Putting all this together was an
interesting task, because it's hard to really decide on what needs to
be first. For me, having the narrative in mind helped structure the
scenes I needed to show, but once I had those scenes put together,
the narrative voice-over needed to be timed with those scenes. I
adjusted the pacing and length of the scenes, but didn't want to
prolong any part of it because of the narrative subject, so therefore
needed to create more video scenes to keep the pacing of the cuts
consistent. On top of this, I added in camera movement, using slow
zooms and pans, and that synced well with the music, but I also
needed to time certain parts of the music (while composing it) to fit
with what I'd put together with the video and narrative. It's all
very convoluted, but it came together nicely and I'm happy with the
final version. To top it all off, I also created a short intro with
the logo for my company, Corefun Studios, and added some sound that I
matched to the animation. I'm very excited to share it with you, and
if you don't want to wait to see it when the Kickstarter begins, sign
up for the monthly insider updates at the link below—I'll be
sharing the unlisted Youtube link with my insiders as soon as the
video is finished.
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, January 31, 2020
Thursday, January 30, 2020
Upcoming Promo Video (part 4)
Sound design for the video was very
important, and it needed to include the voiced narrative, appropriate
background music, and even a few sound effects to highlight some of
the moments. An explosion, the hum of a cyberweapon, and the sound of
loud metal clanking were a few of the sound effects I inserted under
the soundtrack and narrative. The musical soundtrack itself needed to
feel like scifi music, but I also wanted it to convey a sense of
urgency and excitement. Using a Digital Audio Workstation (DAW), I
composed a very upbeat, exciting piece of music that sounded like
something you might dance to at a rave. I used an assortment of
synthesized sounds that evoked a scifi atmosphere, and assembled
everything with multiple layers. I then had to time some of the
pulses to what was happening in the video (and vice versa) for
emphasis. Finally, I had to adjust the volume levels of all these
parts, making sure the music didn't drown out the narrative and the
sound effects could still be heard over the music.
Wednesday, January 29, 2020
Upcoming Promo Video (part 3)
There were too many options at the
beginning of this video design process, and it can easily feel
overwhelming. It's like creating anything—you have to narrow down a
few parameters so you have a better idea of your workspace.
Otherwise, you'll be paralyzed by indecision by the huge variety of
possibilities. I wanted the video to highlight many different
features of the game: it has an epic story, RPG-like choices,
multiple paths, possible romance, the potential for combat,
encounters with alien leaders, and beautiful artwork for the
backgrounds, characters and CG's. I came up with a fun way to present
all this, and it was through the initial mission you'll be offered at
the beginning of the game. The character, Sarah, presents the mission
to the protagonist, Trey, and talks about everything that will be
involved. She tries to sell it to him as being an amazing opportunity
and a chance to see the universe, and assures him no danger is
involved. I've hired a voice actress to speak some of those lines for
the video, while at the same time, I show what really happens
throughout the game, kind of like a contrast to her promises. During
the video, you get glimpses of the different places and people Trey
will encounter, in addition to the challenges and hardships he'll
face along the way.
Tuesday, January 28, 2020
Upcoming Promo Video (part 2)
Putting together a promo video to
advertise the Star Legation was a lot of fun, but it was also a
challenge, because I've only finished programming 5% of the game—the
demo. Thankfully, I have most of the background art and all of the
CG's in the game already finished, so I was able to simulate some
parts of the game that I have yet to program. I went to a few scenes
in my script and programmed some of those moments exactly as I plan
to when I actually arrive at those points in the programming process.
Then, I recorded the gameplay of those moments and made short videos.
I then brought those short videos into my video editor and cut them
to highlight a few moments, adding in some slow panning camera
movement. For example, the encounter with the Chiraktis Queen was set
up exactly as it will be when Trey is ushered into her throne room.
At several points in his conversation with her, Trey will have
choices about what to say. I programmed a scene with 3 choices, and
linked one of the choice buttons to the text that Trey will actually
speak in the game, and then I recorded myself “playing” that
scene, selecting that choice and seeing the resulting text emerge.
Nevermind that the other two choice buttons didn't actually lead
anywhere yet—they will when I get that far in the game, but for
now, my intention is to give you a clear picture of what the game
will look like so you can decide if it is something you might want to
play when it's finished.
