And the winner is…

So, last time we started our giveaway. Now it’s time to see who our lucky winners are!

Congratulations to our sharing contest winner, Nickolas Perea,and our fanart contest winner, KinectikLover. We’ll send you an email as soon as possible to handle the shipping (I’ll need your address after all XD). A big thank you to everyone that entered, it really made us happy!

concours_traumendes_madchen_by_kinectiklover-d831mu6

Ambre and Mika – By KinectikLover

Since it was the first time we were organizing a giveaway, we made some mistakes along the way.

I don’t know what wasn’t clear in the rules but some people definitively didn’t understand them: when I was moderating the entries, I had to remove some of them because they weren’t true. Either people didn’t realize I could check and took advantage to cheat, either they misunderstood the rules and thought my personnal profile counted (it was written that you needed to follow the team, not me >_<!). I tried not to be too strict but I still had to do the cleaning.

As for the deadline, I think a month was definitely too long for a sharing contest. One or two weeks should be more than enough. I don’t know about the fanart contest though. Are three weeks too much? Please, do share your impressions so that we can improve! Should we do more giveaway, for example? Would you be interested? We’re all ears!

Except than that, we’re working on Milk Episode 4. If you want to see how we’re doing, you can glance at our Trello page (ideal for some sneak peek but beware of spoilers!) or follow us on social networks: we have interesting things that we’re gonna show!

The big giveaway

You know what’s great? Free stuffs! You know what else is great? Visual novel! Following this impressive logic, getting free stuffs related to visual novel is even more fantastic, right?

Album CD

What’s this? A music album?

You see, the Träumendes Mädchen team went to a French convention earlier this year in order to sell some goodies of our games. And it was a rewarding experience of which we have good memories of. But then, what about all the people that couldn’t go? Wouldn’t it be great to give those people a chance to get those merchandise? That’s where the giveaway comes in!

Hard copies

Our hard copies.

I’m willing to give some of the remaining items we sold at our booth FOR FREE. By doing a contest. The winner gets a hard copy of one of our games, as well as a complete set of goodies that contains : a music album by Roganis (13 tracks with celtic vibes, including both original ones and ones from our different games), 3 posters A3 by the lovely Melow, 3 pin-badges and 3 bookmarks (by Morsy & Orties). Neat, hun?

Ensemble goodies

All the goodies in one shot!

 

Sharing Contest

All you have to do is entering by following us on social networks and by passing on the message. Don’t forget to log in on Rafflecopter to confirm, because the widget will pick a winner based on your entries and we’ll need your mail to ask for your adress. You have until the end of the month (31st October).
a Rafflecopter giveaway

Fanart Contest

Afraid you won’t be picked? Here’s another option so that you can have one more chance! At Träumendes Mädchen, we’re sucker for fanart, we LOVE them. So much that we’ll pick a winner for the fanart contest too (exactly the same reward as the sharing contest). There are some basic rules to observe :

  • Your entry must be a drawing of a Träumendes Mädchen character (or more than one). You can choose any one you want : whether it be from Being Beauteous, from Ambre, from Milk ~La légende des étoiles, from Garden of Oblivion, or even from HVNCML if you want.
  • By submitting a piece, you give me the right to show it off to people (you’ll be credited, of course). Hence, hentai is not allowed because of obvious reasons (we can’t show 18+ stuffs like that).

Send your entry to Traumendesmadchen@gmail.com before the end of the month (31st October). And don’t forget to add your name and your site, so that we can find you back !

MP & badges

Let’s zoom in on those tiny goodies. Way better!

Those contests are open to everyone, and you can enter both at the same time too. So don’t be shy and try your luck ;).

Milk Episode 3 Release !

EP3Six months after the previous one, here’s the newest part of the story. With 100% more alien madness !

If the first two Episodes were finished in a rather chaotic fashion, this one went surprisingly well : artists were all available (which is rare), Orties was as fast as a human being can possibly be (her secret is tea, so it seems) making many assets in a go, and the French version was ready for the convention we attended this summer. So, apart for some remaining bugs and some work on the English translation, there wasn’t much to do after. Also, this Episode is a little bit on the short side because I have to save energy for the big scenes happening in Episode 4, but I can’t say more!

cg grillage

A CG drawn by Orties

In this Episode, Khzi’s mission gets complicated as the High Priest heading the church wants her companions dead or alive! Will she be able to retrieve the meteorite’s fragments while protecting the slave she took in on the way? You’ll find out soon ;).

