Echoes of the Fey – The Prophet’s Arm (Part 2)

This is part 2 of a multi-part short story detailing one of Sofya Rykov’s cases prior to The Fox’s Trail. Part 1 can be found here

Sofya was not surprised to find that the Imperial checkpoint was abandoned. Emperor Lapidus had set various temporary encampments on the roads leading into the Great Forest to prevent the Leshin from removing gold and other valuable minerals from human lands during the transition, but now there was no reason to maintain them. In fact, Imperial troops in the borderlands had been reduced to the minimum, because the locals resented their presence. Very few of the western houses were pledged to Emperor Lapidus and he personally controlled no lands beyond the Great Plains. Even though the Empire had liberated them from the Leshin, the people, especially outside of the cities, saw Lapidus and his allies as new invaders rather than defenders of the Human realm.

As the hired carriage pulled up to the abandoned site, Sofya surveyed the area. They were not far from the forest, but most of the nearby trees had been cut down to construct a small guard cabin along the road. Even from a distance, Sofya could tell that the cabin, hastily constructed to give the guards a warm place to sleep, was already falling apart. The road itself branched off into a dirt-paved lot where, months ago, carriages departing human territory would be searched for contraband.

“This really the place?” the driver asked. “Doesn’t seem like there’s much out here.”

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Echoes of the Fey – Vocal Theme

Yesterday, we debuted the vocal theme for Echoes of the Fey: The Fox’s Trail. Check it out!

This is the first time I’ve ever (co)written a song for a game, so I thought I’d write a bit about the thought process that went into it. It all starts way back at the beginning of development, when we were brainstorming about the aesthetic of the project. For some important story reasons (specifically the motivation behind the Human/Leshin war) there was always going to be a light steampunk element to the world. Traditional steampunk is a little played out/a bit of a cliche, so we aimed for a variation on the idea.

The fledgling machinery of our world isn’t powered by coal or literal steam, but magic drawn from Fey rifts. It’s clean energy. The world isn’t (visibly) polluted by its use. So I guess our aesthetic is Clean Steampunk? I don’t know, that sounds like a bad Skyrim mod so maybe I just need to come up with a new term.

ANYWAY, we aimed for a musical style that would reflect fantasy with an ethereal sci-fi touch. And we immediately seized upon Tangerine Dream’s soundtrack for Legend as an inspiration. Now, I realize this is a somewhat controversial work to cite. Legend was originally scored by Jerry Goldsmith, who was replaced by the studio near the very end of production on the film. Tangerine Dream was chosen to (bizarrely) appeal to a more youthful audience, because apparently the kids were way into new age electronica in 1986. A lot of people prefer the Jerry Goldsmith score and think the TD score (completed in only a few weeks to meet the deadline) is dissonant with the visuals of the film. Jenny (my co-writer, artist, and composer on this project) think those people are crazy.

A few months into production, we watched Legend again and I was struck by the over-the-top cheesy ballad that closes out the film.

Is it a good song? I’m not even sure. But it evokes a certain time in fantasy/action film making that is incredibly distinct. Legend wasn’t the first film or the last to end on a dreamy ballad that casually drops the title throughout. The Neverending Story and The Last Unicorn, for example. And if you widen the definition of the credit song ballad to take out the requirement of naming the title, you draw in Robin Hood: Prince of Thieves, The Princess Bride, and a ton of other films made from the mid 80s through the 90s.

Video games have their own version of this phenomenon. Final Fantasy games starting with VIII have prominently featured jpop ballads, and the Kingdom Hearts spinoffs have followed suit. Final Fantasy IX is probably the best one.

Final Fantasy XV is going to have a cover of Stand By Me by Florence and the Machine instead, if you want to know how bizarre things have gotten over at Square-Enix.

Thinking about these traditions gave me an idea: why couldn’t we do something like this for Echoes of the Fey? We were already shooting for a sound that invoked the fantasy films of the mid-80s. Why shouldn’t we have a vocal theme song.