Monday, January 27, 2020
Upcoming Promo Video!
Last week was an exciting week as I
spent some time away from programming and focused on putting together
a promo video for the upcoming Star Legation Kickstarter campaign. I
have some background in film, so I really enjoyed planning out the
details while seeing some come together as I went along. I completed
the video this weekend, except for the voice-acting. I'm auditioning
two voice actresses for the part, so once I have both auditions in,
I'll plug in their voices with the video and see which I think fits
it better. After I decide and the voice actress completes her part,
the video will be ready, and I've got to say, it's really pretty fun!
I sure hope you like it, but there are only two ways to see it: wait
for the Kickstarter campaign to launch (date not yet determined, but
fairly soon!) or...subscribe to my insider email list. I send out
updates on the game once a month to my insiders, and if you're on the
list, you'll get an unlisted youtube link to the video when it's
done. This week, I'll talk about everything that went into designing
the video.
Thursday, January 23, 2020
The Gaming Mind (part 4)
Playing a video game requires a number
of layers (habits) to be built, in order to progress through the
game. Those who don't have the patience to persevere through failure
after failure won't experience the heightened skill development that
results from this process. But ask any garner: if you keep trying,
you will see improvement, and knowing you're getting better is the
affirming knowledge that often gives us the perseverance to keep
struggling ahead, no matter how slow the progress. Gamers feed off of
each little crumb of confidence which eventually grows into a pride
and certainty that fighting forward is going to get them to the goal.
Musicians do the very same thing, day after day, practicing their
instrument to build new layers of habits. And it's no wonder that
both gamers and musicians are more likely to evidence resilience and
strength even when they fail--they'll just keep trying, again and
again, until they reach success.
Wednesday, January 22, 2020
The Gaming Mind (part 3)
If someone seems to truly be
multitasking, there is actually something else going on under the
hood. One of the tasks that person is performing is actually a habit.
Give someone two entirely new tasks to do at once, and they'll falter
at both, but ask them to do something new while doing something
they've done for years, and you'll see a different result. We are
capable of performing many complex actions simultaneously when we
have built in layers of habits. Just look at a musician to see this
in action: they move their hands and fingers entirely independent of
each other while performing a complex series of entirely separate
tasks, all while counting complex rhythms, maintaining a consistent
pulse, even shaping the music using dynamics, phrasing,
articulation, and other musical embellishments. The mind of a gamer
has similar capabilities...
Tuesday, January 21, 2020
The Gaming Mind (part 2)
Micro and macro--managing the small
details and the large. In a competitive strategy game, you know how
dangerous it is if you lose sight of the bigger picture, but you also
know that the people who win are usually those that are experts at
micro-managing. Doing both is a feat, and some will claim they
possess the ability to multi-task. But multitasking is not what we
imagine it to be--our brains cannot equally focus on two things
simultaneously. Multitasking is actually the ability to shift focus
rapidly back and forth. Yet some might seem as if they truly can
multitask, and we see examples of this in our everyday life, like
driving while carrying on a conversation over the phone. Despite
appearances, though, there is more at work here than you might
think...
Monday, January 20, 2020
The Gaming Mind (part 1)
What I don't understand is why my wife
doesn't like video games. Because she'd be great at them. Perhaps
some of you know what I'm talking about--the ability to plan for the
long game, negotiate through and navigate workplace politics, juggle
multiple situations simultaneously, and manage it all while still
maintaining a clear head without letting emotion get the best of you.
Yes, these are the traits of a skilled gamer, but they are also the
traits of successful people in life. We've already heard of the many
studies that show gaming is good for you, but this week, I have
something more to add...
