ok, here we go.
I don’t even remember how to write anymore! Most of the times when I think about wanting to make videogames on the side and writing about it, I think that a good measure of progress is to evaluate myself monthly, that is, a monthly blog post. Lately, these are closer to one single blog post a year. I have reflected on the why that is enough times, publicly, and in private, and it doesn’t really matter. What matters is that I want to make a videogame, and I want to write about making a videogame.
The issue here is that I’m not really making a videogame. I like to think of this as working on what I call “the machinist project” where a videogame is one of its public apparitions. “The Machinist Project” resides mostly on a soft cover red moleskine that I have in my apartment where I write long handed short stories. Up to this day there are twenty six little stories in there, and the “videogame” I have been working on is story number thirteen. That means that when I work on a videogame, I am thinking of the possibility of making twenty five others.
As a living and breathing world, the world contained on that soft cover red moleskine goes through a bunch of shit. Ranging from Board Games Tuesdays on your local tavern, musicians getting upset because they aren’t getting the busiest spot on a friday evening on said local tavern, to a swordsman getting into combat with a demon from an alternate reality and ending up in a parallel universe, train heists and political intrigue.
The point I’m trying to make here is that this is, in a way, a real world.
What I’m trying to get at is that there are bands and musicians in this world, and I quite enjoy my time sitting down on my computer, chugging down a pack of Sapporo and staring down at MIDI tracks on garage band, reading on music theory and questioning my ability of coming up with good melodies while playing pentatonic scales on a guitar tuned to Standard C. What I’m trying to say here is that I’m trying to make music, and music is another facet of this project.
the videogame

Check it out on itch.io: https://gueepo.itch.io/machinist-story
Setting goals for yourself and failing to achieve them is a tale as old as time. Here is the first iteration of what I wanted to achieve this year.
I really like The Machinist Project and I wrote a few good chapters for it, and I’m tired of not having anything to show from it. So I want to have a demo. The demo should be the first act of the first story, and that means 2 cutscenes and 2 battles.
I do really like The Machinist Project. And those few good chapters are so good that they made it through my randomly conducted script reviews mostly intact. And I am still tired of not having anything to show from it.
I haven’t made any significant progress by November, so the idea shifted towards having anything by the end 2025. Literally anything.
That means scuffing things out, cutting this “minimum viable product” into something even more minimum, and trying to keep the “viable” part in there.
This project only needs to be a thing that can be executed, and then you watch a little cutscene, play through a little battle, and then watch another cutscene that resolves the conflict. Things can roll from there. I can upload it to itch.io, keep updating it, and making devlogs.
More importantly, I can show it to people.
“Show it to people” being such a high priority might come off as “impure,” like, what? Am I working on a project just for the sake of other people? Ew! But it’s just that it’s annoying to talk about this thing that doesn’t exist, especially when it’s been over a year. How about YOU try telling your friends you have been doing this thing for a year and then show nothing from it to anyone.
With all that in mind, I started making use of all the 30min breaks I could find throughout my day to add or fix something on the game. And I managed to get the cutscene, dialogue, and battle system into a decent state in less than 2 months. The wonders of consistently showing up to work on a project!
What I’m saying in way too many words is that I finally have a “minimum viable product,” or “proof of concept.” Just something that I am going to show a few people and ask: “Is this anything?”
It can be found on itch.io: https://gueepo.itch.io/machinist-story
What’s Next?
It has been less than 24 hours and I already have a laundry list of things to improve on it. The videogame idea seemed to be received positively, and the fact that it now exists gives a lot of mental clarity.
So, what’s next? Iterating on the script so the characters and the world are a bit more fleshed out. Tweaking the gameplay, and adding quality of life stuff before even moving into adding more content.
After that, adding more content and finishing the whole first Act of the game! That’s three more scenes, which means three more cutscenes and three more battles! (Subject to change)
And, of course, making music for the game, as well as a soundtrack EP. YES. These two are different.
Who knows how long all that will take!

































