[SoloDev] "LifeDev" My game about overcoming CPTSD

Hey Thanks so much for the comment. it truly helps.

would like to see how you progress.

ill try to keep ppl updated :slight_smile:

ouldnt sit and watch all the way through the longer devlog

im thinking on going back to the shorter ones. i have the tendency to write a lot, but it takes time away from the actual game. and ppl is busy too.
i did it longer in the hope someone could benefit to know how i solved something, but i guess better to wait to get asked.

I do like the character models, and the dialogue widget was pretty clean.

Thanks!! All the models were made by me and are totally mockups (i work as a dev, don’t have much exp as artist, but got inspired on other work i found). I’m targeting something clean and minimalistic.

Could you explain a little what concepts you are going to employ to relate to overcoming Trauma/PTSD/C?

Uff… so much to write here. i haven’t had the time to update the info and digest/translate to game design (hosted on codeberg )

CPTSD is EXTREMELY complicated, its even super hard to identify for ppl, suffering or watching it. hence why it gets missdiagnosed all the time. afaik the DSM doesnt even wanted to include it for a long time (according to VanDerKolk).
I want to focus on it, since trauma and ptsd share the same root (in my pov) but cptsd has a few complications on top. (but i want to still ptsd and trauma in general since those are very common too).
How to communicate it is also extremely hard, since it all goes around confusion, miss perceptions, and mixture of past and present, visceral (literally) reactions, and “conscious” rationalization hijacking, dis-regulation, dissociation (a big part), and loss of capabilities.
i want the player to EXPERIENCE what is it like, and dissect the mechanismS at place. but i think that will be too heavy to do it directly, and also my budget is reduced and i’m solodev.
Also since i want this game to be primarily something that can be used to learn how to overcome and identify cptsd (for people dealing with it), i don’t want to make it too intense, so that is not triggering.
so i’m aiming to balance that with some story and exploration, in a more simple way.

The mechanic is a critical piece, since i want to convey an experience and not a book (pure textual description). There’s a lot of information i need to translate to the game, and adjust. so it will be reworked a few times.
Currently i’m working towards a prototype that i can start testing mechanics against and share with other players and designers.
For now it’s something like:

  • Exploration
  • Some point&click adventure (minimal text, very few items)
  • Some minimal story telling through the experience and other characters and items.

So that you get an idea, the closest to how my game will be played “like” and the closest inspirations, would be :

  • Gone home
  • Today i die
  • The first tree (which i haven’t yet played well)
  • Silent Hill Shattered Memories (specifically)

Very interesting.
BTW consider separating your door and frame!

Thank you! I do thought about separating them, but i couldn’t decide yet. my thought was that it would be easier for me to put them on the level if they come with the frame.
Why do you think separated is better?

also i’ve added mastodon and twitter.

work: Jerónimo Luis Barraco Mármol | LinkedIn

mastodon: Jeronimo Barraco-Marmol (@jerobarraco@mastodon.gamedev.place) - Gamedev Mastodon

twitter: https://twitter.com/jerobarraco

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