Feel free to get in touch anytime by E-Mailing admin@healingprocessgame.com . Thanks!
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#266. Emptied my mind.

July 15th 13:10, (Tokyo)

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Writing a daily blog is a great way to stay on top of the game and direct my focus towards it, the only problem is right now I really cannot think of anything to say that I haven't said before. I have ranted about my thoughts on money, creativity, selling out etc. I suppose I could talk a little bit about my past 24 hours. My wife seems to think I am suffering from some kind of fatigue, I keep falling asleep no matter how much I sleep and find it hard to stay awake. It's probably due to overworking myself making the game.

It's no secret that you need money to live, and though I am thinking of doing a Kickstarter again to fund the creation of HP:T I feel like it's not far enough down the line. People I consult with tell me 'oh it should be like 70% done (ie. almost ready to ship) when doing a Kickstarter. I don't really understand this - if you can get 70% of the game done without Kickstarter, what is the point in asking for funds for the last 30%? Is it just a cash grab and publicity campaign at that point? I thought Kickstarter was supposed to FUND the making of the actual project? HP;T is barely at 20$ and I still forsee it taking until 2022, if not 2023, or 2024. I am fine with that, but I'd much rather quit my freelance work, get funded and spend all of my time only on HP:T so I can do a Kickstarter already, right? That's the whole point right? So I can give 100% of my attention to the game and not other work 'just to survive'. That's how I see it anyway. If I set the release date at like 2023, and people fund it -there should be no cause for complaints, right? Sure, people may not fund it but at least I am being realistic about the release date. The vast majority of Kickstarter funded games are late, even well rated games like 'Hyper Light Drifter' put off their release date. Not bashing those games, but I'd rather set my release date futher in the future than missing it entirely. Hell I could release it beforehand. Anyway so that's my thoughts. Then there's patreon, that could work but I am not entirely sure what I would offer backers until the game is funded, again I'd have to think about that.

Sam Louix

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#265. The desire to desire, I'm content, but...

July 14th 14:14, (Tokyo)

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Making HP:T speeds up time a lot because I am basically just doing the same thing every day. Making art, animations and programming a project alone. My art and systems do change, but I realise months has passed before I know it. While progress is steady, it's great and I have the game planned out well, but I don't know - it feels like I am in a vaccuum just creating and creating. Of course it's every artist's dream to be creative all day all week, all year, all of their life, but I do get the sense I am missing out on 'something'. No idea what that 'something' is though. I spend a lot of time with my wife and daughter, and I can make music and HP:T whenever I need to. Hmm. I don't know, I think I am just content and that gap is the desire to fill a gap that isn't there anymore. The desire to desire. Pretty odd. Time to listen to Alan Watts and just 'let go' of that desire.

Sam Louix

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#264. Redoing some aspects...

July 13th 10:40, (Tokyo)

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Though it is endless, I find it necessary to redo certain aspects of the game.

I am creating a taller walking animation as I am working with a mask that can resize large images down into smaller ones, while still respecting the pixel size. The game's resolution is 640x360 - so this walking animation's height will be around 370 pixels. This is so the player can get very close to the camera, and also go as small as 70 pixels in height without it looking odd as pixel art. Of course, if the character was any smaller I'd be stretching pixels upwards, which would result in large pixels. This way will prevent that.

It can be taxing to recreate parts of the game, but if you are looking at the project clearly as you are making it, it becomes apparant that some parts just don't fit, and I'd feel irresponsible if I didn't try to get them as close to perfect as is within my ability.


Sam Louix

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#261. Responsibility

July 9th 07:11, (Tokyo)

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Working on HP:T I am gradually getting to know the characters I have designed, and whose stories I have been writing.

There are many aspects to fleshing out a character, and even if unwritten in the media itself, you inevitably think about many things, their nationality, their interests, the tone of their voice, their personality, whims, dreams and fears. Not only this, once you really get down to it, without thinking you are even thinking about things like their favourite food, who they are interested in, what music they like.

The longer the progress of making the game continues, the more and more deep each character gets in my head, and it's hard to note it all down. It's gotten to the point where I am very systematically filling out excel sheets with all of this different information on each character.

Paying attention to these characters and getting to know them as I work on HP:T, I cant help but feel responsible for their existence. There are all of these people, and creatures I have created in these past 3 years. Old characters I didn't think I'd be using have come back in a big way and I am adapting them into the current script. But, without me they will never exist. I feel a sense of duty to support their existence and share them with people. For this reason, I am even planning the next game after HP:T using one of my favourite characters from the game.

Well! This is getting a bit too revealing.

See you!

Sam Louix

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#260. Where the Blue Begins

July 8th 12:57, (Tokyo)

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As you guys may know, a massive inspiration to the game and one of my favourite books is 'Where the Blue Begins', by Christopher Morley (1923) - see post #249 below! I have been in contact with Librivox in hope of volunteering to read it as an audiobook. The reason I am doing so is to help my reading voice for both public speaking and more importantly for my daughter Lottie's sake when I start reading to her.

I am going to record one chapter a day to keep the quality up and I hope to share it with you all when I am done.

Sam Louix

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#259. Reminiscing about Education... and Promo Art (WIP)

July 7th 10:13, (Tokyo)

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"Compare and contrast the blah blah in book A with the blah blah in book B...". Why did they make us do that again and what value does it have in sparking interest in reading? Due to being assaulted with pointless tasks like this during my education in high school I actually came to hate reading, only now at the age of 27 have I fallen in love with it again. That and drawing and painting.

