1190: Dev Diary 5

I’ve been thinking about interface design today. I told myself that I wouldn’t faff around with the default RPG Maker bits and bobs too much so as not to hold up actually writing the story, but in practice it’s so simple to tweak this stuff that I couldn’t help myself. In doing so, I’ve immediately made a difference to the game that makes it look a little less like a half-arsed default RPG Maker project and has a bit more individuality, despite still largely using stock assets.

As a reminder, here’s a typical shot of how it looked before:

oneyearlater5And here’s how a different moment in the game looks as of today:

oneyearlater14Not a huge difference, I know, but the astute among you will notice two things: firstly, the colour of the text box has changed to a deep navy blue rather than the default gradient fill, and the main game screen now has a Persona 3-style “clock” in the upper-right corner of the screen, indicating what time of day it is. Presently, this only shows the time of day, but I’m toying with it showing what day it is, too — my hesitation on this note is that which day it is is only relevant for part of the game rather than the whole thing.

Earlier today, the “clock” was much bigger and looked a bit like this:

cRuISM7 - Imgur

 

I actually kind of liked it at the larger size, but it was overlapping the portraits of characters who appeared on the right-hand side of the screen a bit too much for my liking, so I reduced it a bit.

The reason I changed the colour of the text box was because I was experimenting with some scripts that changed the behaviour of the menu. Specifically, they allowed a “wallpaper” image to be applied, so my menu screen now looks like this:

oneyearlater10I figured I’d run with the “flat blue” colour scheme, and add a nice silhouette of Ami in the background for a bit of visual interest, and tweak the message box colour to match for consistency’s sake. The silhouette image shows up nicely in the various menu screens without being too obtrusive, as you can see from this shot of the save menu:

oneyearlater15

In fact, it shows up particularly nicely when choosing to quit or return to the title screen — a happy coincidence of the fact that selecting this option darkens the screen somewhat:

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Those of you who know RPG Maker well will also notice I’ve replaced the default font with the nice, simple and clean lines of Verdana. This was primarily to match the default font used in a message box script I’m using, because it was bugging me a bit that the font in my message windows and in the rest of the interface didn’t match.

Oh, God. What is happening to me?

I jest. Fact is, today I’d reached a good natural “stopping point” in terms of composing the story, and it was as good a time as any to fiddle around with the “look” of the game a bit. I’m pleased with the effect it’s had — they’re only subtle little changes, but they’ve had a noticeable effect.

Now it’s time to stop farting about with all this and move the plot onwards. To give you an idea of how things are going, the game is structured in several parts: firstly, there’s a prologue; then there are five in-game days, during which a whole host of different things can happen according to exclusive choices the player makes in each of the morning, afternoon and evening time slots; then there are four unique “second parts” to the game, and one “true ending”. So far, I’ve completely and totally finished the prologue, and I’ve finished the morning of the first day. If you’re actually reading all the text like a normal person and not fast-forwarding it like me when I’m testing (yes, there is a fast-forward function) then there’s probably just under an hour of Stuff to Do and Read so far. After I’ve created various environments once, I can reuse them for other events, which means that development will continue to accelerate as I progress through the story.

oneyearlater11Environments like the one seen above are quite complex, and most stuff in the game is “examinable”, so there’s a lot of flavour text in there. Now it’s done, though, if I want Ami to come back here with another character — which I probably do — I don’t have to design that map all over again. Which is nice.

Anyway. I’ll leave that there for now. Just wanted to share how things were going!

 

 

 

 

 

1187: Dev Diary 4

This is actually more of a “writing diary” rather than a dev diary, because I’d like to talk specifically about the way I write, and how this relates to the game I’ve been making.

I’ve never been the sort of writer who plans things out in exhaustive detail. I know, I know, this is probably woefully self-evident from the nonsensical ramblings I’ve been posting here for the last 1,187 days (and more occasionally beforehand, too) but it works for me. It got me through all of school, all of university and what has so far been a relatively lucrative career in writing professionally.

Note that I’m not saying I don’t plan things out at all. (Although some better planning would have probably avoided that awkward double negative right there.) No, instead what I tend to do is get things firmly in my mind in fairly broad terms, then “fill in the blanks” as I go along. It’s not quite writing by the seat of my pants, but it’s also not doing a detailed, bullet-pointed list of every single point I’m going to cover over the course of the complete piece. It gives me a sense of structure, but also allows me the flexibility to veer off in another direction if I want to. Those of you who have read my past month-long creative writing endeavours on this site will have likely spotted the points in the (largely improvised) narratives where I had what I thought was a great idea at the time and proceeded down that path with gay abandon, sometimes to discover I’d written myself into a corner and promptly had to dig my way out somehow. (Oh, God. I shouldn’t have said that. You’ll all be looking for those moments now.)

