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#postmortem
one-time-i-dreamt · 3 months
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Tumblr introduced a "postmortem" feature, where dead celebrities could blog from the afterlife. Only Terry Pratchett used it.
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daguerreotyping · 9 months
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Post-mortem tintype of a strikingly beautiful young man, c. 1860s
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elle8n · 1 year
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Can we appreciate how Mads is ‘totally Hannibal’ and Hugh is ‘totally Will’ in this ‘Post Mortem’ interviews? 
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furiosophie · 1 year
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He wears a beard now, the type that says he hasn’t had time to look in a mirror, let alone shave, for a week, the rough shape of it only broken up by the scar that runs from his neck across his left cheek right up to his temple. His hair is shorter, if not less unruly, wayward strands falling across his forehead.
It’s his eyes that are the most startling – they are colder, dark, nearly black in the flickering lights of the hangar. Only the freckles remain the same, dotted across his nose and cheeks.
Thrawn watches as he yanks the helmet off his face in one fluid motion, and flings it towards the Client, hitting him square in the chest. He is on him not even a second later, all focused rage and lethal efficiency.
And Thrawn thinks then that he should have recognized him sooner – by his stance, by the way he held that rifle, if nothing else – should have recognized him as instantly as he recognized the sister he hasn’t seen in decades.
He didn’t.
But then again, he suspects – as he watches Laeliv pull a vibro-blade from his belt and drive it into the Client’s chest to drag it up right through his skull – the man that stands in front of him now hasn’t been Eli Vanto in a long time.
postmortem // file 03 by furiosophie
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romanticsims · 9 months
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"Hi, my name is Graham. I shamelessly read smut in public and so should you."
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thedarkmongoose · 2 years
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​​Scott Thompson: Do you have a memory palace in your head? 
Kacey Rohl: I would go to the beach in my hometown.
​​Scott Thompson: And what about you, where would your memory palace be?
Hugh Dancy: No, I’d go straight to trauma.
​​Scott Thompson: Trauma? 
Hugh Dancy: Yeah.
​​Scott Thompson: Have you ever had like, a terrible trauma that you’ve had to like, go inside your brain?
Hugh Dancy: Right now, actually.
(source)
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arimiadev · 5 days
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Hello visual novel fans and vampire lovers! It’s been a while since I last wrote a postmortem, so I hope I’ll be able to write this concisely (and coherently).
Dahlia was a short visual novel I created in under 36 hours for Velox Formido, a shortform visual novel game jam ran by robobarbie and Allie Vera. It’s inspired by Ludum Dare, one of the longest running game jams in the world where devs are tasked to make a game in 1 weekend based around a theme. I got my start making visual novels by entering Ludum Dare…which was 10 years ago, as of 2024!
I had my eye on this game jam for a while now, as this isn’t its first incarnation. I’ve been a bit burnt out the past year or so, not completely where I can’t make progress but to where I feel like my work has slowed down a lot more than my peers and feel I can’t make anything quickly. When I saw the jam was happening this weekend, I hopped on board once the themes were announced.
the themes
While Ludum Dare has a rigorous process of eliminating themes until it gets down to the final one, Velox Formido has it where there are 5 themes that win and participants have to use at least 2 of them in their entries. The final themes were…
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Enemies with Benefits
Flower Symbolism
Doomed by the Narrative
Trapped with Someone
Forbidden Romance
I started crafting ideas as soon as the themes were announced, which was what the jam started- meaning the clock was ticking!
My first idea was a shounen rivals-esque sapphic story about two rivals meeting up for alone time. I started writing it immediately but moved on to another idea- being trapped with a vampire. I doubt I’ll ever use the first idea, so I’ve shared the snippet I was able to write for it here. Every new line is the other woman talking, so think of it as a quick back and forth.
Even though I had started on this idea, I wanted to write something more… mysterious. Frilly. Girls in cute dresses, to be exact. So I began potting an idea where a girl wakes up to find a vampire in her room, unsure if she’s had her fill yet or toying with her next meal.
the story
The “flower symbolism” theme was definitely my first pick, as I love the concept of it and played around with it in my last visual novel, Asphodelium. I named the characters Dahlia (beauty, change) and Camellia (admiration, longing). Dahlia represents a change in Camellia’s life, a sudden burst of newness. Camellia longs for something different, some way for things to change.
The other theme I picked was “trapped with someone”, as the premise is a girl stuck with a vampire in her room. I didn’t want it to be outright horror, but still a little creepy and tense.
Dahlia "I've had enough pitchforks stuck in my face for today." Camellia "And why is that?" Dahlia "Because your kind isn't too welcoming to my kind." Camellia "I was asking why you were here in the first place." Dahlia "Obvious questions get obvious responses. I needed a snack, of course." Camellia "And you chose my residence." Dahlia "Didn't you say this was your fathers?" Her words curl around the last word, like ivy growing against a trellis. She's clearly already had a "snack", but was it enough to satisfy her? Or am I the main course?
Both of them are somewhat young, but there is still the element of the unknown. This creature clearly already had a meal, but does she want dessert? Is she just toying with her food? Or is she truly delighted to find someone her age to talk to?
With the time constraints I wasn’t able to flesh out much of their dynamic, but I hope it was still an enjoyable taste! The story ended up being about 2.3k words long with 3 endings.
the art
I started doing the art about….12 hours before the jam ended. I love working with fullbody sprites as they offer me a lot more versatility with posing, but I knew I didn’t have time for that here. This time I went for 3/4ths bodies, namely just so I could cut it off at the end of their dresses. I spent about an hour on each of these.
