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Open2Study Game Development course
kannaophelia
0 post(s)- 06/10/2014 12:05 AM
- 443 views
Just in case anyone reading this is interested, Open2Study (Open Universties Australia's MOOC project) has a free four week introductory course on Concepts in Game Development on at the moment. It's in its second week, but it's a very light workload (some videos and a short quiz) and takes no time at all to catch up (I did the first week in a short burst in one evening.)
It doesn't go into any depth, but it's fun, and the lecturer (from Monash university) is engaging.
(I'm a bit of an MOOC addict. Currently taking courses in coding, Greek and Roman mythology, Chinese culture, Google/media studies, and self/career development. I miss university, can you tell?)
It doesn't go into any depth, but it's fun, and the lecturer (from Monash university) is engaging.
(I'm a bit of an MOOC addict. Currently taking courses in coding, Greek and Roman mythology, Chinese culture, Google/media studies, and self/career development. I miss university, can you tell?)
Progress Report
Lessons learned
kannaophelia
5 post(s)- 06/09/2014 03:02 AM
- 1628 views
So, I completely fell into the trap of feature creep. This is particularly annoying because I KNEW it was a risk and first games should be kept simple. Despite this, I ended up spending so much time trying to figure out and implement new features that I wasn't actually progressing.
So I have had a good talking to myself, reminded myself that this is my first attempt and "This would be great" doesn't necessarily mean "I should add it". I've also told myself to just relax about using the character generator, it's fine. It's not a commercial game, and trying to design art was detracting from actually working on what is important, the story.
(I totally understand that the community likes custom art. But I need to decide where to focus my time. I may or may not go with a pixellated effect for the characters later, depending, but I am going to stop letting it distract me from this.)
I also have to stop wasting time trying to get the mapping perfect. It's a dialogue based game, that and the storytelling are more important.
In a way, it was easier when I assumed no one would ever play this but my wife. :D I got caught in the trap of wanting to please people too much, because I was so touched and pleased (and still am!) that people showed interest. I just have to be realistic about, while I want this to be as good as I can possibly make it, I'm a newbie and it's always going to be a learning experience.
Anyway, the upshot of all this is, once I'd decided to drop all the "they would be awesome" features and strip it down to the basics (storytelling), I suddenly started making progress again! I got more down in two hours yesterday than I have in ages. :D And it's fun again.
My current goal is to get the first act playable as a beta demo ASAP. All the variables for later in the game may not necessarily be in place, as I need to play with weighting, but the first stage of storytelling should be there ASAP.
The only thing I want to mention is that my little nine year old cousin told me he wants to be a game developer when he grows up, so I got him RPGMaker in the Humble bundle. :D He has been working on a Game Maker Pacman clone for the last year.
Also, I'm continuing to learn to code, if not for this project, for later, because it's fun.
So I have had a good talking to myself, reminded myself that this is my first attempt and "This would be great" doesn't necessarily mean "I should add it". I've also told myself to just relax about using the character generator, it's fine. It's not a commercial game, and trying to design art was detracting from actually working on what is important, the story.
(I totally understand that the community likes custom art. But I need to decide where to focus my time. I may or may not go with a pixellated effect for the characters later, depending, but I am going to stop letting it distract me from this.)
I also have to stop wasting time trying to get the mapping perfect. It's a dialogue based game, that and the storytelling are more important.
In a way, it was easier when I assumed no one would ever play this but my wife. :D I got caught in the trap of wanting to please people too much, because I was so touched and pleased (and still am!) that people showed interest. I just have to be realistic about, while I want this to be as good as I can possibly make it, I'm a newbie and it's always going to be a learning experience.
Anyway, the upshot of all this is, once I'd decided to drop all the "they would be awesome" features and strip it down to the basics (storytelling), I suddenly started making progress again! I got more down in two hours yesterday than I have in ages. :D And it's fun again.
My current goal is to get the first act playable as a beta demo ASAP. All the variables for later in the game may not necessarily be in place, as I need to play with weighting, but the first stage of storytelling should be there ASAP.
The only thing I want to mention is that my little nine year old cousin told me he wants to be a game developer when he grows up, so I got him RPGMaker in the Humble bundle. :D He has been working on a Game Maker Pacman clone for the last year.
Also, I'm continuing to learn to code, if not for this project, for later, because it's fun.
