Norra Book, Norra Movie, Norra Game?

Books, movies (tv series, animation, live-action etc) and games are three mediums of storytelling with different levels of immersion and interaction, and they serve to reach different senses of the imagination.  They’re all pretty different from each other though, so mixing them up together can create some interesting results.

Visual Novels as a gaming genre are a bridge between novels and gaming, giving you something graphical to watch while you read with a degree of interactivity, whether it be about simply clicking through the dialogue boxes or making choices that redirect the story.  It evokes sense from both worlds so is great on paper.  However, catering to a lot of people is tricky when middlegrounds tend to wind up leaving people only half-impressed.  Most gamers want a more interactive experience when playing a game, and will find Visual Novels to just be too much like a movie or book.

But that doesn’t make them bad.  Just pretty niche.

This is on my mind from when I was playtesting SnowOwl’s Skinwalker, an atmospheric horror visual novel.  Now one thing that got discussed was the interactivity levels.  It contained a very brief fetch quest and beyond that it was just walking around from room to room.  The latest version (that will get released tomorrow as far as I’m aware) has removed the fetch quest and taken out some of the movement and it actually plays a lot better.

Having just a small section of “play” in the game wound up just making you think you’re going to be doing more than you will be, while the new keeps a firmer grasp on what it wants to be: that is, a Visual Novel.  Running around now is just a more interactive method of advancing the storytelling, while never actually requiring gameplay, so it works off as a better -and more suited- vibe.

So you have people get put off because there’s not enough gameplay and “might as well just read a book” and then heavy readers who get put off by too much gameplay getting in the way of all the exposition.  Both will complain that it’s “too much like” one or the other.  But the interesting thing, I find, is that it’s still neither.  Skinwalker is very visual for a “Visual Novel” and allows you to run around the map and talk to the people in between sections of static image and descriptive monologuing.  But what can I say; mixed mediums have my attention right now.

But all this has me pondering on what other combinations there can be, other storytelling methods with different atmospheres, settings and sense-mixing.

Scott Pilgrim Versus the World is a fucking excellent example of a movie mixed with a (comic) book.  It does a great job of mixing different expectations of sensory experiences within the medium.  Comic books with a panel depicting a high school bell ringing will have a big “RRRRIIIIIIIINNGG” plastered across the page to get the idea across that it’s a loud noise that can be heard everywhere.
Movies don’t need this since they can actually utilise audio, but there’s something to be said about having the “RIIIIIIIIIIIIII” fly across the screen anyway.  The one thing, that one noise, suddenly affects two senses instead of just one.
The movie puts a lot of effort into those small comic book/gaming touches that come off really nicely as a mixed medium.  It really does feel like you’re just getting to watch a live-action comic with audio; isn’t that the next obvious step after comic books?  To create the same storytelling experience while evoking more emotions and senses?

So!   Upon thinking about what a possible project could be for a short Visual Novel for me to try put together, I was thinking about mixed mediums in general.
Now, what came to mind were pantomimes.  They’re a very cinematic experience, all about watching the show, but there’s something more interactive and participatory about them, something that brings the audience in on the action.

So what better basis for a Visual Novel as a game, than pantomimes?  This way would give dialogue in the form of text, has animated characters running around, and has elements of interactivity and participation.  A good mix, no?

Well, I thought so.

So this project is a Visual Novel of sorts…a Visual Pantomime?  I don’t know…
Either way; the “game” is a Pantomime being played about by the characters of the game themselves.  And those game characters performing in the pantomime and playing as characters from another game!

FFVI, to be precise.  I figured if I was going to do a pantomime (and since they typically retell famous stories in their own unique way) that I’d want to base it on something I’m very familiar with, so I can write a script for it that not only covers the story, but can be trimmed down in very succinct scenes without sacrificing key elements from the story.
And I’m very familiar with FFVI.

So the project is almost entirely non-interactive, the player being anonymously sat in the audience chairs to watch the panto with the rest of the pixel audience.  There are one or two tiny elements of participation on the players part, but the rest of the flavour comes in the form of making it feel as panto-esque as possible.  I say that, because the panto is pretty important as a framing device, being that the player is supposed to be a part of it.
To this end, all the characters are “actors” who are dressed up as the FFVI characters and have low budget cardboard cutouts for set pieces, on top of a noisy audience.

Then again, this project is also likely to feel weird to anyone who’s never played FFVI before, since the story is very heavily summarised and cuts out most of the optional sections of the game, so relies a touch on foreknowledge.  I wanted to keep the dialogue short, so each scene of the panto is over in a couple of minutes.

But there you have it.

The end of my thought process.  This is my first attempt at a mixed medium: it’s not a book, not a movie and not a game, but you can still read, watch and play it!

