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Do You Remember My Lullaby
Hey ey guys! Very sorry for the long delay; I just came back from a trip yesterday and some stuff kept me occupied for a while longer.
Many thanks for everyone's feedback and suggestions, they're very helpful and much appreciated! On top of this reply post, you can find a somewhat detailed commentary by me on this page: http://quintessence-tbv.com/Lullaby/ While it does go into details, it was also rushed so a lot was missing, heheh - better than nothing though!
@Max:
(It's not Quintessence by the way, might want to change the title of that, heheh. :p )
Those are some very interesting points, many of which haven't occurred to me before! I'll just respond to a couple of them, but I'm certainly keeping them all in mind.
As for the for the ending and "twist" per se, I completely see what ya mean. Here's a quote from my little commentary thing that can be found on the website (it's up by the way, but you need to capitalize the "L" in Lullaby):
"Originally, something I was having trouble with was "How can I make the ending refreshing, as it's such a predictable story no matter which way it ends?" - and I realized that the solution was not to find a way to make it unpredictable per se, but rather to exploit its predictability into an advantage.
And so, at the last parts of this section, you already know that the son is not coming home, and hence you already know the ending. But my hope was that it is exactly that knowledge that gives the next scene a special emotion."
-But of course, it seems like that evidentially didn't really work in this case, heheh. But aye, that was the my hopeful intention.
The multi-theme note is very true, I kind of got entangled in a lot more than I should have sticked with. Originally it was an extremely simple story with simplicity as a potential charm, but tempting things kept getting added to it as I went on.
I disagree with the dramatic actions at the end, though. I think that would contradict one of the major themes here in a way, as in the character's silent-giver nature. If she did anything dramatic over something like this, she probably wouldn't have survived long enough to be at the beginning of the story.
As for antagonizing the father - Yeah, I certainly see what you mean. But I kind of personally believe that all things have more than one side, and it is simply a given that he wouldn't have been nearly as bad if we followed his life story or whatnot; that is up for the audience to note if desired. Perhaps the mother did something horrible back then, or perhaps the father had some perfectly moral reasons for his actions in hindsight. However, that is one of the essence of story-telling; perspectives. Any story can be destroyed per se by "revealing" some kind of new angle, and completely change the viewer's original perception and emotions.
These result (the single-mother condition as portrayed here) do happen. And while there may very well be a perfectly reasonable explanation in their histories, the ultimate result like that do occur, and this (biased as are most stories I believe) perspective is what it projects from. If there were a sufficient amount of scenes shown about the father to put a final "pure evil" stamp on him, the "fairytale logic" matter would apply. However, there was barely anything shown about him at all, so his slate is blank and may very well have reasons beyond the literals being put on paper.
Again, those are merely my take and original intentions on things as I was making them. :p Whew, that's a long detailed feedback, thanks a bunch dude! They were very helpful and brought some interesting points that I've never thought of before.
@April:
Yep, the scenes of the mother in the kitchen really did get repetitive a lot - it was one of my disappointments with the outcome. My original intention of those was to establish a kind of repetitiveness that allows the player to connect with the work the mother had to bear to make the cake - but that ended up being overshadowed by the fact that the scenes were overly static. At times I really wished I could utilize the freedom of real films - with different angle shots and the like, which I think would've helped a lot with adding some dynamic into them while maintaining their purpose.
The comment to Max about the multi-theme part also apply here; yeah, very true.
About the woods - My main intention for them was somewhat of a "separation bridge" from the mother's little house with rest of the urban society. Fantasy was not exactly the word I had in mind, but there was certainly some kind of contrast that I was attempting to establish. I have to admit that it's something I should've utilized better, though.
Many thanks! And yay for WALL-E; it actually inspired the little-dialogue aspect of this project, by the way!
@Tyranos:
Heheh, I remember when I was a kid we used to have some kind of a fascination with woods too - sadly there weren't many where we were at. Thanks, and glad ya enjoyed it.
@Darken:
:p Yeah, it really is very slow, both in pace and in theme, and I imagine that many won't have the patience to go through with it.
----------------------------------------------
There is a magic trick with this project. I hope you haven't deleted your project folders yet, because you need it to see it. ;) It is not revealed on the website given; I will be revealing it in a post here. Not on this one though, since I don't want it to overshadow the responses and the detailed feedbacks.