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With the time crunch I didn’t have time to do concepts for them- I just winged it! I knew I wanted Dahlia to have pigtails, though she was originally going to have a purple theme. Camellia was supposed to have proper curls in her hair, but because the game starts with her being rudely awoken, I went with messy waves instead. Think of it as bedhead rather than her actual hairstyle.
I also quickly did a main menu artwork towards the end of my crunch in about half an hour. It was originally going to be the cover art on itchio but Dahlia’s >:D sprite looks more striking.
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For the backgrounds I went with free photos from Unsplash and edited them. Personally, I like the look of filtered photos as backgrounds depending on the aesthetics of the game.
I didn’t have time to edit the GUI aside from the textbox, which was NVL mode.
the presentation
Dahlia is stylized fully in NVL mode, with the textbox to one side of the screen. I love NVL mode for scenes focused on narration and setting the right mood.
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I was considering making the game a different resolution, but because the NVL mode is to the side rather than the entire screen I wanted to make use of the widescreen resolution.
The game is set late at night, so each of the backgrounds had to be nighttime. To match with this, I tinted the sprites to match each of them. For example, the above tint looks like this:
transform nightcolor: matrixcolor TintMatrix("#8594d6") * BrightnessMatrix(0.03) image dahlia night = LayeredImageProxy("dahlia",nightcolor)
I wanted to try something more complex like a tint + another light source overlayed onto the sprite, but ran out of time.
Another part of the presentation I did was to have a variety of shots. I had a very limited about of art to work with (only changing mouths and eyebrows, no arm poses or eye positions) so I knew I had to be smart about how I composited the scenes.
One thing I’ve done in other visual novels was to have one character further away and have another closer to the camera but their sprite turned black. This allows me to give the illusion of depth without having a sprite of the back of each character’s head.
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for instance, this is that technique in Canvas Menagerie
Doing this in Dahlia was a quick and easy way to make the visuals much more interesting rather than swapping between two mostly static sprites the entire game.
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The way I do it in other games is on a per-sprite basis, meaning I set brightness and position each time. It’s hectic, really! But because of the time limit for this jam, I was able to come up with a much quicker way to set it up.
transform lefttt: zoom 0.5 xalign 0.3 yalign 0.05 transform leftttb: zoom 0.8 xalign -1.6 yalign 0.1 matrixcolor(BrightnessMatrix(-1)) xzoom -1
The lefttt transform is for the character in the back- in this example, that’s Camellia. The leftttb transform (b standing for “black”) is for the character in the foreground who’s shrouded- in this example, that’s Dahlia.
Basically, the leftttb transform sets the sprite to a bigger size than the farther away sprite, sets the position, and then makes the color completely black before flipping the sprite (because this should be us seeing them from behind).
I also did quite a few small animations in the game, such as Dahlia dancing around or bouncing up and down. You define it once as a transform and can reuse it again and again.
transform dance: ease 0.7 xoffset -59 linear 0.25 ease 0.6 xoffset 74 linear 0.19 ease 0.76 xoffset -70 linear 0.3 ease 0.7 xoffset 102 linear 0.2 ease 0.8 xoffset 0
If you’d like to see the code in action, then guess what- I’ve released the entire source code for the game on GitHub! Feel free to sift through it to see the components in action and copy some of the code for your own projects. All I ask is that you do not redistribute the game (i.e. download the code, make a build in Ren’Py, and redistribute that as your own game).
wrapping up
I’m pretty happy with how Dahlia came out. It’s short and visually distinct and helped “prove” to myself that I’m capable of making visual novels in a weekend still. I tried to avoid spoilers here, so if you haven’t played it already then give it a try!
— Arimia
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manonamora-if · 1 year
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The Roads I Maybe Should Have Taken
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The TRNT Post Mortem
Oye oye! As was promised, so it is! The Post Mortem for The Roads Not Taken (which hopefully won't be as long as the actual game...)
Follow me into my journey of once again speed-running my way through a competition, and coming out scratched and bruised and still not learning my lessons!
First, some links:
if you haven't played the game yet, I recommend you do before reading this!
you can find its IFDB page here (if you want to leave a review?)
and the STF version source code here for the code curious!
shortened version of the PostMortem on IntFic
Then, a little Table of Content:
The Idea
The Story
The Implementation
The Reception
The Do-Over?
And finally, we start! (under the break because it will be long - LoL at me writing 1/5th of TRNT as a Post Mortem)
I should preface this Post Mortem with I entered the SpringThing on a whim. I had just come out of a conga line of competitions and game jams since last Summer (log of release/update), and had plans on finishing working on other projects instead of this one (which I probably should have... sorry The Rye in the Dark City for abandoning you...). But I obviously didn't do that because here was another new fresh game! And then another two of those just after... whooops...
The idea for TRNT just popped into my brain one day and would not leave me until I implemented it, no matter what (yes, I am still weak willed, I have not learned my lesson from The Thick Table Tavern, the one about not rushing a project and publishing it at a later date when it is truly ready). I did have that thought in the back of my mind that if I do do this, it would be very likely I would end up with a repeat of TTTT, as in: half-full drink with too much ice, and expired garnish falling from the very pretty fancy glass.
Also I did not start working on the entry until the SeedComp was in its voting round (so around the 4-5th of March?). I really wasn't kidding about the speed-running thing....
Another thing: I had never created a parser game before this point AND suck real time at playing them! This was also indicated in my Author's comment.
Nothing obviously stopped me anyway, because here we are...
