Wounded by Words [LD32 entry]

Many of you already know it but the Traumendes Madchen team entered Ludum Dare again this weekend. The April session was our 2nd and everything went very differently from the last time. I think I’ll make a post-mortem pretty soon to explain all that.

WbW MM2In the meantime, enjoy Wounded by Words, the resulting fruit of that labour. Due to the time limitation, the current build is still missing some scenes (and there are a lot of typos that we’ll be fixing soon) so you can follow our itchio account to be notified when a new build is up. Or take a look at our social network profiles where we’ll relay the news ;).

Milk Episode 4 Release !

EP4A little more than six months after the dematerialized release of Episode 4, we’re back with the new part of Khzi’s adventures, our favourite nutty alien!

Well, once again, the production has been rather chaotic. I think we can definitively assert that the previous time was an exception and that I’m utterly unable to draw up a believable deadline… There were some changes in the team too with the departure of Jeungo and the arrival of  Kinect who’s proving to be quite efficient ! It remains that the waiting time between each release is slowly decreasing (from one year to six months), which is good news for the most hungry readers ;).

CG styx

A wonderful in-game illustration by @Orties

Khzi and her team hold a series of half-baked plans in order to outwit the priests on their heels. The mercenaries don’t know that the worst is yet to come: a storm is brewing…

Milk ~La légende des étoiles Episode 4 (the link is on the page, as usual) includes many small alterations on sound, illustrations and text, all in hope of making the reading more interesting. I hope it’ll pay. It should also be noted that Episode 5 will be the last part of Khzi’s adventures.

We’re once again open to all feedbacks, negative and positive alike, as long as you help us improving! I invite you to keep following us on Facebook, Twitter and Tumblr to see the progress we’re making on our différent projects. Next goal: Ludum Dare ~

A sequel for Ambre !

The team is proud to announce that we’re currently working on a new visual novel that’ll serve as an alternative version of Ambre. Indeed, I got a lot of messages from fans who wanted a happier ending and I decided to rectify that. In this whole new story, the eponymous heroine will be able to solve the issues between Tristan and his wife…thanks to magical powers.

Now a magical girl, Ambre will have to use magic wisely in order to make her friends and family happy. And the picture wouldn’t be complete without mentioning that it’ll be possible to actually control her during shooter phases : you’ll have to throw love waves at the citizens who are overwhelmed by negative emotions in order to free them. Magical Sukumizu Ambre (working title) will therefore be an hybrid between visual novel and 3D shooter !

The one in charge of the art will be our newest recuit, KinectikLover (aka Kinect), so I hope you’ll support her and that you’re looking forward to discovering this new game !

EDIT: April Fools obviously :p. But it is true that Kinect is joining us! She’ll be in charge of Milk backgrounds, so your support is still very much needed ;).

What visual novel development taught me

Today, I want to come back to the differents projects the team made in order to comment our progression.

Indeed, even if things are slowly changing with the increase of early access games, one often only get a hold of a game through its finale version, in other words, it’s most complete and most accomplished version. An average player may get under the impression that the differents pieces are coming together thanks to some kind of evolution stone to change into a piece of art. Reality is less glamorous but way more reassuring : creating is something you have to learn. The bad news is that it involves a lot of work, the good news is that anyone can try it out. And the Träumendes Mädchen team is no exception, especially me who has the job of being the “leader”. It’s been almost three years now and I’ve learned so much thanks to my teammates, particularly with programming. So I want to draw up some kind of report.

 

June 2012 : Being Beauteous

Some of the first drafts by Morsy. She improved a lot since then!

Back then, the team had already gathered around Milk and we floundered so hard. I was aware we were jumping the gun when we started with a project this big and I really wanted to make up for that with something short. The first version of Being Beauteous was born like that and we planned to make it during some French contest that happened in a small convention. Even if it didn’t looked much, BB hold a special place in my heart because it was our first completed project. It was really simple (text and some CGs) but we did have troubles during the competition because of the GUI. So it’s only with the 2nd version (the first available one actually) that we managed to fix those bugs. Also, we slowly realized that having a translation was really important to share our works to folks around the world.

