Corner of Woe

Project NA: Dev Blog & New File Locations

Yo people. Sorry I haven't been doing the regular dev blog thing lately, but there's not much to talk about. I'm still working on the games, but I recently got a job that's been taking a lot of out of me, so it's been a slow, slow process. For those of you who are curious, the current statics are:

The game contains 1,165 screens of dialogue.
These screens contain a total of 18,706 words.

...and I got the entire prologue/introduction to the game completed in January. I have now started work on the first path of the game and will update again as soon as I get that finished. Which I will. Promise. ^.^; 

Anyway, the real reason for this post is this: As you all know, Megaupload was recently taken down by the US government and, apparently, Mediafire decided to redo their system to compensate, so all my links to download the game are now dead. The good news is, I've relocated them - 

Game 1 can be found here.
Game 2 can be found here.  

The bad news is, due to a bout of misplace optimism on my part, post-computer-meltdown I only downloaded the Windows version of the game. As a result, that is the only version I have currently available, and I don't know how to convert it to Mac or Linux. If anybody happened to download those versions and would be willing to put up a mirror or send me a copy, please let me know.

Thanks everybody for your patience and support.

~Gemini Star
Writing frustrations

Non-"Project" Update - Original Short Story Available Now!

...yeah. ^.^; Sorry, the Dev blog for this month is running a bit late because I've been working on a lot of other things alongside Project N/A (my goal for this month is to finish the introduction segment) and one of those things is this: I've just released a 4,000-word short story through Kindle Direct Publishing.

So if you have a Kindle an $.99 to spare, I'd really appreciate the support. You can buy it here on 
Adoration (Opiate of the Stars)

Project NA Development Blog: December 2011

So! I have some good news, some great news, and some terrifying-but-also-kinda-awesome news. 

The good news is, after a month of work, I managed to completely rebuild Game Three in its entirety, recovering all of the data I lost in the Great Computer Crash of November 2011. (And yes, this time I have backed it all up.) 

The great news is that, in rebuilding the entire game, my improved skills (and the new tricks in the improved version of Ren'py the got released in the meantime) have made this version of the game significantly better than the version I had before. So, believe it or not, the game as it is today is actually better than it would have been if my computer had not crashed. I think we can file that under some kind of miracle.

But the awesome-and-kind-scary news is the coolest (and kind of terrifying for me) of all. See, in building this version of the game, I haven't actually been writing any of the scenes. I've been outlining them within the code, but I the only dialogue or even character appearances that have been coded in are thing things that randomly inspired me while I was coding. The current build of the game is literally the bare bones, with nothing but mechanics and the barest outline of the story to come.

And yet, in spite of that, the current word count is almost 16,000. 

The total completed word count for Chapter 2 was a little short of 15,100.

The outline for this game is 900 words longer than the completed final draft of the one that came before it. 

Suffice it to say, Chapter Three is going to be delightfully long. This is partially terrifying for me, since it means that I've still got a lot of work ahead of me. But on the other hand, it's also really exciting - Chapter Three is going to be a full-length game.

I hope you're all looking forward to it, because I certainly am. ^_^

Happy holidays!
~ Gemini Star
Chris Kent

Project NA Development Blog: November 2011

So...I have some bad news. On Friday morning, my computer suffered a blue screen of death. I wound up having to reformat the entire machine, which meant losing all of my data. All of it. Now, I'm not too broken up about it, because all of my really important stuff - my books, my stories, and most of my games - have been either backed up or sent to other people, so I can recover it all. All except for one vital thing.

I've lost all the coding for Chapter Three.

I blame myself for this. I thought I had it all backed up. But the things that I believed to be my back-up disks weren't and, by the time that I realized this, it was already too late. All of my data was gone.

Now, it's not the end of the world, and I'm certainly not going to give up on the game. By downloading games 1 and 2, I can recover all of the original images, and all of the new images that have been created over the last month (thank you, wonderful artists!) are in e-mail files and image storage places where I can re-download them. Plus, I'm one of those weirdos who does all my plotting by hand, so I've got all the information about the story structure, game mechanics, and scene break-downs written in a notebook.

But all of the coding - the frame work, the menus, the 600 pages of dialogue that I'd written in - is gone. The game's been set back at least two months, if not more. Still, like I keep saying, I am going to make this last game. I'm going to finish the story, and it's going to be awesome. It's just going to take a little longer now, is all. 

Sorry guys. Thanks for all your patience. 

