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Atonal Dreams Weekly Update 18 - Cleanup, Script Writing Next?
4 years ago - Edited 4 years ago2,672 words
I've cleaned up the intro cutscene a (little) bit by adding or changing some structural stuff, plus I've planned the story as a series of dialogue scenes. Next I should write the script in its entirety, though what about the demo I keep teasing?!?

I've not done as much as I'd like this week because I've been ill. I don't think it's covid! Seems to be more of a digestive system thing, though it's been lingering for longer than I'd expect from such a thing so hopefully it's not some kind of cancer or something... though that wouldn't be surprising considering all the other wonderful boons life has gifted me with. I'd see a doctor, but lockdown makes that difficult and risky, so hopefully it's something that'll go away on its own rather than getting worse.

I've been meaning to get around to replying to the comments on the Undertale post, since people had a lot to say about that, but this combined with depression and more specific negative feelings surrounding that game have got in the way, annoyingly. I've not even started a second playthrough yet.

I tried writing out a personal post about some of that and some other things, like three times, but kept scrapping it. Annoying!

I have been playing the latest Pokemon Sword DLC (Crown Tundra) though, which released a couple of days ago. I might write about that when I'm done, since I planned to write about Pokemon Sword in general but never got around to it.



I did do a bit on Atonal Dreams, at least! First, I made some tweaks to the scene I showed in ∞ last week's post ∞. Here's how it looks now:



...So not THAT much different, really, and it's still certainly not finished. Most of the changes I made were behind-the-scenes stuff that aren't visually obvious.

I fixed some of the ugly issues with Pierce summoning a monster from last time, though the particle effect is still wrong and he should play a sound effect but doesn't. I've been noticing that the musical sound effects for spells clash horribly with Pierce's battle music in the background and I can imagine people will complain about that... but eh, we'll see. I'll just leave it for now.

The dialogue's not really changed, but I'll get to that!

There's also an issue where Collie says "I am taking a turn!" (a test of turn-triggered interjections, temporary dialogue), where her dialogue box is placed incorrectly; I need to fix that.

I also ended the battle by having Savitr use a spell to one-hit-KO Pierce, which obviously wouldn't be any good for actual gameplay! The battle's meant to serve as a tutorial, so I'd probably lock out most of the skills and have Savitr take a defending/teacher role while explaining things to Collie. That still needs planning, though I've been focused on other stuff.



Someone mentioned in the previous post's comments that the framing shots of the characters felt amateurish, which is fair enough since I am an amateur and cinematography is a whole art in itself. How shots are framed is something filmmakers think a whole lot about, but which I've never properly looked into before, or even really paid attention to. Seems what I'm doing here is called a ∞ Shot Reverse Shot ∞, where the camera alternates between characters. Sometimes all characters except the one speaking are out of shot, other times you see from over another character's shoulder. I experimented with that:



Looks a bit stupid though, I feel, because Pierce is too far away. You could say it's maybe fitting if you're seeing what Savitr and Collie are seeing - and they're seeing him from far away - but as the very first shot, does it work? The way battles work, each side has eight 'slots' which characters or monsters can occupy, with fixed coordinates. During this scene, the characters are locked into slots on either side of the battlefield, and I couldn't position them closer together without recoding a lot and losing the smooth transition to battle mode.

I could also use an establishing shot of all the characters from the side:



This is a screenshot from the conversation editor I made for myself, where I can edit everything fairly quickly and in a way that's almost like a game in itself for me! (I've considered making a 'game' that allows the 'player' to make their own scenes using a similar system, though I'll talk about that some other time.) The lighting's not set up like it is in the actual gameplay though, so this all looks quite dulled.

I feel a side-on shot this would lack clarity, as it'd give a sensation of not knowing where to look, plus I feel the characters aren't particularly appealing to look at from this kind of angle. It's like how in the layout of the 'normal' conversations...


(EMOTIONS.)

...the characters aren't exactly facing each other side-on.



Wouldn't that look terrible? Even though it's more likely to be how people would position themselves if actually talking to one another. Cartoon characters - especially simple ones like in many modern western cartoons - are also almost always at a 3/4 angle because for whatever reason our minds register that as most appealing. To give the appearance of looking at each other, their eyes have to look to the side.



I find that psychologically interesting!

I'll probably be more aware of how films position their camera shots and characters in future, though for now I think what I have for this Pierce scene might be acceptable? Maybe?? I'm not sure whether opening on Pierce's not-exactly-sexy face is the best start really, but... maybe it's at least striking??



I composed some battle music for Pierce! That took time, and I'm quite proud of the result, since it's something I've been wanting to do for ages. I've posted the full version on ∞ my Patreon ∞.

It's made up of two separate parts: there's a short looping anticipatory intro, which would be unique to this scene. His actual battle theme begins at the end of the initial dialogue as the actual battle begins.