I think my education really stunted my artistic growth, by that I mean my 'inner child' with sense of wonder and wanting to explore the world. Don't force your kids to pay attention to their education too much and please let them do as they please, it's just unnecessary pressure that kills individuality and personal growth... I think. Thank god my parents didn't hound me about homework and grades or I would have grown up to be such a career driven, beige piece of shit... The reason I was able to pursue music so much during and after school is exactly because of how little attention was given to it.

Ps. Working on some new promo art:


Sam Louix

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#253. WIP Art

July 1st 13:54, (Tokyo)

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I am working on some art for the game, I am doing it by hand first. I'll then paint it in watercolour. Before doing so, I'll scan it and keep the unpainted file just in case I mess up the watercolour, which I probably will. Then I can paint it on the PC. Either way, I will most likely make a pixel art version for the game too. Anyway! Here's step 1:


Sam Louix

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#250. More HP:T WIP

June 28th 11:01, (Tokyo)

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Finished with this piece (for now):


Makes me want to listen to the Downton Abbey main theme:


Sam Louix

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#249. A thank you to authors of days passed...

June 27th 19:55, (Tokyo)

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Started reading again, I can only say it was truly a mistake to have not been reading for leisure these past 10 years. One huge inspiration has been Christopher Morley, and I strongly recommend you read his book 'Where the Blue Begins (1922)'.

'There is only one success - to be able to spend your life in your own way.'


I am currently reading 'The Netherworld' by George Gissing. Will report back.

Sam Louix

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#248. Expectations

June 26th 08:13, (Tokyo)

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To quote Dot Hacker, a favourite band of mine:

That's not the order in which we do things
you want the credit and the award before the damn thing's done
even though, do you even know what the child means?
you want to turn this world around, you might start spinning first


- Order/Disorder - Dot Hacker

I think this line speaks volumes about people's expectations about what they do. Personally, I used to be of the mindset which I fear many people are still in. People want recognition for their hard work. They want fame, love and 'prosperity'. The problem is, in the world today it is becoming more and more common for people to share their art, music and games online. For this reason, it is becoming less rare - and people aren't receiving the attention/fame/recognition they were most likely initially expecting. I used to be like this. I was of this mindset that I would just do something amazing, magically, and be entitled to some kind of recognition for it. However that's not the order in which we do things.

We really do have to make our best efforts these days, over and over again, consistently and make sure we are true to our vision. Creating a good piece of art is truly like creating a baby. You can love it and care for it as much as you want, but you cannot expect others to love it as much as you do. You can't raise your child to be a selfish brat and expect everyone to love them as much as you do. You can't create terrible art and expect people to love it as much as you do. The best you can do is truly love what you are working on, and if you wish for that piece of art, or that person so be received well, then you are going to have to do your damn hardest to make sure you make it into something good. You can't assume recognition for something done badly.

So lets give our love and care and attention to every musical note, every brush stroke and every lesson we teach to our children, then hopefully they will come out well. Don't pressure your art or your kids to be 'perfect', but at the same time, don't slack when you have responsibility to make something the best it can be.

Thanks to Dot Hacker for the line which inspired this thought:


Sam Louix

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#247. A thank you to authors of days passed...

June 25th 13:45, (Tokyo)

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As someone striving to create honest art, music and an enjoyable game - I believe it is necessary to draw attention to those who influenced me. For that reason I will list off a few games I have been playing recently.

- Fire Emblem: Awakening (3DS)
- Fire Emblem: Fates (3DS)
- Mercenary Kings (Steam - PC)
- Cave Story (Steam - PC)
- Shin Megami Tensei IV / SMT: IV Apocalypse (3DS)
- Pokemon Moon (3DS) - (Can't get enough of online battling...)
- Valyria Chronicles (PS3) (An excellent game. I'd like to do the cell-shaded graphics in a game myself someday).
- Persona 2 (PSX)
- Persona Q: Shadow of the Labyrinth (3DS)
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- What are you guys into?

Sam Louix

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#246. Introducing...

June 24th 20:41, (Tokyo)

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I do enjoy revealing a new character every now and again...


Sam Louix

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#244. A Cold

June 23rd 19:52, (Tokyo)

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Working with a cold can be quite difficult. I'm finding it hard to focus on the screen or anything else, but sleeping also doesn't feel like an option...

My throat and head hurts, my headphones are hurting my ears but I want to keep going on... surely I can finish some animations at least.

Sam Louix

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#243. Shin Megami Tensei

June 22nd 07:59, (Tokyo)

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Like anyone who enjoys a good old JRPG (didn't they just used to go by the genre name 'RPG'?), the Shin Megami Tensei series is one of my favourites. Shin Megami Tensei consists of the main 'Shin Megami Tensei' games, Persona and the Digital Devil Saga. The lesser known SMT ganes such as the Raidou series are underrated in my opinion. In fact the Shin Megami Tensei main games are greatly underrated in my opinion.

The main compelling aspect of the SMT games outside of Persona is that their primary concern seems to be that of immersion and telling a decent story, oftentimes foregoing gameplay if necessary. That is not to say that the games are boring to play. Games with a well developed story always intrigue me, and for this reason Persona 5 was kind of disappointing. It felt like Persona 4 in a new costume. Persona 2, 3 and 4 are vastly different. For whatever reason, Persona 3 has you feeling more like a loner than Persona 2 and 4. I am not exactly sure what it is, and it may just be the main character is 'kind of emo' but I always liked this feeling of aloneness in games. This same feeling of aloneness and melancholy is present in most SMT games, however, I do not feel it in P2 and P4. In P2 and P4 you feel very much part of a unit, with everyone looking out for each other. That's the strength of those games, I understand - but something about that didn't translate into P5, and it didn't have that loner feeling either. For this reason, P5 felt somewhat empty for me.