Syma – Episode V

Syma

Syma

Syma is the spiritual successor to Scima Invasion Crew (SIC).  While SIC was fun to play about with the concept, after a while I started to feel like I was cramping it’s style by trying to cram too much extra stuff in when there was no plan for it in the original.  SIC was, after all, designed as a two-day-to-make game.

Syma is a reimagining of that concept in the form of a Hub-Based Missions system that allows me to glue on extra content whenever and wherever I feel like it, as I come up with it, without affecting the style or theme of the game.
Overall it contains most of the basic stuff that SIC had, but in a much neater and more refined way, as well as containing several new tilesets, classes, scripts and challenges!

I consider the game technically complete, as the core gameplay is all there and working: the missions, classes, skills, levels etc.  Everything fundamental is there and working, and from now on there’ll only be additions and updates.  Instead of try to just pointlessly define when it’s completed and never update it again, I’ve decided to declare it complete now, and update it MMO style every so often as I come up with new content in the guise of “Episodes”.
Not that there’s nothing in it already!  By now, it’s already in Episode V and includes hours of gameplay and over a dozen missions, and Episode VI includes more classes, side missions and more options overall.

Since I update it just as and when I feel there’s enough new content to justify an update, I don’t want to have to sit and reupload stuff to Mediafire every time then run around updating hyperlinks, so instead of focussing my attention on RMN, where I can just update the file freely and easily.  RMN also has more screenies than I have on this blog, as well as more in-depth information and better coverage of the features:

Syma on RMN!

Scima Invasion Crew v1.0

v1.0 of the game has been released now. It appears to be bug free and runs smoothly enough. After several test runs and countless boss checks using various combos, it appears to be balanced enough across the board. All bosses in the game are defeatable with all combinations I tried (including the new secret boss!) and the Boss Rush is now possible to complete.

Download at Mediafire or from RMN.

On RMN I’ll be leaving a page for Bug Reports and another for class combinations for anyone interested in letting me know what they succeeded with; I’ve far from tried all possible combinations!

Pixel Brady: Scima Invasion

Some screenies to go with this blether?

Scima Invasion, lazily titled by breeding Sci-Fi and fantasy magic into the system, is a short repeatable game based around a small crew of specialists who invade a rebel base to save the world or some such. Truthfully there’s not really much of a story! :D

Features, you ask?

  • Sci-Fi & Magic! Handguns, grenades, combat specialists and magicians all wrapped up together in a mission to punch through an evil base!
  • Simple maps, simple graphics, simple story. It’s a simple game with simple mechanics. Sounds boring maybe, but that’s part of the point; to just be able to dive right in and play with class combinations!
  • No free recovery points or Inns to stay at. You need to rely entirely on your crew and any supplies you find. You begin with plenty of supplies but they start running out as the enemies get stronger! Conservation is key!
  • No levels! Your crew is always stronger and better than any baddies you find (except bosses!) so your only worry is supply attrition; can you save all your best stuff for the bosses?
  • Ten available classes to mix, match and combine into your crew. With eight common skills between everyone and four unique skills per class, there’s plenty of tactical differences between using each class.
  • All skills have unique and varied damage calculations which are shown in the descriptions for you to accurately and tactically decide which skills are best used at any given time.
  • Permanent death! Losing someone hurts your chances of completing the mission, but airlocks across the base allow you a chance to request backup from four other crew members waiting to aid you!
  • Three different paths leading to the bases inexplicable core. Each path can be backtracked and taken (if you want) to give you different bosses and paths to take when trying different class combos.
  • Unlockable Boss Rush Mode!  Fight every boss in the game in direct succession with no ammo refills, no backup calls and no breathing time between!

Oh, it was Details you wanted?
It’s a simple game based off a simple concept I wanted to try implementing. There’s literally more tutorial textboxes than there are dialogue/story, as that was never really a part of it. I liked the idea of seeing sci-fi and fantasy magic put together (which is something I rarely see) but wasn’t as interested in story as the concept itself.
It also helped with the skills, as I mixed together “tech points” (a victor script) and mp use. Between the ten classes who have their own skilltrees, everyone has a various mix of skills utilising both of them to different degrees. By then putting unique damage calcs to each skill that involved a mixture of stats, and then limiting ammo boxes and mp tonics, it forces you to tactically decide which skills to use when, so you always have some left over for the boss.

These classes include a Marine who uses firearms to attack. These weapons do very strict damage that’s modified only by an enemies defence. They target single enemies, while Grenadiers will use explosives that target everyone.
There’s also a Healer who uses magic that heals based both on their magic attack, but the targets own magic stats as well. Healers use magic to heal whole groups at once, while Medics use single target heal and buffs that (non-magically) deal strict amounts rather than stat based.

