Hi I'm Sora I wanted to make something bigger for today, but oh well. I should know how to make plans that work by now, huh?
This article will be a little beefier than usual. First, I would like to talk about the prototype I have mentioned in the past. I have changed my mind, and will not publicly released. I'm not the kind of guy that isn't insecure about releasing unpolished prototypes... and during my limited experience I've realized I have lots to learn, not just in terms of game development, but also other things, such as directing people, and relying on people that aren't garbage.
Well. None of the people I've relied on are garbage. It's me who's been garbage at directing them. I'm actually quite fond of the people currently on the team. Thanks for believing in me, or at least as much as you can believe in such a lousy, messy developer.
The current prototype of the game was finished in early December of 2025. Between mental health issues, and the holidays, I haven't done major work in the game since, at least until the seventh day of January, which is when this post is being written.
The prototype can do the following things:
Let a party of two walk around and interact with NPCs
Contain loading zones that transport the player between rooms
Contain a basic battle that can be elaborated on for almost any other battle in the final game
Crash the game (intentionally)
The player can die in battle and get a game over screen
Pull up an overworld menu with several working options
Crash the game (unintentionally)
Keep Windsor from breaking several laws
Other features have not been implemented but have been conceptualized:
In game cutscenes
Inventory (WIP)
Leveling up
Equipment
Saving. Saving is a HEADACHE
A more efficient way of storing large walls of data for items and enemies.
Going forward, work will go into implementing these systems, some start-up work on section 0, and practicing skills that I should probably learn given the limited amount of people backing me up. And by that, I mean mostly sound. Music.
Now you might be saying. "Sora, that's great and all, but what the hell (heck) does THAT title mean? Okay yeah look I want to ramble a bit, and ramble I will.
It's Charles's birthday! Well, in-universe it is. I'm not sure about when I created him exactly, so I just picked a relatively significant day for it. It's in the winter, too!
Since he's going to be our main character (for this game, at least) I figured I'd (re)introduce the boy from the capital to the world.
Where to start...? It was around 2020. For reasons, I needed an original character. I threw Proto-Charles together rather haphazardly. If he wasn't an abstract concept, I'd erase him from existence. He wasn't good. At all.
Not too soon after, the idea that would go on to become Earth's Heart surfaced. As it became more personal, I knew it needed to be GOOD. So, why not use some familiar shells for something new? That's where the concept of Charles as he ACTUALLY is started to come to life. And Windsor too. But she'll have her turn.
Enough about me... who IS he?
Charles is a 12 year old boy born in a very snowy city. No matter where he is, he likes to dress like he's still there. And he's been to many places, all over the country. But... not even the humid jungle or the scorching desert and get that scarf off of him.
Charles is a shy kid, though it's hard to tell when it is because he's afraid and when it is because he's... grumpy, to put it that way.
...huh. Turns out it's hard to talk about your own characters. I have a pretty clear vision for him, but I can only truly make it justice by writing him directly into the game. Guess you'll have to wait to truly meet him.
I'll be honest. He's never been anyone's favorite, and I doubt he ever will. But I hope you'll like him nonetheless.
See you soon,
-Sora










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