Clearwater Crossing [Otome] (Open Dev)

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Ferdokki
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Re: Clearwater Crossing [Otome] (Open Dev)

#166 Post by Ferdokki » Thu Aug 28, 2014 1:16 am

I loved the sample script you've provided! =D I feel that each character has their own fleshed-out unique personality, and it really brings the game alive. n__n I also really liked Mitchi, and I'm glad you were able to incorporate a New Orleans style to her. =D
My only gripe would be that I'm not really loving her outfit, but it's not super bad to where I'm distracted from the game or anything.

(P.S. Lololololol I looooove the part about Percy modeling underwear on his crotch!! xD)

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Re: Clearwater Crossing [Otome] (Open Dev)

#167 Post by Kingv » Sat Oct 25, 2014 8:30 pm

Daarkess wrote:Hello,

Just wanted to say the proposed game is looking interesting. I am also curious how you will program the the proposed game elements. As a final note, all the characters look like they have a unique edge to them.
Thank you so much! So far I've been using a bunch of if and else statements to code the type of game play experience I want everyone to have in regards to the dynamic environments and choices. It's definitely a large learning experience but I feel much better about it than when I first started the project. I'm glad you like how the characters are shaping up as well. Trying my best to make them all individuals in their own right.
Ferdokki wrote:I loved the sample script you've provided! =D I feel that each character has their own fleshed-out unique personality, and it really brings the game alive. n__n I also really liked Mitchi, and I'm glad you were able to incorporate a New Orleans style to her. =D
My only gripe would be that I'm not really loving her outfit, but it's not super bad to where I'm distracted from the game or anything.

(P.S. Lololololol I looooove the part about Percy modeling underwear on his crotch!! xD)
Thanks! I'm really happy to hear that! I want each character to feel as if they have their own lives and stories going on during the game and are not just there to give Abby someone to interact with.
Mitchie is still a work in progress but I'm glad you like her so far! I'm using my own city as a reference point for this game and there are lots of people from New Orleans around so it's pretty easy to get references for her unique dialect. I agree with you on her outfit, it definitely needs some adjustments. As I flesh out her character further I'll change it to something else.

Glad you enjoyed that section. Percy is certainly a dedicated salesman lol!

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Re: Clearwater Crossing [Otome] (Open Dev)

#168 Post by Kingv » Tue Dec 09, 2014 11:33 pm

Code: Select all

The game contains 3,793 screens of dialogue.
These screens contain a total of 68,069 words,
for an average of 17.9 words per screen.
The game contains 86 menus.
Time for more updates. Still pushing forward to try and get some type of demo out. There's a few aspects of the game I'm hesitant to commit to without getting some game play feedback first. This is my game plan for the demo so far:

1. Demo will consist of the first month of the game, Fall, and last til the 2nd day in Winter so players can get a sense of how each season plays out as well as experience a festival and birthday event.
2. Focus on one or two bachelors. There's no way I can code every possible outcome for each guy and then put that all in a demo. I'll focus on the guys that I've done more for story/coding wise for now, probably Remy and Orion. Maybe a bit of Kristian as well if time allows.
3. Use placeholder graphics. Some backgrounds will be sketches and some sprites will have just a few facial variations if any.
4. Cut out the freelance work option for the time being. It's a bit too complex to tackle right now. I can always add it in later.
5. Work on filling in the gaps of what I've already got in the game rather than making all new content.
6. Probably more but can't think of anything else at the moment.

A few things have been going on in regards to art. I've been mainly working on commissions but have had time to tweak things here and there. Most of the time of day clothing variations, expressions and outfits have been done for Abby, Willow, Abby's mom and Remy. Are all sitting in a folder ready to be programmed into the game. I also ended up changing Willow's sprite a bit. It was just her hair but I like the new look much better. Working on her Fall outfit now. Percy's mother Pearl is finished as well and you can see both of those sprites below. I also had a bit of a setback with sprites. Somehow ended up overwritting a PSD file with an older version and lost all the work I did on Bayan. It's a good thing I upload a preview to this thread so at least now I can just go back and redraw him by looking at his old picture. Still sucks that all my work disappeared though.

Finished coding the Fall Festival of Remy's route and completed the costume Abby wears when you choose to meet Remy there. Also changed up how the calendar screens for each month looks. Instead of just seeing what day it is you'll have a list to the right called Notes that will be filled in with important info for some days out of that month. For example after you pick up the first grocery delivery from Joriah, the notes section will automatically show what other days he will be at the manor making deliveries. It kinda works like the tracker section in each guys profile. With this you won't have to remember what days special events like the deliveries occur. You can look it up anytime.
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pearl_willow.png
calendarNotes.png

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Re: Clearwater Crossing [Otome] (Open Dev)

#169 Post by Kingv » Sun Jan 11, 2015 4:52 pm

Hi guys! Hope everyone is having a great new year thus far!