Miscellaneous
Not much to say!
kannaophelia
2 post(s)- 05/01/2014 03:27 AM
- 950 views
Just registering that I still exist and that I haven't lost interest in the game. :)
I've been super busy, with interstate visitors as well as other stuff, but putting in some time on the game when I can. I'm still really enjoying the process.
My resolution for this month is to try and devote some time every day to hobbies and personal development (working on the game, writing, learning), so I should be back to putting several hours a week in. I just have to make time for myself, and also not fritter my precious free time away on TV, games and housework!
Also, my expected completion date was a bit ridiculous, in hindsight. I need to revise. :D
I've been super busy, with interstate visitors as well as other stuff, but putting in some time on the game when I can. I'm still really enjoying the process.
My resolution for this month is to try and devote some time every day to hobbies and personal development (working on the game, writing, learning), so I should be back to putting several hours a week in. I just have to make time for myself, and also not fritter my precious free time away on TV, games and housework!
Also, my expected completion date was a bit ridiculous, in hindsight. I need to revise. :D
Progress Report
Quick update
kannaophelia
0 post(s)- 03/23/2014 10:40 AM
- 260 views
I'm finding this blog really helpful in keeping motivated. And it means a lot to me to have people interested in the game and where it is going. I really didn't expect that, and you guys have been great. A special shout-out to BurningTyger for all the help!
Not much to report this week, as I've been starting to put a webpage together in my limited computer time. Game wise, it's mostly been going on in my head and in my notes. I've been figuring out mechanics, such as they are, and researching minigames.
I made a decision to scrap the relationship scores, as I want relationships to be purely narrative choices. Instead, I'm working out spectrums for attributes as perceived by the audience, e.g. compliant<==>rebellious. I always intended for certain conversation decisions to be made to have repercussions in the end-game of the main route, but rather than switches for several major decisions, I think it will be more elegant and far easier to implement using variables for traits. Also, it might be fun to be able to check how Connie's personality is shaping, at least in the eyes of her viewers!
It would have been easier to do it from the start, of course, but the sooner the better. Shouldn't be an overwhelming task, just creating the variables and inserting changes at certain key choices.
Not much to report this week, as I've been starting to put a webpage together in my limited computer time. Game wise, it's mostly been going on in my head and in my notes. I've been figuring out mechanics, such as they are, and researching minigames.
I made a decision to scrap the relationship scores, as I want relationships to be purely narrative choices. Instead, I'm working out spectrums for attributes as perceived by the audience, e.g. compliant<==>rebellious. I always intended for certain conversation decisions to be made to have repercussions in the end-game of the main route, but rather than switches for several major decisions, I think it will be more elegant and far easier to implement using variables for traits. Also, it might be fun to be able to check how Connie's personality is shaping, at least in the eyes of her viewers!
It would have been easier to do it from the start, of course, but the sooner the better. Shouldn't be an overwhelming task, just creating the variables and inserting changes at certain key choices.
Miscellaneous
Writing!
kannaophelia
7 post(s)- 03/16/2014 11:17 AM
- 2211 views
Not much to blog about this week, because I've been concentrating on competing a different major milestone: the final round of major edits on my first novel, Pegasi and Prefects. (Lesbian YA coming of age low fantasy story/romance set in an alternate universe 1940s--I am so not good at genres.) Just final line editing and finalising to go and then... The cover artist will finish in May.*
This is particularly significant to me as it means finishing a major project, and overcoming my biggest barrier: letting it go. I have finally told myself it was rewritten and revised enough, that this was as good as it's going to get. I hope that signals that I will be able to do the same with Everyone is Happy.
The other thing that is relevant is that I now have a bundle of knowledge on what it is like to plan, write and polish a novel as opposed to shorter works. (Biggest lesson: editing and rewriting takes much, much longer than writing.) Next time, I will, hopefully, have learned from experience, and work more efficiently. Just like my Masters thesis was a doddle compared to my Honours one.
It also involved learning to use a new piece of software efficiently. It was my first time using Scrivener instead of Word or Google Docs. It took me a while to get to grips with all the features and flexibility it offers, just like I am getting to grips with exactly what I can do with RPGMaker.
Writing P&P is mirroring the process of this game. I had false starts on other novels/games before finding the ideas that would carry me through. I am also going through a lot of "I wish I had known/done that". But that's okay. I will learn, and I will get there, and in the meantime, creation is sheer joy.
