Mission Statement

wslogo2smallToday, we planned on posting a recap of our weekend at the STL Scatterjam, where we worked with two awesome artists from the Saint Louis area to create a fun little  3d flying/score attack game, Schrodinger’s Phoenix. It was a lighthearted post that featured more jokes than actual insight into our development process, in large part because I’m better at writing jokes than 3d flight tutorials.

After the events of yesterday, we decided that it wasn’t the right time to post something so lighthearted. It felt tacky, uncalled for, and tone deaf. And it would not reflect our current feelings. So instead, this:

In the past, we have shied away from being explicitly political with our blog, our site, and our forward-facing promotion in general. That’s not to say we have tried to hide anything. Play our games or read Jenny’s novels as Jayden Woods or check out my personal site and you’ll get an idea of where we stand pretty fast. But we didn’t think there was any reason to make a post like this. It seemed indulgent, perhaps, or attention-seeking in a way that we weren’t entirely comfortable surfacing. We believe that has changed.

The election of Donald Trump is an attack on marginalized people in the United States. Forget traditional left-right politics. Forget the shortcomings of his opponent. Forget the problems with the two-party systems. This particular candidate was especially vile and his victory despite such open toxicity is terrifying. He spent months saying horrible things about minority races and minority religions. He was accused of sexual assault by a dozen women and was caught on tape essentially admitting to that assault as a matter of course. He chose as his Vice President one of the most regressive politicians on LGBT issues, Mike Pence, whose policies led to a massive Indiana HIV outbreak and who has paid lip service to supporting conversion therapy. Despite all of that, and being essentially unqualified, Trump won the election and will be our next president.

After last night, it would be easy for marginalized people to believe that the country hates them. And that’s why we think it’s important to say that Woodsy Studio stands with the people who look at Donald Trump and fear for their future. No matter what happens, we intend to keep creating games featuring people of color, queer, and disabled characters. We intend to write stories that subvert cultural expectations about minority religions, sexuality, gender politics, monogamous relationships, and power structures both elitist and populist. These have always been our goals, and they will continue to be our goals. And when we stumble, we will strive to do better.

We believe art and entertainment–and you probably believe games are at least one of those two things–shape how people see the world and see each other. And we believe that creating games with compassion and inclusivity can only make the world a better place.

That doesn’t mean our games and stories won’t be fun. Of course they will be fun (we hope). This isn’t a change of direction for us, just a statement of the direction we already had. You may have noticed this in our games, you may have not noticed it. We aren’t making strictly political games, but we do recognize that everything is political to some extent, and those politics must be confronted and improved whenever possible. We believe that it is important to be very clear on that statement right now, however, because today the world seems to be pointing in a very different direction. The tide may seem strong, but we will push against it in with what little power we have.

We’re not the only ones. We’re fortunate that so many folks in the indie games community are also working towards the same goals, because we know we can’t do this by ourselves. We are two people and a few pets, working out of the bluest part of a red state. And we also know that making inclusive games is no panacea. People from so many walks of life are going to suffer because of this election, and we will always look to do more. Visual novels don’t restore health care to those who will lose it. Games don’t prevent deportation or detainment. We know we’re not saving the world. But this is what we do. This is what we make. And this is how we intend to proceed.

-Woodsy Studio
Jenny Gibbons
Malcolm Pierce

 

Why We’re Making Our Next Visual Novel in Unreal Engine 4

We’ve been quiet over at Woodsy Studio for the last month or so, but with good reason: we’ve been busy! Shortly after releasing Echoes of the Fey: The Fox’s Trail on Steam, we decided to switch our development platform from Gamemaker Studio to Unreal Engine 4. This is no simple task. For Gamemaker, we had a very helpful base to build off of with ThinkBoxly’s EdgeVN system. With UE4, we don’t have such luck. There is a module for sale, but it seems unequipped to handle large multi-scene VNs, so we are building from the ground up using the UE4 blueprint visual scripting. On top of that, we’re converting to 3d backgrounds, which means re-making a lot of our general world assets to 3d models.

Most people are totally confused when we tell them we’ve decided to switch to UE4, and that’s without the troubles mentioned above. UE is best known for big-budget 3d games. It isn’t known for indie development or user friendliness. Unreal is total overkill for a visual novel, especially when the most GPU-intensive thing we’ve pushed out in previous games is a high resolution character sprite. So, why are we going to all this trouble to switch to an engine that is (on its face) worse for indie 2d development than our previous platforms?

