{"author_name":"GFM","cat":"LD #29","comments":[],"epoch":1398725760,"likes":1,"metadata":{"p_key":"30366","p_author":"GFM","p_authorkey":"7375","p_urlkey":"65839","p_title":"Persona postmortem \u2013 part 2\/?","p_cat":"LD #29","p_event":"LD29","p_time":"1398725760","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":"7375","us_name":"GFM","us_username":"\/author\/gfm\/","event_start":"1398384000","event_key":"22","event_name":"LD29"},"text":"<p>Taking back from where I stopped last time&#8230;<\/p>\n <h2>Story<\/h2>\n <p>Right, making a VN requires less coding than a platformer and is less error prone, since I know (almost) exactly how the player is going to behave&#8230; I at least know for sure all the possible actions to be performed. But there&#8217;s a greater difficulty here: writing a great story.<\/p>\n <p>Since this was to be the main focus of my game, it had to be good. That&#8217;s why, even though I had the concept already in mind 4 hours after the compo had started, I was only able to write the final version by the last 22 or so hours. At the same time, I wasn&#8217;t too worried about this, because I knew that, if I had everything drawn before hand, I could &#8220;script&#8221; the story quickly enough.<\/p>\n <p>I must admit I&#8217;m not completely happy with the outcome. I know that I&#8217;m not a great write, and it&#8217;s been a while since I had last written anything&#8230; Still, I&#8217;m proud that I was able to finish it and not lose track of the theme, even if with the cast isn&#8217;t good at all&#8230; Not forgetting the theme was my main focus. I even kept reading the concept time and time again, and also kept writing ideas on papers.<\/p>\n <h2>Graphics<\/h2>\n <p>Since I was going to make a VN, I thought my usual 16&#215;16 sprites wouldn&#8217;t be fitting. So, I tried going with 24&#215;32. I used dimensions similar to those on this year&#8217;s Global Game Jam (the overall drawing is pretty similar, actually), so I knew it would be way harder to animate and come up with different designs&#8230; That&#8217;s why I decided to start early drawing.<\/p>\n <p>I had already an overall idea about how the game would be, so all I needed at first was a simple base character with a walk cycle. Switching palette colors is quite easy, even on GIMP, so I decided this was the way to make &#8220;lots&#8221; of characters.\u00a0 I could also make small modifications to make each one slightly unique.<\/p>\n <p>There&#8217;s no reason not do do that. Even before I had the final idea I was already polishing the graphics. The game type wasn&#8217;t likely to change, so anything I had already finished would be useful for the final game. But by the end of the compo, I left some graphics unpolished&#8230; The room wasn&#8217;t properly finished, I didn&#8217;t add dynamic shadows beneath each char, there&#8217;s no portrait for the speaking character and the scene are too static. Well, I decided to focus on the story, not on the graphics, so I expected some things to be left undone.<\/p>\n <h2>Audio<\/h2>\n <p>Along with the theme, another thing that had been annoying me for sometime were my entries&#8217; song since LD#26. They are all too generic and weird&#8230; And I knew I could do better than that, my first game for OneGameAMonth had such a great songs&#8230; To change my that, I tried using MML for the post compo of my previous LD entry. I really liked the outcome, and restricting me to as few as &#8220;3 channels&#8221; (base+melody+drums(2 channels, actually)) helped trying to make the songs better.<\/p>\n <p>Well, I liked it so much that I decided I&#8217;d use it once again. I find it easier to write songs with it than with LMMS, it&#8217;s easy to integrate with the game (but I also set up a class for that before hand) and it make seamless loop as painless as possible. Screw you Flash and your goddamned mp3 songs.<\/p>\n <p>I know that the songs aren&#8217;t that unique, but I thought about what would be somewhat fitting with the scene and would also sound good. I didn&#8217;t care that the songs were short, nor that it doesn&#8217;t have a remarkable melody&#8230; I think they are fine the way they are.<\/p>\n <p>One thing I must say, though: that jazzy song! I took a break and started playing the guitar, for a while. Then, I simply thought of that\u00a0 simple riff and played it sometimes&#8230; Afterward, I wasn&#8217;t able to take it all from mind. So, I decided to use it for the bar scene.<\/p>\n <h2>Coding<\/h2>\n <p>Though there&#8217;s few to this, I want to talk a little about it. The first thing I (think I) did after thinking how the game should be was to code a way to script the game. I made it really simple, allowing for non-linear scripted sequences (or &#8216;goto&#8217;s, using a more common term), adding characters to the screen, moving them around and displaying text\/options. I later modified it to have objects (&#8216;characters&#8217; are animated by default) and fix a few bugs&#8230; But that&#8217;s about it. XD<\/p>\n <hr \/>\n <p>&nbsp;<\/p>\n <p>I don&#8217;t really have all that much to say about my entry, but I&#8217;ll make a final post after uploading my timelapse. It&#8217;s already compiled and all&#8230; but it&#8217;s lacking music. And since I&#8217;ve already started rating games (though I just played 2, so far&#8230;), I don&#8217;t know if it&#8217;s be finish by today&#8230; but I&#8217;ll try.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"April 28th, 2014 5:56 pm","title":"Persona postmortem \u2013 part 2\/?"}