What I learned : to finish a project, to make a bug-less GUI, to understand the importance of an English translation.

 

February 2013 : 1st Episode of Milk

Another draft by Morsy. In the end, those variations never got into the game.

The deliivery of Milk’s 1st Espidode was a real ordeal because it took us like a whole year to see the end of the tunnel. It must be said that there was a lot of content to deal with for such a young team and I immediately understood that we couldn’t go on like that. After all, we were supposed to release the whole game in a row after that! I realized it was impossible and change the plan to an episodic publication. Hence why the demo became “1st episode”. It was also a chance to get to know Renpy a bit better (choosing a custom font, juggle with all the numerous sprites and numerous expressions). Milk’s presentation was really simple and we made a lot of mistakes but I think it was a prerequisite for what came after. Most of the mistakes were corrected (the GUI) or are pending for correction since then (*cough* the scenario). It should be noted that we released the visual novel both in French and English at that time, not without pain.

What I learned : to write a visual novel, to finish a bigger project (without dying), to draw a GUI, to make a siultaneous translation, to manage sprites and expressions.

 

April 2013 : Ambre

I think we all understand why Melow did the game illustrations and not me 8)

Once Milk’s Episode was behind us, I had to tackle Nanoreno! It wasn’t a technical challenge (because the story was linear)  but it sure was a litterary one. Granted the deadline was a pretty difficult thing to handle too but I planned the game not to need too much assets. But really, my personal challenge was to write a short story that would inlude some kind of memorable ending, something striking. Even thought the result wasn’t perfect, I’m relatively proud of the outcome, I think the intended result is here. Ambre was also a good chance to make progress on GUI and animation. We included some light animation for the first time with the petals on the main scene and we tried something with the leafs on the city background. Some elements you would find again in the next release.

What I learned : to write a visual novel while paying attention to the assets needed, to finish a project quickly, to write a story with a memorable ending, to join an event.

 

March 2014 : 2nd Episode of Milk

A pretty sketch by Elairin

We took almost a year on this one again but it was mostly because of the turn-over inside the team. This second episode was mostly a validation of what we made with the first one. Indeed, many project don’t get past the demo stade, so releasing a new part of the story was a symbolic move. We wanted to show we were still game and that we wouldn’t give up so easily. We took that opportunity to change the GUI (and it was way more difficult than you would imagine!) and include animated backgrounds for the first time. Well, there are only 2 or 3 of them but it was a way to slowly get accustomed to the process.

What I learned : to carry on an under way project, to include animated backgrounds, to renew a team.

 

April 2014 : HVNCML

First GUI tests by Xian

Once again, I wanted to tackle Nanoreno, and once again Milk’s production was late. In 2013 we managed to finish two weeks before the beginning of the contest, this time we finished in the middle of it! Under these circumstances, it was rather difficult to deliver. HVNCML was born a whole week after the deadline. I didn’t write any postmortem because the whole game can be considered one (with a comic point of view). Back then, it was our first technical challenge because I only wanted to try my hand at a IRC-line GUI and didn’t have much planned to use it afterwards. Well, you can consider that making some part of your life public was also a challenge. In a way…it is. This little visual novel was supposed to be a funny extra to the fans that were wondering what we were doing everyday and how our meetings looked like. Yet several people who didn’t know us played it too. It was kind of embarrasing, a bit like getting naked in front of strangers. The whole approach does suppose some trust with the audience.

What I learned : to juggle between several projects at the same time, to try an IRC-like GUI, to reveal my stupidity to the world.