1- The Idea
A few weeks before the opening of the SpringThing intent, the French IF community was streaming some older parser entries, including Aisle* and Pick-Up the Phone Booth and Die, two games where the player can only do one action before the game ends. I'd never really experienced this kind of game before (the closest being having a sudden death/continue the story choice). It packed a punch, it was funny, and also so very weird. It left me dissatisfied and super intrigued. I wanted to try and do that too someday. *Funnily, someone on the French IF discord thought DOL-OS had been inspired by Sam Barlow's work (it wasn't, but TRNT def was).
Not, I am not going to be hella pretentious and full of myself by putting TRNT on the same level as those games (because I don't think I did a good enough job to merit a comparison), but the one-action-only gameplay and multiple endings drew me in (I love abrupt endings, cf P-Rix). I've mainly written longer form of IF rather than short bites, and I thought it would be fun to try to constrict myself as much as possible, by having just one thing, one action, one outcome.
And also: parsers. I had only dabbled with the Choice-Based/Hyperlink format, so I thought it was time to try the last unexplored part of my IF journey: parsers. Since the SpringThing Festival is a nice place to experiment, I thought why not try to make one then! I could not have survived the anxiety of the IFComp reviews for that one...
Still, it was not going to be without a challenge. I had very little experience with parsers, and I honestly didn't think I could learn how to use a parser program in such short amount of time*, when I had a lot of other stuff at the same time. So I thought, why not make it in Twine**, at least I know this program inside-and-out(almost). There would not be a steep learning curve there... What could go wrong? *lol at me, having made an Adventuron game in a non supported language in about 2 weeks after that, without ever having tried the program beforehand. I could totes have managed!! **Also, when I got set with Twine, I realised how fun it would be to maybe put people's expectations upside down by doing something you're not supposed to with Twine... or parsers!
Well, it was going right at first...
2- The Story
I really wanted to recreate the same gameplay of Aisle with its only-one-action-and-it's-over, so I started listing possible actions and put them into a context where this choice of action would mean everything for the PC - because it is the only action you have. Which might not have been a good take? Aisle works because the setting is incredible mundane, and there are no stakes.
The context pretty quickly drew itself as the player will chose a profession/career path, and if they do/choose something wrong, then...😬too bad for them, they made their choice, deal with the consequences. While, in reality, we are not stuck in a life because of one choice, but with a myriad of them (and still we can change this trajectory), it's still a big pressure you get as a youth, having to choose where to go and what to do when you are done with highschool, and what path to take. It's a lot of responsibility that sometimes feels like it will affect/haunt the rest of your life. Do I still have some of that school/parental pressure from when I had to make that choice ingrained somewhere inside? probably...
But the more foolish idea was to let my brain continue to think more about that context and create a world and story further than the choice. Instead of going forward with the consequences and the hints of what could have happened or just let the choice being the centre piece, the brain just went backwards and created a society (some sort of futuristic one) and vaguely described beings (that are not humans), and the ritualistic culture of this society, etc... While it was fun to think about all of those, and maybe provided a fun setting and enticing story for the player to go through the game, there might have been a bit too much of it. I think, in hindsight, this may have devalued the choice itself (which became even more watered down when I continued on writing the first screens).
And so, the job choice soon became the player is going through some sort of ritual (v trope-y) to determine their place in society. If it has a vibe of The Giver, it shouldn't be too surprising, the book is on my shelf.
So we still have the one-choice-to-rule-them-all, but now there is a also backstory and setting... and I have to include it somewhoeeven if it means cramming it somewhere, anywhere.
Oh wait, I thought, I'll just make it like a prologue to build anticipation for the choice!
And so the brain went on zooming again to create the waiting room, and the agonising walk in the corridor, and the finding your way to the altar, before you cant finally make your choice..... only to end up with two(-ish) paragraphs for each endings. wow - what a good balanced game this is becoming...
Speaking of endings, I had originally listed over 50 actions, each planned to have a different ending.... only to end up with about 11, 7 of those were actually related to the final countdown choice. It made me sadder than when I cut onions :(
It wasn't just the player that needed to make...
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At this point, we were two weeks away from the deadline. I had the backbone of the code (-ish), a good third of the writing wasn't complete (and this was mainly those 11 endings), and no one had tested the game yet. There was no way I could have included all 50 original options if I wanted to make the deadline. might have been good in hindsight to remove those choices, especially with the current command system.
So choices had to be made and a buttload of planned things had to be cut. I narrowly managed to finish the needed endings in time (which required re-writing some of those into a fake choice), at least.
At the end, I strayed quite a bit from the Aisle concept of a mini intro - one action - an ending puzzle-y feel (and making the player piece the story together from the endings), to arrive at... well... this anxiously geolian walk to one's doom (or dream). Making the story quite... well... linear.
And from going somewhat wrong, it went a little wrong-er...
3- The Implementation
Wanting to avoid the headache of learning a new program, I had settled on Twine pretty much from the start (SugarCube, because that's how I've been rolling for the past almost 2 years!).
The big problématiques of this project were:
Twine is not a parser program (duh)
SugarCube has its limitations still (and macros that don't always work the way you want to)
I had never written a parser game before and suck at playing them (thank you, French IF streams that helps me enjoy them without experiencing the frustration of not finding the right combo!)
I still suck at JavaScript/jQuery to do weird things with the page (and probably fix all those issues)
and well did I already say Twine is not a parser program?
So I tried to get to the basic of parsers (an input box and text revealing itself onto the page when a command is entered) and prayed for the best. Easy, right?
WRONG!
