Camp Handiba Development Thread

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EwanG
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#31 Post by EwanG » Mon Jan 01, 2007 7:45 am

^ Yes, that's a filter I'm familiar with. Unfortunately, at least in Audacity, if you use that to remove noise from the entire recording - rather than just where it's supposed to be silent, you get a little bit of a tinny ringing in a high register. So then you have to use another filter to get rid of that, and your vocals tend to sound a little hollow.

For Handiba I'm looking into a few possibilities. I have a friend who develops software used by the various animation studios that work for Nickelodeon and Cartoon Network. He has a nice recording studio, and I might be able to get some time in there if I can find enough local voices. Similarly, I have a decent environment myself if I can find enough local voices.

If I can't find enough locals, that's going to be when I have to look more seriously at how to get better quality results from mixed sources. Which may be where I have to see if other programs do noise removal better :D

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#32 Post by EwanG » Mon Jan 01, 2007 8:43 pm

Character List and some Descriptions of each. Just in case there's a character artist out there who'd be interested in working on this project:

Main Characters:

Scott Evans (You if playing Male) - Male, 18, Brother of Zoe. Blond Hair, Blue Eyes. This will be your first summer working as a volunteer counselor at the camp, and in fact this is only your second job. Your first job was working as a janitor at the factory where your Dad was a manager. Not very athletic, but not too geeky either.

Becca Evans (You if playing Female) - Female, 19, Sister of Zoe. Blond Hair, Brown Eyes. This will be your first summer working as a volunteer counselor at the camp. Your sister seemed to have such a good time there last year that she really wanted you to share it with her. Plus, she let you know that a boy you've had a bit of a crush on is going to be working there as a camp counselor this year.

Zoe Evans - Female, 16, Blond Hair, Brown Eyes, Handicapped, Sister of Scott and Becca. This is her second year at camp, and it was quite obvious to the family that she had a great time last year. She has always looked a little thin because of her handicaps (she can only walk a few feet due to problems with her joints, and she can't speak more than a few words vocally, although she has a great ability to understand what others are saying and can sign with a fairly large vocabulary).

Becky Turner - Female, 42, Camp Coordinator for Camp Handiba, Red Hair, Blue Eyes, Cindy's Mother. Ms. Turner has run the camp since it opened five years ago. She doesn't own the camp, rather it was started by a non-profit agency, but it is her responsibility to keep it going. She has a kind face, and is a surrogate mother to all the campers and counselors.

Cindy Turner - Female, 18, Red Hair, Blue Eyes, Becky's Daughter. She has helped her mom as a counselor for the past three years. While you can see the family resemblance, she is more headstrong and impulsive than her mother. At times she comes off as a bit of a tomboy still, while other times she puts on a graceful air.

Two other female camp counselors:

Savannah Taylor - Female, 19, Black Hair, Brown Eyes. This is her second year at the camp, and while she seems very outgoing, she doesn't seem to want to talk much about what happened last year.

April Jones - Female, 22, Black Hair, Blue Eyes, Glasses. Seems to be very studious, and a bit quiet although very caring. Seems to be a good friend of Shawn's. This is her third year working at the camp.

One other male camp counselor:

Keith Perkins - Male, 17, Red Hair, Brown Eyes. This is Keith's first job, but with his natural athletic ability, the outdoors seems to be the perfect place for him. He's the type of guy who gets along with everyone.

Girl Campers:
Jenny Stewart - Female, 18, Brown Hair, Brown Eyes. Before coming down with a form of MS she was a Cheerleader in Junior High. She still goes to many athletic functions, and tries to show her school spirit as best she can. Like many of the returning campers, she seems particularly excited to be here. This is her third year at the camp.

Erica Reed - Female, 18, Blond Hair, Brown Eyes. Erica is physically fine, but is mentally a little delayed. Because she looks "normal" she is sometimes taken advantage of at school. She likes it when the other girls help with her hair, and will be your best friend if you let her. This is her fourth year at the camp, which makes her a bit of an old timer.

Lynn Johnson - Female, 17, Blond Hair, Blue Eyes. Lynn is the type of person who tries to ignore her handicap. She lost her left leg to cancer, but does her best to keep it "under wraps" that she's wearing a prosthesis. She sometimes acts like she shouldn't be here, but also seems to be very happy to be coming back. This is her third year at the camp.

Donna Phillips - Female, 17, Brown Hair, Blue Eyes. Donna is deaf, but had learned to read lips as well as signing. She is a big help with the other girls, and may become a counselor herself one day. Oddly enough, one of her favorite activities is playing the harmonica - something she supposedly started on two years ago when she first came to the camp.

