Category: Uncategorized

Off to market!

Off to market!

This weekend I’ll be going to a nearby city to set up a stall at a craft fair. 

During October last year I was meant to do something similar, at a retro game festival, advertising my own little game and some of my illustration work. Unfortunately that didn’t happen, as I got stranded that weekend by the biggest storm in 100 years. Typical. 

It made me eager to try something similar elsewhere without having to wait another year though, so when I saw tables available for this fair, I went for it and bought a spot just before they all sold out.

Running stalls and artist alley tables is something I’ve always wanted to do more of, so it will be good to dip my toes in and get some practice. On the other hand this is a craft fair, and not a gaming or art event, so many of my products are going to be a bit hit and miss with the general theme. I’ll be bringing some newly made sticker sheets that I hope will fill that gap, as well as my colouring pages and illustration prints. 

The retro game festival was also going to feature some neat handmade things for my digital products, such as little game boxes and flyers, and I had a lot of fun with making those – so hopefully that still counts… more or less. If anything, this has been a nice excuse to mess with making more physical products again, and I’m generally approaching it as a training exercise, whether it finds much success or not.

For now, I’ll be going back to my rush of last-minute preparations that I of course put off for far too long, and we’ll see how it goes! See you on the other side!

AO: Fallen Star progress update

AO: Fallen Star progress update

It’s time for a more concise report on how work on Angelic Orbs: Fallen Star is going. (For those not entirely sure what the deal is with this game, head over here for a general overlook at what it is.)

Anyway here we go, as this is the first one, it will be a bit long…:

Script:
The script itself has been done for quite a while. There has been some trouble with gaining a reliable editor, but outside of that it should be pretty much done, bar a puzzly section that I think needs some cropping down to become less frustrating for players. Development focus is therefore now on creating art assets, as well as coding all parts together.

Art:
I have been working on sprite sets for the main characters of the game on livestreams lately, and have more than half of the most important ones done so far.

In the case of how many poses and variations each sprite gets, I’ve gone with the same general principle as I did with Blue Rose: The core set of main characters get at least 2 different base poses each with their own set of variations, while less important side characters get just one to keep things manageable, unless something really demands an extra for story reasons.

In reality this means that for almost all of the core characters, actually 3 poses are needed. There are many action-based scenes in Angelic Orbs, and outside of normal poses and variations, one is needed for such confrontations as well. And let’s not talk about someone like Tia, who requires different sets of clothes, wings and disguises as well…

If you’re interested in how I do these things in practice, feel free to hop by my stream on fridays where I always work on game art, or have a look at the archive of previous art streams.

I am thinking of making another blog post on the nitty gritty of sprite creation as well, or at least of how much I know of it, in the future.

I have started work on a few of the scene illustrations as well, commonly known as CGs. Mostly those needed for the prologue of the game, with the aim of having some mostly-finished version of that to use as a demo. Some of these have also been made on stream, though at some point I imagine that a lot of these will have to made offline, so as not to spoil future events. There is still a lot of work to be done here.

But then what about backgrounds? So far all I have are placeholders, quick sketches made by myself to generally indicate what needs to be there, so I can get an idea of scene setups as well as what I’ll need to have as finished background art in the end. I will almost certainly be outsourcing this, as drawing and colouring character art is already taking a sizeable amount of time, and background art is not my forte either way. Hopefully I will soon be able to start reaching out to other artists for this.

Sound:
Music is another thing I wish to outsource for Angelic Orbs. Composing is something I am most definitely unable to do, and while there are many great sources for free music to use in indie games, I still believe that one of the best choices I made for Blue Rose was to get an original soundtrack. I hope to be able to gain something similar for Angelic Orbs, creating a personality of its own.

There is still no composer connected to this project, but this will be what I reach out for next, after work on backgrounds has been settled.

As you can see, Fallen Star still has a lot of work ahead of it. Having a script ready is important as it is what sits at the heart of any visual novel, but is still far from a finished product. I’m aiming for this to be the year where I can hammer most of the bases of the game into place, and finally see things coming together properly.