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SugarCube has an input box, but can only autofocus* inside one specific place (so you can't lock it somewhere else but the passage itself, which means you need to add it to every screen...) and when the passage is first loaded (doesn't work if the input box is added later on). *I have also hurt some kitten by overusing autofocus, which was only compensated by offering the the SugarCube God some bug reports about it so those issues could be fixed for the next update (TBA). But you really are not supposed to use autofocus as much as I did... 😬
SugarCube has an input box, but you can only move to another passage after you press Enter. So you can't have some fancy input checks, and you stay on the same page... without some custom listener macro* that is (Bless you Maliface and your Listen Macro) - or I guess some JavaScript code, but who has time for that... I had included a button as an alternative to confirm the commands (which was how I had coded it for DOL-OS), but it would have made the parser experience much worse if using Enter would not have loaded a response (this was a criticism from DOL-OS, which now that I know how to fix, I really should do so...). *at least until the next Sugarcube update which will include a listener.
SugarCube has an input box, but doesn't have a bank of commands, or set object indicator (like with the parsers). While you can technically separate the inputed words with some JavaScript**, whether you do so or not will end with the same amount of spaghetti code at the end, with the different conditional statements for each actions on each screen to show the correct text bits (mine amounted to almost 600 lines of code for 7 screens... without included the printed text! -> see the source code). Now that I've messed around with Adventuron, I can see how easy it is to make a parser game (set up commands and rooms and interactive object), when you have a bank of built-in commands and not have to worry about how to add the new text on the screen. Twine really added a new layer of complexity to this.... Was there a better way of doing this? probably, but don't look at me to find it. *this was how the name chosenname command came to be, and how it only printed the chosen name on the following screens. That and the autofocus being messy...
SugarCube can add text bits to a page, but unlike parser programs, it won't automatically scroll down to the bottom of the page, or at least to the added element. Adding a scroll down to the bottom or scroll up to the page was not too hard (I had some leftover js code), but it was not the solution: the UI is mobile/tablet accessible (smaller screens), which means scrolling to the bottom would make those players having to manually scroll back up (and I am usually quite verbose in my writing). So very much EH.... NOT GREAT! After quite a lot of testing, broken pieces of code, way too much swearing, and re-doing the base of the UI, I did manage to find a solution.... a month into the review/voting period.
But even with those limitations, I pushed through. I knew it was possible to make it work, so I either tried to find work arounds (and gave up the scrolling, at least until the deadline), and pushed through, banging my head against my desk because of what was achievable...
LIKE BUILDING A WHOLE COMMANDS SYSTEM...
Wanting to make things easy for myself (and the players), I thought maybe removing all verbs would make it easier to go through the game, even when having to interact with objects or people around. Enter the bolded word* from the text as the input, press enter, and read the new text! *It was important for me to have some sort of "easy" mode where the interactive things were obvious to the player, coming from a scene where parsers are not the norm/favoured.
Simple right?
This idea... stopped working as soon as I introduced physical actions (sit, stand, jump, etc...), directional actions (the story might be linear but it still has multiple rooms), but most importantly as soon as I wrote flavour texts for one same object. Even if I could get away with removing X/LOOK/EXAMINE*, adding verbs at the end was a necessity (I didn't want to see all the already written variation go to waste...). *I did include look in the code, but mistakenly didn't think about its synonym <- shows the no-knowledge of parser, and not having a bank of commands built-in.
So verbs were added, and then some of its synonyms (but evidently not the most important ones 😬), and then some prepositions just in case, and noun synonyms with adjectives because of how it is described in the text, and then.... so on and so forth. And because of how SugarCube is set, I ended up with lines like this at the end:
<<if ["initiate", "look initiate", "look at initiate", "remember initiate", "initiates", "look initiates", "look at initiates", "remember initiates", "recall initiate", "recall initiates"].contains(_cmd)>>
(and this is not even a correct or complete command list, since it is missing EXAMINE and X)
Et rebelotte for all the interactive words on the page, as well as the added variations requiring another set other verbs. There's not really a verb/noun aliases list to help...
BUT WAIT
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Because I always like to make it difficult for myself and not think of the amount of work my ideas/plan will require, I had to make some bits of text appear only once (even if some commands could be used more than once on that page) OR removing the player's ability to make a different action when they do a specific one AND have some bits of text only appear after a command has been used on that page. Pushing the player through extra invisible gates on top of the different rooms. I could have made it easier on myself to break scenes further than I had already done, but nooooooo
And I did this not just once. BUT THREE TIME! When the player is called to get in line, in the corridor, and just before the big doors.
I could have fed myself for a whole week with the spaghetti that came out of my code.
But Manon, I can hear the little devil on my shoulder say, Why all the whining and excuses? You could have stopped if it turned out to be a bad idea, especially if you couldn't implement it properly. Why not have made the story in something else than a parser?
Well...
because Time (wa)s running out and I wasn't going to let all this hard work go to waste by changing everything up at the last minute (it could have worked/been easier, that's true)
because it was still a fun puzzle to solve, even if frustrating most of the time,
because you learn more when you fail than when you win
I'm not a quitter :P (hiding my too many WIPs waiting for me....)
Even if I doubted myself with finishing the game on time, I still pushed myself to cross the finish line, since I knew I would not have finished the project otherwise. Thought it could have been fun to get the 12 angry men passing judgement on my Twine monstrosity making a mockery of parsers had I submitted it to the very serious ParserComp instead. /jk lovingly
So after some "extensive" testing (rushed in the last week, because I am a nightmare to people, sorry @groggydog and @lapinlunairegames for making you go through this, but also thank you for your help!!), I made it to the end!
