Re: Blackout WIP[GxB][Interactive Mystery][Suspense]-Commerc
Posted: Fri Oct 02, 2015 12:40 am
Here's Josh! (PSSST! I haven't shown his smile yet, but boy he is stunning!)
Stay tuned for more!

Supporting creators of visual novels and story-based games since 2003.
https://lemmasoft.renai.us/forums/
https://lemmasoft.renai.us/forums/viewtopic.php?f=43&t=34118
... //diesKate wrote:I'm avoiding a deadline for now.... simply because there's several stages of my development (I'll actually add this checklist to my first post):
(I don't want to get the people who are excited into a tizzy over the next demo or full release date and then push it back and break their hearts!!!! That's so disappointing. But I promise this is going to be completed.) I'll add a release estimate as I complete phase 2, which may change at phase 3.
This was a good post, thank you for the reply! It really made me think about how I'll group the next phases of production:
Phase 1: October 31, 2015
---Finish main intro writing with demonstration of alternate information choices (hardest thing, I swear); have sprites all drawn + colored;
then code together into demo, release it!
Demo 1 release: Will have no formal background, just some art stuck there to serve as a placeholder. GUI won't be in till second phase!
Phase 2: After my head stops spinning from whatever feedback I get on Halloween/Nov.1st onward:
---Organize all of the flags for Route 1 (hefty list!)
---Get day/time-of-day/time-passing points systems online.
---Write all "scripted" events that will happen no matter what choices you make. In the proper day settings.
---Make all sorts of voodoo (charts) that show me a) which clues are accessible when, b) whose rooms are searchable when or whatever
system I finalize for room-searches
---Write death endings (generic); plot and choice-specific death endings will be written as I encounter them
—Figure out romance lines key events (across all characters) so I can figure out estimate for days in game needed, when to cue events, etc. (setting the milestones; timing it with the main plot.) *I feel like this is a little tighter and looser at the same time in this kind of game, like you can’t be all happy-go-lucky on a date if you’re really suspicious of someone after getting locked in a shed while snooping around; but at the same time who is gloomy on a date? So there’s some balance to be had (And a headache’s worth of conditionals to set the tone of each date. These dates are going to be incredible though with the dynamic mood/tone and positive/neutral/negative outcome of the interactions!)
---Finish plotting events within romance routes specific to Route 1 & write them in blood!!! (Just kidding. Ink will suffice.)
---Write romance route shareable events (some appear randomly in other routes... after all, the same characters are involved in different
schemes; so they do not act like whole other people in the other routes. They may just have slightly different opportunities and idea.
The idea of repeating some "dates" or events at random makes it trickier for the player to know which mystery route they are on.
(Mystery route is the overarching scheme of events; then there are romance routes within the selected mystery route. So that = 7
mystery routes planned, and 4 romance routes within each = 28 romances that are all slightly unique (7 per guy character). And that's
just if you make the same choices. It will be different if your choices are different!)
---Write the "suspects lie" conversations. (Did you know every suspect will lie to cover their own butt?)
---Write up the "random event" scenes and their clues. (These are already completely mapped out. Just need written fully.)
---Finish the generic conversation branches and add in the flag-unlockable special options/plot-specific interactions
---Decide WHO LIVES AND WHO DIES! (Mwahahahahaha!!!!!) - and what choices lead to this. And such.
---Decide font for dialogue.
Milestones:
---Code 50% of game(route 1, but this include many shared bits of other routes up to 30%), including half of scripted events, character reactions til day 6; expressions and generic dialogue/conversations; and decide on a reasonable font for the dialogue. <-- (PM or Comment if you have a good suggestion!)
Release Demo#2: will include a sample of activities you can make the MC try, at certain times of the day; conversation functions; should include GUI but if push comes to shove, will still include default. If GUI is implemented, then there should be the status bars too.
***Release Reading-only gameplay with characters, but no background. On a route-by-route basis. One Route per reader (track which reader reads what so they don’t access the whole game before release; but have a fair amount of readers per route.) *release as necessary/completion
Phase 3:
---Double check all branching choice paths and point tracking systems to make sure there are no event sequence errors.
---Add in any events I think up that will mesh with the stories; fill in any romance lines that seem sparse; fix any yucky dialogue that
doesn’t sit well with test-readers and revisit logic of decisions/consequences.
