Almost Dramatic!

Ideas and games that are not yet publicly in production. This forum also contains the pre-2012 archives of the Works in Progress forum.
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EwanG
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#16 Post by EwanG » Tue Dec 05, 2006 11:33 am

Mirielle wrote:Ahem, finished all character CG's although I might wait to release a demo before I show them to the world and to keep you all in suspense. Or not.
As I was advised early on, you probably DON'T want to release a demo. The track record of demo games that ever get released as final games is close to zero for various and sundry reasons.

If you just want folks to drool... err... comment on your characters, may I suggest you do some cast pictures to show off the characters and some of your backgrounds. You'll get some decent feedback from that, and you don't have to interfere a great deal with your efforts toward getting the game finished.

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#17 Post by musical74 » Wed Dec 06, 2006 12:11 am

Ewan brings up a VERY good point: the number of games that have a demo and then they actually complete it are very very very few. I can think of 2 - and that's in 25 years of playing games. :shock: Not sure the reason for that, but...it's better to avoid doing a demo if you can get away with it.

Regarding the twist: you just got me wondering what the twist is, what's going to happen next, the whole bit. In other words, the fact that there IS a twist to the story increased my desire to see the end game. I can only think of one game that I've played where there's a major twist...and the way it was conveyed, and the way you find out, is so great...gotta love plot twists! =)
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#18 Post by mikey » Wed Dec 06, 2006 3:22 am

Well, times change - three years ago when the scene wasn't as established and productive, a demo was probably more of a milestone and as EwanG said a showoff - it made sense though, as you could see progress etc. Now, with a lot of projects actualy finished, demos aren't all that significant. And we've seen often enough that even 99% finished is not 100% finished and every prognosis and assurance of completion must be taken with a rock of salt.

Now, a demo will slow down the whole process of making a game, no doubt about that, just like any other presentation or action regarding your project that is in itself somehow rounded and finished. The demo will also probably give a false sense completion, and the effort needed to move beyond the demo will be many times bigger. Finally, a demo isn't necessarily representative of the whole game, and a lot of things will change. It does provide some proof that things are being worked on, but as said, anything can happen to any project - looking at Blind Love now... :(

But again, a demo is a game-maker's decision, so if you go ahead with it, I'll gladly play :P

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Mirielle
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#19 Post by Mirielle » Wed Dec 06, 2006 5:13 am

Okay. I will keep you all in suspense until...I have to find voice actors and therefore put pictures up.

But until then...

I am finishing constucting the twist in the storyline so that it affects the characters in different ways. I can only hope it will be enjoyable enough.
Available for voice acting - Please listen to my demo reel!

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#20 Post by musical74 » Thu Dec 07, 2006 9:51 pm

*Gets all suspenseful waiting* And I don't wait well....

Regarding the twist affecting all characters...I like this idea. I know of one other case where this happened and it was well done and REALLY thought out...and made me want to complete the game, because I was SO surprised by the twist...had to finish it. If your twist is ANYTHING like this other one...count me in on playing this till I finish it =) =)
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Mirielle
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#21 Post by Mirielle » Fri Feb 23, 2007 6:29 am

Just so you know I'm not dead...

A nice little screenshot of one of my better character sprites!
Image

My best character sprite...
Image

And...someone you should come to fear...
Image

This will probably be released next month. I'm so close, just a little further...
Available for voice acting - Please listen to my demo reel!

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#22 Post by mikey » Fri Feb 23, 2007 6:40 am

Excellent, keep up the good work.

I have a comment, if I may - the perspective isn't really good, the characters should be closer to the "camera", so that the point of view feels more natural. The last picture, for instance, it looks as if she was standing on the table - she should be a bit closer so that you don't see her legs.

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#23 Post by Enerccio » Fri Feb 23, 2007 7:45 am

EwanG wrote:
Mirielle wrote:Ahem, finished all character CG's although I might wait to release a demo before I show them to the world and to keep you all in suspense. Or not.
As I was advised early on, you probably DON'T want to release a demo. The track record of demo games that ever get released as final games is close to zero for various and sundry reasons.
well :wink:
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mikey
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#24 Post by mikey » Fri Feb 23, 2007 8:13 am

Enerccio wrote:
Mirielle wrote:As I was advised early on, you probably DON'T want to release a demo. The track record of demo games that ever get released as final games is close to zero for various and sundry reasons.
well :wink:
Well... she said "close" to zero, not zero . :wink:

But it's also about the scale. My Teacher isn't so long, so the difference between the demo and a complete version isn't that huge, especially when you have all the assets already. This is not to diminish your accomplishment, of course. 8)

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#25 Post by DaFool » Fri Feb 23, 2007 8:27 am

OMG. Impressive! :D Looking forward to it.