This should have been a hell of an undertaking, since neither of us can sing. But we were lucky. The voice actress who plays Sofya in Echoes of the Fey, Amber Leigh, is also a singer. Once she said she was down to record the song, we knew we had to do it. Jenny wrote the composition and a version of the lyrics that, unfortunately, could have been seen as a spoiler for some of the events of The Fox’s Trail. That was fine for a song that played over the credits, but we decided that we wanted to use it as a promotional tool as well.

So I took a crack at songwriting. Let me tell you, it is not as easy as my previous experiences with penning lyrics: swapping words around in popular songs to make twitter jokes.

My first pass had the correct number of syllables on each line, but apparently it matters where you put the vowels (especially in a slow paced song) because I was trying to force Amber to hold some really terrible sounds.

So I did a second pass, and with Jenny’s help (and patience) we arrived on the lyrics we are using today. And we’re really happy with it! Our final product feels like a mix between the cheesy fantasy ballads that inspired us and the eerie Julee Cruise/Angelo Badalementi collaborations of the same era. Which is a fantastic result for me, since this project is all about mashing together fantasy and noire and making them kiss.

Hopefully you enjoy the song and I look forward to everyone playing the game that inspired it in (hopefully) a month!

Serafina’s Crown Out Now on Steam! 15% Off for Release Week!

Serafina's Crown released

 

 

 

 

 

Hello visual novel fans! I’m happy to announce that Serafina’s Crown is out TODAY on Steam, with a full set of achievements and trading cards that are all new to this version. And for the week of release, it’s 15% off. I’m excited to finally bring the world of Darzia to Steam.  Go check it out here and enjoy! http://store.steampowered.com/app/449340/

Echoes of the Fey: Building a Better (More Equal) Fantasy Setting

Fantasy realms are pretty shitty places for women. Women generally aren’t in recognized positions of power. They are used as chess pieces in political machinations. They are constantly under the threat of violence and that violence is used to motivate male heroes (and inspire hatred towards male villains).

In modern fantasy, there are usually exceptions–women who wield power behind the scenes or who take on traditionally male roles within society as established in the setting–but these are explicitly portrayed as exceptions.  That’s progress of a sort, but it still leaves something to be desired. Daenerys Targaryen is great, but she doesn’t make up for the fact that the majority of female characters in Game of Thrones wield little-to-no power in-universe.  And I don’t just mean major, viewpoint characters but also background characters. (To stave off criticism, I’ll say that the TV show at least puts the occasional male prostitute in the brothels and female warrior among the wildlings, and GoT is hardly the worst offender in this field.)

I don’t think this is a controversial statement, though I know there are plenty of people who don’t think it’s bad. And for those people, there’s plenty of books, movies, and games out there for you. I’d just like to see something different. So when I’m crafting my own fantasy setting for my own game, I want to do something different.

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Announcing the World of Echoes of the Fey

Hey everyone, I suppose an introduction is in order. This is Malcolm Pierce, aka Redbird Menace. I helped out with Duma/debate dialog in Woodsy Studio’s last game, Serafina’s Crown, and I’m here to write about my involvement in the upcoming Echoes of the Fey, an ambitious multi-part visual novel series. This isn’t a new partnership by any means–I did court/debate dialog on Serafina’s Crown and she did music/art on The Closer: Game of the Year Edition–but this is the first time we’re going to fully invest on the same project.

Echoes of the Fey takes place in the realm of Oraz, a land split between Humans in the east and Leshin (the politically correct term for Elves in Oraz) in the west, with a great forest separating them. Leshin do not age and can use powerful sorcery called Fey Magic. Humans aren’t so lucky, though they eventually learned to build large machines—Fey Reactors—to harvest the magical energy used by the Leshin.

leshinThe activation of the Fey Reactors sparked a Leshin invasion of the East. Stronger, faster, and capable of magic, the Leshin thought the war would be over quickly. It wasn’t. Humans fought them tooth-and-nail with superior numbers and dragged the conflict out over thirty years. Eventually, Leshin sentiment turned against the war. The people overthrew their religious government and came to terms with the Humans. They restored the original borders and began a new, unstable era of peace. That’s where our story begins.