Judy Smith - Female, 16, Red Hair, Green Eyes. One of two "first time" campers, Judy is a bit heavyset from being in a wheelchair all the time. She had a birth defect that caused her to be born paralyzed from the waist down, and has never walked. She have a very bubbly personality, and can beat anyone at TV trivia.

Kim Lee - Female, 15, Black Hair, Black Eyes. The other "first time" camper, Kim obviously is of Asian descent. She has no visible handicaps, but seems very easily frightened by loud noises or unexpected movements. All Becky will say is that Kim deserves to be here.

Boy Campers:
Ken Brown - Male, 18, Blond Hair, Blue Eyes. Ken wears incredibly thick glasses that make him look like more of a geek than he really is. Without them he's legally blind, and is a little hard of hearing in his right ear. He tends to be a bit withdrawn, but can be coaxed to join in without too much trouble. This is his third year at the camp.

Shawn Davis - Male, 18, Black Hair, Blue Eyes. Shawn is very withdrawn, and has been diagnosed as borderline Autistic. Groups overwhelm him, and often you will see April helping him to leave before he completely loses it. Still, one on one he comes off as very intelligent even if he seems to be obsessed withAnime. This is his second year at the camp.

Tim Sanders - Male, 16, Brown Hair, Brown Eyes. Tim is a quadriplegic, and requires the most help of any of the campers. He can talk on his own, but otherwise resembles a young Stephen Hawking. On the other hand, if you get him talking about camp, his eyes light up like he's coming to paradise. This is his second year at the camp.

Then there's the forest spirits (somewhat translucent bunnies, foxes, and a coyote).

FWIW,
Ewan

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#33 Post by musical74 » Tue Jan 02, 2007 1:50 am

*curses his inability to draw*

I really like the character bios...ALL of the character bios. It shows that you've put some thought into them.

Best Bio: Tough one, but I would think either Kim Lee (totally mysterious) or Keith Perkins...just like the way it's described. *Hopes it's possible to be friends with everyone at the camp, because everyone there seems really nice* =)
A friend is one that walks in when the world walks out.

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#34 Post by EwanG » Tue Jan 02, 2007 11:02 am

musical74 wrote:*curses his inability to draw*
Trust me, I know the feeling!

If I could draw reasonably well, then I'd probably be shooting for May instead of September. Then again, taking things a little slower might actually help "age" the end product :D

Ah well... back to work. I've got the outline done - which is how I was able to figure out who my characters would be. I should add that a couple of the animal spirit characters will be voiced in one track, but that should be somewhat minimal. Still, the script itself has miles to go...

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#35 Post by EwanG » Thu Jan 04, 2007 8:27 pm

OK, based on some issues I'm having with image maps (specifically what I think I'd want to do versus what is actually possible), I'm rethinking the ability to let some of the action occur based on the user selecting what area they want to explore next from a map of the area. Rather I'm considering adding a menu (similar to the RenPy demo) that would allow you to pick an area from the menu, and then deactivate that area until the next day/segment. This will also speed things up a bit since some areas only become unlocked after certain events, and I was already looking at having to do multiple versions of the imagemap.

Guess what I'm asking is, do most folks think that would make much of an impact on their playing experience? If I have the menu options on the left, and the map on the right with the areas labeled, will it really remove much of the experience compared to actually clicking on the map?

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#36 Post by Counter Arts » Thu Jan 04, 2007 8:51 pm

Actually, that is the Da Capo way. What Da Capo also does is as the mouse goes over the button, an image appears on the map of the scene.

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#37 Post by Nafai » Thu Jan 04, 2007 8:57 pm

Not really, no, but then I'm not very picky with the trappings of a game. As long as it looks clean and well organized, a game is polished enough in my eyes. So I don't think it would have a major impact on gameplay or the overall experience for me...

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#38 Post by DrakeNavarone » Thu Jan 04, 2007 9:16 pm

I don't think you'll hear many complaints about doing it that way. Like Counter Arts said, that's how Da Capo does it, and it doesn't take anything away from the experience. In fact, it might be a little beneficial for the user, too, since you'll be able to see all of your options at a glance.

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#39 Post by monele » Fri Jan 05, 2007 6:16 am

It doesn't remove that much, no, so it would be okay.
But hm... are you sure it's *impossible* ? Maybe you can still use imagemaps but not make the clickable zone extremely precise?

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#40 Post by EwanG » Fri Jan 05, 2007 7:05 am

monele wrote:Maybe you can still use imagemaps but not make the clickable zone extremely precise?
There are a couple of zones where the particular land features that divide them are rivers or elevation differences. So from a story aspect, knowing which side of the river you meant makes a difference...