In terms of art and sound, a lot of this will also set the base for the next Angelic Orbs games to come, even if those will also have bucketloads of new assets to be made. But especially because of this, I feel that it’s important to get these fundamentals in place, so everything can come together as a great whole.

Here’s hoping we can create something great for you all in the coming months!

I Stream Art!

I Stream Art!

In the distant past before the days of Twitch I tried streaming my art a couple of times to some friends for fun. It meant I only had a couple of viewers if any, but it was an interesting thing to try, especially as I eventually ended up living so far apart from my other art-inclined friends. It never became more than that though, in spite of the thought of it being in the back of my mind once in a while.

But a few months ago I finally decided to give it another go. I had been talking with some new art-interested friends about how to go about this and that, and got the idea to try and stream a piece of mine to better show I personally went about things, and because doing it together could be fun times. I still had my old streaming playlist lying around with the thought of “what if some day I’ll need it”, so I stuffed some new additions on there and looked into how to make this all work on Twitch.

And I’ve been doing it since! I now try to stream at least a couple of times a week, with Fridays reserved for work on art for my game to make sure I keep up steady progress. I’m a very small streamer-fish and don’t even always have anyone watching, but it’s turned out to be a great motivator in general to get drawing, and it has even gotten me back into contact with a few old friends from years ago as well, so it’s been a good time so far.

In general I treat it as an exercise in focus, along with teaching myself to be less secluded about showing off my progress and work. I’m terrible at getting my stuff out there. Answering people’s questions along the way is a fun added bonus!

So! If you’re interested in seeing how I go about things art-wise, are curious about how assets for Angelic Orbs are made, or just want to listen to some chill music, feel free to drop by and say hi!

Resolution: Year of the backlog

Resolution: Year of the backlog

As we swiftly move towards the end of January, I thought I’d briefly touch on what ended up being my personal resolution for 2020. 2020! Such a catchy number, and we’ve only got it for one year.

At first I didn’t intend to make any resolutions at all, and instead just commit to the general concept of “Keep going!” with some of the things I’ve managed to get started lately. But as the new year closed in I ended up thinking of one thing I keep wanting to do and never manage to stick to for long. A resolution I’ll most likely fail before the year gets properly going, but trying never hurts, yeah? So here it is:

I’m not allowed to buy any one new book/game/similar kinds of content without having finished two I already own. Finishing counts as reading the book until the end, or otherwise exhausting the content of whatever it is until a point where I feel I got what I wanted out of it (in the case of games and such that have no definitive ending).

At first I started with a one to one scale for this, but then decided to make it harder for myself by upping it to two finished per one new acquisition, with the goal of actually lessening my backlog of “things”. Some of this stuff is old man, and still waiting to get its turn! Will I succeed?? Probably not, as much as I like shiny new things that go on massive sales much too often. But at least I’m going to try! I’ve made my public dedication to this now, so let’s see how long it lasts. 

Hello World once more!

Hello World once more!

 

Hello? Is this on? Is anyone out there?

Looking at the posts below, it sure has been a while! But as something I have considered for a long while, this post here was the final push to finally convince myself to dust my old blog off and move it whole-sale into becoming part of my website, with the intention of actually using it again once in a while.

So far my almost-not-embarrassing archive of posts from my old wordpress blog have been moved here, a place it appears I stopped using in 2015(!). Since then I’ve mainly been using a mix of Twitter and Tumblr for project updates, and twitter is one I’ll likely still continue to use regularly. Tumblr… well, I’ll likely still use it for art once in a while. I very much enjoyed tumblr’s ease of use and design, something I’ll likely miss.

The main website for White Cat is still looking a bit like a placeholder-mess, and the look of this section isn’t set in stone yet either, but hopefully I’ll have it all nice and shiny again soon. Or at least serviceable.

And that’s that for now!

