Another interesting aspect to the
process of putting together this video comic is the small bits of
frame-by-frame animation I'm doing. I am doing it sparingly, in only
a few parts, but it does really add to things and the movement
creates an interesting hybrid of the typical JRPG character stills +
text and a somewhat stop-motion cartoon-like feel. One situation I've
run into a few times is when I have an animation going and I need to
change things in the environment (or with the characters) at a
different rate than the animation. There are several ways I could do
this, and I've experimented with both. In the brief animated section
of the combat scene, for instance, at one point I have the stuttered
muzzle-flash of a semi-automatic firearm going, at a rate of about 1
or 2 frames alternating between “on” and “off,” so the
flashes look intermittent in order to synchronize with the fast rate
of the gunfire in the audio track. Yet a few of the characters are
moving around at a slower rate—if they moved as fast as the
gunfire, they'd be just as stuttered and it wouldn't look as natural
for their movement. So, I ended up creating a small “zone” in the
graphical frame that I'm using, where I keep all art out of that zone
so the gunfire can happen at a separate speed. Then, in my movie
editing program, I overlay the gunfire on top of that area, with the
rest of that “slide” completely erased and clear so that the
character slide underneath shows through. That way, I can advance
things at two separate speeds, keeping the fast gunfire and the
slower movements of the characters at the same time.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Friday, March 30, 2018
Thursday, March 29, 2018
Video Comic update (part 3)
Although I don't have animated, talking
mouths, I do have expressions change for talking versus shouting, for
instance. One of the more time-consuming aspects to all this is the
process of making each frame, because if one character is talking and
then stops, I have to have just the mouth change. This requires me to
paste over the previous image with a new one, but I have to size it
perfectly so that the only thing that moves between frames is the
mouth itself. Once in a while there's a little jitter because I
didn't get the resize perfectly, but for the most part, I'd say I got
around 99% of them. Another difficulty involves a couple characters
that have non-symmetrical features. The reason this is a problem is
because sometimes I flip the image to face the opposite direction,
and a left facial tattoo ends up mirrored on the right side—it
looks like, even though the character is still facing you, the tattoo
flipped from one side of the face to the other. I recently caught
this and am doing a bunch of frames over. The main character, Zack,
has an earbud com unit that is kind of like a cyber-eye as well. I've
allowed this to happen on both sides when he talks, but for other
characters, I'm trying to have some symmetry. Altogether, this makes
for an arduous process when constructing each frame.
Wednesday, March 28, 2018
Video Comic update (part 2)
I also had to prepare each thug with a
calm look and an angry/aggressive look. A couple of them also needed
surprised looks. So, in photoshop, I created layers and made
different mouths and eyebrows. This is what John has been doing for
me with the main characters, who needed a range of expressions for
the different situations and dialogue circumstances. It's not a huge
range—very simple, in fact—but it adds to the overall comic-style
feel of the video. With the thugs, I also needed them to have their
guns held casually and also aimed, so John created two different arm
levels for me to turn on and off with the photoshop layers. All this
saves a lot of time and makes it easier to put together the images
like I want them for each scene.
Tuesday, March 27, 2018
Video Comic update
So I'm on scene 17, the battle-scene, and it's taking me a while. The reason is because of all the time I'm having to spend on artwork. I needed 5 human thugs plus the Reln leader of the gang, and they all have to look different from my main characters. Artist John Fell did an art commission for me of a “gang thug” design, and I'm re-using the thug body for all the bad-guys. They're in a gang, so I figure it's ok that they dress alike. I just don't have the budget to get more art done than that for this project. I'm using John's human thug art, but I needed 4 other distinct variations, so I mixed things up with the humans and went with a few different ethnic groups, one guy has green hair, a couple are bald, and one has a facial tattoo. I've also spent a lot of time modifying the head of the Reln character to make my villain-version of the Reln, and I have to say, he looks rather wicked. I added in some facial tattoos for him, too, so I'm hoping he looks intimidating. Even more went into each design, though...
Monday, March 26, 2018
Balticon advertising
I'm going to be attending Balticon in May as a guest speaker on Game Design and also to run Solar Echoes demo's all weekend. I've been thinking about placing an ad in the Balticon hand-out, and am considering the ad below. Currently, I'm getting a consensus from people on whether the ad is good as-is, or if I should further indicate something about the game being sci-fi, either by mentioning it in the wording, or by showing it with an additional picture of the alien characters underneath the black and white ad. I'll see what everyone says and possibly update the ad itself...