Well... barely. Ended up with a few bug fixes update along the way.
4- The Reception
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(it was like that in my heart)
Like TTTT, this was not explosion of praise and accolades. And I fully expected it. You can't make experiments omelettes without cracking a few programs/rules eggs. At least my omelette didn't have too many eggshells :P
Looking at the numbers, at the time of writing this posts, TRNT is currently sitting at 5 stars (4 ratings) on itch, and 3-1/2 stars on IFDB (2 ratings)*, with 4 reviews on the Forum (bellow the median/average this festival). None of the ratings game with reviews/comments. *When some of the reviews will be moved to the IFDB, I do expect this average to get lower. The itch one is nice (really happy 4 peeps loved it!), but most people only rate when they didn't like it or when they loved it.
As for the feedbacks gotten, they came from a few sources: the people who playtested TRNT, dms on Tumblr and the Forum, the Twine server, and the awaited reviews on the Forum.
Overall, the people who liked the game really enjoyed themselves, from the writing and the worldbuilding being intriguing, or how pretty the UI was. Even with the issues raised during the festival, quite a lot of people (who sent me comments) thought the experiment was either a success, something really cool, or impressive considering the limitations (of the festival and/or of the program). Even in the more critical comments, this experiment was seen as an interesting one to be commended (with a bit of a why did you bother... sprinkled in there). Someone told me TRNT reminded them of the Divergent series (and fair comparison, considering the whole ritual to put you in one job for the rest of your life).
The most surprising thing was that people who never played parser before (or didn't really liked them) found the game entertaining and fun to go through, managing to get to the end without too many issues; while the reviewers with more experience in the genre had a bit more restraints due to the command system I put in place.
Whether my giddiness about verbose writing was to the liking of the player or not, I was honestly happy comments about my grammar didn't make much of an appearance this time around (yay, progress!), and that I would get kudos for the vague story behind the experiment itself, and the structure of the story itself.
But this doesn't mean that it was all sunshine and rainbow here. TRNT had some obvious issues, which should have been squashed during the testing phase had this one been longer (yet again, me speed-running through comps when I should take my time... when will I learn...). There were two main ones: the commands and the UI.
The biggest issue came from the commands, being either unclear or confusing, especially when it came to the cardinal direction, the choice of synonym for the actions, or special actions like the name input. Even if you could go along the story with just a noun or press C until you reached the end, missing important verb commands did not help the game feel complete (EXAMINE/GET/the shortcuts). This is where having some Parser knowledge/experience would have come handy, he.... As for the cardinal directions, it was probably most confusing because I used them as synonyms for forward/back/left/right instead of N/S/W/E (that and it wasn't clear where you were able to go in the text either). Quite a few players were also getting stuck in the corridor (after you come to a stop, you hear some thing up front and your choices are to move to the side/jump or stand still). Special actions like the name input or the final choice were felt a bit off/broke immersion. Party due to the way SugarCube is, partly due to how I organised the game. Having a simple input where the player is asked for their name before the game start and have a say name command, might have worked better there. That and a better hinting system. Fix for those TBD.
Closely followed was the UI being annoying (which ;-; bc I pride myself on creating good UI, but it was fair critique), from the scrolling being an absolute ass, to the confusing bolding of the start of passages being the same as the interactive words (if you didn't change the colour in the settings), to the back/replay last choice command on the END screen not going to the right spot, or the responses of computing an inputted command not appearing/being confusing (in relation to the scrolling), some quirks with the UI being wonky for some screen sizes, etc... Thankfully, all those have been fixed.... but too late for the reviews already published. A quick revamp of the UI base + solving the scrolling issue + slight reformatting of the printed new text bits solved if not all of those issues. Still... too little too late... That's what you get for making a UI in a large screen and only checking different width but not different heights....
A SIDENOTE ON WHY PARSER AND NOT HYPERTEXT
Or me going a bit on a rant. Scroll down to pt 5- The Do-Over to resume coherent levelled conversation.
Still, making a parser a Twine was a CHOICETM, which didn't work for everybody. I don't know if it was because the game was put forth as a Twine game before being a parser, or because the story was maybe a bit too linear/not very interactive compared to other parsers, or because I set out to make a parser before thinking of a story and it showed for some, (or probably because the parser system was not very well implemented) but I did have a few commenters wondering if my choice of making it a parser was the correct one, as in why would you use parser when hyperlinks would have probably worked better?
Maybe a cop-out answer would be Why not. Why not try to break the rules and the codes of what is a Twine game or what is a parser? Why not push Twine to where it is probably not supposed to go (sorry, TME)? Why not blur the lines of the divides between the subgenres of IF? I wrote some part while having a bit of a fever, and my notes had Why not make parsers less puzzle-y/more linear choice-based like? and oh boi is it good to re-read yourself... Cause yiekes what a load of BS.
The other part of the answer is Because experimenting and doing weird thing is fun! Doing weird thing, writing bad code that should probably not work but it does, putting the program on a lifeline, making up stories that are nonsensical, etc... and breaking people's mind in the process with what could be done. Also it was just fun to find out whether it was just possible to do it at all. The rush of happiness when you the puzzle is solved is so incredibly gratifying. It was really fun to try something different (for me but also for what Twine can generally do), to solve a puzzle of mashing two things that don't/shouldn't go together, to find what makes them tick and make it all work, and to challenge myself to do something new (did I mention before it was my fist time making a parser?). AND, having fun creating! And the SpringThing has always been a beacon to promote experimentation with the genre and more out there stuff. So it's was kind of like the stars aligned or something :P
Also Because it was possible!That one is pretty self-explanatory...