I know this sounds like a typical Lord of the Rings derivative, something I’ve been hesitant to write for long time. But it’s not. Echoes of the Fey is high fantasy with a twist: it’s not really high fantasy. It is a detective series, inspired as much by Raymond Chandler as J.R.R. Tolkien. The main character is not a king or a prince, and her goal is not a throne or the salvation of her people. She is a private investigator, and all she wants is enough gold to pay her rent and keep her in whiskey for the foreseeable future.

Sofya

Sofya Rykov

Sofya Rykov is a veteran of the Great War and a victim of its final weeks. The daughter of a wealthy noblewoman, she had secured a cushy position guarding a Fey Reactor deep in Human territory. In the last days of the war, the Leshin launched a desperate attack on the reactor and detonated it, killing thousands. Well within the blast radius, Sofya should have died that day. But she barely survived, and in the wake of the disaster found herself with unstable magic powers that no Human before her has ever possessed.

Frightened of what Humans or Leshin might do to her if they discovered her powers, Sofya withdrew from society and now ekes out a living as a mercenary, investigator, and (occasionally) con-woman. She is assisted by her friend and doctor, a Leshin by the name of Heremon ir-Caldy.

Overworld character sprites.

Overworld character sprites.

Each chapter of Echoes of the Fey will start with a client, a mystery, and an angle that will force Sofya to explore her own magical abilities as well as the evolving relationship between humans and Leshin.

While the realm is nominally at peace, the truth is that new wars are brewing. During the conflict, Humans united under the banner of the powerful House Lapidus, which now asserts a claim to an empire that spans from the Leshin border to the eastern coasts of Oraz. Imperial troops spread across the land attempt to maintain Lapidus rule against other ambitious families and county governments. 

Meanwhile, on the other side of the border, the new Leshin leaders—The Alliance of Free Cities—struggle to unite a people previously only united by their religion. New extremist factions have emerged in the wake of the old clerics disbanding.

Echoes of the Fey is centered on the Human border city of Vodotsk, a scarred city that had been occupied by Leshin forces for decades prior to the peace accord. Humans and Leshin, just months separated from a brutal war, struggle to co-exist peacefully. The ruling houses of the region are defunct and control of the city shifts between an interim county government and newly-arrived Imperial officers and sympathizers who seek to add the lands to the Lapidus tracts.

fox

The first full episode, The Fox’s Trail, involves a missing Leshin veteran and the youngest son of a wealthy Human house, Eduard Galkin. The Fox’s Trail will be a choice-driven visual novel with multiple endings and character side quests scattered throughout Vodotsk. In preparation, I (hopefully) will be releasing a free short story/novella The Prophet’s Arm, detailing an early case involving a key side character in The Fox’s Trail.

Hopefully all of this is coming in May 2016, but we know how things get delayed so I’m not ready to put a full release date out there for either the VN or the novella. We work fast and a good amount of the game is already finished but, you know, shit happens. As development continues, I’ll drop by the Woodsy Studio blog for story updates and character profiles. So stay tuned!

Making Music: The Challenge of Minimalism

First of all, let me be frank: I haven’t had much formal training in music. I rarely know which terms to use when, or how to technically describe some of the tactics I use while composing. But I grew up surrounded by musicians, started churning out my own music in middle school, took a couple college courses in composition, and kept churning more out. I’ve recorded about 19 full CDs of music altogether. So I’d like to think I have a decent amount of experience.

I’ve also allowed myself to develop some bad habits.

I’ve always composed with keyboard synthesizers using a wide array of digital instruments. I use software like Cakewalk or Ableton Live to record each instrument on separate channels. For me, the process of picking out the right sounds can take up at least half–if not much more–of the full time required to complete the song. Even once I’m done recording, I go back and keep changing the sounds–or adding new ones–until I’m satisfied.

