Wednesday, April 11, 2012

Pause to philosophize, now back to work.

In case you didn't notice, April 1 has come and gone, and Caro and I didn't release a game for NaNoRenO. So, yeah. There wasn't a huge amount of progress. We still like the idea of the game, though, so we intend to make it at some point. One character's face got finished, at least! That's... something. Maybe. Here's Ringlets, anyway.
See, I had decided that it would be quicker for me to not use lines at all and instead do more elaborate shading to make up for it, because I am SO inclined away from making neat, clean things. Line lineart. This wouldn't been great and totally gone quicker if I shaded everything the way I shaded the cloak: ~4 different shades, not even trying for smooth blending. But then for the face I ended up using like 10 different shades and trying to make everything blend really well and... yeah. So it was still slow. Also it came out not quite like I wanted and definitely less expressive than when there were lines, so we'll see if this gets tweaked more or not by the time the game gets going.

Anyway, I completely and officially paused work on RESET for the month of March to work on this game instead. And then me and Caro both got totally sucked into Sherlock fandom and have mostly only spent our time making Sherlocky things (did you know Caro makes awesome music videos?! True story) and doing stuff for school. For the record, it's not like I haven't been writing; I just haven't been writing RESET.

But somehow, yesterday, I think the combination of Reichenbach feelings and playing RisAmo managed to jolt me back into the mood to work on RESET. So, that's pretty cool. I'm in the middle of doing some writing; here, have a quote from this morning.
"You're right, Zack, it was just supposed to be a game. Except that it isn't. We broke the most important rule: we forgot that it was a game. We forgot how to call time-out."
I've done some thinking lately, and there are changes that need to happen. I've been excitedly saying for ever and ever that there were only TWO MORE SCENES TO WRITE or ONE MORE SCENE TO WRITE or something like that. Well, here's how things stand now. There is only one more scene to write in the "first draft". It's a scene containing a branch, and I need to write approximately a few hundred words before the branch then a few hundred words after each of the two options. And then I'm going to say the first draft is done. That will probably happen today.

But that doesn't actually mean a lot, because some pretty big changes are happening. I'm changing a key detail of the crisis which means that, although the gist of the scene is staying the same, a bunch of lines will need to be rewritten to accommodate. And then of the four endings I had, I'm scrapping one altogether. It's incompatible with the new version of the crisis, and it didn't make much sense anyway (in a meta way, it was triggered very "unfairly", and even in-story it was a very improbable occurrence). Then I'm taking one of the three endings that remain--the good ending!--and splitting it out into two.

This paragraph might be a little spoilery.
The new choice that I'm writing today and the new ending I'll be writing address something important in the "message" of the game. No this isn't a game made to "give a message" as much as it is to just tell a story, but it's a fact that people always will extract a message, and RESET as it was lent itself easily to a pretty unfavorable message. See, Zack and Jason's relationship might be considered unhealthy in certain ways--emphasis on might; I really don't intend to take a stance on that. But as it was before, in the end, the relationship would always stay that way (this was never meant to be a game about the relationship; it was a game about two people who happened to be boyfriends). I anticipated that it would bother some people to the point that it would break immersion that they'd want to address the problems of the relationship, but Zack never gets the chance to. I'm sure some people will even wish they could just dump Jason. And the inevitability of the situation--and Zack's acceptance of it--was likely to give the message that I condone it. Soooo, I decided that it's all around better if I put in a chance for Zack to voice concerns about the relationship. A chance for the player to actively decide whether they think that what's going on is okay. And an ending that puts them on the path to doing something about it. And really, it's not only about accommodating player reaction; it's become more appropriate than I thought. At first this game was meant to be about some things Jason is going through and Zack trying to help him through it, and yeah obviously their relationship played a role, but only insofar as one of the factors in Jason's situation. It wasn't meant to develop in the game. As I've been writing the latter half of the game, though, there was more and more discussion of the relationship itself, and some scenes wound up actually confronting the issue of whether their relationship was okay. I didn't intend to do that, but I like it, and now it feels right that the game should confront those issues, that there should be the possibility for the relationship to change in response to other events. And I like that it's now in the player's hands--in Zack's hands--to have the final word on whether something needs to change.