I appreciate greatly this 'loner' feeling and hope I can have a similar mood in HP:T, it's something I am actively focusing on recreating.

On the topic of SMT, I really feel like the Devil Summoner: Raidou game's protaganist has one of the best character designs from any SMT game:


Sam Louix

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#240. Fretless/Standing bass in FF8 OST?

June 18th 08:40, (Tokyo)

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The Final Fantasy 8 OST could be credited as the sole reason I wanted to become a composer in the first place. Yet there was something I had overlooked about it. I got a message today from my friend Alex (Moukala) and after hearing one of the tracks for HP:T with fretless bass in it, informed me that there was in fact a track from the FF8 soundtrack called 'Unrest' with fretless/standing bass in it! And damn it, he was right! I had never even thought about it, but I had loved the sound in the past and the fretless/standing bass sound, albeit probably an imitation(?) is so prominent! Here is that track:


The simple yet powerful sound of the bass gives it such a royal sound!

Sam Louix

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#239. What is it? What it is.

June 17th 13:44, (Tokyo)

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I keep falling asleep without making any progress on the game barre a sprite or two this week. With the scope of HP:T being so vast, of course, it feels like an unconquerable mountain- but that's okay. I have banged on about it in the past plenty enough but I like to constantly reiterate that I am willing to let the game unfold itself in front of me while I make notes and pick up the various stories involved until it is finished. There's no rushing to meet a 'goal', no financial burden or pressure to get it done, I just want it to be good. Or just be whatever it is. That's fine.

That's not to say there's no end to the making of HP:T. Of course not. I have the ending planned out, the start is solid, and it's just an ongoing process to fill in the inbetween parts as best as I can. Having options for voice acting, different camera angles for scenes made in pixel art (drawing them again and again), it's all fine. I just want to tell a good story, and make an engaging game - and make it good. I have a vast world on paper, and roughly 40% created. But I want people who play to want to dive back into this game for years to come, and I'd like people to find it in 30 years+ from now and still find value in it. That won't happen by forcing it out half baked, will it? I first played Final Fantasy VIII 20 years ago when it was released, and no matter what I play inbetween, no matter what game I fall in love with next, FF8's story and soundtrack still brings me back at some point every year.

I hope I can make something like that, at least for 1 person out there.

Sam Louix

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#238. Visit to Tokyo

June 16th 13:38, (Tokyo)

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My mother came from England to Tokyo for a week to visit and finally meet our now 2-month old Charlotte :)

I'll keep updating though, and maybe even finally get around to recording some more videos of me speaking to the camera, which I miss! I would have liked to have gone to some kind of live concert with her here but it's not really possible with the baby!

Sam Louix

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#231. The Nether World
June 9th 11:11, (Tokyo)

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I fear that I will reveal all of my secrets in this blog, but I can't help but mention after finishing 'Where the Blue Begins' by Christopher Morley, I have gone on to start reading 'The Nether World' by George Gissing.

After only finishing the first few chapters, I have already become inspired for a character in Healing Process: Tokyo. What with 100 characters+ with backstories and frontstories to flesh out, I can't help but let everything I experience be sponged up and filtered some way into HP:T.

While in this kind of ultra-sensitive mode where I am being inspired by literally everything I take in, I can create stories very quickly for HP:T. However - being this open to ideas, while about 90% of them are usable in HP:T, thanks to the real and dream-world bi-polar aspect of the game, 10% of the remaining ideas definitely do not fit in HP:T. Ideas which take us into space, and the like are saved. These ideas are being stored up in a word document on my computer for the next game. To keep everything going, I have to be switched on and open to everything at all times. No doors are closed, I just need to know where to direct the flow.


Sam Louix

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#230. I may have been born in the wrong age.

June 8th 13:43, (Tokyo)

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I have just a small something I would like you to contemplate. I have a feeling that generation upon generation we are getting stupider and stupider. This is not an original thought, might I add.

There's a problem we are having with Twitter and YouTube, and the immediacy of the technology we have in our hands. People have to keep these constant streams of information open for consumption, in fear of being forgotten. The most common way to catch and keep people's attention is to try and upload content to YouTube every day without it being absolutely diluted and meaningless. If you manage to show your face and make a video with... 10% original thoughts and content on a daily basis, you will survive.

This desire to be seen and consumed by a large amount of people is changing everything, the way people view their media, the attention span of the public on internet 'celebrities', but I fear the largest of the negative impact is towards art.

Music is made to be loud. Pump up the compressor - limit the dynamic range, make it LOUD as to stand out. Almost anything sounds 'good' when it becomes LOUD. Could we stop this? Stories and games, and true 'themes' are being forgotten. Reading over some books from the 1800s, the authors would use similar words each time from book to book, while presenting a completely new fireplace, one author (Christopher Morley) would mention the fireplace, and the 'poplar trees' in many of his works. Themes within a musicians work would continue on through their career and they would deepen their creations in this way.