Maybe a bit more presumptuous of me: Because experimenting keeps Interactive Fiction fresh and exciting! I'm not trying to set a trend or anything here (honestly, it's not too strange, TRNT's weirdness kind of follows my previous work with TTTT and its mixology element, or DOL-OS with it computer interphase), but isn't fun to see what else can be done in IF, or what new area can be explored now that funky stuff has been tried, or what else should probably not be done (hopefully this doesn't apply to TRNT lol, I think it should be fun to have more parser in Twine). Even if my entry was not really a novel idea even in the gameplay (exhibit A, exhibit B, exhibit C), I still think there should be more weird stuff out there, so I contribute to that where/when I can! It'd be sad if IF became same-y and stale... It'd be fun if someone did something like this because they played TRNT and thought it was neat :P
And Because it didn't fit with my original vision of the game. Even if the game changed quite a lot along the way, the parser element was something I would not compromise with, no matter how good or bad the final product was. Sorry TME for the kittens lost in the autofocus of the textboxes...
I did wonder for a while how many people opened the settings at all 🤔
5- The Do-Over?
Ha.
Haha.
Hahaha.
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No.
Honestly... If I was going back to the start, I don't think I would change anything. Even if the length of the testing was more than minimal (still haven't learned my lesson), even if I rushed into the competition (again, not learned my lesson), even if I made errors along the way (well, maybe fixing the UI earlier instead) or let the story stray that much away from the original idea (honestly it was probably for the best that it ended not being too close to Aisle at the end, I might have gotten eviscerated in the reviews). It did what it was supposed to do, and checked all the boxes from what I wanted to try. At the end, to me, it was a complete (and stressful success).
Will there be some changes in the future?
Just a bit, at some point, TBD and TBA. Just to fix the commands a bit, maybe rearrange some passages, add a bit more variation/hidden codex entries, maybe even a new ending or two! But it wouldn't go further than that. TRNT was an experiment through and throuh.
==================== THE END ====================
Anyway, my weird hybrid beast of a parser in Twine and I are done rambling about my awesome show of tricks that may or may not have landed badly and with a broken skateboard. We will go collect our ribbons, now!
Make IF weird, Do word crimes, Have fun
I do wonder if me submitting the game in the Main Garden rather than at the Back Garden played into the expectations of the reviewers, since the BG is meant for more experimental IF. But in the same vein, there was the Kuolema running on a Google Form and people flocked to it so 🤷 It's probably the quality that made things the way it is whooooops :P
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hummingbird-games · 5 months
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Postmortem: #CrushedVN Edition
Okie doke y'all! It's been some time so I guess we're good to dissect this project!
(I almost didn't bother with writing this up, but at the end of the day I do the dev diaries and the random--game development related--posts for me to look back on and prove I'm learning. Getting better. Not regressing. So. Might as well move forward!)
Background/Inspiration
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It's like if you took my late 2022 brain and threw it into a blender!! Most of these are self-explanatory (Boys Love media I adore with emphasis on early to late teen experiences.) Let me draw your attention to The Edge Of Seventeen: not sure how many times I've rewatched, but it makes me tear up every single time. Main character Nadine is awkward AF, still hasn't come to terms with the death of her father years prior, isn't on the best terms with her mom or her older brother, and even ends up on rocky terms with her best friend too!! Anyway, that feeling of being young, and a little angry and a little sad and not feeling quite right on the inside but eventually reaching a place where things fiiiiiinally start to work out...it's just a sliver of what I wanted to capture and infuse into Crushed.
Listen y'all, I just pulled and pulled and pulled from real life experiences. I was inspired by authors Julian Winters, Leah Johnson, and Jay Coles' works (all Young Adult authors LOL! Fitting since I seem to be creating things for the teens at this juncture in my life). This all provided the base for Corey and his inner world. Also, I've been wanting to create a bookworm character...no time like the present right???
As for deciding to specifically create a boys' love visual novel of all things?? First, y'all must understand that I fought the original idea and anything related to it. This was coming off the heels of me suddenly seeing (another) wave of players throwing fits about indie games forcing you to play as a femme character. First off, no one is forcing you to do anything. Secondly, we are still at a point in video games where the majority of characters you play as are male. Forgive some of us for wanting a little variety 😑Thirdly, for those looking for games where there's even more inclusivity (choosing pronouns, playing as nonbinary/trans, and etc) I really wish that players would seek out those games that ARE being made and support them so the developers don't lose steam and drop their projects. It's so disheartening to make something that's meant to be consumed and BOOM, silence.
Anyway, all of that to say that as a developer herself who's tired of watching girls' media be regulated as Less Than, made fun of, and just overall disrespected, I wasn't interested in making any games that didn't center a female character. But back to my main point!!!
I had Heartstopper, the webtoon, infecting my brain. I was so not immune to falling in love with Nick and Charlie like everybody else. But then I was hit for the 34573847th time that I was engaging with white queer media. And I knew that if Nick and Charlie were Black Brits, they wouldn't be getting half the attention they are now. Even less if the boys were girls and we had a sapphic relationship on our hands. (But that sapphic story from Hummingbird Games is still brewing, and Corey and Jacob's story was ready first.)
Also....the biphobia is real. It's insidious. I could write a whole book about how the straights and the gays need to get their shit together. I could then write a sequel about how the Black community can be some of the worst offenders when it comes to our Bi Fam and say some of the most ignorant and devastating things. But I had limited time on my hands and decided to write a short VN instead. Once I let Corey just be, exist as the person he is, everything fell into place.
