Tag: Angelic Orbs

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!

What is Angelic Orbs?

What is Angelic Orbs?

Seeing as the game is taking shape and many changes have been made since my original announcement of this title, it is time to take a closer look at what exactly AO is and hopefully give a clearer idea of what is coming:

Angelic Orbs is a planned series of three visual novels, telling the story of a group of misfits, travelling through a world that is headed towards change. Fallen Star is the first of these three games.

AO is not a visual novel focused on romance – it is a fantasy adventure story told in third person, following the group as they unravel the events that are happening on their path, and only eventually allowing the player to nudge the story towards one of a few different resolutions.

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Who is the main character?

At first all four of the main characters will serve as eyes and ears of the player, though as the series progresses, it will focus more on the viewpoint of Kiyoshi.

So, are there choices?

There are choices, though in the first of the three games, they will have minimal impact on where the plot ultimately goes. Instead it will offer the player an occasional choice between viewpoints, showing different things that happen or could happen.

How many endings are there?

For the first game, only one. However, as the trilogy progresses, this might change in the titles to come…

Is there no romance at all??

In Fallen Star you are not playing through the eyes of one specific character, and as such you as a player are not able to directly romance anyone. That does not mean that different kinds of relationships won’t form between the main characters, though!

Does each game stand on their own?

All three games go together to tell a greater story, but it is the aim to give each one of them their own resolution, hopefully enabling them to stand on their own and not leave the player feeling cheated. I would like to say that there is no reason to wait for all three to be finished before diving into Fallen Star.

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So what is the story, then?

A calamity has struck heaven and the angels have been stripped of most of their magical powers. These powers are trapped in small glass orbs, and one night a shower of lights are seen on the sky as these orbs are scattered and fall to Earth.

As he journeys to search for the truth behind what happened that night, Kiyoshi finds the girl Tia, who also appears to have fallen from the sky. She claims to be an angel on a mission to retrieve the orbs and right the wrongs she has caused. Hoping for a miracle of his own, he decides to go with her…

As they continue their travels they run into other allies and enemies alike, and it turns out that Tia is far from prepared for what her mission might bring with it.

That’s cool, but I have more questions.

You’re welcome to ask them! If you are curious about Angelic Orbs, or have other things you’d like to know about White Cat and my games, feel free to shoot them to me on twitter, and I will do my best to reply.

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Here’s to hoping this will manage to clear up the nature of the upcoming games, and that it has piqued your interest, if only just a little!

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.

Group_stakeout_l

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.

 

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– 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!)

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.

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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.

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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!

What’s brewing?

What’s brewing?

ao_eyes

Time to finally talk a little about what is currently going on with White Cat!

It’s been almost half a year since Blue Rose was released, and I’m very thankful for the nice reception of our Visual Novel so far! Even with private and open testing though, there will almost always be hiccups with the script after release. Some of you have sent in your corrections and comments on these, a few of them very detailed as well, and I really appreciate it. They will all be taken into consideration, and a future patch for the script will take all these things into consideration. Feel free to still send me a mail if you run into something bugging you!

Remember that the game is also still up for voting on Steam Greenlight, should you wish to show your support there.

Now for what is currently on the drawing table for White Cat. Those who have followed my twitter or tumblr, you may have already noticed me mention one of these projects in passing a couple of times. I have been reworking and rewriting Angelic Orbs from the bottom up for a little while now, our company’s next big visual novel title. Some people might know the title from our first free vn from years back, while a very few might even remember its roots as a webcomic from even longer ago.

The first vn of this title was a kind of sidestory, while this project is a complete telling of the original story from the ground up. It will also be different from Blue Rose in a few ways, one of the most noteable ones the fact that this is not a first-person story. The reader will not step directly in the shoes of a protagonist and aiming for romance routes, but will instead follow a small group of protagonists and influence their journey over the course of the story, sometimes even choosing what POV to follow in the coming events.

A few other features are in mind for this title, that I won’t speak of yet however. The script is in the middle of being written, as well as general character and world designs being made. Hopefully I can show you something more of this soon, though the game itself won’t be done in a while.

At the same time as this, I am also working on another project of a very different kind than Blue Rose and Angelic Orbs. It will be cute and deadly. But that is all I’m going to say about it so far.

And that is mostly what is going on at the moment! After our first big release we are hoping for 2014 to be another good and productive year, coming closer to bringing you great storytelling and entertainment.

And in the future if the support for it is there, I might return to this lonely folder on my desktop named “Blue Rose 2″…

A little late, but…

A little late, but…

Everyone else is doing it! ™

So here is a few words on my 2009. Well, the one related to my creative endeavours at least.

