Friday, June 29, 2012

Genre: Inappropriate

As I like to mention frequently, I usually shut off all the music to any video games I play (VNs included.)  I started doing this years ago, I'm guessing, because I was probably hooked on a game whose music got sickeningly repetitive.  Over the years, I got accustomed to the silence, and now I usually have to keep game music totally off unless it's jazzy or unobtrusive.

Therefore, I should probably be the last person to slap together the soundtrack to a video game, but it's too late now!  LOL.  I had fun making a few more tracks today using Garageband on my ipad.

This track is WAY too distracting for a VN, though I might stick it in during a dramatic moment.

http://yourlisten.com/channel/content/16900159/Song_I_Made_for_Video_Game?rn=43zazzsczmtc

Or not.  I dunno, my husband liked it, but I can see a lot of people running away screaming.

Wednesday, June 27, 2012

Working on Changes

I'm finally at a point where I can edit the game while playing it from the player's perspective.  The current version is looking pretty close to what I'm guessing will be the final product.

Of course, this comes with a million and one changes to be made.  Instead of changing these things as I go along, I'm trying to stick judiciously to a spreadsheet, so I can make all these changes at once, per object, instead of opening and reopening GIMP and other applications.


As you can see, thus far expressions are still driving me nuts.  If a single pixel is off, I'm unhappy.

This spreadsheet will probably be another 20-30 rows long.  I just have maybe 3-4 large art assets to do, and the rest will be small, incremental sprite-related changes.

As for the writing, I'm doing a lot more fleshing out.  I didn't give the player much time to digest changes and situations earlier.  Now I just hope I'm not going too far in the other direction, and making the game longwinded and boring.

Tuesday, June 26, 2012

The CG

I'm calling the one scene I drew "the CG", because at this point I dunno if I'm gonna have more than one.   -_-

I had a HELL of a time trying to color it.  I would have loved to keep it in flat colors, but that doesn't match the rest of the game, so I put a little shading in there.  I had to redo the first color job I did.  My husband stopped by my room several hours in and remarked, "you're STILL working on that picture?"  I had to kick him out of the room.

I'm hoping to have the Beta ready by July 2nd.  Then fix up some more stuff the first week of July, then the game one or two weeks post-Beta, depending on how many issues there are.

Things that are currently making this a slow process:

1) Feature creep.  As I go through the game, that little voice in my head goes, "heeeey, wouldn't it be cool if..." and the next thing I know, I'm opening GIMP trying to implement some crazy idea that most likely won't work and end up in the final product.

2) Tendency to go over the same beginning scenes with a fine toothed comb, and not get to the later ones often enough.  After I have the basic draft in place, I am loathe to work on the later sequences without having read and polished up the beginning sequences first, so I can experience their flow if I were a player.  Let's say I have to fix Scene 35?  I have to make sure scenes 1-34 are to my liking before I #35, even though 35 and everything after that needs a ton of work.

Anyways, I dunno what happened last night, but I woke up covered with bug bites.  This is after cleaning our bedroom top to bottom.  I think I must have dislodged/woken up some angry spiders.  My back has some scary ass lumps all over it where the bites are starting to swell.

It's also itching like crazy.  BLAH.

Sunday, June 24, 2012

Almost There



Statistics:

The game contains 2,185 screens of dialogue.
These screens contain a total of 21,663 words,
for an average of 9.9 words per screen.
The game contains 52 menus.


My brain is fried.  If this post makes no sense, there's your reason.


I've just got the ending scenes left to work on, and my umpteenth draft will be done.


I read somewhere that there are generally two kinds of writers when it comes to editing.


- Writers who make up most of the story as they go along.  When they edit, they find they've got to cut a significant amount of words from the final draft.
- Writers who were already working from an outline.  When they edit, they find they've got to add a significant amount of words to keep the story from jumping point to point.


I definitely feel like I'm a member of group two.  I'm guesstimating I'm going to have to massage in about 2000 more words or so for the story to achieve a comfortable flow.

It still disturbs me my writing speed is so slow.  I've decided to try playing around with timed writing--making sure I give an unbroken hour of writing my all, then take a 30 minute break to do chores, etc, then come back for another hour of writing.  Rinse.  Repeat.  It seems like that helped a bit today, until it got past midnight and my brain no longer seems to be functioning.

Anyways, we'll see what I can accomplish tomorrow.  I'm contemplating just to taking this entire upcoming week to polish up the story, instead of jumping back into the other aspects of the game.  Which means I will DEFINITELY not be releasing the game July 1st, but oh well.  I would hate to think I fudged on the writing given how much attention I've given the sprites.


Oof.  Going to bed.





