Once the sound effects and music had
really brought the alien forest to life on planet Yolwana, I needed
one more thing—a little animation. Throughout the Star Legation,
there are little cinematic moments involving some animation that
enhance the overall immersion and help connect the story. This is the
beauty of a visual novel, and in my opinion, this genre of game can
be similar to filming a movie. Framing is important, camera movement
can help create mood and focus, and cuts to and away from certain
focal points can almost set the tone for what is going to happen
next. The animation sequences take a lot of work, and often involve a
lot of trial and error with the timing of certain effects, but once
they are all synced up, it feels like you are really part of an
interactive movie. I hope that the Star Legation will feel like that
for you, because my goal is to tell a great story with memorable
characters along with an immersive backdrop of great art, music, and
animation. I really can’t wait for you to try the demo and hear
what you think! Only a few more months until spring!
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.
Tuesday, December 31, 2019
Monday, December 30, 2019
Star Legation Update (part 4)
The alien jungle sounds were almost
enough by themselves, but I decided that there also needed to be some
nice background music emerging at one point during the characters’
walk through the jungle. Composing this piece took longer than I
anticipated, because I couldn’t quite capture the right feel of the
situation. At least, not at first. After three false starts on
compositions that just didn’t quite fit the right mood, I was
finally able to design a theme that felt fitting. The next step was
to find the right instrumentation, and that proved challenging as
well. I thought about the kind of instruments that seemed fitting for
a forest, and although my initial inclination was towards strings, I
decided on more of an ethereal “winds” sound, with purer tones. I
had struggled to write this composition at first because I thought a
major key would best fit the beautiful environment, but this wasn’t
going to work if I wanted the audience to feel the growing
uncertainty and dread of the protagonist as he walked deeper into the
alien forest. A minor key felt too dark, however, considering the
beautiful colors of Aeghite’s artwork. In the end, I decided to
write the composition in a mode, which felt just right for the
occasion.
Friday, December 27, 2019
Star Legation Update (part 3)
An alien forest wouldn’t be complete
without background sound and music, however, so I spent countless
hours playing with my sound design programs. I finally designed what
feels like a common forest soundscape, with a full orchestra of birds
chirping and tweeting. However, I didn’t want to stop there. This
is an alien planet, after all, so I used my digital audio workstation
to play around with various sounds. By manipulating synthesized
sounds, I was able to design the sounds of a few alien lifeforms. For
instance, one synthesized instrument sounded like a series of fast
blips, so I took this sound, arranged the pitches, adjusted the
tempo, and played it backwards to achieve a somewhat “alien” bird
chirp. In another instance, I took some metallic grating sounds
coupled with a few mumbles and groans, producing the sound of an
alien forest mammal somewhere in the distance. I then added in these
alien animal sounds periodically in among the more natural forest
sound effects, producing a very “alien jungle.”
Wednesday, December 25, 2019
Tuesday, December 24, 2019
Star Legation Update (part 2)
One of the delays I experienced this
fall was regarding planet surface artwork. I ended up
re-commissioning the work to my talented CG artist, Aeghite, and she
has done an absolutely fantastic job in a very short time. When the
protagonist lands on the Erwani homeworld, Yolwana, we see a
beautiful forest full of color, covered with a mixture of plant life
that is both familiar and alien. I wanted the protagonist, Trey, and
his Reln companion to walk through the forest together, but this
took some doing. I spent many hours trying out different tests with
my program to achieve the animation I wanted, using some cinematic
trickery to keep it all connected. I was finally able to achieve my
goal of having some sideways scrolling background art during their
“walk,” and it really feels like you’re moving through the
forest with them!
Monday, December 23, 2019
Star Legation Update (part 1)
A lot of progress has been made this
last month on the Star Legation visual novel, and I can say that the
demo is ahead of schedule. I suspect the demo will be completed
before the end of January, which is well before the spring—the
intended release date of the demo during the Kickstarter campaign.