Anyway, how does this relate to One Year Later? Well, quite a lot, as it happens. Writing an interactive game isn’t quite the same as writing a novel. Even writing a visual novel isn’t quite the same as writing a regular novel, since you (usually) have to deal with branching plot paths and whatnot. In the case of One Year Later, there is a linear path of “story beats”, for want of a better word, but each of those has several different possible things that could happen, and within those several different possible happenings comes a series of optional things that people might not see at all. These optional things let me play with various aspects of the characters while still allowing the plot to continue moving forwards.

This is all very vague, as I’m trying not to spoil things, but let me give you a specific example to make things a bit clearer.

Who wouldn't want to go and have breakfast with Dax here?
Who wouldn’t want to go and have breakfast with Dax here?

Early in the game, the protagonist Amarysse wakes up bright and early in the morning and goes out into the city. As she’s leaving the inn where she’s staying, she’s accosted by Dax, one of the other main characters, who invites her to go for breakfast with him. If she accepts, they go for breakfast, they have a nice chat and various tidbits of information about both Ami and Dax are revealed, after which time passes and it becomes the afternoon. If she refuses (or, more accurately, defers his invitation until she has all the information available to make a decision) then she can go out into the city streets, where she comes across Feena, another one of the main characters, who invites her to go shopping. The player can only pick one or the other during this particular “time slot” of the game; both focus on Ami and a different main character, and both have the potential to reveal some new information, but they also exclude each other.

Someone who wants to go shopping with Feena, obviously.
Someone who wants to go shopping with Feena, obviously.

This, naturally, presents a challenge in later scenes, where I can’t really refer to information in scenes that the player might not have seen. However, what I can do is use the built-in game mechanics to determine whether or not Ami knows about a particular subject, and if she does, trigger some different (or additional) dialogue to if she was discovering this information for the first time. An example of this comes if Ami chose to speak to Feena earlier in the game and revealed the information that Feena is, for some reason, not as happy as she could be. In game terms, hearing this information for the first time rewards Ami with a “topic” item called “Feena’s Worries”; later, asking Feena specifically about it when given the opportunity upgrades the topic item with new information (she’s not happy with her work), allowing Ami to then automatically pick up on little things that Feena says about her work and put them in context — something that she doesn’t do if she doesn’t have any knowledge of the topic at all, or if she doesn’t know that the thing that’s making Feena antsy is her work.

It’s very interesting (and challenging!) to write this way, as it really forces me to think about the characters and how they might have interacted in the past, and how that might inform their future interactions. One Year Later is a game all about dialogue and interpersonal relationships, so it’s important to get this right. I hope I do!

This particular piece of dialogue only shows up if, indeed, Amarysse discovered Feena's real age the previous night -- an optional bit of dialogue that some players might miss.
This particular piece of dialogue only shows up if, indeed, Amarysse discovered Feena’s real age the previous night — an optional piece of information that some players might miss.

What this brings me on to is something I suddenly noticed very consciously earlier on while writing some optional, missable incidental dialogue between Ami and Feena: I very much get “into character” while writing.

I say I noticed this earlier; I’ve actually been conscious of it for quite some time when doing more traditional writing — it’s one reason why I enjoy writing stories from the perspective of a first-person participant narrator — but it seemed particularly pronounced earlier. I very much felt like I was “inside the heads” of both Ami and Feena as they talked to each other about, frankly, fairly mundane things — things that those racing through the game would miss, but which those who wanted a deeper understanding of these characters would appreciate as a reward for thorough exploration and investigation.

The thing to be careful of when feeling like this, of course, is getting that characterisation across to the player, who doesn’t “know” these characters in quite the same way as I do. Since while I’m writing the dialogue between these characters I’m effectively “role-playing” them, hopefully this will give the dialogue a reasonably natural-feeling flow. This is something that I won’t be able to tell for sure until someone else who doesn’t know these characters at all plays the game — which is a scary prospect, for sure!

Anyway. That’s it for today. I’ve been doing some good work on the game recently and making some good progress. There’s not enough there to proudly show off in playable form yet (though there is just under an hour of “Stuff to Do” implemented now, which feels a significant amount!) but there will be before long. In the meantime, I intend to post some occasional thoughts on the subject of its development on this ‘ere blog as I (hopefully) continue to make progress.

One day you might even be playing it. Who knows?

