𒀭Charlotte :: Dev @dev.dollblood.garden · 25/09/2026Last night was spent continuing to make functions to make life easier carrying data between modules. The UI is still haphazard but I’m going through it some more today. No matter how much life piles in front of me, I’ll keep making time for this 011
𒀭Charlotte :: Dev @dev.dollblood.garden · 04/09/2026I am in fact still working on this weekly!! I need to make another big art push and once my general vision is together I can show you things. 030
𒀭Charlotte :: Dev @dev.dollblood.garden · 20/08/2026Someday I will stop continuously outstripping my original concept and needing to redo a bunch of things but Today’s not someday 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/08/2026Specifically talking about combat here, still plenty to do when it comes to assets and writing lmao 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/08/2026Lately I've been taking things AWAY from the game and now that I have specifically just the features I know I'll want, it's time to optimize 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 31/07/2026No one's touching my combat script ever again HISS HISS 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 31/07/2026Condensed an entire section of code someone wrote down to combatants.Sort((a,b) => b[0].CompareTo(a[0])); and it fixed every bug (for now) 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 28/07/2026Using my domain you see here for an e-mail box as well, for things I have old stuff to upload and then this is me clearing a space for alphas later yknow 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 28/07/2026smiles at you with jagged sharp teeth dollbloodgames.itch.io (it's empty for now)dollbloodgames.itch.iodollbloodgames 192
𒀭Charlotte :: Dev @dev.dollblood.garden · 27/07/202690% of it was a timing issue, my scripts were too fast, so I’ve put some functions in Awake 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 25/07/2026She said, thinking about the problem for days straight Ugh FINE I’ll make it work 120
𒀭Charlotte :: Dev @dev.dollblood.garden · 24/07/2026So I sat down tonight to work on things and apparently my code hate Linux a lot and I barely got anything done, so I'm probably just going to keep working on it in Windows because I'm too far along to do some kind of conditional refactoring for this OS Unfortunately have to keep my dual boot 120
𒀭Charlotte :: Dev @dev.dollblood.garden · 09/07/2026Getting back on this horse after weeks of travel 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 19/06/2026I'm refactoring how almost everything works to make it flow better and make it easier to make weird abilities/spells 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 19/06/2026I've been working and actually getting a lot done but it's hard to talk about before it's all put together lol 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 12/06/2026Rewriting a bunch of really old systems lately, namely the way that the game handles targeting parameters It feels like digging up roots a little bit but it'll all be worth it by the end. 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 07/06/2026I’ve determined that since I’m completely refactoring the way anima and forma work I need to create two different information logs, standard and verbose I’ll show what I mean soon but my game is getting so crunchy 030
𒀭Charlotte :: Dev @dev.dollblood.garden · 08/05/2026Programmed the entirety of the Gospel system tonight with all the functionality I can think of that I'll ever need a Gospel to do in relation to a character Should be scaled, should have good error handling, in general I'm pretty satisfied with it Need to do some UI code around it next 000
𒀭Charlotte :: Dev @dev.dollblood.garden · 26/04/2026Specifying dungeon bosses for an amazing reason (the other ones don’t make sense to do that with) 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 26/04/2026I have the decision that the dungeon bosses in Flesh Oratorio will be drawn to resemble famous paintings Most of them are creatures as large as a wall or an entire room anyway so it just works 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Your character is a reincarnation of the knight from the beginning of the game that failed in their mission to save the princess. You are more or less formless, but can choose your stats at the beginning of the game and answer questions to receive your first Gospel. There are no classes in the game. 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026If you max out a Gospel with a character, they'll get an additional stat boost and whenever you move them to a different character, they'll gain experience more quickly with each iteration/completion. Your party members each have one unique anima/forma available to them as well. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Characters can devour Gospels, which are parasites that teach them Anima, Forma, and grant stat boosts while equipped. They grow with them, and there are tens of them available with different abilities to offer, so you can build your party however you want. You can also move Gospels between chars. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026You can use Anima, which are spells, that deal Obscene damage or cause an effect, and Forma, which are physical attacks. Anima cost AP, Forma cost HP. The 5 primary stats are Muscle, Bone, Nerves, Organs and Mind. They have primary and secondary stat influences- ie BON = Forma Def, MND = Anima Def 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026I don't want to get too into story details until I can get further in with visuals I think but it's meant to touch on things like failure, how you pick up the pieces and keep going, in a way other games may gloss over or lionize. This is not a happy story, it will not end happily, and that's okay. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026The game has a top-down overworld/underworld and first person dungeons and towns. There are light survival and crafting mechanics but nothing intrusive, and you can do things like camp and raise creatures. You'll be rewarded for engaging with things but can also beat the game without them. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026The Plan is to have enemies appear in a pseudo-3D space, sort of like Gen 5 Pokemon sprites with slight movement and depth. I also want there to be a way to show Massive Enemies like from an angle. Once I can get that put together in a way I'm happy with it's going to really be something. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026bsky is going to crunch the hell out of these but this is the basic crawler enemy from 2022, then a 2023 revision, and finally the current iteration for the build I'm making now I'm pretty intent on making it without working within palette constraints and things like that 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026I've shown this old pictures a billion times but there was a proof of concept I made of it in 2022. A lot has changed since then, including my entire idea for the visual style, because I was very stuck on trying to make it look similar to a PCE game rather than something unique. 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026The two biggest influences are two PC Engine games, Necromancer Jaseiken and Shiryou Sensen: War of the Dead. Both are post-apocalyptic RPGs with heavy body horror themes, the former leaning fantasy and the latter leaning sci-fi. FO's party owes itself to the former, its map design, more the latter 100
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Flesh Oratorio was originally called Retrograde and it was an RPG that had drastically different gameplay based on the phase of the Moon. Then it became a story about being transgender and it kind of still is that; and how gross it is to have a body, and vanity, and codependency and cycles 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Old stuff and new stuff alike will be on here once I get around to that: dollblood.garden/pages/gamedo...dollblood.gardenCharlotte's Webzone 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Working on: Flesh Oratorio - Crunchy turn-based RPG with unique character growth mechanics in a flesh world Alpha released: Caretaker - traumamaxxing dollcore text game, may not be worked on further On hold: N-Minos - Fully customizable puzzle game with Balatro influence 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026I'm going to wipe some of the posts that aren't about FO on here because I want this to be a cute lil dev diary for that specifically 020
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026First dev session in some time where I'm like "ok we did something here" 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 17/04/2026Today I updated my editor and everything and made sure it all works, changed out some deprecated code, rolled back some changes someone else made to the project from when I was letting people help to get things working again, and then started writing out a few things for how Forma will work. 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 16/04/2026Time to upconvert some Unity files and start seeing where pre-September Charlotte left off on this stuff 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 10/04/2026I refined character creation a little too, but the way you get a Gospel is still in the air a bit 010
𒀭Charlotte :: Dev @dev.dollblood.garden · 10/04/2026I recompiled the game design document for Flesh Oratorio tonight and got rid of a bunch of redundancy in my notes. I've worked out separating physical attacks (forma) from anima in terms of how I want to define those, and I've started fleshing out the item list because it was very basic. 110
𒀭Charlotte :: Dev @dev.dollblood.garden · 09/04/2026I should be able to make a json out of a file and put that in unity to fill in text fields I bet probably maybe I can’t imagine putting all my dialogue in via the editor, surely 110