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Dreamons Scenes - Proof of Concept
2 months ago1,840 words
A project I've hinted at for a while has finally manifested in some form! Though this is far from the first time I've made something like this...


I composed the music for this a couple of days ago, making use of a couple of themes from Miasmon's soundtrack.


It's this 2-minute video! Did you watch it? What did you think of it?? Did it amuse you?? Could you even read the text boxes???

What I'm demonstrating here is a format; the scene itself is just silliness to act as a proof of concept without having to worry about final content. The actual aim - were I to do more with this - would be to use this format to tell episodic stories (or non-sequential scenes) related to the Dreamons game that I could - and this is the important part - quickly produce, hopefully regularly. Something that's been a holy grail for me for quite a while.

I'm unsure how the format could be described, or whether it's been done by others before. It's mostly written dialogue lines, but each line can store facial emotes and keyframes for characters' individual rig bones (so one line might contain a keyframe for just the head, another might have keyframes for the left hand, chest, and head), which those bones tween to when that line is said. Other lines can have full looping animations that I create in the Unity editor rather than a separate program (the line stores a list of keyframes), and as such they're unique to the scene - and that specific line - rather than baked onto the model. (If any of that makes any sense!)

So it includes animation, but I wouldn't call it an animation in the sense that something like ∞ The Amazing Digital Circus ∞ is. Those take teams months to make; I can make a scene using this format in an hour or less now that all the technical setup is done.

Webcomics are the closest format I had in mind, especially considering the unvoiced dialogue. Are they mostly over on Webtoons these days? Or is that something different entirely? I've never visited that site or service or whatever it even is. These days I mostly see comics over on ∞ r/comics ∞, where the technical quality tends to be surprisingly low? I don't know whether that's because the artier types are elsewhere or because art skills are rarer than I assumed.

Even then, though, this being in a video format would probably disqualify it from that category, especially in those comic artists' eyes.



It's the latest iteration of a format I've attempted numerous times since... 2016? 2017? Something like that?

While at university, I made several 'talky things' - where static images of characters exchanged text-messages-like words - to deal with loneliness and the need to revise academic content for tests, though I have a lot of mixed feelings about them here in the future (cringing combined with pride, mostly). I quickly abandoned most of them because I was more focused on social and academic stuff and the IMPENDING BRAIN SURGERY back then than creative endeavours.

The one I remember the most is a thing featuring the same Miasmon characters from that first video, which I think I made like a week before I had brain surgery? I dug it up:


I can't remember why I reused these characters from an unfinished game probably very few people had played! But I used them in the new one just because I vaguely remembered this.


I recall regarding that very insecurely back then, though I rewatched it a few days ago and was really proud and impressed! It's hardly perfect (smackslabs?? Also it drags on a bit), but it could be worse. I think the brain surgery immediately afterwards was the only real reason I did nothing more with it.

I returned to a similar format a few times years later with characters from Divine Dreams:



...and then characters from Atonal Dreams, with this being one example I think I've linked to several times since then:



That was 4 years ago?? Wow. Feels more recent than that. Alarming.

I don't even remember why I didn't do more with those, though. Maybe I just felt that technical limitations (characters had to stand in fixed spots with no camera shot changes) would mean they'd grow stale quickly?

Since then, I've experimented with the format across a few iterations of personal projects that I keep to myself. Usually I'll start a new project as a distraction from my 'main project' when I'm feeling burned out, dabble with it for a few days or weeks, give it up, then try again a few months later with a new iteration that builds on the last. Most of my enjoyment of the results come from the fun of the creation process, and I don't share them because I don't want to worry about others' opinions or having to stick with them when my interest inevitably fades.

In those three old examples, the models had a fixed set of idle animations that were made in Blender, and each dialogue line could contain commands for characters to switch to different ones. Eyes, eyebrows, and mouths could all be controlled separately.



For a later iteration, I experimented with a Unity feature called Animation Rigging, which exposed rigs and allowed them to be manipulable within the Unity editor. I made use of that to code my own simple animation system, ∞ which made its way into Dreamons just a few months ago ∞, and which has allowed me to quickly make expressive situational animations for that game that I'd like to talk more about in another post soon.

Creating animations where multiple characters physically interact with one another (eg punching someone in the face, shaking hands, hugging) is tricky if each one is rigged and animated in its own file, and I've never figured out how other games do it; I think most non-AAA ones just don't (or they restrict it to cutscenes that use different animation systems). Animated films must have ways to do it, but that's a whole world I'm not familiar with. Using Animation Rigging to manipulate models already placed in a Unity scene - to create animations unique to that specific scene - means it's possible to create interacting animations without much difficulty. There's a lot of value and potential in that (BOY HOWDY!).



I've been hinting at some 'non-game project' for the past few months, since I was struck by bolt of inspiration in the midst of a depressive episode. (I'll keep the specifics to myself for now in case I decide to reuse them later.) I had a Unity project for it mostly set up and working, using aforementioned custom animation/posing system, but wasn't happy with how it was turning out. Who would have thought that being in a depressive state might lead to dissatisfaction with the creative work it inspired??