Things That Went Right...
I took a very niche, very Specific To Me, very nestled in the space between my heart and my brain and wrote a script just so I could be a part of a game jam specifically highlighting and supporting the work of Black game developers.
And I submitted the bitch on time.
I'm always down for anxiety rep!!! As a fellow anxiety haver, I say the more visibility the better!!! At the same time, it's not a one size fits all, and there were some things I dealt with that I'd never seen depicted and I figured I might as well be true to my experiences. Maybe someone would take solace in Corey the way I've taken solace in other characters for reflecting my lived experiences.
I tried new things I was scared of or didn't have time for with HSD or didn't feel confident enough to sit and learn previously: partial voice acting (and holding auditions to incorporate more), a text message system (which wasn't my own but part of learning to code for me means being able to take what others have done and replicate and/or use it myself), and implementing music and sound effects with intention. I've done it with film, but games are a close cousin in a lot of ways. A LOT of ways. I should remember that.
I still didn't do too well in the marketing department but for this game, it didn't feel like a failure. I also didn't really try. Oops. I've got to do better. I went into Crushed knowing it wouldn't have half the audience HSD does, and yet the feedback I've received for Crushed has made me want to break down into tears of relief.
I launched the game around 10 something at night my time and proceeded to be sick with anxiety for about 3 days. For three whole days I legit felt like I was going to die. And then I wanted to laugh because didn't I just make a game to express a version of the human condition?
Things That Were Different...
HSD showed off my skills when it comes to intensive planning and sticking mostly to that plan. Crushed was a jam entry that became more extensive over time and found me flying off the seat of my pants.
I also had less (aha, zero???) budget this time around. Because again. Jam entry. It wasn't supposed to be a Big Affair. But now that it's over and out to you guys, I'm not mad. You could say that it all worked out.
If I Could Go Back, I Would...
For one, I would have smacked the voice in my head that said "let's add more voice acting now". I love the feature, but there's no reason why I couldn't have done auditions after release. I was impatient and restless waiting for art assets, and my idleness led me to take on more things just to not feel useless. I Have Learned My Lesson, thanks.
I Had The Pleasure of Learning...
There will always be an obstacle in the way of game development. (And sometimes your body will be your own worst enemy, yuck.)
I don't know who my audience is (yet) for HBG but I'm always a part of it. And that's not a bad thing. If I hadn't felt so strongly about Crushed or even HSD, neither project would have happened because I would have given up a long time ago.
To the Future...
Empasis on future, but the world of Crushed isn't exhausted. It lives in the bigger universe of HSD:JY but took on a life of its own. So it's no surprise that Corey and his friends became even more precious to me. Not that I know when I'll be able to work on it, but right after finishing and publishing the demo, I outlined a rough draft for a kinetic novel sequel told through Jacob's POV. In my head, Corey's story was always half of a whole, and busting out Jacob's outline so quickly confirmed that.
(What I didn't anticipate was how loved Oke and Keegan would be, or that there would be a want for their story outside of myself??? Between us and this postmortem, I hope to sort out their deal and get the satisfaction of seeing another type of love story/dynamic I can't get enough of and share it!)
Closing Thoughts
The comments I've gotten concerning Crushed and noting the appreciation for its slice-of-life/grounded-ness is reassuring! Maybe I'll branch out to other genres, but realism will be something I always come back to. Also, making Crushed wasn't too traumatic soooooo that means I'm still making games LOL! Can't get rid of me yet!
- Gemini 💛
(some links of other posts where I went on tangents concerning the creation of Crushed; these can also be found by searching the tag "crushed vn"!)
Music Inspo and Crushed
Memes Tag Game
Game Dev Commentary: Bonus Content
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k-i-l-l-e-r-b-e-e-6-9 · 8 months
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𝔖𝔩𝔞𝔶𝔢𝔯 - 𝔓𝔬𝔰𝔱𝔪𝔬𝔯𝔱𝔢𝔪
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tantaliart · 1 year
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lady wachter
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spicynectarines · 1 year
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@furiosophie everytime you mention Eli’s Anakin shirt in your fic I imagine this specific one
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wormwoodpit · 1 year
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TW// BIRD'S CORPSE
In my opinion pigeons r underrated. Look at how beautiful they can be!
I found this beautiful bird on my way home. I decided to draw it and took some close-up photos. I'm obsessed with this coffe-colored feather. ☕🕊️
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romanticsims · 11 months
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"Hi. My name is Opal, and sometimes I just talk to the self checkout register when I can't turn the volume off."
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ali-dot-txt · 7 months
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yo i played persona 5 for the first time (III)
Alright, so this post (previous one here and first post in the chain here) is going to be about my general final notes and about Hina as a character.
Despite all my gripes, I did end up enjoying the game. I wouldn't have poured 230 hours into it if I'd hated it.
But most of the enjoyment I wrung from it was a result of the mod and the personal headcanon I spent the whole game developing. I really don't think this game would've been for me without that, which is why I don't intend on playing Persona 4 (well, at least until that game's female protagonist mod gets off the ground). I might play Persona 3 Portable as that game's female protagonist after a little break, though.
The final tally of Hina's Confidants:
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Sorry to all the Yusuke fans.
Everyone's final stats:
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In 2017, this would be about 88,000 dollars? Which is an absurd amount of money for her to just have on hand.