Saturday, June 23, 2012

Writing Update and Thoughts About B/B

Writing Progress


Ah--land ahoy!  I FINALLY feel like I'm getting to the end of the writing/rewriting bit.  A couple of scenes to cover (probably 10 or so) and I'll be able to go back and do the detail work.  But the heavy lifting's almost done.  God, I just used about three incongruous metaphors in a row, didn't I?

I am nowhere near close to releasing the Beta, however.  More art to do, some music to add, and yes, some more writing that involves fleshing out earlier scenes.

And Now, Some Thoughts About B/B 

Friday, June 22, 2012

Writing Oneself Into A Hole

Somehow I ended up rewriting myself to a place that doesn't connect with the remainder of the story.

This is where the lesser writer goes and procrastinates for another three hours.

So....see ya.

Thursday, June 21, 2012

A Post Actually Not About My Game

Since I don't have anything new to add (other than "yup, still working on the game") I figure I'd interrupt my blog to talk about what's quickly becoming my favorite web comic series these days: Teahouse.  It's about a house full of Victorian-era prostitutes (mostly male), and is super-duper NSFW. 

As someone who never was into boy love until about a year ago (I've never known about Japanese Yaoi until recently, and have never read slash fiction), all I know is that someone mentioned this webcomic and I took a look.  As soon as I read the first page of the first issue, I was hooked!

It's probably the most soap-opera-y web comic I've ever read, and the ongoing drama is one of the reasons I love it.  It's fun, campy, outrageous, and sexy, and god help me if I don't feel like I'm 13 again squealing like a fangirl over some rock group.

Yes, I actually bought the print versions of Issue One and Issue Two.  They have more NSFW scenes not available on the website.  (And IMHO, are absolutely worth it.)

*Note: I am no way affiliated with Teahouse.  It's just one of my guilty pleasures, and if you like BL stuff, I'd give it a look if you haven't already.

Wednesday, June 20, 2012

11 Days Til Deadline???

Due to some unforeseen circumstances, I stayed home today and pretty much just worked on my game all day long.

I'm 80% done with the Act 2 rewrite.  Crossing my fingers that final Act 3 is completed by the 23rd of this month (4 more days of writing.)  That will give me a week (minus some days of work) to crank out some much needed artwork, which includes fixing some of the sprites and focusing on music.

These are all detailed on a spreadsheet--so far a total of 14 art-related things I'll need to knock out within the last week of June.

So all in all, this is what I'm hoping to accomplish:
- Finish act 2 rewrite (Wednesday)
- Finish Act 3 rewrite (Thursday, Friday, Saturday)
- Work on all the graphics tweaks and code the sprites for the minor characters (Sunday-Thursday, get at a minimum of 3 tasks knocked out a day)
- Incorporate GUI, MUSIC (Friday)
- FINAL RUN THROUGH and TESTING (Sat, Sun)


So if all goes as planned -_- , I should be able to release the game Sunday night.  However, the more I'm looking at this schedule, the more I realize it's gonna be one hell of a buggy game if I try to make my arbitrary July 1st release date.  On the one hand, it is a pretty simple game; on the other hand, I doubt a single person (me) will be able to catch all the mistakes on her own.

I may just release the beta to a couple of people willing to test it instead, then shoot to release the game a week or two into July.  *sigh*

Kinda depressed about this, but I'd rather have something more polished out there so people can enjoy it in its full capacity, and not have to run into weird game breaking bugs, typos, and other errors.

Tuesday, June 19, 2012

12 Days 'Til Deadline

Silly me, did I actually think I was going to finish Act II Today?  I'm only halfway through it.

I DESPERATELY want to finish all the editing/rewrite by Friday, including Act III, so I have a week to whip up more necessary art assets.  I don't know if I'm going to be able to do it.  Act III looks like a dam full of holes, ready to burst.  I think it's going to take a lot of time to be able to wrestle it into shape.

I notice in my writing I go from A to C, often times skipping B.  I'm either so scatterbrained or in such a rush that I often skip the MISSING LINK that allows the whole thing to make sense.

Anyway, I think everyone's patiently waiting for me to finish in July.  Namely my dogs, who are sorely in need of baths.  Some game trivia: all three of my dogs' names appear in the game.

My husband is both looking forward to/dreading playing Coming Out On Top.  He's not really one for Boy Love, I'm sad to say, even though he was the one who suggested I make a BL in the first place.







Sunday, June 17, 2012

Writing Progress

I'm hoping to finish the edit of Act II tomorrow.

I think that's about 7000 or so words with a couple of art assets I'll be doing on the fly.

As I write, I've noticed more art (mostly sprite expressions) that I'll have to tweak.  Eyeballs aimed in the wrong direction, zombie flesh colors, clothing folds that defy the natural laws of light and gravity.

I'm also toying with the idea of no longer scaling down the original sprite art beforehand, but just using the 2000x1000 sized sprites and scaling them down during runtime with the zoom command.  Not sure if that would be too much of a load on system resources?

