2014 was a challenging year

Let’s bring 2014 to a close with a little report of everything that happened this year (like what we did last January).

To begin with, we released Episode 2 from Milk ~La légende des étoiles during mid-March. It was a bit hasty to my taste since we were late in relation to my estimations, and we had to rush through the release to tackle the next task. Which is a shame and I really don’t want the same mistake to recur.

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The good news is that with Episode 2, Milk was officially heading towards Khzi’s part that I loved to write and that contrasts a lot with what I wrote for Episode 1. The cows and Tarô aren’t the main characters anymore and just accompany the long story narrated by our nutty alien. I think Khzi has everything to be popular and the various feedbacks I got confirm that impression. Freyja seems to have fans too, I find that amusing XD.

The key element with this release is essentially our transition to the current team (who gained experience during the journey). We still have a big gap between the art assets but we’ll solve the issue in due course. The current style should stay at least for a while even if we’re not immune to something unexpected.
March was also the month of Nanoreno, and I went from Milk to How visual novel changed my life, released in April, without transition. The artists’s work was precisely limited to avoid burnout so the gain was mostly based on text and programmation. Which turned out to be a nightmare… Overwhelmed, I had to infringe upon my on-the-job training schedule in order to finish the script (and integrate the translation, while I’m at it). The whole thing with an even moreunpredictable  Keul. I copped it, which may explain why the game was a bit delayed. And I thought it would only be a little gift to please our fans. That’ll teach me to do too many things at the same time =’D.

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Since HVNCML was just a small thing without pretention, I didn’t expect much. So, many month later, I’m really surprised to see people discovering us like that, I sure hope they won’t take fright because of what I wrote XD.

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Two visual novel in a year is quite decent, except that we never stop. Never. The big project of the year was of course the team going to the Japan Expo convention. I won’t hide hide, it’s tottaly because of the Endless Seasons guys, they have a catching enthusiasm and were looking for people to share their booth with anyway :p. In the end, Projet Saya offered to supervise and we managed to convince Atelier Dreamnoid to join us in this crazy ride. The preparation was huge, no organiser wanted to leave things to chance, so we ask every participant for thei opinion many times in oder to be in the same wavelength. The Träumendes Mädchen team had to finish many things, with the weight of the crowdfunding campaing on our shoulders, like Episode 3 and some goodies. The remakes got added really fast with the success of the first strechgoal. Thanks to our artists, including Orties and Melow who produces most of the drawings between the two of them, everything turned up alright.

In the end, it was an enriching experience. For a first time in the convention world, I think the team did a good enough job and it was a pleasure to meet everyone IRL and spend time with fellow developpers.

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Once again, it should have been enough but we had to give ourselves more work =’D. The summer end was a good opportunity to put webdesign under construction. The old devblog wasn’t suitable anymore, we wanted a real “shop front” and not a messy page. If posisble, the site had to be both in English and French for pratical reasons. The result still isn’t perfect but we’re working on it!

title screenIcing on the cake, we tried a new game jam : the Ludum Dare. With an even more challenging goal than Nanoreno and a different community, we were assured we need a lot of coffee and wouldn’t get much sleep. Many difficulties made the experience a bit painful on my side (I must be a masochist XD), the team did finish a game in time. Of course, it couldn’t be a big complex one (don’t forget it was done in a weekend) but Garden of Oblivion, published betwee August and September, was the perfect opportunity to male a real game from scratch. We did rely on what we knew well (visual novel) and the result has the same vibed but we learned a lot.

The rest of the year (not much left) was used to progress on Milk Episode 4 and some various little things : like the dematerialised version of the games we sold at Japan Expo, the arranged OST of Being Beauteous by Roganis, a big giveaway, etc.

To conclude,the planning I had in mind for 2014 was loaded and the team used a lot of energy to make it possible. It’s an achievement I’m very proud of and I shouldn’t try to do as much this year if I don’t want my lovely teammates to die of weariness…

I’ll make another post early January to reveal what we’re gonna do in 2015 (a year as surprising as the last one, I hope), so meanwhile I wish you a merry Christmas. Also, here’s a cute Christmas Miruku by Melow ;).