Favorite characters? I guess I'll list the characters:
Hina (cop-out, i know, but I like her a lot)
Futaba
Haru
Lavenza/the twins
Sojiro
Sumire
Ann
Ryuji
Akechi (he really jumped up in the last arc)
Hifumi
Sae
Morgana (he really jumped very late in the game as well)
Yusuke (sorry, Yusuke fans)
Iwai (I feel like I'd like him more if I'd got further in his Confidant)
Chihaya (same as Iwai)
Makoto (a sudden and incredible fall)
Maruki (he's the worst therapist ever, but he's pretty interesting when he's not talking way too much and his final scenes are really good)
Skilled Gamer (gonna be real, I don't remember his name)
Ohya
Takemi
Mishima (would have preferred if he was removed entirely)
Hina never met Kawakami outside of class and never spoke to that politician.
Anyway, as for Hina...
She's maybe my favorite player character in any video game ever. The slight jankiness of her implementation lent her so much charm, and characterizing her was a ton of fun, especially with how close my trans headcanon seemed to the game's reality. Does that affection transfer to Akira/Ren, or other people's genderswapped Jokers? Well, no, not really. I can't say I'm an expert on the way people view Joker as a character, but from a cursory glance, I feel like Hina's distinct enough from the popular interpretation that she's basically an entirely different person slotted into the role of protagonist. Maybe that's conceited of me.
Hina has the most common family name in Japan, and I thought Hina was the most popular given name in Japan in 1999, the year she was probably born. Turns out that wasn't the case, Hina is actually much more popular recently. The actual most popular name for 1999? Miku. So if I'd had accurate data, she may well have been called Miku Satou. Probably not though.
Hina didn't have friends in her hometown, partially because she was really quiet as a kid and partially because everyone started avoiding her after she started coming to school in a girls' uniform.
Hina's parents have been supportive from the beginning. In fact, her name is from them (she requested it). Also, they sent her to Tokyo with a maid outfit in her box of stuff, which is extremely funny. She calls them once a week, early on Sundays. She doesn't tell them about her phantom thief activities.
Hina's legal name is changed, but not her legal gender (people only ever call her Hina, even in situations where they'd have only read her name off legal forms, so her name must legally be Hina).
Hina largely doesn't react when people misgender her because she's used to it.
When Maruki mentioned that Hina might make a good counselor herself someday, the headcanon wheels started turning in my head and I realized that that's really fucking good. Hina wants to go to university to become a youth counselor, because she saw what happens when someone has the worst counselor ever. Not to mention Hina wanting to help kids like her who might not react well to an authority figure telling them how to live is really sweet.
Hina's trying to create a real version of her Phantom Thief outfit she can wear casually. She has red gloves in her winter school outfit! Why else would she have those? She's going to get white glasses frames next.
Hina isn't good at talking to people, but she comes off as confident because she also has a hard time speaking in any particular tone, so she almost always seems to be talking without reservations.
Hina is an only child. (Fairly sure this is an element of most people's imagined Jokers. No way does this person have siblings.)
I don't think most of the harsh things I put in quotes to indicate that Hina said them are things she actually would say. I think she's probably thinking them.
Hina has a gaming PC in her hometown. Her buying that laptop was because she was going stir-crazy from not having access to a desktop computer.
Hina likes Morgana much more than I do. She doesn't think of him as a big brother (lmao), but she does love him like a brother.
In contrast, I think Hina has exactly as much disdain for Mishima as I have.
Hina isn't really invested in Akechi. She thinks he's a terrible weirdo who she wishes would stop talking to her. When she learns about his actual motivations, that switches to thinking of him as kind of pathetic. She wishes he would have talked to her about his issues at all, because she probably could have helped him deal with them like she helps literally everyone else, but she's not so broken up about him not being in her life anymore. (In contrast, I actually quite like Akechi now that I get what they were going for with him.)
Hina is good at schoolwork, but she's lacking in common sense.
Takemi actually never misgendered Hina, and Maruki only did so once. It's pretty funny how the medical professionals are consistently the least transphobic people in the game. I wonder why that is? 🤔
Hina got really good at making coffee and curry in the year she spent at Leblanc.
Hina being shorter than regular Joker is especially funny because her animation speed has to be adjusted, so she walks really fast in cutscenes where she moves places. She has to move that fast to keep up with people.
Hina's relationship with Haru is going to cause an absolutely awful scandal if it ever becomes public. I have no idea how they're going to deal with that, but hopefully they'll figure it out.
Hina doesn't really find any new friends when she moves back home, but she's alright with keeping to herself and focusing on her studies while having friends she can talk to online and a cat who can talk.
Hina might be rejected from a lot of universities for her criminal record or her transness. She might've had her record expunged, but she still spent time in juvie, not to mention the heavily political implications of her actions might risk scandal for any university that she enrolls in. She might end up having to apply to universities abroad, where the Phantom Thieves and the events surrounding them weren't so much in the public consciousness.
Anyway, that's Hina Satou. I might write fic for her someday? But she requires a lot of context to really understand her. I care about her a lot, and people understanding her is important to me for some reason.
And finally: some of my favorite screenshots of Hina.
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thedarkmongoose · 2 years
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(this is 100% real and not me trying to make a joke)
Scott Thompson: How would you kill Will? What would be the perfect way for you to kill Will?
Mads Mikkelsen: I would drug him, and then make him have quite a nice sleep until his death, and then I would keep him for years and celebrate him.
Scott Thompson: Would you smoke him?
Mads Mikkelsen: Some of him. I would definitely smoke his ears. (Laughs) You seen those cute ears? They’ve gotta be smoked. Yeah.
(source)
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