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Phoxphorus
Artist, trying to be a game dev, more ideas than commitment but you'll know when we get there!
He/Him, 23
~Hope you enjoy my art and games!

He/Him

Joined on 11/10/22

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Phoxphorus's News

Posted by Phoxphorus - October 22nd, 2024


This is a random thought to write down something I thought, it's gonna be pretty awkwardly formatted cause I'm just going off of what I'm thinking about right now.


I was watching Dagzz's video on Roblox horror games and they made a remark about suggesting how maybe for Chapter 3, the devs should start to deviate a bit from the established format of Chapter 1 and maybe lean harder into the Roguelike elements. And I randomly had an idea come to me of one way they could do that. I've been playing a lot of Persona 4 recently and I had a thought of:


What if a theoretical Chapter 3 (or for the purposes of this post, a Rooms clone) leaned more into the style of old dungeon crawlers where you're running through more involved floors than one room after the next?


In my head that means that instead of being formatted as running through one room after another in relatively quick succession like in Spooky's, it's running through "floors" of rooms. Every floor has a randomly generated layout, cobbled together out of multiple hallways layouts and random treasure laying about.

On top of the staple enemies to Doors like Rush, Screech, and Eyes for example, there would be a handful of new entities that would wander around the area to try and hunt you, similar to Figure where they roam the halls to harass, all while you try to quickly find an exit.


In a sense, my idea boils down to every floor is the Figure encounter but trimmed down to just finding the exit. The obvious changes that'd be made are wandering enemies would have to not instakill and would just deal a fair amount of damage. And while I don't have an idea of how many new enemies that'd harass the player, I feel like the hard limit of wandering enemies on a floor is at minimum one, maximum 3 or 4.

I feel like entities like Screech and Eyes can exist in this, and as risky as it would sound I feel like Rush/Ambush could reasonably spawn in so long as hiding places spawn in and frequently enough, and maybe the player is allowed more time quickly scramble to one. Maybe in general their spawn rate should be greatly lowered so the player can actually focus more on the roaming enemies.

Also because by nature rooms are lot more elaborate and naturally takes longer (presumably unless connecting pieces are small or floor generations are small enough, though I feel like that might come into conflict with), you can't do 100 floors of that and have it not be exhausting to get through. If possible I'd feel like maybe it'd be a good idea to cut things off at 50 instead of another 100. And FYI, I've not played Persona 3 so idk how that game does it and keep the player going (besides having anything else besides dungeon crawling). And I'm aware Tartarus is more than 100 back-to-back floors.

Maybe as a slight way to make the game more interesting, new enemies spawn in through special distinct rooms like in Spooky's. Like every 10 floors, you'll spawn in one of many types of rooms that'll activate a new monster to cause problems


This is me ratting off ideas for entities.

I don't have any ideas for enemies more in line with Doors, instead being more like Figure where they wander the halls.


Eyes Clone

Basically an entity that vaguely mimics Eyes but has different functionality. They're a corporeal entity that very slowly wanders the area. If the player looks at the entity, the player has a brief period of time to look away with the entity quickly turning their head to look at the player. If the player keeps looking at the enemy, they'll start to move slower and have more trouble looking away from the entity until the player completely loses control over their character and cannot do anything until they've taken some form of damage. While looking at the entity, they'll approach the player to attack. They only attack when they're within range and can attack regardless of if you are looking at them so you need to dash by them and not just look away from them.


Weird Yellow Mage Idea

Basically something similar to the Yellow Mage from Fear and Hunger. Basically an immobile entity (Not even a way to teleport) where if you stay within their range, they'll start doing something and eventually deal damage to you for staying too close to them (Minus the losing a limb part), and continue to do so until you're dead or out of the range. If you want to get past them, better run past them.

This could work as a basic Rooms entity as something that just exists randomly that creates small deadzones you need to be aware of.


Golden Hands

Idk something akin to the Golden Hands from Persona 4. Maybe it'd be a nice idea to have an entity where the point is you'd want to snag them to take their goodies. Basically, they're a passive entity that will instead run away from the player instead of directly chase them. And if the player can somehow catch them, they'll drop a really good item. Something rare or at least worth while, whatever that could be. Maybe would be a nice idea to just have one slot take up an entity chasing the player.