Garden of Oblivion Post-mortem [LD30]

title screenCheck out the game here : http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=39080

It’s been two weeks since the competion, now is the time to sit down and think about what I’ve learned from the experience called Ludum Dare so far. Quite a lot, to be honest…

 

Before the war

To really understand our experience, you have to know where we come from, and, unless you’ve just run into us, you must already know that our lovely unpronounceable team is specialized in creating story-focused games. We’ve been making visual novel for some months now and I’d say we’re starting to get a hold of it. Since I’ve always wanted to add gameplay to make our works more interactive, I thought Ludum Dare would be a good opportunity to do so. The goal was clear : we had to make a game.

LD asylumBut, of course, jumping from mostly linear visual novel to full fledged game in a few days wouldn’t be that easy. So we decided to make a warmup game to practice. Soon, I had some assets to create a tiny prototype. The only thing missing was the code. Being a writer and a manager above all else, I was only able to code simple things and I had never done jumpscares before. So I needed the programmer. And he was so late to help me, I barely had any sleep the night before the launch. But we did it, we finished the prototype (with less features than I intended but, well, it was for practice purpose after all). Then the real deal started.

 

An incomplete idea : Escape paradise

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Finding the right view to draw the garden wasn’t easy

I’m the kind of person who sucks at improvising. When I write something, I need time to think about the story I’m going to make so that everything fall into place. It could take weeks or months depending on the plot. So, I can’t just enter a gam jam like « YOLO, no preparation whatsoever », I have to at least have some kind of trail. And, luckily, I had an idea about what to do for the contest : a short horror story with some point & click elements. There would be this character trapped in a beautiful garden and he would have to escape but doing so would only uncover terrible things. It was a simple idea that needed work but I thought the theme would help me expand it. The first thing I noticed when I woke up early that Saturday is that the theme was way too vague for my taste. « Connected Worlds » didn’t hold much potential for me. I went with the « life and death » approach but wasn’t really satisfied with the result.

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You must have noticed by now that I’m used to write games that lean solely on plot. Plot that sometimes has shock value (like what I did with Ambre) or is built to make people think (like Being Beauteous). But Garden of Oblivion wasn’t leaning on plot like my other projects, it didn’t even need a strong plot. It was relying on the mood, on the gameplay and eventually on the litterary references I put everywhere. Plus, I was too busy managing the artists and trying to code to be able to focus on writing a decent story. So I couldn’t really find a way to expand my idea like I wanted to, making the main character suffer a bit from this issue.

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The main character : never say reven

Usually I tend to be very specific when I ask one of my artists to draw me an important character. Here I didn’t know what I wanted and I didn’t really cared. It could be a man or a woman, white or black, I didn’t mind one bit. I intended to ask Melow to be the character artist but she was a bit sick and couldn’t really work that much. Morsy offered to draw the MC instead because she was interested. Thing is Melow tends to draw cute girls whereas Morsy tends to draw alternative characters, so that little choice completely changed the way the character was brought to life. She was happy to experiment new things and asked me about the gender of that protagonist. Since I didn’t care and had trouble answering properly, she offered me to make the MC gender-neutral. And so, Reven was born without a gender, because we felt it was not a key element to the story (making writing a bit more difficult actually but it was interesting). Since I suck at finding names and I don’t like normal ones, I called Reven like that because it was « never » in reverse. Yeah.

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From a sketch to the almost finished sprite

I was happy with my new designed character but that didn’t help one bit finding how to go into its backstory in depth (like, the reason Reven was send to Eden in the first place is briefly touched upon but not developped). So I didn’t, even though I really wanted to, due to the lack of time. Because of that, Reven is not that much of a well-rounded character, not as deep a others I wrote, and that still bothers me.

 

Puppies make everything better !

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To make a perfect purgatory for our poor Reven, I wanted cute animals to keep the character some company. I asked Melow to draw them inspired by some of the real life plushes I have (hey, stuffed animals are great gifts). Finding names was once again tricky so I went with whatever popped on my mind. Hence the duck being called « Duck McDuck » (I suck at names, remember), the otter « Lotte » and the fox « Fox-tan » (Firefox reference, I guess). The rabbit was more difficult, I racked my brains and decided « Humpty » fitted (he has a big head, he looks like an egg-man to me). Giving them personnality went quite easily. I’m just a bit dispointed we didn’t have the time to make their sprites change expressions outside of dialogues. Another time, maybe.