1180: Dev Diary 3

I’m pleased to report that work on my game is continuing apace and even seems to be accelerating somewhat. This is very pleasing, as making progress is hugely motivating. Every time I add a new bit and it works properly, it feels good. Okay, I’m not doing anything massively complicated, unlike some of the badass scripters out there (some of whose work I’ve incorporated into this project for simple improvements to RPG Maker’s basic functionality) but I am making something that’s more than a completely linear path to the finish line. (To be fair, that can be challenging enough, depending on what you’re doing!)

Anyway, I thought I’d share two more WOLD EXCULSIVE!! screenshots with you to give you a sneak peek at what’s going on so far.

oneyearlater3Look at it being all night-time and stuff! Night-time effects are easy to create in RPG Maker thanks to the convenient screen-tinting command — this even incorporates various presets for times of day and weather conditions if you don’t trust yourself to tweak the sliders.

If you’ll recall my previous post where I shared a couple of images, you may recognise this as the other end of “The Strip,” a road in the capital city where a lot of the game’s business unfolds. In this shot, we see the complete party following Amarysse following an evening of debauchery in the Tail of the Dog on the right, and two creepy mages wandering around outside their mysterious guild tower. The one on the left is called Bill. He has sweaty armpits.

oneyearlater4Here’s the “topic” system I talked about last time I wrote about the game. Ami and Dax here are having a late-night chat about various bits and pieces, and Ami’s decided to ask Dax about some specific things she’s got on her mind rather than just general chitchat. This “Ask” system won’t be available for every conversation because that will just slow things down unnecessarily, but in situations where Ami is free to wander around and chew the fat with her companions — most commonly before everyone goes to bed — it will provide the opportunity to pick everyone’s brains on various subjects and potentially gather some further information. The end of each day in the game will also provide the opportunity for Ami to reflect on the things weighing on her mind, and there will be events throughout where Ami will have to use the topics she’s gathered to convince people of things or prove something. I’m taking strong cues from Ace Attorney and Lifesigns here.

Implementing this system was actually surprisingly easy without any need for delving into complicated scripting. Instead what I’ve done is I’ve replaced the staple RPG “Key Items” menu with a “Topics” menu, and simply added topic key items to Ami’s inventory as they come up in discussions. The actual “Ask about…” functionality is a straightforward event call in RPG Maker that prompts the player to select one of their key items (or topics in this case). This event call stores the value of the item the player selected in a variable, which you can then check to see what was picked. All you need to do then is add some “conditional branches” to check if the item picked was [x], [y] or [z] and then display the appropriate exchanges between the characters — and just to cover all bases, add a generic event handler if the player picks something about which the character doesn’t have anything in particular to say.

If that all sounds like gibberish, don’t worry. It’s actually just a series of simple, logical statements, though. If you were telling a person to handle what I’ve just described, it would go something like this:

Let the player pick one of the topics, and remember what it is. Was the topic they picked about “Feena’s Worries”? If so, then play back the conversation on that subject; after that, forget the topic they picked and give them the opportunity to pick another one. Was the topic they picked about “Hiro X Lily?” If so, then play back the conversation on that subject; after that, forget the topic they picked and give them the opportunity to pick another one. Was the topic they picked something else? If so, then play back a generic conversation; after that, forget the topic they picked and give them the opportunity to pick another one.

Clearer? No? Well, never mind. I know what I’m doing, and that’s the important thing.

Anyway, it’s 1:30am and I must resist the urge to tinker and fiddle around with things (IN THE GAME) and go to bed. There’ll be plenty of time for tinkering and fiddling over the weekend, particularly as I’m not friends with my PS2 any more — it scratched the bejesus out of my Ar Tonelico 2 disc to such a degree that the ending videos don’t work at all any more. I’ve had to order a new copy (thankfully not that expensive) and I’ve also ordered an old-school PS2 fat (also thankfully not that expensive — the two items cost the same as a single new copy of Bioshock Infinite, which is quite amusing to me), as this scratching problem is apparently a known issue with PS2 Slims of a certain age. What that does mean is no Ar Tonelico 2 for a few days until those replacements arrive, so plenty of time to work on my own game. Or possibly just bum around with something else. Or start Ar Tonelico 3.

 

 

1177: Dev Diary 2

Progress has been continuing on the RPG Maker game I’m working on (which is called One Year Later if you missed the slightly spoilerish post a while back). I’m very pleased with how things are going, because I’ve pretty much figured out How It All Works and am picking up speed with actually making things happen.

Here’s the gist of things. All of this will be common knowledge to the player before they start playing if they read the accompanying “manual” or help file or website or whatever I put out alongside it, so these aren’t really spoilers. I will keep specific plot details that aren’t immediately apparent under wraps for now, however — I’d like people to explore this game’s story with “beginner’s mind”, after all!

