Happy Holidays to all of our readers, I hope that you’re having a pleasant time and that you’re ready to tackle the months to come! As we do every year, it’s time to look back on Träumendes Mädchen’s activities. Unlike usual, I would like to address this topic with a more personal angle. It’s likely going to be long and a tad messy so bear with me…
Happy holidays to all of our fans! As in previous years, I’m looking back to all of our activities in order to close a new chapter and move forward.
2016, play with the big boys…
2016 is a special year for us because it’s our first year as a full-fledged visual novel creating company, which implies some changes. Overall, we had to integrate quite a few formalities (the joy of doing paperwork) and it wasn’t always that easy!
As you can notice, the devblog received a new design in order to be in the colours of Chronotopia! Needless to say I’m rather satisfied: I’ve been secretely hoping to get rid of the orange and old Milk banner for ages. If you haven’t read the presentation about Chronotopia, you can still fix that mistake. Anyway!
Happy holidays to all of our readers! To end 2015 on a high note, here’s a review of everything that happened this year, as well as our plans for the upcoming year.
If you remember correctly, 2014 was a crazy year: we released no less than four games, made goodies, including remakes of our oldest games, ran a booth at Japan Expo and completely renewed the devblog (by adding a website). I promised myself to slow down a bit to avoid exploding. Was 2015 calmer?
This post will be as short as it’ll be melancholic. To sweeten the pill, here’s some stupid pictures from the secret mini-game hidden in Between Heaven and Hell. Yes, we dared. Those who found it cannot UNSEE it.
I won’t hide that those last few weeks have been difficult for the team. Between the recent events, the lateness of the English translation of Wounded by Words extra content, and many other disappointments I won’t mention here, we haven’t been very active. At least outside of the release of the 5th Episode of Milk and the OST from Between Heaven and Hell (don’t hesitate to lend it an ear).
More concretely, I had promised an important announcement and I’m still working on it. I think it’s a crucial phase and you have the right to know what will become of the team. Only I struggle to find the right words to explain what’s going on behind the scenes, it’s kinda chaotic. I’m impatient and scared at the same time to announce my decision. Whatever may happen, whether it’s seen as positive or negative, I have to do it and I hope you will read me until the end. The announcement should be ready within one or two weeks, in the meantime take care, and thanks for following us during all those years :3.
Hello everybody. It’s been strangely cold here since the end of summer, so much that I ended up sick, hence the interval between the Android release of HVNCML and the Android release of Garden of Oblivion. As announced last time, the latter is now available in English AND French for free, valid for all types of OS!
As for Milk, the release is just around the corner! We only have 2 CGs missing, the last bit of the translation and some tweaks for Episode 5 to be complete. So I’m pretty confident when counting on publishing the game by the end of the month. It should be noted that this would be the last until a very long time. I’ll explain everything in details later but there are big change lying ahead…
Other than that, I have good news. Along with Roganis, we expect to release the OST from Between Heaven and Hell (so Garden of Oblivion + Wounded by Words) around Halloween and I’m also thinking about possibly making another giveaway soon ~
So, as always, follow us on social networks to be the first one informed o/
Recently, Heiden, another game developper, asked me on Twitter if I could write about where I’m taking my inspiration from and what my motivations are. It’s a bit complicated in my case but the question is interesting enough for me to try to answer!
Inspiration: a joyful patchwork
First of all, depending of the projects, I can tap into extremely diverse source, often seemingly incompatible: classic literature classique, fairy tales, cartoons, comics, movies, videogames, anime, visual novel, mythology, etc. I’ve already mentionned some of them but here’s a more exhaustive list.
For Being Beauteous, I based the story on Disney version, especially the love song part, thinking up how the romance between the protagonists coul work without its main catalyst. Also, what’s after the usual “happy end”, how their relation can grow, what happens when they’re becoming old. I mostly applied my way of thinking to a version I didn’t particularly like. To be honest, BB is at least my 2nd or 3rd Cinderella rewriting. The other big idea I have in mind for years now implies a narcoleptic Cinderella. Also, BB is mainly born at a time where I was discovering those kind of feelings: you can hardly pull more romantic from me and the result is still bittersweet =’).
Ambre is my short project with the most diverse influences: as mentionned in my post-mortem, I drew a bit on World War Z by Max Brooks (the little girl who survived the zombie apocalypse chapter), the song Moment 4 Life by Nicki Minaj that illustrated the Cinderella symdrom perfectly, but also in a news item novelized by a french lawyer.