Blue Rose Steam Release Date – April 23rd 2015

Blue Rose Steam Release Date – April 23rd 2015

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The Blue Rose steam version finally has a release date!

Barring no issues, Blue Rose will finally release on Steam on April 23rd 2015. That is, in less than a week!

The steam release will contain an updated script, a few corrected event CGs, as well as achievements and trading cards. Those who have already bought the game directly through the White Cat website will receive keys following release for activation on Steam itself.

The game on White Cat’s own website will of course also be updated to reflect the changes and improvements in the steam version, though there will be no achievements or trading cards.

AO: A question of linearity

AO: A question of linearity

lets_ruin_our_friendship

As mentioned earlier, it’s hard to share information about a game that is still only in the phase of having its script written. Not only do I not have many flashy pictures to show, but there is still so much that could change about the script itself that even sharing that is not really an option.

But now that the first draft of Angelic Orbs: Fallen Angel is finally finished (note: only the first draft), I will instead try and go in depth about another topic that tends to come up when working on the writing itself: and that is the matter of having the player affect the outcome of the game.

Those who have followed the sparce details about Angelic Orbs since its announcement would know that this game is not advertised to have differing endings based on choices. Instead it is officially planned to give you, the ‘observer’, different ways of seeing things unfold as they lead to an inevitable outcome.

However, that is not to say that there are no chances of things turning out differently. Since I began serious work on AO, possibilities and openings for making this into a game with mulitple (maybe very different) branches and outcomes tend to come up. It is something I’d definitely like to do if it turns out to be feasible, and as such it is one of those little things that like to gnaw at a creator’s mind and demand attention.

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Advertising the game as linear has been the most sensible and safest way to go so far, I believe. There is still a very large possibility that this is how the game will eventually turn out, and in that case I do not want to disappoint people by delivering something less than promised. Chances are, no matter how much I mention it, there are someone out there who will still be disappointed.

To be honest, I am already worried about making this post at all, in the fear of giving people false expectations, or the idea that the first option would merely be the loser’s version of the second. But here we go, into the brave unknown.

To help understand why all of this is so uncertain, and why it sometimes nags so much at me personally, I will try and go through some of the considerations that could stand in the way of of a truly branching Angelic Orbs:

– Workload

I am of the belief that if AO has to go multi-ending, it has to do it properly. Which means it won’t just be minor variations of the outcomes, but proper, branching stories that are very different from eachother. I want to make this game the best I can be at this point in time.

Considering the general theme and direction of the script, as it looks at this very moment, there is potential for two, maybe even three distinct branches, that will determine how the story evolves and, ultimately, ends. Angelic Orbs is not a small story to begin with. This means that the amount of script that would need to be written and illustrated/adapted into VN format would see a massive increase. It would most certainly push back release, and increase not only expenses, but also the risk of creating this game altogether. (The “risk” part is something I wish didn’t matter this much, but as a lone, starving artist this is sadly a big issue.)

Zyra_eyes

– Continuation

Angelic Orbs consists of more than one game. The early branching would happen already in the first part, and the transition into the continuation would have to be handled properly.

I already mostly know how to handle the question of whether a player has savegames or not, but there is also another point in this that may affect people’s impression of the game. Chances are that the first part will not have any major differences to its ending, even if your choices so far will still have major impact on what happens further ahead. Considering people’s reactions to to things such as the first episodes of Telltale Games, this is worth keeping in mind, I feel. It’s no fun to finish something that is supposed to have a beginning and an end, and not knowing if what you did actually mattered or not.

This point is still up in the air however, as it can’t really be said how it would work until more of the script would have been completed.

 

Eruda_photo

– Balance

Making sure all branches feel worthwhile.

It goes without saying, but all of these possible turns of the story would also have to be of acceptable quality, and feel like they were worth going through. The best possible outcome is if one player ended up only going through one of the paths, and still felt like they experienced a full, enjoyable story, and not something that was merely tacked on and lacking in substance. I would be glad to see different players have their reasons to choose different outcomes and journies as their favourites, rather than only having one true story that made sense to them. If thelatter was true, I’d rather stay on a more linear path, and keep at telling the story I originally had in mind.