The game is set one year after the conclusion of a typical JRPG, when our plucky band of heroes drawn together by fate successfully defeated the demonic overlord T’Bon and restored peace to the land. At the end of their adventure, they had one last meal together in a pub they’d grown fond of, and agreed to meet back up again exactly one year later. The game begins on that day.

There are six main characters in the story.

Amarysse “Ami” Jerhynsson is the game’s main character. She’s a 30-year old woman from the farming village of Wishford, the destruction of which set her on her path to adventure when she was rescued from the wreckage by a wandering mercenary. She became the de facto leader of the group thanks to her level-headedness and rationality, despite the fact she never saw herself as particularly remarkable. Since her adventure, she’s spent the last year helping the citizens of Wishford rebuild their town, and has been taking after her parents by tending the farm beside her house, much to the pleasure of Wishford’s citizens.

Daren “Dax” Zael is the mercenary who rescued Ami from the wreckage of Wishford. No-one knows exactly how old he is, but he appears to be of a similar age or slightly older than Ami in appearance. As soon as he opens his mouth, however, his immature sense of humour and crudeness generally makes people think a little differently about his otherwise seemingly noble bearing. He was a strong fighter and was always the first into battle to protect his friends from harm.

Feena Denimore is a priestess of the Order, the organised religion that worships the divine entity known only as “The Goddess”. She is skilled in divine magic and is a beloved priestess, but when she lets her hair down outside of her holy duties, she’s cheeky, spunky and flirtatious, and more than capable of drinking someone like Dax under the table.

Hiro Nagase is a teenage boy who spent his formative years learning to fight with a sword under the tutelage of his father. These skills were put to the test shortly after the party came across him in his seemingly-abandoned family home — his parents had been killed by T’Bon’s forces, and Hiro decided to tag along with the party in an attempt to get revenge. He likes to make out he is braver than he is, gets easily embarrassed and frequently says stupid things without thinking them through first.

Lily Cole is a teenage girl who came from the small fishing village of Bannford. She once had the strange ability to summon “Guardians” — supernatural creatures thought to be nothing but a myth — and eventually used this skill to seal away T’Bon once and for all. Since the final battle, she lost her powers and is now nothing but a normal, rather cheerful and optimistic teenage girl — traits she somehow managed to retain even in the party’s darkest hours.

Zero is a powerful, knowledgeable mage whose real name is unknown. The party rescued him from torture at the hand of one of T’Bon’s lieutenants, and he adopted the name “Zero” as a mark of spite against those who had abused him — an attempt to reclaim the word and give it positive connotations. Zero is typically stony-faced, contemplative and quiet, but occasionally displays a dry, dark sense of humour.

The game begins with Amarysse leaving home and heading for the capital, then meeting up with her former comrades-in-arms. Exactly where the story goes from there depends on the choices the player makes as Amarysse — which aren’t always explicit choices from a menu. Sometimes taking a particular action (or choosing not to act) has an effect on the unfolding story and its eventual conclusion. There will be multiple endings as well as a “true ending” that is only accessible once certain conditions have been met. Discovering the “true ending” will require that the player make use of the New Game+ feature to carry over certain data from one playthrough to the next when they see one of the conclusions.

Interacting with the game will largely be like a regular top-down sprite-based JRPG. Players will control Amarysse and any party members tagging along with her as they visit various locations. The emphasis is very much on the story, so what needs to be done next in order to advance the plot will always be very obvious, though charging straight for the next story trigger without completing certain side objectives may mean you miss out on certain events — or perhaps trigger new ones later. Through the New Game+ system, the game will reward the player for experimenting and trying all the possibilities in various playthroughs.

Amarysse collects “topics” as discussions unfold between her, the party members and other incidental characters. Topics have three levels — at “bronze” level, they’re something Amarysse is curious about; at “silver” level, they’re something she’s found something out about and wants to know more; at “gold” level, they’re a truth she’s discovered beyond any doubt. Advancing the plot will sometimes require Amarysse to use the topics she has collected to trigger various events or discussions between characters. At other times, she will have the opportunity to relax a little by herself and contemplate some of the things that are weighing on her mind. Sometimes, whether or not Amarysse has knowledge of a particular topic will have a significant impact on whether or not she can resolve a critical situation.

Currently, I have a plot outline in my mind. I know how the whole thing is going to end, and I know a few snippets of things that are going to happen along the way. I just have to work out the specifics, which I’ve found tend to flow quite naturally once I start actually composing scenes. I’m very much looking forward to exploring these characters through writing, and I hope some of you will take the opportunity to explore them through playing the game when it’s finished. At present, I have no idea when that will be, but I will, of course, keep you posted!