2009 saw my first release of a visual novel, Angelic Orbs: Broken Memories. It had taken me two years to make, and it was finally time to get it out of the door. In the end I couldn’t do all I wanted with it, but this seems to be a general problem to vn creators, and I’m still pretty happy with the result. Hopefully I can pull myself together and release the version with fixed english some time in the near future.

I also had a second release out, the small short story My Eternal Rival, which was featured as a part of the Cute, Light and Fluffy project. MER was very short and non-serious, and most of it was written on small pieces of paper while at work. But I still got very attached to the project, and I don’t regret taking part in it at all.

And so came to tough decision of what to work on next. I had a few ideas on hand that I was very interested in doing, and even started one of them. But in the end something (I’m not even sure what) changed my mind, and production began on the script for a new game set in the same general universe. An otome game. Something I thought I’d never make. But I’m taking up the challenge, and will hopefully succeed in making something interesting for girls to play, without it sinking completely into useless fluff. But that is for this year. Back to 2009.

Apart from the two mentioned VN’s I didn’t manage to much else of my own out there. My comic is still lying dormant although I constantly wish to return to it, but life has been too busy for me to work both on my game projects, the several new commissions that I received this year, and the comic at the same time. Hopefully I will be able to get something done on that soon.

That’s right, there is something else that I had released. The very first TCG cards with my illustrations on them.

All in all I think I came a long way this year when looking back at these achievements, along with my amazing 2-month long stay in Wales. But enough talking about me!

As Hime mentioned, there has also been a lot going on when it comes to translations of Japanese visual novels. Most of it something that the majority of VN fans thought would never happen, like Higurashi getting an official release in english, Jast partnering up with Nitro+ and visual novels released on the iPhone/iTouch.

But you probably already knew that.

So here’s to a great 2010! (Hopefully)

What next….

What next….

My first visual novel was finally released a few days back. A lot of things could have been done better, but in general I’m happy about the result.

Shortly the “Cute, light and Fluffy” VN project will hopefully be released as well, where I have contributed with a short story.

But apart from these things, what is up next?

For one thing I would like to return to updating my webcomic, but I have just been commissioned to do art for yet another game, and also have a lot of other loose ends to take care of. So unfortunately it seems like AO will have to wait a little bit longer.

But I’m already preparing for my next game project after Broken Memories as well. A couple of ideas have been circling in my head, but recent discussions on a certain forum have made me decide on a final story that I will start working on.

Yes, my next visual novel is going to be an otome game. In spite of me once saying that I would probably never make one that wasn’t BxG!
I have a story that I’m happy about, and have begun writing a few drafts. Other than that, there isn’t much I can say about this project yet. It’s still in its planning stages, and it will take a long time before it gets finished (Broken Memories took me 2 years after all).

Alright, time to get back to work!

Angelic Orbs: Broken Memories released!

Angelic Orbs: Broken Memories released!

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Angelic Orbs: Broken Memories has now been released!

Go to the website to download the game, or to Lemmasoft to read up on the release and leave a comment 🙂 (Or you can do that here 😉 )

OP video:

[youtube=http://www.youtube.com/watch?v=_OZPgghLUA0&hl=en&fs=1]

Yes, I’m lazy….

Edit: The first version of the game had a buggy sound effect that made the game freeze on some computers during Tia’s path. Ver. 1.1 fixes this bug and download links have been updated with this version. Please re-download if your game didn’t work. Enjoy! 🙂

OTL

OTL

It’s the 1. September. That means summer is officially over, and I didn’t manage to get the AO game out during summer as I had planned ._.
I progress news, I just recently managed to fix Tia’s entire sprite set. Now check this out: Tia has a total of 33 sprites. 33! I nearly died, having to go through all of those @_@ Tia has the most expressions to begin with, and on top of that her sprite set has a couple of variations for some of those expressions. And since she was the first sprite set I made, it is also the most unorganised one. In comparison Yoko, the female lead with the fewest sprites, has only 9 expressions in total.

Oh, and today was my first day at my new work as well.

All together now...
All together now...

Smile

Smile

Returning to the original purpose of this blog, here is a short progress update on the game.

All Yoko’s CGs are now coloured and done. In principle, the same can be said about any other character in the game – all images are now in a finished state! I could actually release this if I wanted to! But I don’t! Ha!
Two CGs still need to be rehashed, although I don’t believe a complete remake of them is necessary. Not if I’m lucky…. I may have to redraw an entire sprite set though. *Shot*

Also, even though the music for the game is also completed, I need to get a few of the tracks in their polished and final versions. Yay, another good excuse for being slow 😀
I also want to have another look at the text, but at this rate the game will never be finished… so I may just want to ask for proofreaders soon.

I’m off!

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