 

July 2014/September 2014 : 3rd Episode of Milk

Orties trademark: writing nonsense on her drawings :p

Milk’s third episode is really seen as an exception among our works because it’s the only damn game that went “easily”. Meaning that we didn’t enconter any particular issue (except a small false note with the translation that wasn’t immediately ready). If anything could happen like that, visual novel dev would be so easy XD. It’s all the more surprising considering we had a lot of pressure due to the fact we promised this part would be ready for Japan Expo, a French convention. The third episode also marked the spread of backgrounds animation.

What I learned : to meet a non-negotiable deadline, to spread backgrounds animation, to release a game in a relaxed way.

 

August 2014 : Garden of Oblivion

A relatively accurate Ludum Dare metaphor…

In the same vein as HVNCML, Garden of Oblivion was planned as a technical challenge: I wanted to put tradionnal visual novel aside to include some point & click elements instead. With an incredibly stressful deadline (Nanoreno is a stroll in a park in omparison). If the graphic part was irreproachable, the coding part was rather…wild. The first version we returned didn’t match my expectations at all and we had to add a whole week of work to get to the result with the second version. The other challenge was for me to write directly in English with the bare minimum of preparation to fit the gamejam spirit. And I’m reserved about the final result, I could have done better. At least, I managed to include more diversity among the characters. The fact remains that the community experience was on par! Ludum Dare really is a big gathering of people and that forms bonds. If you wanna know more, read the postmortem I made right after the competition.

What I learned : to write directly in English, to jon a bigger event, to learn programming in the field, to make an hybrid VN/P&C, to discover the joy of polishing, to include a bit more diversity in a cast.

 

Spring 2015 (?) : 4th Episode of Milk

Orties really likes to write on her drawings…

Milk’s forth episode isn’t out yet but I feel I learned so much already. I think it’s starting from this point that I really felt confortable with RenPy. To the point that I now like to rummage through the script to improve what I can improve. It wouldn’t have happened without slowly getting familiar with the engine, project after project, and the help of Keul. The direct consequence is that this episode is full of small alterations: adjusting the brightness of sprites during night scenes, adjusting the height of non-human sprites, adjusting the font to be more readable, adjusting some transitions to be more dynamic, adjusting sound effect to fit the mood better, light animations on the illustrations. Currently, that’s the work I’m the most proud about and I hope those little things will make the read more interesting, even if they’re not that useful. I also started asking the artists to try different presentation styles (object on top of the background, insert chibi, CG cut in half, CG with many variations).

What I learned : to have a good command of RenPy, to use all my time doing alterations nobody will ever notice, to use sound effects effectively, to experiment different presentations.

 

April 2015 (?) : Ludum Dare 2

Since the game’s production hasn’t started, for logic reason, here’s a scene from Milk Episode 4.

Since we’re planning to enter Ludum Dare again, this part will mostly be anticipation considering we didn’t even begin the project! My main goal is to break the linearity of all our projects so far. Making choices is quite a complex thing to incorporate into a story and as a litterary person, I have trouble with that and I need to learn to write differently. It’s pretty ambitious considering the short deadline but I’ll try to stick to that goal, even if it means releasing a polished version later on. The other goal is to go out of my comfort zone with writing and talk about what I want to talk in a more…frontal manner. Indeed, many of my works address our relation to the norm and try to challenge that notion but it’s mostly told in a tacit fashion. I want to go further and stop censoring myself so much. In this perspective, I want to stage characters different from usual, under-represented ones. Like disable people. Furthermore, I plan to rest on what I learned with all the projects we made up until this point to make a game that’ll make me proud. We’ll see if we’ll manage.

What I want to learn : to make th most of what I learned so far, to write an actual interactive visual novel with branching, to make diversity an essential component of the cast, to prevent myself from self-censorship, to master Renpy enough to not have a hard time…to make a good game?

 

Conclusion

I just wanted to share another scene from Milk Episode 4.

