Ninelives is the most beautiful RPG that was never completed, but can still be experienced as it was left. As part of my video on the game (now up for early access on Nebula), I also interviewed Tota of SmokymonkeyS on its inspirations and development before its suspension in 2016.
What would you say are your main inspirations for the art style in Ninelives? E.g. other artists, film, games, literature, history etc.!
I was a huge fan of Adventure Gamebook when I was a kid. Well, maybe you don't know what that is. Please read the wiki if you need: https://en.wikipedia.org/wiki/Gamebook. I was reading (playing) translated oversea gamebooks well, and love the inner artwork especially what draw by monochrome. I had never seen pictures like that before, and had a strong impact on me. So, I wanted to make a gamebook by my self. When I started making my own gamebooks, I learned a lot about how games are made. That's because a gamebook is a medium in which the player can see all the source code. At first I started making gamebooks because I was attracted by the artwork, but my interest eventually shifted to making the game itself.
Related to the above, do you take a lot of inspiration from real world cultures and places? Are there any that you particularly gravitate towards?
I like the mixed culture, like Chinoiserie in France at the 17 century. Plus, since I'm Japanese and this country has always been greatly influenced by China. So I'm not limited to any one of these cultures, but trying to create as I am influenced by all of them. Sometimes people say that what I create looks Japanese, Chinese, or Asian, which is neither correct nor incorrect. I try not to be only of a certain culture when I create. That's because I want to create an imaginary world that is somewhat like reality, but slightly different.
Why did you want to make Ninelives?
Ninelives was the first game I ever thought of making, I think when I was about 17.
Do you think Ninelives being in an unfinished state provides a different atmosphere when playing the game and exploring the world?
I don't particularly think so. The atmosphere of the game is still complete. I wanted the game to be a relaxed, free-roamed adventure for players.
I wasn't certain during my research, so I wanted to confirm if Tomomi Sakuba was involved in Ninelives in any way?
Yeah, Sakuba was involved in Ninelives lots of ways. As you said, he did some of the texture pictures for flowers, plants and tree leaves. He also drawn the world map and area maps of the game like below: http://www.smokymonkeys.com/kyrill/index.asp?direct=138 He actually walked around the world by himself to make this. He was one of the most earliest game tester of the game. Oh, and I have to tell you this. He's a voice actor of male Nightbreed and Elf! In addition, his wife did some of creature voices. Her voice is also used on Triglav too!
What are your own personal thoughts on Ninelives? Is there anything you would drastically change looking back on it? Or any big changes you would want to make if you were to continue development at any point?
Ninelives was too much for me in many ways. It was a world I had been thinking about since I was young, but there were too many things to actually create to handle, and in that sense it's exactly the dream a child thinks about. We are a team of two in SmokymonkeyS, but one of us is in charge of programming and system engineering, and the game itself was created completely by myself. I had to create all the pictures, models, terrain, music, and story by myself. Now if I'm going to make something, I don't make it on such a large scale anymore.
Apart from the Switch release for Garage and occasional updates on Triglav that you mentioned before, is there anything that SmokymonkeyS are working on for the future?
Not yet so far.
I noticed your banner on the official website (http://www.smokymonkeys.com/kyrill/index.asp) has a character on a train platform, I wondered if that might be a future game?
Once it was. It was a previous project of Triglav for mobile. But it was going to be on a larger scale again, so we decided to port Triglav before that. There are no plans to make that game now. But I may make another game with that worldview and atmosphere. For example, as a mobile game.
A big thank you to Tota for taking the time to answer my questions! You can find SmokymonkeyS and their games here:
…and I’m both excited and terrified, lol
https://www.kickstarter.com/projects/aurans/visual-novel-aurans
Aurans is a visual novel about growing up and saving the multiverse while wearing wet shoes.
When homely nobody Rowan Nightingale gets hit by a car, she doesn’t die, but instead is chosen to become an Auran - a being who can make anything happen, on three conditions: she has to be able to imagine it, believe it, and then create it. Taken under her mentor’s wing, she travels to other dimensions and learns to harness the power of her imagination, slowly growing more confident in herself. But dark forces are lurking in the shadows, and who better to manipulate than a young, naïve Auran such as her? Soon, Rowan must fight her inner demons - quite literally - in order to save the dimensions from being destroyed. But can you truly believe that you are stronger than the darkest, most evil force in the entire multiverse, when all your life you have believed you weren’t worth anything at all?
The first seeds of the Aurans universe were thought of in 2006, when I was only 11. Since then, the story, characters, and environments have been fine-tuned over and over again. At first, Aurans was written as a book, but the lack of audiovisual content felt wrong. Many other mediums were brainstormed; A comic? An animated series? A movie? For many different reasons, none of those really seemed to fit. Then it became clear: It had to be a visual novel; the perfect blend of text, image, and sound.