Well, mostly sheer joy. Running through every option in a conversation is the pretty much the equivalent of scanning pages to see where I've used a hyphen instead of an em-dash. But even that has its rewards, because it's all about making a story I want to tell shine as brightly as I can manage.
* This is not the place to explain why I've chosen to self-publish and make my novel available for free instead of trying to find an agent to represent it or try to place it with a small press, or self-pub and charge for it. It's enough to say that it's the option that makes me feel happy. And it's important that everyone is happy...
This is particularly significant to me as it means finishing a major project, and overcoming my biggest barrier: letting it go. I have finally told myself it was rewritten and revised enough, that this was as good as it's going to get. I hope that signals that I will be able to do the same with Everyone is Happy.
The other thing that is relevant is that I now have a bundle of knowledge on what it is like to plan, write and polish a novel as opposed to shorter works. (Biggest lesson: editing and rewriting takes much, much longer than writing.) Next time, I will, hopefully, have learned from experience, and work more efficiently. Just like my Masters thesis was a doddle compared to my Honours one.
It also involved learning to use a new piece of software efficiently. It was my first time using Scrivener instead of Word or Google Docs. It took me a while to get to grips with all the features and flexibility it offers, just like I am getting to grips with exactly what I can do with RPGMaker.
Writing P&P is mirroring the process of this game. I had false starts on other novels/games before finding the ideas that would carry me through. I am also going through a lot of "I wish I had known/done that". But that's okay. I will learn, and I will get there, and in the meantime, creation is sheer joy.
Well, mostly sheer joy. Running through every option in a conversation is the pretty much the equivalent of scanning pages to see where I've used a hyphen instead of an em-dash. But even that has its rewards, because it's all about making a story I want to tell shine as brightly as I can manage.
* This is not the place to explain why I've chosen to self-publish and make my novel available for free instead of trying to find an agent to represent it or try to place it with a small press, or self-pub and charge for it. It's enough to say that it's the option that makes me feel happy. And it's important that everyone is happy...
Game Design
Writing branching dialogue and narrative
kannaophelia
7 post(s)- 03/03/2014 03:04 AM
- 5493 views
For my own reference and for anyone who finds it helpful, I'm providing a short list of links I'm finding helpful in planning and writing my game.
What's prompted this is that I'm currently working on one of the most complex early events in "Everyone", the first time Connie (potentially) encounters Lance, Mimette and Elaine. While the conversation should be fairly short to play through, it's a pain in the neck to write because of what it needs to take account of: Does Connie already know Lance is playing the Game? If so, how did she find out? Does she know his Caste and Career assignment? Has she encountered Verity? If so, what choices did she make in their encounter? Has she investigated the photo?
And then there's the choices she can make in this event...
Some of these choices affect the plot, then or later in the game. Some merely affect flavour. But it's important to me that the player choices, even if it's just the decision of what order to do things, are reflected in conversations.
And it's also important to me that if the player wants to skip all this talking and exploring and looking at things, they can do that, too. So this encounter might not even happen in a play through. :|
A note on resources: Twine, while intended as an interactive fiction engine in itself, is an absolutely invaluable and free) way to plot and imagine branching dialogues and plots without getting confused. I wish wish wish I'd started using it earlier. Preferably from the start, but definitely before I embarked on this event.
Now, the list:
By the numbers: how to write a long interactive novel that doesn't suck--aggressive merging and delayed branching.
Writing branching game conversations the easy way – approach from my indie game--planning and narrative beats.
New challenges in writing meaningful game dialogue--further considerations to above
Developing meaningful character arcs in branching narratives--recontextualization.
The storytelling secrets of Virtue's Last Reward--letting the needs of the story and interpersonal conflict create characters rather than vice versa
Teletheory: grammatology in the age of video--post structuralism :| Not immediately helpful, but does affect how I think of non-linear writing.
Also, Rules for writing interesting choices in multiple choice games--what it says on the box
In the final article, I REALLY disagree with with the "fake choices" bit.
Example: "Choice of Romance" has way too many fake choices. There's nothing like agonising over a choice only to look at the code and realise that, no matter what you chose, NOTHING changes. For instance, you get the exact same text and no stat or event changes depending on whether you go to the tournament dressed sexily to please the monarch, practically to compete, or attractively but modestly, despite the fact that there are stats for reputation and relationship for the monarch already in the game.