With our current climate, jumping from person to person, from one YouTube scandal to the next, one copied 'beat' to the next, getting ever louder and ever simpler... art is dying. Art is being dumbed down. We are probably at the stage where a computer could design more intelligent music on AUTO PILOT than an actual composer... how sad is this?

This could ACTUALLY be the feared 'robots ruling the world' scenario that paranoid old people have given up feeding to us. But isn't it true? Is it good or bad? Will be be happy with music and books and films created by computers, our lives on auto-pilo? We are losing sight of the common man's voice, the appreciation of the artistic touch, time and care over marvellous works...

I hope someone can breathe at least some dying breaths into art during my daughter's lifetime, so the world isn't run on a dull, grey conveyor belt.

Sam Louix

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#229. Old Books
June 7th 12:21, (Tokyo)

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Been really getting into poems recently.

Honestly I don't know what century I am living in. I keep tripping over books from the late 1800s, early 1900s.

Sam Louix

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#228. Thistledown, by Andhegames

June 6th 15:26, (Tokyo)

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After looking around for some games to participate in developing, I found a wonderful game called 'Thistledown' by Andhegames. Luckily, Andy and myself saw eye to eye on the concept of the game and I will be taking on the role of composer. Excellent! Andy believes firmly in creating a good story as the foundation for his game and that will really bring a huge role to the music needed.

I'm grateful he is letting me participate, check out his tweet of the game below!


Sam Louix

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#227. Remembering...
June 5th 10:11, (Tokyo)

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I have spoken about this before but I was recently thinking about it again. I really really really am glad the 2015 Kickstarter failed. Had it not have failed, HP:T would look something like the left side, rather than the right side.



I would have never drawn pieces of art like this:



And this...:



I would have settled for mediocre art like this:



Instead, people didn't support the half-hearted approach that was HP:T v0.00001, but they pushed me to be impressive. I am so glad!!!

Sam Louix

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#226. Recent Scifi Obsession
June 4th 12:02, (Tokyo)

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I've found myself increasingly drawn towards Sci-fi anime from the 80s, such as 'Eiyuu Densetsu' (Legend of the Galactic Heroes, and on a lesser scale, 'Ginga Tetsudou 999'.

I'm not a massive fan of AMVs written by fans, however this one by YouTube user Andenber really captures the greatest parts of Legend of the Galactic Heroes. Give it a watch.


The vast possibilities of telling a story in space are really enticing, and I am also really beginning to love spacecraft and mecha designs...

I'm just warning you for later ;)

Sam Louix

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#217. Ode to Mick #1,000,000.
May 28th 12:38, (Tokyo)

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I know I can't stop banging on about him, but Mick Karn's bass playing is an ever-growing influence and becoming such a large part of my life in general. It almost brings me to physical pain to know I will never see him play live. For his solo career, he was such an overlooked genius.

Check this (if you just want to hear the bass, skip to around 2:30 and soak in the line)


Then there's this track called Saday Maday where he plays THAT BASSLINE and SINGS at the same time. It is absolutely incredible, I have never seen anything like it!!!


Sam Louix

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#216. Working on Cutscenes
May 27th 13:58, (Tokyo)

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I am trying to add different camera angles etc. to existing areas during cutscenes to flesh out the world. This is what I am currently working on, you may remember it from the YouTube speedpaint video (check the videos section):


The camera will pan up from the bottom to the scene above, for a dialogue. Just creating these 5 seconds of a cutscene takes a couple of days. There are 3 or 4 main animations and the size of the piece is 680x1000, this is huge for a piece of pixel art. I am making between 20-30 cutscenes in the game, so you can imagine just how long it takes to get all of this stuff put together, if you consider each full cutscene will be at least 1-3 minutes long.

But it's fun as hell.

Sam Louix

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#216. 'Genius'.
May 26th 22:21, (Tokyo)

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If we could teach people how to be geniuses, ie. constantly surprise us with innovation, it would be taught in Universities across the world. However we can't teach someone something that hasn't yet been thought of, obviously. Genius is uniqueness, and creative innovation. Everyone has their own path to finding that, so don't be guided by others too much, and don't attempt to guide others too much.



Sam Louix

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#215. A continuation...
May 24th 20:51, (Tokyo)

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Follow my twitter! It's important... apparently...



Sam Louix

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#203. Motifs
May 12th 12:08, (Tokyo)

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Is it ambitious to write motifs, and whole musical theme songs for 125-130 characters or so? Probably... I'll do it anyway though. I suppose I could pair people together who have relationships, but I thought it might be more interesting to mix the themes depending on who is together at any given time. This could even extend to the battle theme etc. depending on which support characters you are using (which would be awesome). Oh yeah, I am doing that for sure. Haha!

Sam Louix

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#202. Billy Corgan (Smashing Pumpkins)
May 11th 12:17, (Tokyo)

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I didn't listen to Smashing Pumpkins all that much growing up, a few songs maybe but I was by no means a 'fan' or supporter.

Listening to the recent interview from November 2011 with Billy Corgan, the songwriter and frontman of the band, I have a new found respect for him, he certainly knows a lot about the industry and just a lot on a human level about the way 'fans' are obtained. He mentions that it doesn't matter if you make a bad business decision in your career, but building up your reputation or 'image' by sticking to your guns and respecting yourself, ie. keeping the heart of the rebel is what allows people to respect you. This is, of course if you have built yourself up as a rebel in the first place, of course. However this kind of preservation of your original flair is very important for me, and having heard his thoughts has made me want to listen to his music more. Check it out!:


Sam Louix

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#201. Persona 2, Persona 3, Persona 4, Persona 5.
May 10th 14:44, (Tokyo)

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I was loving it, up to P5, Atlus. P5 is P4 in disguise. You get 1 chance at this, okay - you have remade and maybe improved on P4. Maybe! But please make it something new next time, okay? I want to see a new Persona next time... please.

