Monday, March 24, 2014

Log 003



Dear Internet,

                Where was I in my last letter?  Let me see… Ah, the differences between writing linear text stories and kinetic visual novels with a stressing upon the balance between visual art and the displayed text.  I think I will continue off of that, but not for very long today.  I am a bit pressed for time.

                Previously, I told about how the art that is displayed needs to line up with the nature of the text.  Otherwise, you will have a very confused audience.  What is being talked about needs to be what is being shown.  If the characters are commenting on a work of art while being at a museum, there is not much sense in showing a pizza hanging from a nail in a warehouse.  Well, you might, but that would be one amazing explanation.  At the same time, if two people are visiting various stores along a strip mall, it is not very smart to keep showing the image of a pet shop while they have moved to two other types of stores since the scene started.  Another example is if those two people are in the same store but begin to look at at a different item then what they were looking at at the beginning of the scene.  This can lead to a situation where the character comments on the fur of the rabbit while at the same time shown to be looking at a ferret.  This mistake can be a sign of laziness, lack of a budget, or poor planning that can lead to such mishaps.  

                But what about the character sprites?  Visual novels are not just static backgrounds and odd special images that include the cast as well.  Quite a number of the art assets are just characters by themselves that are positioned on top of the background.  Each character that is going to be displayed gets an image.  But that is only the starting point.  Each character that gets displayed has to most likely get an image that displays them in a range of emotions.  So, let's say you get a standard character with a standard array of emotions.  Quickly off the top of my head, you have happy, sad, excited, unsure, hesitant, mad, and worried.  That is seven easily, and that's just for a standard non-existent character.  Truth be told, a well developed character is going to have much more emotions than just seven and is most likely not going to have these seven.  And that is not even counting a default or normal face.  A well made character is going to have emotional representations that correspond to that character.  The military leader that has to put on a brave face before an overwhelming enemy might not have a face of worry.  If he does, he will no doubt express it very differently than the lowly private who is in his first real battle.

                So, the character sprites have to rely on the characters that are developed by the writer, character manager, or whoever has to do it.  It would be silly to have a staff member create a character sprite that does not line up with the character's personality.  But the limit of possible and needed character sprites can go further down once the script is examined.  In actuality, the amount of character sprites that are needed are the ones that the game or story calls for.  The story may only explore a very limited amount of emotions for that character.  If the script calls for an image of a store clerk that only makes one appearance for the whole story, and she keeps a deadpan demeanor, then only one single image needs to be created.  The workload of the art assets is dependent primarily, and in many cases solely, on the script, which calls forth exactly what is needed.

                Now, there is of course a middle road that often gets taken due to real life restrictions.  If the visual novel has a strict deadline and a concrete budget, then the issue of getting it done on time with change to spare becomes a thought at the front of the mind of the directors and managers.  The easiest thing to do at the starting point is to examine the script and alter it in a way that would allow certain elements to be cut.  This is could be thought as the pre-production cutting room floor.  It is not as bad as the post-production cutting room floor since the blood, sweat, and tears have yet to be shed.  However, it is a realistic and prudent practice to examine what can be done within real world limits against what one wants to be done.  Like an architect planning out a building down to the cost of the wires, it is better to see what is feasible than to start laying the foundation and learn the budget is already tapped out.  This situation is not as rare as one might think.  In a similar way even for a small visual novel, I have to examine what I can do against what I want to do.  The project that I am undertaking now was not my first choice, but I realized that the story that I wanted to tell would have been too extensive to jump right into with little to no experience in making a visual novel.  I may still yet be biting off more than I can chew, right now, but I cannot back down now that I have started.

                There are about one or two more things that can cause the character art assets to explode extensively, specifically something that I plan on doing.  It is something that I am hesitant to mention just yet, especially considering that I have yet to finish the script, and I am going at a snail's pace.  I may be shooting myself in the foot by choosing this specific art direction, but I would not have it any other way.  That is a topic for another month.

Yours in digital,
BeepBoop


Current Assets
Writing: ~450 lines
Coding: ~35 lines
Art: 0%
Audio: 0%

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