I've been thinking about the way my games flows conversation wise for a while. When you visit any character and choose to talk to them, they can say a few random things in response. After a few rounds of play testing and having the same dialog pop up again and again I started to feel like I was just talking to them to gain points which in turned made me bored. So I thought that maybe I should switch up the way dialog is presented. I've made scripted dialog for one game (Lunar Lotus Festival). When you talked to bachelors they followed a simple dialog tree. I'd probably use the same method but it wouldn't require choices after each sentence and would be longer content wise.

Which type do you guys prefer? I've listed some quick pros and cons of both and would love some input. Also included a snipit of the randomly generated dialog as well as a few screenshots of how I previously made scripted dialog.

Randomly Generated Dialog
PROS: Can add additional content at any time, Fast to make
CONS: Can get repetitive, Feels like conversations lack substance

Code: Select all

label townTalkDorian:
show abby at left
show dorian at center
$ dorianTalk = renpy.random.randint(1, 5)
if dorianTalk == 1:
    D"What are you doing here sis?"
    A"What do you mean? Can't I come and visit you every once in a while?"
    D"I guess so...but I'm going to keep an eye one you just in case you try anything weird..."
if dorianTalk == 2:
    A"Hey! Whatcha got going on today Dorian?" 
    D"None of you business."
    A"Well you don't have to be a total jerk about it..."
if dorianTalk == 3:
    show remy at right
    R"Mayor Bartlett? Here are the zoning report you asked for earlier." 
    D"Thanks Remy. Just put them on my desk."
    if cycle=="noon":
        D"I have a golf game with the chief of police tomorrow so I'm about to head off to the course for a few practice swings. I'll sign them sometime later this week."
        R"As you wish. Enjoy your outing."
    hide remy
    A"You know, every time I come up here, I always see Remy hard at work while you're usually sitting around doing nothing. I wonder why that is..."
    D"Just because you don't see me buried in paperwork doesn't mean I'm not busy. Being the Mayor isn't all rainbows and sunshine you know."
    A"Yeah! Sometimes it's unicorns and candy {i}on top of rainbows and sunshine{/i}! "
    D"...{w}You are undeniably lame little sister. Get out of my office."
if dorianTalk == 4:
    D"Hey babe, you missed me? You know you've been on my mind all day right.{w}Hehe, oh I bet. Don't worry though, I'll make it up to you..."
    A"!?"
    D"Hold on  a sec. What do you want Abby? Can't you see I'm on the phone?"
    A"Doesn't look like you're doing anything to me..."
    N"Dorian rolls his eyes as he taps a small device attached to his ear."
    D"It's a wireless headset sis. Now go, I'm trying to set up a date for later today and unless you want to be traumatized for the rest of your life, you'd better give me some privacy."  
if dorianTalk == 5:
    N"The door to Dorian's' office is closed. I guess he's too busy to talk right now."
return
Scripted Dialog
PROS: Feels natural, Learn things in a progressive way
CONS: Might forget aspects of the conversation if too long, More dialog to write
scriptedDialog.jpg

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Re: Clearwater Crossing[Otome] (Open Dev)

#170 Post by Erikka » Thu Jan 15, 2015 3:54 pm

Kingv wrote:More Giovanni since I spent a little time cleaning up his sprite this past week. Since he really isn't a persuable character until Winter in the game he doesn't need as many clothing choices as the other characters. Just about all his outfits are suits of some sort, which makes sense since he is only there on business. So I decided to make him have some causal clothes for whenever he has some down time. Here are some sketches for his Fall/Winter and Spring causal attires. Let me know if there's anything you guys would like adjusted or any suggestions you might have for what he can wear. His fashion sense is very sophisticated and he usually wears trendy/expensive clothing.


WOW!!! :shock: This guy Giovanni is so good-looking on this sprite! I like so much his cunning face :twisted: <3 And his character description is very intriguing! + his Vampire-werewolf costume is so sexy and generally his fashion sense is cool!) :mrgreen: Can't wait to read his route))
Impressive project! Can't wait to play it.

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Re: Clearwater Crossing[Otome] (Open Dev)

#171 Post by Kingv » Wed Jan 21, 2015 2:27 pm

Erikka wrote:
Kingv wrote:More Giovanni since I spent a little time cleaning up his sprite this past week. Since he really isn't a persuable character until Winter in the game he doesn't need as many clothing choices as the other characters. Just about all his outfits are suits of some sort, which makes sense since he is only there on business. So I decided to make him have some causal clothes for whenever he has some down time. Here are some sketches for his Fall/Winter and Spring causal attires. Let me know if there's anything you guys would like adjusted or any suggestions you might have for what he can wear. His fashion sense is very sophisticated and he usually wears trendy/expensive clothing.