Friday, January 17, 2020
Programming Choices in a VN (part 5)
Ultimately, I want The Star Legation
visual novel to feel like your own experience based on the kind of
person you think Trey is. He's not entirely open for interpretation,
of course, because he is an active character in the game with a
distinct personality, but you can decide how assertive he'll be, how
sensitive, how reckless, and...how romantic. If you're not interested
in flirting with either of the female human characters in the game,
there is always a professional route you can take, though that
doesn't mean the girls will completely stop showing their interest in
you. And who knows, maybe you'll enjoy the game enough to play
through it a few times and try out different options. There are skill
choice options at the beginning of the game that are diametrically
opposed, so your experience will differ on each playthrough. Chances
are, you may miss a few routes that you'd like to try again, so if
you want to unlock all of Aeghite's amazing CG art, that's even more
incentive. Plus, considering there are 15 different endings, you may
want to try for a better one (or see if you can really mess things
up!) I have a very long way to go with programming the game—it took
me 13 months to write the script, after all—but I'm really excited
for you to go on this adventure with Trey and his alien crew!
Thursday, January 16, 2020
Programming Choices in a VN (part 4)
As I wrote the script for the story, I
wrote it as if I was conducting a role-playing game session for
players. I imagined what the other characters might say, and I also
imagined myself as the protagonist, Trey. Whenever a moment arose
where I felt Trey would need to get involved or make a decision, I
thought about the choices I would make for him if I was role-playing
his character. I tried to imagine what different players might do as
well if they were playing him, and this informed the decisions I made
for how the story should branch. Sometimes, however, there were some
obvious choices that would naturally arise but would create paths
that were too divergent from the story I was writing. These paths
were also problematic sometimes because they required more artwork
than I had planned for, and ultimately didn't add much to the main
story itself. If I simply omitted those choices, that would leave a
glaringly obvious lost opportunity where players would cry foul and
claim that they would have liked to see that choice as one of the
options. So instead, I changed the dialogue and story events just
enough so that those choices didn't seem like logical outcomes from
the situation. This helped the story flow better without anything
feeling out of place or contrived.
Wednesday, January 15, 2020
Programming Choices in a VN (part 3)
I've read a lot of complaints about
visual novels that have choices that don't matter. These vestigial
options offer the same results, no matter what you choose, so the
seeming choice is really just a placebo to trick you into believing
you had some influence over the story. In the Star Legation, I've
made sure that all your choices matter, though some of the time, you
won't be aware of the hidden variables that are recording your
decisions, These variables are waiting for a moment later in the
game, and only then will the effect become apparent. Yet some choices
will open up new routes in the story, while others will allow for
additional background content to be revealed. I've also designed the
game so that some of these choices will only appear if you selected a
particular skill for your character at the beginning of the game,
though no combination of skill choices will prevent you from solving
the game--you'll just have a different experience than someone else
might.
Tuesday, January 14, 2020
Programming Choices in a VN (part 2)
I've written and published many
missions for the tabletop RPG, Solar Echoes, and the challenge I
always faced was writing the story in a way that prompted the players
to make choices while still keeping players within the somewhat
linear flow of the story. It was impossible to anticipate every idea
a player might have, but my adventures were designed to tell a story
and to help the GM (Game Master) keep the story moving forward
without getting too sidetracked by unusual player choices, while
still presenting the players with the freedom of choice. As I wrote
my visual novel, however, I faced a difficult problem: there is no
way to improvise and adapt to player ideas because dialogue in a
video game is finite and not fluid, fixed and not active. Choice
options had to be set beforehand during writing and programming. I
didn't want the players to feel like their decisions didn't matter,
and I wanted the choices I presented to players to feel like options
they would have thought of themselves.
Monday, January 13, 2020
Programming Choices in a VN (part 1)
I've been writing and programming
choice-based stories for several decades now, such as the D&D
tabletop campaigns I ran for friends, dialogue with NPC's for online
adventures of Neverwinter Nights, tabletop missions for Solar Echoes,
and now the Star Legation visual novel. Visual Novels often involve
the player making choices periodically throughout the game, which
gives the player a sense of ownership over the outcome of the story.
Due to my background in writing and GMing many tabletop adventures
throughout my life, I decided that I wanted the Star Legation visual
novel to feel as much like a tabletop RPG story as possible. This
week, I'll discuss how I approached the task of writing this epic
adventure in a way that hopefully feels like an RPG experience.