While the existing story of Angelic Orbs is mostly sorted and ready for writing, I must admit that these possible variations are still just very vague ideas and concepts in my mind. And I only want them to be there if they end up working out.

This, of course, links back to point one – workload.

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I hope this gives some insight in the challenges of working this kind of game/script, be it one like AO, or a traditional romantic visual novel where the creator has to decide between staying with the three original routes, or maybe adding two more that fans wished were there. We would all love to do the second, if the circumstances are right for it.

(To see more concepts and other art-related news more frequently, feel free to visit my tumblr!)

Blue Rose is Greenlit!!

Blue Rose is Greenlit!!

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Thanks to everyone’s support, Blue Rose is now greenlit and ready to join the rising number of visual novels on Steam! Give eachother a good pat on the back, and throw some confetti around!

Of course being greenlit is not the end – it only mean that the game is now allowed to be posted in their store, but the final release is not quite ready yet. I want Blue Rose to be presented the best way it can be when it arrives on the store. Most of the things I want to do with it have been mentioned before both here and on twitter, but here is what you can expect from the Blue Rose Steam release:

  • Improved script – I got myself a very promising editor, and am confident that the upcoming script patch will greatly improve the text of the game, getting rid of the typos that are still there and generally give it an extra polish.
  • Trading Cards – I am planning to add trading cards, especially as this is something that some people seem to have looked forward to.
  • Achievements – of course!
  • Soundtrack DLC

I really want to provide steam keys to people who have supported the game until now by buying it, and will look into the possibility of doing so! News on this front will follow after the release.

So when will it happen?

I can’t promise any specific date as of yet, mostly because of the script improvements. It has taken some time to find a reliable editor, and it might still take a couple of months at worst. Blue Rose’s 1 year anniversary is coming up next month though, so I am hoping to be able to do something close to that time, if all goes well!

Steampunk, Otomes and Dreaming Stars

Steampunk, Otomes and Dreaming Stars

"Get behind me. The games, they are flooding in!!"
“Get behind me. The games, they are flooding in!!”

Some great news came up on the visual novel front at AX14, with some nice big story-focused titles announced to come out from the different VN companies here in the west. I’m excited about quite a few of them, more than I have been for VN releases in a while. I’ll touch briefly on some of them here, and will likely return to take a closer look at all of them as time goes by.

To start with, there is the big player, MangaGamer. With two of their titles, MangaGamer confirmed their expansion into Otome and BL territory with the games OzMafia!! and No, Thank you!!! (what is with all those exclamation marks!?!?)

More than that, they also gave a bit of news on their long awaited Steam release of Higurashi. In an earlier post I mentioned the concern for how Higurashi would be received by non-fans on Steam due to its very basic graphics, something that is now being resolved in an interesting way: The Steam release will get its own graphical makeover, with new character art by artist Kurosaki. A teaser of the new art was shown on MangaGamers blog:

Higurashi_002-450x337As the matter of rights would likely get in the way of using the Playstation version of the art, this is an interesting solution I had not seen coming. Along with how some of the translations of 07th Expansion’s works have been handled, this shows some really nice and close cooperation between the two parties in bringing these titles overseas. I look forward to seeing if this makeover only goes as far as character sprites, or if we get new backgrounds or even event CGs as well. Maybe the latter is too much to hope for?

The last big thing from MangaGamer was their new partnership with Liar-Soft, a company that I have been interested in for quite a while though I have not managed to try any of their games yet. The title MangaGamer is bringing from them first is Gahkthun of the Golden Lightning, a steampunk visual novel.

http://www.youtube.com/watch?v=GcrI1B_gesA

I’m really excited for this one – Liar-Soft appears to make interesting stories, and the art is very beautiful. (This opening doesn’t beat the one for Shikkoku no Sharnoth though, still one my favourite videos and songs.)