1168: Dev Diary

I’ve been working a bit on my game over the weekend. And just to prove I’m not just all talk, I present to you two world exclusive screenshots.

oneyearlater
“The Strip”, the main shopping street in the capital city of Acathlata. That’s the department store Don Lewis on the left, and on the right is the Green Boar Inn. Further to the right out of shot are the Fighters’ and Mages’ Guilds and the pub The Tail of the Dog.

 

oneyearlater2
Protagonist Amarysse (left) and her erstwhile companion Feena (right) shoot the breeze in The Tail of the Dog.

“Boy,” you’re probably thinking. “That sure looks like an RPG Maker game.” And, of course, you’d be absolutely right. The relatively generic appearance and use of stock assets is deliberate for several reasons, though: firstly, it allows me to concentrate on what I feel is the important part of the game, which is the writing and overall structure, and secondly, if you read my vaguely spoilerish post from a few days ago you’ll doubtless be familiar with why I’ve chosen to stick with the “default” aesthetic for the moment.

What these screenshots perhaps don’t clearly show is that I’ve built a little on the stock assets with some additional material from the RPG Maker community and beyond. The portraits you see in the second image, for example, were created by RPG Maker community members Archeia and Scinaya, who took the time to make some “emote” variations on the stock characters’ portraits. This means that I no longer have to have characters smiling even while they were being angry or upset, which was a little disconcerting.

What you really can’t tell from the screenshots is the fact that I’ve found some great royalty-free music to use for the game’s soundtrack. While I would absolutely love to compose the entire score to the whole game, again that’s something that would distract from the important part of things, which is actually writing and implementing the game’s story and structure. I’m not ruling out the possibility of composing a custom soundtrack in the near future, but for now I’m very happy with the high-quality stuff I’m presently using, as it suits the atmosphere I’m going for quite nicely.

Insofar as the story and scripting is going, it’s going slowly but well. I’m almost finished with the interactive introductory sequence, which is probably one of the more complicated parts of the game, as it will branch off into more linear “paths” shortly after all that concludes. I’ve been taking care to incorporate hooks for my intended game structure, which will help encourage people to replay with variations on scenes and alternative ways for events to unfold according to the player’s past actions and decisions. I’ve implemented these in such a way as to make them hopefully seem pretty “seamless” when playing the game for the first time, but those with a keen eye playing through again will notice the places where it diverges slightly. I believe doing this sort of thing is quite important, as no-one really wants to read through the exact same material several times just to see the whole game. Plus there are other rewards and incentives in place to explore all your available options, too, but I’ll refrain from discussing that side of things too much for now.

Perhaps most importantly, I’ve figured out my ending, or more accurately, my “true ending”. Again, no spoilers for now, but the structure of the game will be such that you’ll need to play through all the “normal” paths and meet a couple of other conditions (which I’m debating whether or not I should make explicit) in order to see the definitive conclusion to the game’s narrative. I can see how the ending will unfold in my mind’s eye, and it’s a good ‘un — in my humble opinion, anyway. I actively want to get the story to that point, to bring the characters to that finale. I’m half-tempted to make the finale events now while they’re fresh in my mind then go back and fill in the middle part of the game, in fact. But we’ll see.

So far as writing the rest of it goes, I have a vague idea of how each path is going to go, but not the specifics as yet. I have a firm idea of who all these characters “are” in my mind, though, which will make it easier to write scenes with them as I progress onwards. I like the characters, too, which is important, and the introductory scenes I’ve created so far hopefully help to establish their personalities and other character traits. The challenge from here is, of course, ensuring they remain believable and consistent as the rest of the story progresses, but we’ll cross that bridge when we get to it.

Anyway. In summary, things are going slowly but well. I’m enjoying myself. And hopefully at some point in the next fifteen years I’ll have something more to show those of you who are interested.

1160: Spoilers Ahead

After writing yesterday’s post and doing a little more work on it today, I’ve decided that I would actually quite like to talk about my RPG Maker project a little more rather than being unnecessarily vague and obtuse about it. Those of you reading who like the concept might be able to give me some motivation to continue with it in the long-term, then, which is probably going to be a valuable thing if (when, more likely) this initial burst of enthusiasm runs out.

However, I am also conscious that discussing some things about this project may constitute spoilers of various descriptions, so I am going to add a “read more” tag to this post so those who would like the finished product to remain a complete surprise can avoid it if they desire.

So, without further ado, click the link to continue reading if you want to… otherwise, I’ll see you tomorrow!

Continue reading “1160: Spoilers Ahead”