The rest of the game? The mapping is uninspired visually, although the game as a whole is mapped out in such a way that there are three separate routes to the boss (with backtracking possible) so I just spent more time actually planning routes than trying to prettify it. I kept one tileset throughout the whole game, but made an effort to change the basic visual look after every couple of bosses.

But besides that; you can save anywhere, death is a permanent feature so you have to conserve even peoples lives, but every so often you’ll find an airlock where you can request up to four more people to come and help you.
Most importantly is just the cute, chibi battle appearance! So harmless looking, but I think it goes well :)

Anyhoo, blether over.

The game was made in a couple of days so is the main reason it appears so simplistic or even sparse, but again; t’was more about putting the concept into practice than making a pretty game.  These types of games can always be remade if they work after this stage!

Will be out soon; just wanna finish playtesting it and polishing it up.

FF6: The Opera

It occurs to me more and more that excellent game design is in the same bunk as immersion, in the sense that the better it is, the less you notice it.  It just flows naturally and you don’t question it because you don’t get caught on any snags or see any flaws.

The downside of this is that you’re generally completely unaware of how well it’s done unless you’re specifically looking for it, which tends to be counter-intuitive to players just looking to have fun and get immersed.

The Opera Section in Final Fantasy 6 is one of those gaming moments that just stand out in a truly unique and fantastic way.  My first couple of playthroughs I can’t say I ever noticed it much; just a section that’s fairly heavy on the dialogue, not many fights and *sigh* that boss again.  It felt out of place to me; just some set piece to divert the player off of the main story for a while.  (which I suppose is still technically true, but isn’t really relevant either).

But I’ve played it a lot more since those days…FF6 is pretty much my favourite game out there, and is my “game I’ll just always find another excuse to play again” even after I’ve played through it dozens of times and know everything to hand.
But aye, a lot more since those days.  And one thing I’ve noticed is that I’m noticing the Opera section a lot more.  Not in a bad way, but I’ve been spending the past few years deliberately focussing on game design techniques (for fun, for college, for interest etc) and now that I actually am looking for it, I’m seeing the glimmering light around the whole section that I could never see before.

It never stood out to me because it was so good, so I never actually realised it, nor gave it the care it deserved.  It just gets everything right; it knows its place in the game perfectly.  The whole section, while very theatrical and energetic (as an opera should be) it never crosses the line to becoming “serious” in the same sense that the main storyline runs.  It never tries to be more important than it is, and never tries to create some greater meaning for it all; it is just a diversion, but a beautiful one.

The atmosphere is amazing.  I never really noticed atmosphere much in my younger years, I just wanted to get to the next fight, the next boss, the next explosion.  Typical boy, I know right?  But as I’ve grown, I’ve come to appreciate how hard it can be to really establish the right atmosphere, and this scene, in my opinion, is an excellent example of how it’s done.

It shifts tone ever so slightly a few times, from almost comedic and light hearted, to a more urgent yet still light mood.  The music playing in the background is just perfectly suited and really captures the whole essence (especially the synchronised voices, am I right?) of fast paced and intense, but with that glimmer of a smile.  Even when you drop down onto stage and begin the boss fight and the music changes again to a completely wild boss theme, Ultros still has that huge grin on his face.  I just imagine the fight being completely chaotic on that stage with him bouncing around mental, laughing out loud and trying to kill our crew (and succeeding, for the most part)….all while the orchestra just keeps playing!  The audience doesn’t even know whether this is part of the play or not, but those musicians just keep on at it as if the fight is what’s giving them their energy.

Aaand then smacks right back to outright comedy as the Impressario starts bouncing twenty feet in the air with a rock solid pose while addressing the audience.  I can never help but laugh when I see that.

A ramble, perhaps.  But if I can play through a scene in a game, and spend the whole section thinking “shit this is just done so well” then finish it up and go to the next area thinking “shit, that was just done so well” then the guys behind the game must have done something right for sure.  It seems weird, that it be an Opera (stereotyped as something boring and upper-classy) that comes out in a 16-bit game with such a vibrant atmosphere, such an intense setting, yet every second of it is glazed with a light-heartedness that reminds you to just play it with a smile on your face and just have fun with it.  Don’t imagine your Gears of War macho men running around finding things to brood at, nono, think more anime; that wanton chaos where you can’t tell whether the people blowing stuff up are terrified or absolutely loving it.

Hell, if real opera has a vibe like this, I may just look into it!