 

The turning point or « What went horribly wrong »

Hopefully the artists were really motivated and they worked really hard throughout the weekend. One was kinda sick but managed to do some drawings nonetheless, one was staying at my house and hardly took any break and the other stayed late at night to finish as much as she could. The first day was kinda misleading because I had time to tweet a lot, to show people some screenshots, everything seemed to go alright and all. It was definitely the best day for me and I enjoyed the full community experience. But I hadn’t made much progress on the script and was behind schedule, which was an alarming sign. I had to work really hard the other days to make up for it. Thing is, while the graphists were advancing well, Roganis, our musician, wasn’t getting anywhere because of a huge block. He did what he could though and managed to produce some tracks for the game (you can listen to the unused track in the trailer video BTW). But, well, otherwise, everything was going well, right ?

Duchesse

The duchess looked a bit off on the first sketch, so we made a more modern version.

Not really. The biggest problem was that the code was way too complex for me to handle alone. So I couldn’t even start to write all the little interactions I wanted to make or even ensure we had something playable. I was worried sick because in two days, the programmer almost hadn’t showed up. When he finally helped me a bit, there were TONS and TONS of bugs to fix…and he only came the last night to do so. I was on the verge of giving up. He wanted to try his best though, so while the others had finished and gone to their well-deserved rest, we stayed together to finish the game. But we were lacking time so much we could barely add the gameplay part. So the entry we submitted that night at the last minute was a linear story whithout any polish and full of bugs. Like a story-less visual novel. The empty shell of a game, if you will.

colo chambre cauchemar

Making a half-game really frustrated me. After a day of rest, to sleep a bit, I took the following day with the programmer to fix some of the major bugs (turned out game wasn’t beatable). And I worked hard later that week to finally add what I wanted, while asking him for some help. It took us three more days at a normal pace.

 

Garden of horror

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When I thought of making an horror game within 72h, I knew we had to work hard on the backgrounds to offer many variations, including creepy ones. Noone could have pulled it better than Orties since she loves scary things so much. The last version of the garden is especially…lovely. It looked like one of Saya no Uta’s. But, we couldn’t make the animated bits right away, since I needed my programmer for that, so the glowing and moving part are only in the post-jam version. As well as the jumpscares actually. I fiddled with some sound effects and animations to make those. I feel the game wouldn’t have much sense without them. An horror game without jumpscares is just too sad. Say hello to the scarecrow !

 

Puzzles, puzzles, puzzles everywhere !

Surprisingly, we had fun with making the puzzles. Morsy had difficulties to understand what I wanted at first but she managed to make really pretty drawings. I only asked for simple ones but I can’t complain when I see how the knife and axe ones turned out. Even the extra puzzle looked great. Coding them wasn’t too difficult either, so the main task was really more about making the interactions on the background.

Couteau

And then, there was the riddle… I was planning all along to insert one into the game but in the haste I had to come up with something real quick and we couldn’t ask someone to test the result for us. So, in a predictable way, many players complained that the clues weren’t clear and that they had no idea how to pass it, showing us how important it is to ask someone to play your game beforehand X).

 

Afterthoughts

So, what can I learn from this mess ? To begin with, it was obvious that our first time adding gameplay would be painful, and it has been. We learned the hard way that making a game isn’t just putting some assets together, you have to test the game over and over again to correct bugs and make it work for real. What seems like a short and innocent bit of gamedev actually takes you A LOT of time. But it’s that testing phase that makes the game feel alive. But the experience has been enriching and I think we’re now more ready to add gameplay in our stories. Maybe for another edition of Ludum Dare ? Who knows…

2013 report & 2014 plans

Happy new year everyone ! As I said previously, I’m trying to write on the devblog, which has been a bit disregarded lately (and woken up with a huge post) by telling you more about our projects than “We’re working on it”. So, I’m taking advantage of this changing in year to make a report of everything happened during 2013 and what we are planning to do in 2014.

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2013 : hill start

After 2012, which was mostly occupied by the formation of the team and its difficulties to get to work, with most of the time dedicated to Milk’s production, it became urgent to produce something concrete (and I’m not even taking into account our entry in the No-Xice visual novel contest which was more of a warm-up). So we managed to release the first episode of Milk last February with great relief.

Old GUI

The old GUI

The visual novel I had in mind was a suicidal project : huge scenario, huge amount of artwork, managing people blindly, recruiting too early, many begginer mistakes and all. With a project like that, we should have crashed at some time or another, but nope. We managed to release a first part. That can seem ridiculously little to most people, but to us it means a lot, we felt like we’ve survived the hardest.