So, that change is going to be hard. The crisis and the endings and emotional and intense and morally complicated and in some ways very close to home. It's pretty draining to write, and I admit I'm a bit afraid to go back to it, to experience those feelings again (I've always been rather glad that it's the end, and that I wrote it nearly first, and that I don't need to go through it when I'm writing and testing other things). And there's again an issue of being afraid of what I appear to be condoning, of whether my characters are doing things the right or wrong way and who's going to think what if they're doing things the wrong way.

Remember that my characters aren't author mouthpieces. They aren't message-bearers for anyone else, either. I want them to be human, which means being wrong sometimes. I don't choose to tell my stories because I want people to take my characters' word. I want them to consider my characters' word, perhaps, as one potential way of seeing things that may be better or worse than other ways. I want them to think, if they dare. Or I just want to present something interesting.

Alright, back to the writing.

Saturday, March 10, 2012

Some queers make a myth

There's three characters in here somewhere...
Caro and I are doing NaNoRenO! Yaaaay. We don't have a thread on LSF or anything cool like that yet because we still don't have names for our game or our characters and we don't know the "important" things like how long it'll be or whether it'll branch or things like that (unless Caro knows those things but I don't~).

Annnnd we're still mostly in the "sketching" (graphically and verbally) stages. Ahaha.ha.ha. WHATEVER. We're taking the "in one month" thing seriously. >D All we did before March was discuss plot. Which IS mostly existent, by the way!

So there's three characters, one who is a deity and two who are humans. This is all going down Way Back When... you know, when gods actually popped up and said hello. So long ago in fact that there wasn't even gender as we know it today. And the gods decided they want to invite a few lucky humans up into their realm to serve as something like ambassadors (and lovers). The adorable one with the ringlets there? That's the lucky one who got chosen by our friendly neighborhood ram-horned deity. Only, they aren't exactly happy  to take up the offer... These were days long ago, early in the formation of human society, and their actions could change the shape of the earth's culture for ages to come.

Caro's doing the writing, I'm doing the drawing, and we're both pulling together a story about religion and gender and deception and identity and, hey, maybe even love.

Oh hey, colors.

Hopefully we can get this made in time for April 1! By the way, we'll probably stick a WIP thread up on LSF once we actually have names and stuff.

Wednesday, February 1, 2012

New VN (not RESET?!) coming very soon!

So over the past month I've been making rather snail-paced progress on RESET. For the record, I lost my little contest with Caro and still owe em a drawing. I DID manage to finish that one scene that I couldn't quite finish before, and wrote about half of the last scene, and now that one has become the pain-in-the-ass scene that refuses to be finished. I also drew another background.

But that's not what I'm really here to announce. I'm really here to announce Chasing the Sun, which is a peculiar little thing I started on a whim three months ago.

Chasing the Sun is a short, slightly experimental KN narrated by Jason of RESET. No sprites or characters per se, it's just photographs and music and Jason's meandering thoughts, including lots of quotes because that's how he rolls.

It's basically done. Just doing some final testing and cleanup.

I'm ridiculously excited. My first VN release! I've been playing around in Ren'py and lurking around LSF for a solid four years now, started RESET 2-3 years ago, watched plenty of other folks start and finish, and now FINALLY I've finished my first game! Crazy, man, crazy.

The progress really snuck up on me. One day in October I took all the photos on my walk home from campus, and the idea struck me and I wrote down just a few lines of script, and occasionally went back to it and added another disconnected bit, and eventually I decided it would make for a good exposition of Jason's mental state before RESET so I added some stuff like that. Then the other day I decided to actually format all the pictures and stick them into the game and do some rearranging of text, and... suddenly I had a game and all I needed was music.