This will give me time to plan and prepare for the Kickstarter,
putting together a short video, setting up backer rewards, etc. There
are still a few details left that need refining in the demo, but this
month has been all about visiting the homeworld of the sentient plant
race, the Erwani. Our human protagonist, Trey, has never encountered
the Erwani before, so it is exciting to see what happens when he
lands and travels through their forests. A lot was involved with
putting this altogether, though…
Friday, December 20, 2019
Writing Relatable Scifi (part 5)
Once you’ve imagined how future tech
might develop, you need to ask what the societal implications would
be. How would the world change with the new technology, and how would
people change? Those of us who grew up in the 1980’s look at
society today and worry about younger generations. The anonymity of
the internet, the unrestricted and unfiltered expression of thought,
and instant accessibility to information has affected who we are and
has changed how we interact with each other. With access to all this
through personal smartphones, our children are much different than we
were, and the way they see the world has been influenced and shaped
in ways that will alter society when they become our leaders someday.
Personal privacy has become an archaic concept, judgment by internet
“netizens” has become a severe influence upon some, and
misinformation is harder to parse from legitimate facts. All of this
sounds like a dystopian scifi novel conceived by Orwell himself, but
it is our reality. What might our future look like a few decades from
now? You only need to look at our technological advancements today,
imagine what the next probable step will be, and then theorize how we
would react to it if it became commonplace. This kind of scifi is
grounded in relatable material, and your audience is very likely to
keep reading when they find something familiar stretched into new
territory. Or, you could take a gamble and throw your readers into a
world they have no way to relate to. It has worked for a few, but if
that's your intent, it’s best to try later--after you’ve built an
audience that trusts your writing.
Thursday, December 19, 2019
Writing Relatable Scifi (part 4)
Some of the best science fiction out
there has most of its roots in a reality we can relate to. Writing
scifi can be extremely tricky because it often ceases to be scifi if
you give it a few years—most of the visions of scifi authors have
actually become reality within a few decades, and people in different
fields (medicine, aerospace, military, etc.) have admitted that their
designs and inventions were often inspired by something from a scifi
story. The magic of scifi, unlike fantasy, is that it often involves
the possible or probable. If you are a scifi writer looking for
inspiration, try not to look too far, because you might find your
answer right in front of you. For example, take a look at your
smartphone. Imagine how amazing and improbable this device would seem
to someone in the 1950’s. It would be nearly impossible for people
of that era to imagine such an amazing device. Someone from the
1980’s might consider it an eventual possibility, though, with the
advent of home computers and video game consoles. In the 1990’s, it
might even seem probable, when considering the tech explosion that
was the internet. Of course, if you showed a smartphone to someone
during medieval times, the obvious reaction would be shouts of
witchcraft and sorcery. Considering all this, science fiction writers
just need to look at every-day technologies and try to see how they
would naturally develop in a decade or two. But what then?
Wednesday, December 18, 2019
Writing Relatable Scifi (part 3)
Don’t alienate your audience. If
you’re a science fiction writer and you are debuting your work,
you’re asking a lot from your potential audience. You are asking
people who have never heard of you to sit down and spend time reading
your work, and in these busy times, that is actually asking a lot.
However impressive and extensive your world building, it is important
to present your story at the beginning in a way that reaches out to
your audience in a relatable way. One key to science fiction is that
it is grounded in something from the real world—something
relatable—even if it takes place in the far future. If you do not
present some relatable aspects of your story at the beginning, it is
likely that your audience will feel lost. As an example, fans of the
award-winning scifi novelist, William Gibson, are familiar with his
work and when they pick up one of his novels, they know what they are
about to dive into. However, I have repeatedly seen readers new to
Gibson give up on his work at the very beginning, and these people
are avid, intelligent readers. Although I love William Gibson’s
style of plunging you into his vision of the future without
explanation, it can be a bit shocking for the uninitiated, despite
his Hugo and Nebula award credentials. Yet Gibson’s approach works
if you stay with it, because his world does become relatable if you
just give it a little time.
Tuesday, December 17, 2019
Writing Relatable Scifi (part 2)
Right from the beginning, you need to
grab your audience with something intriguing but relatable.
