Apart from general UI stuff, I get asked a lot about what I
do on WiP. It’s hard to put into words without really sounding pretentious or
useless really. While some on the team would claim I actually run the project,
I’d personally specify that my job is to be an arrogant brute butting heads
with anyone who I personally feel isn’t living up to the standards I expect for
the project, hoping that they yield before I do. Prior to the demo being
released, I was arguing for several days over things like how the characters in
scene twenty should be SITTING as opposed to STANDING and after I won that argument
we had another one immediately after about the angle of the tables that sit on
the layer above the character sprites. Not to imply that the team is prone to
taking shortcuts of course, working with this team has been absolutely amazing
in terms of people setting their sights high and not settling for less.
There are three things I prioritize when looking at
development, both from organizing as well as actually creating assets myself:
consistency, equality, and acknowledging the medium that we’re using. While
some/most/all(?) of this is common knowledge I’m sure, I’ve had the itch to
actually push some kind of paper trail myself lately so I’m gonna run thru how
I approach those three pillars and why I think WiP will stand out from others
by taking these things to heart.
Consistency is the big one. The HUGE one. It’s something
that consistently makes people flip between liking how the project is going and
hating my decisions almost instantly. WiP has, for the entirety of it’s dev
cycle, been run with a skeleton team. We’ve been very vocal about the pride we
have by using only the bare minimum team to get everything done. When we have
taken new blood in, it’s either been out of necessity (mudnut recently had to
resign as our full time musician since he hasn’t had time to produce content,
though he’s still on the team in some capacity so we had to bring in musician
applicants) or if the new help wouldn’t immediately be visible on the surface
but would undoubtedly help the quality of the VN (Skrats for example, is a
dedicated redliner. While you won’t see his work in the VN, his influence will
be present in every single art asset in the VN.) Consistency doesn’t just apply
to art either—the tone of the writing has to match the visual identity of the
vn, which has to match the genre of music, which has to match the tone of the
writing. The entirety of the VN is being written by Mehkanik, and he’s kept on
a very tight leash when it comes to consistency in the writing. If a character
is acting in a way that contradicts the visual or audio presentation, he gets
an earful. We don’t namedrop real people or brands, or make up cheap parody imitations.
Even the UI itself was designed to have a personality. This focus on
consistency comes with problems, however. If something is suddenly only “good”
by our current standards that content will be entirely redone; we’ve thrown the
entire VN out the window numerous times. Most recently, I got some nasty glares
when I suggested completely throwing away all of mudnut’s music when it was
revealed that he wouldn’t be able to work on music consistently anymore and
that we’d probably need a new composer. With mudnut still on the team and
composing it became a non-issue, but it was a move I was more than willing to
make even if it set us back months, all for the sake of having the music be as
consistent by possible, created only by active members of the team.
Equality, unlike consistency, is a lot more simple. People
like to ask things like “when making a VN, what’s most important?” The answer,
as far as I’m concerned anyway, is that you have to treat every single asset of
development as if it’s the most important thing. You can have a VN with
passable programming, passable art, passable music and rely on your narrative
to carry your VN. You CAN choose to take that risk, but it really is much
easier to give every part of the VN the same amount of respect and care instead
of fretting where to put your attention. Don’t ever think it’s okay to put
emphasis on one aspect over the other: as a developer you should want the
ENTIRETY of your VN to shine the brightest it can, and you want to work with a
team that feels appreciated and important.
VNs are weird, and it takes a certain mindset to adapt to
them, or at least it took me a while. Like any other medium in order to
actually be successful you need to take the position of your audience rather
than just a creative vision making a thing that you like. If I’m reading a VN,
I’m either going to be doing it at my desktop or maybe in a chair with a
laptop, it’s not something you can necessarily pull out and read with the
convenience of a book or even play with the convenience of a gaming handheld
(mobile ports notwithstanding, I’m not sure if WiP will be taking that approach
yet, will have to double check with Shiz later). The entirety of WiP’s
presentation is built around this assumption. In our first iterations we had a
very washed out color scheme, with pastels and bright colors while the sprites
themselves were considerably darker. While that style still looked OKAY for
what it was, swapping over to the brown and tan color palette made the entire
VN easier on the eyes. It’s considerably less busy, and you don’t get tired
looking at it. Our music is a lot more minimalistic than some piano pieces and
melodies you may be used to in VNs just because we don’t really WANT our music
to stand out to you while you read through—it’s best taken in as background
noise, something pleasant but not in your face, distracting you from all the
words and stuff. The UI has large buttons and focuses a lot on minimal words
and visual cues. It also fits the aesthetic and stands out visually while not
being distracting. Designing your presentation around the idea that people will
actually be reading your VN in a certain way sounds like common sense, but
(personally speaking) it’s something that a ton of people either don’t account
for or fail at conveying.
Sorry for sounding pretentious and drowning you with walls
of text, but to be honest I’ve been trying to put this into words for myself
for a while as well, so this was a good chance to get it all out so I know
where I lie myself.