Love those uniforms.

(Note to self: I will not be beaten by a high school girl in making an eroge parody.

...does having no time due to a full-time job count as a legitimate excuse? :shock: )

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Jake
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#26 Post by Jake » Fri Feb 23, 2007 8:44 am

I've always been kind of sceptical of this 'no demo' feeling that floats around. I wonder if it's not so much that releasing a demo kills the final product, but more that the kind of people who aren't likely to ever really finish a final product are more likely to want to release a demo? I can understand the arguments in favour of the "demo kills motivation" theory, but then... I can understand the arguments in favour of the "videogaming/TV/rock music turns people into psychotic killers" theory as well, and I don't agree with that, either, for similar reasons.

Of course, it's impossible to really properly test, 'cause we don't have the luxury of multiple parallel identical universes to perform a proper control. ;-)


I do like your sprites. The only thing is that the last one's eyes look a little off-centre. The costumes are great!

Anyway - I'm not sure I entirely agree with the comments about character sprite positioning. Personally, I like to be able to see a bit more of the character, it makes up for the lack of peripheral vision that you necessarily have when rendering a first-person view in a restricted window.
I think the problem (with the last one in particular) is more a bad perspective on the background images than a bad positioning/perspective on the character.

Remember that when you have a visible horizon, that is the height that the protagonist's eyes are at, and if the character they're talking to is the same height (they will normally be pretty close, even if not identical) then their eyes will also be at the same height as the horizon. (Also in nearly all cases the vanishing points for buildings and furniture and the like will be on the horizon.) If the horizon is low on the scene (as it is in the last BG), it looks like the character is low down, and any characters with their eyes above the horizon (such as the figure in the last picture) look either very tall or as if they're standing on something.

If there's no visible horizon, then look for lines on any orthogonal objects in the scene which should be horizontals - for example, the flat top of the cabinet or the horizontal bars on the door that frame the panels in the first picture. If these slant upwards as they get closer (further from vanishing point, nearer to viewer) then they are percieved as being higher than the viewer['s eyes]; if they slant downward, they are lower than the viewer; if they're horizontal in the image, they're at the same height as the viewer. So in the first background the viewer is shorter than the cabinet with the horse statuette on, because the top of the table slants up as it gets closer. In fact, the viewer's eyes are about the same height as the bottom of the first drawer of the cabinet, or the middle bar of the door's frame.


I think that the habit for placing character's waists near the bottom of the screen so you barely see their legs is more commonly a (perhaps subconscious) attempt to match them up to the common horizon-half-way-up-scene, lots-of-sky backgrounds. Think about it next time you're walking around outside; most of the time, you don't actually see the rooves of buildings you're near, but you take in a lot of ground. You just don't think about it. ;-)


So, uh... is your protagonist very short?
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#27 Post by monele » Fri Feb 23, 2007 2:31 pm

I like the uniforms too ^.^

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#28 Post by PrettySammy09 » Fri Feb 23, 2007 9:35 pm

Wow! I love this already! Those uniforms are so cute!

Just so you know, I'm really glad to hear that another school girl is making a Ren'Ai Game! :D (I'm fifteen, turning sixteen soon). I thought I was all alone!

I'll definitely be watching for this game! And maybe auditioning for voice acting! :D

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#29 Post by Hime » Sat Feb 24, 2007 6:14 am

PrettySammy09 wrote:Wow! I love this already! Those uniforms are so cute!

Just so you know, I'm really glad to hear that another school girl is making a Ren'Ai Game! :D (I'm fifteen, turning sixteen soon). I thought I was all alone!

I'll definitely be watching for this game! And maybe auditioning for voice acting! :D
Actually, I'm a school girl too. So there are three of us, haha~. ^^

And the game looks very good! The girls are really cute! I might be auditioning for VA too, though if the voices will be in English I must improve my pronouncing... Unless you need someone with a weird accent. :D

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#30 Post by DaFool » Sat Feb 24, 2007 10:59 am

Don't forget chisa-chan and her BL game.

You're all on the cutting edge :D !

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