The Making of 'No Robots Allowed'


No Robots Allowed - A Short Game in the Date Time❤️ Universe.

On Sunday, I released a small visual novel called 'No Robots Allowed', a post-apocalyptic comedy with a bit of romance & horror put in.

You’re at the doors of PARADISE…

…but it seems that the security protocol doesn’t trust you.

Can you prove you’re not a robot?

If you haven't played yet, check it out before reading the post!

Play the Game!

The Making of No Robots Allowed

This was for a game jam called "O2A2" (Only One of Any Asset), a minimalist focused jam that challenges developers to make a game with as little as possible:

-Only one character

-Only one background.

-Only one sound effect.

-Only one song.

-Less than a thousand words.

Game Jams are an amazing way to get started on game development, and O2A2 is both a challenge and an opportunity to work within constraints & make something without overexerting yourself with asset creation.


For last year's O2A2, I worked on "Long Time No Life", a romantic / comedy / drama about resurrection and love.

This year for "No Robots Allowed" I wanted to take the opportunity to expand a tiny bit into the universe of Date Time❤️, while still making something unique that can stand on its own.

Design

Do you know I can do more than Pixel Art? It's true!

While the game does take place in the Date Time ❤️ universe, I also wanted to work on something that was very different from the 8-bit look.

I did want to make a more 'realistic' environment for this game, especially since it was going to be the environment the player was going to spend the entire time in. Even with Melissa❤️ & Morris❤️, I had different environments on screen to show variety.

The environment also had to be high detailed so that it wasn't tiresome to look at, and also allowed me the freedom to have the camera pan from one part to another to give a more dynamic feeling to a piece that would be largely static.

The environment is largely a mixture of flat color & texture, with blobs of lighting painted on top.

There were a few times I used photos, for instance, Petya's sides are actually ends of lightbulbs.


Our Robotic Protector

Petya, the security protocol, was originally a large robot with big hulking arms. On the screen, I drew them to have a head and face, similar to the characters of Melissa, Morris & Anna.

However, I made the decision to step back from giving them a 'human face', since technically Petya wasn't a "Date Time" software entity, they're developed for something completely different, and that would not require 'human features'.

I then made the decision to get rid of the 'body' in replacement of them being a hanging monitor.

Story-wise, it was convenient, as the entire theme of the game is about the separation of humans & robots, and having Petya being as visually non-human as possible was a cool way to drive the point home.

But also (and truthfully), having a character with arms might've led some to expect Petya to 'move' them, and under the O2A2 rules, that would've been a big no-no, as the jam rules specifically notes characters can only change their facial expressions.

(Early version of the 'body-less' Petya concept)

A Mad Dash to the End

For me, development of a story for games is always an evolving element as the game gets closer and closer to finished.

I do always walk into a project with an outline, but things get altered so quickly as I begin drawing out assets and programming the game.

All of my game jam games have had some drastic changes late in their production cycle, and 'No Robots' is no different. A 'finished' version of the script was done Friday night, roughly a little over 24 hours until I was to publish the game.

Even during these late stages, I was still changing things. Adjusting designs of the face, adding / removing things in the story, and experimenting with new visual effects and shaders at my disposal.

I would love to say that I always walk into a game project with a strong and unchangeable plan, but that is just not how I work with games.

So much of my creative process is in the moment, and veering into new avenues that I may not have considered during the sketchbook / concept phases of the game.


Speaking of facial expressions, for instance, Petya's 'face' wasn't finalized until I was nearly done with the script. At the end of Thursday, I drew the first 'pack' of expressions for Petya based on what I 'felt' was most fitting for them.

Obviously, this system just wouldn't work under other team setups. If I was a dedicated artist on a project, and someone ELSE was writing. I definitely would be annoyed if the writer dropped me an insight on how a character would look 48 hours before everything was to be due.

I am a professional artist in another industry, and you never want to be 'that guy'.

Causing psychological damage ON YOURSELF though, is a little bit more acceptable. And... sometimes FUN! :D

Will We See Petya in Date Time?

I'm surprised by all the positive feedback I got for Petya, so I guess at this point I don't have any choice.

Thank you everyone for playing 'No Robots Allowed', more Date Time content is incoming.

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Comments

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(+1)

It was very fun to play, thanks for making it.