WIP SNAPSHOTS

CGs are the codeword for event graphics that depict something that a static sprite could not. These are usually unique perspectives or interactions between characters. They are basically the rewards for playing a VN, since there is usually a goal to capture them all in a gallery. And they're delicious because they're usually what you're striving for: an illustration of the love interest kissing the main character, for example.

It's no secret I'm not a drawer. Used to draw, but my skill level stays firmly at 12-years-old. I like what other people draw a lot more. So art for my game is usually only a commission-only basis. And I is broke. So I'm having to make some touch decisions in regards to RockRobin with these graphics that people have so readily come to expect in VNs.

LinWest, the original artist who volunteered to give Story Mode event graphics (which just blows my mind, by the way) has made me a happy little camper by returning to the project. As I propositioned in the forums, I asked if you guys where you would rather the CG effort going, and you said that story mode should have more polish. And I agree. So I believe that the CGs for the SM characters (Dallas, Beau, Emmitt) will be around the 2-each mark. She is, after all, working for bread crumbs and I would dare not dump "and do this and this and this."

So what I've decided is that CGs may be used twice or more. In many instances I will take the character sprites off of the screen if they are intimate/close to each other and there is only the dialogue box and the BG photo. I find this does paint a vivid image in my mind, but if I take a step back and role-play as a CG-expecting player, that could come off as, at best, boring. So I'm going to work with CGs in mind that they are "stock" poses: hugging, kissing, etc. So that when a scene has a kiss, for instance, I will reshow the same kiss CG. I really don't expect to use one CG more than two times, three at most. The problem with that approach is being a buzzkill, showing you a CG you've already seen before. And yes, this does run the risk of happening in character endings. So that could be more offensive than anything.

And if you're asking yourself right now "do the characters really kiss that much before the ending!?!?!" Yes. These are modern couples we're talking about here, so I do want to apologize up front that "kissing" isn't necessarily the grand ultimate reward for character paths. Also, there's sex. =P

Back to CGs > LinWest has already completed one since being back on board for merely days! Want a preview!? Okay!

It's an ear. :)

Now, I have a new poll up because this all brings back up the issue of Open Mode CGs. The investment towards them is currently going towards Story Mode. So what does that mean? It means no CGs, a few CGs, or even just a handful for the love interests only. Or, again, NONE. The way Serenity put it a while ago was that 1 CG cost about 3 character sprites, and she said she would rather see more character sprites. I personal would rather see CGs *but* I've definitely experience the power of no graphics and just text. It's the novel experience where you picture it in your mind rather than see it physically, and often that's more powerful than anything.

BUT! I am capable of making silhouette CGs. I've done this before with Seraphine, and it was great to finally get my hand into doing art for my own game. I was afraid people would hate it and think it was cheating you out of an actual graphic, but people were surprisingly receptive to it. Of course, I shouldn't assume that that will always be the case for every scenario. So I present one of the options to the CG dilemma:

Not an actual CG I plan on using (there are currently no top-hat-wearing chars -- sad! I know), but I did make this fairly quickly and I know I can do it for basically anything and whatever, since, again, I've already tried with another game. If people are interested in this approach, then I could make CGs whenever I felt appropriate in a narrative, for all paths.

It will never be as nice as someone actually drawing the characters interacting, but it does erase the empty void of no CG, while still keeping the compellingness of our own brain's imagination.

So, I'd like to hear in the poll if you're interested in seeing this type of CG in Open Mode, in lieu of actual drawn and colored lineart. And if you would rather that, despite the restrictions, tell me how you would like me to focus my spending ...

The artist I had in mind for Open Mode, it is Lorey, the character artist. Because, who would know how to draw these chars best (besides LinWest) than the person who birthed them? If you want to know what a CG might look like from her, here's a clip of Collin singing:

I like her work, of course!! But it costs money which I do not have. And this is free game boo. ;_;

If you're wondering which I personally prefer it's the silhouettes, 'cause those are free and I get full creative control so I can do a lot of them. But even if that's all well and good, if people think having LinWest's CGs in Story Mode and these things in Open Mode would clash horribly, I'll ditch the idea ...

Let me know, you guys!!

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And because it never made the main page, here is Seth's intro teaser:

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POLL RESULTS:


I asked you guys if I should change the mini-game, because the reception to it in the new demo was pretty "meh". And I completely understand. All that was available in the demo was the crappy venues where there weren't that many tiles so it was a yawner. Also, it was timed and that can get nerve-wracking to many people. I understand. Worst of all, it went incredibly slow/glitchy for people and that makes me sad. So I'm thinking about not having a count-down timer, but instead I just give you a bonus if you do complete the board? Maybe?

Anyway, I would *like* to do a music-related game. Real time games are hard and in some cases, impossible. That is, unless I learn Pygame coding and that stuff scares me. I like programming, but if I'm simply not good at it, it's not fun. So I will keep an eye and mind on the mini-game issue as I continue to work. I even tried to get the match-3 game working again, and failed again. I'm still trying to wrap my head around the logic, and if Ren'Py is capable of displaying what I want it to. So far, it can detect lines of blocks of the same color, even if they branch apart, and disappear. But now I need the blocks to "fall" down when blocks under them disappear. And also, there's the fallacy of generating game boards where huge chunks of colors are already grouped for you ... It seems like a simple game concept, but there's a lot of logic involved as I'm quickly finding out. ;_; Coding Mancala wasn't this damn hard.

There was also a poll about swearing, and I'm *@!#$ relieved. :)

 

Lastly, I want to thank everyone who has been supporting the game even though it is overdue. I've been unemployed for a year, and now that I have some gigs, it seems I am devoting most of my time to them. But I need the money. =\ For living. And in most of the cases, the work is VN work, meaning that my daily quota of working on VNs is filled by that work. That sucks, but there are no words to express how happy I am to be working a job in a field that I do for fun on my own free time.

Anyway, I wanted to thank everyone for everything, and let you guys know that I am definitely motivated to work on RR again now. <3

Silhouettes derived from photo by Naamonet_Stock.

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