Dear Internet,
So,
I've covered art assets enough for now.
And I have covered the difficulties of converting a short story into a visual
novel as well as the difficulties of thinking in script when writing. So, what comes next? Well, there is the audio aspect obviously.
Audio
for a visual novel can be divided into two types quickly and three if you have
an unlimited budget. The first two are
music and sound effects. The third is
voice acting or spoken dialog.
Concerning music, it is perhaps one of the quickest means of setting the
emotional pace of a scene. Want to make
the scene somber? Throw in some
violin. Want to get the reader as pumped
up as the main character? Get some
electric guitars in there and maybe a few drums. Want some romance in that out on the town
scene? Parisian accordion music will do
the trick. Music has a way of quickly energizing
a scene for an audience. The reading
speed of the audience varies drastically from one end of the audience spectrum
to the other. One person may end up
turning the text display speed all the way up since they can read the text near
instantly while another will be perfectly alright with a slow speed reveal so that
they do not feel rushed in their reading.
This causes the visual novel to unfold at different speeds for different
people. The best way to overcome this,
as far as I can tell, is to properly allow a certain amount of text to appear
on-screen at a certain time. Short
groupings of dialog will cause the pace to pick up while longer groupings will
slow it down. This will in turn affect
the pace of the scene. Music, however,
can do this by use of tempo and rhythm.
But
music does more than just set the tempo.
As I said, it can instantly change the mood since it gives auditory
indications, which happen at the same time for everyone. We all hear in the same time, as compared to
our reading speeds. A visual novel's
music can help set the mood through a certain collection of shared understandings
that a community understands together. I
think I just pulled a finger trying to type that, and I am sure I owe a good explanation. The musical language is one that does not
always translate well between people of different communities. Few people will listen to Aaron Copland's
"Hoe-Down" now-a-days and not wonder what's for dinner. People fifty years ago would probably think
of the ballet it came from if they heard the song. This is a temporal displacement between the
two groups. An easier example of this
type of difference can be seen when examining the music people listen to from
one generation to the next. As Marty
McFly put it, "Your kids are going to love it." Spatial differences in musical languages can
be found in something like bagpipes, an instrument that is either loved or
hated it seems. To one group, it is a
sound of a time long ago or a reminiscing to a specific place. To others, it is a means of auditory torture. The point is that as long as the music that
is being used it being targeted correctly to the audience, it can be used with
the best possible effect.
Then
there are sound effects. Oh, what fun we
have with sound effects. From horns to
flutes, from barks to brakes, from claps to chips, from thunder to twinkling,
sound effects can bring such wonder to a work.
In visual novels, they can be particularly useful because they, like
music, are experienced in real-time.
Both the reader and the main character/narrator can jump at the same
noise. The clanging of a bell or a roar
of a lion can make the reader instantly feel the effects of what the character
is feeling. They can be just as surprised
as the character hearing the door lock behind them. And they can feel the same tension as the
murderer's footsteps creep by as the character hides in a closet. However, there is also the question of just
how much sound effects does the visual novel need. If two people are walking down a street, do
their footsteps need to be heard on an endless loop, making an irritating sounds,
or would it be better to only have footsteps heard when they transition from
one location to another? Do we need to
hear the pencil movement over paper?
Would it be alright if there are no sound effects at all but instead onomatopoeia
used instead? Each of these depends on
what the visual novel wishes to convey.
If it were better to quite out the sounds gradually to make the eventual
scream all that more blood curdling, then it needs to do that instead of
something else.
Voiceovers
and voice acting? Well , let's leave that
off for next week.
Yours in digital,
BeepBoop
Current Assets
Writing: ~530 lines
Coding: ~35 lines
Art: 0%
Audio: 0%
It was a slow and busy week.
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