Sam Louix

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#200. Fez
May 9th 13:11, (Tokyo)

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This applies to music, art and games alike, though I am speaking about one specific example today. Does anyone remember Fez? This is a game that is being quickly forgotten despite its relevance in the indie world. One of the reasons that I got into the mindset that I could make a game is because of games like Cave Story, and yes - even Fez. For those who don't know what Fez is, it's a game that should have been a classic to remembered for decades to come, but thanks to the bad press and the bigheadedness, and sheer rudeness of the creator Phil Fish, it is being quickly forgotten. The game is good. It was the first game to introduce the 2D, rotating 3D levels, it was the beginning of what should have been a great series.

It's sad that Fez is being forgotten, because the game itself is great, but it just goes to show that when you are selling a game, you are selling yourself. At the very least, if you don't want to put your face out there so much, it's best to keep negative behaviour and attitudes to yourself. The creator of Phil Fish really put the nail in the coffin of his career by stating 'ALL JAPANESE GAMES SUCK' at a talk panel, and that is most likely why Fez never broke Japan in any sense.

While I am very much against the idea of 'selling myself' along with the game, I certainly want to make friends and see their opinion of Healing Process: Tokyo. We have all learned an important lesson from Phil Fish, for which we should probably be grateful for, that is 'don't be a complete ignorant and arrogant asshat in public'. It should have been obvious, unfortunately, probably not. Now that doesn't mean we need to pander to anyone and everyone, it just means we shouldn't let our bad reputation effect other's opinion of our games / music / art before they've even experienced it.

Sam Louix

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#199. Caring
May 8th 14:31, (Tokyo)

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Caring for a baby is not that hard. Caring for a baby and game development blog? Now that's hard!!! While the actual development of the game is coming along fine, I do not have the seconds in the day to upload pictures and stuff, so I hope you'll settle for text in the meantime.

Thanks!

Sam Louix

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#198. New Adventures!
May 7th 3:51, (Tokyo)

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I used to only work on games if I could secure a contract and definite payment. This was a mistake. You know what they tell you about never 'working for free' or just because 'you love making art / music'? Well that's all bullshit. The most passionate people often do not have money but have great talent and ambition. Make something from the ground up together. Throw your art around, but take time with it and get credit!

Trust me, your artistic horizons will expand the moment you stop worrying about financial gain.

Sam Louix

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#197. Recent Games
May 6th 11:01, (Tokyo)

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I have recently been playing some 'new' games to inspire some creative spark within myself for the gameplay of HP:T.

The majority of games I play, I don't want to particularly use their mechanics, but while playing them they spark other ideas not in the game. I guess playing games as an action can simply inspire creativity.

Some of the games I have been playinh are:
Merceanary Kings
Cycle 28
Dropsy
and...Rainworld.

For whatever reason, while playing Merceanary Kings, I thought of a mario-esque pipe that the player jumps in, morphing their body shape and they fly around some tubnes. However, I envisioned some kind of first person view which pops up and allows you to move left and right (or up and down) depending which direction you lean towards. These kind of 3D decisions, viewpoints arent done too much in 3D, with the exception of some games like Shin Megami Tensei, and those old tube runner things in Sonic on the megadrive/genesis. Actually scrap that, all of the old racers had some kind of 3D view... Mariocart, etc. I suppose what I mean is that in a 2D adventure game, you don't get much of a chanc eto see out of the eyes of the character, I'd like to explore where this takes me. This will most likely effect cutscenes too!

I've had an inspiring weeek, I'll update with some actual game content soon too/

See you next time,

Sam Louix

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#196. Old over new...
May 5th 16:04, (Tokyo)

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I tend to try to be inspired by old things rather than new ones these days. This is for several reasons, 1)I can find the value in old art, looking at it from someone with the sensibilities of today, and adapt it into my work, 2) it's a great change from the work of people these days, all who seem to follow, closely imitating their peers (have at it, but you won't entice me), and 3) to feel special. 'Where the Blue Begins', a book by Christopher Morely from 1922 made me feel special when I found it, like it was written for. I know basically nobody is reading it these days, making a comparison to say, the amount of people watching 'Game of Thrones, to which I reject to offer even a solitary minute of my attention to. I hear the words of others in the back of my mind, 'if it's good why does it matter when it was made Sam, you pretentious asshat?'. Well artists are inspired by other artists. If we are all inspired by new works such as GoT, it will show in our work. I'd rather found my artistic sensibilities on those of works which nobody pays attention to anymore, if I do this my work will be unfamiliar, and in turn have a special uniqueness and worthy new quality to it. This is something lacking in art, games and music due to the desire to chase 'sales' and 'profit', these are dirty words which spit on the essence of art 99.9% of the time.
Here's the cover, I suggest you look into finding an ebook (PDF) of it online, this is very easy to do!


See you next time guys!

Sam Louix

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#195. Searching for art books...
May 4th 13:31, (Tokyo)

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I came across a book with weird and wonderful illustrations during my search to feed my ever-growing appetite for art.