The Reaper???

Basically the entity that'll force the player to start heading for an exit if they stay on the floor for too long. If the player stays on a floor for too long, maybe trying to scavenge for as many resources as possible, this thing would spawn and start hunting the player. This is indicated with a text blurb notification and a noise. The player isn't dead if they touch the entity but they're gonna take a lot of damage if they land a hit.


Some Kind of Bear Trap Monster

I've had this idea for whenever the Spooky's BYOM thing drops. Basically a slow, corporeal entity that only attacks through getting close to the player, and is on constant pursuit of the player. On top of that, they're an entity that persists through floors. And their main gimmick that separates them from other chasers is that their presence spawns in many bear traps on the floor that the player needs to navigate around (Or somehow attack to trip them early)



This part is me ratting off my own ideas for a Doors clone. Ideas listed above also applies to this theoretical game.


Idk why but in my head, instead of it being traversing through enclosed indoor spaces, I had a thought of what if the location was walking through seemingly endless city alleyways. Like a Backrooms vibe but instead of endless indoor spaces or eerily empty open spaces, it's a back alleyway for a city that seemingly never ends. You're walking between areas that normally cars would drive through to deliver stuff but at every turn, there's just tall buildings after tall buildings that's separating you from the streets. You're ducking in and out large trash bins to hide from entities, opening doors into backdoor storage rooms that seemingly don't have any other purpose besides just the exit for supplies and shelter, you're looking through trash for whatever you can to survive, passing through backyard gates (Idk that's the only thing I can think of separating areas) after backyard gates until you hopefully find an exit.

Idk the idea to me sounds unique anyways. It probably isn't but I like the idea cityscape environment for this kind of game. Feels unique to have an urban fantasy vibe kind of thing.

There's an idea I have where maybe more open streets that are just blocked off could be the more elaborate encounters and maybe an office building could work as a Chapter 2 area.


NGL there's a silly idea to have the shop the Velvet Room where there's just a magic door that just exists and there's just a guy there that just offers junk to you. It's a randomly appearing on most floors instead of specifically after a more involved longer room, and you can enter to buy or acquire some more helpful stuff, taking inspiration from Binding of Isaac. And once you leave the room, it disappears out of thin air as if it never existed (to prevent using it as a cheese strategy for avoiding entities.)



Those are just random thoughts an ideas I have for this theoretical game. Idk if I'll get to the point where I'll single handedly make a 3D game by myself with all that made, but it's the thought that counts I guess.


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Posted by Phoxphorus - September 5th, 2024


Hello y'all, it's my birthday today!

Don't have any plans for party or anything.


To update y'all, I finally gotten myself a job and have been working comfortably for what it's worth. In terms of games, I really want to make something but I just don't know what to do or work on right now. I'm considering making an update for DreamCatcher but at the same time, idk maybe I'll try to use Godot more cause I have an idea to make something with that.


That's all. Thank you all.


Posted by Phoxphorus - June 26th, 2024


Just a sneak peak to my game and gamejam entry. It'll be uploaded to my itch.io page but I'll also see if I can upload it here since it's possible.


Releases somewhere before June 3ed at the very latest.

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Posted by Phoxphorus - June 5th, 2024


Hello y'all, saying I'm still around and working on stuff.


Things have been on the downlow due to college. Disappointment with myself and performance, and pumping art in a college course. Things are kinda slow but stuff are being made. I'll show you the art I made sometime this month once this is over.

I'm in a game jam and maybe I'll show you what I made soon. It'll be a Yume-Nikki like game in RPG Maker. I'll probably post my first game here even.


As for the summer and future:

I'm unsure if my creative ventures and output will be dampened but I do plan on finding a summer job eventually. I gotta get something


I want to try and make some "Fake Video Game Images" art in the future because they look really cool and I love the idea of making something intriguing for viewers to interpret and read into. What would this feel like if this was real and I can genuinely play this thing? What plays out in your mind when you see a screenshot for a game you've never seen in your life? That's what I want to make for the future.