When that spell of depression lifted, the motivation to work on that project left with it, though I didn't want to waste what I had and wondered whether I could repurpose the project to use the Dreamons characters I'd recently redesigned instead.

The thought was that it could be kind of like an accompanying mini animated series I'd release alongside development of the Dreamons game, to keep up interest both for any interested players-to-be and myself.



I tried planning and then making a new model of Spryad, more detailed than the one I had in the game, though I was dissatisfied with how it was turning out and didn't even finish it.

Then I got distracted by the counselling course, my mental illness, and general life woes, and couldn't really focus on much of anything creative for weeks. (I finished replaying FFVIII though!!!)



I already had the aformentioned custom animation system incorporated into Dreamons (which I've been working on a lot recently), though, and wondered whether I could just add a few extra things to allow me to create these talky scenes within that game rather than a separate project.

So I did, which only took about a week even with all mental health stuff distracting me.

This meant I could make use of the models already in the game, and because those models work the way that they do - shared assets, simple pixel faces - I'd have way more characters that I could potentially use, and adding new ones would be relatively trivial. It took like ten minutes to make both the Zaffre and Cerise characters used in the video at the top of this post. They don't look as impressive as the more detailed models, but do they look good enough? Especially considering the art quality the creators on r/comics get away with. I suppose that's up to others to decide.

(I can also use the also-easily-created area maps as sets.)

Even if I don't produce episodes for their own sake, I could at least use what I've made for in-game cutscenes.

I made some other short, stupid scenes while testing features as I implemented them. Here are a couple of examples (very compressed to reduce filesize as they're hosted on this site; the first few frames are black, so you'll need to play them to see anything):




The quality of the animations really depends on how much time I spend on them, and for those I didn't spend much at all, as that wasn't the point.



I intend to make a few of these scenes starring the Dreamon characters, particularly Spryad, both to get a feel for how they actually talk (I've yet to decide) and to maintain interest (mine and hopefully others') in the project. The hardest part will definitely be writing characters and scenarios people actually like!

Based on what I know about psychology, even if you don't find what I've shown here compelling, by maybe the third or fourth I show familiarity would begin to set in, and you'd probably see them in a different light. I would have liked to have had a few scenes of the characters I intend to show for this post for that reason, but didn't have time due to (as usual) mental illness stuff; it's probably best to have them spaced out anyway.



So yes. That's what my hints at some 'non-game project' have turned into. Is this something you see any value in? I'm curious to know what people think (though bracing myself for rejection).

(...Actually apparently I've been putting off actually posting this - despite finishing writing it days ago - due to fears about a negative response (largely due to lingering mental health stuff), so... There's only one way to collapse the probability nebula, though, I suppose.)

10 COMMENTS

Maniafig219~2M
I liked the video! It was amusing and exciting! Especially the bit with the Goblin riding the Unicorn, who I wish I could trade places with, oh yes.

And I could read the text boxes!

You ask what to call the format, and it also reminded me of webcomics more than anything. It reminds me of Homestuck in particular, due to the focus on character interactions. There's also an element of visual novels in there, though in a much shorter format. I like the concept!

I assume any professional artists are too busy working on their own work and community to post much in subreddits like r/comics, or work in the industry.

The old talky things I think definitely would qualify as visual novels. For some reason the genre is associated with anime, but you can totally have totally un-animesque visual novels!

It's funny to me how Zaffre and Cerise keep coming back like this! I also remember that video from 2018, I believe I liked it back then, too! Oh, that Zaffre is such a jolly fellow.

I also remember the Atonal Dreams one!! I can't believe how Dayvha literally killed everyone's childhood by expunging everyone's sweet succulent memories of MARDEK and then leaving a throbbing, pulsating fleshy hole in its place, yearning for wholeness. As one does.

I also remember the Divine Scene! Yes, my memory is just that good I suppose!! I like that one in particular, Ossoum is so good. I want to meet him in one of your games!

BOY HOWDY!

I think you should use that Spryad model as-is. It's a harrowing rebuke of modern body standards and the ineffable ennui of corporeal existence.

I like these silly short scenes, but they would be improved if every character was being joyously mounted by a vigourous, blooming mushroom Goblin. I think all aspects of life could be improved with that.

Also, belated happy birthday!! I've been not good about replying to these blogs but I have been reading them!
1
Tobias 1104~2M
Thank you, I appreciate it!

It seemed like webcomics were everywhere back in the day, and the quality seemed at least decent in most I saw, which is what surprises me about the stuff I see on r/comics... though wait, why am I not just looking on r/webcomics?? Which exists but is several times smaller, apparently, and seems to have similar content anyway. HMM.

I still have yet to play or see gameplay of (do they even have that?) a visual novel!