It’s fantastic that the digital platforms for composing gives me that freedom. But as a result, I’ve noticed that almost all my songs tend to accumulate more and more instruments as they go from start to finish. In the beginning of the song there may only be two instruments; by the end there are ten, all playing at once in a mad dramatic frenzy.

After spending time with some other local musicians in Game Jams or panels, I’ve realized that my instrumental tendencies are not necessarily good ones. While I’m proud of my ear for instruments, I shouldn’t let the arrangement overwhelm the the structure of the song itself–or in many cases, keep me from thinking about the overall structure in general.

Here’s a version of the main theme for my upcoming visual novel, Echoes of the Fey. It is more or less a normal composition of mine in terms of number of instruments.

 

The overall feel of the soundtrack was very inspired by the “Legend” soundtrack by Tangerine Dream. But it was after I saw the movie “It Follows,” composed by Disasterpeace, that I started considering how many instruments I used. I was in awe of how a few simple digital sounds could create such compelling music, without complex instrumentation (that’s not to say, of course, that Disasterpeace didn’t work some brilliant technical wizardry to stretch those sounds the way they did).

I started limiting my songs to two or three instruments.

This forced me to think more deeply about the notes I was playing rather than obsessing over adding more instruments, drums, or sound effects to amp the drama as the song played. It also made me spend more time with the one or two instruments I did select, adding reverb, flangers, or other effects until they sounded just right. Here’s the result for Magic Energy:

 

I haven’t adhered faithfully to this rule all the time, I confess. But I’m trying to at least break my old habits. So far, I’ve learned that less can be more, even when it comes to increasing the drama of a song. I even made a song that only uses one instrument, and I’m damn proud of it. I can only hope that my music sounds as good as what inspired it!

Which version do you like better?

Echoes of the Fey: Character List

Voice actors are now cast for Echoes of the Fey. See the original VA posting here.

Echoes of the Fey: Characters

A new VN series by Woodsy Studio

For thirty years, the continent of Oraz was wracked by the great war between its peoples. The East was ruled by the kingdom of the humans, divided up into counties and family houses. Beyond the great forest of the west were the Leshin, undying men and women with a strong connection to the Fey, capable of powerful magic. When Humans learned to tap into the Fey with technology–powerful Fey reactors–the Leshin staged a decades-long invasion to disarm Humans of their Fey reactor technology.

As the years drew long, the Leshin resolve for war weakened and was propped up by a shrinking group of religious fanatics. In the last days of the war, these fanatics staged a suicide attack on the city of Onigrad. In what would come to be known as the Immolation, extremist Leshin mages detonated the city’s Fey reactor, killing thousands of humans.

Horrified by the actions of their religious leaders, the Leshin people revolted and the new government surrendered to the humans, ceding all lands seized in the invasion. The Immolation ended the war, but with a loss instead of the victory the extremists hoped for.

One Human soldier, Sofya Rykov, survived the blast radius of the Immolation. She awoke severely injured and as she recovered, she found that she now had a connection to the Fey that was stronger than any Leshin mage. She could use magic previously unthinkable by humans. This is an ability she can barely control and must hide from everyone around her. Disowned as a traitor by her family, Sofya opens up a shop as a private investigator in Vodotsk, a town on the Human/Leshin border.

Episode 1: Fox’s Trail

Tiatha ir-Adech’s son is dead. Or is he?

A Leshin soldier, Folren ir-Adech was supposedly killed while rising up against his extremist superiors when they attempted to execute several human prisoners of war. But Tiatha claims she never felt him die through the Fey, and his bonded pet fox remains in Vodotsk as if seeking its master. Not many humans would help Tiatha, but Sofya Rykov isn’t most humans. Besides, she just learned how to turn into a cat and that has to be useful in tracking a fox.

Sofya

 

 

 

Sofya Rykov

Female, mid 20s – The daughter of a powerful human noblewoman, Sofya was supposed to have a comfortable life in the Imperial Court. The events of the Immolation, however, imbue her with mysterious and unstable magical power that she must hide from all other humans. To make matters worse, she is disowned as a traitor. Hides her injuries–both physical and mental–behind a reckless optimism and a fondness for drink. Now works as a private investigator in the border city of Vodotsk, using her magic to secretly take investigative shortcuts.

