Dev Update: Belatrix Art & New Postcards

Greetings everyone! It has been a busy couple of weeks at Woodsy Studio as work continues on Serafina’s Saga: Awakened and preparations are made for SLICE expo.

Progress continues on writing pages of Nikolaos Perin’s story path. He is enthusiastic to have his story told, but is he someone who can truly live up to his promises?

Jezu Grandil’s story path is also coming together. With the writing of the path complete and voice acting received, scene blocking is the latest step in the process. The current focus is on interactions between Jezu and his older sister Belatrix Grandil. Belatrix is Commander of the Royal Guard at Castle Krondolee. Someone of Belatrix’ stature deserves an awesome pose and that is what we have to present this week, with assistance from Gene Kelly of Volcano Bean, a friend of Woodsy Studio:

Now that this new Belatrix art has been created, new expressions are being made to fit the pose. This latest Belatrix art is also being imported into Creature to be animated. The style of animated art seen in Serafina’s Saga: Awakened is new to Woodsy Studio’s games. If you haven’t already, I highly encourage you to check out the demo on Steam or itch.io so you can experience for yourself how cool the animated characters look!

The Jezu and Belatrix interactions are not the only scene currently being blocked out on Jezu’s path. Another voiced scene featuring Jezu has also been blocked out featuring an action-packed training sequence! I wonder who wins the most when Jezu and Serafina spar together? Speaking of action, code has been tweaked to fix attack animations for characters further from the camera. There are so many layers that go into creating the desired look and feel you’ll experience when playing through this story. Additionally, sound is just as important and a new song has been composed.

As mentioned above, time has also been spent getting ready for SLICE and I’m excited to show you the brand new postcards you can pick up at the Woodsy Studio’s booth:

The postcards feature a selection of favorite characters from Woodsy Studio’s biggest releases. I know I cannot wait to hold one in my hands! SLICE is just a week and a half away. As a reminder, SLICE will be held on Saturday October 14th from 10 am to 5 pm at The Sheldon, 3648 Washington Ave, St. Louis, MO 63108. We are excited to talk to you in person then!

Serafina’s Saga: Awakened Demo on Steam and itch

Greetings everyone! A few weeks back, Woodsy Studio launched the Serafina’s Saga: Awakened Demo on Steam, and now it’s also available on itch.io. If you missed it earlier, now’s a good time to check it out!

The demo allows you to play through not only the Prologue, but also Chapter One. If you have already checked it out, and wish-listed or followed Serafina’s Saga: Awakened on Steam, thank you! If not, today’s post is a chance to go deeper into the content of the demo.

Versions of red-haired girl with spear, showing versions of Serafina drawn over the years
Versions of Serafina over the years

If you’ve seen the trailer and previous posts here you know that Serafina’s Saga: Awakened is a complete remake of the original Serafina’s Saga into a full otome-style visual novel. Everything is new from the writing, to the character designs and animation, voice acting, backgrounds and music. The demo is your first chance to see it all come together. Between the Prologue and Chapter One you can experience over an hour of all new gameplay. This includes enough choices to give you a feel for how your actions change your bonds with the characters.

The prologue introduces Serafina’s circumstances, a seemingly quiet life with her father (Arken), the forest she knows how to navigate like the back of her hand, and an elusive capybara. Leap through the foliage with Serafina, see what home life is like, and meet another human for the first time! You also have the chance to make the game’s first choice in this segment as you weigh how much to trust your father.

After the prologue, Chapter One takes Serafina out of the forest into a land where she only has her own intuition, and you, to guide her. Over 10 choices await you in this Chapter, including changes to Serafina’s hair color! While you will meet Belatrix Grandil, and you may catch some references to characters to come, the Chapter mainly serves as your introductions to Nikolaos Perin and Valerie Sparkov, representing two of your potential paths as the Serafina’s Saga awakens.

Can you determine which responses are the best for building your bonds with Nikolaos and Valerie? Will you choose caution, or throw caution to the wind? Should Serafina pursue either of them? Depending on how you respond to the choices in Chapter One you can find hints regarding alternate paths that may open up to you as the game progresses. If you make the right choices you can even be rewarded with one of the CGs included in the demo. Of course, that depends on who you think Serafina should trust.

Thank you for checking out the demo, and it would be greatly appreciated if you would wishlist and follow Serafina’s Saga: Awakened on Steam or itch.io. The full game is scheduled to be ready for you in March 2024. Until then keep an eye here and on social media for further updates on the game’s development and a deeper dive into the main cast.

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Crimson Spires Now Released!

Just in time for Halloween week, Crimson Spires is now released on Steam and Itch with a launch discount of 10% off!

Get it on Steam

Get it on Itch

This otome-style visual novel blends eeriness and romance into an epic drama. A ring of deadly towers traps you in the small mining town of Bataille, Missouri with extreme conspiracy theorists, a serial killer, and wealthy vampires. Choose your partner wisely. 

Will you choose Julian: the older Bataille brother who aims to rule the town with mysterious powers? Maddy: a strong-willed woman eager to overthrow the oppressive authorities? Liam: the adopted, cheerful misfit of the rich Bataille family? Or August: a charming philosophy professor who might also be a serial killer? Each character branch reveals unique secrets about Bataille and a chance to find love.

Features:

  • Unlock four distinct romances and story paths in an epic script totalling 250,000+ words
  • Hear select scenes with a rich cast of English voice actors
  • Embrace your nostalgia for early horror games with an eerie, retro 3D environment
  • Explore select 3D interiors
  • Listen to a lengthy, dynamic soundtrack by developer and composer Jenny Gibbons

New team, new visual novel!

A lot of things have been changing for me and my little studio over the last few months. Firstly, I got a new full time job in the games industry, and I have been very excited to work with a great group of devs, artists, and game testers. I’m learning a lot every day and that makes me happy indeed.

But I’m not done making my own visual novels, and although I technically have less time to work on them now, that will be balanced by the fact that my team is growing. Along with Malcolm Pierce, my co-writer for Serafina’s Crown, artist Wendy Gram will join the team for my next visual novel! The visual novel will also be created with Game Maker (thanks largely to the Edge VN Engine by ThinkBoxly) which will allow me to add more game-play elements into the story than in the past.

I can’t tell you much about the new visual novel story just yet, except that it will be a fantasy noir of sorts, with an all new world and all new characters. Here’s a peek at two of the main characters:

Artwork by Wendy Gram and Jenny Gibbons

Artwork by Wendy Gram and Jenny Gibbons

And here’s one of my compositions for the game thus far:

And for the last bit of news, from now on my games will be published through a collaboration with Thesis Games. I look forward to sharing more with you as game development progresses!

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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.