Friday, March 23, 2018
Going Off-Grid (part 5)
I could go on for weeks citing examples of how we are seeing too much overreach and privacy invasion from companies like Google. It's only going to get worse. What can you do to start protecting yourself? A friend of mine (who works in cybersecurity) has begun the process of becoming Google-free, and it's possible to go to Google's site and request that they delete all the information they have archived on you while you remove your presence from the net. Use this link to begin the process:
Another option for this process can be found at: https://forget.me/
If you don't intend to go off-grid entirely, maybe because you use the internet for business like I do, there are a few other things you can do. The script-blocker I use is highly recommended, called “No Script,” and you can find it at www.NoScript.net. It's a little frustrating at times, because sometimes webpages won't load and you'll see 30 different scripts trying to run—you won't know what to allow and what to deny. Another recommendation I have is a web-browser that does not track you, found at www.DuckDuckGo.com. DuckDuckGo is not as powerful of a browser as Google of course, but honestly, I'm tired of Big Google watching, not to mention my concern about them as a company when considering the current lawsuits against them by employees for free speech violations and racial discrimination. Google scripts trying to run in places on the internet they don't belong (like the webpage for my online bank account) has set me on the path to minimizing my “digital footprint.”
Thursday, March 22, 2018
Going Off-Grid (part 4)
I use a program that monitors all the
scripts that try to run in my browser (Firefox. Don't get me started
on Microsoft! ;) It automatically blocks all scripts unless I give
permission for them to run, which can be sent as a permanent or
temporary permission. Recently, I've had some minor health concerns,
and I had blood work done. The lab gave me information to set up a
private account into their portal so I could see the results of my
bloodwork and the doctors who have viewed it, including their notes
to me. The first thing you want to look for when logging into a site
that involves private information (medical or financial, for
instance) is whether the web address begins with http or https.
Https:// is what you want to see preceding the www address that you
type. The “s” stands for secure, which means that your data is
being encrypted by Transport Layer Security. It's not hacker-proof,
but it's a layer of security that should be there. Imagine my
surprise, as I was loading up my personal medical information on the
https website, when my script blocker notified me that google
analytics was trying to run! Why should Google be anywhere near my
private medical data? I don't know what kind of information google
analytics was set to analyze on that site, but in my opinion, that's
possibly a HIPAA violation.
Wednesday, March 21, 2018
Going Off-Grid (part 3)
One of the ways we are monitored online
is through little programs that are constantly running in the
background of our internet experience. You may be familiar with some
of them, called “cookies,” which are little programs that
remember your preferences and your passwords. Some of these programs
will ask for your permission to store your data—others do not. One
program that is running on almost every webpage you visit is called
“google analytics.” The name says it all: it is a script Google
uses to track your activities on the internet. Google describes this
tool as something that “helps you analyze visitor traffic and paint
a complete picture of your audience and their needs, wherever they
are along the path to purchase.” It is the most popular
web-analytics tool in use, installed on over 10 million websites. It
sounds harmless enough—after all, it's just to help people with
marketing. When I run banner ads on websites, I take advantage of
scripts like this that tell me how many times the ad was displayed
and how many clicks I got. This is helpful, because I can figure out
better which ads are appealing to people and which ads need replacing
with something more intriguing. How can it be a bad thing, then?...
Tuesday, March 20, 2018
Going Off-Grid (part 2)
Google owns the internet. Does it
really? In a sense, that statement does have some truth to it if you
pull back the curtain a little to see what is going on behind the
scenes. Just about everything you do online is tracked and archived,
analyzed by programs and then shared. When I say shared, I mean that
in addition to the giant that is Google, your information is also
available to other companies and researchers that want to know your
habits. How long did you stay on that webpage? What part of the
webpage did you linger on? What did you click, where did you scroll,
and what did you type? Of course, many realize that this is the price
of using the internet, and many don't even care—what is privacy,
anymore? It is being eroded as a concept, something that is viewed an
archaic notion that only our set-in-their-ways elders are being
stubborn about. My own daughter thinks my precautions are over the
top, and maybe they are. I don't know about you, though, but I don't
like the idea that Google is constantly trying to know more about me
than it should.