After next post or so, I'll post it. Oh and as for the unencrypted version; hm, I suppose it wouldn't hurt, I'll try to get it out sometimes in the future. The main resources are just from Zanyzora though - the recolours and edits and little objects are fairly easy to add.
Thanks again everyone! And hope ya all had a great Christmas. c':
Many thanks for everyone's feedback and suggestions, they're very helpful and much appreciated! On top of this reply post, you can find a somewhat detailed commentary by me on this page: http://quintessence-tbv.com/Lullaby/ While it does go into details, it was also rushed so a lot was missing, heheh - better than nothing though!
@Max:
(It's not Quintessence by the way, might want to change the title of that, heheh. :p )
Those are some very interesting points, many of which haven't occurred to me before! I'll just respond to a couple of them, but I'm certainly keeping them all in mind.
As for the for the ending and "twist" per se, I completely see what ya mean. Here's a quote from my little commentary thing that can be found on the website (it's up by the way, but you need to capitalize the "L" in Lullaby):
"Originally, something I was having trouble with was "How can I make the ending refreshing, as it's such a predictable story no matter which way it ends?" - and I realized that the solution was not to find a way to make it unpredictable per se, but rather to exploit its predictability into an advantage.
And so, at the last parts of this section, you already know that the son is not coming home, and hence you already know the ending. But my hope was that it is exactly that knowledge that gives the next scene a special emotion."
-But of course, it seems like that evidentially didn't really work in this case, heheh. But aye, that was the my hopeful intention.
The multi-theme note is very true, I kind of got entangled in a lot more than I should have sticked with. Originally it was an extremely simple story with simplicity as a potential charm, but tempting things kept getting added to it as I went on.
I disagree with the dramatic actions at the end, though. I think that would contradict one of the major themes here in a way, as in the character's silent-giver nature. If she did anything dramatic over something like this, she probably wouldn't have survived long enough to be at the beginning of the story.
As for antagonizing the father - Yeah, I certainly see what you mean. But I kind of personally believe that all things have more than one side, and it is simply a given that he wouldn't have been nearly as bad if we followed his life story or whatnot; that is up for the audience to note if desired. Perhaps the mother did something horrible back then, or perhaps the father had some perfectly moral reasons for his actions in hindsight. However, that is one of the essence of story-telling; perspectives. Any story can be destroyed per se by "revealing" some kind of new angle, and completely change the viewer's original perception and emotions.
These result (the single-mother condition as portrayed here) do happen. And while there may very well be a perfectly reasonable explanation in their histories, the ultimate result like that do occur, and this (biased as are most stories I believe) perspective is what it projects from. If there were a sufficient amount of scenes shown about the father to put a final "pure evil" stamp on him, the "fairytale logic" matter would apply. However, there was barely anything shown about him at all, so his slate is blank and may very well have reasons beyond the literals being put on paper.
Again, those are merely my take and original intentions on things as I was making them. :p Whew, that's a long detailed feedback, thanks a bunch dude! They were very helpful and brought some interesting points that I've never thought of before.
@April:
Yep, the scenes of the mother in the kitchen really did get repetitive a lot - it was one of my disappointments with the outcome. My original intention of those was to establish a kind of repetitiveness that allows the player to connect with the work the mother had to bear to make the cake - but that ended up being overshadowed by the fact that the scenes were overly static. At times I really wished I could utilize the freedom of real films - with different angle shots and the like, which I think would've helped a lot with adding some dynamic into them while maintaining their purpose.
The comment to Max about the multi-theme part also apply here; yeah, very true.
About the woods - My main intention for them was somewhat of a "separation bridge" from the mother's little house with rest of the urban society. Fantasy was not exactly the word I had in mind, but there was certainly some kind of contrast that I was attempting to establish. I have to admit that it's something I should've utilized better, though.
Many thanks! And yay for WALL-E; it actually inspired the little-dialogue aspect of this project, by the way!
@Tyranos:
Heheh, I remember when I was a kid we used to have some kind of a fascination with woods too - sadly there weren't many where we were at. Thanks, and glad ya enjoyed it.
@Darken:
:p Yeah, it really is very slow, both in pace and in theme, and I imagine that many won't have the patience to go through with it.