This is achieved by having the music's intro fade to silence for a line, then the battle theme begins abruptly on the next. Originally I planned to a smoother transition where the music would loop one section, then progress to a different one seamlessly once a certain variable had been changed; I think some other games do this, like maybe Octopath Traveler with some boss battles? FFXV did it with some intense battles against the eidolons (or whatever they were called in that game), too. But there are a couple of reasons why I chose not to.

One is because I bought an asset to handle seamless looping of music tracks. This is a feature I've wanted in my games for literally years, but I could never figure out how best to do it myself; there was usually some audible click during the division, especially if I wanted there to be a separate intro section. I remember this being an irritation in MARDEK. I don't normally buy assets for Unity, but this one was only $15 and solved the problem perfectly so I didn't have to fiddle around with it myself for ages. Unfortunately though it only allowed for an intro section, not for multiple sections that could transition between one another. That'd require some deep reverse-engineering or using midi or something.

I also felt that the fade to silence and sudden start of the battle theme felt more impactful anyway, so it doesn't feel like I went with an inferior option due to limitations!



Something I mentioned last week was that I wanted Pierce to emotively shake his 'sharp flute' around once he'd drawn it, but it wasn't possible with the animation setup I had previously. I put some work into making that possible, which took some time. The only immediate result was that brief animation in the scene (though I feel it is an improvement over how it was before), though I've completely redesigned the setup to allow for greater potential in the future.

Here's how the animation state machine - or 'AnimatorController' - looked in Unity before:



Each state block contains either a single animation or a series of animations that can be blended between based on a property (eg "Movement" contains a walk and a run which are blended based on a speed property), and the AnimatorController as a whole has properties which can be altered, and which each state can use to determine whether to transition to others or not.

For example, the posing system previously used two states: "poseA" and "poseB". When the pose was set to change, the animation for the state that wasn't the current one would be set programmatically, and a boolean (true or false) variable, poseAB, would be set to its opposite. If the current state was poseA and poseAB was changed to true, it'd change to poseB, and if it was poseB and poseAB was false, it'd change to poseA.

I hope you were paying attention to that because there'll be a quiz later.

When I started using Unity, I had far more complicated state machines where every single pose had its own state, and I had to keep track of dozens of different transitions. So this did make things easier. It had limitations too, though. The battle pose was separate to the normal emote poses, and each of the possible battle animations had its own state, all of which could transition to and from that basic battle pose. For emote poses to work with the battle pose, I'd need to add transitions between them and poseA AND poseB and... well, the whole thing would be a mess.

There were also a bunch of properties and animations for now-removed features cluttering the thing up, since I'd been working with this all year. I'd been wanting to clean it up for ages!

So I did:



Much better! Now all emote animations AND the battle idle are stored in a single 'idle' state. It still transitions between A and B states, set programmatically, but this time it's a Blend Tree and poseAB is a float value...

...and it's all quite technical and not worth going into too much, but the point is that it took time, it's simpler now, and it's more versatile. Good!!



The biggest thing that I did this week was another pass over the planning for the game's plot structure.

Previously, I talked about how I'd decided that the game had three parts: overworld, underworld, and drealm sections. I'd decided that the overworld could be divided up into a few small islands, since they were easy to make and you could satisfyingly 100% complete each one, though I'd need to work out a way to travel across the seas between them.

I've had that at the back of my mind for a while, and I've been wondering how many new assets it'd require. I'd need to plan that sea-traversal method in a way that's harmonious with the lore but restrictive enough for gameplay reasons. Should it have its own music? Should each of the islands have different music? Different tilesets? I'd been thinking I've finished making most of the gameplay mechanics now... except for all that, and it was a heavy thought.

I think I might revise it, though. Make it simpler, kind of like what I had originally. The overworld could just be one biggish linear island, with no travelling between separate islands at all. No need for new assets or mechanics or anything!

As I said, I went over the plot again. I've got a good idea of the general structure of the story, but I haven't written it out as a script yet. Just a sort of synopsis, similar to what I had in the planning document I released alongside the Steam version of MARDEK. Going over it again helped refamiliarise myself with ideas I hadn't touched in weeks, but I was also able to plan it out as a series of specific conversations, listing what each of these conversations would cover.

I've got 33 conversations planned, though perhaps with some tweaking I could streamline that a bit.

When I made other games, like MARDEK, I wrote the dialogue scenes as I went along. I'd make a dungeon's tileset, monsters, music, dialogue scenes, and I'd have all of them finished before moving onto the next.

It might make a whole lot more sense though to spend a week or two writing a rough first draft of the entire script. This should allow me to add foreshadowing to the right places and make sure everything flows well and characterisation is consistent.

If I had the full script planned out, then I can imagine the rest falling into place fairly smoothly!

