A House of Many Doors

A House of Many Doors

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Altotas 16 Jun, 2022 @ 9:49am
AMA with Harry Tuffs
Gonna post a "transcript" of Harry Tuff's AMA for people who don't use discord or missed the date.

Harry Tuffs:
Hello everyone! I'm here to begin the AMA. Ask anything you like about HOMD, the development process, or anything else, and I'll answer to the best of my ability! My answers might come through sporadically as I jump away to eat dinner/deal with my cats/pick up my wife from the station/whatever, but rest assured I'll get to everyone's questions and answer eventually (in text form - I'm much more coherent in text than in voice anyway).
Also this is a fairly informal process - if there's enough interest, I suggest we leave the channel open throughout the day tomorrow, and I can hop in and answer questions then too. 🙂

Question 1:
why cant you "romance" the shark?

HT:
Ha, I love that this is the first question. In retrospect, I definitely should've let players romance the shark. But at the time, I was trying very hard to make sure that the romance dialogues reflected the characters' personalities as I saw them, and Penpusher was so shy he would've been put off by any awkward fumbling involved in overcoming the difficulties of human/carchar romance. My mistake was to write that the player and Penpusher were "biologically incapable" of pursuing a relationship, which any dedicated furry would tell you was wrong for those with sufficient imagination. This is one thing I would probably change if I were to ever return to the game.

Question 2:
What plans, if any, did you have for Sainthood features?

HT:
My memory's a little fuzzy on this, but I wanted Sainthoods to unlock new late-game stories, specifically in corresponding locations (Fractal Fortress for Anglecrab, for example), which would give lucrative rewards. I also wanted to add a smattering of dialogue options which would allow players with Sainthoods to bypass certain difficult challenges (e.g. a Scorthidion saint could beat the Arena in Carapas by tanking the gladiator's hits, their wounds scabbing over instantly). In the end, as with so many plans, I ran out of time and money before I could do this.

Question 3:
Would you have added more to the Empire of Thread if development had been a little less hectic?

HT:
Oh, definitely! New Draden would have had a whole follow-up quest where you delve into the Mirrorwise and work out what went wrong with their conquest. There also would've likely been some extra "Wander the streets" type events, where you could see more snippets of Empire life and receive hints about the life and assassination of the previous Imperator. I never planned to show anything beyond the Empire gate, though - I always wanted that to remain a mystery.

Question 4:
In a hypothetical scenario where you managed to finish all the stuff in AHOMD’s files, would you have added anything else?

HT:
My plans were absurdly over-ambitious and likely would have fuelled an extra year of development, but my time and money and resolve all ran out in early 2017. One thing I would've definitely done is add WAY more variations of the various "overworld" interactions when you're travelling through rooms. (As a side note, these were all added in a single insane week when I realized that the travel was way too boring but I had less than a month before the game came out.)

Question 5:
How are you doing? I know you worked on Over the Alps a while back, but besides work what sorts of stuff are you up to? (Don’t answer this one if you don’t want to)

HT:
I'm doing very well, thank you, and actually working on a fun project at a new company called Tributary Games! I co-founded Tributary with Sam Partridge, who I met at Failbetter and with whom I worked on Over the Alps. We've got a big announcement coming in mid-July, so keep your eyes peeled - the game is a very different beast from HOMD, but rest assured, it's narrative-heavy and full of stories, as you might expect from one of my games.
(Addendum: It's really nice to be working on a game with a team of more than 10 people. I can focus on the writing, which I love, and leave the coding to professionals.)

Question 6:
Good evening, Harry! I worked a lot on bugfixes for HoMD this year and noticed that pretty much all the bugs and crashes stem from various mix-ups with variables. And there are A LOT of variables in your game. I imagine it was a real headache to keep track of them all. So my question is - was GameMaker the only game engine you considered at the start of development, and do you now regret picking it for your first game?

HT:
Hello! Yes, keeping track of the variables was an awful never-ending headache, and it stems from my complete inexperience - I'd never even coded a "Hello World" before I started making HOMD. And it shows, haha, as I chose a bunch of bone-headed structures for the codebase that I was then locked into for the rest of development! Honestly, this is the one of the reasons I didn't go back to HOMD after my initial few patches - I'd always loved writing for the game, but the coding had become unbearable and between my mental health and total lack of money, I just didn't have the time or willpower to dive back into that nightmare spaghetti.

