Archive for June 2017
A long phase of reviewing the script and coding has begun.
First of all, I finished the Food CG back on Sunday! This time I’ll make it public with the release of the demo, so here’s only a small section from my Instagram.
Un post condiviso da Kuna (@akiz0ra) in data:
This past week, I started reviewing all the four scenes of Serenade written so far. I’ll cover up all the editing I’m working on.
- Balanced the narration-dialogue a bit more.Influenced by some RPGs I liked, and not being particularly found of my prose skills, I initially thought of Serenade as dialogue sequences among characters. I would introduce Kairi's thoughts insight only after the four-scenes prologue, choice that made the game beginning a bit awkward and, I believe, not easy to understand as well. Today I came to think that total 3rd person scenes are not so okay for Serenade.
- Inserted comedy in Kujikawa arc as well.At first it was reserved to the Tokyo arc, as Kujikawa was going to be the "serious city", but after a deep reflection I thought of dropping this rule and inserted more comedy in the prologue. In my opinion, comedy makes the emotions go high as much as melancholic situations do, so I'd like Serenade to have both in equal weight.
- Remember this location? It's now an interactive background players can click and explore to gather information.
- Choices have been implemented in scene 3 (although they are yet to be coded).
- Teru's personality has been changed.I had it returned to how he was originally portrayed. Meaning I went back to the original first draft of the story of Serenade and changed his role from a sly one to a sincere one. Why is that? Because I realized that his new personality clashed with the story. Has this decision many consequences on the work already done? Almost none, fortunately. : D I'm also relieved that I can trash some dialogues I wasn't convinced of at all.
Many changes in just few days of review but it feels better off this way. Now I can think of the story as a more solid one.
Another thing I would like to talk of is the structure of the prologue. As previously hinted it's made of four scenes (plus a 0 one) and they are kind of alternated one to the other. More or less it works this way:
Apart from scene 3 that will have "consequences" later in the story, scene 0 directly affect scene 2, and scene 1 does the same with scene 4. It's not a matter of player's choices, more like a matter of player's understanding of the event. In both cases the same event will be seen by two different points in time, letting the player put the pieces together. This is what it should result in game terms. In writing process this means every couple of scene is interconnected so I need to decide well which detail will be revealed in which part.
That's all for today! Next week (22-30) I'll be continuing the scene review and hope to accomplish some more. See ya!
Next CG is a bit different from the previous ones. Well, let's say each of those I've drawn so far had a particular scene depicted, so nothing really new ^ ^"
What I like most about the game I'm developing is that I'm truly drawing and writing what I want to, with no restrictions of "this could be weird", "that could be misunderstood". On a side this scares me a bit because I have no reference I can hang to, but on the other side it gives me a lot of satisfaction. And I'm becoming eager and eager to show it to everyone despite the reaction eheh.
Next CG is a display of western and Japanese food. I never imagined it would have been this fun to research, draw and color as it turned out to be! I also witnessed some improvement in my drawing and painting speed so, yeah, I'm in a very good mood because of it. （⌒▽⌒ゞ
Still under coloring...
It's a scene related to Kairi's amnesiac condition, but I don't feel like spoiling anything for the moment. I think it's going to be a central scene in the demo to understand his conditions. : >
Next week (15-21) I'm planning to finish this CG and then I'll start coding scene 4.
See you : )
After updating one day earlier last week, this time I'm one day late (-﹏-。). When irl life issues, especially the silly ones, kick in like you can't ignore them is the most frustrating experience ever in this "job". I couldn't end the week as planned. I have quite a bunch of good results, but events made me so tired that today I took a day off from everything and slept 10 hours (I usually sleep 5-6 and feel even better than now). Moreover, my irl job timetable got messed up and I can't write my schedule for next days yet. Can't be more tired of the situation...
Anyway, this past week I managed to finish the background art for the Nakajos' mansion in Kujikawa and painted four art pieces, aiming to use them in scene 4. As probably said in some previous blog post, I plan to completely finish half of the demo before July starts and have "dev camp" with partners, so I'm really trying my best to deliver this last scene before the deadline. As soon as I have my irl job timetable I'll be able to define next tasks to work on, and next day I'm able to write a post here. So this time I won't announce the next update officially, just know I'll write it for sure one day or later ( u人u).
So, let's start with the background art display, so you can have a general idea of what it feels like to run around Kairi's house at evening! : >
This past week I also started working on a new CG and you can see some preview on my Twitter. Next week I surely think of continuing with that. I hope to be able to make an esteem of the time I need as soon as I get my new timetable for irl job ^ ^. See you!!