~ GeminiStar
Writing frustrations

Project N/A Dev Blog: October 2011

I've had a long month. There's been multiple computer failures, job-search struggles, and a lot of traveling. But you're not here to read about my woes; you're here because I promised monthly updates on Chapter Three of Project N/A, and I intend to deliver.

This month, everybody who volunteered to help out with the art has been contacted (thank you thank you thank you all you're all so awesome) and all of the special scenes have been meted out, with a loose deadline of November 1st for pretty much everyone involved. I, meanwhile, have been writing the game, by which I mean, I've been ironing out the framework.

The current game-stats look like this:

The game contains 600 screens of dialogue.
These screens contain a total of 6,817 words.

 What this doesn't tell you is that this is all spread out over about 5,500 lines of code. To put this in perspective, the final, finished total for Part 2 was a little over 4,000 lines of code, including credits. And I haven't even actually written any of the scenes yet - 80% of the current code is just single lines of placeholder dialogue that say, "Scene X will go here."

So yeah, this is going to be a long game, compared to the rest. But hopefully that just means it'll all be worth the wait. ^_^

P.S. - I almost forgot! Project N/A now has a TV Tropes page that is seriously in need of some love! So, if anybody wants to go in, list some tropes, post a review, tie it into the main Hetalia page, whatever, please feel free to do so! Ciao.

Project N/A Chapter 2: Who Are You?

Yessir, as promised, after five's finally done!
Title: Project N/A, Chapter 2: “Who Are You?”
Writer: geministar01
Artist: goatbit(with additional art from Deviantart users Emily Smith and Mildkat)
Media: Ren’py visual novel fan-game
Characters: Canada (Player Character), America, France, England, Italy, Germany, Russia, Japan, Belarus, Prussia
Pairings: None yet, but there’s set-up for future America/Canada and Prussia/Canada.
Summary: New student Matthew Williams must team up with the school’s golden boy (who, for some reason, shares his face) and the one-man Paranormal Investigations club to find out the truth behind the strange incident of Part One.

Author’s Note: After far too much time and a series of delays, I’m proud to announce that Part 2 of this game is finally out! Thank you all for your patience…^.^; If you missed Chapter One, you can find it HERE. Downloads below, and more detailed information to be found under the cut!



Download it here!
Windows Version – ++ Mediafire,++ Megaupload
Mac Version – ++ Mediafire,++ Megaupload
Linux Version – ++ Mediafire, ++ Megaupload

EDIT 3/6/2012: Due to the Megaupload meltdown and an annoyance with Mediafire, the download links have been re-located. See this post for details.

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Is *this* game a dating sim?
No, but it is more interactive than the last chapter, and it’s setting up Chapter 3, which will having dating sim elements. So there are some minor pairings hinted at (most an America/Canada/Prussia triangle with a beta pair of Germany/Italy), but the main focus is on the story.

How many endings are there?
Four – they’re titled Blah, Bad, True, and Treasure. The “True” ending is the one that continues the story on to the next game; the others are just for fun. Personally, I’d aim for all the other endings first, but that’s just my preference. If you want some tips for how to get to each of the endings, I’ve posted a guide.

How long will this take me?
About 1-1½ hours during your first play through.

So what is Ren’py?
Ren’py is the python-based visual novel and ren’ai coding engine that was used to create this game. It’s open-source, and it’s awesome. For more information, see:

What are the ren’py stats of this game?
The game contains 1,399 screens of dialogue.
These screens contain a total of 15,093 words.

In comparison, the stats for Part 1 were: 410 screens of dialogue, containing a total of 3,550.
I did say this version would be longer, after all. ^_^

So when will the next chapter be out?

Chapter Three will be the last part of this episodic game series, and I intend to make it a big, long, satisfying conclusion to the series as a whole. It’ll have dating sim elements, stat raising, and six endings, two of which will be extra-long to wrap up all of the answers.

So far though, I’ve only got the outline and the framework done. There are still dozens of scenes that need to be written, and the numbers still have to be balanced, which could take some time since it’s an element I haven’t had to deal with before. I will, however, continue to update my livejournal with development blogs on the progress of the game, usually at a rate of about one per month.

And…though I’m sad to say this…I’m afraid that the awesome artist for these last two parts, goatbit, has had to drop the project to focus on her schoolwork. Hence, I’m looking for another artist to help me out by drawing the special “CG” scenes to round out the content of the games. See the "Artist Search" below.

Artist Search Info

Needed: At least 1 artist willing to draw and color special “CG” scenes, like the one pictured here, for the final game of the series. There will be a minimum of eight (8) CG scenes, which will need to be full-color. In addition, there will be two pieces of chibi art and a menu screen needed, and if you’re willing to do more than eight pieces, it would be very much appreciated; it all depends on what you think you can take on.

