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The Next Release, Arts, and a Question

  • Red_Nova
  • 03/23/2016 04:52 PM
  • 3064 views
You ever have one of those moments where a really obvious idea comes up, and you can't tell whether to be excited or question your basic cognitive skills that you didn't have that idea sooner? That's been my life for the past few weeks.

In the last blog, I posed a question, "Which story are you more interested in? Aeyr's or Mia's?" The response has been decidedly Mia's. NeverSilent pointed out that Aeyr has had enough spotlight, and it was time for Mia to step in and earn her place alongside Aeyr in carrying the story. This got me thinking, "Wait, the first part of Mia's campaign essentially sets up her goals and objectives. That's sorta of like a prologue, right? Maybe-ooooooooooooh."

"Hey, Prayer of the Faithless is an RPG with two protagonists. Right now, the prologue only follows one. How about you add in a prologue that follows the second MC? You know, actually take the time to set her up and treat her with the respect a main character deserves?"

So here's what gonna happen with the next release: Instead of releasing the first part of Aeyr's and Mia's campaign, I'm gonna slide Mia's first chapter back and set it next to the current build in order to deliver a complete prologue with both main characters. Seeing as the individual chapters for each campaign are shorter than the current prologue, Mia's introduction will take much less time to complete than Aeyr's.

I'm very busy with schoolwork so don't hold me to this (too tightly), but I'm gonna aim for Mia's prologue to be complete near the latter half of April.

The Arts:

While Mia's intro has been written (on paper) and most of the maps have been made, the focus of development right now has been primarily art. Remember in the last blog when I said I was redoing Aeyr's portrait and busts? Well, sorry, that was a typo. Let me correct that: I'm redrawing and redesigning everyone.

You've seen the concept art of Mia's new design, and I'm applying the same treatment to every playable protagonist in the game. I'm really interested in hearing your thoughts and feedback, so I'll put them up as media when I've gotten a few more concepts done that I'm happy with.

Between Housekeeping's latest blog and subsequent discussion on development processes, and the discussion/advice from the last blog here, I've learned that it's best not try to do everything at once. Switching between gameplay, story, and art every day or two can result in lots of inconsistencies with style and may require redoing prior work. To fight this, I'm gonna wait until I'm happy with the designs of every character, then do all the linework and coloring at once. Then the art will be done for good. No more making new arts on an "as needed," basis. This game is gonna take enough time as it is without redoing the same assets over and over again.


All that being said, I have a situation that I'd really like your input on:

I've been thinking about how I handle dialogue pictures. The more I think about it, the more I'm liking how unity handled them in Luxaren Allure. Focuing on the heads of the characters, but giving them a far wider range of expressions and poses. Since as PotF is, first and foremost, a character driven game, I think it's important that whatever decisions made for dialogue are made to bring forth the best characterization possible. However, making a range of expressions for busts would swamp me with far too much work for someone not proficient in art, frankly. I'd like to release this game within my lifetime, and making busts for everyone's individual expressions would add on too much dev time.

I mean, unless you like the idea of me working on games AFTER I die. It'd be kinda hard for me to hold a stylus when I'm a ghost. Not that I'd know.

So which format do you like better? Do you prefer the busts the way they are now? Or do you want to see those large, varied face sets in the same format as LA? Either way, the busts you see now are gonna be scrapped to account for the new designs of the characters, so I'd really appreciate your input on this.

Thanks!

Posts

Pages: 1
Marrend
Guardian of the Description Thread
21781
Face-sets all the way! I don't think they need to be as big as they were in Luxaren Allure, though. Just something that can fit in a message box. Though, I am somewhat biased toward that technique...
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Aw, I really like the faces outside the message box. Not only does it mean more prominent faces, but I like having more room to write text in.
Marrend
Guardian of the Description Thread
21781
I get that a more prominent face outside of the mesage box would be more in the player's face (bad pun absolutely intended), but, do you really loose significant amounts of space in a message box from a face-set? For full disclosure, I've cut various lines of dialog because of facesets, but also to get more directly to the point. Which, sometimes, yields better results for certain characters.

