Skipped another month because not a whole lot happened on the game front in that time. Most of the last 30 days has been spent dealing with all the chaos of getting acclimated to a new job–an ongoing process. Still, it’s reassuring to see the war chest not completely depleted. (Plus, working from home is SO much more efficient than the office ever was.)
In addition to that, I’ve been stymied by some technical concerns: my old monitor broke so I had to get another one, and I’ve been engaged in a long-delayed re-archive (and reorg) of all my data into more than just a single external HD (a migration which has been eating up most of my computing cycles for the last two weeks).
(I’ve been looking at building a new PC to replace this old junker, snagging pieces wherever I can get them cheap despite the chip shortage. I’ve wanted to do a DIY since I was 15 years old, and commentators are saying the shortage is expected to go until 2023, so there’s no sense waiting around.)
As far as the game itself goes, most recently I’ve been reassessing structure/design:
- Artwork – For as dissatisfying as I’m finding the finished products with my current art skills (read: the hunter was mostly okay, but the guy in green just never came out right), and as slow as I’ve been about producing them, I’m going to pivot to a more simplified version of the same assets. (I was more or less trying to duplicate the technique used in Collar X Malice, which I really liked, but I simply don’t have the skill/technique for that yet.)
I might reuse some of the lineart that I liked–e.g. hunter–but I’m going to greatly simplify the coloring and linework to leave myself freer to iterate and so that each individual sprite isn’t such a time commitment/crunch that any given design feels like a “path of no return”. (There were a number of elements in Mr. Green’s underlying art that simply didn’t look right and needed more iterating on, but I ended up leaving them in bc. I couldn’t figure it out otherwise.)- (I’ve also need to do more “masters studies” of particular bishonen artists with clean lineart to try and get a better feel for the form)
- ((need to do more anatomy studies too, tbh…))
- (I’ve also need to do more “masters studies” of particular bishonen artists with clean lineart to try and get a better feel for the form)
- Narrative Design – Trying to approach my block from another direction, I started looking at the misgivings I had about my current take on the story, and that led me to some core questions (related to tone and theme) I’d been overlooking. I’m hoping that by resolving those, I’ll feel more confident to move forward. (I feel like I can already grasp the edges of my problems here, and their solutions.)
- Narrative Structure – I’ve been poking around the question of “how best to storyboard a non-linear narrative” for a while now.
One strategy I’ve had is to create a single “core” path for each LI, representing their most conventional, straightforward path, then pick out the key elements that
Another strategy (related to character design, below) is to figure out the core thematic “questions” that any given run might have, then construct scenes within each LI’s timeline that might address them.- IDK. I guess I’m still not quite sure the best method here. There’s this big-brain sense of structure that I really fear I lack and I’ve been struggling to try and fill in with research on the side.
I really want a game that FEELS ORGANIC (i.e. free to the player to direct the flow of the story), but also CURATED (i.e. with a strong sense of structure/arc).
Most game devs rarely deal with this problem directly: they create a hard branching path in which each choice is a binary that flows down one of two tributaries. This is as true for games like Halo as it is for visual novels: the dramatic tension and release are “hard-coded” into the game’s structure.
Even something like Disco Elysium, which was lauded for its (seeming) open-ended structure didn’t really tackle the problem elegantly: it created about four recurring dialog options for each conversation tied to particular political ideologies, but the overall structure of the narrative was very set in stone, with almost no room for improvisation or deviation. - The only example I can think of a game really attacking this open-ended design problem directly is Valve’s Left 4 Dead, which employed a “Director AI” to take a few randomized elements + the players’ success/difficulties/pace, and then structure the upcoming challenges in such a way that rising and falling tension are created and enhanced.
- In a narrative-heavy game like a visual novel (read: mine), I’ve been thinking along the lines of a patchwork system of scenes, which gain “preference” depending on the player’s choices up to that point (and the themes they’re focusing on)–the fifth social encounter with character X might be version A, B, C, or D depending on the other factors, or it may not be available at all–with individual sub-patches WITHIN the scenes (i.e. particular dialog branches/tributaries) that would trigger depending on preexisting conditions.
At that point, to avoid getting way in over my head on writing, I’d need to decide early on what elements of the story can be modified and which are “structured” once the modifying elements have been chosen (see: narrative solutions, above + character design, below). - I’m still very optimistic that there IS a way of doing this elegantly; I just need to wrap my head around the “how”.
- IDK. I guess I’m still not quite sure the best method here. There’s this big-brain sense of structure that I really fear I lack and I’ve been struggling to try and fill in with research on the side.
- Character Design – I’ve been iterating on the profiles for my characters, penciling in their backgrounds, their psychological makeups, their neuroses, etc.
One of the key elements to this game that I’ve maintained since the beginning is to make the main character’s personality be at least partially custom for the player, so one of the biggest details I’ve been calculating is “what parts of the MC’s character are inherent vs. which parts are malleable?” - Logo – I think the purple might be too dark? IDK.
A realization I’ve had recently is how key boredom is to the creative process. When I have an idea, and I’m just flowing on iteration, I can listen to music or whatever to blank out the background–the same as when I’m working; it helps me focus by eliminating outside distractions–but when I’m trying to create something NEW (or figure something out), the less stimulation I have the better.
I also picked up Clip Studio Paint while it was on one of its 50% off sales, and I’ve just started scratching the surface on learning that. The tech underlying the brushes is definitely more robust than Krita’s, with density flow/bleed and pattern variation tech, and all kinds of cool doodads. The 3D models are also super helpful and intuitive–I suspect I’ll be relying on those more as time goes on. Right now I’m reading/watching advice on how to get good linework out of the program.
And that’s pretty much where I am right now: learning CSP, planning and rethinking structure.
I have concerns that it’s just perfectionism, but these are the things I feel are getting in the way of having a clear roadmap to a finished product. It’s a lot of “establishing best practices” for a field I’ve never worked in before and figuring out (by school of hard knocks) what works for me vs. what doesn’t.