Friday, January 10, 2020
Star Wars Fatigue (part 5)
Before I conclude things, I also wanted
to mention the recent TV series release of The Mandorian, on Disney
Plus. I waited until the episodes had all released, then used my free
1-week trial to watch them over my vacation. I do like the idea of a
biographical-type movie about a particular iconic character (like
Solo), and I felt it was intriguing to see a series about the
solitary warrior known as the Mandorian (similar to Boba-Fett, the
bounty-hunter from the original trilogy). However, even though I felt
the series was better than the recent trilogy—which isn't saying
much, in my opinion—it also fell a little flat for me. Perhaps
making a series about a brooding character who never removes his
helmet is not the best way to aim at capturing the Star Wars magic.
Though there were a few characters that persisted throughout the
series, so far, the first season of the Mandorian felt as lacking in
character dynamics as “Mando” himself was behind his helmet. He
did a good job as his character, but...any table-top RPG player could
tell you this—playing a dark, silent, brooding character really
doesn't give you many opportunities to shine as an actor. All of this
being said, I don't expect resounding agreement, and I know some fans
might even disagree vehemently. But for me, Star Wars has started to
wander too far from what I think made it so special in the first
place. I really hope that Disney will figure it out soon, because to
me, this once-lovable space opera is really starting to lose its
footing and slip.
Thursday, January 9, 2020
Star Wars Fatigue (part 4)
I was disappointed with the Force
Awakens on a number of levels, but I decided to try to reserve
judgment and let the trilogy play out. After “The Last Jedi,”
however, I'd made up my mind—I was done with that trilogy. Although
my friends shared my disappointment and criticism of The Last Jedi,
they have all been willing to see The Rise of Skywalker. I plan to
rent or stream it someday, and I've told them to feel free and share
all spoilers with me (something I NEVER encourage) because honestly,
I don't care about any of the characters from this trilogy. I could
go into all the reasons why I've disliked this trilogy so much, but
one of the big reasons is the characters—they did not have the
dynamic relationships and friendships of the original trilogy, and in
fact seemed rather wooden and undeveloped to me. I wasn't excited to
find out what happened to them, not only because the story felt
poorly written and misconceived, but because these characters didn't
feel like heroes to me. Unearned powers, thin backstories, and a lack
of identifiable failings were just some of the reasons they really
weren't very endearing.
Wednesday, January 8, 2020
Star Wars Fatigue (part 3)
George Lucas's prequel trilogy wasn't
my favorite, but it did at least give us some clarity on how Darth
Vader became the villain that he was. I think it could have been done
better, but that's a topic for another day—the point is that it did
achieve the goal of filling in that gap of Star Wars history and
explaining why everything was the way it was in the original trilogy.
If we're following a timeline after the first trilogy, we have 2 more
pre-history movies before the original trilogy (episodes IV-VI), and
those are (in opposite order of release) Solo and Rogue One. These
two prehistory movies are my favorite Star Wars movies of the last
three decades, and I'd really like to see more done this way.
However, they are stand-alone for the most part so we don't see many
of those characters returning, though their bonds are better
established than I've seen across a recent trilogy. The bond between
characters is what I think made the original trilogy the best. Then
came Disney's “The Force Awakens”...
Tuesday, January 7, 2020
Star Wars Fatigue (part 2)
Upfront, I'll share my Star Wars
preferences to at least give some context about where I'm coming
from. I liked the original trilogy, a lot. I felt that all 3 movies
(episodes IV, V, and VI) fit well and maintained an overarching
story. They were my favorites, so I've definitely been accused of
having expectations based on my nostalgia. Whether that is true or
not, there are elements in the original trilogy that I feel have been
lacking in subsequent iterations, namely the synergy of characters.
The original iconics--Luke, Leia, Han Solo, Chewbacca, C3PO, and
R2D2—these characters were the central focus of the movies. We had
other scenes, but throughout, it was obvious that the movies were
mainly about their story, and the story of the antagonist, Darth
Vader. Everything was extremely character-driven, and we felt a
connection with these heroes. Despite the character-driven story,
however, underneath it all was also a very engaging story that
challenged and changed the characters throughout the trilogy. Since
then, however, I feel that the Star Wars movies were more about the
story than the characters. And sometimes, they were more about the
special effects than anything else.