That kind of fake interactivity leaves me feeling cheated and irritated. Even if the only change is flavour text, there should be some result from asking the player to make a choice, even if it's only a change in flavour text.
What's prompted this is that I'm currently working on one of the most complex early events in "Everyone", the first time Connie (potentially) encounters Lance, Mimette and Elaine. While the conversation should be fairly short to play through, it's a pain in the neck to write because of what it needs to take account of: Does Connie already know Lance is playing the Game? If so, how did she find out? Does she know his Caste and Career assignment? Has she encountered Verity? If so, what choices did she make in their encounter? Has she investigated the photo?
And then there's the choices she can make in this event...
Some of these choices affect the plot, then or later in the game. Some merely affect flavour. But it's important to me that the player choices, even if it's just the decision of what order to do things, are reflected in conversations.
And it's also important to me that if the player wants to skip all this talking and exploring and looking at things, they can do that, too. So this encounter might not even happen in a play through. :|
A note on resources: Twine, while intended as an interactive fiction engine in itself, is an absolutely invaluable and free) way to plot and imagine branching dialogues and plots without getting confused. I wish wish wish I'd started using it earlier. Preferably from the start, but definitely before I embarked on this event.
Now, the list:
By the numbers: how to write a long interactive novel that doesn't suck--aggressive merging and delayed branching.
Writing branching game conversations the easy way – approach from my indie game--planning and narrative beats.
New challenges in writing meaningful game dialogue--further considerations to above
Developing meaningful character arcs in branching narratives--recontextualization.
The storytelling secrets of Virtue's Last Reward--letting the needs of the story and interpersonal conflict create characters rather than vice versa
Teletheory: grammatology in the age of video--post structuralism :| Not immediately helpful, but does affect how I think of non-linear writing.
Also, Rules for writing interesting choices in multiple choice games--what it says on the box
In the final article, I REALLY disagree with with the "fake choices" bit.
Example: "Choice of Romance" has way too many fake choices. There's nothing like agonising over a choice only to look at the code and realise that, no matter what you chose, NOTHING changes. For instance, you get the exact same text and no stat or event changes depending on whether you go to the tournament dressed sexily to please the monarch, practically to compete, or attractively but modestly, despite the fact that there are stats for reputation and relationship for the monarch already in the game.
That kind of fake interactivity leaves me feeling cheated and irritated. Even if the only change is flavour text, there should be some result from asking the player to make a choice, even if it's only a change in flavour text.
Miscellaneous
Sexuality and Diversity in games
kannaophelia
13 post(s) 
- 02/21/2014 04:16 AM
- 3788 views
So, Connie, the main PC in EiH, is female, brown, and can be straight, lesbian, bisexual or not-interested as the player chooses. It's very much not a dating sim, but there's one female and one male romance possibility available, both of whom should be obvious fairly early in the game. Connie can have feelings for either, neither, or both, depending on player choices.
Connie's skin colour is almost incidental in a highly regulated and homogeneous society in which caste is not race dependent and any connection to a pre-Disaster heritage is actively discouraged. (I say "almost" because I doubt racism can be legislated out of existence, and if I make another game in this world or return to it in writing, I might explore this further.) However, given the religious State and the emphasis on suitable marriage and children in the Democracy, the sexuality of a given character is far from incidental. And this is integral to the plot.
One trend I've noticed in following various gaming blogs is that while bloggers and critics tend to be all for diversity in gaming, commenters are often obviously hostile. While jrpgs often have female characters and for obvious reasons non white casts, I've seen this antagonism carried out to the extreme, with a bewildering amount of hatred aimed at the idea of, say, having a female or black character in an FPS game. Or the disbelief and homophobia regarding Bill's character in The Last of Us. Or people utterly opposed to yuri routes in otome games.
One of the accusations that gets flung around is that any inclusiveness is "tokenism"; the assumption that anything but an all-white all-male all-straight all-non-disabled all-cis cast means characters were included "just" for the sake of representation.
Leaving aside whether representation is a bad thing anyway, it kind of bewilders me that people assume that it's the only reason to have any diversity in your characters at all. These people must be honestly, truthfully not interested in anyone but a very limited section of humanity. And I really want to ask them... Is that actually more fun?
