Just a super quick note – I got the final memory functioning in Memories tonight! I had a couple of weird snags getting it working (and the dialogue is super clunky). But everything seems to be functioning! 🙂
I also found a fantastic piano song that was available to license under the Creative Commons; that song is going to be the song that plays during the game’s menu screen, as well as during the actual memory events.
So the next task is to figure out how the game is going to end. And unfortunately I have no idea. And neither do my characters!
This is literally the last conversation currently in the game!
But that is a problem for another day!
I actually managed to get a lot done while working on Memories over the last few days. And the title of this post is quite literal: I managed to get two new memories working within the game, bringing the total functioning ones up to 3 out of 4! I had a bit of trouble figuring out what would trigger one of the memories, but after a few hours of thought (and playing with my cat), I came up with something that works (at least for now). My next two priorities:
- Get the final memory functioning.
- Figure out how the game is going to end (I don’t want a big climactic battle because this game isn’t dealing with battles, so I have to find a satisfying other way to end it).
Once those two things are in place, I’ll need to fix up the dialogue and most likely clean up the game in general. To that end, I’ll need to get a few friends to play test it once the basics of the game are all built and working.
I was also thinking about making it so you can choose how to respond to NPCs in different ways depending on what memories you have remembered, possibly using branching dialogue (similar to what I did in Tears of the King but without a loop), with different options triggered by different switches. I’ve actually put the basic switches that would enable this in place within the game; I will just need to go back and have them trigger things. But that’s a problem for after I have the final memory and ending of the game in place.
So after my paper prototyping adventures last night, I felt like I was ready to actually work on a few of the important cut scenes in Memories. The only one I have somewhat built is the one I showed you in my post about tinting the screen (and that literally has “blah blah blah” as most of the dialogue). I didn’t feel like writing the cut scenes in RPG Maker right now because I wanted a bit more flexibility for editing. So first I thought to try using Chat Mapper, but that wasn’t a great fit when I started (I was thinking about the mechanics of how the program worked more than actually writing). I had the same problem with Twine. And then I remembered: I have Final Draft! Why not write the cut scenes with that?
Sure, it took a few minutes to remember how the program worked (it has literally been YEARS since I last used it), but that was no big deal; I was back up and writing in no time!
I forgot how easy it is to read a script for dialogue. Final Draft has been the perfect tool for my current needs because I don’t have to think about formatting, I can just focus on writing the words right now (and I can very easily edit whatever I write). I managed to get a couple of key scenes written before making dinner (and quickly edited one after dinner). Once I am happy with the text, I’ll be able to copy and paste it into RPG Maker. 🙂
Ugh, it’s been almost a month and I feel like I haven’t done anything. That’s not true (I’ve been doing a lot of reading, which has been great), but I haven’t done any writing or work on Memories. So that ended up one of my big plans for this long weekend – make some sort of progress on Memories. (I was tempted to sit down and write a short story or something, but decided in the end that I really need to finish this game first).
So I made a paper prototype of most of the game so far, and started trying to think things through a bit.
This has been great. I made little tokens out of paper with the characters, whether or not they have a heart, and what their job title is. I also made paper tokens of the keys you’ll need, and the memory triggers. This way I can move everything around super easily, which has allowed me to change my mind as to who will be in what room (and who will have the keys you need). Thanks to this, I’ve actually managed to properly think through some of the problems I’ve been having for the last few weeks regarding the second and third memories, which means I can get back to building the game! 🙂
I wasn’t prototyping the narrative, but sitting down and making this prototype reminded me of a GDC talk I attended about paper prototyping for your narrative design project. I know my friends and I were disappointed with the talk itself (he spent too much time on terms we were all familiar with; it was just starting to get into the good stuff when he ran out of time and had to hurry through the stuff we were more interested in), but if you’re interested in it, I found the talk on Youtube.
Oh yeah, I’m also renaming the wizard. For some reason, I didn’t realize his name started with an “E” when I named him. One of the families has an “E” as the first letter of their names, and I didn’t want it to be confusing. So he’s now going to be Godric. I think that’s appropriate – it means “power of god” plus “”power, rule.” Definitely appropriate for this wizard! 😉
I have created and named the NPCs you will encounter in Memories. Here they are:
I don’t know for sure at this time that these will be all of the characters in the game (plus Briana). But these are the ones I think I’ll be needing. I decided on the design of most of them over the last week, but I didn’t name everyone until last night (with the exception of Bella and Briana); it was rapidly becoming very tough to write dialogue without names.
I always try to give my characters unique names so there’s no confusion as to who is who. I tried to choose names with an Irish or English origin, in the hopes that the names will sound similar (and tie the characters together geographically). But in this case I also decided to give people from the same families names that start with the same letter. I think the names are, for the most part, different enough; I just hope that this won’t confuse anyone who plays the game!
Ten of these characters were created with RPG Maker VX Ace’s built in Character Generator. The other five were chosen from the characters that come with the software. You may actually recognize Wulfric from Tears of the King; I chose the same model for the Tears woodcutter (seen in the video in my Jan 2 2016 post).
When I last posted, I talked about how I have only a rough idea of the plot and characters for Memories. Over the last week and a half, I have done a bit of work on some of the main characters, who I had determined were a set of twins. At that time I didn’t have a clue what they even looked like. But I played around with the Character Generator in RPG Maker VX Ace, and came up with some designs I was happy with.
So first, here is Briana:
Briana is the real main character twin; she’s the one that the player will get to control. As a character she is very hard working and focussed. Briana’s name means “strong” in Irish. She’s in many ways the opposite of her twin sister, Bella:
Bella is going to be a very important NPC character for the game. At this point I don’t think she’ll be player controlled at all, but that may change as I build the game more. Bella is much more vain and more of a dreamer than Briana. Bella is often associated with the French word bell, which means beautiful (think Belle from Disney’s Beauty and the Beast). According to sheknows.com, in other languages, it has other meanings, but often has “beautiful” as part of the meaning (ie Spanish “beautiful; devoted to God;” Latin “beautiful, loving, lovable, graceful;”). As an American name it means “intelligent,” and the Hebrew name means “devoted to god.”
As twins, it was important to me that they look very similar, but they had to be a bit different as well. An easy way to differentiate them is with their hair – they both have different hair styles. Their mouths have the same shape, but Bella has a small beauty mark on her chin that Briana is missing. Bella also has thinner eyebrows than Briana.
These are the only two characters I’ve made so far. But they’ve been a great start because I’ve already been able to start putting together some events for the game!
I spent a bit more time working on Memories tonight. As I said in my last post, I need to work on the characters and plot and pretty much everything else in the game other than the maps. I have a very rough idea of a plot for this game already, but it needs to be fleshed out. And for that I need a better idea of the characters.
I don’t have names or even more than a rough idea of what the characters might look like. What I do have right now is the fact that the main (or at least most important) characters right now are a set of twin sisters and a wizard. One of the sisters is the protagonist/player character. She/you will be saving the other sister from the wizard. Oh I also know that I want to give this game a sort of fairy tale feel. I’m not sure how exactly I’ll be pulling that off yet, but I’m pretty sure the game is going to involve heart magic. Think Once Upon a Time, like this scene from the first season:
Tonight didn’t involve a whole lot of writing (and neither did last night, when I discovered that heart story I linked to in my last post). But there was a fair bit of brainstorming and researching random things online, like heart symbolism, fairy tale witches, and the like. In the middle of all of this, I managed to come up with a bit of the backstory that leads to the beginning of the game, so that’s good. Hopefully I’ll be able to get more fleshed out soon!