|My most recent short story involving a girl discovering a mysterious tool that alters her body in her dreams. Luckily she's a practiced lucid dreamer and takes fully advantage of that.|
Charlie: RulesCharlie: Rules by irg555
Charlie lay in her bed, her fingers idly tracing patterns on her gravid belly as she watched TV in her bedroom. She felt a twitch and her belly dropped flat like a rapidly deflating balloon. She frowned in slight disappointment and reached over for the stop-watch and digital audio recorder on her nightstand. After turning the TV off, she started the recorder and stopped the watch. "October 22, Friday. Bedroom. Time is 10:37pm. Belly's gone back to normal, start time was 4:03pm for time of..." She pursed her lips in concentration as she mentally calculated, "Six hours, thirty-four minutes." She lay her hand on the bare skin of her stomach, "As normal, no signs that anything ever happened, no stretchmarks, no swelling, nothing."
She rolled on to her side and grabbed a notebook from the nightstand with a series of start and stop times, adding in the latest entry. "Okay, with this one, average time is..." she scribbled some math out on the margin, "Average time is eight hours, fifteen minu
Hey there, welcome to my dA page!|
I program 'special' games for people to enjoy. They're all oriented around the expansion fetish. There isn't much now, but I'm slowly working on that.
Besides that, I sometimes write stories (or combine them in my games) with a sub-par vocabulary including weird fantasies. There's also the 3D stuff I do occasionally.
Also, please keep in mind that I work on these projects in my spare time. Unless I can make a living out of this, my main focus will be on getting my education finished, finding a job and live on my own.
If you would wish to donate towards the progress of YOLCG 2 or something else, you can do that with the button below.
200k pageviews... That’s just an amazing number for an community like this. Sure, the content I’ve produced appeal to multiple fetishes, but I feel 200k is just massive for simply one game and a bunch of other stuff.
I want to thank all of you guys. For your views, favorites and kind comments that showed me the desire for these kind of games. However, the game wouldn’t have happened if it wasn’t for ’s game. Frankly, I took a lot of his ideas (and even the art to test the game) and used those to make my adaption of it. Sure people can be inspired by others, but I feel I’ve copied his game and made a bigger succes out of it. Though I’ve never really spoke to him afterwards, I still feel guilty and the least I could do is reference him in a journal showcasing a great milestone. Without his game, I would have something too complex for people to really enjoy.
Gene Management Game would’ve probably been the first game. While complexity isn’t necessarily a bad thing, it becomes a giant heap of mess when left uncontrolled in documents. I haven’t given this much thought up until now, but I’m glad I’ve began with a small game like YOLCG. In my game-developer educations, teachers always tell us to KISS (Keep It Short and Simple) when it comes to designing games. The scopes of young developers are usually so large, that they never end up finishing a game. Now with my first experiences, me and are basically recreating YOLCG. We can only go forward with this. DustZero’s art is continiously improving (you should see the comparisions) and I’ve learned a lot with the first version. Due to my internship experiences and my vision on community modding, I’ve made sure you guys can develop your own arcs if you so desire. You can do that when the full version’s released, where all the tools we use ourselves and manuals will be included. The dA version will work on a single file without the modding capabilities, hence the stand-alone name. Well, I seem to be rambling on without an end. So I’ll just jump to another point.
A thing I’ve noticed that I feel is worth noting, is that some of you guys see me as some kind of celebrity and a professional. This applies to to my stories as well as YOLCG. While infact, I’m just equal to all of you guys. I happen to have spare time where I can think up ideas. Hell, most of my stories are thought up and written during the long travels to and from my education (The expansion scenes are an exception). I even explicitly remember writing the first week checkup in YOLCG. What kind of train, the amount of people and vaguely what I wrote. The point I’m trying to make is that anyone having this kind of fetish, can make their own creation. Whether that be literature, art (2 or 3D) or an actual game. Although I feel there are some issues regarding the balance of expansion and normal content, but I that’s for another journal.
You might not get a lot of attention at first, but you’ll get more as you continuously make more (at your pace naturally, it took me several years). And you might just inspire someone to create something of their own! To give an example, all of my big hits (CoE, YOLCG and IPJ) are inspired by other creations. Camera of Expansion was heavily inspired by ’s Charlie series. For some reason I never directly gave credit to him (I probably should edit the descriptions). I recently read another story with a similar premise to his. So that already makes two successful stories inspired by one! I hope you get an idea of the ‘chain of inspiration’ I’m trying to give here.
Because the community is relatively small, there’s so much left unexplored. Let your fantasies run wild and together, we can explore the uncharted world of expansion literature, art and games.
Hey guys, it's me again. I'm very happy to see that Auctus managed to gather 200k pageviews. Works of fellow artists, writers and content creators are a great inspiration for you to make your own stuff as I have learned. I'm really glad that I met him and that he allowed me to work together with him on YOLCG 2. Since I started working with him I've become very passionate about YOLCG 2. It wouldn't be too far off to say that it has become part of my life at this point.
Not sure if I have mentioned this before but I remember very clearly how I stumbled upon this little gem. One day when browsing 4chan's /d/ board I found a link to the game in a cowgirl thread. Someone wrote a mostly negative comment about what he perceived as blandness of the game and while I didn't agree completely I still saw some validity in these points. When I read about a continuation I immediately though it meant a second game was being made and I sent a note to Auctus, asking him if I could join. I even added a few of my drawings to show that I was competent enough. Those drawings were pretty bad when I look bad at it but everyone's gotta start somewhere.
From this point development of YOLCG 2 started. Slow at first, then we'd have some major advances but then it would slow down again. When you're new to development you need to learn a lot of things. You will definitely learn a lot of new things, especially about yourself. You learn about your strengths, your limitations and eventually you will learn how to deal with it the most effective way. I for one learned that my biggest flaw are my motivation problems but I also learned from earlier experience that I work best in a group and when people are counting on me, which brings me to my next point.
We are happy to announce our newest member to join our team. Everyone, meet . He will be joining us in developing the game from now on. He's a very talented and an aspiring artist just like the rest of us. With someone like him on our team development should finally pick up new speed.
And that brings me to the last but probably most important point I want to talk about. The future of the game's development.
The game has been in development for more than a year. It seems far longer when I look back at it. So far our development process has been... rather chaotic and somewhat sporadic. I'd like to say that I worked diligently for several hours each day on creating content for the game but that's just not how it is. Often times you have brilliant ideas and results one day, then try to force yourself to work the next without getting anything. Sometimes you get burned out by the lack of success and take a rest for a while until you get the next big hit. While this may not be the fastest way to create a game it definitely keeps you creative and gives you plenty of time to improve. Damn, my earlier art looked absolutely hideous. Just look at some of the comparisons I uploaded. Especially the Nikki one.
But obviously that can't and shouldn't continue like this. This is one of the reasons why we are expanding the team. There's only so much 2 people can do and while I'm great with ideas and decent with drawing I'm also kinda lazy. And since we figured out the plot and most major ideas by now it's time to move the game out of conceptual stage and work onto making it playable. And to do that we'll most likely need more members. So if you're interested in helping us, feel free to contact us. All help is appreciated, whether you're an artist, writer, coder or composer.