Tag Archives: writing

Day 6: script is done

18 Mar

It’s day 6 of my project for NaNoRenO and I’m happy to say the script is done. In the end the story has 4 endings, instead of 2-3, and I actually had to make an effort to keep that number from growing. There were at least 2 other endings I could think of, but I think those would just be overkill, given the fact that the story is pretty linear. Just skipping past 90% of the story of a little extra doesn’t seem worth it.

I’ll probably still tweak the dialogue here and there, but for the most part it’s done, at 9.911 words.  It seems quite a lot, it’s almost a quarter of SFM which took more than a year to make, but when I think about it, not that much happens.

I also changed the heroine’s name to Marty, since it’s sounds like martie, the Romanian word for march ^^ I think it’s a cuter name and it suits her better.

My next move should be cutting up the sprites. I hate this part. Saving each eye, brow, mouth state and then coding them together into different expressions and then inserting them is such a drag. I wish the computer could read my mind and do it for me. Not to mention I did an extra outfit for two of the characters. What was I thinking? And they only use it once, what a waste.

I’ve never drawn such a cute MC before. I usually make the girls look more mature, but this whole game is just so filled with hearts and pink, it’s no use stopping now. Oh, well… Enjoy this pic of the sprites for now ^^

Warren on the left, Matt on the right

Warren on the left, Matt on the right




A taste of poison

13 Feb

I’m usually pretty shy and I -still- get embarrassed thinking that people are reading something I wrote and looking at something I drew, even though Summer has around 8000 downloads (I can’t wait to say it’s over 9000!) .  How did that happen?!

So what I’m about to do in this post will hopefully help me get over my fears. People post different types of works all the time and get criticized for it. Besides, I haven’t posted anything in a while so I figured, why not some dialogue? Not everyone has  the attention span of a goldfish and needs pretty pictures.

So here’s a little peek at an event that takes place in the palace garden:

Ayrius “Ember, what a pleasant coincidence.”
Ember “I didn’t know you liked to take walks in the garden.”
Ayrius “Why else would I have a garden? I quite enjoy the calm and quiet.”
Ember “Am I bothering you? I’ll come back some other time.”
Ayrius “If you can refrain from talking my ears off as you usually do, I think I can survive half an hour in your company.”
Ember “What is that supposed to mean? I never-”
“I stopped myself, realizing that while he was most definitely wrong, it was wise to avoid an argument.”
Ember “Fine. I’ll be quiet.”
Ayrius “Good. Walk with me, then.”
“I made a point of being quiet. I even stepped as lightly as possible in order to avoid making noise.”
Ayrius “You are quite amusing at times.”
Ember “Amusing? I’m not saying anything.”
Ayrius “And yet you managed to amuse me. Why are you so stubborn? You’re like a child.”
Ember “You said to be quiet, so I am.”
Ayrius “Now I feel like conversing with you.”
Ember “Would you please make up your mind?”
Ayrius “You’re spirited today, aren’t you?”
Ember “I’m spirited most of the time. Are you only now noticing?”
Ayrius “I meant more than usual. Has something good happened?”
Ember “Not particularly. I just like summer, and long walks, and the smell of flowers…”
Ayrius “What about me?”
Ember “What about you?”
Ayrius “Are you enjoying my company?”
Ember “Enjoy might be a little much. I can certainly survive it, though.”
Ayrius “You remember that?”
Ember “It was a minute ago. And let me say I am ever so pleased you haven’t keeled over by now.”
Ayrius “Come now, don’t spoil the mood with an attitude like that. Let’s enjoy our walk.”

Old people and being original

16 Jan

I don’t remember drawing old people before. Not successfully at least. Well I tried today. I needed to do a sprite for Ayrius’s butler, Manford. Isn’t Manford such a butler-ish name? I didn’t even look for a name for him, it just came to me.

Anyway, I think I did a really bad thing. His sprite is much more realistic than the others. It’s hard to make anime characters look old, since they don’t have much facial details. So trying to make him look older I ended up drawing more details and now he doesn’t really match the others so well. I will have to do something about that, I don’t know what, though. Doing the usual nose (a colored oval) that I usually do won’t cut it. Gaaah! His hair looks so shiny though. *_*Manford


Not much news on the writing front. I am regretting all the subplots (if they can be called that). How am I going to tie them all up? I woke up a few times last night to write down ideas in my phone. -_-  In the end Ayrius will just kill everyone with his demon powers and all will be well with the world. Who wants that to be the true ending? lol  I need to make a page for this game so that people can understand what the hell I am talking about.

