Change of Heart Postmortem
Well, let me tell you my foray into game building this time was an interesting one. My goal was to create a dramatic movie experience using just audio and music.
While everyone else in the competition was busy playing with game ideas or throwing together some code for their game infrastructure or perhaps even creating a level editor, I was just trying to fight back writer’s block. I had about 15 pages of narration to write (and that was after cutting the initial scale of my game in half) and initially I had allocated about 6 hours to do it. I was planning on being done by the time I went to bed that night, but when I was too tired to work any longer, I had only a third of the story written!
In the end it took me about 12 hours and it was still unfortunately a pretty rough draft but I had to go with it. The end of the narration definitely suffered compared to the beginning when I was able to add so many extra details, but that’s life in a 48 hour competition. At this point it was 1pm on Sat. and all I had to show for it was a stack of papers.
Luckily I was prepared for the recording session. I had done a test the day before and knew exactly what I wanted to do even though I had never narrated before. Of course, the fact that I didn’t have time to even rehearse the material meant the narrations didn’t come out as well as they could of. And of course it’s harder to narrate than you may think. Sure a paragraph or two is simple, but when you are reading page after page, the mistakes add up and so you end up doing everything several times and then have to go back through all that later and sort out what is good and what is not. There is just a ton of painstaking processing involved with audio.
In order to get the best possible sound, I shut down my pc and got rid of every possible sound in the room. I recorded the audio using logic pro with my mac mini. I recorded through the preamp of my Mackie mixer and through a comp54 compressor (which is an amazing reproduction of a neve compressor). I used a Shure sm7b microphone which was the one that Michael Jackson actually used to record Thriller. It works as well for voice as it does for music. So I was pretty confident that technically the narration would come out well and it did.
So I finished the recording and then that evening (maybe 4pm) I exported everything to my pc and put the chapters together using Cubase 6. Cubase is by far my favorite daw; it really is the best there is if you are using midi and virtual instruments and don’t want to feel limited with what you can do. I had originally planned on scoring the narrations using my prophet 08 analog synth, but I realized there just wasn’t going to be time to do all the tweaking necessary to get the sounds I wanted (I did use it for that intro sound though), so I fell back to using Omnisphere, which is a software synth in a class by itself. I had never scored a narration before (a lot of firsts here). I tried several different techniques during the process of creating the 12 different scores (which is a heck of a lot of music to try to create in such a short time). I think from the first one I did to the last one I definitely improved quite a bit. I hate the first one (chapter 1) and plan on redoing it for the iphone version. My favorite is the helicopter flight score. Well, that and maybe the score of the hive with all of the gross creature sounds. I found my process was getting much more elaborate during these last few scores. I spent the rest of the night working on the scores, maybe to 3am.
Next morning I was on schedule but immediately things went horribly wrong. I had used Unity in the last LD to make a nice little 3d game, but man when I tried to use it for the simple purposes of this game, I was just fighting it the whole time. All I wanted to do was a simple fade, but I was jumping hoop after hoop and things weren’t coming together. It was noon and I had nothing, so I switched immediately over to flashpunk which I had used to make a game last year. Thank god I did. I didn’t even have flashdevelop on my computer, so I had to download it all and follow the flashpunk instructions to get it all working, but that only took about 10 minutes. Almost immediately things were working and I was coding the game. The actual code was about as simple as could be, so I won’t spend much time talking about it.
The final big hurdle I hit when I was all done and testing was that I found that flashpunk (probably flash actually) was very picky about the sample rates of my mp3 files. In order to upload the game to Kongregate I had to get the game under 10MB so I had to make the sounds mono and as low a sample rate as possible. I had done all the final wav files at 96k and I was having a heck of a time getting wavelab to convert the 96k wavs to small mp3 files that flash would actually accept.
I finally ended up creating the mp3 files in Cubase actually, which I think gave me a higher quality sound in the end. I went with mono, 32kb, 11khz and I liked the quality of the output, but ran into a huge problem. It was really affecting the volume levels of the different tracks. I had the music much quieter than the narration and in some cases the output mp3 had actually silenced the music. So at the last minute I had to go through my projects and adjust the volume levels, bringing up the volume of the scores so you could actually hear them in the mp3.
That’s it. Overall, to be honest, I’m just amazed I was able to complete it. There were several times when things weren’t going right that I considered just giving up. But I think I continued because with this project I choose to do the things that I enjoy the most, writing and making music, and so that’s why I was able to persevere. I know a game like this is sure to be rated poorly, I knew that going in and accepted it from the start. Even if my voice was like Orson Welles and my prose like Hemingway I wouldn’t have a chance. And yet I really think there is a niche for this kind of game. Sure it falls more under interactive fiction than game (it is less interactive than dragon’s lair even), but there’s almost limitless potential for the number of epic stories I can tell. I almost see it as a way to bring game-players back into fiction.
If you feel like listening to a good story, check it out. It is a dark, apocalyptic science fiction / survival horror thriller that will depend completely on your imagination. I’m working on a mobile version now that will have some beautiful artwork and a bunch of other features as well (not to mention a re-write or two). I should warn you that there is a ton of profanity so I would say if you don’t like listening to audio books or if strong language or gross imagery disturbs you, then stay very clear of this one.
Change of Heart
http://www.ludumdare.com/compo/ludum-dare-20/?action=rate&uid=258