Established writers have more luxury with their writing because
they’ve established trust with their audience—previous popular
works of these writers create enough familiarity and confidence in
their writing that they can write with more flexibility. Established
writers can take more time with the story in the beginning, and fans
will stay with it, knowing that the author will deliver. However, new
writers face a situation that might be contrary to their preferred
writing style, because new audiences are likely to be less willing to
give them the benefit of the doubt. Instead, they may impatiently
move on to something else if a new writer has failed to really grab
their attention in the first few pages. When writing science fiction,
this can be even more challenging, because the writer is inviting the
reader into an imagined world that might require too much faith
upfront.
Monday, December 16, 2019
Writing Relatable Scifi (part 1)
How do you relate to science fiction?
Do you consider it as a far fetched, unlikely or impossible scenario
conjured up in the feverish mind of some nerdy writer who is
hopelessly enamored with technology, aliens, and outer space? Or do
you consider science fiction as more of a solace for the dystopic,
doomsday alarmist that believes the end of everything we know is just
around the corner? The answer may be some, none, or all of
the above, but for the science fiction writer, the challenge is to
engage you, whatever your preference or bias might be, and that
usually starts with setting the terms of reality. Deviate too far
from something relatable, and your science fiction is on the
fast-track to fantasy. Stay too grounded in reality, and your scifi
might be classified as contemporary. This week, I'll cover a few
steps that might help you write scifi in a way that appeals to a
wider audience...
Friday, December 13, 2019
Composing for a Visual Novel (part 4)
In the early spring, I plan to launch a
Kickstarter campaign to raise money for the completion of the Star
Legation. I will be releasing a finished demo by this time, which
will include music throughout. However, one of my intended stretch
goals for the Kickstarter is voice acting! If I am able to raise the
extra funding for that, I can shift my sound design into a more
cinematic approach. Having audible voice parts for every line a
character speaks would be amazing, and this would feel like a
choose-your-own adventure movie. I would change the looping
background music to fade in and out at certain moments for emphasis,
but wouldn't keep it running throughout. However, voice acting is
expensive and the script for the Star Legation is quite large (there
are lots of branching paths), so it might be an unattainable goal. In
the meantime, I'm designing the visual novel to have music
throughout, and I'm doing my best to keep the music unobstrusive and
atmospheric. Below is a link to a short youtube video showing
screenshots with short music clips from the game.
In closing, I'd like to share a quote
from the game's character artist, John Fell, who played the first 2
chapters of my demo. Note his comment about music...hopefully this
means I'm on the right “track” with things! ;)
“The dialog is snappy and you've
totally been able to keep the reading flow at a good pace. It never
feels like a slog. The way you worked in the questions for Trey's
profession/personality was clever.
I really like the main tunes that play
as you read. They're distinct but not distracting.
The backgrounds and camera
movements/animation look great.
I'm all around impressed as heck!”
Thursday, December 12, 2019
Composing for a Visual Novel (part 3)
After sampling a number of different
VN's, I realized that in most cases, the music loops after about 1:30
or 2 minutes. Though many of my guitar compositions are longer, I
decided to try writing additional shorter pieces for specific scenes.
Keeping in mind that the music would loop, the resolutions were
usually the beginnings of the pieces, which in classical music is
known as an “elision” (when the last note of a phrase is also the
first note of a phrase.) I've managed to write several short
compositions specifically for the Star Legation visual novel in just
a couple months, and I'm happy with how things are turning out.
Though it would be my preference to have music only set the tone
during certain moments in the game, I do understand why visual novels
keep it looping—it becomes less immersive when you play the game in
silence, hearing only the occasional clicks of your mouse to advance
the text or make a choice. There is a possibility that I will be able
to design the VN more cinematically, however, if I can manage one
thing...
Wednesday, December 11, 2019
Composing for a Visual Novel (part 2)
Up until this year, most of what I've
composed has been for solo guitar. Once I began writing the Star
Legation visual novel, I realized how many of my existing guitar
compositions would be a good fit for a sci-fi atmosphere. I tend to
prefer somewhat eerie, minor pieces of music and my compositions
actually matched a number of scenes really well. The only concern I
had was the instrumentation. Solo guitar didn't exactly fit for the
kind of atmosphere I wanted to set, so I looked into getting a
Digital Audio Workstation (DAW.) I tried out a lot of different
DAW's, but finally settled on one I liked that enabled me to port in
my .midi compositions directly. Once I had the composition imported,
I began playing around with instrumentation, using a lot of
synthesized sound to produce the sci-fi feel I was looking for. As I
became comfortable with the process, I also began to write more
compositions to import, specifically for the game...