This little overview shows that an individual (just like a team) need time to gain self-confidence and skills. Time to make mistakes, time to correct the mistakes, time to get numerous habits, time to be able to experiment and choose what one wants to do and how. I couldn’t imagine planning the Ludum Dare project years ago, I wouldn’t have felt able to! With this approach in mind (though iterations), the advices from the pros take on their full meaning: always try to make short projects before even tackling the “game of your dreams”.

Everyone need its own pace to learn but nobody can make miracles without any experience whatsoever. The issues of some visual novel Kickstarter are really enlightening in this respect: almost all the projects made by beginners (such as the ones who bragged about the campaign being their first visual novel) are currently running into difficulties and are having troubles keeping their promises. Likewise, the Katawa Shoujo spiritual heirs have disappeared and the few survivors are stuck on demo phase.

Moral : Don’t jump the gun, start small. Wait until you feel ready before shifting up a gear, it can only do you good ;).

Thoughts about Dischan, the gamedev paradox and Kickstarters

A few days ago, Dischan has announced that they will cancel the full-time developement of the Dysfunctional Systems serie.

If you’re not familiar with Dischan, here’s a brief explanation of why this is kind of an important news: firstly they were around since 2009, were working on highly anticipated projects, made a name, got a lot of press coverage, won the support of both the overall demanding Visual Novel community and the Visual Novel hobbyists community (sadly, many VN fans don’t like that much the hobbyists because the quality of their works is, well, non-professional), inspired many creators along the way and finally run a successful Kickstarter funded at 67, 450$ CAD (since the Sekai Project wasn’t really around at that time, their campaign was quite an achievement for Visual Novel in general).

In short, they were big. Everyone knew Dischan. Which is why their latest announcement shocked many people. I’m not here to judge or shame anyone, but as a member of a small hobbyist team who followed their progress since 2011 or something like that (yeah, we weren’t even officially a team back then…man, time sure flies), I have many things to say about what Dischan faced. And I think the biggest problem at hand is simply the gamedev paradox. Since I just made that one up, let me explain what I mean.

Dischan1

@DischanMedia

 

The creation laws (aka common sense)

When you start making games (be it a visual novel or just a plain gameplay-centric game), the first tip you always get from more experimented developers is to start small. Indeed creation is way more complex than people think, it’s not magical, you gotta work A LOT. And no amount of theorical research will make you learn and improve like the experience you get in the field. In short, you will make mistakes, it’s unavoidable, so better make them really fast and in the most painless way possible.

juniper_knot

@DischanMedia

With visual novel, it’s a bit tricky since on the surface they look way easier than other types of games. And in some ways, it is true. A visual novel doesn’t require that much programming skills thanks to Ren’Py, so it’s easier to code. But, here’s the catch: a gameplay-focused game will always be more dynamical than a visual novel. It’s meant that way. So, in order to compensate, you’ll have to produce more art assets (sprites, backgrounds, event CG, and so on). And the big difficulty, as a new creator, is to avoid  like the plague giving the artists on your team too much workload. Even if they’re paid, they’re gonna lose interest over time (or life can happen, you never know), so if your project has a big scope, you’re pretty much doomed to fail. Even if you have motivation and dedication. That’s the harsh truth of visual novel development. So, you HAVE to start small in order to finish your projects.

On a side note, many people don’t even consider visual novel as games so they don’t read gamedev tips or Gamasutra articles thinking it doesn’t concern them, which is sad because it’s super useful!

 

The marketing laws (aka AHAHAHAHAH)

So, we just said you had to focus on visual novel that have a small scale in order to be able to finish them and gain experience, right? Well, just forget what you just learned, because marketing doesn’t work that way!