----------------------------------------------
There is a magic trick with this project. I hope you haven't deleted your project folders yet, because you need it to see it. ;) It is not revealed on the website given; I will be revealing it in a post here. Not on this one though, since I don't want it to overshadow the responses and the detailed feedbacks.
After next post or so, I'll post it. Oh and as for the unencrypted version; hm, I suppose it wouldn't hurt, I'll try to get it out sometimes in the future. The main resources are just from Zanyzora though - the recolours and edits and little objects are fairly easy to add.
Thanks again everyone! And hope ya all had a great Christmas. c':
New Years is approaching!
I'll probably just do the typical thing and go see the count-down festival thing in down-town, either with friends of my parents. Last year something came up and we got there when it was just about to end. :x
Pictures of your desktop!
^YES WALL-E
Love it, one of my favourite movies of all times. c':
I feel relieved looking at this thread, knowing that I'm not the only one with an extremely messy/clotted desktop. :P
Love it, one of my favourite movies of all times. c':
I feel relieved looking at this thread, knowing that I'm not the only one with an extremely messy/clotted desktop. :P
Do You Remember My Lullaby
Thanks for your time in advance!
Click Me: Sample from Original Sound Track - listen while reading thread if ya want. :)
Download: Click me. (<15mb)
[*Note: Please do not delete the game folder after you finish, and check back to the thread a few days later.]
Lullaby is a short simple story that takes time during the holiday seasons. No tension, nothing epic, and barely any dialogues - It is a short story told through a complete cut-scene in the form of a semi-music video with its original soundtrack (hence please play with sound on only). The short story itself is non-interactive, and took about 10 times the effort of The Mirror Lied to make. It does perhaps start off a bit slow though, so my apologies, and please hang on.
Due to the shortness and nature of the project, I find it unfit to summarize the story and the like, as you can basically do it in one line and take the whole story away. So if you got a moment to spare, give it a try for what its size and length is worth - but after you finish, do not delete your game folder and check back a few days later.
Oh, just a note on the scene selector,
Each scene will only become selectable once you've played through the respective scene once in normal sequence, so they won't work the first time you open it.
Anyhow, that's that.
Thank you very much for your time in advance, and hope you guys are having a fun holiday season. :)
Click Me: Sample from Original Sound Track - listen while reading thread if ya want. :)
Download: Click me. (<15mb)
[*Note: Please do not delete the game folder after you finish, and check back to the thread a few days later.]
Lullaby is a short simple story that takes time during the holiday seasons. No tension, nothing epic, and barely any dialogues - It is a short story told through a complete cut-scene in the form of a semi-music video with its original soundtrack (hence please play with sound on only). The short story itself is non-interactive, and took about 10 times the effort of The Mirror Lied to make. It does perhaps start off a bit slow though, so my apologies, and please hang on.
Due to the shortness and nature of the project, I find it unfit to summarize the story and the like, as you can basically do it in one line and take the whole story away. So if you got a moment to spare, give it a try for what its size and length is worth - but after you finish, do not delete your game folder and check back a few days later.
Oh, just a note on the scene selector,
Each scene will only become selectable once you've played through the respective scene once in normal sequence, so they won't work the first time you open it.
Anyhow, that's that.
Thank you very much for your time in advance, and hope you guys are having a fun holiday season. :)
[Full] Backstage & [Demo] Backstage II THE DAY OF ROCKENING/THE ARROCKALYPSE IS AT HAND
It was actually on the list of things I have still yet to try but wanted to, as it seemed to be mentioned a lot.
And that reply was so fast it's scary.
And that reply was so fast it's scary.
[Full] Backstage & [Demo] Backstage II THE DAY OF ROCKENING/THE ARROCKALYPSE IS AT HAND
What the, I never knew you were the one who made this for some reason, hahah. Will be trying it out in the near future dude.
What makes a good dialogue?
This may be a personal preference thing, but I kinda like it when the written dialogue reflects the pronunciation spelling-wise - taking into account accents, and the like. Might get messy at times though.
What do YOU want for Christmas v2.0
File Sizes
Certainly does, but more on a categorical level - if it's under 10mb for example, it automatically gains a huge advantage as far as downloading incentives go; but the difference between a 50mb and a 100mb download isn't that much. I think any game that's over 100mb needs to clean out a "demo" version (of a demo perhaps) that's much smaller to get the player sucked in first. (Although I still need to take that advice myself, heh.)