Monday, March 19, 2018
Going Off-Grid (part 1)
Have you ever thought about it? Living
off the grid usually refers to surviving without any dependence on
society, the government, or the public, without relying on
infrastructure and money. However, I'm referring to going off-grid in
a technological sense. With powerful presences like Google, Amazon,
and Facebook monitoring us and integrating themselves into more and
more aspects of our lives, we really have only two options: fight
back or resign to it. Acceptance is what most of us have tacitly
done, and it's understandable—everything has been happening over
many years, slowly building. It may still seem innocuous, and perhaps
it still is in some ways, but unless these monopolizing giants are
stopped and broken up by the government (and I'm referring to
government in a non-partisan sense, because both sides have utilized
these technologies to their benefit), we may be acquiescing to a soft
tyranny. This week, I'm going to talk about some things these
companies are doing and some simple ways we can resist...at least a
little.
Friday, March 16, 2018
Writing Intriguing Sci-fi Premises (part 5)
It always helps to expose yourself to
other stories, and you'll find them in good books, TV series, movies,
and even story-driven video games. When you come across a story you
like, ask yourself why you liked it, and analyze it to see if you can
discern what it was that intrigued you. You can learn a lot about
story construction just by studying how others do it. Of course, you
should never copy someone else's ideas, but by exposing yourself to
their ideas, it will set your own creative imagination in motion and
you'll devise your own plots. There's sometimes a fine line between
being too derivative and being inspired, so you'll have to find that
measure for yourself, but if you focus on the concept and not the
specifics, you may find yourself generating an intriguing idea for a
story. “The 100” inspired me to think again about taking human
responses to an extreme because the situation calls for it. The
leaders of an overpopulated space station have to make “cuts” and
decide who has to die in order for others to live, so they become
merciless and exacting with their laws, punishing the disobedient
with death. It works because it's believable there are people who
would do that in a dire situation like that. What kind of situation
can you put your characters into, and what will they do?
Thursday, March 15, 2018
Writing Intriguing Sci-fi Premises (part 4)
Start writing your setting with based
on something basic, and then ask yourself, “What if this instead?”
Even a seemingly small change in a detail can have huge rippling
effects upon the story, so if you remember that your setting can be
the antagonist that drives everyone, all you have left to do is
consider the array of character reactions. One easy thing to remember
is the old, “fight or flight” response. This encompasses most of
the possible reactions, when things are distilled down to the
simplest elements. Consider personalities and how even two brothers
who grew up in the same environment might have entirely different
responses to a situation. Add agenda and motivation on top of the
basic fight or flight response, and you'll have an even deeper layer
to work with when developing your characters. Also consider whether
the character is more emotionally driven or logically driven. Apply
either of these to the fight or flight, fuel it all with personal
motivation, and you have the ingredients for an exciting story
recipe.
Wednesday, March 14, 2018
Writing Intriguing Sci-fi Premises (part 3)
Does your setting have to be as
seemingly unique as the overcrowded space station setting in “The
100?” No, but you'll find that it can always help to try to put a
unique twist on a setting to set it apart from others of its kind.
For instance, the setting I proposed yesterday involving a small
world occupied by a powerful foe that imposes their ideology—that
setting is based on events in the history of several nations. You can
always start from a place of familiarity and it often helps to do so,
because it will be something people will more readily identify with.
It's more difficult for an audience to try to relate to something
totally obscure, so keep some familiar themes present. The next step
is to take that familiar setting and add something different. What if
the oppressed world needed to hide a devastating secret from the
occupying foe? Or what if the people of the oppressed world—painted
to be the victims at first—turned out to be preparing to conquer
and oppress other worlds, and their plans were foiled by the
occupying force? There are a number of possible twists on
expectations that can turn the initial premise into a pressure cooker
to catalyze the reactions of your characters.
Tuesday, March 13, 2018
Writing Intriguing Sci-fi Premises (part 2)
When writing out your ideas for an
interesting story, I think it's important to consider your setting as
a possible antagonist. People react differently to situations, and
that's where the meat of your story is going to be found—your
characters' reactions—but you'll need a catalyst for their
reactions. The setting of The 100--a crowded, over-populated
space station with thin resources available—is a perfect antagonist
that will drive people to extremes, both in their response to the
antagonist and in their response to each other. Not everyone is going
to respond to a problem the same way, and often the response to a
problem can become an even bigger problem itself. Try some writing
exercises: write out a few ideas for different settings that could
become a driving force for your characters. For instance, imagine a
small world occupied by a powerful foe that imposes their ideology
and seeks to eradicate the former culture entirely. Or imagine
characters sailing on a boat in the middle of the ocean when it loses
all power and is adrift in the sea for weeks on end. The setting can
be an entire world or something as small as a tiny boat; it doesn't
matter. What your characters do to deal with the problems imposed by
the setting is where the real intrigue will be found.