WOW!!! :shock: This guy Giovanni is so good-looking on this sprite! I like so much his cunning face :twisted: <3 And his character description is very intriguing! + his Vampire-werewolf costume is so sexy and generally his fashion sense is cool!) :mrgreen: Can't wait to read his route))
Impressive project! Can't wait to play it.
gio.jpg
Thanks! I'm glad you like Giovanni and how the project is progressing! I actually ended up changing his sprite a while ago but didn't put an updated link here. I always liked his old sprite but wasn't really a fan of his face being in profile. New sprite fixes that issue as well as gives me a chance to make him look older.

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Re: Clearwater Crossing [Otome] (Open Dev)

#172 Post by Mad Harlequin » Wed Jan 21, 2015 3:10 pm

Just noticed a typo in that screenshot of the autumn calendar: "occassions" should be occasions.
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Re: Clearwater Crossing [Otome] (Open Dev)

#173 Post by Kingv » Thu Jan 22, 2015 2:12 pm

Mad Harlequin wrote:Just noticed a typo in that screenshot of the autumn calendar: "occassions" should be occasions.
Oops lol. Thanks for pointing that out, I'll be sure to change it right away.

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Re: Clearwater Crossing[Otome] (Open Dev)

#174 Post by Erikka » Thu Jan 22, 2015 2:54 pm

Kingv wrote:
Erikka wrote:
Kingv wrote:More Giovanni since I spent a little time cleaning up his sprite this past week. Since he really isn't a persuable character until Winter in the game he doesn't need as many clothing choices as the other characters. Just about all his outfits are suits of some sort, which makes sense since he is only there on business. So I decided to make him have some causal clothes for whenever he has some down time. Here are some sketches for his Fall/Winter and Spring causal attires. Let me know if there's anything you guys would like adjusted or any suggestions you might have for what he can wear. His fashion sense is very sophisticated and he usually wears trendy/expensive clothing.


WOW!!! :shock: This guy Giovanni is so good-looking on this sprite! I like so much his cunning face :twisted: <3 And his character description is very intriguing! + his Vampire-werewolf costume is so sexy and generally his fashion sense is cool!) :mrgreen: Can't wait to read his route))
Impressive project! Can't wait to play it.
gio.jpg
Thanks! I'm glad you like Giovanni and how the project is progressing! I actually ended up changing his sprite a while ago but didn't put an updated link here. I always liked his old sprite but wasn't really a fan of his face being in profile. New sprite fixes that issue as well as gives me a chance to make him look older.

That's a pity :( Honestly speaking I liked more his face being in profile. He was so good-looking and he didn't actually looked that young... And his cunning face was so stunning :cry: But you're the creator so it's only my opinion. However, I feel a bit upset.

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Re: Clearwater Crossing [Otome] (Open Dev)

#175 Post by Kirlett » Sat Mar 07, 2015 1:30 pm

So ready to play this game. Everything looks awesome, the guys *¬* Remy is my favorite.
Thank you for working on this! :D

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Re: Clearwater Crossing[Otome] (Open Dev)

#176 Post by Kingv » Tue Mar 10, 2015 1:51 pm

Erikka wrote: That's a pity :( Honestly speaking I liked more his face being in profile. He was so good-looking and he didn't actually looked that young... And his cunning face was so stunning :cry: But you're the creator so it's only my opinion. However, I feel a bit upset.
Sorry you feel that way, but I think it's for the best. It would get pretty strange only seeing his face in profile the whole game. And if I wanted to make another pose, I'd have to make another sprite of him rather than adjusting the one he has. Just saves me a lot of time and hassle.
Kirlett wrote:So ready to play this game. Everything looks awesome, the guys *¬* Remy is my favorite.
Thank you for working on this! :D
So happy to hear that! I'm taking a break from this game to work on a few projects for NaNo but I'll be back to it next month.

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Re: Clearwater Crossing [Otome] (Open Dev)

#177 Post by Erikka » Wed Mar 11, 2015 6:04 am

I still think that your game is awesome and I'm waiting to try it even if the sprite I liked so much won't be in the game)) I think that Giovanni is cool anyway) I know it will sound strange but in his new sprite he reminds me of Chuck Bass))
Last edited by Erikka on Thu Mar 12, 2015 8:15 am, edited 1 time in total.

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Re: Clearwater Crossing [Otome] (Open Dev)

#178 Post by pyla8 » Wed Mar 11, 2015 11:33 pm

For what it's worth, I much prefer the new sprite. He seems less girly imho (which no prob with that, but not for me) and that distinguished bit of grey. I'm looking forward to the release! x)

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Re: Clearwater Crossing [Otome] (Open Dev)

#179 Post by Sharane » Mon Mar 30, 2015 9:55 am

I bookmarked your topic some time ago and there is so many new things from my last visit, that´s amazing!
I´m really getting excited about your game :)

P.S. I like the e-mail system and the profiles of other people.
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Per aspera ad astra

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Re: Clearwater Crossing [Otome] (Open Dev)

#180 Post by Mikaren » Mon Apr 27, 2015 5:13 pm

Dadum.... i am still waiting for this game!
soo excited >:D

Edit:
is that smexy life guard gonna be one of the romanceable charac?

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