Tuesday, December 10, 2019
Composing for a Visual Novel (part 1)
Visual novels are traditionally
designed with looping background music that plays throughout the
entirety of the game. The music usually changes with each new scene,
but there is almost always something playing in the background. Sound
effects add to the atmosphere and punctuate certain events in the
game, but the music is usually something innocuous and atmospheric,
designed to loop and never really resolve as most musical
compositions do. It is not uncommon for small indie development
studios to use royalty-free stock music for the background music in
their VN's, and there are some excellent online resources for those
that don't have the option to pursue an original soundtrack. Some of
these resources are put together with extremely high production
values, and they can be a very nice fit for an average VN, in
addition to cutting out the serious cost of commissioning a composer
for music. I decided not to pursue this route for my visual novel,
however, because conveniently, I am a composer...
Monday, December 9, 2019
Paws and Effect Visual Novel Review
I met the programmer from Shimmersoft
on the forums who is using the same visual-novel designer I am
(Tyranobuilder), and he recently finished his visual novel, a short
3-4 hour game called Paws and Effect. He sent me a copy of the game,
and so I decided to write a review after playing through it. I won't
give away anything about the story other than what is available in
his game description, but in short, this is a game about a dog
owner's two dogs suddenly turning into humans. Paws and Effect is available online here, for only $5:
From the opening of Paws and Effect,
the light-hearted mood of the game was clearly established, before
the game itself had even begun. The company logo bounced onscreen
with cartoony sound effects and was accompanied by cute dogs falling
from above to stamp it into the company name, Shimmersoft. My mouse
cursor became a dog paw, and somehow the menu felt of scrapbooks and
sketches. I instantly knew this was going to be a fun game, and
launched a “New Game” from the title page. Of course, you can
experience all this with the demo, so I'll avoid a play-by-play
description, but as I progressed through the first episode of the
game, I really enjoyed the little details. When my character's
smartphone rang, a little smartphone graphic slid onscreen with a
playful blip. A scene transition looked like a distant grainy photo
and then expanded to a beautiful art background that made me feel
like I was there with my dogs, enjoying the sunset at the end of a
stressful day. Short voice-acted phrases appropriately punctuated the
dialogue and thoughts of the protagonist. A relaxing, atmospheric
soundtrack gently reflected the overall mood. Yes, some of this is
standard fare for a well-made visual novel, but a lot of tiny
surprises really highlighted the experience for me.
As an example of the extra polish that
went into the design of Paws and Effect, I particularly enjoyed the
scene transitions. For example, instead of a typical fade or
dissolve, the closure of a scene used an iris-type wipe that
diminished into a little circle as another scene behind it took its
place. Yet the little transition circle didn't fully disappear,
lingering for a few brief extra moments as a black dot that pulsed
playfully—as if to wave a final goodbye--before “popping” out
of existence with a cartoony pop sound effect. There were many nice
little touches like this that added up to the overall “cute”
character of the game, and I was only just getting started on this
playful visual novel!
But how is the story, you may ask?
Instead of outlining the story for you—something I usually skip in
game reviews because I hate any and all spoilers—I'll talk about
things like pacing, character development, balance, and intrigue. The
story develops along at a very natural pace without lingering and it
moves along to establish who the protagonist is and what her daily
life is like. As the game advertises, the main plot really begins
when the protagonist's two pet dogs suddenly transform into human
versions of themselves. I enjoyed the humor and perspective of the
two dogs, observing the world in human form still from a dog-like
perspective, though they are able to speak English reasonably well
with a few comical errors here and there. I also liked the choices
available to the protagonist during this event, with her mind running
through a list of possible explanations while she wondered what the
most responsible, sane reaction should be to such a supernatural
occurrence. The prior set-up to this event alluded to several
upcoming real-world situations that the protagonist was already
stressing about, so I was intrigued to find out how she would handle
real life while trying to navigate the sudden appearance of her dogs
as real people in her life. Paws and Effect kept me reading and
clicking through each scene.