It's a nice little (well actually not little) book of illustrations by Patrick Woodroffe called 'Mytho Poeikon'. Here's an example of some of the work that can be found within:


For whatever reason me and my wife are fond of the pictures where the woman has her breasts out... make of that what you will. See you next time!

Sam Louix

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#194. The Characters
May 3rd 13:00, (Tokyo)

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The amount of characters in the game is forever growing, with a guaranteed minimal of 100 NPCs with quests and a backstory for the player to uncover.


As I have most likely mentioned this multiple times, half of all of the NPCs in HP:T become support characters for you to call in the dream world. Each character has unique ideas, opinions and thoughts which ultimately allow you to explore different parts of your own mind. However, how can you know yourself unless you have others to differentiate yourself with? See you next time!

Sam Louix

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#193. Eyes Opened
May 2nd 15:55, (Tokyo)

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I have gradually been able to let go of conventional structures and staple ideas while making HP:T. It's great... I feel very refreshed and able to tackle any project I like.

Once you lose the expectation of 'how something should be', it's very freeing. Constsntly letting go and moving works wonders.

Sam Louix

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#192. The dark side of Japan
May 1st 12:31, (Tokyo)

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I am getting a bit fed up with one thing in Tokyo, Japan. I am not sure if it's all of Japan - but from what I can see of this mindset of 'omoiyari' (in short: overthinking how to please other people, in hope of having the same done for you), endless problems arise, especially when money is brought into the picture.

Money helps us lose our sense of humanity. If a system such as 'omoiyari' is to work - it requires 'omoiyari' in return. The 'service' system in Japan (ie. The customer is paying, so you have to lick dogshit off their shoe if they want you to, and god forbid you ever disagree or speak back to the customer if they are angry at you) causes people with money, or simply anyone in the role of the 'customer' to feel like they can walk all over you at any given moment. After all, you are paying for the staff's 'omoiyari', are you not? This is where the problem lies. If one does not receive 'omoiyari' in terms for 'omoiyari', in other words - if the customer can pay the cold cash in a bid to excuse their lack of humanity, what happens? Pompous dickheads with money are allowed to walk all over the staff however they please. This also breeds a bad environment where the staff are constantly badmouthing the customers, as they are not receiving their due 'humanity' and kindness for their 'selfless' act of omoiyari. This also creates a system where the boss is allowed to shout at and ridicule the staff for not 'thinking of the customer', where they actually mean 'not being able to extract money from the customer effectively'. In fact the whole sense 'omoiyari' is completely lost at this stage. The whole selfless act of doing something for someone else is cast aside in favor of a) allowing a baby-adult to act like a pompous dickhead, b) being a false creep with expectation of money and c) allowing a power hungry boss to trample all over the lower-level staff how they please. In this scenario, I feel the most sorry for the low-level empoyee, because all they want is to have a 'normal' amount of money for living, while the customer has unrealistic expecations of how much 'service' his $1 affords him, and the boss gets a lot more money to essentially be a dictator over the actions of the employee.

I have a perfect story from my father of how I believe self-entitled customers should be dealt with. I can't remember it word for word as it was something he told me when I was 10 years old or younger, which is 17+ years ago, however the fact that stories like this stick with you shows the importance of the words of a parent to a child. My dad, while in university used to work at a video store (blockbuster, perhaps?). During this time he would get stupid questions from stupid customers, asking if the most recent movies in the cinema had already reached VHS (old version of DVDs (ie. old version of Blu-Rays (ie. old version of Netflix))). While he could deal with these stupid questions, despite being a little annoyed, he didn't mind this slight idiocy from customers.

What my father could not stand is customers who were angry, self entitled - and felt it necessary to shout at staff who weren't doing their job quickly enough for their own sensibilities. There was one customer, I feel like he said she was a woman, but it's really immaterial, especially as my Japan-tales are more likely about self-entitled male customers. Anyway, this one customer would get red in the face, shouting at my dad saying something along the lines of 'CAN YOU HURRY IT UP PLEASE', or 'YOU'VE PUT THE WRONG VIDEO IN THE CASE, ABSOLUTELY USELESS'. My dad is definitely not someone who stands for being disrespected, and in turn said something along the lines of 'how about you treat others with some respect, otherwise you can fuck yourself and never come back here' (I honestly don't know what he said, and will re-edit this after he reads it because I am quite sure he didn't use profanity). Needless to say, the woman went silent, seeing what a pompous ass she was being. My dad's boss came to him, 'John...', and my dad replied
'yeah, I know, I'm fired', to which his boss said;
'no, not at all, she was a proper bitch and I'm glad you told her that'.

This is the difference between England and Japan, in Japan - the staff member - the register operator, the person offering the 'service' would NEVER speak back in this way, with fear of being fired, or not being able to 'read the situation' properly, allowing their perpetual inferiority complex being in control of them.

Now, because Japan is centered around this idea of 'omoiyari' in everday life, AND in the workplace - there is no room to breathe. Every little situation becomes this power battle where one person must become trodden upon, while the other is superiorly correct. It's sad.

English people talk back, they oppose those who disrespect them - and in turn, they get their humanity back. People are nice because they want to be, they don't want to give bad feelings to others, they don't want to tread on other people, for the most part. At least people who do that are seen as 'weird' or 'abnormal'. Well guess what, in Japan - being a raging power-hungry asshole is completely normal. This is why I like England better than Japan.