Dischan2

@DischanMedia

The first marketing tip you always get is to show your project as soon as possible (even when it’s not ready). Also, polishing. Show the most polished shiniest prettiest stuff as you can. Thing is, hobbyists can rarely afford to get an artist good enough to show off a game with impressive art. That’s what being a hobbyist means. With the indie market being completely swamped by games to the point where getting visibility is now a real crucifixion, you better have pretty screenshots if you were planning to get a bit of attention! Wait, what do you say? Everyone wants attention because you’re kinda creating stuff so that some people can enjoy them? Yep, you see where I’m going… With so many pretty games around, it’s difficult to be distinguished. The best way to have people talk about your game is usually to have an interesting story and a stunning art direction. Then you may get press coverage, reviews and all. Doesn’t mean you’re gonna get rich but it’s always nice.

Since visual novel don’t have that much gameplay, you may also want to make an hybrid to get attention from a bigger audience. Like adding RPG mechanics. Or just adding as much choices as possible in order to offer a truly interactive experience. That will cost you even more efforts and work, of course.

Dischan3

@DischanMedia

But then, let’s face it, there is another thing you can do to make people hyped about your upcoming visual novel: selling them dreams. A small scale visual novel with a cool story does sound nice but it’s not « shiny » enough for marketing. No, you’ll want to promise a big scale game with tons of features (we call that “feature creep” BTW). Like: Impressive amount of choices that have an influence on the story! RPG mechanics ! Full voice acting! 10 love interests! Animated opening! Original theme songs! Sex scenes (I’m still not sure on why VN fans are so keen on wanting H-scene…)! An hidden route with a catgirl (Same here, I don’t see the appeal)! QTE (wait, NO)! It’s especially true if you’re running a crowdfunding campaign, you have to create hype in order to get money. But then most of the money will be spend on the hyped features so it’s kind of a vicious cycle. Anyway, let’s go back on the Dischan story…

 

Ambition, a double-edged sword

See, Dischan has always been a very ambitious team, their goal was to produce high quality content in order to show demanding people that indie VN could look great and professionnal. Their projects were all dreams-sellers, if I can say so. So it’s not a surprise to see their ambition turned out to be double-edged : without that, they’d never have been able to get so much press coverage and visibility so fast. But if they didn’t have so much ambition, they would never have burned that fast too. People are only looking at the surface, which is highly polished visuals, and not at the management hell that was behind. I can only imagine the burden to have that much responsability and pressure when you’re actually not that experimented…

cradle_song

@DischanMedia

Fittingly, all the visual novel Dischan managed to finish were mostly small projects. Like Cradle Song introduction, Dysfunctional Systems introduction (for me, Ep1 is a long intro to a bigger story) and a Nanoreno game made in a month, Juniper’s Knot. And all the visual novel they cancelled were big scale projects that turned out to be way too ambitious like the full Cradle Song and the Dysfunctional Systems serie as a whole. So, even though they were a big name in the VN community, the team wasn’t in my opinion ready to go all out like they did with the crowdfunding campaign. For me, the big mistake Dischan did was to listen to their fans when they said they should try Kickstarter to get another chance at a time where Dischan has the honesty to announce many members of the team left, that they were broke and that they wanted to cancel the full-time developement of the Dysfunctional Systems series as a result. Kickstarter is a very useful tool but a very dangerous one too!

 

Kickstarter is a useful but dangerous tool

Which brings us to the next point of my rant: new teams kickstarting their first projects. It has nothing to do with Dischan in particular but several people got worried about the future of kickstarted visual novel upon learning one of the biggest got cancelled. It’s a pretty natural reaction but I don’t think it’ll have any kind of effect. The Kickstarter honeymoon is over since a while now and I think people are way more cautious when pledging. It’s a real investment and a bet: you won’t always got what you hoped for but without your funding it wouldn’t happen anyway. Failed Kickstarters are sadly a good opportunity for other devs to learn what went wrong and try not to reproduce the same mistakes. I’m sure many early VN crowdfunding campaigns are currently going to hell without anyone noticing. Especially the people who thought kickstarting their first project was a good idea. I’ve checked many (look at that useful chart for more informations) because I was curious about their progress and I saw many updates about the departure of artists, management issues and sometimes even total mutism. Those may got cancelled too, and I think it’s bound to happen, especially because some team leaders are gonna get burned out very badly due to pressure. In short: crowdfunding can be a great tool but you have to know what you got yourself into, otherwise you may ended up crushed by the high responsabilities that come in the package. Not everyone can handle it. I think Dischan was actually pretty honest about that fact and that may have saved them from an agonizing death of years of trying to finish the game in vain while losing their sanity in the process. So maybe it’s better that way? Who knows…

dysfunctional_system

@DischanMedia

 