Monday, March 12, 2018
Writing Intriguing Sci-fi Premises (part 1)
This weekend my wife and I decided to
try a new TV series we found on Netflix called “The 100.” (small
spoilers...) The premise intrigued us both, especially once we got
into the first episode. Earth was devastated by nuclear war, and some
fled to a giant orbiting space station. Years later, the teenage
delinquents that were in prison on this station are sent down to
earth to determine if it is liveable again. The thing that I found
really interesting, though, was the situation on the space station.
The population was too large and the ruling officials knew that the
only way they could survive was to reduce the population, hence
sending the 100 teenagers down to the surface. Even that only bought
them 1 more month. What was really intriguing, though, was the
excessively legalistic standards that had developed on the station:
even the slightest infraction was punished severely, quickly landing
teenagers in jail while adults were “floated” from the airlock
into space. I hadn't bought into the premise at the beginning when
the mother wanted her teenage daughter to be among those sent down to
earth, but when it soon became clear that the tyrannical society that
existed on the space station was likely to end lives over
law-breaking just to buy more time for everyone else, it was easy to
understand why a mother would want her child to get out of there,
even if it meant heading down to a dangerous unknown on a
radiation-soaked earth. All this got me thinking about the method of
writing an intriguing premise for sci-fi stories...
Friday, March 9, 2018
Preserving IP (part 5)
I don't like being the one to shut down
anyone's creativity, but in a few instances I've had to ask someone
to redesign something because it didn't follow with already
established Solar Echoes material. For instance, there is a very
powerful race of villains in Solar Echoes (specific information about
this race is only available to GM's in the Mission Controller's Guide
(MCG), since players shouldn't know this information outright.) One
mission writer wanted to use these villains in his mission, but when
I read his work, he had them making deals with and cooperating with
some of the character races. In the MCG, it describes this race as
believing themselves to be so superior to all other life that they
seek only to conquer other beings--they would never deign to even
speak with another alien race. I had to ask the author to rewrite
some of his mission based on this. Thankfully, he agreed to rewrite
those parts, and he was still very happy with how his mission turned
out in the end. In that instance, I imagine he was frustrated with me
and felt like his creativity was being hindered, but some things that
are already established in the Solar Echoes universe are integral to
its overall identity and storyline. If there aren't any standards to
follow and parameters to keep in mind when developing creatively for
an IP, the overall vision may very well suffer as a result. If you
have a vision for something, hold to it, and if others are working
with you on it, make sure that you can all agree on that vision.
Don't be afraid to protect your IP, because your vision will be
preserved and a clear identity will be established.
Thursday, March 8, 2018
Preserving IP (part 4)
As an example, what if George Lucas had
not so aggressively protected the Star Wars IP? You might think that
his universe would have grown in positive ways, but overall, it would
end up completely losing its identity. Everyone has different ideas
about what they like, so Star Wars could have taken a turn and become
a gritty, dystopian scifi involving a cyberpunk setting, powerful
corporations, and magic. Many of you know that such a thing already
exists—I've just described the Shadowrun IP, and it has a very
separate, specific identity, just like Star Wars does. When people
don't align with the same vision, though, identity can be totally
lost, and the very thing that makes an idea unique will become so
saturated and disparate with incongruity that people will go find
something more specific to their tastes. Imagine if someone wanted to
bring psionics or magic into Solar Echoes when there was none there
before? It would change the dynamic of the game, require different
rules, and possibly even lose the interest of some that like Solar
Echoes because these things were absent. George Lucas had a clear
vision for the Star Wars universe, and people become very upset when
movie directors violate something that the fans consider canon at
this point.
Wednesday, March 7, 2018
Preserving IP (part 3)
I'm fine with people playing Solar
Echoes however they want to, and the game is designed to encourage
that, with rules to cover just about anything you can think of if you
want to have a “crunchy,” rules-heavy game experience, or if you
just want to use the basic rules and not worry about things like the
material hardness of a steel door. Play-style is also open-ended in
that players can choose to bring religion, politics, and even R-rated
material into it if that's what their GM and gaming group want to do.