As for the hovering over a choice and that choice's area being highlighted on the map (rather than just purely marking out the boundaries), that brings up the question of how in RenPy to:

Detect the mouse is hovering over a menu choice (I suspect that's in there somewhere...)

Place an image highlight at an exact location on the screen

Anyone who could enlighten me on how to do those, I'd appreciate it.

As for game progress overall, I think I've already mentioned that I have finished the scenario outline and the cast of characters. I have a couple portfolios to go through today, but it looks like I may have an artist to do the character art. What surprises me is that all three of the applicants are claiming they can get it done in about a month. If so, then a Memorial Day release starts to look viable - if I can get the dialogue done quickly enough to get things recorded.

FWIW,
Ewan

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#41 Post by DaFool » Fri Jan 05, 2007 8:25 am

I have a couple portfolios to go through today, but it looks like I may have an artist to do the character art. What surprises me is that all three of the applicants are claiming they can get it done in about a month. If so, then a Memorial Day release starts to look viable - if I can get the dialogue done quickly enough to get things recorded.
Yeah I'm a bit skeptical about that...one month to do drawings for an epic multi-hour visual novel with more than a dozen characters? Sacra-bleu! (runs away from monele and the French grammar police)

Then again, if they're high-schoolers...I remember I had a lot of time back then :D

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#42 Post by Counter Arts » Fri Jan 05, 2007 9:00 am

EwanG wrote: As for the hovering over a choice and that choice's area being highlighted on the map (rather than just purely marking out the boundaries), that brings up the question of how in RenPy to:

Detect the mouse is hovering over a menu choice (I suspect that's in there somewhere...)

Place an image highlight at an exact location on the screen

Anyone who could enlighten me on how to do those, I'd appreciate it.
Ooo! Me! I can help! After spending all that time designing my interface code I have gotten kinda decent at interface stuff.

Here is your init code:

Code: Select all

$ cavePos = Position(xpos=100, ypos=100)
$ buttonPos = Position(xpos=0.07, ypos=400)


image button1 = ui.textButton("Cave", 
    clicked=ui.returns("Cave"),
    hover=renpy.show("CavePic", at_list=["cavePos"]),
    unhover=renpy.hide("CavePic")
    )
image Cave = "CaveOfDoom.png"
Then when you want to show it...

Code: Select all

show button1 at buttonPos
This code should work.

EDIT: Whoops... looks like I forgot the quotes in the at_list.
Last edited by Counter Arts on Fri Jan 05, 2007 9:13 am, edited 1 time in total.

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#43 Post by EwanG » Fri Jan 05, 2007 9:10 am

DaFool wrote: Yeah I'm a bit skeptical about that...one month to do drawings for an epic multi-hour visual novel with more than a dozen characters? Sacra-bleu! (runs away from monele and the French grammar police)

Then again, if they're high-schoolers...I remember I had a lot of time back then :D
Well, at least one of them is a published artist - in an Eastern European country. I think that part of the reason I'm getting these quotes is that I will be doing the coloring and shading myself. So it's just a matter of line drawings. Still, for me, it took a full week just to do all the variations for five characters...

Of course, if I expand that out... I guess that makes a full month not that unreasonable...

Anyway, look forward to starting to share some more of the Handiba experience soon. Just got the main theme, and I think y'all will be as pleased as I am with it.

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#44 Post by EwanG » Fri Jan 05, 2007 9:13 am

Counter Arts wrote: This code should work.
Which means I need to try and put that together with what I've got and see if it does. At the very least, it should be close enough for me to move forward with.

Thanks!

BTW, everyone keeps mentioning how this is like the Da Capo game. I finally looked that up on Wikipedia, so at least I now know what y'all are talking about. :D

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#45 Post by PyTom » Fri Jan 05, 2007 10:34 am

I don't believe Counter Arts' code will work. (For one thing, the renpy.show and renpy.hide will run immediately, rather than when the button is actually hovered.)

Here's some code that will work in 5.6.6, which is due out this weekend, but that makes this case alot easier.

Code: Select all

scene map

python:
    done = False
    rv = None
  
    while not Done:
        if rv == "messhall":
            ui.image("map_mess.png", xpos=200, ypos=100)
        elif rv == "pool":
            ui.image("map_pool.png", xpos=300, ypos=400)
        
        ui.vbox(xpos=0, ypos=0)
        ui.textbutton("Mess Hall", clicked=ui.returns((True, "messhall")), hovered=ui.returns((False, "messhall")))
        ui.textbutton("Pool", clicked=ui.returns((True, "pool")), hovered=ui.returns((False, "pool")))
        ui.close()

        done, rv = ui.interact()

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