According to this tweet from Moogy, the game also seems to consist in very large part of a female PoV. I wonder how it all comes together, and it is definitely something that intrigues me. Different viewpoints like this in visual novels can be interesting.

Sekai Project is also proving a force to be reckoned with. After their work with World End Economica, and the promising Fault coming up, they have now announced releasing the first of the Grisaia games in english. This is a game that has had an english fan translation for a while, and even before then I remember often hearing this title come up when people were asked to mention great VN titles. So far it seems like another title I will be looking very much forward to, and I’m pleased to see such solid and big VNs being released commercially in english.

grisaia

And last but not least! Sekai Project have also come together with VisualArts, securing a release of Planetarian for Steam.

For many people who got into visual novels around the same time as me, Planetarian holds a dear place in their hearts. It is a choiceless novel, or ‘Kinetic Novel’, with only two characters – only one of them actually shown on screen. It is a great example of what stories can be told in the medium, without taking hours to slog through like some of the titles mentioned above, and I will be sure to pick it up again when it comes out. Especially since I believe the digital download I once bought is now defunct. Or at least it was, for quite a while.

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I hear Planetarian has been out on iOS for quite a while before this, but Steam should be a good platform for raising much more awareness of the title. As well as one other important factor: this means VisualArts/Key could finally be inclined to release more titles here in the west. I really hope this will help convince them that bringing over more games is a viable option.

From all this I definitely think Gahkthun, Grisaia and Planetarian were the most exciting announcements for me. OzMafia and No, Thank you! are also very interesting, if only for the fact that they mean that the western companies are finally giving those genres some more attention. I don’t know much about the two titles personally, but will be keeping an eye out for them now after these news. Of the two I am most likely only going to be interested in OzMafia, a game that will hopefully prove to be a good representative of the genre, and convince them to go further with games for the female market.

Angelic Orbs: Fallen Star

Angelic Orbs: Fallen Star

Tia

Time to talk a little about what was introduced earlier – White Cat’s next visual novel, Angelic Orbs: Fallen Star.

Angelic Orbs is the story about Tia, an angel who is unable to return home, and the three people she meets who feel just as lost in the world as she does. Together this unlikley group begins a journey to correct the wrongs she has done, and learn the truths of the world they live in.

AO is planned to take part over three or so ‘episodes’ or ‘chapters’. Fallen Star is the first, and will contain a story that hopefully works well on its own, but also leads into the greater scheme of things that follow in the next chapters. This is done because AO in general is a much bigger story than Blue Rose was, and because I plan to try out a number of new things in the way the story is told and the visuals are presented. Splitting the story into well-sized chapters will make the completion of each of them easier to accomplish, and let me get a game out there earlier to see if this kind of projects works well with its audience. And for the things that do not work, I should be able to improve that so much more for the following chapters.

sketches1

Angelic Orbs is not BxG or GxB – the player is not a narrator but an observer, and the ways you can interact with the story are shaped, maybe limited, around that. There will be times where you can change the point of view on the story that unfolds, and a few occassions where you can interfere with the with the circumstances that the group finds themselves in.

At the time of writing another kind of interactivity is also planned. Whenever the group finds themselves in a situation where they have no choice but to fight, you will be able to control these battles in a turnbased rpg-like manner.

sketches2

At this point however, the game is still very early in its production. It is currently in the writing phase, with the first draft of the first four parts of the chapter written so far. Many of the concepts about player mechanics and even art presentation are therefore still up in the air, and many things can yet change before the final game sees completion in the distant future. I will most likely return with several different blog posts about this, while also trying to gauge people’s thoughts on different ways of handling these topics.

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The sad part about this point of the production is that there is so little to show! Therefore we will have to make do with these little concept sketches for now. If I can set some time aside for it, then hopefully I will have some more visual things to present at some point, and maybe do a more indepth presentation of the world and the characters that this vn will be about.

So see you next time!

Theme: Overlay by Kaira