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Archive for May 2018

[Week 74]

*:....:*・゜Table of contents *:....:*・゜
  • The Madman's Sprite 
  • Cornered Kairi CG's Preview

A new update with new assets! The High School scene - the one that lacked the most assets - is now almost ready to be delivered in all its parts!

As I had mentioned before in this post, I've been working on a few edits on the visual part and replaced some of the original art. In other words, this post is going to be an art showcase one! I wish you a good stay on PBS blog this week too! 😀

The Madman's sprite.
I finally finished replacing the art for a certain punk who appears during the High School scene. This character was originally depicted as a twentyish-year-old guy wearing a hoodie and a hat and adorned with a few piercings.
Although I found his design rather "anonymous" I liked it and I thought his face was kinda cute, eheh. But, unfortunately, he didn't completely serve the scene's purposes and I wanted his interaction with Kairi to be more intense and adrenaline filled! So I rewrote the High School scene almost entirely and had to audition an new character, which sprite is now completed and messing around! 😈

...In a sense, I think that the High School scene will set the general pace for PBS and from that point onward, players will get aware of what to expect from the game. Also, I didn't want to spoiler this character before the release of the demo, but in the end I think that having a little disclosure for the blog's affectionates won't hurt! 😉

Cornered Kairi CG's preview.
Similarly, I had to fix the CG for the High School scene as well. This is what it looked like.
And below is the updated version.
Even in the CG art things got more intense...!😥


That's basically all for today's entry! I plan to finish the assets for the first half of the demo around the first week of June and afterwards I'll be able to start fixing the script for the investigation part as well.
Thank you for reading, see ya!🙌💜

Updated assets.

[Week 73]

*:....:*・゜Table of contents *:....:*・゜
  • The Textbox is Finally Assembled
  • The Madman's Sprite's Variations Preview
  • Mixing Sounds 

My work on the assets is proceeding nicely, therefore for this update I planned to show you some of the progresses. Hope you enjoy it! 😀

The textbox is finally assembled.
Until recently the textbox for PBS has been an only png block. Now, every piece of it (the box for the text, the nametag and the sprites for the main character) are separate files, coded together in the script.
Of course, this is more convenient and easier to edit. Previously, whenever I wanted to fix just a part of it, I had necessarily to touch the whole file! With Livestraes' help, I've finally solved such inconvenience, getting closer to the product I want to deliver.

Kairi's side sprite has now a rectangular hole in his chest since that's where the nametag will be placed. The graphic will indeed stay the same!

The Madman's sprite's variations preview.
In late March, I've introduced the renewed character's art for the "Madman" (the post is here!). I'm going to talk more in detail about this character (and his weapon of choice!) in the future as well, but for the moment I want to drop a preview of what he's going to be like!
Sadly, spoilers end here 😇 but I guess this picture already says something about what you can expect from him in the game. Designing him was fun. Right now I'm completing the shading and finalizing a sort of "weapon animation" for him. The scene he appears in was a lot of work and I'll be keeping my fingers crossed for everything to turn out enjoyable for the players!

Mixing sounds.
Lastly, I got to work on some of the sounds for the game, too. I've been studying a few tutorials found on the internet, and with the help of Audacity, I tried to normalize and equalize the tracks. My main concern so far was about the different volume sound tracks had or also that they would get covered by music (it kinda happened in the trailers for example). 

Another thing I studied was changing the mood of the sounds and similar stuff. I can't produce sounds from scratch yet as Livestraes did, but I guess this is one thing I'll ask her to teach me next time I'll meet her. 😌

At the moment I think that the sounds for the first scene in game are completed and working fine. They're going to be widely used in the rest of the game as well, so it's a big brick placed, I'd say!


Next week I'm going to continue my work on the assets and hopefully deliver the ones for the third scene in game which happens to be the most incomplete one at the moment.
Thank you for reading, see ya!🙌💜

[Week 72]

*:....:*・゜Table of contents *:....:*・゜
  • Asset Map
  • Next Goals 

This is the post from last Sunday delivered to you with a slight delay. However, I've got some latest progresses to show, so take a sit and hope you enjoy this week's update! 😁

Asset map.
Now that the script for half of the demo has been handed over for proofreading, my next step will be to complete the graphic and sound assets for it. I've done most of them during the last year but I still miss some last minute fixes for the sprites and the backgrounds, and need to take care of the sound effects.