For the moment, enjoy Milk ~La légende des étoiles. We’ve decided to put the game on Gumroad as well, because it allows us to make updates. So, every time an Episode comes out (every six months, as planned), you’ll receive an email. Pretty cool, hun ?

Caprice

Khzi being awesome. Or crazy, it’s the same ! (by @Melow)

You can still follow our updates regularly on Facebook, Twitter and Tumblr. Like the game ? Hate it ? Give us your feedback, it will be much appreciated =). And stay tuned because we have something reaaaaaaally cool to tell you later this week !

You know who she is: more Khzi’s madness incoming!

We’ve been preparing it for some time now, the time has finally come…SHE’s coming back. Oh yes, you know who I’m talking about.

Aluwo2

Click on the picture to see the GIF

But, beforehand, some little news ! (I love to make people wait for nothing :3)

As you must know, we released all of our short projects on Gumroad on « Pay what you want » : the graphic remakes of Being Beauteous and Ambre, as well as How visual novels changed my life are all available for free but you can drop a little tip to support future releases ;).

Ludum Dare has ended for some time now, as we have received the ratings of Garden of Oblivion, our entry. For a first time, we didn’t do half bad ! We even got into the Top 100 (at the very end but we made it) ! I’d say it’s a very encouraging sign and we’re gonna considerate entering once more to make another game.

Top100

I’m so happy with our LD ratings *__*

Now that those things are out of the way, it’s time for the real deal : Milk ~La légende des étoiles.

We’re officially gonna release Episode 3 next week. So why would you care ? The story is now 5 hours long, with various improvements (like a better translation for you, English folks!). Which makes like half of the common route and more Khzi’s goodness ! And I know, you like her very much ;). Who wouldn’t like such an inpredictable fellow whose hobby is to make people go crazy just for fun 8D.

Aluwo

Click on the picture to see the GIF

Meanwhile we’re gonna share some extra pictures on social networks to make you want to play our story. So get yourself ready because you’ll finally be able to know what happens after that pirate raid next week !

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

Jardin croquis

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.

Chambre1

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.

Bibliotheque

 

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.

Reven

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

The_LD_Asylum 2014-09-09 17-25-04-19

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…

Enter the Garden of Oblivion [LD30 entry]

Those among you who’re following us on social networks (especially Twitter) already saw this but the Traumendes Madchen team entered Ludum Dare for the first time last week ! It was a very stressful and interesting experience but we’re gonna go into more details in an upcoming post-mortem. For the moment, enjoy our little game : Garden of Oblivion.

Since Ludum Dare has a 72h time limitation, needless to say we had troubles finishing our entry on time, hence many many bugs. So we took some days to make a polished version. You can grab it on itch.io for free but if you liked it, you can also give us a little tip to support future releases !

Once we’re not busy anymore with the Ludum Dare judging, we’ll finally be able to release the third episode of Milk (finished since June for those who bought it at Japan Expo !) and provide the new download link for our Nanoreno 2014 game (we’ll try to correct it a bit while we’re at it).

So stay tuned and follow us on Twitter, Tumblr or Facebook to be the first to know what we’re going to do next ;).

Website launch

I’ve been talking about it for a while now, but the team is finally having a real website ! About time, right =’) ?

BB03

Being Beauteous Remake

Now that we have that new website, we’re gonna take the opportunity to release all the remakes of our short projects one at a day through the week. So, I you didn’t play them, this would be a good time ! And if you already did, you can now enjoy all the corrections we’ve done to improve the experience :).

We’re gonna take down all the old download links in the process, so please don’t freak out if you don’t see them anymore in the following days, they will be uploaded on our website instead !

We feel it’s also a good time to move the devblog as well and we want to do that in the near future. Just not yet, so you can get used to the website first. It would be a little confusing to have too much new things at the same time, right ^^ ? I don’t have a date in mind but we’ll let you know anyway ;).

Ambre 001

Ambre Remake

And if you see a mistake somewhere on the site or if you want to be added to the dev list, don’t hesitate to tell us ! You can follow us on Twitter, Tumblr and Facebook anytime to be brought up to date.

At the end of the week, we’re gonna announce our next project, I hope you’re as impatient as I am ~