Disclaimer: I'm a white cisgendered lesbian with invisible disabilities, mother of a son in a blended race family. I'm also turning 38 soon. My perspective comes partly from a childhood growing up with only negative representations of lesbians, much worse than today, and how that affected me, and also by wanting my little boy to be able to "see" himself as he grows up. I'm also aware that I am by definition not what people refer to as a "core gamer", although gaming is by far my biggest hobby.
Connie's skin colour is almost incidental in a highly regulated and homogeneous society in which caste is not race dependent and any connection to a pre-Disaster heritage is actively discouraged. (I say "almost" because I doubt racism can be legislated out of existence, and if I make another game in this world or return to it in writing, I might explore this further.) However, given the religious State and the emphasis on suitable marriage and children in the Democracy, the sexuality of a given character is far from incidental. And this is integral to the plot.
One trend I've noticed in following various gaming blogs is that while bloggers and critics tend to be all for diversity in gaming, commenters are often obviously hostile. While jrpgs often have female characters and for obvious reasons non white casts, I've seen this antagonism carried out to the extreme, with a bewildering amount of hatred aimed at the idea of, say, having a female or black character in an FPS game. Or the disbelief and homophobia regarding Bill's character in The Last of Us. Or people utterly opposed to yuri routes in otome games.
One of the accusations that gets flung around is that any inclusiveness is "tokenism"; the assumption that anything but an all-white all-male all-straight all-non-disabled all-cis cast means characters were included "just" for the sake of representation.
Leaving aside whether representation is a bad thing anyway, it kind of bewilders me that people assume that it's the only reason to have any diversity in your characters at all. These people must be honestly, truthfully not interested in anyone but a very limited section of humanity. And I really want to ask them... Is that actually more fun?
Disclaimer: I'm a white cisgendered lesbian with invisible disabilities, mother of a son in a blended race family. I'm also turning 38 soon. My perspective comes partly from a childhood growing up with only negative representations of lesbians, much worse than today, and how that affected me, and also by wanting my little boy to be able to "see" himself as he grows up. I'm also aware that I am by definition not what people refer to as a "core gamer", although gaming is by far my biggest hobby.
Miscellaneous
Fiddling around the edges
kannaophelia
0 post(s)- 02/10/2014 05:05 AM
- 285 views
Not much to update over the weekend, as I was flat with a migraine and the heat wave didn't help, so not much done. Also the baby is magnetically attracted to the power button on the laptop, so I don't get much done when he's awake!
I did get a fair amount of feedback that the default text wasn't working. I agree, but I'd left it for later, thinking it was a last minute job. Given the concrit, I bumped it up a little and went on a font hunt. Thanks to BurningTyger for getting me started, and for suggesting dropping the subtitle.
I've also been fiddling around with the face and emo sets, and changing their character generator selves to look more pixelated to fit in with the general look. After that, just generally playing through and catching oddities (like Verity changing back to her original hair colour if you have a bad conversation with her, oops.)
I always thought I was meticulous in this kind of thing, so I'm alarmed at how many little errors there are!
I did get a fair amount of feedback that the default text wasn't working. I agree, but I'd left it for later, thinking it was a last minute job. Given the concrit, I bumped it up a little and went on a font hunt. Thanks to BurningTyger for getting me started, and for suggesting dropping the subtitle.
I've also been fiddling around with the face and emo sets, and changing their character generator selves to look more pixelated to fit in with the general look. After that, just generally playing through and catching oddities (like Verity changing back to her original hair colour if you have a bad conversation with her, oops.)
I always thought I was meticulous in this kind of thing, so I'm alarmed at how many little errors there are!
Miscellaneous
Hello!
kannaophelia
0 post(s)- 02/04/2014 12:06 PM
- 271 views
Finally confident enough that my game is going to be finished and playable to make an account and create a profile for it. <3
I've had the new experience of watching someone go in and play the early stages with very little info, seeing what they chose to do and their reactions. It was a completely different feeling than when someone reads a fixed narrative I've written.
This game was inspired by the fabulous Old School Modern DLC pack and its bright, simple style. As soon as I saw it, I had the germ of the idea of what to do with it, and it just needed time to sprout and grow.
I've had the new experience of watching someone go in and play the early stages with very little info, seeing what they chose to do and their reactions. It was a completely different feeling than when someone reads a fixed narrative I've written.
This game was inspired by the fabulous Old School Modern DLC pack and its bright, simple style. As soon as I saw it, I had the germ of the idea of what to do with it, and it just needed time to sprout and grow.
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