Strangely enough, I took inspiration from a romantic comedy film I only knew because of posters on the walls of stations back when I had to take the train in 2012. It tells the story of a happy couple wrecked when the woman suddenly lose her memory in an accident, only knowing what happened before meeting her husband. And I simply asked myself what would happen if my partner had to face the same problem. Since I’ve seen a lot in my life, the answer varied depending of the memory loss and my attitude was radically different. For examle, at some point in my life, I was obsessed by being normal and I tried to kill who I was to fulfill the expectations people had for me. I suffered a lot because of those attempts and it left a mark on who I became. During that dark phase, I especially tried to find bearings and ended up copying popular media (TV, cinema, radio, magazine for women) in order to know how to behave. Looking back, the result was totally ridiculous and clumsy but I was really, genuinely, trying to match what people wanted me to be. I don’t wish anybody to experience that… Hence, Ambre can be considered a fiction of what I could have become if I didn’t cracked under the pressure and decided to follow my own path.
As for How visual novel changed my life, there’s not inspiration insofar as it’s a revised collage of real IRC discussions ;). One could consider the whole team wrote this one!
The original idea behind Garden of Oblivion was to create some kind of written Yume Nikki (a great experimental game) with some point & click elements. Sadly, the concept never went past that. Besides, you could consider the story-related parts are also based on my personal experience: wanting to withdraw in an imaginary world, feeling like you’re not fitting in, being unable to take decisions, etc. Incidentally, the talking animals many people said were reminiscent of Dreaming Mary are nearly all stuffed animals I own and that embody my childhood.
Wounded by Words is more complicated because everything is “real”. I did base some parts on testimonies to depict Gabriel and Hassan (as I don’t master viewpoints like those) but overall, every character has the same problem, and that’s something I recently faced: the difficulty to keep going forward when you don’t belong to the dominant viewpoint. As a young woman dealing with a disability, I often struggle to do the same things as others and I’m still poorly perceived in my own family. It’s a very complicated and disheartening feeling I wanted to share. Incidentally, Dave is only here to embody the external and hurtful view the other character have to deal with daily. He’s based on my previous internship tutor and several members of my family. Mostly my father. Sorry if you’re reading me, dad, but you’re really like that and it’s insufferable…
Milk~La légende des étoiles being a huge project, my influences are even more diverse depending of the segments. The whole “harem” thingy is of course based of charage/moege and I wanted to readapt them completely in my style because I’m displeased with the current state of those games. In my vision, the main character is only a catalyst, the heroines are the ones who get the spotlight, especially their psychological development. Incidentally, each heroine is inspired by a fragment of my own personality, just like the protagonist. Hence I was really inspired by the visual novel Yume Miru Kusuri. What’s ironic is that, when I wrote Milk, it was kind of a fiction about what could happen if I were to fall in love. And I know myself so well, some parts of the story did actually happen to me later…
The segment devoted to Khzi was originally a big joke based on the most stereotyped things in adventure novels and fantasy. I tried to make fun of that and took the absurd as far as I could. Khzi herself was supposed to be a super serious and classy killer (because I like the strong independant woman type) but I ended up making her completely unpredictable, a bit like Yumiko in the anime Read or Die. The super serious and classy killer hence became Freyja.
The “Légende des étoiles” part, yet to be released, is inspired by the comic book Thorgal, Ulysses 31, and mythology in general.
Inspiration : another perception of the world
In general, I have a complicated relationship with writing insofar as I don’t have an author I’m a fan of, I really tap into everything I integrated with time. Even stranger, I can sometimes dip into things I don’t know directly: I really like accumulating knowledge about many things, so I can know works indirectly without having read or seen them. I can even get inspired only by what I think the work is about (often to get disapointed when I get to read/see it for real).
I work on the assumption that it’s impossible in the 21st Century to think up of raw material: everything has been done by someone else before. So, for me, writing is a kind of alchemic process: I’m mixing many different influences and add my personal touch to come up with something. And I think creativity resides in that mixing of influences. For example, the Cinderella story has been done many times before, but it’s what I can add that makes a new version possibly interesting. It’s not the idea but the execution and the way you put a bit of yourself in it!
Considering that fact, I’m relying a lot on the meeting between those influences and the way I see the world. Since my way of thinking is kinda unique, I feel like I can write about anything only by taking over the material.
