Jan 14, 2026
Why does it look like that?! (」°ロ°)」
Dec 13, 2025
Pound Cake Diary : 12
> Sold one copy today, but I wasn't expecting much.
Here's what I learned, and all the things that went wrong while making Emit Glass. I'm going to work really hard to improve the quality of my games. There were so many Ren'Py features and tricks I was not aware of, so Emit Glass is severely lacking in the creativity.
First, everything that went wrong.
These are mostly things that I've mentioned before. 1) I had to rewrite the outline for Rika's route three times. It was a nightmare, and even while I was writing the actual script, I kept changing things because nothing felt right. This isn't really that big of a deal. It was just annoying at the time.
2) I tried to make a CG gallery from scratch and failed miserably. That's why a game as long as this, with as many CGs as it does, has no gallery of any kind...-_- I have already implemented a gallery in my next game, don't worry.
3) For most of development, I had to use a family computer, which limited the amount of time I could spend making the game. I also failed in getting a PC, so I moved computers three times until I bought a new laptop.
4) The background sizes didn't match the game dimensions, so I had to make a "base" image, which makes everything look cheap and unpolished. My phone doesn't take photos in that size, and cropping them would make the characters awkwardly placed. In the future, I will not make games in 16:9 (I don't like how they look anyway)
5) I struggled a lot with the save/load slots and trying to get the new slot art to fit right.
6) Changing mp4 to webm is a nightmare.
Second, everything I'll be adding.
I'm working on an Otome game next, and it's going to be even longer and more ambitious than my last project. I might release some shorter games for a game jam while I'm developing the main game. There are so many things I'm learning about Ren'Py!
There are so many transitions to use! I only used Fade and Dissolve for most of Emit Glass, which is so boring. I wasn't aware of how many there were! I did end up using some of these near the end of Midori's route. Some of my favorites were vpunch/hpunch, which I could see being useful for fight scenes, blinds (Used a lot in Fate/Stay Night and Katawa Shoujo!), and the wipe/push transitions that could have many uses. I used these in Midori's route to mimic closing your eyes.
I want to use a day/time calendar image, like the one used in Clannad. The timeline in Emit Glass was hard to follow. There was a lot of jumping around without keeping track of what day it was.
I didn't use any variety in sprite positions or poses. They were always the same distance from the player, and I didn't draw many poses for them. When I played Sukisho, I loved how every character had different poses, not just expressions. It was much more dynamic.
I also hate how the Ren'Py default GUI looks, so I'll be really messing with that to make it unrecognizable.
I was just reading this website with Ren'Py advice, and this guy seriously blew my mind. For the entirety of Emit Glass, I had been using labels like crazy. Everything had a label, and every choice used like a million labels. So, apparently, you can just do this??
No labels in sight...T_T I kinda understand how blocks work now? In some cases, I would still use labels before menu, like after a bad ending, it will bring you back to fix your choice (Similar to tiger dojo in Fate). I should know how this works by now, but I still have no clue what I'm doing.
I didn't know how to use italics or bold text, so in Emit Glass, when I needed to use italics, I just used CAPITALS. It's as simple as putting {i}text{/i} ...wow. I can also use bold, strikethrough, and underline now. So advanced. I also learned how to change the size of a specific line/word using {size=30}text{/size}
I'm going to experiment a lot with structure too, because my past games have been really simple, and I feel like it makes them boring. With games like Kanon and Clannad, they have complex weaving story structures. I'm not sure I could pull off something like that, but even a structure like Hakuoki is interesting. In Emit Glass, there weren't many scenes or choices that made an impact on future parts of the story. Route structures were very simple. It was just, make one choice > you're on the route.
None of this probably makes any sense to anyone, but hopefully my rambling has been entertaining.
Dec 10, 2025
Pound Cake Diary : 11
Nov 16, 2025
Pound Cake Diary : 10
The game is now in the testing phase. I am 100% done with all of the material for the game, so now it's just going to be a bunch of playing and editing. I want to release the game by December, so I'm not sure if a voiced OP will be possible. Unfortunately, it is out of my control. I had a productive start to this week. I edited all of the BGM into the game, finished the ED video, and put that in as well. It was a nightmare though.
Ren'Py is picky about what kinds of files it accepts. Since CapCut only exports in MP4, I had to convert the video to WebM. WebM...it's like the mediocre eroge of video file types. Hard to get, and extremely underwhelming. When you're attempting to turn a 200 mb video into WebM using only a free converter online, you should accept your defeat. None of the websites allow a conversion of a file that large since they take a million years to convert. I had to download an app and wait 40 minutes for the video to download \(T_T)\ I dread the day I'll have to do this process again.