Furthermore, maybe over the summer I might decide to start tinkering with Godot finally. I'm unsure what I want to make but I'd want to... do something in it at least. I don't have an idea for a small game to make and one idea I do have is maybe a bit too complex for a first-timer (An FPS primarily playing around with physics props). Idk, maybe I'll have something in a 3D space. Maybe I'll remake that gamejam game in a 3D space. That sounds like a cool idea.


Anyways, take care y'all.


Posted by Phoxphorus - March 10th, 2024


Hi I more or less just want to update and say some things since t's been ages since I've done these things.


The main thing I more or less want to talk about is the possibility of opening commissions in the near future? I'm considering doing like profile picture icons and art pin-ups, normal or hypno variants with possibly animated eyes, for some money since that's what I've been doing for a while. I haven't fully plotted out prices for myself, what my rules are cause there are limits to what I'm okay with and understand hypno is a gateway to stranger stuff, and especially how to promote myself here or elsewhere. I'll probably have something here and elsewhere saying I'm open to commissions and to DM me if you're interested. I do at least wanna bulk out my gallery so I have something to show for that.


In other news:

I don't have any games in progress or anything. I've been primarily tinkering with RPG Maker 2003 for the time sake but no plans on creating a game with it. I might make some short game but that's about it. I've been thinking about trying some 3D games since I've been doing 3D modeling for this college quarter. Unsure if I'll do much there also but you'll see whatever that might be.

I still got art ideas in mind, gonna get them out if I can.


That's all I have to say, hope you're having a nice day.


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Posted by Phoxphorus - November 13th, 2023


Hi this is just me wanting to randomly just place thoughts about game development.


I haven't worked on anything in maybe a month or so. I don't like where Art Attack Arcade is going so I think it's shelved unfortunately, and I'm leading to the same conclusion with TWENTY. Nothing's been working out personally, and I've been trying to reflect on my abilities to like... make games.


I really wonder if I genuinely can make games and while there's a part of me that's just... defeated. Maybe I should just call it quits or something, but I mean... I want to make games. I genuinely want to make stuff people will play and enjoy. So that got me thinking about like, where my thoughts are when it comes to making games.


Something I realized is I don't think I have the best of intentions when wanting to make a game. I always want my thing to pop off and get popular, but I both don't know how to do that because I assume that's just random luck that it will happen, but I really want it to, even though I very well probably don't deserve that or am able to competently handle that level of popularity. I recognize that's not really a good thing to believe in, holding so much thought that "This project will be the best first foot forward for me in the world!" when like... I don't think I'm there yet, and I'm holding way too much baggage at the that by sheer chance, I will get popular when like... there's so much I can do to influence that if I really wanted to. I've not been in anything, I've not assisted in anything, I've contributed nothing meaningful to anyone. Maybe that's something to consider for myself. I haven't been apart of anything. If that's ever anything I want to get, should I even want it, (stuff like Goosework's rationalization of The Amazing Digital Circus popping off being very "I'm not sure how okay I am with any of this" and really, anything that pops off getting leaches who uses your stuff to leverage themselves) I should find something to be apart of. Or just... do anything. Cause lord forbid I've spent 9 months maybe doing nothing.


Another thing that I've realized I'm garbage at planning games. A lot of my games are very impulsive to be honest. TWENTY started one day because I had the thought to make a game with these characters. I really didn't have much of a plan heading forward, and because of that, my game strayed a lot. I had no clue what I'm doing, making things on impulse cause I want to add it and getting hung up on things because I had no clue what to do for it. The story was the biggest issue to me because to me it felt too basic to me and just didn't have any real ideas to make it better since I was maybe 3 months into development. I assumed the bloat to my game was for the better cause it's more meat to the game that really didn't have any but looking back, maybe that would've been better. I don't know if it would be, it's still pretty empty but idk. I lack a lot of discipline and probably wasted so much time wanting to make something I had no real end goal to.