Obviously, my writing style being what it is, some people were a bit bothered by it, and that doesn’t surprise me. I’m well aware that what I write isn’t made to appeal to everyone and that just a handful of crazy people will like it, but that won’t stop me. After all, I’m here because I’m passionate XD What saved Milk’s release was the switch to an episodic format (the first episode being only 10% of the game, I’ll let you think about what would’ve happened if I aimed for a single release : the team would be dead) and it also allowed us to improve ourselves between releases. Yeah, we’re trying to improve more and more! Rome wasn’t built in a day, after all…

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We’re even on one of the EVN Thread banner, wow =’)

In March, we decided to take part in the Nanoreno, an international visual novel contest with a limited deadline, which was super intimidating (I mean look at the other participants). Despite that we managed to finish the game on time and Ambre was released the first day of April. I though the little story I had in mind lend itself well to something like Nanoreno and the feedback from the Lemmasoft community have been really heart-warming so far (don’t know if many French people enter the contest usually). So, the whole experience seems a little success. I might do a new version a Ambre one day to correct all the little things we couldn’t improve back then (who said translation ?).

FP cover

Two releases in one yeat, that’s not bad for a small team of beginners, I think we can be satisfied. Well, two and a half since I had to lend all my team members between april and june to help making Faith/Puella, a shot kinetic made to pay tribute to Urobuchi (he was coming in France at a convention). I offered some advices and did what I could to help and the result, without being a masterpiece, seemed nice enough to me. Especially for a large temporary team who lacks cohesion. Sadly, the difficulties they run into while trying to sell physical copies at Japan Expo disheartened the various project leaders. At least, their misfortune showed us that selling visual novel, even with the best of intentions, isn’t an easy task. It’s a pity the game faded from memory since then. Especially because a V2 (with improved GUI and some corrections) is waiting in a closet for a while. It might be released soon, who knows ?

Well, after that break, we went back to working again in june and I made fewer and fewer news. Why ? Well, first reason being summer is THE season for procrastination : everybody having vacation at a different time, the team is almost paralysed and it’s easier to go with the flow instead of working… Second reason being we’re still making progress but very slowly. Doesn’t really motivate to make news.We’ve almost finished episode 2 : sprite are ready, chibis are ready, Gui have been nearly totally remade…but we’re stilling missing somme backgrounds and the CGs.

 

2014 will be challenging

So, what do we have in plan for 2014 ? It goes without saying but our priority is to finish the already under way Milk episode 2. We didn’t make it in time for 2013 and passed the deadline (I was too optimistic…again…ahahahah) but I think we can do it early 2014. The when is a whole different story.

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What the new GUI will look like. Way better, right ?

We’re also thinking about trying Nanoreno again this year. If we do it, the project will be very different compared to last time. I might say it will be just the opposite in terms of atmosphere…

If possible, well most certinaly, we will try releasing episode 3 faster than the previous one. Since it’s lighter in terms of ressources, it should be a little less time consuming to make.

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Teaser of a chibi I intend to show for episode 2 release ~

At this point, doing all that would already be quite satisfactory, because not every indie team can afford to release two or three thing per year. But wait, there’s more ! In fact we have a new super special awesome secret project (because all secret projet are obviously super special awesome). Something a bit different than what we usually do. I can’t say too much for the time being but it will witout doubt represent a shit load of work so 2014’s gonna be a challenging year. Anyway, if we’re doing well, you’re gonna get news really soon ~

Ambre “Making Of”

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One of the first drafts for the main menu

Since the game has been released, two months ago, it’s a good time to talk about how this project was made before moving on to Milk Episode 2 (we’re working on it and it will be a hell of a ride, I’m telling you !). Spoilers ahead so don’t read my post if you didn’t finish Ambre.

Romantic comedy versus zombies

The rough idea came when my roommate and I were talking about books he has been reading lately. The one he described was a zombie one (I forgot the name) : in a chapter, the narrator interviews a little girl who survived a invasion and lost her parents. Her testimony is really touching but then, the author reveals that the one talking is a very old woman trapped in her past. She believes she’s still a child going through the tragedy over and over again. I found that twist really interesting and I wanted to use it in one of my stories sometime.