After this weekend, I'll only have one weekend left before my deadline.

Yes, the deadline is self-imposed, but I really don't want to string out the production any further.  I need to know if people love or hate the game, or are merely indifferent, so I can move onto either expanding Coming Out On Top with three more relationships or starting an entirely new project.






Saturday, June 16, 2012

Writing Update, Etc.

Random Stuff:

Yay!  Nuxill drew some animals I needed and they look super good!!!
SO ADORABLE

I never have much to report when I'm working on the writing aspects of the game.  Just the usual stuff: trying to clamp down on the use of passive voice, trying to stay out of cliche-land, etc.

I have yet to run through the entire game and see if the point system I set up actually makes any sense.  Basically you can change how much your romantic interest is attracted to you...and it's up to you to figure from hints and deduction, and heck, common sense, what sort of things he might like.

God, that reminds me of the awful time I had years ago playing, of all things, Dead Or Alive Beach Volleyball, where you "gift" the different girls different objects and hope they like it.  I heard the game's creator, the infamous Tomonobu Itagaki, admitted he wanted players to feel depression and self-loathing as the girls continuously rejected their gifts.

I can't believe how many hours I put into the game, cussing up a storm as Helena/Ayane/whoever trashed or sent back yet another super expensive, I-spent-all-week-saving-up-to-buy swimsuit I had sent to them.  The way the game was set up, you couldn't really "cheat."  The DOAX forums were filled with other masochists like myself, speculating about which girls liked which gifts, and how to get them to accept the most expensive (and usually the most scandalous) swimsuits.

Confession: I did have fun matching up their outfits and painting their nails.  But I  don't think I'll ever psychically heal from that game.

Sunday, June 10, 2012

I'm B-a-a-a-ck

from my trip and completely exhausted (had a great time though).  I officially have 20 days left to complete my game by the deadline I've set for myself (with my normal this-is-how-I-feed-myself job on top of it.)

I'm so tired I'm heading to bed right now (it's only 8pm!)  I've got a lot of errands to catch up on this week as well, so time management is going to be essential.


Thursday, June 7, 2012

Break!

Well, not getting much done in the next few days, since I'm going away for the weekend.

I told my husband about by idea for my next VN...he didn't like the plot or premise, and didn't think he'd ever be interested in playing it, but I think I'm going to pursue it anyways.  Hah.  A common theme in marriage.

The only issues I'm seeing is that the scope of the project is vast.  It would probably take me months to understand how to make something like this in RenPy, since I'd like it to have a somewhat similar structure to King of Dragon Pass.  I think I could use RenPy's dating sim framework, but it's stuff like all the million variables that will probably throw me.

And it would require tons of writing.  I mean, tons.  The only saving grace is that KODP has little stories that occur in events, or episodes, and those episodes--aside from the main quest--can occur randomly and not in any particular order.  Though that's not that much of a grace either, given that the creator himself couldn't even predict how things might look towards the end game, even with lots of testing!

If I wanted to bring something like this to completion, I would estimate it would take me 2 years to pull it off, mostly on my own, at the rate at which I'm making my current game, which is an average of 3-5 hours a day (including weekends.)

One of my issues is that I can do a little of everything, but none of them particularly quickly.  That whole jack-of-all-trades, master of none problem.  I'm thinking about recruiting help, but I get concerned about someone having to drop the project due to life circumstances or whatever.  I don't like the idea of trying to finish what they were doing, in their style (mostly a problem with the visual art side of things.)

Enough blabbing!  Time to go clean the house...

Tuesday, June 5, 2012

Ugh

Redoing one more batch of expressions, this time for Ian.  Bleagh.  I'll be happy when he's done, it's the last main character I have to do.

By "batch", I mean tweaking 19 different objects (different brows, mouths, eyes) so they can be coded into 33 different combinations.

Once the code for one character is laid out, it can be copy-pasted for the other characters (with some find/replace for file names.)

Why have expressions taken me this long to finalize?  Well, when I initially started the project, I thought I'd need only about 5 or 6 different expressions.  Sad, happy, skeptical, etc.  But it turns out my very slight OCD (I swear) and insistence than the RIGHT expression should show up at the RIGHT time, eventually made my bank of expressions quite varied and confusing.  I THINK I finally have it all organized now.  We'll see.

I really haven't felt this tired about a game-related task since I began in March.  This one is definitely wearing me down.  I basically sit for an hour or two painstakingly reviewing the expressions I had before, tweaking/redrawing them.  Then I scale down the entire image (GIMP doesn't save original size when you scale down), then export the different 19 parts into appropriately named labels, which the code will use when rendering the character in the game,  If they aren't named correctly the entire system falls apart.

I should post this system and code up on the boards when all is said and done.  Either people can use it, or tell me my method is a clusterf*ck.