Figuring out how to put the video into the game was also a struggle. Text boxes that display over the video, option buttons that won't go away, black screens that pull you into the void if you refuse to click them... (x_x)
Nov 8, 2025
Status Update : 9
All the CGs are done!! I managed to finish the remaining artwork and writing for the game in one month, which makes me really proud. I'm working on the OST and I only have 2 songs left to compose. I am still figuring out how the OP is going to come together, since the singer is having trouble creatively (- -); I'm hoping the OP will be done in time, because I really want a 2025 release. Since I've been working so fast, I am many weeks ahead of schedule. I had originally planned to release in February, but it's looking like I could finish by January or December now.
I have also designed posters to use at my booth when I sell physical copies. They're really cute, and I'll show them off later. I love the idea of having a few copies of my niche visual novel floating around. The designs for the physical copies are so cute >_<
The OST will have a pretty mechanical sound like some of the music in Naitemo because I am limited to using noteflight, of all things, as my music tool. It doesn't have very realistic sounding instruments, but it has never let me down!
Oct 11, 2025
Status Update : 8
Who knew that keeping yourself accountable leads to actual progress? Since I started keeping a calendar and a weekly goal system, I've breezed through the routes. I am done editing all the routes! All that's missing are a few BGs and the CGs, which I can go back and insert when they're ready. Next, I'm going to work on CGs. I have drawn thumbnails for all the CGs in the game. I take photos of the thumbnails and sketch on top of them. This week I finished all the art for Rika's route. Now I'm working on Ayaka's CGs.
I have also been making some music for the game. I composed a really nice piece for Midori's route, and I'm excited to come up with more tracks.
Oct 1, 2025
Pound Cake Diary : 9
At that time, I really liked the quote "You remind me of a jellyfish~", because I thought it was cute of the heroine to say something random like that. Did the quote make it to the final cut? You'll have to wait and see lmao
Her swimsuit is also really different. This design is cute, and I like it better than the one that ended up in the game. I got a little lazy while drawing the sprites...you will see what I mean. I also got lazy in this drawing, apparently, because I didn't include legs.
The other design I drew back then was the first concept for Ayaka. She was always supposed to be a really vibrant, loving person. She used to be named Nori. I gave her grey hair and short pigtails. I always hated this design, though, so of course I threw it away. This gives you a better look at the brown uniform design, which has a purple skirt too.
Fun fact: Yukari was supposed to be the one with braids, but I felt that they didn't suit her, so Rika ended up with long braids instead (You can see this in the concept art in the Gallery)
It's hitting me how long I've been working on this game for. Not just the actual game development process, but also writing and designing the characters and story. It's been so long...
Sep 27, 2025
Pound Cake Diary : 8
It's been a while! I'm editing Midori's route. This is the longest route in the game. When I think about how much there is still left to do, I get really stressed. There are so many CGs to draw, and I get worried that I won't be able to finish them all. I have already cut a lot of CGs, so the number of things to draw went down drastically. When I see how far I've come, it makes me feel better. I am almost done editing all the routes, which has been a huge task.
Jul 27, 2025
Pound Cake Diary : 7
These days I play Kanon to get me motivated. I love playing old visual novels and seeing how they're written, designed, etc. It gives me a lot of inspiration.
I'm definitely going to take a long break from making games after this is done! Making a VN is so much work, even when the product is as rudimentary and average as this one lol. I'd like to make some smaller projects before I jump back into a big one like Emit Glass. They are way less stressful and they take less time!
Yukari is a sweet, shy character with a very simple story. I like to think of her route as a lovely little break from all the family and friendship drama going on in the other routes. If you play the suggested route order, Yukari's route will come right before the final heroine Midori! Since Midori's route is the most hard hitting one, this route is a bit like the calm before the storm. I made sure to include a lot of Midori in Yukari's route so that it can set up a very simple friendship dynamic between Midori and Tatsuki before you get to see why the two click so well!!
I don't mean that Yukari is a boring character, and I actually think she is a lot better than some of the other heroines. She is someone who struggles to make friends with others. Tatsuki doesn't have that many friends either, but that is a choice he made for himself, as opposed to Yukari who isn't able to speak to others because of her shyness. It's surprising though, because when she meets new people she is quick to befriend them!
It is mostly her fear of confronting new people! She doesn't want to bother others which leads her to being alone.
I like this dynamic between her and our main character. He almost sees her as a pet of some sort, but he is just as socially repressed as she is!
