Check out the game here : http://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=39080
Since it’s been two weeks since the competion, now would be a good time to reflect on what we’ve done for Ludum Dare 32. It was our second time as a team…and everything went differently!
1st try on the corridor background (by @Orties)
Preparation, what preparation?
I wanted to take some time to calm down and think before the competition, in order to be ready for whatever may come. I tried to make a bit of research on various subjects I wanted to talk about in a future game but, honestly, the period before the actual game jam was hectic! Not only was I lacking time due to the (very) late release of Milk Episode 4, but my team was completely freewheeling. One or two days before the launch, I still didn’t know which artist was available and which was not… So yeah, I was relieved to get a full team on time.
Sketch of the corridor background (by @Orties)
Conventional rules for unconventional games
As I said before, I’m the kind of person who sucks at improvising: I need time to think about a story before actually writing it. The announcement of the theme was a bit of a shock. I knew « Unconventional Weapons » was popular but I really hoped for Companion to overtake it. That Saturday morning, in front of my cup of coffee, I felt powerless. Unconventional Weapons is a nice theme for non-narrative games, it sure encourages people to make funny concepts (and we all know that’s what people like the most about game jam entries), but it’s a disaster for a narrative game! I saw a Twine dev on Twitter giving up because of that. And afterwards, I realized with disapointment there were fewer visual novel than what we had for Ludum Dare 30. I think it’s not far-fetched to say most RenPy dev, either were too tired after Nanoreno (another game jam that had taken place a month before), either felt as uninspired as I was. Anyway, I was on the verge of giving up when my teammates urged me to find some motivation back. It took me an hour to get out of my lethargy befire I decided to go all out. As such, I chose the « Words as Weapons » approach. I also used some ideas I had for a while to make a visual novel that would recquire of me to go out of my comfort zone and add choices to my work. Let’s see how we did!
Gabriel Sprite Progression (by @Kinect)
What went right
I never saw my artists that fired up in my entire time as a dev! In the matter of two days, three quarters of the art was done. Three quarters! And I thought I was asking a lot from them, Laniessa even told me it would be a bit too much when I told her the amount of work needed. Everything was finished way before the end of the third day and I had actually trouble keeping up with the artists to give them directions. Orties and Kinect sure makes a dangerous pair! Roganis too seemed inspired since he composed the whole soundtrack in the matter of two days…and he was partying right in the middle of the contest! Are those people even human? How cant hey be so efficient 0__o?
Line of the corridor background (by @Orties)
Code was surprinsingly a piece of cake too. I had actually been practicing for some days in order to know how to use « affection points » and trigger the various endings. Since I’ve learned so much from Garden of Oblivion, our previous LD game, implanting the interactive adventure game system was easy and I knew what I had to do. I’ve learned a lot from Milk Episode 4 too as I made the little animations by myself. The only thing I didn’t have the time to learn beforehand was the blinking animations and I really wanted to add it. It took me between one and two hours before actually understanding how I should do it and I only had to ask Keul for a little help with the optimisation. Since he was there as a backup, it was pretty simple to get organized: I only had to ask him for the difficult elements I couldn’t do due to lack of skill/time.
Flat colors of the corridor background (by @Orties)
As for the writing, I didn’t feel comfortable obviously, since English isn’t my native language, but it went better than expected. I read into that fact as the result of my recent practice: since I’m writing on my devblog in English now, I’m starting to get the hold of it. It wasn’t the case back in August. I wasn’t inspired by the theme per se, but I really wanted to tell that story and my reseach did come in handy, since I didn’t have to check for the smallest fact.
What went wrong
Err, nothing? No, really, nothing actually went « wrong » 0_o. I couldn’t finish the story on time (nor proofread it) but it wasn’t because of bad management: I was glued in front of my computer during the whole contest, writing and coding like crazy. True, I could have woken up a bit earlier, but I really felt too tired for that (I didn’t have time to rest for days even before the start of the competition, after all). No, I really think I just saw too big. The story needed more time to be developed and I just didn’t have enough in three days. Planning different endings was a bad idea for a game jam, since it only added me more work, but i twas the core of the visual novel,it couldn’t be removed.
Eleesha Sprite Sheet (design by @Kinect and colouring by @Laniessa)
Ok, maybe I should have put our previous game release on hold to be able to rest properly but it was out of the question: I just couldn’t afford to fall behind schedule =’). Or post-dare fatigue maybe? I’ve been a vegetable for a couple of days because I badly needed some rest. But it took me less than a week to get back on my feet. And I still had time to try some other entries and release the updated version of the game with fixed typos and new content (Dave and Hassan routes).
Sooooo…it was super difficult and challenging for me, yet it didn’t went wrong.
What now?
As I mentionned above, there is a new build available fixing most of the problems/missing things. I’m still not completely satisfied because I couldn’t polish the story as well as I wanted, so I very likely will try to make another update later on. But, hey, you know how I am: I’m never satisfied with my work anyway X’).
GIF of the exploration scene (final assets, colouring by @Laniessa)
I think it’s the best looking game we’ve released so far and one of the more optmistic given my tendancy to make my characters suffer horrible things (still not joyous though !). I’m also quite proud to be able to create a diverse cast for a change and it plays a big part in the story. For now most feedbacks I got were rather encouraging…I hope you’ll all enjoy Wounded by Words :3.