 

 

 

 

 

 

 

 

Heremon ir-Caldy

Male, late 20s in appearance (actually much older as a Leshin) – Heremon is a Leshin (elven) medic with a stoic and analytical personality. Feels responsible for Sofya, who saved his life during the Immolation. Stays by her side out of a mix of affection, concern, and curiosity regarding her magical powers. Is deeply distrustful of other Leshin, due to the trauma of the Immolation.

 

 

 

Arkady
 

 

 

 

 

 

Arkady Vanzin

Male, mid 30s – The Patriarch of Vodotsk County Krovakyn Church. A fanatic true believer, Arkady has quickly climbed the ranks in the church by feigning an interest in politics and a loyalty to the Emperor. Keeps his composure 90% of the time, but at times betrays the wildness of his devotion to the goddess Eszther.

Luka

 

 

 

 

 

 

 

Luka Teteriv

Male, early 30s – Imperial Inspector for the city of Vodotsk, plagued by a youngest-son inferiority complex. Was never the best soldier or socialite, now he’s assigned to be the Imperial police force for a city that isn’t even technically part of the Empire. Gruff and desperate to prove himself. Butts heads with Sofya, who he sees as a threat to his legitimacy as inspector.

Tiatha

 

 

 

 

 

 

Tiatha ir-Adech

Female, 20s in appearance (again, much older since she is a Leshin) – Powerful and well connected Leshin. Looking for her son, Folren, who is believed to have died during the war. Convinced he is either still alive or buried improperly, she hires Sofya to find out what really happened to him, but may have alternate motives for the investigation.

Eduard

 

 

 

 

 

 

 

Eduard Galkin

Male, early 20s – Like Sofya, Eduard is a high-born noble who found himself in the wrong place in the last years of the war, and now at the center of Sofya’s investigation. Eduard conceals a dark secret from his time as a prisoner of war behind a flamboyant and flirtatious playboy persona.

 

Emilia Osborn

 

 

 

 

 

 

 

 

 

 

 

 

Emilia Osborn

Female, early 40s – Lady of the Krovykan Church in Vodotsk. Devoted to the people of the city and her own brand of populist church teachings, which she developed while secretly ministering during the city’s Leshin occupation. Jealous of the outsider Arkady’s position as Patriarch.

 

Viola

 

 

 

 

 

 

 

 

 

Viola Aristova

Female, mid 30s – Arch-Commander of the southwest region, Imperial Army. An army lifer who has spent most of her time in command positions due to her family’s wealth. When she was young, people didn’t think she deserved her job and she reacted by becoming one of the most ruthless and pragmatic leaders in the Imperial Army. Now struggles with peacetime and her place as an Imperial officer in an Empire that isn’t recognized by her family’s lands.

Anya

 

 

 

 

 

 

 

 

 

 

Anya Saitov

Female, mid 20s – A commoner who lived in Vodotsk during the occupation and Folren ir-Adech’s ex-girlfriend. Spent her entire teenage and adult life living under Leshin control and learned to be resourceful and clever. Was well-regarded as a smuggler and white hat grifter. Has had some trouble adjusting to human culture since the end of the occupation.

Making a Visual Novel in Game Maker

My first three games (Serafina’s Saga, Quantum Conscience, and Serafina’s Crown) were all made with Ren’Py. Ren’Py is fantastic software that is free, easy to use, and reasonably versatile. When I first started making Serafina’s Saga, I knew very little coding outside of HTML, and I was very grateful for a program that required no programming knowledge to get started. After going through the typical tutorials and regularly checking the forums for help, I was well on my way to completing my project.

With Quantum Conscience, I wanted to make something more unique, and to do that I needed to push beyond the standard VN boundaries into the land of programming. I was lucky enough to get some programming assistance from “CheeryMoya” & FunnyGuts” (twinturtlegames.com), who already had a basic infoscreen system I could use, and they gave me some helpful tips on adding a system for reading thoughts. At this point I still had no idea what I was doing with the code, but I was able to get a system up and working. Gradually, as I began to customize and tweak the code, I learned what each line or function meant and what purpose it served. Eventually I was able to add a little code of my own.