I am trying to lengthen scenes which were previously only a few lines long. There is so much jumping from area to area with little text in between the scenes. I felt the need to show every transition scene while writing this, which really bogs down the story with unnecessary walking...I also planned on taking out a lot of the stuff in the story that felt too preachy or theme heavy early on. As I've been editing though, I've noticed that there isn't actually a lot of it. Besides Midori's route, the other heroines are more subtle in the way they present the messages. I haven't had to take out much! I wanted the themes of the story to build as you progress through the routes. This way, in the very end you will get the best picture of what Emit Glass is really about!
Jul 1, 2025
Status Update : 7
It's been a while, haha. I've been busy editing the routes. I'm adding in sprites, backgrounds, and CGs now (though there aren't many CGs to add) and also cleaning up the writing. I'm going to edit the script as I do playthroughs, but for now, I'm putting in all the stuff I have. This is going to take a long time since the entire game is 100k+ words. I am done with the common route and Rika's route, so now I'm working on Kaori's route.
I have a few pieces of music done, like the title screen, Midori's theme, and a couple of others. I have 3/16 songs done. So yeah...things are going to take a while. I might not be able to finish by October like I planned :( I am so bad at deadlines. HELP!!! I really wanna be done with this T_T Pray for me.
I've made a page about the story and a gallery on this blog. I know nobody really reads this stuff, but it makes me feel better to have the site looking nice and pretty.
Apr 29, 2025
Status Update : 6
Hello! I'm back ^^
After a grueling month of writing, I have officially finished drafting all of the routes! I am super proud of this, I mean, it only took a year...(sarcasm)
I am going to be able to do things MUCH faster now because...I bought a laptop!!! I talked about getting a computer before, so I saved my money and did a TON of work. Now I have a snazzy laptop of my own B) Using the family computer wasn't the best work setup and was also super uninspiring.
The screen on this laptop is so much nicer than my parent's PC. It's weird testing my game and seeing that it isn't all pixelated and slow LOL
I only need a few more BGs, and now I can start really working on CGs. There is still a TON of work to be done, but having the main bulk of the writing finished is super encouraging. I have been working on this project for so long T_T
I hope I can finish it before October so I can sell copies of Emit Glass at a craft bazaar that my mom is selling at too. I actually made $10 this past weekend selling copies of Naitemo! I have 3 copies left, and I don't think I'm going to make more just because it's such a short game and I feel bad selling something that was made for a game jam. Thanks everyone!
Since I'm on the topic ^ I want to say something rq about the price of my games. I don't know if I've said this in detail anywhere b4, but all of my games will ALWAYS be free. I am a complete amateur who makes these for fun, but even more than that I believe that everyone should be able to enjoy visual novels.
So many VNs are super expensive, and that stops so many people (especially minors) from playing them. I want to make games that anyone can enjoy. I might turn on the ability to donate on my bigger games, but it will never be required. Any money I make from my VNs will go back into the games (Such as buying my new laptop, drawing equipment, putting a game on steam, etc.) :3
Here is some old artwork of Ayaka !
Mar 23, 2025
Pound Cake Diary : 6
Mar 5, 2025
Status Update : 5
Feb 11, 2025
Status Update : 4
Progress has been slow, but things are still being worked on. Rika's route is completed which leaves only 3 routes left to draft. There are still a lot of BGs needed, but most of them I cannot get until the summer because they are beaches, parks or seasonal places and it is way too cold & grey outside to get them.
Rika's route was so hard to write because I personally have no interest in the character. I'm going to improve it in editing, but as a character she is the most bland. I hope the route can be more of a showcase for how Tatsuki deals with relationships with others and hardships, rather than completely focused on the romance.
I am thinking about participating in NaNoRenO this year, and I might talk about that on Twitter ^^ I have so many ideas.
Jan 2, 2025
Pound Cake Diary : 5
I have gotten a lot of work done over the past two weeks! The most notable achievement is the completion of the game's GUI. I get bored of writing the script so in between writing sessions I worked on artwork. I think it looks pretty good for what I am currently capable of. I hope to continue improving my skills! I really tried to capture the right mood. The whole game is ocean themed so of course I incorporated as many sea creatures and water motifs as possible. This included fish, bubbles, dolphins, and a lot of blue!
(This version does not have the white uniform spikes or proper lineart color. This was fixed later on.)
I really struggled with the save/load slots! This was probably the hardest GUI feature to change. When I downloaded the art for the slots from my IPad they were not transparent or PNGs like I had selected so I had to fix that. Then the thumbnails weren't centered on the slot backgrounds so I had to go through a whole learning curve to figure out how to move them T_T I was so stressed. Then the text was too high so the slots covered it...everything was a mess. It turned out well in the end so I am very pleased with myself!