GameMaker was the engine I went with because it seemed - at first - the easiest one to work with. Only later in development did I recognize it had a number of absolutely terrible flaws for working on a project of HOMD's size, especially dealing with textures and text, and Unity would have been a better choice (though I cordially dislike Unity and have always had trouble with it). That being said, I do defend GameMaker in general, especially for smaller solo projects - I think it's a fantastic and flexible engine and, in all honesty, I'm so fond of it that if I ever made a new solo game I'd be tempted to go back. I even have some ideas for how to fix some of the issues I encountered with HOMD, notably integrating Ink to handle the stories.

(As a final side note, thank you for your work on the unofficial patch, fixing many of the issues I didn't. If you ever want someone to look over or even write text for the game, don't hesitate to get in touch - as I said, writing was never the issue with HOMD, it was the coding.)

Question 7:
What was working with Catherine Unger like?

HT:
She is an awe-inspiring human being! I was very new to the games industry back then, and I think 99% of artists would have balked at the sheer number of crazy things I threw at them - can you draw a city made of mirrors? A castle made of kelp? Oh, this one needs to defy all laws of reality and perspective, are you OK with that? And she just tirelessly (and quickly!) churned out these amazing images, always right on time, without ever raising a single complaint or pushing back at all. It's actually kind of superhuman in retrospect, and though I always thanked her effusively, I should've been even more grateful than I was. We conducted all of our business over emails and I never even physically met her until after the game came out - since then, we run into each other occasionally at conventions, and it's always wonderful to see her. She's very chill.

Question 8:
Looking back with the power of hindsight, is there anything that you wish you could have done differently?

HT:
Oh, only about ten thousand things. So many things that it's difficult to sort through all of them and put them down into text - I'm sure I'll remember dozens when I wake up tomorrow. #1 I guess is that I should've let people romance the damn shark!

In seriousness though, I wish I could've worked on the game a little longer before launch, but I just ran out of budget and I needed to be able to support myself. I didn't have any idle wealth to lean on, more's the pity, and I didn't really know how to go about chasing investment or anything like that (which in retrospect, I totally should've done). I also felt an obligation to release "on time" because I felt I owed it to the Kickstarter backers, but again, in hindsight I think they would've totally understood a longer dev cycle. More QA would've been nice - it's actually kind of a miracle the game worked at all, because I was never able to afford a QA team and relied wholly on a very small team of helpful but amateur Kickstarter backers.

Other regrets? More interactions in the overworld map. Finishing off the Sainthoods system, or at least removing it so it didn't waste people's time. Making it too difficult to get certain items (Sanctioned Scripture and Radical Pamphlets spring to mind - you should've at least got a bunch of Sanctioned Scripture for agreeing to be a missionary, and the Society should've been a renewable source of Pamphlets). Not enough "Wander the streets" type events - some locations are too bare-bones, and you're forced to leave them as soon as you arrive. A more polished combat system would've been nice, but again, that just required more time and money. Better tutorialization would've been good too (people dismiss those infoboxes as soon as they appear, and there should've been somewhere to go back and read them again).

Just remembered another regret... There was intended to be much more content for the Perennial Distinction. I think the game even tells you there'll be more to do, which is actually a straight-up lie! I added this line early on, all excited, then forgot to cut it when it became clear I didn't have time to add that stuff. I'd intended to add some post-game Perennial storylines after launch, but obviously ended up stepping away from the game instead.
Last edited by Altotas; 16 Jun, 2022 @ 8:49pm
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Altotas 16 Jun, 2022 @ 9:52am 
Question 9:
Hello ! Is there anything about the game that you remember really enjoying writing (as specific or general as you'd like) ?