Oh, and just so you know - if you speak back to people in Japan who feel entitled, they usually get shocked and see you more as a human. This issue, though reinforced by society, is actually mostly held up by fear of what others will think, rather than you being punished for acting up against it or out of line. If you're Japanese, you can gain some serious respect by respecting yourself. You may be badmouthed by narrow minded people though. And if you are a foreigner you will be labelled as 'oh, theyre a gaijin (foreigner) they just don't understand how it works over here'. Yeah we don't understand, we can't possibly grasp the whole concept of 'omoiyari', senior and junior (senpai, kouhai) system here, or how systematic abuse is the norm. We just don't understand. Probably because we don't have any other kind of experience to compare it to, you know - like the well-travelled Japanese population, full of those who have lived abroad for so long, not being trapped in their own small country festering in its own... wait a minute.

PS. Here's the actual story from dad:
Yeah...the gist is about right Sam, maybe not so dramatic. The young woman in question threw the video onto the counter and also demanded some cigarettes as in, " Get me 20 Marlboro," delivered in an aggressive, impatient bark. My hackles were slightly raised at that but I could cope with it, externally patient but internally thinking that she was a ridiculous, stuck-up little rich girl with a ludicrous sense of entitlement. Anyway, I put the cigarettes on the counter and was looking for the video to go in the case. For some reason, the video was not where it was supposed to be so it took a few seconds to find it so she started ranting, "Get a move on. Are you a fucking moron? For God's sake...." etc etc so I took the video off the counter and put the cigarettes back on the shelf. She looked shocked and effed and blinded. I told her to leave the shop as I was refusing to serve her. She seemed to genuinely not understand why. I said that my job was to serve customers not to be treated abusively by them. She effed and blinded a bit more and stormed out. Other customers in the shop were supportive of what I'd done. She rang and complained to the boss who asked me what had happened and she too fully supported me. I worked there for about a year and she was the only abusive customer I ever had to put up with. See you next time!

Sam Louix

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#191. Quicksave + Full Save
April 30th 22:32, (Tokyo)

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While I am going to add a quicksave feature which allows the player to save where they like during playing, the full save feature in the dream world will be its own room, with teleportation to previous areas and checkpoints. Here's how it will look (work in progress):


While in Tokyo, the player will be able to save anywhere from the pause menu. Handy right! There will be 1-3 slots to save on, but I don't want it to be too easy to exploit the save function to get various unlocks quickly, so I am having a bit of a think about how it will work.

Sam Louix

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#190. Interest in Japan
April 29th 15:32, (Tokyo)

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Today I'd like to share one more reason I became interested in Japan. That's the band Tokyo Jihen.

I first saw this video (Sounan) - Translates to disaster, or shipwreck... or something.


The mixing is immaculate, and while I am aware her voice (Shiina Ringo's) is an acquired taste, once you do acquire it - you'll never go back.

I went to see their final tour 'Bon Voyage' in Saitama Super Arena in... I believe it was 2013. It was incredible. Here's the intro song from that tour:


I literally went to Japan for about 3 days just to see that show.

I did that in 2012 with Luna Sea's tour too. It was great.

Sam Louix

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#189. I have done it!
April 28th 21:11, (Tokyo)

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I wanted to find a way to take the whole dating sim element of the game to a whole new level, and by George I think I've got it!

It will involve being able to phone each of the NPCs and arranging when and where you will meet them, pretty awesome right! The whole time system will contribute to the game in other ways too, but you will have to see how that plays out later ;)

Sam Louix

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#188. Improving the script
April 27th 23:31, (Tokyo)

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Having a long time to work on the game is great. Ir gives time to iron out all of the small mistakes and stupid decisions you made earlier. Looking back on something I made a year ago, I can be a bit more objective about it and still not lose the original meaning / message when I improve it. Waiting for immediate feedback from someone else is NOT as good as waiting for feedback from your future self.

I am currently working on the story / script. I think there is definitely something to be said for writing and writing and re-writing and improving a piece of text. Even a bad reader can tell the difference between a horribly written and rushed mess, and a masterpiece. Let's hope I can land closer to the latter...

Having a lot of characters is interesting. Working out how scenes will play out, who will be friends with who, who will be enemies, it's really fun to work out these things. How would this character A behave with character B? And how about if a group of characters A, B and X interacted with group Y, D and G? The ideas and sparks are endless. The sparks are endless. The ideas are endless.

Am I making myself clear?

Sam Louix

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#187. Becoming a father...
April 26th 21:23, (Tokyo)

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I want to emphasise that the whole fathering thing, so far isn't particularly 'hard' as such, just very very very time consuming. I am writing this blog entry a week late, as we have just finished our first week of raising our daughter Charlotte.

Writing the daily log is very important to me, and finally getting home is allowing me to catch up with the work. It is manageable, but I am going to have to sleep even less than before. Man, does having freelance work also serve as quite the barrier to progress. HOWEVER, I will continue the daily uploads from today and will also continue to push on with the game dev. I have a new motivation to creating something great now, which is making a reason for my children to be proud of me!

Onwards and upwards.

Sam Louix

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#186. A new phase of idea catching...
April 25th 19:32, (Tokyo)

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I have mentioned in a previous post about how David Lynch explains his search for ideas as a 'fishing line' which he sets out with the desire of a good idea to come along as bait for said idea, and simply waits and collects these ideas together to create the worlds in his movies.