After working with the companies Nix Hydra and Dorian, I felt that I had a grasp on the visual novel medium and the surrounding industry to the point where Aurans would be able to come to life. Teaming up with background artist Ivan Sapnu, the two of us got to work, and now, the first installment is almost complete. All we need is that last push - that’s where you come in.
A super quick overview:
GAME GENRE: Visual Novel / Young Adult / Fantasy / Coming of Age
GRAPHICS: 2D illustrations and sprites on static backgrounds
ART DIRECTION: Stylized and cartoony in vein of W.I.T.C.H., the works of Noelle Stevenson, and the works of Becky Cloonan
PLATFORM: PC, possibly Android, iOS, and Nintendo Switch in the future
PLAYERS: Singleplayer
ENGINE: Ren’Py
MARKET: Anybody age 12-35 with a love of young adult fantasy stories
Fully hand drawn graphics, deep world and lore
Representation of LGBTQ*, diverse body types and POC, with mentions of neurodiversity, while touching upon the themes of self-worth, identity,and bullying
Can stand alone, but is planned as the first installment of the Auran trilogy
~800 USD (~745 euro) will be used to pay our background artist for the remaining backgrounds.
100 USD (93 euro) will be spent on getting the game onto Steam.
Project funded: 900 USD / 850 euro
STRETCH GOALS:
2500 euro / 2700 USD = Original soundtrack; currently the game will use royalty free music primarily provided by Kevin MacLeod, but how sweet would it be to get a soundtrack specifically made for Aurans?
June 25th 2023: Kickstarter launch
August 24 2023: Kickstarter end
September 1st 2023 - November 30th 2023: Creation and implementation of the remaining backgrounds, music, and sprites. If stretch goal is reached, soundtrack will be commissioned.
December 1st 2023 - January 31st 2024: Proof-reading of prose, GUI updated, and game submitted to Steam.
February 1st 2024: Game launch
Keep reading
Hey I'm just going to toss my kofi out there cause I could really use help with upcoming bills. I have my comms open and you can get rugs like the ones pictured!
My ko-fi
My friend Abdul is an African LGBTQ+ refugee who needs more help than I can give him to survive at his camp.
$6,000 seems like a lot, and it is, but he would really be grateful for anything. If you have $1 to spare he would absolutely appreciate that. this is not a circumstance where not reaching the goal means it was pointless. I don't get paid much because I'm a full time student but he always appreciates and needs what I can give him.
If you can't use GoFundMe for any reason I also take donations through these other money transfer services.
Ko-fi: Nervesnebula, Cashapp: nervesN, and Venmo: @nervesnebbin
I'll try to update this post with how much I've raised through these apps at the end of every day. I'll also try to post updates I get from him tagged as #Abdulfund on this blog, if he has anything he wants to say. Thank you.
raised via ko-fi, venmo, and cashapp
The next major patch for HorrorVale will include a new feature called "Dream Colosseum"! Here, Alice will be able to fight stronger versions of every Boss she's conquered. Some of them with brand new twists...
i really dont anticipate much traction on this here bc ever since they banned tiddies my reach on tumblr has been -nil- but...
i made (another) gofundme to pay off medical bills related to cancer. if you remember the one from 4 months ago, the last update i posted was that i got a balance update informing me i owed another 5k right as the gfm reached its original goal, and kind of had a little mental meltdown and needed to....depart from fundraising for it for a while.
but the time has come to face the music again.
details are on the GFM, please share/boost
opened commissions again after a long time! there are 9 slots available for simple sketches :)
I currently have five slots open for any type of commission!
You can contact me here, on Deviantart [CrystalPepsiman] or on discord at rz053.
Abridged version of the above information below the cut. A link to the live version of this slideshow will be located in the notes.
Can do:
Anthro
Animal
Human
Scenes
Paintings
Moderate gore
Will not do:
Mecha
NSFW
Hateful imagery
Real people
Fanart of media that I am unfamiliar with.
My terms of service are,
Regarding payment:
I require half of the total payment up-front as a non-refundable deposit. The rest of the total can be paid after the finished item is received.
Obtrusive watermarks will be removed when payment is fully rendered.
I accept paypal and cashapp.
All prices are in USD.
Regarding communication and updates:
I will offer updates at least once per week. If additional updates are needed, they will be provided at request.
Please provide feedback when updates are received- I want to give you a piece you will love, so please tell me what you think!
If you do not request additional updates or provide requests for edits, I will not be held liable for your lack of satisfaction.
♥ Gift Guide Help ♥
Hi all :-)
As you know one of my fave things is to browse the net for cool trinkets and goodies, so if you’re a bit stuck on finding a gift for your pal/co-worker/dog/enemy this holiday season - send me an ask and I’ll see what I can find!