HT:
Honestly I enjoyed writing almost everything, except the overworld events, which were written in a mad rush. My favourites were probably anything to do with Ashen, Judith, Gladys and the Governor - those characters were just delicious to write about. I guess I like bad girls? Oh, and I also enjoyed writing Dredger. Maybe I just like badness in general. I also enjoyed writing for the mycenae - I was able to look up a bunch of super-obscure but evocative fungus names and deploy them with joyous abandon. Aaaand I loved writing any of the funny, tongue-in-cheek stuff - summoning geese, tiny rhinoceros, etc. Oh, and Harlequin, because I love me some clowns. And the epilogues, because it was satisfying to think about where my characters might end up. See what I mean? It's hard to pick!
I really enjoyed writing about Chimer and the Ragged Emperor, actually. In the whole game, there's only one character who's based on a real-life person, and that's the Emperor. He's based on my old boss.
Last edited by Altotas; 16 Jun, 2022 @ 9:55am
Altotas 16 Jun, 2022 @ 9:55am 
Question 10:
How many of the portraits are based off of Kickstarter backers, and which ones?

HT:
Funny story - we had a lot more male Kickstarter backers at the "portrait" tier than female ones, and I also had a set budget for portraits that I couldn't exceed. Our male backers also, unfortunately, weren't very diverse, but I was determined to have diversity in portrait selection. Between my Kickstarter obligations and my desire for a diverse crowd of portraits, this meant I had to make some difficult decisions out of practicality. So if they're male, and they're white... That's a Kickstarter backer, 100%. If not, well - we did have a few non-white or non-male backers, so those went in, but nearly all the women are original art (I just let Catherine go wild and make whatever faces she fancied, as long as there was diversity).

All the NPCs are original except for Dr Henry Delgado, Lucetta Quetzl, and Peter McNally - those portraits are based on backers, but also the characters themselves are based on backers, with the assumption they were stolen by the House from this world after backing the game. For example, Henry Delgado told me he wanted his character to be a mad scientist, and the little motto he tells the player about is actually his real family motto.

Obviously if people didn't want their real face to appear in the game I wasn't going to track them down and take photos with a long-scoped camera.
Last edited by Altotas; 16 Jun, 2022 @ 10:04am
Altotas 16 Jun, 2022 @ 10:00am 
Question 11:
why did you choose to select morbazar and not the obviously superior [insert any other god here] anglecrab?

HT:
I love Anglecrab, but Morbazar is the Storyteller, after all🙂

Question 12:
Why are there so many tall spire-y locations in the game?

HT:
Because I like tall impressive things, and Catherine likes tall impressive things, so where I didn't add them to the brief, Catherine added them of her own volition. In the end we had a lot of tall impressive structures! I think it works, though - think about it, if you're in a vast enclosed room, it makes sense to build up as well as out.
Altotas 16 Jun, 2022 @ 10:06am 
Question 13:
Any major literary inspirations for A House of Many Doors?

HT:
Yes, loads, but I think I've spoken about them all before? There's Italo Calvino's Invisible Cities, China Mieville's Bas-Lag books, a pinch of Discworld, a bit of Garth Nix, and probably some other stuff. I read a lot of books and it all goes in the ol' brain-soup.
Altotas 16 Jun, 2022 @ 10:09am 
Question 14:
is there any other works in the ahomd universe planned? a dlc or a new game or even a ttrp or book for example?

HT:
No, not at the moment! Though the nature of HOMD is such that it spans many worlds, and I've always thought that if I ever made another big solo project, I'd chuck in a reference somewhere. But no, there's nothing new planned - a TTRPG would be a great deal of fun to write, but also a lot of effort and I don't think it would meet much demand. Maybe one day! If I had infinite time, it'd be different, but I want to write new stories in completely new settings.
Altotas 16 Jun, 2022 @ 10:12am 
Follow-up to Question 10:
I always thought Delgado was from a world that wasn't Earth but had Latin or a Latin-equivalent language (family motto), given how horrified he is when your captain explains fossil fuels used to be living things

HT:
I think he just got too used to the way things work in the City of Engines. He also half-drowned and hit his head a lot, maybe a few screws were knocked loose. (This is my way of avoiding having to admit author error.)
Altotas 16 Jun, 2022 @ 10:13am 
Question 15:
if you had to pick a favorite location which one would it be? maybe both for being there and work on?