Conclusion n°1: while Dischan was the more visible indie team making visual novel, they’re not the only ones who got caught into the gamedev paradox. Wanting to get visibility, many creators jump the gun and got burned in the process. It’s always been that way for visual novel, but whereas those projects would have just peacefully disappeared some years ago, the use of Kickstarter adds money into the equation and just makes the fall public and more impressive. Let it be a lesson for all of us: We all need ambition but trying to go too fast will make you fall. Just as with the Icarus myth, we shouldn’t get too close to the sun…

Conclusion n°2: gamedev is hard, don’t underestimate it. And yes, it includes visual novel too.

2015 plans

Following our 2014 report, which says we did LOTS of stuff, the Träumendes Mädchen team won’t stop just now. So what do we plan to do in 2015?

(To celebrate the end of the year, here are some fanarts!)

A lovely Freyja (by Melow)

To begin with, slow down a bit X). I think it isn’t healthy to produce four games a year, not only does it lead to irrealistic expectations, but it also push the teammates to exhaust themselves. We can hardly beat 2014 record in terms of productivity anyway and I don’t want anyone to drown in a coffe’s cup (would be a fitting death but no).

We’re going to stay with basis : our top priority is to finish Milk Episode 4 first. If the work with sprites and chibis is almost done and I’m hoping we’ll be able to finish the CGs real soon (why did I write action scenes again?), I’m worried about the backgrounds. Indeed artists who can handle BGs aren’t legion and we’re missing the colouring phase. Would be galling to get stuck now so I’m hoping luck will smile at us once again ! Episode 4 should be ready in 2015, what remains unknown is when. Will it be at the beginning or at the end of the year…

Aluwo as a bisho (still by Melow)

That being said, I still want to make another short project in the following months. In fact, a specific idea haunts me (writing a story with lots of choices…moral choices) and I really want to make it. So I’m wondering about dragging the whole team with me to enter next Ludum Dare. Needless to say that if we enter a game jam in April, we won’t be doing Nanoreno in March. To be continued…

Some of you may be wondering if we gonna take part in next Japan Expo convention. Well, the answer will depend on you! Since we’re a team of hobbyists, we don’t have a big budget and we’re paying transports/accomodation cost out of our own pocket. We’re enthusiasts and we want to be sure we’re going to make you happy. So I gonna circulate a survey to know if some people are interested in last time hard copies (if we need to reprint some) and if some people are interested in new goodies. Depending on what answers we got (as well as the numbers of answers we got), we’ll be able to see more clearly into it. Of course, most international people won’t be able to attend a French convention, but please do let a comment (here or through social networks) if you’re interested in mail-order. I can’t garantee anything for now but we might be able to open an online store in the future.

Beyond Japan Expo, I think it’s reasonable to make progress with Milk Episode 5. I really hope this part will be available before the end of the year because it’s urgent to finish the common route once and for all. Or else we’ll still be making the rest 10 years from now and that doesn’t sound that tempting to me =(.

Miruku (by Clua *_*)

2015 will be more relaxed…maybe?

To conclude, 2015 should be less hectic than 2014…should be. Because, as I said, we’re not immune to surprises ~ You know me, I can’t stop myself.

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.

Savane

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.

IMG_03032014_221220

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.

tmgoods

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.

vnje

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 ;).