All you need to give me as a guide is a budget, and a lil summary of their personality (fave movies, season, trinkets, colour, hobby, something they hate perhaps) and I’ll see what I can do!
I had the pleasure of interviewing Matsuyama-san, one of the producers on Silent Hill the Arcade! Here's what he had to say :)
Q - How did the idea for Silent Hill The Arcade come to be?
A - During the arcade boom of the 1990s and the 2000s, a desire was born to combine the unique worldview of the Silent Hill series - which was already a very strong IP console game-wise – with the haunted houses one might find in an amusement part. We wanted something that could provide an easy and pleasurable experience to an extremely varied range of customers… as in, the casual users. This is the idea that brought Silent Hill Arcade (SHA in short) to life. However, since our goal was to create a new kind of experience that could not be replicated anywhere else, we designed a game that could make the most effective use of the 5.1ch surround sound system, which was something that arcade games hadn’t adopted until that point, with a type of cabinet that could be somewhat isolated from the rest of the arcade via the use of curtains.
Q - Roughly how long did development for the game take?
A - At the time, the development cycle of an arcade game was so short it would be unimaginable today. The shortest one was around six months, the longest about one year and a half. I think SHA took us around one year and two months.
Q - What parts of development were most enjoyable for you?
A – Usually, arcade games are tested a certain number of times, both during development and just before launch in each and every country where their release has been scheduled (which, for SHA, meant Japan, the US, the UK, Italy, Spain, France, Hong Kong and Singapore). In order to keep the development budget for SHA as low as possible, however, I personally traveled alone to the US for the market testing, assembled the cabinet all by myself, repaired it when it was out of order, and stood next to it for days on end, pen and paper in my hand, ready to collect the players’ data. Game development, nearly 20 years ago, was very much an analog experience. It was also hard work, but when I look back, I have so many good memories of that time.
Q - Do you remember any kinds of ideas that you and the team wanted to include in the game, but didn’t in the end?
A – I’m sure this will sound obvious, since SHA was based on a pre-existing IP, but since the framework was pretty much already set when it came to characters and plot, we had to be extremely careful not to deviate from it so that we wouldn’t create inconsistencies. Personally, I would have loved to take the story in slightly wilder directions and include new and fresh ideas.
Q - I loved seeing so many locations from Silent Hill 3 and 4 make an appearance in the game! Was the team who worked on those two games involved in making any decisions for Silent Hill The Arcade?
A - We of course personally consulted select staff members of Konami, like for example Producer Yamaoka, with whom I had been acquainted with since before SHA. However, most development teams had a mix of internal and external members that changed pretty fluidly with each and every year, so there was no real collaboration between the various teams.
Q - What level of freedom were you given for creating this original story within the Silent Hill universe? Were you given any specific directives on what you could or could not integrate/use in the story?
A - If I have to express my personal point of view on the matter, however, should you compare the storyline for SHA with the timeline of the other games, you would indeed notice a few minor inconsistencies that we were not able to completely solve. That’s something I still have regrets about.
Q - Tell me about translating a traditional survival horror experience into the rail shooter genre and control style. What kind of considerations did you have to make for this?
A - The biggest challenge was by far to design a game system that could be as simple as possible, and to regulate the level of challenge in a way that felt balanced, because we didn't want to force complicated controls or an exceedingly high difficulty level on the casual arcade players. Moreover, there was another balance we had to strike perfectly: more specifically, the one between the aforementioned "haunted house" element - the one that was unique to SHA, with its sequences of terrifying events - and the thrilling playstyle that a rail shooter should provide to the player.
Q - As a final product, what are your personal thoughts on the game?
A - I think it had a state-of-the-art sound system, that the design of the cabinet, with its creepy-looking curtains, made people want to take a peek inside, and that the rail shooting system was simple and could be enjoyed by virtually everyone. I think we managed to combine these various elements with a one-of-a-kind worldview of Silent Hill in a way that was in my opinion pretty good! Of course, each and every member of the staff did their part, and I thank all of them wholeheartedly.
Q - Are you working on anything currently that you’d like me to mention?
A - Feel free to write whatever you prefer! If anything, I should thank you, since you allowed me to walk down the nostalgia lane and recall memories from almost 20 years ago that had been dimmed down by the passage of time. Thank you very much!
Shigenobu Matsuyama's site: shig.jp
Need a token for you ttrpg character? i gotchu You want a matching pfp with you and ur discord kitten? im ur man Want a fresh profile pic for your zoom classroom meeting so your teacher/authority figure has to look at your favorite lovingly rendered blorbo directly in the eyes? im here for you
My slots are open for you <3