HT:
Favourite location is probably the City of Keys, because it's the most fleshed out so I feel like I know its streets by heart. After that it's Harlequin, because clowns. But obviously I'd hate to actually live in either of those God-forsaken hellholes. If I was to live somewhere, I'd want it to be in Gandola, doing some sleepy fishing on a dock and occasionally fighting off an ape. Or maybe Fargyle Keep - the poet-knights seem like my speed, and they're a relatively chill bunch.
Altotas 16 Jun, 2022 @ 10:17am 
Question 16:
posts a picture of Persephone being impaled by 9 spears, while the text suggest 8

HT:
Haha, I know, I know, the number of spears is wrong... Catherine added an extra one and I didn't notice until after launch. My uhhh 'headcanon,' if the author can even have such a thing, is that - as Altotas said - Dredger picked up Persephone's spare spear and shoved it in for good measure.
Altotas 16 Jun, 2022 @ 10:22am 
Question 17:
Hi, Harry. Love AHOMD dearly. God bless you for making it! My question is about lore, so I'll hide it as a spoiler: The Orchard is located inside The House, yet it houses a myriad of apple-worlds seemingly outside The House. What exactly does this mean/imply? Are the worlds in The Orchard being stolen by The House from the outside and then dissected into parts and spread around the rooms of The House? Or do all the worlds where there are Mortality and Death exist solely within The Orchard of The House? Thanks!

HT:
It's an endlessly recursive thing, and throughout the rest of the game - with the inclusion of things like Anglecrab, Fractal Fortress, bigger-on-the-inside spaces, etc - I'm trying to break your brain so this doesn't stick out, it just seems like another physics-defying absurdity in a dimension where physics-defying absurdities are routine. The answer is that the House is next to the Orchard, and the Orchard contains the worlds, and the House is also between all those worlds, all at the same time. It makes sense on an intuitive story level, I think, but if you think too long about it your Sanity would drop to "smiling" and you'd start setting fires. In terms of questions of mortality and Death, you're onto something - the Orchard doesn't contain any "dead" worlds, because the purpose of the Orchard is for Old Lady Death to enter different worlds and reap souls. So that means no easy outs - you can't gain immortality by eating a lifeless world! If a world is extinguished of intelligent life, its apple would rot and fall from the tree.
Altotas 16 Jun, 2022 @ 10:34am 
Question 18:
On the topic of the Perennials, how much of their past did you outline? Is there a full overview of their backstories and search for the Orchard in a Google Doc somewhere, or did you come up with a few key points (LoB seduced Zaraphael per her captain's orders, Giles and Ashley were in a relationship, Gustave got screwed by deities) and leave the rest open to interpretation? Also, on that note, did you come up with backstories for the Sanctioned sans Morbazar and Scorthidion?

HT:
I did come up with backstories of varying length for all the Sanctioned, but especially Nahash, who was originally going to be a much bigger part of the game than he ended up being. I think unfortunately Big Clever Snek was just a little more boring than a cool cat like Morbazar, so quite early in development, I folded some of Nahash's planned characteristics and story role into the Clock-Faced God. The thing to remember about the Sanctioned is that all of them are OK with the Crime, and other than Graveddon - who's obviously horrible - you have to wonder why. If I'd had time, a lot of extra stuff in the game would have hinted towards why, for example, Wyl o' Pan was willing to support humanity on that one (iirc, it was because he had a hatred for one of the gods on the 'good' side of the war, and aligned himself with the Sanctioned mostly to eliminate a rival).

