Phim Somnium
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phimsomnium.bsky.social
Phim Somnium
@phimsomnium.bsky.social
Some more comparisons between what I started with and what I have now.
It's surprising how many things need to be accounted for when dealing with text, buttons etc.
November 13, 2025 at 2:03 PM
Before working on Sanguine Dream, I was working on a rogue like castlevania type project.
I really liked the idea, but the scope was way too large, it took months to do something incredibly small and no real progress was being made.

These characters were created for it.
November 12, 2025 at 2:03 PM
Originally I had boxes that the character's faces would appear within, but I later changed it to use the full body art.
The boxes made it easier to block out info in my mind, but it made the screen far too busy.
Less is more, I guess.
November 11, 2025 at 2:02 PM
When I first started making my game, I wanted to give players the option to create their own characters.

There's a stark difference between an avatar and a protagonist though, and I decided that it would be better to have Phim be the protagonist instead of a custom avatar.
November 10, 2025 at 2:04 PM
Looking back two years ago really does show how much progress i've made.
Still have a lot more to learn though, I can only thank those who've stood by my side throughout my journey <3
November 7, 2025 at 2:00 PM
Now that .28 has been released, t's time to work on .29!
The focus on the new update is to bump up the quality of the main story's scenes.
I created the story early, before I had the art of important characters, which meant their presence in the story was told rather than shown
October 30, 2025 at 2:04 PM
Basic mindmap I created to keep track of how quests are set up so that they remain consistently designed.

This is based off the first tester quest I created, and as I work on it and find that the quests are more complex, I will update the template.
October 24, 2025 at 1:01 PM
Added some of the new nsfw art to a scene.

Also finishing up some stuff with the library, to hopefully avoid spoilers by only showing characters who the player has encountered before.
October 23, 2025 at 1:06 PM
Finished adding in the rest of the encounters, as well as NPCs.

characters like Teal who has sidestory content will likely have more details included compared to regular NPCs
October 22, 2025 at 1:06 PM
Had the text colour alternate so that each section is more readible without having to seperate the data, since the type of data may change depending on who the character is.

the actual colours may change in the future if it's hard to read compared to gold
October 21, 2025 at 1:05 PM
Still prototyping better ways of displaying more detailed data about characters, also filters based on whether they can be fought so that combat data can be included for some too.

Will become more polished as I continue to work on it.
October 21, 2025 at 2:43 AM
WIP just to better lay out the types of data that should be shown.
This example is a test to show how encounter data should be displayed, I dont even think people know that each enemy has an elemental weakness.
There will be different sets of data for non-encounter characters.
October 17, 2025 at 1:05 PM
Whenever I get programming/design block, I check in with my devlog to see what I said I would work on for the next update, it helps to keep me on track.
Progress is coming along quite nicely, got the majority of these tasks accomplished, as well as even more unplanned things.
October 14, 2025 at 1:02 PM
As part of the work on chastity cages and other locked equipment, I've set up a literal key item that will be used to unlock these cursed equipment.
the goal is to have keys be earned as a reward from enemy encounters, and to also be purchasable at vendors.
October 10, 2025 at 1:00 PM
More polishing of UI to make it transition smoothly.
also adjusted saving/loading code to hold onto quest Library info when I add more quests.
October 8, 2025 at 1:06 PM
Improved the list so it works with text as well as buttons, adjusted the code to switch the text colour when toggled on.
It should revert other selected buttons and their text colours, but I haven't tested it yet since there's only one quest to choose from the list.
October 6, 2025 at 1:04 PM
Continuing work on my quest journal menu, now with more actual quest data plugged in.
I used the older list object for the quest steps for now, it works as a good way to compare the new upgrades I made that can be seen better in the video I posted yesterday.
October 3, 2025 at 1:04 PM
i've been wrestling with this for about a week, though you wouldn't know from my socials because they're scheduled after the fact~ :3
It uses surfaces and shaders which are both hard to work with.
Glad how it works now though, should make a ton of UI stuff easier.
October 2, 2025 at 1:04 PM
Getting a stronger grasp on what's needed for the UI irt quests. Still a WIP of course!
September 30, 2025 at 1:03 PM
Current progress on attacks in the game and the fx that tie to them.
September 29, 2025 at 1:02 PM
I've been planning out more of my quest system.
The back end is set up for my first quest, it's just a case of creating all the visual stuff so that you can keep track of it easeir in game.
made a WIP base using an example first before making adjustments based on what's needed
September 26, 2025 at 1:04 PM
September 22, 2025 at 1:04 PM
September 19, 2025 at 1:03 PM
Working on new attack animations for the dragon knight abilities.
focusing on charging up strong slashes and attacks that shred enemy stats.
September 18, 2025 at 1:03 PM
September 17, 2025 at 1:02 PM