In order to have a comprehensive list of them I've prepared a map with Blumind (Japanese text saves space, I guess).

Next goals.
So next goals for the rest of the month will be: to complete the missing assets and to get all of them ready for coding; and, I'd also like to fix this blog's System page and properly explain how the game is going to work in detail (for the moment I'll omit the "investigation mode" which I will take care of later, though).

Having handed the script makes me feel a lot "lighter", as that part is done and I can finally focus on all the rest! That being said, graphic assets are going to keep me for the rest of the week!
Thank you for reading, see ya!🙌💜

Asset map.

[Week 71]

*:....:*・゜Table of contents *:....:*・゜
  • Perfectionism Issues
  • Children's Day Illustration

Perfectionism issues.
I've been working on the final version of the script for PBS's demo since a year now. During said time I've improved my written English and I believe I've also got a couple of EXP levels in regards to my writing skill in general. It wasn't wasted time, I needed that. But, keeping this pace, there's a risk that the final version is never going to be final...

Since I've started working on PBS, what I've been mostly worrying about was to deliver something decent. Back then I was aware I lacked most of the skills I needed to write this story. Releasing something during the early days would have produced a demo not so nice to play through after all... 

In script.
Among the TV series I enjoy there is a comedy one that I've always admired for its clever puns. Lately I got to see the latest season but after it ended, the TV channel aired the first episodes from 2007. I've watched those before, a bunch of years ago. I remembered the story but... I forgot they were somewhat lame! I'm not saying they weren't good but compared to the latest seasons you can't avoid thinking that their puns are a bit dumb... What a shock!

But this made me think about my "perfectionism issue". First episodes were enjoyable anyway, even if not perfect, even if characters would say dumb things because characterization were still in the making. I realized that was totally fine. As long as it's decent and enjoyable, it is okay.

Lately I've been working on the 4th scene in game, as I also wrote in my previous entry. I was at loss about the choice I needed to insert and I decided not to go for something out of line just for the sake of having a choice. I made up my mind eventually, and I prepared a menu. I'd describe it as "nothing exciting", but I find it somewhat neat and enjoyable. Therefore, even if it's not something to go hyped about, I'd like to prepare something that's "okay", just like those first episodes from 2007

In coding.
I'm not a programmer. This means that while being extremely and eternally thankful to have such amazing asset as Ren'py, I get easily pissed off whenever my script isn't tidy and I can't find quick solutions to what I want to implement in my game. In short, I want a lot of fancy features but I get mad if I have to write tons of script to create them...! Like some sort of cognitive bias, I can't help but always imagining my script to be tidy and immediate to write...

However, by observing pros I realized that "perfectionism" eats a lot of time and energy out of you in this case as well. This means that making things "untidy but working" at times is okay. And I'm now ready to embrace this philosophy as well! As soon as the game works, why not! Lately, brainstorming about glitches in games I got to browse the infinite placeholders in Pokemon games and... gosh, that was educational!

Children's Day illustration.
Bye bye, Golden Week~ Shin and Kairi enjoyed the last day by taking a walk under the carp streamers.🎏 Click to enlarge it or go check the Gallery section for more artworks!

I've probably already said it a bazillion times by now, but I can't wait to get to the part in the story when Kairi and Shin are reunited again. At least, the illustrations about them would make sense to PBS followers as well...

While I can't spoiler anything about their relationship for the moment, I guess I can digress a bit about some details which concern them. Probably something that you can already see in this picture...

Their body type is different! Kairi has a rather linear build and he's neither too slim neither he gets fat just with an extra portion of food. Shin is skinny, with narrow shoulders and it's almost impossible for him to gain weight. 

I'm on my way to hand over half of the script for the proofreading so... during next week I'll be working on finalizing the assets I'll need for that portion of demo. 

Thank you for reading, see ya!🙌💜


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