Motivation : message in a bottle
I read a lot when I was younger but I never really found a work that was like me. To begin with, as a woman, it’s not always easy to get properly depicted insofar as most classic and recent books only deals with male preoccupations or show stereotyped female preoccupations (shoes, shopping and prince charming, yay). And as an autist, my way of thinking is never depicted anywhere, making me feel unconcerned by most current cultural productions. Fortunately, there are hidden gems that are really worth discovering but let’s say I’m not as favored as others, who will find what they’re looking for more easily. You have to search very hard to find an autistic protagonist in a story non-related to explaining autism. Let’s be clear, it doesn’t mean interesting neurotypical stories don’t exist, only that my tastes are not the majority. That’s why I’m interested in indies: I hope to find with them more diversity than anywhere else.
Quite frankly, what motivates me to write is to try to make stories that I will like. Since I struggle to find things like me, I decided to make them. If my works manage to satisfy my peculiar expectations, I’m quite happy, and it would make me happier if others could share that vision. It would mean I’m not really the only one to think that way and that I could be useful one way or another. I guess it’s just as if I was sending a message in a bottle: I transmit a part of myself in my games in the hope that maybe, someone, somewhere, will come across it and share my vision, find some interest in it.
I don’t know what other developers are trying to do when they start to make games but, for me, everything echoes back to my disability: it’s at the same time my inspiration, what drives me to write, my curse and my gift. I wouldn’t want to fight as much if I didn’t have a different voice to make people hear, but I wouldn’t be struggling so much if I didn’t have a different voice in the first place. I’d like people who have a difference to be able to access as much content they’d likely enjoy as the others do. If child/teenage Helia is able to find what she likes, then I would have accomplished my mission. The road is still long before then ;).
I’ve talked a bit about it to the people I had the chance to meet at Japan Expo but here’s a more formal announcement: the Träumendes Mädchen team will most likely not entering Ludum Dare again, nor similar game jam. Here’s why.
Searching and finding yourself
To those who didn’t know it yet, a game jam is a gathering where devs try to make a gae frm scratch in record time. This type of contest is now super popular and there’s more and more game jam organized each year, so much that it can be really confusing sometimes. The main appeal of a game jam is that it’s a really favourable setting for creation. There are various scenarios:
- If you’ve just begun to create something, finishing a short project is really helping to gain experience. That’s why it’s the first advice ever given to novice: starting small to get the hang of it.
- If you’re lacking knowledge in a certain domain and wish to get better at it. Life can be pretty eventful, so you may not have the time or the motivation for it, unless there’s a good motivation.
- If you’re struggling with deadlines. Getting surrounded by devs like you, living the exact same thing at the exact same time, is pretty stimulating, and even more when you’re supporting each other. So it’s perfect for people who are good at throwing ideas but can’t get to make them.
- If you need to relax between two big projects. Yes, it can happen! Even after years of experience, a highly qualified dev can be fed up with endless projects and just like to work on something « simple ».
For a long, long time, our team did match with one of these scenarios : thus Being Beauteous had a symbolic meaning because it was our first finished project, and our following games were all ideas I wanted to try out. But it’s not really the case now. It’s important to experiment things in order to find your identity but I think I’m slowly coming to find and answer and game jams don’t really help me anymore. Well, it’s a reason but not the most important one.
The Novel and The Game
What really justify my choice is the conditions around Ludum Dare and some other game jam: they’re not adapted to story-focused games. At all. For a start, because if the length of the contest.
You asked for a challenge?
People tend to forget it but a visual novel needs a lot of time to be made. With the reflexion needed to write a story, but also to make all the assets. Of course, a VN doesn’t ask as much time and skills in programmation as more classic games but, in return, the experience is incredibly static. The player cannot move freely, there’s no gameplay mechanic, only text to read with some illustrations that lightly change. And sometimes choices. So, the dev often has to multipy the number of illustrations (sprites expressions, backgrounds, event CG, light animations) to try to break this impression. A small VN that doesn’t need much assets (at random, taking place behind closed doors) is already asking a lot of illustrations. And they’re HD ones (you can’t cheat a little as with pixel art) ! Let’s say it’s a miracle we finished all our projects with a deadline that tight!