The comedy of this visual novel was
accented by the somewhat goofy expressions of the now-human dog
characters, with character art and expressions that communicated the
simple-minded, innocent, and literal minds of the dog people. Further
enhancing the humor was the background music, which mirrored the
light-hearted nature of the game. I enjoyed the writing because it
was obvious the writer was having fun with the concept and knew it
was funny without trying too hard to make it so. All of the
characters were likeable in their own way, and it was fun spending
time with them, seeing them interact with each other and reflect
their character backgrounds through their personalities. Putting them
in the same room together provided entertainment enough, especially
when the dog-humans innocently quoted their owner and referred to her
past behavior in ways that unintentionally shamed her—this reminded
me of parents not realizing how much their own children are listening
and observing.
Personally, I'm not a huge fan of
kinetic visual novels because I like having choices in a game and
seeing those choices play out. I felt like there was a balance
between choices that altered events and choices that had only a few
different sentences ascribed to them. I played through different
situations several times, picking different choices. Sometimes only a
few references were made briefly to my choices, yet in other
situations, an entire sequence with new characters occurred. However,
despite this, things still cleverly looped back to the same point
eventually and the story rejoined the original timeline. There are 5
possible endings, which each have their own separate outcome, and
these endings are contingent upon a few of your previous choices. I
particularly liked the episode system in the menu, where I could
restart from a previous episode and toggle between different choices
I'd made along the way, seeing which character routes would become
available as a result of those decisions. It honestly surprised me to
see that seemingly innocuous choices actually made a difference.
The only small criticism I have is that
there were times when the dog people made statements that seemed a
bit too advanced for their intellect as dogs. For instance, at one
moment the male dog stated, “The universe is an inescapable vortex
of chaos.” Even if he had picked up some words from human
conversations, I felt a dog would have no concept of what a universe
even was. Keeping with the dog's “voice” throughout would have
enhanced the experience even more, because moments like this made me
lose my suspension of disbelief (which I preferred to maintain during
this fun, slightly absurd, comical story.) This was explained at the
end of the game, so I guess I can give it a pass, but at the same
time, those moments did make me feel that way during the game and
pulled me out of the immersion. I don't see a way that the
explanation could have come any earlier, however, and though it made
sense as an explanation, it also felt suspiciously like a plot device
to explain something away. Despite this, though, about 90% of the
human dog comments felt natural.
Overall, I found the game very
enjoyable and light-hearted, with an interesting contrast between the
realism of every-day life and the supernatural. This made the game
relatable and intriguing, because I wanted not only to see how the
protagonist would handle the dog people and their antics, I also
wanted to know why it all happened in the first place. I'm glad the
answer didn't feel like an afterthought but was instead given some
depth and presence throughout the game. Paws and Effect had great
presentation, style, flow, and just the right amount of comedic
seasoning to make it fun to play through on a lazy afternoon. Thanks,
Shimmersoft!
Friday, December 6, 2019
A New Era of Consumerism (part 4/4)
I think that a lack of ownership is
indeed a concern for our society, and one of the big reasons is that
we become subject to those we are paying for the services or products
we want. How many times has your smartphone or computer program been
“auto-updated” to a version you disliked? Have these updates
changed or removed features that you liked, or have they required you
to re-learn the way you operated things? I have a software program
for composing music that I purchased in 2004, and I have
intentionally kept it offline and avoided updating it because I like
the way it works for me. At one point, I had upgraded from the 2000
version to the 2004 version and there were so many key command
changes that I basically had to relearn the entire program. I want
functionality, and don't want to waste my time learning a new program
with each yearly update (believe me, this is a VERY complex program,
so relearning it takes weeks.) I have the freedom to continue using
the program the way I want because I own it, but if I wanted to
purchase the latest version, I would be locked into a pay-to-use
system and would be repeatedly subjected to forced changes in
functionality through their auto-updates. This is an example of what
we are headed towards in the future with all the digital products and
services we use—we as consumers no longer have any rights,
forfeiting choice and control as the products and services we use
change at the whim of the corporations. We can't even “vote with
our dollar” and go elsewhere because all competing corporations are
following the same practices. Welcome into the new era of digital
tyranny.