---Code 75% of the dialogue of the route
---Code the majority-whole of the gameplay system (background stuff that will SURELY give me a migraine but make the game awesome!)
---Write alternate romance scenes; map most appropriate events with a few alternates that may/may not be triggered due to different choices (if I'm ambitious and want extra variability in the routes....it might just happen. I love my characters thanks to my artist and some lucky good ideas so it's a definite possibility!!! I would enjoy writing extra romance at this point, hope it holds out!)
---Select background inspiration while writing; have a file ready when soliciting/receiving an artist bid.
---Evaluate GUI; make any fixes. If there is no GUI yet---- *run around like headless chicken* then commission that pronto!
---Match art sizes; test screen display so far between menus, characters, clue art sizes (not determined yet), dialogue boxes, etc.
---Revise any plot bits that don’t sit well with me; consult test-readers
---(will select artist -- likely same artist as my sprites-- and contact them, and such.)
---Final backgrounds list; work on designs; Cut any unnecessary backgrounds. Note alternates (Kickstarter success-allowing).
---Music loop for main menu - commission! (Also decide if special ending music is required.)
---begin selecting sounds/effects/music for rest of game
---Anything I've missed I'll probably consult experienced developers about and fix/add here.
Milestones:
---Code 75% of route 1; write full main plot; adjusted values of clues and romance conversations/events and "random"/hidden events;
---Romance routes done and decided for route 1. Decide on CG locations; assigned priority (will be selected or omitted based upon Kickstarter success.)
---Music loop(s) nearly done or complete and added.
Release Video of gameplay in certain spots.
**If necessary, release revised words-only+characters play through to same test readers; weigh results and adjust.
Phase 4:
---Make sure credits are correct and ready. Make sure I have rights to all assets I am using.
---How to establish legal rights over something? <-- Advice on this is greatly appreciated!!!
---First Free Route will finish- 100% written and code 100% dialogue/story; any final tweaks on the gameplay system, GUI, etc --> then will format following routes that way
---Video advertising Game *PM ME IF YOU ARE INTERESTED IN MAKING PROMO VIDEOS!*
---Begin Kickstarter for background art and CG's
*** If the kickstarter is a huge success, I'm going to commission extras like more CG's, clue item images, and such.
*** If. If. If. A little voodoo here, a little sacrifice there.... some weird dancing....yeah (no offense to anyone, I'm joking!)
---Commission any coding help I need if something is still beyond my reach so I can finish the game (route 1 at least; may need extra help for bonuses for commercial bundle, like the route selection image-map screen!). (Late is better than never. The game must be awesome!)
**no demo this phase. It ends when the art is ready and coded.
Phase 5:
---Release First Route; determine which platform/website to have full demo located through.
---Release to LetsPlay'ers and hopefully they like!!!
---Finish writing other routes if they are not yet completed (though I'll honestly do most of that while waiting on art, since I'll be a little
crazy if I sit around. Obviously there will still be work to do!)
---Commission any other help I need.
---Finish my website 100%, make it sparkle!
---Commission any CG's and art needed for routes 2-7; any bonuses for route 1 that kickstarter may fund (at least 1, to entice players to buy and replay/enjoy replaying route 1 with the bundle).
---Code everything; choose 5-10 testers that can commit to playing this game several times through and give critique and/or help
---Fix any goofs like skipping any specific scenes by accident; any loose ends where the game jumps to the end by accident/such
Business side:
---Do my final homework/deciding on what platform, site, etc I need to have my game for sale at and how to handle payments, contesting refunds/charge contests; tax info; learn how to manage flash sales,
---Approach the mighty giant THAT IS STEAM and prepare my game to meet the requirements to humbly offer it for "sacrifice" (begging and crying if necessary!)
Phase 6:
---Release Routes 2-(6/7) as well as Route 1 with full amt. CG's
---Begin next game; evaluate scope of next game based upon feedback, sales, and fanbase/following. (Hopefully I will have a few fans?)
---Keep ledger tracking sales and success; also log reviews and save for future citation.
---If Steam green light hasn't happened yet, figure it out. Hire help if needed.
---"Early to bed, early to rise, work like hell, advertise!"- Ted Turner <-- (should it be "code like hell"?????)
---Decompress and chill out.