Around the time I finished Quantum Conscience, I knew enough coding to be dangerous, but I still couldn’t program something new on my own; I just knew how to mess with other people’s code. So I decided to take programming seriously. Inspired by a local group of women called Coder Girl, I signed up for Harvard’s free CS50 course online. I made it a little over halfway through the course, and although I never finished, I learned enough about programming to jump-start Serafina’s Crown and add the mini-game debate system completely on my own.

By the time I finished Serafina’s Crown, I felt confident enough to call myself a programmer. I also wanted to keep pushing into new boundaries and add more “gamifying” elements to future visual novels. Specifically, I wanted to add a simple world for the player to roam and explore in between cutscenes. Although I could add these elements to Ren’Py with a lot of programming, I wondered if it was time for me to try a new engine. I considered RPGMaker, but it doesn’t yet have enough graphics or porting options for my tastes. So I turned to Game Maker.

My first few attempts to start a visual novel in Game Maker were extremely difficult and overwhelming. It took a ridiculously long time for me to get the tiniest parts of a text system working correctly. Then I found the Edge VN Engine by ThinkBoxly. It was well worth the price to get some solid code to start building a visual novel in Game Maker.

The Edge VN system was a sleek and solid platform from which to start building. But I still needed to build a lot; I remained a long way from the comfortable environment of Ren’Py to which I’d grown accustomed. I needed to add an in-game choice menu, a character costume layer system, character expression changes, branching dialogue systems, and a basic menu system altogether … all things that come default with Ren’Py. Fortunately, the EdgeVN creator, Luke Chasteen, was very helpful to me in my endeavors, and has since continued to add related features to his Edge VN engine.

Altogether, the transition from Ren’Py to Game Maker has not been an easy one. It has taken me several months to set up a coding environment from which I can comfortably write and expect to run smoothly like Ren’Py. Personally, I wanted to grow as a programmer, so I accepted the challenge along with the time sacrifice required. I continue to code other aspects of the game beyond the visual novel scenes, which in my case involves adding a 2D side-scrolling world with parallax layers, animations, and an inventory system. But now that I finally have a foundation with which to build my next visual novel, I am excited about all the possibilities ahead. The flexibility of Game Maker will allow me to add almost any gaming element to my visual novels that I desire.

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Writing Branching Narratives (AKA Time Travel vs. Parallel Universes)

Over the last couple of years, I have discovered that writing stories with branching plot paths might be one of my favorite creative processes in the world… and also the most frustrating.

I experience the story as I write it.

I truly believe that every writer has a different style and process that works best for her, and while techniques exist to help any writer execute her vision, the truth is that there is no one or even best method for strong writing in general. Personally, I have always fought against the motto that a lot of writers intone when asked how to write: “Writing is editing,” they often say. “Writing your first draft helps you get your thoughts onto paper, but the true writing happens during your second, third, or even fourth draft.”

For me and my own writing style, that motto is bull shit. Yes, I believe that editing is important. Yes, I’m willing to admit that maybe I need to do more of it sometimes. But for me, something magical happens when I write that “first draft.” I don’t approach it lightly. I spend a lot of time thinking, planning, and feeling what I want to portray before I start writing. And once I do start writing, I feel as if my words come to life as I write them. I feel as if my characters are really in the room, saying what I tell them to say, moving as I tell them to move. I feel a bond between myself and the world I’m creating that is fundamental to my ongoing muse. I discover the story even as I’m writing it. The characters tell me more about themselves as I write them; they lead me towards the twists and turns of the plot, even if my outline disagrees with them.

Often, as I write that first draft, I will stop and rewrite some of my freshest paragraphs, tweaking small sections until the scene flows to match what’s in my head. Sometimes, I’ll need to change something earlier in the story to support something new that I’ve discovered while writing the new scene; if so, I make that change immediately.