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Heroine’s sketchs

During that summer, I had to take the train to go to Paris for the Epitanime event and I saw the same film poster in every station I was. It was an ad for a new romantic comedy about a happy couple flickering when the woman suddenly lose her memory in an accident. Unable to remember the one she loved, he had to seduce her once again to regain their lost happiness. Wikipedia told me it wasn’t a good entertainment because it was too convenient (happy end, yada yada). No matter. The fact remains that I asked myself what would become of my partner if I woke up, one day, not knowing who he is, and how I would act. Since I really changed since I was young, the result is always surprising.

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First draft of the “swing” CG

Combining this two elements, I had a premise of what Ambre could be, but I was missing a lot of pieces. I know what kind of twist I will use and a rough idea of the plot, but I had to fill it and to find a reason for the heroine to go out of her mind. The story could have died inside my head if I hadn’t come across a surprising source of inspiration.

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First draft of the GUI chibi

Cinderella ate my daughter

I sometime watch That Guy With The Glasses’ podcasters, at random, and I stumbled upon a review of  Nicki Minaj’s Moment 4 Life. I really don’t know a thing about celebrities, I’m not interested in this subject, and the only thing I heard about her was my friend rambling about how her music is “shit”. But this song marked me because it’s a display of the modern Cinderella syndrome, a subject that fascinates me.

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Test placing sprites on the background

Every trope is here, in the lyrics as well in the imagery shown. The young woman is talking about her yearning of social ascension, like it’s something owned, about how she’s not lucky but a “chosen one”, about how her new position makes her some sort of queen/princess. And she repeats that she wants her fleeting dream to last forever. The music video is only emphasizing that obsession with an imagery : there is a fairy godmother who’s taking care of her, the “star” is giving a ball in order to show her money and her idleness (big house almost like a castle, lot of guest, beautiful furniture, the scene with the chocolates which is really revealing of what we think luxury is, reminiscent of Sophia Coppola’s Marie Antoinette). But we also see a prince charming, another starlet just like her. The music video is even showing them getting married with fireworks and all, like the endless happy end in fairy tales.

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First draft of the “photo album” CG

Except that there is a lot of small details to ruin the perfect picture : the couple is totally isolated when celebrating, like if being stars, they had to create a vacuum around them ; they aren’t even faking love, their wedding sound so fake (they could pretend for the music video sake but no; it’s really only symbolic, more like a marriage of convenience/business), and more importantly, we’re never show what happened before the fairytale’s happy end. Don’t tell me Nicki Minaj didn’t had to work her fingers to the bone at one point, and I don’t think it was as “aesthetically pleasing” than the fairy tale part. Speaking of which, her body is totally ruined by surgery ! I saw what she looked like before on the Internet and wow, she was cute, she became some kind of aesthetical monster with a twisted look, it’s such a shame (she doesn’t look like a normal woman anymore, look at her eyes, her lips and her breasts).

From Cinderella to Ambre

When I heard this song, I was fascinated, not by the music or the singer, but by what the character embodied. By the fact that someone sacrified all she had in hope to become a new Cinderella with a dream-like life, as shallow and empty she can be. I couldn’t help but thinking that the song’s wish was both incredibly superficial and incredibly human. I really wanted to use Cinderella syndrome into the incomplete story I imagined so that it’ll become the reason Ambre had sunk into madness.

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First draft of the hospital background and alternative nightmare version

Ambre’s plot was very short, so I wanted to keep it to try the Nanoreno contest, but at that time Milk Episode 1 wasn’t even finished, so we had to rush through that before rushing through the Nanoreno almost in one go. There were a ton of difficulties : Roganis, our usual composer left for Japon, leaving us without music, so we had to find someone else really quickly (we had luck Kimino answered our call) ; besides my computer died at that time, leaving me unable to handle the team as easily as I wanted. Toward the end, both graphic artists were exhausted : Melow had fallen sick and Morsy didn’t know whether she would have the time to finish the CGs because of her internship. Hopefully the game didn’t need that much assets, but hurry prevented us from polishing a bit more (the last background, the dead leaves).

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Old street background and first draft of the new one

In the end, the team managed to complete Ambre just in time. Feedbacks were pretty positives too. I didn’t think I would use Cinderella again but I’m quite satisfied with the result, though I had difficulty in writing it at first. I liked to toy with readers’ expectations and I hope to do that again in the future…sorry for those who really believed the story was about a sweet and innocent little girl X’). Now that it’s done, stay lying in wait, there will be more news about Milk soon !

EDIT : the game’s soundtrack is now available here