Curing The – Alpha

So, the short got finished at last.  It may be up for some changes here and there, depending on what might get thunk up, but for the time being, we’ll call it finished.  Since I have no experience with horror games and wasn’t putting in enough time to it, working on it solo, it’s become more of an atmospheric exploration game.  There’s the short sub-story of finding the cure, but that’s fairly easy and doesn’t take you off the beaten path too much.  It’s not that hard to find your way through the game as it’s fairly linear, and most of the rooms are there purely for aesthetics sake, but skipping them will probably cause you to not find the cure and finish the game without it.

Saying that, there’s two “endings” to the game, although the only difference is the final text boxes and nothing overall actually gets changed.

Either way, here it is.  It should only take 15~20 mins to go through it all, assuming you read the text and aren’t rushing, and there are some things that are to be “found” and will be easily missed by just pushing forwards, including a secret access to the roof (which contains one of the Notes).  Either way, just a short game for the contests’ sake that I wanted to get finished now before college started, or I might never get it done, so…enjoy!

Demo List

Dog Days – Dementia

http://rmrk.net/index.php/topic,46509.0.html

RMRKs “Dog Days of August” contest has begun, with three guilds competing, one of which I am involved in.  We have decided to make a survival horror game as our month-long project entry -named ‘Dementia’- and have a video teaser created by one of our people.  Although I usually take up a heavy interest in story/writing and creating the progression in my projects, I’ve taken a more laid back role this time and just letting the story be written by those who have created it, giving me time to just focus on creating art.  The game will be set mostly in a hospital; not only have I yet to make horror graphics, but modern/hospital horror is especially new to me, so I’m excited about making and finding stuff for this!

So, have been working on blood and dirt stains mostly for now, as well as various walls and floors, but have plans for more stuff later on.  I would post up some images about it, but I think right now I’d get into bother if I made any of our resources/plans findable, especially by the other guilds!  I don’t know what else I’ll be getting into yet, but will be getting as much done as possible over the month, especially with the three secret “Challenges” we have ahead of us, so I’ll keep posting; it’s great fun so far!  Looking forward to getting more created!

Steam Summer Sales (+Dog Days)

Oh dear lord, the good and bad news piles on at once.  I’m a total game addict, I live for playin’ games and havin’ fun; so steam’s summer sale and introduction of both the flash sales and community choice sales has flooded me with games I want and reckless abandon for overspending.  The good news, at least, is that with the bank fuck-up over the past month, they’ve reimbursed me with enough money to buy up a fair few of the games I want; and what better time, when most of them are beneath a fiver!?

Of course, this means that I’m focussing on making a bit less and getting in some playing, since I’ve hardly played a game all summer, although I still want to participate in RMRKs Dog Days of August guilds event!

http://rmrk.net/index.php/topic,46380.0.html

Exciting stuff!  Get gamin’, people!

Quest Journals Script – Demo

http://rmrk.net/index.php/topic,45127.new.html#new

The Quest Journal is a fantastic script written by modern algebra, and I’ve been using it in most of my projects so far, including DotI.  It catalogues your quests and allows you to reveal and complete objectives individually, as well as add your own categories and even change the appearance of the menu.  It’s easy to run, with simple script calls and extensive instruction within the script to explain every last option available, and is one of the first scripts I used after getting VXA.

However, a lot of folk have been asking for a demo (and truth to be told, I wouldn’t have minded one myself) but as modern has been too busy to get a demo made (since, as I said, there’re quite a lot of options) I offered to make a short demo to cover the basics of it.  It’s a quick, non-combat, five minute run through covering the simpler things such as receiving quests, revealing and completing objectives, finishing quests off and repeating quests and objectives.  It only covers a small flower-picking mission in a tiny wooded area, but should explain well enough how to get started with the script until modern manages to make up a full demo with the more complex aspects.

http://pixelbrady.wordpress.com/demo-list/

Full Project Mapping

http://rpgmaker.net/games/4175/blog/7737/

sbester commented on his game profiles blog that he had nearly finished mapping for the entire project, yet got months worth of eventing to go.  Now this is strange to me, as I (as I’m sure many do) make the game one map at a time, with the full eventing and maps within it, with only a couple of other side maps that are needed at the same time.  Making the entire games worth of maps seemed, at first, bizarre and weird, because “how would you know where everything goes?” but then again, you make things happen based on the map; there actually seems very little reason to not map everything first.

I’ve been thinking about it and am so curious to try it out now, because part of my problem in updating is thinking that I need to start everything from scratch and that sheer exhaustion puts me off; the potential to just finish eventing and move onto the next map ready to set it all up straight away would get rid of that, create more of a flow with game making.  It’s not very flowing to have to stop, think, find tilesets, build the map up, then get back to eventing.

Should try it on one of the projects but not sure yet.  Might do it on my next mini-project (which I have some ideas about, at least!)

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