To start, I need to go over the problems we had with Gamemaker. I don’t want to make this post a big list of complaints about GM–which I think is fantastic for certain kinds of projects–but addressing a couple of these is unavoidable. First off, audio files.  The way GM handles audio files was frustrating from start to finish. Importing them was clunky. We couldn’t make batch changes to groups of sounds. And a couple times, references to entire groups of sounds just disappeared.

These would be annoyances for any game, but because of the nature of our (partially) voiced visual novels, we had over 2,500 sound files in our game. Any task related to the sound was a huge ordeal for us and, in the end I think the sheer number of sounds ended up creating our other problem with GM: porting.

Our first (still work in progress) screenshot from Episode Zero

Our first (still work in progress) screenshot from Episode Zero

Before we switched to GM, Woodsy Studio was releasing its games on Windows, Linux, Mac, and Android phones. However, so far we’ve been unable to bring The Fox’s Trail to any platform other than Windows. The problem is different on each platform, but without going into too much detail, our suspicion is that our sounds (or more specifically, the size of our sound files–2.8 gigabytes before compression) have something to do with it.

Finally, drawing backgrounds has been one of our biggest hurdles. Every room requires a background and these are Jenny’s least favorite thing to draw. They are also large, contiguous sprites that are difficult to break up into 1024 x 1024 pieces to keep our texture page size down (which is needed for performance reasons, especially on mobile). Moving to 3d environments is theoretically possible in GM, but would require rebuilding a huge amount of what we’ve already  And it’s not what the engine is designed for.

I really do want to stress that Gamemaker Studio is a very good option for all sorts of games, we just decided it wasn’t right for us. Because going forward, these problems were only going to get worse. For episode 2, we’ll have the same–if not more–quantity of voice acting clips. We’ll want more backgrounds. And we might want to go to native a native 1080p resolution, at least for the PC version–further exacerbating file size and background creation issues.

All this added up to need to change. But again, the question comes up: why UE4? Why not Unity, which seems to be the favorite choice of indie devs everywhere? A couple reasons. No matter what engine we switched to, we were going to have to re-learn everything. Ren’py uses python and GM uses gml, its own language, so there was no real chance of transferring our knowledge perfectly over to either of our options.

A UE4 material we made for our visualization of a fey rift.

A UE4 material we made for our visualization of a fey rift.

Also, out of the (metaphorical) box, UE4 is fantastic at making your game look good. I don’t entirely know how the guts of either engine work, but it seems very easy to use the UE4 cameras and lights (as they are implemented without plugins) to make our art pop compared to what I’ve seen of Unity. And the material system lets (relatively) inexperienced programmers do some amazing things with shaders in a visual scripting interface.

Finally, I’ve always been a bit of a contrarian and everyone using Unity because the common knowledge is that Unity is more user friendly just makes me want to go down the road less traveled. And we’ve discovered that this common knowledge might be wrong.

It has been just over a month and a half since starting the conversion and we already have a full dialog system set up (developed by us from the ground up), with working choice menus and overworld exploration like in The Fox’s Trail. We’ve built out our first environment and imported the first handful of scenes for Episode Zero. Converting to 3d environments has allowed me–a person who couldn’t draw if my life depended on it–to take over a portion of the art process, building 3d models based on our original drawings. This required learning Blender along with Unreal Engine 4, but for a long time the art burden has fallen entirely on one member of the team and I’m more than happy to finally help out.

An Episode 1 asset re-made in 3d (again, work in progress).

An Episode 1 asset re-made in 3d (again, work in progress).

At first, I likened trying to make a visual novel in UE4 to using a rifle to kill a fly. Yes, it can get the job done but it will be harder and a ton of overkill. Now, I’d use a different tortured metaphor: it’s like putting together Ikea furniture with powertools. It’s still overkill, but the power tools have a lot more uses than just putting together Ikea Furniture.

So, when is Episode Zero coming out? Right now, we’re tentatively saying “TBD: Winter”. And yes, we mean this upcoming winter. I don’t think we can commit to anything more than that, but since we have so much of the framework already done and Episode Zero is a smaller project, we hope that you’ll be able to enjoy the first visual novel developed in UE4* fairly soon.

*I don’t know if we’re really going to be the first UE4 VN. I couldn’t find any. Correct me if I’m wrong!

 

Echoes of the Fey: The Fox’s Trail Out NOW On Steam

The day is here, friends! You can now get Echoes of the Fey: The Fox’s Trail on everyone’s favorite PC gaming platform, the launcher we all know and love, Steam.

We’ve got achievements! We’ve got trading cards! At some point in the near future, we’ll have a demo and soundtrack DLC! Go check it out!