Upon hearing David Lynch speak about how he was drawing from this 'pool', or rather an everflowing river of inspiration, I was surprised because it was an almost perfect explanation of how I create my game worlds, and in fact the shared world of all of my projects. These slowly collected ideas start as something small... let's say you could imagine a fish made of crystal, floating through the ocean. This is quite an original thought. I can't think of any kind of 'glass fish' or 'crystal fish' off of the top of my head, can you? Now of course the concept of glass, fishes and crystals are all real things, but the small idea itself doesn't feel contrived from anything, as it is so minute. To collect enough of these small elements, and piece them together into something better is what makes these minute ideas into something truly original, a miniscule fraction of a vast world. After thinking on it for a few more minutes, simply as pictures in my mind (musn't use words, words are too derivitive, if that's where you start off), I envisioned the fish sailing through the stars with school children inside it. Its glass reflecting a green/purple oily shine. In the hand of one of the frizzy haired kids, I see a plastic windmill on a stick - I feel it was given to him by one of his parents. He has red shorts and a sad look on his face... The fish will be taking them somewhere of meaning. Maybe they have a similar story.

Without overthinking it, which maybe I did this time - I have this romantic, painting-like flying crystal fish image, with a 'school' of children flying through space in my mind. Next time I come up with an idea, it may or may not feel appropriate to link it to this one. And that's all there is to it, via this method, this small idea - you can see how a story might be formed. And once that story is formed, it will be ready to have a script written (or not), and be ready to used somewhere. Writing all of these ideas in a list and having them ready to hand to piece together is a method I like to simply call 'patchworking'. 'I patchworked these ideas together', 'I just finished patchworking HP:T'.

Maybe with this unforceful approach to creating stories, you can combat writers block, or artist's block. I find as an artist it is not necessarily a good point to start of from a kind of political 'what I want to say' point of view, but maybe create the kind of world I just mentioned above and then add the political message you feel appropriate afterwards. Of course there's room for people who simply write politically all of the time, but that must be rooted in hard facts, as to not come across a fool. In my approach to game making, creativity and originality - a kind of peaceful positivity is the key for my ideas to flow.

Sam Louix

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#185. Now...
April 24th 19:38, (Tokyo)

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Now I am not going to say being a father is 'hard', actually I think it's a joy. But...


Sam Louix

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#184. A wonderful disturbance [Part I] .
April 23rd 10:26, (Tokyo)

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I am writing this post on the 28th of April 2018. I have not updated the devlog for the past 5 days, and I have a very good reason.

On the morning of April 23rd 2018, my wife started going into labour. We couldn't believe it was labour as it was 5 weeks before the actual due date of our daughter's birth. Not believing it was labour, we started by shrugging it off as false / early contractions or pains that sometimes happen.

They didn't stop though!

Several hours later, I convinced my wife it was time to get in a taxi and on the way to the hospital we had arranged for the baby to be delivered at. Again, we weren't entirely sure if it was the baby being born or not, but of course we wanted to go to make sure everything was alright... anyway - here is the result:
^_^



Yes here she is, our wonderful daughter Charlotte Mia Jones (Lottie) born on April 23rd 2018.

She was born with no health issues, just a little on the small side, but a wonderful laughing bundle of happiness! I will try my best to keep the game devlog on track from now on, but you know it's going to be hard for me with this cutie hanging around! ;)

As always, thank you for your support

Sam Louix

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#183. Ampcrate [instrument #1].
April 22nd 17:03, (Tokyo)

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In the past week I have been making the first of 5 unique instruments to compose with for HP:T.

I want to do my best to make them differ, ie. 1 percussion instrument, 1 wind instrument, 1 stringed instrument, etc. I am starting with arguably the easiest one first - the percussion instrument.

I think I will keep it a secret for now, but I'll let you know that it will shape the genre of one of the dreamworld areas, and each of the instruments will be a core component when composing the dreamworld score. It's a lot of fun and brings originality to the game.

Sam Louix

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#182. Another day, another animation [Part III- Final].
April 21st 20:46, (Tokyo)

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After a few hours work, you can now see how frames of me from a video were manipulated into making me into our friend Arasawa Satoshi here. I recoloured him and gave him his hat off the top of my head (no pun intended there).


This is a process which can take a long time, if you take into consideration not only the actual animation and changes, but the time taking the video, and I do not use a template for all male characters, etc.

Making the animations is a lot more complex than that - I have to choose similar clothes to the character, and then manipulate them to make them convincing. I have to invision how that character walks, how they hold themselves. It's kind of like a really basic form of acting... kind of. Also, of course I can only do the male adult characters. That leaves me with having to get my wife to take reference videos for the female characters, and I am not quite sure how I will do the kids yet either. I have a cousin who is young, maybe I can get him to play a role in it!

More tomorrow, see you soon!

Sam Louix

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#181. Another day, another animation [Part II].
April 20th 15:36, (Tokyo)

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So here's the second part of yesterday's post. I'm going to keep it short, here you can see how the final animation is beginning to differ. Ignoring the colours, you can now see a hat that I have begun adding to the NPC in freehand. This is from 'Arakawa Satoshi', one of the many people you befriend in Tokyo.



Trying it out in the actual engine is useful:


As I like to draw the extra elements freehand, it's always interesting to find out how it will look once it's actually in action. Now I understand there are pixel softwares out there which let you see the animation in real time as you are drawing it, however, I am just way too into paint.net at this point to care about that. Sometimes I export them into a folder, open the animation in a browser and once I save, I can simply refresh to see how it looks, but there's something about seeing them in the engine itself that lets me feel as if I am progressing.

Sam Louix



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