Rondo Duo, the future of visual novel and updates

Today, there are various subjects I’d like to talk about, so bear with me for the moment (development updates at the end of the post)!

Rondo Duo and the future of visual novel

I already lightly touched the subject on my personal blog (French only, sorry :<) but I really wanted to talk about Rondo Duo in more details.

Rondo Duo 01As you might know it, Rondo Duo ~Dawn at Fortissimo is a japanese visual novel that’s been released by doujin group Tinkle Bell last Halloween. Plot-wise, it has little to no importance (it’s a nukige, so don’t expect more than lots of H-scene) but from an artistic perspective, it’s very interesting. In fact, Tinkle Bell uses an handmade Flash engine to make everything animated. Whereas rival japanese companies (like Windmill Oasis who introduced it first with Witch Garden back in 2012) primarily uses the « Emote » system as a light gimmick, this new system does reproduce the illusion of movement pretty well. The art is gorgeous and coherent with the animation, and the sound effect really adds a lot too. In short, the cinematics are great.

Seeing the intro scene of Rondo Duo makes you wonder what it’d be like if visual novel with a real plot used cinematics like that. Of course, I’m not speaking of a full-animated visual novel, it would be expensive as hell for indie creators. Tinkle Bell itself took 6 years to finish their game (it was announced back in 2008) and there was like two or three people working in the team during all that time (I don’t think they were working full time on this though). Not bad for a doujin group but you see my point. What I’m really curious to see is a visual novel with ponctual cinematics like that, done only for key scenes. I have the feeling it would add a lot to the experience. I’m sure every visual novel reader had seen moments where static pictures weren’t enough to convey the right emotion (like fight scenes or dramatic scenes).

Rondo Duo 02It’s clearly not within everybody’s range (my team would never be able to do that, for example XD), but maybe the biggest visual novel developpers can try it out. I would be very curious to see that. What’s your opinion? What visual novel do you think could include such cinematics?

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Game dev updates

Nearly a month went by since last time and it only feels like yesterday. Developping visual novel makes you kinda disoriented: since you’re working on the the same things over and over again, you can easily lose track of the time…

milk episode 42

Concept art of two new characters by @Laniessa. If you’re nice, you’ll be able to see the finished version soon ;)

We’ve been progressing surely but quite slowly on the next part due to everybody being busy. The truth is that Episode 4 is way bigger than Episode 3, so it’ll take longer to finish it, especially with the number of CGs (there are a lot of action scenes in this one, I’m sure you’ll love it !).

croquis Forêt d'Azertyy

Sketch of the forest background by @Orties

The good thing is that almost all the backgrounds are ready to enter coulouring phase! I hope the work on the sprites (mostly colouring) and the chibis will also be over soon, in order to be able to complete the script. I’m hoping to send it to translators in December, so let’s cross fingers!

 

Others

Milk put aside, we did work on other things. For example, we released Being Beauteous on Desura in mid-november and we plan on doing the same for Ambre when the time’ll be suitable (read: after the crazy month of December where everybody is broke and most AAA games are published). We’re really proud to be able to make our visual novel more visible to a larger audience, I hope it’ll go on ^^.

Desura1Desura2

Speaking of Being Beauteous, we also realized we never released its new soundtrack. Since Roganis did such a good job, it would be a shame not to share it, right? That’s why the Being Beauteous Soundtrack will be available on Bandcamp next Monday (1st December) on a « Pay what you want » basis (the OST is so short we felt it wouldn’t be fair to ask for a definite amount). You can get it for free or give him a little tip to support his work. I’d be you, I’d definitily give him a few bucks, the guy deserve it ;).

BB Desura OSTAnd after the release of the Being Beauteous Soundtrack, Roganis will also publish his new album on Bandcamp. For those who couldn’t get it at the last Japan Expo convention, it’ll be your chance! So, as usual, follow us on social networks to be the first one informed o/.

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 ;).