Detailed backgrounds are NOT a necessity. As you can see, I use filtered photographs for the backgrounds in the game, and I’m willing to provide more if you need them. Gradient or abstract backgrounds are also just fine. The main focus will be on the characters and their actions. And don’t worry about trying to match the style of goatbit’s character sprites - whatever your personal style is, I would love to see it.

The content of the special scenes will include boy’s love romantic elements (kissing and affection, fully-clothed, no sex), violence (minor blood, no gore, about as bad as your standard Hetaoni fanart), and drama.

Finally, I’m willing to work with multiple artists on this, especially if it means making a more visually-stimulating game, so please don’t be afraid to submit art to me at any time. If you’re interested in giving me a hand, please submit a sample of your work (DA page, fanart, whatever) in a PM, and I will be in touch.

Naturally, all artists will receive full credit for their work. If you’re considering helping me out, then thank you very much for your time, and even if you’re not, then thanks for reading this far anyway, and I hope you enjoy the game!.

Please, if you enjoy the game, leave a comment! I love getting feedback from people on my work, and any critique/criticism/fangirlish glee is loved! Thank you all so much for your support in making this, and be sure to check back soon for an update on the final chapter of Project N/A!
* GeminiStar01 *


Game Guide: Project N/A Chapter 2


This is the GUIDE to Project N/A Chapter 2. This is where you should go if you have trouble getting one of the endings, or if you want to make sure that you get all of the endings in a certain order. Ergo, there are SPOILERS AHEAD.

This guide is broken up into two parts. The first is a series of simple hints designed to point you towards each ending without spoiling any of the game. This section is labeled as SPOILER FREE.

However, the section afterwards is a more detailed guide to getting each ending, and therefore tells you exactly what choices you have to make to get each one. This section is marked with the big ol' SPOILER tag, so consider yourself warned.

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Chris Kent

Project N/A Dev Blog #7

Hi everybody. Sorry it's been so long since the last update.

So, I've got some good news, and I've got some bad news. The good news is, I have a release date for Chapter 2. I hope to have it completely done and ready to release by Saturday, September 17th, at the very least.

The bad news is that goatbit has decided to drop the project, in order to focus on her schoolwork and personal things.

We've talked it out and I understand fully. She's had a rough time keeping up with her very intensive coursework, and my inexperience with the art management of visual novels didn't really help. With her help, I've got more than enough graphics to pull together some really awesome games to finish off this story.

That said, if anyone is willing to step in and draw two or three Special Scenes in the next couple of weeks - even if it's only the lineart - your help would be very much appreciated. The game can and will be made either way, and I'll be doing another CG artist search before I start Part 3.

One way or another, I'm going to get this game out by September 13th. And I am going to finish this project. That's a promise.

See you on the 17th.

~ GeminiStar
Corner of Woe

Project N/A Dev Blog #6

Good god this thing is late. A thousand apologies all around. I'd draw somebody looking all upset and apologetic in a funny way, but I can't draw, so here's Feliciano hoping his puppy-dog eyes can entrance you to forgive us for the long wait.

Just lookit him. He's adorable. How can you stay mad at such a cute face?

Okay, so the truth of the matter is, I kept putting this off because I wanted to have some big announcement to share with you guys, like that the character art was done, or something. But that hasn't happened this month. The short version of the story is that I'm unemployed again (frick) and trying to finish up a big personal project IRL; while goat's up to her ears in work from her big manga study classes in Japan. Because she's got so much to do, she can't really put as much towards the game as she would like.

So the bottom line is this: we need a colorist.

That's right. We need somebody to take goatbit's lineart and color it, preferably quickly and in a way that does not clash with the stuff that goat has done herself. If you can draw objects and/or hands in close-up, all the better.

I'll be posting a similar "looking for artist" listing on the us/can community, and possibly in a few others as well. If you're interested, please link to/provide a sample of your work (coloring-wise, I mean) and an idea of how long it takes you to color a single piece of art (say, one of the "special scene" stills). And of course, you'll get full credit for all work done, and you'll be privy to the beta-test of the game before we release it to the public.

(A note: this request is for help for Chapter 2, but if we do wind up needing more help in Chapters 3 and/or 4, it would be nice to be able to call on the same person, so it would be awesome if we could all keep in contact.)

Everyone - thank you very much for your patience and support. Hopefully, with a little extra help, we should be able to announce a planned release date for Chapter 2 soon. Thanks again.