Thursday, December 5, 2019
A New Era of Consumerism (part 3/4)
It's not just computer software that is
following the pay-to-use model (which is essentially rental.)
Entertainment services like Netflix and Disney require a monthly
payment for access to their streamed content. I have a huge movie
collection at home, with tons of DVD's and Blurays, but I suspect
that there will be a day in the not-to-distant future where I'll no
longer be able to purchase a device to play these discs. And
honestly, let's admit it—it's a lot easier to cue up Amazon Prime,
Netflix, or some other streaming service to watch a movie when we
want to, rather than dig through our collection and load it into
whatever player we have hooked up to our TV. We'd rather remain on
the couch and push a few buttons than sort through our growing
collection, which takes up a lot of physical space, anyway. I have
bookshelves full of DVD's and Blurays, and my minimalist wife doesn't
exactly encourage continued collecting. But doesn't all this reflect
a general movement away from ownership? Why have we become so
comfortable with this? Is it really a concern?
Wednesday, December 4, 2019
A New Era of Consumerism (part 2/4)
Even if it's been a while since you've
tried to purchase new computer software, it's difficult not to notice
the business model that has been spreading across most software
companies. No longer can you go online and purchase a program,
download it to your PC, and own it. Instead, you must pay monthly
fees to use the software, or a yearly license fee to have it
installed. Companies control this through various methods, such as
the entry of a user key (which changes or expires after a certain
date) or simply through an internet connection—they check your
software use and monitor if your term of usage has elapsed; then they
shut it down. As an example, years ago I purchased a version of
Photoshop from Adobe that allows me to keep the program on my hard
drive and use it without monthly fees. However, if you go to Adobe's
website, you'll find no such option for any version of their
software—everything is pay-to-use. When setting up my new PC, I had
to dig up my old email with a link to an Adobe page that allowed me
to access previous downloads, and I was thankfully able to download
my old purchase. Finding this page without that link in the email,
though, would have been utterly impossible with their new webpage
design. I expect that by the next time I purchase a new PC, I may not
have this option any longer.
Tuesday, December 3, 2019
A New Era of Consumerism (part 1/4)
Gone are the days of ownership. Some of
you may not even remember a time where you could purchase a software
program at a physical store such as CompUSA and CircuitCity. I'm not
talking about games—we can still buy physical games through Amazon
or at Gamestop, though Gamestop may be heading the way of Blockbuster
someday now that digital game purchases and streaming services are
quickly pushing them out of the market. No, I'm talking about
software programs used for work and development. This was recently
brought to my attention again as I set up my new PC. My father, who
turned 80 this year, was very concerned that my new PC didn't have an
optical drive—he couldn't conceive of functionality without one. As
I explained to him how unnecessary it was now, I realized how we are
all being edged towards a future where we lack true ownership. I may
have found a few ways to hold on a little longer, but it won't be
long before we are completely at the mercy of a growing digital
empire...
Monday, December 2, 2019
Star Legation Update!
On Friday last week (“Black Friday”)
I sent out the 6th “Insider Update” for the Star
Legation visual novel. If you haven't subscribed with your name and
email, and you'd like access to insider details on the development
process of the game, please subscribe on the StarLegation.com
website, or just click the link below. Insiders even received access
to a special unlisted youtube video including screenshots from the
game and clips of the sci-fi music compositions I've been writing for
it. Things are really moving along and the game demo is well
underway. I'd like to share a quote about the demo so far from one of
my internal beta testers, artist John Fell, who is the talent behind
the character graphics I'll be using in the game. John wrote:
“The dialog is snappy and you've
totally been able to keep the reading flow at a good pace. It never
feels like a slog. The way you worked in the questions for Trey's
profession/personality was clever.
I really like the main tunes that play
as you read. They're distinct but not distracting.
The backgrounds and camera
movements/animation look great.
I'm all around impressed as heck!”
SUBSCRIBE TO MONTHLY INSIDER UPDATES:
Subscribe to:
Posts (Atom)