Dec 23, 2024
Pound Cake Diary : 4
Dec 11, 2024
Pound Cake Diary : 3
Heyyy, little update! If you haven't noticed, there is now a new page on this site >:)
I finally finished the page for character bios where you can see all the girls you can romance in Emit Glass ^_^ The artwork shown on that page are the character sprites that are used in the game. Hopefully you like the style ^^ (I am not very good at digital art yet, pls forgive me if it's wonky)
I am writing Ayaka's route & am already halfway done with it!! Things are going smoother now that the routes are shorter and less emotionally taxing :-)
I talked to a few people I know about VNs and have been getting a lot of good advice. I wish there were more resources on YouTube for making them :( There are only a few channels that make good tutorials and most of them are only about technical coding stuff which I don't really need. I prefer to look on Lemma Soft or Reddit when I have coding issues. It would be nice to have videos deconstructing Japanese VNs and how they are made...most of these videos are through a very western lens.
I can't say much about the music for the game, but the ED is completely done. The ED was written and voiced by someone who does not want to be named at this time. It sounds very good and I am really pleased with what they were able to put together. For consistency the OP is going to be done by the same person, which I have high hopes for! ^^ Thanks!!
Nov 26, 2024
Status Update : 3
Wooooohoooo! Finally the main heroine's route is complete! This is the longest route of the game, and having it done makes me feel like there is hope that this thing can actually be finished. The route is really sad, at least to me. I cried multiple times writing it, especially near the ending.
All of the character sprites are done. I plan to finish the script, and then begin on CGs and BGs. I have a list of all the photos I need to take, and I already have an idea of where I can get them all. The CGs are going to take a long time, but I will work hard!
The reason for all the delays is because of my own unwillingness to work on this project. I am someone who gets deeply invested in a certain topic and can be stuck on it for weeks, unable to focus or find interest in other things. This is mostly a problem because I am a REALLY romantic person. Whenever I like someone I kinda lose interest in my hobbies and fixate on that person. It's pretty bad...
When I need to re-focus on the VN I look through my Key art books or my other VN/2000s anime art books. It works very well!
I also posted for the first time on Twitter/X. I haven't used it before but I needed to get my game out there. I made this artwork for this occasion! It took me like 3 weeks because I kept forgetting to work on it T_T (How do I fix my motivation issues?) I feel like it didn't do much because not many people saw it, but I will continue to spread the word!!
So yeah! I will try to not be so slow...^_^
At this rate, I am estimating that the game might release in August or September of 2025. ESTIMATING! Keep in mind that I've been working on just planning and fantasizing about this project for two years. I am willing to take as long as it takes to make this perfect. If I have to release it in winter of 2025 I will! (Which will be painful because the game is summer themed X_X)
Till later! <3
Aug 26, 2024
Pound Cake Diary : 2
I'm back! I have taken a lot of time to work on things and smooth out my process. The PC idea was a fail because of some annoying reasons which I won't get into here- long story short, I found an alternative which allows me to work much faster without interruption. Writing is going well and I am over halfway done with the first route.
Obviously at this pace, things are not going to be done any time soon. On the bright side I only have one more sprite to draw, which is almost done. I have not started on any of the CGs or BGs. It's hard to stay focused on writing when I have so many other projects I want to make, but I just keep reminding myself that I want to finish my dream VN first T_T
I always get so distracted! So that's how things are going. The game works well at this point and so far there haven't been many issues with the coding. I am getting a hang of it ^_^ I will see you again when the first route has a completely finished first draft!
P.S - Updates might slow down, just because I don't see any reason to write about every small little addition to the game that I make. I just want to keep myself accountable for finishing this thing. :3
Aug 3, 2024
Status Update : 2
Wooohooo! Some small progress has been made. I'm like 25% done with the first route. Almost all sprites for the love interests are done. There are a few side characters that still need to be drawn but they won't have as many poses so they will take less time. I think I am going to use edited photos for BGs. I know this is hated by some people, but I've tried drawing them and it just looks terrible.
Things are going very slowly because right now I am using a laptop that is not mine. I am going to be getting my own PC very soon though so that will give me more time and freedom to work on the VN. I am super excited about this ^_^
The most scary thing is starting on the CGs...there are so many. I think CGs will go by faster than sprites though, and they are more creative so it will be a lot funner making them >_<










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