Generally, this is my process. Although I go back and edit some later, those changes tend to be surface-level, polishing the pace and consistency of the story. My “first draft” is my most important, my most treasured, and often the closest to my final form of the story. This is not to say that I never go back and rewrite scenes or even delete scenes if necessary—that agonizing process writers love to describe as killing your babies. For me, the reason that it’s so difficult to go back and change something from my first draft is because it feels wrong. When I tried to describe this feeling to my sister once, I told her, “To me, that scene already happened. To go back and change it would be like enforcing time travel. It’s just… wrong.

This is just how writing works for me. When the story feels right, it feels right—it feels real—and I don’t just casually change it for the sake of wrapping my book or script into a perfect, tidy package. I’m not saying that’s a writing style to which every writer should aspire. It’s just what works for me, for better or worse, and that’s that.

Okay… so if you’re against time travel, how do you feel about parallel universes?

If re-writing means time traveling through your story, then writing a branching narrative means forming parallel universes.

This, I can do. When I first start creating parallel universes, it doesn’t feel wrong. It feels plain fun. “What if Blaire lets something slip in this scene, and Amalek discovers his secret? Well, let’s find out!” As I write an alternate branch, sometimes I have so much fun that I worry I’m being indulgent. But I can allow myself to do it anyway, because I want my audience to experience an outcome catered to their own decisions for the story, and this allows both me and the player to have fun in the process.

Writing branching plot paths also allows me to discover new aspects of my characters that would have remained hidden, otherwise. For example: while writing “Serafina’s Crown,” I actively fought against making Arken a romance-able character, despite the fact he’s probably my favorite character in the series. Next, I made the mistake of allowing the player to flirt with him, as Odell, on multiple occasions. And while writing one of those flirtatious branches, I felt both myself and Arken finally cave. “Arken wouldn’t ignore a cute girl flirting with him repeatedly,” I had to admit. “He just wouldn’t.” So at last, I started writing a romance path between Odell and Arken. In the process, Arken’s emotional baggage started rising to the surface, and resulted in some great scenes. Now, out of all the other romance possibilities for Odell, Arken is probably my favorite and most meaningful option.

So parallel universes are a blast! But, um, which one’s “reality,” again? Does reality even exist anymore?

Writing branching plot paths can be exhilarating, enlightening, and altogether very rewarding for both me and my audience. Until, like a bug flying into a spiderweb, I get trapped in it.

Wait... huh?

Wait… huh?

And this is when writing branching plot paths quickly transforms from being my favorite process in the world to the most frustrating and confusing ordeal. That “reality” I so enjoyed exploring and discovering when I started writing the story starts to slip from my grasp. While writing one branch, I’m distracted by thinking about what’s simultaneously happening in another branch. “Oh, Blaire and Amalek totally trust each other right now. Except… they were at each other’s throats just a minute ago! Wait, no, that was a different plot path.” I struggle to hold all the different paths in my mind until it starts to feel like a maze. Events start to lose significance to me as I write them, because they don’t feel like reality anymore, just one of many possibilities. And then the writing process which I initially found so exhilarating becomes purely exhausting.

Writing a branching narrative is difficult, plain and simple.

The moral of my story, I suppose, is that writing a story with significant plot branches is no walk in the park. It may seem like a blast at first, and you may feel as if the universe has opened up and given you permission to do whatever you please without consequence. But if you want your full narrative to remain a significant experience from start to finish, branches and all, then maintaining your plethora of plot paths becomes a trying task, indeed.

As I continue to write large interactive narratives (Serafina’s Crown will be my third), I search for ways to ease the symptoms of emotional melancholy and logical dizziness. Sometimes, I try to focus on one plot path at a time, so that I can give it my full attention before working on another. But this doesn’t always work, because for the sake of outlining and tracking production, I need to see all the threads of my spiderweb and how they connect to each other before I continue.

Difficult… but worth it.