I'm thinking of making another game and while we'll see if this is history repeating itself, but I'm taking better steps in making sure everything's all planned out before... actually committing to it. And I've written myself steps to follow. I don't know how silly it is to do this but like, heck if I know, maybe I need to write something on my hand in order to remember it.iu_1113495_13133783.webp

While my next project is more of a creative exercise more than anything, wanting to practice elements in RPGs that I really like, two player party dynamics and memorable gimmicky bosses. Maybe this will be more of a practice on game development discipline. Hopefully I'll figure something out here. I'm making sure I have plans that I'm confident in and ready to go fourth. Maybe I'll use December break to make it??? Unsure cause like... god maybe I need a break. I haven't drawn in a while and this is the most activity I've gotten in terms of art. Or at least somethings I want to share with people. Procreate Dreams is coming out in 9 days. Maybe it'd be nice to not make a game and instead pop off there. (...maybe there'd be some nice hypno opportunities when I get my hands on that ;O_O)


Regardless, I'm not giving up as much as I'm distraught and demoralized. But it's been hard trying to swallow that I'm unable to do something and I truly have no understanding in what I'm doing.


best regards ^-^


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Posted by Phoxphorus - October 14th, 2023


Hi just wanna update on somethings for this month.


For now, TWENTY is gonna be on hiatus for the time being. It's not canceled or anything, just I'm taking a break from developing it. I think I've realized as of late that I've been burning myself out trying to develop it and I wanna work on something else. I wanna draw some art for once and maybe work on something different. And when I'm feeling up to it, I'll go back to developing TWENTY. I want that game to be released someday but I think I'm realizing I'm burning myself out and need to step away from developing it and do something else for the time sake.


If you're curious what I'm gonna be doing now, presumably creating some digital art for once again. No guarantee topic on what they're gonna be but I wanna get to drawing art again.

I've also decided to possibly start working on an old game I started last year and suddenly dropped due to lack of motivation wanting to get to work on it again. It's a PICO-8 game called Art Attack Arcade. It's a small RPG game in the same vein of Paper Mario. Think something like the Pit of 100 Trials as the entire game. Currently I spent a week trying to recode the game and now I'm finally making some headway possibly adding in the damage. Then the minigames. I understand when developing or coding something, you should never try and rewrite it cause what matters is not how optimized it is, but it working and that it's finished and out. This is the one time I'm doing that, I guess vaguely refamiliarizing myself with the code I've set up, so I'll see if I can get this done somewhat. Damage is being made, honestly the one sticking point I got stuck on, then attack/dodging minigames. I have no clue how get around to do that though. Actual minigames but we'll see when we get there. Would love to release it but unsure on a real timeframe when that's gonna happen. And no I'm not gonna make updates dedicated to this game. It's just gonna be one and done, here it is or I've dropped it to work on art or TWENTY again.

Here's some visuals of what I have so far.

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So yeah. TWENTY is gonna be on hold for the time sake just so I can get to doing other things. I wanna do art and for now I'm interested in getting some headway in this other project.


One last thing I wanted to share, I made this months ago and forgot to include this in my last update. Just something goofy I wanted to make using the art I made for TWENTY

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Take care you guys.


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Posted by Phoxphorus - September 20th, 2023


Heya, haven't really updated progress to my game. I wanted to get some stuff out but not everything was made.


I'll admit I can't really remember all the stuff I made or got done. I think a lot of this was just winding down, playing games, and just I guess relaxing. I was just enjoying my summer. I finally got TF2 and was having a blast honestly, that game baring the bots is such a fun game. I wanted to play some RPG Maker games that I never played yet. Going through LISA The Timeless and SINCERE DECIET, loving both to be honest. Wanted to play more but I'm not downloading a RAR unzipper.


At some point I more or less just got to work on bosses and making battle backgrounds for them. Pictures below.

There might've been some light additions and some better focus on some things. Freaking it took me so damn long to realize maybe a better move-set concept for one of the characters. Like Jeez about time something good comes out :/


There was a period where I wanted to like pause development during October/when college starts (IE: Now) to make a small game for Halloween but I make no guarantees this'll even be a thing to be honest. Idk if that's even a good idea within the month long development. For all I know, this is gonna be deja-vu all over again thinking I can make a simple game in a month that suddenly turns into a year long project. Who knows. But you'll see whether or not I'll follow up on it this month when something releases on Halloween.