While procrastinating doing reasearch by reading manga, I came a cross a title that sounded terrifyingly familiar. It was called Dokuhime. Given my extensive japanese knowledge (wut?) this sent a shiver down my back. Because that means something like “Poison princess”. I read the summary and my worst fears came true, it was pretty much the idea of Poison Sweet. It’s not identical but I imagine anyone who’s read it will make the connection. I knew from the start the idea of Poison wasn’t completely original, but I didn’t know where I had heard it before so I thought it was okay (it wasn’t this manga, I’m sure it’s been used before). I just really don’t want anyone to think I ripped off a manga. I haven’t read it, and I won’t read it, at least until the game is completed. Hopefully it’s not as similar as the summary made it appear. T_T I’m seriously annoyed with myself right now, but it’s way too late to abandon this game.

Writing update:

The game contains 2,158 screens of dialogue.
These screens contain a total of 21,807 words,
for an average of 10.1 words per screen.
The game contains 14 menus.

My late Ren’py update

17 Nov

I updated to Ren’py 6.14.1 today. I had 6.13.something before. I didn’t even know there was a new version until I looked for answers to some coding problem I had. I found the answer and when it didn’t work I realised it was because I hadn’t upgraded Ren’py.

The launcher looks great and I looove the new features.  I switched to the new editor as well. Editra is pretty cool and has spellcheck which is awesome.  I also changed the enviroment colors, for example the background to a nice dark blue that’s easier on the eyes then the stark white it was before.

One thing that bothers me is that it doesn’t seem to auto-indent (on pressing enter) like jEdit did, nor does it have the Ctrl + I thing that automatically indented a chunk of code. (unless I’m missing it?). These aren’t big problems though and I’m willing to live with them.

Other than that, I wrote today. I reached 4500 words which is not a lot, but it’s progress. I wrote the first encounters between MC and some of the other chars: Casper, Finn and Alba. They were pretty fun to write, I feel like I’m getting a better handle on their personality. I try really hard not to make Alba a total b with an itch. I want her to have redeeming qualities and not be just another one-dimensional stuck-up mean girl.

Also, I started using placeholders for the characters. They don’t have color or emotion, but they help me visualize the story. ^_^

I’m still debating Crypto’s functionality. Right now it’s made in a way that the player can go in, check what’s new or not. That’s not gonna fly though. Some things are optional (like all the random threads people write), but some should definitely be read to further the story. On the other hand, if I force the player to click through everything, why even give them the option to click? Same goes for 1-on-1 conversations. These should go in the private tab of the Crypto menu. Say MC receives a new IM that she absolutely has to read in order to further the story, do I force the NVL dialogue to pop up or just pause the game until the player goes to click on the conversation? I’m sure there’s a perfect way to handle it, I just have to find it.

In happier news I managed to make clicking on a thread work. I now opens it up and shows the replies. Woot!

Random screenshot:

MC tries to avoid Finn by hiding in a crowd of people, Assassin’s creed style. She ends up falling on her ass in front of everyone.


Statistics of the day:

The game contains 418 screens of dialogue.
These screens contain a total of 4,492 words,
for an average of 10.7 words per screen.
The game contains 1 menus.

Random name FTW

11 Nov

So, I originally had a fixed screen name for the character to take.  The narrator would say that there are randomly generated but the others were silly so MC was forced to go with the only good one. Then I thought, why not actually generate random screen names for the player to choose? I already had a system for it anyway (word1+word2, complicated, I know). So that’s what I did. Using two arrays of words that would more or less work together I generate the names and the players chooses one of three.  There are over 2000 combinations. Sometimes the names are silly, but nothing you won’t find online.

Today I also wrote the first dialogue between MC and Hollow (who is Hollow? let’s just say he’s the antagonist of the story). It’s not set in stone, but I kind of liked the tone of the conversation.

I’m still not sure about the coding. I’m doing it NVL style for now (same as with Summer). I think it’s the best way, I just wish I could make the damn thing scroll like a real chat box. I tried using viewport but no dice. Oh well, you win some, you lose some.

Let’s show some pics!

I’m not sure about the thoughts apearing in the chatbox. There’s no sideimage so I think I need to show some reaction from MC somehow. On the other hand I fear some people might see it as jarring. Arrrgh! What do I do?


Statistics of the day:

The game contains 244 screens of dialogue.
These screens contain a total of 2,600 words,
for an average of 10.7 words per screen.