It’s difficult. It’s exhausting. It’s emotionally draining and technically confusing. But if you push through the difficulty, writing an interactive narrative can be one of the most rewarding creative endeavors you’ll ever experience.

 

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How to set up a panning system (like Danganronpa) in Ren’py

For my next release, Serafina’s Crown, I want to use the programming knowledge I’ve accumulated from my first two games to add a lot of fun and new features to the experience. One really big thing I wanted to add was a scene in a large room that pans from one character to another, sort of like the game Danganronpa. But if you’ve ever used Ren’py, you know that setting this up isn’t easy.

Picture something like what’s in my picture above, but zoomed in so only one character shows on the screen at a time. Sounds simple, right? But this is actually difficult to achieve in Ren’py if you want to keep your characters dynamic (changing expressions or moving if needed).

I went to the Ren’py forums for help, and they suggested I try using the layer systems. It required a lot of tweaking, but I finally got it to work. So I thought I would share my system here in case anyone else finds it useful.

For reference, my background is a 5000 pixel-wide layer. My characters are sized 800 x 1200 pixels. The screen size of my game is 1280 x 720.

First, I defined my own layer called pan in the options script:

Code:

init -1 python hide:

config.layers = [ ‘master’, ‘pan’, ‘transient’, ‘screens’, ‘overlay’ ]

Then I defined camera angles and character placements using transforms in my own init code. This part required a whole lot of trial and error. The “a_characters” position the overall layer, or camera angle; the “p_characters” place the character on a certain point. For some reason, the xpos needed to be very different for each, even though you’d think they’d be the same. But these are the coordinates that worked for me:

Code:

init python:

def cameraMove(x):

global currentX
currentX = x
return currentX

transform a_center:

xpos currentX
linear 0.4 xpos -1700 yalign 0.0
cameraMove(0)

transform a_Arken:

xpos currentX
linear 0.4 xpos 0 yalign 0.0
cameraMove(0)

transform p_Arken:

xpos 50 yalign 0.0

transform a_Serafina:

xpos currentX
linear 0.4 xpos -1250 yalign 0.0
cameraMove(-1250)

transform p_Serafina:

xpos 1400 yalign 0.0

transform a_Reuben:

xpos currentX
linear 0.4 xpos -2000 yalign 0.0
cameraMove(-2000)

transform p_Reuben:

xpos 2200 yalign 0.0

transform a_Kendal:

xpos currentX
linear 0.4 xpos 1700 yalign 0.0
cameraMove(1700)

transform p_Kendal:

xpos -1450 yalign 0.0

I created the function cameraMove(x) so that I would have a global variable keeping track of the camera’s location. Otherwise, when the camera panned from one direction to another, it would always start at the center and *then* pan to a character (very headache-inducing). This way it’s a lot smoother each time.

And finally, here’s the code I use for the scene itself:

Code:

label Duma:

$ currentX = -1700

with None
show Arken onlayer pan zorder 1 at p_Arken
show Serafina at p_Serafina onlayer pan
show Reuben at p_Reuben onlayer pan
show Kendal at p_Kendal onlayer pan
show Duma onlayer pan zorder 0 at a_center behind Arken, Serafina, Reuben, Kendal
with dissolvea “Praise be upon the gods; praise be upon Darzia. I call to form a special session of the Royal Duma of Queen Belatrix Grandil… who can no longer preside, may she rest in peace.”
a “Members of the Petit Duma, please announce your presence.”show layer pan at a_Serafina
s “Serafina, of House Elborn.”

show layer pan at a_Reuben
r “Reuben, of House Jeridar.”

show layer pan at a_Kendal
k2 “Kendal, of House Terrace.”

show layer pan at a_Arken
show Arken 2 onlayer pan at p_Arken
a “May it be heard …”

And there you have it. The camera pans around the room from one character to the next.

I noticed that while using the layer system, you need to mention the layer and sprite placement every time (hence I couldn’t just say “show Arken 2” when he changed expressions; I needed to say “show Arken 2 onlayer pan at p_Arken.” But if it works, it works. So I’m just excited I’ll be able to pull this off!