I also have a (bad?) tendency to rely heavily on the built-in text preview to see where the lines would break. That's another matter, though.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
You're right in that it wouldn't make that much difference in terms of text space, and it's true that more creativity would be required to condense text to trim fluff. It gets more complicated when balancing that along with the reduction of face detail, though. A facial expression can convey a different set of information as text, and mitigating it by reducing the size feels like the impact of dialogue would lose more than it would gain.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
One of the great things about taking a break from a project for so long is that you can examine your work with a fresh pair of eyes and perhaps spot some issues that you didn't notice before. Case in point: I've been editing, fixing, and balancing many issues with this game that now the current demo is no longer representative of the next release. I wasn't sure whether or not to upload a more balanced version of the game or wait until all the new stuff was added in.

Eventually, I went with the latter. So the demo has been taken down. Sorry to do this, but there are a lot of issues that need to be addressed, primarily the steep learning curve.

I'm really sorry, everyone. I'll do a better job with this next demo, which will contain the new art assets, Mia's prologue, and a much more fair and balanced game.

orz
NeverSilent
Got any Dexreth amulets?
6299
I apologise for not really having provided aany kind of input on this recently. I was away for a while, and all this art stuff is just too far out of my expertise. The only thing I can say is that I have no particular preference when it comes to the style of portraits and think you should just use whatever you're most comfortable with. But I do think that portraits with different expressions can add a lot to the presentation of dialogue, especially when characters go through untypical or extreme emotions. On the other hand, there is such a thing as the suspension of disbelief, so I wouldn't worry too much about creating an expression for every kind of possible Situation for every character. Just try to keep a balance between effectivity and simplicity, is what I guess I'm trying to say.

I totally understand your reasoning for taking down the demo (yet again), though. You've been working so hard on creating a first impression that is representative of the whole game that I can see how you want it to accurately reflect any major change of design philosophy it's going through. I'll be happy to give anything you come up with a thorough test run.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Hey NeverSilent! Glad to see you're back and breaking the (heh) silence!

Ugh, I've been awful at this release thing, haven't I? The good news is I've identified the biggest issue with the game and know exactly how to fix it. It's less a design philosophy change and more a lengthy series of minor fixes to the "flow." Remixed enemy placements, more EXP awards, adding resistances, etc. and dropping non-boss enemy HP by about 10 so they take about one less hit to kill, all add up to fixing the overall pacing issues to make the game feel like less of a slog.

Regarding art, after trying to redraw different expressions at different angle, it's looking like that was just too much for me to handle, especially with a larger party. Well, relatively speaking. Six is a lot larger than Soul Sunder's three, and that's just the party members. So I'm deciding to run with busts for dialogue portraits, just like the old demo had. Everything's sketched out, even the party members that don't appear in the demo, so all that's left to do is ink and color them and the art will be done. For good this time.

Until two days from now when I decide everything I've been proud of is actually garbage and I scrap and redo the entire game from the ground up over and over again in search of true perfection hahahahahahahakillmehahahaha
NeverSilent
Got any Dexreth amulets?
6299
I see. That sounds pretty good. I'm looking forward to seeing all the improvements you've made to the game in action.


author=Red_Nova
Until two days from now when I decide everything I've been proud of is actually garbage and I scrap and redo the entire game from the ground up over and over again in search of true perfection

Oh no, don't you dare pulling that stunt again! I want to see a finished game at some point, you know? And if at all possible, I'd like you to stay alive at least until then. (Seriously though, please try not to stress yourself out so much.)


P.S.: I forgot to say this earlier: Happy Birthday!
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Oh no, don't you dare pulling that stunt again! I want to see a finished game at some point, you know? And if at all possible, I'd like you to stay alive at least until then. (Seriously though, please try not to stress yourself out so much.)


That may be stretching it. I have a bad habit of dying every time I release something nowadays, but I'll give it my best!

P.S.: I forgot to say this earlier: Happy Birthday!


Yay! Thanks!
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