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Writing the End of the Game

  • Red_Nova
  • 03/05/2018 04:47 PM
  • 2687 views
Hoo, boy. This is it. This is the moment I've been anticipating (and dreading) since I first started this project. Mapping for Aeyr and Mia 4 is done bar some visual polish, the enemies have been designed and just need one more battler from unity (who has been doing great work, by the way!), and the dialogue is written and edited. All that's left is to put it all together before I can call chapter 4 completely done.

As I do that, though, I'm going to shelf a few sides of designing, like level design, art, etc., and focus on writing the rest of the game's script. See, I am now finally at the point where I'm writing the dialogue for chapter 5. The end of the game. The chapter where every plot point, ending condition check, and character arc set up since the beginning receives their payoff. Chapters 4 and 5 are very closely linked, so I feel it's best to get the exact framework down before building the game.

I won't lie: writing the dialogue for this chapter has kept me in a bitter mood. Not only because the endings aren't the most cheerful, but because I have to essentially do triple the work that I normally do when writing a chapter. I won't say much beyond that to avoid spoilers, but players of Soul Sunder will understand why this isn't as simple as writing a simple "good" and "bad" ending. I'm a bit of a picky eater when it comes to endings, so this is gonna be a loooad of work to do, but I feel the payoff is going to be worth it.


Anyway, beyond that, I've also been slowly working on the trailer. That really should be higher on the priority list, but OpenShot's habit of randomly stroking out and crashing has been wearing down on my patience for a while. I have the trailer outlined and the first 30 seconds done, but this interface is really annoying. If this is one of the top rated free video editing programs, I dread to see what the others look like.

I probably should just do a clip compilation. It's certainly be a lot easier, but I don't think that would do the game justice. So I'm here needlessly overcomplicating things because fuck me, I guess.

Thanks for reading! Sorry there isn't any pretty pictures this time. Hopefully I'll make up for it with a trailer later this month or next month!

Posts

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Keep up the good work! I despise "good ending,bad ending" thingies so I always aim to make only one or at least make all matter.

I too am about to venture into the hair greying experience called "making game trailer" so I definitely look forward to how yours turns out and the hiccups you encountered.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I don't think there's anything inherently wrong with the concept of a "bad" ending, but rather the "true" and "false" endings are what annoy me. Hell, I've been wanting to write an article about this for some time. I'll get around to it once I figure out how to clone myself.

As for the trailer, I started watching a ton of other trailers, both RM games and not, to get ideas of how to format them. The big consistency I've noticed is that... there is no consistency. Some just put together clips of their game, others take a more cinematic approach. Some have music specifically for the trailer, others just use their in-game music.

I guess I'll talk more about it after I get the thing done, huh? Once I actually have the experience to know what I'm talking about rather than just wild speculation, maybe I'll be more informative.
Yeah that's more or less what I mean. If I beat a game and realize I got a "false" ending it really brings down my mood. Now I'm not saying that's always bad because I think a game can do it right if they handle it with care.

Trailers really are tricky. All that stuff I'm considering. There's no right answer to it. It probably depends on the game but that just makes it trickier.
I would recommend using Shotcut instead of Openshot tbh. Shotcut is pretty stable, though the only gripe about Shotcut is that you can't select multiple clips at once.

Hitfilm Express would be the better alternative.
Oh wow, things have surely moved on since I last looked at this game. Now that I am officially back to reviewing, I wonder if there's a point in looking at the current final demo? (I still remember The Tenth Line review situation, and while I am confident it won't repeat itself, Corfaisus did make a valid point back then that it was unrealistic to expect a game in the end stages of development to change.)
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Nah, go right ahead and review the demo if you want! I'll be happy for any feedback you want to give! While I agree about the realism of expecting game to fundamentally change at its end stages, I'd rather have feedback I can use for future projects than nothing at all.
Good! Though, I suppose I should also try to finish Soul Sunder alongside it, just to have more context and see how well they connect et al. (I played it on the hard mode up to about the time you get bombs in the lava dungeon, then hit a bug in that version. I've got a new machine now (one reason I have been reviewing more MV games recently), so I suppose I might as well redownload it.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I certainly wouldn't say no to a Soul Sunder review if that's what you're implying. If not, there's no real need to worry. The story of Prayer of the Faithless was written to be independent of Soul Sunder, so completing the first game isn't a prerequisite.

Either way, you probably won't get many connections from the demo, as it's just the prologue setting up the world and main characters.

Sorry to hear about the bug! Mind PMing me the detail to see if there's anything I can do on my end?
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