But when it comes to advertising and product design, I do have to be
more particular. In the past, I have had interest from some that
wanted to write missions for Solar Echoes. I always welcome
mission-writers, but they do have to sign a contract and in that
contract it's of course stated that I have the right to edit or even
outright reject submissions. If the content doesn't fit with the
vision I have for the Solar Echoes game, then I'll talk with the
author and see if we can come to an agreement and make adjustments.
I'm not trying to be a “control freak,” but I am trying to
protect the Solar Echoes IP, and to maintain the basic standards I've
set for it.
Tuesday, March 6, 2018
Preserving IP (part 2)
One thing that I have as a standard for
Solar Echoes is that it stays out of religion and politics. I want
Solar Echoes to be a game where all kinds of people with different
views feel that they can put their views aside, sit down together,
and have fun playing a game in an imaginary universe. I also want
Solar Echoes to be the kind of game that most parents are comfortable
with their kids playing. I designed the game for all ages, and it's
incredible to see 8-year old kids, college aged, the middle-aged, and
the elderly all sitting around a table together playing their
characters and having a great time together. I've witnessed this very
thing many times at numerous conventions. I keep profanity out of all
Solar Echoes products and advertising, and I don't push any social
agendas through the game. I want parents to be comfortable with their
kids playing Solar Echoes--so as long as they are ok with a game that
involves guns, they have little to worry about. The game is even set
up so as not to award killing (no experience points are given for
killing), but to award players for accomplishing specific mission
goals. Not to mention that players are on the side of the law as
Union Guard agents, trying to preserve the peace and stop criminals.
Considering all this, I sometimes run into situations with people
that have a different vision for what they want to do with Solar
Echoes.
Monday, March 5, 2018
Preserving IP (part 1)
Rather
than discuss lawsuits that could be filed against someone copying
ideas, I wanted to talk this week about preserving IP. IP stands for
“Intellectual Property,” which is defined as a
category of property that includes intangible creations of the human
intellect, and primarily encompasses copyrights, patents, and
trademarks. Solar Echoes is trademarked, and Corefun Studios LLC owns
the IP, which means that all the alien characters, the story, the
game mechanics, etc., are protected material. Yet this can get
complicated when working with other people that are collaborating on
projects involving the IP. As an example for clarity, George Lucas
aggressively protected his Star Wars IP, making sure that anyone that
did anything using the Star Wars universe had to clear it with him
first, often through licensing and other legal agreements. So what
happens when a fledgling company like Corefun Studios wants to see
Solar Echoes grow through fan involvement and ideas, but still keep
things to a Solar Echoes “standard?”
Friday, March 2, 2018
Update on Solar Echoes Video Comic (part 5)
As
for the action scenes, I'm angling towards a more comic-book feel
than having actual animation. I plan to use a few close-up shots, a
few shots of characters layered at different depths with different
expressions, and maybe even a few separate close-up shots of just the
weapons. All of this will be coupled with sound effects, including
shouts, brief exclamations during battle, and a few hearty battle
cries all layered with weapon effects. I have a few ideas for making
the scene exciting and, hopefully, a little bit funny. Pacing is key,
though, so I'll be playing with that as I put all this together—there
are a few moments during the battle scene where I plan to cut away to
different characters as they coordinate their efforts. Hopefully, it
will all be easy to follow and will turn out to be a fun video for
everyone. The voice actors have all done such a tremendous job that,
even if I just put together an audio-only file, it would be
entertaining and fun on its own. I just hope that I can get the
visuals, brief animations, edits, and pacing to a level where it
enhances and does justice to the talents of the voice actors!
Thursday, March 1, 2018
Update on Solar Echoes Video Comic (part 4)
Another
thing that I've done with the backgrounds is I've used some effects
from Photoshop to make them look more like art than like photos. At
first, I went for the photo-realistic look, adding the anime-style
character art over the top of it. After sharing this with a number of
people for their opinions, they liked my altered backgrounds better
than the photo-realistic versions, because everyone felt that it made
the characters “pop” more and at the same time felt there wasn't
as much of an artistic contrast. As a result, I've been taking my
photorealistic backgrounds and shading them into a more painted look,
which has honestly helped me a lot because I don't have to go into
every little detail now to blend it and make it look realistic—the
effect washes that out a little. I've been able to layer different
photos and my own artwork better by bringing everything into a more
digitally-painted, rougher look. The scenes have been turning out
great, and I'm very excited to start putting the audio and character
art on top of the backgrounds, synchronizing it all to tell this fun
little action story.
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