Holly - Wuckle Scientist

Holly - Wuckle Scientist

@jonka.bsky.social

lead on white knuckle, torchship art, and other stuff probably. Artist and Programmer. Vibing in New Mexico. https://whiteknuckle.net/ || http://hollyjencka.com/ (She/Her) ๐Ÿณ๏ธโ€๐ŸŒˆ

1.7K followers710 following477 posts

Holly - Wuckle Scientist reposted

Replying to @jonka.bsky.social

Oh my god thank you! They're still a work in progress but once I'm done I'll probably make a video detailing how I did it I spent a while going through existing hand cosmetics to figure out how to make the stamina work like this, mainly the stone hands

Holly - Wuckle Scientist reposted

Alert: Surface forecasts for the next week include heavy rainfall. In case of system flood seek a maintained shelter room. #rainworld #whiteknuckle

Holly - Wuckle Scientist reposted

A #WIP. I dont really like to cross hatch so this took me quite a bit #WhiteKnuckle

Holly - Wuckle Scientist reposted

Made a very quick cover #Art for the #comic im working on. Took about 5 hours! Normally I spend days but I wanted to get this over with tbh. #GirlsLastTour #GLT #WhiteKnuckle #timelapse

Holly - Wuckle Scientist reposted

Replying to @goipgoipgoip.bsky.social

Though originally Randall featured solely as the nameless โ€œRookieโ€ protagonist of earlier drawn instructional tapes, the roster of characters would expand with the popularity of the series. It also became more all-ages oriented, dropping its comical depictions of ways to die in the superstructure.

Holly - Wuckle Scientist reposted

A poster I made for the defunct Habitation Teal, featuring (my silly fan characters) Randall Rabbit and Amber Adrenaline, the main duo of Habitation Tealโ€™s โ€œSuperstructure Instructionalsโ€, an in-house edutainment cartoon series produced by John Dicey with funding from the SRA. #whiteknuckle

It's WILD to think that this stupid climbing game idea that is basically just an excuse for me to shove every fixation and dumb idea into has come this far... I am just so so SO humbled by it all.

Just landed in Seattle for PAX West!! Going to be hanging around the DreadXP booth most of Saturday if anyone wants to drop by, but ill probably be around a bit Friday and Sunday too! I have some wuckle pins to hand out too! Hopefully enough!

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January was also when we started working with our publisher DreadXP in a formal capacity. It was fun getting into the routine of development; adding features, meeting with the team, talking to Dread about our plans and what we needed.. It didn't feel real. It still doesn't, I think.

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Hab was not about simply climbing faster to get away, You could take your time in places, you could explore and find secrets, and you never knew what would be around the next corner. Our vision of Habitation shifted to a place that let us explore a variety of different gameplay styles in wuckle.

During January I also worked on the big new systems coming with Early Access: Perks and Saves! The foundation for both came together over the course of the month, but would continue to be worked on until the launch of early access.

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So, to make him work, we put him in a big vertical shaft. This ended up being a blessing in many ways, since not only did it reduce the complexity of our plans but it also let Teeth act as a filter, a filter that demanded players get accustomed to inventory manipulation mid climbs.

How did we do that? We put him in a pitch dark elevator shaft of course, one that required you to pull out your flashlight to recharge it, or your flare gun to scare Teeth off. It was an eye opening moment for us, I think, in terms of informing the variety we could push region to region.

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His role in the game had to be repeatedly stripped back because as a small indie team with limited time and resources making a climbing enemy that could chase the player through the varied complex environments that the game offered was just way too daunting.

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This was also a period of formalization for the game itself, for its lore, for it's codebase. Turning a weird little demo into a full game necessitated ripping out much of the og codebase to de-spaghettify, and we talked a lot about what kind of story we actually wanted to tell.

There's some fun stuff too, like a long process for figuring out the main factions in the game's world and their history. I went through a ton of different logos for the SRA, the agency which long ago controlled the superstructure. Many of the ones not chosen would be reused for other sub-orgs, etc.

Been a busy week, but here's a dev screenshot from January of 2025. This was the first month I was able to full time development of the game, and I dove headfirst into content and features that we would need in the full game.

Holly - Wuckle Scientist reposted

DERELIKT demands you press forward. But with the right gear in hand, old corridors hold buried secrets. ๐Ÿ˜ฎ Watch the latest environment showcase for a closer look at the sectors you'll explore. ๐Ÿช #DERELIKT #RetroFPS #PS1 #IndieGame @visuwyg.bsky.social

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When Jack came back after that weekend, he was flabbergasted at the amount of work we had done. That's a memory I look fondly on! I love the Chimney as an area, and it has let me live my fantasy as a designer that makes silly seasonal events. Looking forward to many more silly seasonal events!!!

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I wanted to do a seasonal event, and while Jack was out me and Quinn *kinda* lost our minds and developed an entirely new mode with new hazards, levels, and items over the course of a single weekend. They worked on the reskin/new item art, and I worked on everything else.

It was no small amount of content. Because I wanted it to kinda satiate the growing community who were really desiring new areas to play in (and considering it would be many months before early access), I made the areas *hard*; designed for players who had mastered the demo and wanted more.

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I also began the main new system coming with the early access game: The computer, and Perks! I started out by porting my OS systems from a previous game project (Which we internally called Bunker)

Missed a day since I've been very busy! Back to the topic at hand: wuckle dev history. Through december we spent the month really ramping up production of the third region of the game, Quinn was working on the new item and denizen art. I worked on props and textures, and wrapping up extra levels.