As for the Perennials - I pre-planned practically everything to do with Ashen, the Governor, Persephone, and G. After that, I added and fleshed out things piecemeal as I was making the game - Gustave Weissglass was established very early on, as I was designing the Empire of Thread. Dredger just came out of my desire to have a fun villain, and Arthur Quodcoven was invented to imprison Dredger and to show an example of a Perennial with a guilty conscience. The Lady of Blades is a good character, imo, but she was created in service to the plot. The Hostage-King was thrown in almost as an afterthought. I basically fleshed out the rest of the crew, beyond the main 4, while making the game and whenever inspiration struck me.
Altotas 16 Jun, 2022 @ 10:40am 
Question 19:
how do you come up with initial ideas for characters? I've found that's one of the parts of writing I have the most trouble with

HT:
Honestly, it's tough. Some of the characters in HOMD are characters I'd been thinking about and mulling over for several years before I started making the game (Ashen and the Governor, for example). Others I just made up on the spot, and yet they seemed to work just fine (e.g. Judith, Gladys). I think a key for me is to think deeply about how they talk, how they respond to different things, what stories they have to tell, etc - and to strive to avoid cliche at all costs. If you find yourself writing a character you've seen in some other work of fiction, try to throw in a twist of some kind to make them different and interesting. If you have an interesting setting, it can also be fruitful to think about how a character relates to the setting - what do I want to reveal to the reader about this world? And if you have a certain thematic intention, think about how a character relates to the themes you want to explore. With Gladys, for example, she just started out as a single line - "On retirement, she was allowed to keep neither her memories nor her hands. She built better hands." When it came to fleshing that out into something approaching a backstory, I decided that I wanted to explore the themes of memory loss and imperialism that are present throughout HOMD, and I wanted a character that would throw some light on the Factory, and I just wanted a murder grandma with evil hands. This all came together quite nicely I think.
Altotas 16 Jun, 2022 @ 10:47am 
Question 20:
Is there any particular reason why all the cities of the gods are named after parts/features of a church?

HT:
Because I wanted to provide early clues that these cities were connected, for those picking apart the lore. Naming them all after parts of a church provided a pattern that people could theoretically follow. It also made some thematic sense, given the fact they're Cities of the Gods.
(Also they're very fun and under-used words)
Altotas 16 Jun, 2022 @ 10:48am 
Question 21:
what is the ragged emperors real name that the walls reveal to you? is it jeremy?

HT:
Sooo actually don't remember how much of this made it into the game, but my backstory for the Emperor was that he was a powerful necromancer who had conquered Chimer using eight overpowered servants he'd brought with him to the House after conquering his old world. Like Oddwinter, he started off searching for immortality, but ultimately his mind rotted away too much for him to find it (even though the Orchard is comparatively nearby), and all his OP evil servants died in the Chimeric Campaign. (I had names and character designs for each of these eight servants, too. But those are lost to time, I'm pretty sure.) Learning his name was going to be used to get him to remember some of this. Honestly this might have actually made it into the game in some form, but it's all a blur.
(Troll answer: His real name was the name of my old boss, and had to be removed for legal reasons.)
Last edited by Altotas; 16 Jun, 2022 @ 10:53am
Altotas 16 Jun, 2022 @ 10:52am 
Question 22:
Anything you want to suggest for people who might be just starting?

HT:
Well, get out of this AMA for one! I'm chucking spoilers like rice at a wedding over here! Other than that... Pay a lot of attention to the stats, they have a massive impact on your success. Read the tutorial infoboxes - they clarify a lot of stuff that otherwise puzzles people, and besides, they were a bastard to code! Get rid of your starting crew as soon as you can - they're rubbish and they don't improve your stats, you can always pick them up and do their quests later when you've increased the stats a bit more. Finally, I hear it can be profitable to head west from the City of Keys, to Ghoulwatch, where a certain Silent Minister can give you fetch-mirrors on the cheap...
Altotas 16 Jun, 2022 @ 11:00am 
Question 23:
"The awoken man drowns in unquiet water" - what does it mean?

HT:
It is a phrase that turns up here and there in HOMD. Its meaning is intentionally hard to parse, but it's something of a motto for a lot of figures in the House because it's about how information itself can be dangerous - but also useless, ultimately, in staving off death. The sleeping man drowns in quiet water because he doesn't know what's happening. The awoken man knows what's happening to him, but it makes no difference - he drowns nonetheless. This is a philosophy followed especially closely by the Governor's Men, and it's why they're obsessed with stealing memories and imprisoning dissidents - to them, all but the most banal information is not only hazardous, but it does people no good! And the Perennials are the people who think they've escaped this trap, but of course they don't want people to know about that, which brings us back to the phrase again.
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