Anyways, the minor characters are definitely not going to get this crazy level of detail with their expressions.  OR I'M GOING APESH*T!!!

Monday, June 4, 2012

Expressing How I Feel About Expressions

Another couple of hours fixing up, tweaking, and redoing expressions.  At one point I got so overwhelmed by the choices, I sat down, cut my notebook into a flipbook and inadvertently inhaled the fumes of my sharpie as I made this thing:



Sorry about the terrible photo, but basically each section has either eyebrows, eyes, or mouths, and you can flip between them to try to figure out the best combination for a particular expression.

Basically my low-tech solution, instead of a high tech one, which is writing a script for GIMP that will export all combos into a single character sheet.  (I'm thinking some Manga-generating software has something like this, but oh the joys of Mac ownership).

Anyways, just trying to finalize all these expressions as I keep writing through the script.  At least Act I is done, dialogue-wise.

I also had an idea today for another VN project.  I got pretty excited about it and the storyline started coming to me all at once, which I believe is a sign I should pursue this next (despite having two other VNs I'm itching to do.)

Oh well, gotta get my "man candy" project out of the way first.  I'm also hankering for some ramen right now, but I know I'm going to fall asleep if I have some.  Grr.



Sunday, June 3, 2012

Oh Alex

Dear Alex, Why are your expressions so wonky?  I've been tweaking them all freakin' day!!!

Seriously, I think most of the time I spend on this game comes from going into GIMP and making the most miniscule adjustments on each of the character's faces.  I mean miniscule as in one pixel to the right/one pixel down kind of adjustments.  Like anybody is going to care or notice?

This is always an issue I've had with RPGs with elaborate character creation modules.  I think I spent about a couple of hours once making a Mass Effect character that I kept deleting because he wasn't "perfect."  Same thing happened with the Elder Scrolls games.  I can't be the only person with this obsessive tendency.

At this point Mark has about twenty different expressions...as if I even can remember any of them other than "happy" and "sad."

Oh yes, and Nuxill sent me the GUI, title screen and more today!  They are wonderful.  My game no longer seems to scream "GO HOME, AMATEUR!" to my face when I load it.  Will post some screenshots once the details are settled.



Friday, June 1, 2012

Some Promo Stuff

Thought I'd actually do some writing today, but instead spent most of it fixing Alex's line art, which wasn't coming up well in the game.




Also put some character blurbs and portraits up in my original Lemma forum thread.  Instead of reusing the blurbs from the forum thread, however, I'll put in my husband's comments:

Alex
"Hey!  Is that me?"


Edwina
"Why does she look so...stressed?"
(I can't reveal this because it's a plot point.)


Graham
"He doesn't look evil enough."


Ian
"God, he looks dumb."
(I started screaming shut up, he was adorable.  And yeah, maybe he's not the sharpest knife in the drawer.)


Mark
"How come you did his hair in a more sophisticated style than everyone else's?"
(Me: "I dunno.  I hate drawing hair.")



Penny
"Hmm.  Purple hair.  Purple sweatshirt?  That's very matchy-matchy."
(Me: "Go away.")

Welp, back to writing!!!

Cast of Characters

It's Mark's last semester at Orlin University.  He's decided it's finally time to come out of the closet!


Name: Mark (Protagonist)
Age: 22
Hair: Brown
Height: 6'0"
Personality: tends to be a worrier.  Sometimes worries about worrying too much
Turn Ons: [insert every part of the male body here]
Turn Offs: 
People who leave their signal light on and never turn


Name: Penny
Age: 23
Hair: Purple
Height: 5'3"
Personality: a BOSS
Turn Ons: Can you code in assembly language?  Have a seat, mister.
Turn Offs: The words, "what does this button do?" (Both on machines and elsewhere...)  



Name: Ian
Age: 22
Hair: Black
Height: 5'10"
Personality: He's THAT guy
Turn Ons: All flavor of women, preferably all at the same time
Turn Offs: Romantic comedies unless he's stoned



Name: Alex
Age: 32
Hair: Blonde
Height: 6'2"
Personality: Charming, intellectual, likes crossword puzzles, cuddling.   Accused of being over-competitive when it comes to sports.
Turn Ons: 
Dark hair, stubble, foreign
Turn Offs:
Immaturity, bad spelling


Name: Edwina
Age: 26
Hair: Red
Height: 5'8"
Personality: Shy, introverted, repressed but can kill it at the Karaoke bar
Turn Ons: Gentlemen
Turn Offs: Frat boys


Graham
Age: 41
Height: 6'3"
Personality: Ambitious, imposing, intellectual.  Destroyed an iphone with his bare hands after losing at Angry Birds.  The phone wasn't even his.
Turn Ons: todo lists
Turn Offs: public transportation