But yeah... idk just relaxing during that time. Sorry for no progress updates and real big pushes in that time frame.


Take care y'all.

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Posted by Phoxphorus - September 5th, 2023


It's my birthday today!



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Posted by Phoxphorus - July 25th, 2023


This isn't an update it's more just me wanting to look back at the project so far and just ramble about it.


Development for TWENTY started back in like... mid December of last year.

At the time I was thinking about Object Shows like The Daily Object Show and ONE, and around that time I was just imagining my own Object Show like both of those but using characters that feel like it'd fit more in the world of ENA. Just a surreal world with very strange looking characters. While in my head I feel like I would rather use the characters in 3D animation, at some point I just felt like I really want to do something with these characters and went to work on another RPG Maker game with the lofty ambition of making a game in 4 weeks. Development's now 7-8 months in ;^_^ I imagined the sidescroller style would help out with developing the game since I didn't need to think hard about area design if it was a top down. Unsure if that held true though.


The game's was really basic. Two characters plus two others head off to the city to stop the evil villain's return, with some optional mini bosses along the way for kicks. There was originally an idea to make the game like the Stanley Parable but with the intent on glitches being known and having strange effects on it. Like doing something specific screws with the event flags and the protagonist is sent back in time, or there's a horror event where the protagonist beats a dummy enemy and becomes a bloated monster for getting a million EXP, or straight up Missingno being a fight somewhere in the game. I think in my head I wanted to toy with the idea of a world literally being a shoddily made game with holes everywhere and characterizing them in any way possible.


It's crazy for me to think that the game to me really started and ended with that. While some ideas and scenarios are being retained for the future, the areas and one glitch event is something I'll keep but not the entire idea of the world literally being a shoddy game, I don't think they would've been developed much at all. I had two more areas planned and one of them is basically the final dungeon. Development has gone on long enough for me to add more meat to its bones, think of new scenarios, ideas for areas, ideas for bosses, and I think a better story. And while I'm trying to be wary of stuff like feature creep and bloat, there's a feeling in my head that I genuinely needed more content to be decent since the original was very minimal and lacking a lot of motivation the player or give a reason for the story to happen. I didn't think "stop the evil bad guy" was motivating enough and eventually I had the issue of finding a reason for the story to happen. I think I might be heading in a better trajectory now than before.


My world didn't have much lore or reasoning but now I think I have something that could be jumped off from and made into something compelling. I think I finally have an idea to actually motivate the story forward. I don't know what else I can say but that's what I have so far I think. And I think I could expand the game more after the area I'm working on is done, so long as my ideas don't keep changing and I don't get bored with this game and abandon it.


It's kinda strange to me thinking back, I felt like I had everything all figured out. I knew what I wanted to do. And then I felt like there were a lot of things that didn't work because I didn't know everything or had anything really figured out. And maybe I still don't and I'll never know! But I guess that's just what happens you know? Maybe this'll be a lesson to me about me being a bad planner I guess. Everything I thought of is just so small in comparison to the bigger picture that it feels like I've been more making things as I go along than really following a greater picture. I know what the ending is but... not really everything in between... And even then, I might become disillusioned with the ending and try out something else. At this rate I'm tempted to copy LISA The Painful and add more optional party members for a (At least I think) very unique idea to play off the Object Show origins. Not gonna say what it is but I'm considering it.


While I'm at it, here's some unused stuff I guess. The first two are fascinating to me because they were made when I felt finished enough with the first area. I haven't touched them since making assets for them and I doubt I'll keep them any longer because things have changed.


Screenshots made of the next two areas after I mostly finished the last area.

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A map layout of one of the areas.

Intended to be an overworld boss encounter where you kick TNT into the boss and engage with them, with enemies around to damage and hinder you.

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I'm not sure what else there is to say to be honest. Thanks for reading!


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