Monday, January 6, 2020
Star Wars Fatigue? (part 1)
Recently, I've been having a few
discussions with 3 of my friends about Star Wars. To give some
context, the first Star Wars movie I saw (actually the very first
movie I EVER saw) was the original Star Wars IV, a New Hope. Yeah,
I'm that old. But since then, we've seen 3 entire trilogies, a few
extra movies, video games, and now even a TV series on the Disney
Plus streaming service. Lately, my friends and I have been discussing
our feelings about Star Wars in general, and some of us are at
different places. I think I'm probably the most negative of the
group, but don't take that to mean that I've lost my interest in
George Lucas's space opera. All of us have different levels of
fandom, and I guess for me, Disney's acquisition of the Star Wars IP
has been a mixed bag. Sometimes I feel the original magic of Star
Wars has been waning in recent years, and my friends and I are
debating whether that's due to unmet nostalgic expectations or a
general “Star Wars fatigue.”
Game Review! Knights of Pen and Paper II (part 3/3)
The standard part of any game could
spoil clever innovations, but this is not the case in Knights of Pen
and Paper 2. Everything is done well, and on its own, just as a
simple RPG framework, the system works and is fun. You level up
fairly frequently and get to choose where to invest an ability point
in one of 4 special abilities, raising damage, effects, etc. with
each point. The abilities are varied and interesting: attack entire
rows, affect adjacent enemies with additional effects, inflict
different debuffs, passively boost your character, and more. Items
are both a mix of standard and creative, and you can even start
crafting some of the lesser items into something more unique when
combining them with other items. You'll mix and match, save gold for
something special, and store items in a safe to free up inventory
space. When on the overland map, a D20 is rolled when you travel to
determine if you have a random encounter. When you camp away from the
cities, the D20 determines if you're attacked at night. And just like
a real Pen and Paper RPG, you'll find yourself making all kinds of
goals for your characters as you advance and explore. Finally, the
overall presentation of the game is appropriately retro, with a
simple 16- bit feel reminiscent of the Ultima and Wizardry games,
using music in the style of early 80's chip-tunes, with similar
arcadey sound effects. Overall, this is a fantastic little game with
a lot of character!
Friday, January 3, 2020
Game Review! Knights of Pen and Paper II (part 2/3)
The comments made by players and the DM
really were the best point of Knights of Pen and Paper 2 to me. For
example, at one point in the game, the DM says, "You spot
something shiny in the bushes," to which one of my players
responds, "Is it a vampire?" This is immediately followed
by the DM doing a facepalm in frustration. Little moments like these
are throughout the game, and even the NPC's and monsters make meta
remarks, for instance, I once encountered a troll that complained
about the game edition we were using. In addition to all the fun
dialogue, the game itself had comical choices. When deciding on one
of my characters, traditional races like human, elf, or dwarf with
standard classes like paladin, thief, mage, warrior, etc. could be
combined with cheerleader, rocker, lab rat, surfer, jock, goth,
hipster, and rich kid. Each has different attributes of course,
making the high initiative cheerleader great for a thief (or the
ninja class I unlocked. ) As you play, you can pay gold to add a new
character to your party, with a total of 5 chairs available for
players at the table. Of course, when they arrive, they make a
real-world explanation for their lateness, such as, "sorry, I
got caught in traffic."
Thursday, January 2, 2020
Game Review! Knights of Pen and Paper II (part 1/3)
I bought this little game on sale
(PSN), not noticing that it was a sequel until after I'd bought it
for $6.50. I figured, oh well, game sequels are often improved
versions of the first release, so I hoped it was standalone and
wouldn't require any previous experience. I was very pleasantly
surprised by this game--I've played a lot of old-school dungeon
RPG's, but the concept here was truly unique. My characters sat at a
table with their backs to me, across from a DM with the imagined
monsters and places appearing behind him. The DM would deliver quest
dialogue, and the NPC's encountered would appear behind him to add to
the dialogue. Although a lot of the game elements were standard RPG
fare, the truly fun and original spin was the dialogue between the
characters and the DM. Side comments, jokes, stupid questions, etc.
that you'd experience at a real D&D session were all there to
really make this game feel like a true pen and paper, tabletop game.
And that meant I couldn't wait to play my next game session!
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