.

This point is still up in the air however, as it can’t really be said how it would work until more of the script would have been completed.

 

Eruda_photo

– Balance

Making sure all branches feel worthwhile.

It goes without saying, but all of these possible turns of the story would also have to be of acceptable quality, and feel like they were worth going through. The best possible outcome is if one player ended up only going through one of the paths, and still felt like they experienced a full, enjoyable story, and not something that was merely tacked on and lacking in substance. I would be glad to see different players have their reasons to choose different outcomes and journies as their favourites, rather than only having one true story that made sense to them. If thelatter was true, I’d rather stay on a more linear path, and keep at telling the story I originally had in mind.

While the existing story of Angelic Orbs is mostly sorted and ready for writing, I must admit that these possible variations are still just very vague ideas and concepts in my mind. And I only want them to be there if they end up working out.

This, of course, links back to point one – workload.

kiyoshi_zyras-warning

I hope this gives some insight in the challenges of working this kind of game/script, be it one like AO, or a traditional romantic visual novel where the creator has to decide between staying with the three original routes, or maybe adding two more that fans wished were there. We would all love to do the second, if the circumstances are right for it.

(To see more concepts and other art-related news more frequently, feel free to visit my tumblr!)

Blue Rose is Greenlit!!

Blue Rose is Greenlit!!

Erin_fall2

Thanks to everyone’s support, Blue Rose is now greenlit and ready to join the rising number of visual novels on Steam! Give eachother a good pat on the back, and throw some confetti around!

Of course being greenlit is not the end – it only mean that the game is now allowed to be posted in their store, but the final release is not quite ready yet. I want Blue Rose to be presented the best way it can be when it arrives on the store. Most of the things I want to do with it have been mentioned before both here and on twitter, but here is what you can expect from the Blue Rose Steam release:

  • Improved script – I got myself a very promising editor, and am confident that the upcoming script patch will greatly improve the text of the game, getting rid of the typos that are still there and generally give it an extra polish.
  • Trading Cards – I am planning to add trading cards, especially as this is something that some people seem to have looked forward to.
  • Achievements – of course!
  • Soundtrack DLC

I really want to provide steam keys to people who have supported the game until now by buying it, and will look into the possibility of doing so! News on this front will follow after the release.

So when will it happen?

I can’t promise any specific date as of yet, mostly because of the script improvements. It has taken some time to find a reliable editor, and it might still take a couple of months at worst. Blue Rose’s 1 year anniversary is coming up next month though, so I am hoping to be able to do something close to that time, if all goes well!

Theme: Overlay by Kaira