Making the impossible
Besides, let’s not forget the key element of a visual novel is the story. Some kind of games can cheat, gamble on the atmosphere or the gameplay, and it’s no big deal. As an interactive book, a visual novel just cannot give it a miss. Except that a story, even a really short one, can’t be written as fast as some might think. It depends on the author of course, but in my case I have a really slow maturation process. It can take me months to pile up elements before being able to mentally bring the puzzle together. Once the image is clear in my head, I can writte pretty fast. The problem is that game jam tend to bypass my maturation process since everything has to be done RIGHT NOW. I might have an idea but I don’t have the time to really develop it and I find myself having to make it before it’s even ready. You can see that with Garden of Oblivion since this game doesn’t really have a story. Since it’s an hybrid with point & click elements, it’s still possible to rely on the atmosphere but there’s no strong plot (even though it’s supposed to be my forte, or at lest my aspiration). It’s also the case with Wounded by Words. This game drove me into a corner: I spend a whole three days furiously writing. The idea in my head was incomplete, which put me in troubles several times. It might sound stupid to you, like a writer’s complain, but it’s really frustrating for me to be unable to be satisfied with my work.
Inspiration doesn’t come to you that easily
Beyond the deadline, what’s really discouraging me with Ludum Dare now is the theme. During each edition, the participants make suggestions and vote for their favourite. After rounds of voting, the officiel theme is announced and open the contest. However, this theme is almost never adapted to the making of a story-centric game. Most of the time, the theme is suggesting a gameplay mechanic. Unconventional Weapon, the latest, inspired devs to make funny games with the most over the top weapon conceivable. Entire Game on One Screen, the previous one, was encouraging devs to use wisely the background limitations. Connected Worlds did let a little more freedom to devs but it was still stronly pointing at the gameplay possibilities around “links”. I stop here, I think you got what I’m trying to say. It’s difficult to think of a plot with so little food for thought…
« Real » games and the others
It’s even more difficult as the Ludum Dare community still struggle to open to novelty. Each and every time I voted on Twine or RenPy games, I came across THAT comment, the one that says “It’s not a real game, it sucks”. Might explain why so few women enter… And if you’re here to try to get some visibility, tough luck: there are big favourites who enter each time, and they kinda monopolize press coverage because journalist almost only bother to try their games. Not very interesting if you’re one of the others.
All these elements make so that I don’t see myself joining Ludum Dare or a similar game jam again:there are too many constraints and too little fun. Maybe it’s also that I don’t have anything to prove myself. Anyway, if I really have to do it again, it will be with good old Nanoreno (Lemmasoft’s contest) or with a game jam that is explicitely suited to story-focused games. Won’t be right way! Of course, I don’t prevent anyone from trying the experience, even though I’d still advice visual novel developpers to go with Nanoreno. The only problem is that there’s only one per year ;).
We’re there, all het up and it’s finally official: pre-orders are available! The Träumendes Mädchen team will be at the Japan Expo convention in Paris from 2nd to 5th July (booth L52, Hall 6) with a sack full of things. In order to celebrate that, here’s a description of our new products.
The Crossing Horizons sketchbook will be in A5 format and will include around 40 pages shared between all the artists on the team.As you might already notice on this preview, there is a little bit of everything: fanarts from visual novel (japanese or western), illustrations of our own games (abandoned sketches we never showed or new ones drawn for the occasion), sometimes in black and white, sometimes in ful color, digital or traditionnal. In short, a joyful jumble overflowing with passion! If Elairin, Kinect, Melow and Orties are in the spotlight, Morsy and Laniessa also offered a contibution and we’re really happy to count a small Guest Art section as well at the end of the artbook. All to say we put our heart in it and we hope you will enjoy the result!
The new hard copy, named Between Heaven and Hell, will include a compilation of Garden of Oblivion and Wounded by Words.Translation of the original content in French is almost finished so I’ll be able to write the new content for WbW extended version pretty soon (after story for each route and unlockable epilogue)…as well as the secret bonus. We also have two new merchandises: a bookmark and a poster!
Since most of you can’t attend a French convention, we’re experimenting a mail order system to allow you to buy all our goodies ! Nothing more simple than ordering:
- _send me an email at firstname.lastname@example.org with « Preorder » as a subject
- _add you complete adress so that I can send you everything properly. Be careful though, there will be shipping fee and the farther you live from France, the more expensive it will be (can’t do anything about it sady =/)
- _and don’t forget to tell me what you want to buy, of course!
We only accept Paypal payment (same email). And don’t worry about the change, I’ll do that for you and tell you exactly how much it cost (but FYI 1€ = 1,12$).
So that’s it, thanks for the constant support, we wouldn’t be able to do all that without you!