Warning...big ol' wall of text ahead.
Post Mortems, for those of you who don't know, is a little rundown and analysis of everything that went right and wrong during the development process to help you with your next project.
I'd like to do an actual one instead of just blabbing randomly like I did in my last post.
Questions taken from this blog (
http://blog.brodzinski.com/2008/03/post-mortem-basics.html):
• What went well and should be repeated in future projects?
Uhhhh...*stares blankly for a few minutes*
I'm not sure if anything went as smoothly as I would have liked it. Sprites and writing were revised countless times. I was learning to do and redo things as I went along. I think I just have to keep in mind that writing and art are like the layers of an onion, and I'm going to keep working on layer after layer until I get it just right.
I think using a vector program (idraw) on my ipad was helpful for getting clean sprites. I think I may just draw directly into the vector program from now on, since I can make an infinite amount of adjustments without losing image quality.
Using Garageband for the music was a pleasure and it was very easy to create songs, despite having no musical ability. (Though the music probably could have been better, I didn't hate it...)
Based on feedback so far, I think my game kept up enough people's attention throughout. My number one rule is: DON'T BE BORING. I am very guilty of 'skipping' text and dialogue during games because I have the attention span of a gnat. To the point where I don't finish a substantial number of the VN's I play. Keeping in mind there are probably many others like me, I tried to cut out as much fluff and drag as possible. Hopefully I succeeded?
And most of all, just be passionate about the story and the characters. Because it's a long, lonely, and sometimes grueling journey to finish a game.
• What was on a good path and should be improved in future projects?
Um, probably breaking all the sprite expressions down into a grid. The final "grid" got kind of messed up though...since I made a lot of last minute adjustments that didn't really "fit" the grid I devised (e.g., I used 'shock-level 2' for Alex instead of 'talk-level1' because it just looked better in certain circumstances.) The grid could definitely be improved. Right now it's a mess.
• What went wrong and should be avoided in future projects?
- Don't make last minute changes before releasing. I will be very sorry.
- Fix my personal grid-expression system so it actually makes sense and I don't have to keep testing and retesting a scene because the sprite's expression doesn't match the label.
- From feedback so far: make alternate options more meaningful instead of resulting in quick deaths.
- Try to be a bit more focused on quality during the writing phase instead of writing whatever comes to mind. Rewriting will be far easier. Hopefully.
Plans for the Future
I've been deliberating over what to do next, aside from updating my game with fixes for spelling and grammatical errors.
OPTION A: update Coming Out On Top with small tweaks, like its own icon, 2 more CGs, and a few GUI fixes. Polish up that sucker so it feels less clunky.
OPTION B: participate in the Worst VN Ever contest on the lemmasoft forums.
OPTION C: start work on my sci-fi game
OPTION D: start work on new characters for Coming Out On Top (3 planned in my head so far)
As much as I'd like to dive into the worst VN ever contest...my god...even a 'bad' VN seems like a lot of work to me! I don't think I could stomach an accelerated version of the last 5 months. I did have a really godawful idea that will plant my entry right into the Hentai forums, but...I dunno...we'll see.
I think I'm going to go with Option A for now unless my 'bad VN' idea continues to rear its ugly head.