You probably remember a lot of stuff I've posted better than I do!

I don't mind the absurd proportions I was attempting with Spryad - I'm not aiming for anything like realism, after all - and was more bothered by things like how the model's topology was turning out, plus the amount of time and effort it'd take to make models for all the dreamons. I wonder if anyone will take issue with the reused base models for all the characters (of the same body type), though.
1
GrayNine32~2M
These were neat! The format reminds me of visual novels, but with 3D art instead of 2D, and much much shorter (most VNs are 30+ hours). I think some episodic releases of these could be fun! The two things I love most about your work are your music and writing, and this format could be a great way of showcasing them while minimizing time spent on everything else.
1
Tobias 1104~2M
That's the idea here - to focus on the music and writing - so hopefully something can come out of it in the long run. It's way easier to make things like this than full games.

I've still never played a visual novel, so I'm curious: do they actually have any gameplay? Or do you just skip through dialogue but with no choices or additional mechanics or anything?
1
GrayNine32~2M
Some have choices, some don't, and the way they handle choices can wildly vary; sometimes they're slight variations on a linear story, sometimes they send you down one of multiple distinct "routes," sometimes they're a tangled web that makes almost every playthrough unique. Gameplay is much rarer, and usually relegated to minigames.
1
PierceWickstorm29~2M
Zaffre and Cerise...that takes me back. And I noticed the remix of the Miasmon music. Cannibalizing old ideas and repurposing them for future projects is a genius idea. I'm happy that you got some good progress in. Oh, and happy belated birthday.
1
penguintoastfishfrog10~2M
Regarding visual novels and gameplay - it varies. Some VNs will have a lot of choices for the player to make that will impact the branching storyline. Some will only have a few choices, really giving the illusion of choice as the storyline will always be the same. And some will have no choices to make and will literally just involve clicking through dialogue.

So this would certainly fit under the latter category (although most VNs would actually just be still images). I agree with the webcomic comparison too though, this definitely has that 'feel', despite having animations and music that a webcomic wouldn't have. But certainly having animations and music does help to bring the whole thing alive and get the player/viewer/reader more immersed in the story.

I think this is pretty neat and I'm excited to see what you do with it.
1
Mantis_Toboggan5~2M
Your video bit with the Dreamons characters is neat! Keep those brain juices flowing and it might just be the ticket to getting folks to tune in more regularly. It's like those webcomics you mentioned but with your own twist – mixing in some animation without diving into full Pixar mode. Efficiency's the key in this game.

And don't sweat it about diving back into themes from Miasmon or mixing up your formats. Artists are like sharks, gotta keep moving or you sink. Plus, revisiting old characters? That's not insecurity, that's building on your universe. It's just plain smart!
3
Kalin23~2M
Answers to your questions:
I watched it! Several days later because I need to set aside time to watch videos even when they are short.

Useful as a tech demo.

Not really amused, I was mostly distracted by the clash between pixelated faces on 3D bodies. I know it would be a ridiculous amount of work to properly animate facial expressions, but I would rather see the 2D faces from MARDEK.

I couldn't read the text when embedded, had to make it fullscreen.

It is an animation, in exactly the same way that MARDEK is an RPG even though you don't have the budget of Square Enix or Blizzard.

It would only be a webcomic if it was posted online in installments. I have seen webcomics include occasional animated bits before, and PREQUEL had full Flash minigames included, though I would call that one a "mixed-media semi-interactive serial fanfic".

Webtoons is trying to dominate webcomics, but I hate their interfaces (both browser and mobile app). The only comic I read there is "Seven Days in Silverglen", which you may like since the main character has social anxiety. Some other comics I follow that have good art and update regularly are:
Clown Corps
Girl Genius
Spacetrawler

In answer to your question to GrayNine: Visual Novels usually have dialog choices leading to different endings. If there aren't any choices, they are called Kinetic Novels (no idea way).
2
ThePretentiousGamer11~2M
The eternal struggle between creation and reception, eh? Well, firstly, congrats on pushing through to make something tangible from the swirling maelstrom of ideas—that's no small feat. Your detailed explanation of the technicalities behind it... fascinating, if surely somewhat labyrinthine for those readers not initiated in the dark arts of game dev. The format sounds intriguing, a blend of the old and the new, which could indeed fill a niche for those yearning for story-rich content without the prolonged development times traditional animations demand.

The concept of episodic storytelling through this medium? It has legs, I'd say. The webcomic comparison feels apt, though you're carving out a space that's quite your own, it seems. As for the art—well, the internet is a vast expanse of varying tastes. If there's room for stick figures to become web sensations, then surely, your creations have a place at the table.

I'll admit, the fear of negative feedback is a demon many of us wrestle with. How one ought look at it is that every piece of content, every game, every story will have its detractors alongside its devotees. The key is to find and cherish those who connect with what you're doing. Their enthusiasm, however quiet or loud, is the fuel for your creative fire.
1
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