One of the biggest issues I'm facing at the moment is uncertainty regarding how to approach this intro cutscene; what the characters should specifically say at this point in the game. If I had the big picture planned in detail, I wouldn't be blocked by so much uncertainty.

Something people seemed to like about Undertale is that it allowed for so much choice that every playthrough was different. Some scenes had so many branches they'd require complex flowcharts to illustrate, and there were a whole bunch of dialogue scenes available for players curious to examine every nook and cranny multiple times.

I'd like to have some elements of choice in this game, but I definitely don't want to go down that route! Apart from being completely impractical in terms of time and energy costs - I don't want this to take as long to make as Undertale did - I personally don't even find that kind of structure interesting. I'd much rather have a fully satisfying experience my first time rather than being burdened with the thought that I had to replay it to experience it 'properly'. I'm already ugh-ing about the thought of having to replay Undertale. UGH.

So I'll be trying to write something coherent and hopefully satisfying, rather than a series of disconnected 'things that happened' like I felt Undertale was.



It seems sensible, then, to work on writing the script next. But that presents an issue: What exactly do I do about this demo or alpha test or whatever that I've been talking about for ages?

The plan was for it to be the starting island, including the starting cutscene, but it makes sense to write much or all of the script before the starting cutscene so as to have the best chance of giving a first impression that's reflective of what's to come.

I'll probably remake the map too (not much of a loss; the one I have currently only took a few hours).

Maybe what I could do is use what I currently have and add some temporary dialogue - like the ∞ Belief demo ∞ - and add that to a Steam page for some alpha testers, probably my patrons...

...but I feel that the plot is the main focus of the game, and that wouldn't be getting at the actual plot at all, so I don't know.

What do you think??



Here's the quiz you were absolute waiting for and didn't forget I mentioned:

"If poseA is travelling at 3 hectares per gigabyte and poseB has ten apples, what are the primary narrative themes of Beethoven's famous piece, Ravel's Bolero?"

I want your answers on my desk by the time I've finished writing this post. Why haven't you handed them in yet. Why. I'm in tears. There's no justice in this world. Buy Sindrel Song.

18 COMMENTS

LotBlind53~4Y
Yes, buy Sindrel Song.

What about can you give the camera "lines"/instructions mid-dialogue so you could e.g. make it look left and right at the start of the intro? Or make it roll 360 for a wacky transition between two scenes.
1
Tobias 1115~4Y
That sounds very disorienting to me!
0
Tama_Yoshi82~4Y
I'm trying to think of a more elegant way to frame the intro, in a cinematographical sense. If I assume the most effort necessary, I can imagine a couple interesting ways to do establishing shots. Just throwing ideas:

------------------------------------------

NEW GAME file is selected.

The menu slowly fades to a starry sky; establishes this game's aesthetic of space, which suggests something is going to happen in space at some point!

It turns out it's not the night sky, we're just looking at the stratosphere; the blue haze of the sky slowly ascends in, until it's day (could be recycled as a day/night transition, or a ground/space transition). We see the sun, probably, and the game's logo appears (a musical motif plays softly); we get a serene shot of an Island in the distance (mood set).

The logo disappears, and we zoom in on [whatever the protagonists are using to travel between Islands] (probably just a light zoom to suggest motion, and a shift in the angle that centers closer to the protagonists' vehicle). We probably have sound effects highlighting the mode of transport they use, but it's quiet because we're far away.

Before we zoom in too close, the scene cuts. A sound effect (louder this time) to communicate the protagonists are arriving in said vehicle, and are docking.

At this point, either have the protagonists visibly docked on the beach, OR suggest it through dialogue and sound effects (I think we can get away with a black screen with dialogue; it emphasizes the conversation between the characters).

Have the camera center-frame Pierce in a peaceful meditating pose.

The dialogue (from Collie and Savitr, offscreen) say they should ask this peaceful looking monk for information.

Shot of Savitr and Collie arriving on scene, walking (this is the battle formation).

Pierce instantly blows up; I guess he's not that peaceful. The rest of the scene remains mostly the same.

-----------------------------------------------

So, not too complicated, but it would require some new assets. I think the night/day space/ground transition could be recycled, so it seems worth it. The transport asset and sound asset would also be recycled, so it also seems worth it. The hardest shot would be to make an effective establishing shot where we have the sea, Island, and boat asset in clear view; it could be that a pseudo-Island asset is used for this shot, if the current one makes the framing too hard.

Having a shot where the characters arrive on the battle scene "walking" would also be pretty good for narrative purposes, e.g. when characters arrive as reinforcements in other situations.
4
Tobias 1115~4Y
That sounds like weeks of work to me! Things are probably more complicated and time-consuming than they seem...

I'm curious about where you're getting the space thing from, since Alora Fane is a separate pocket dimension from space as we know it, and probably wouldn't even have stars!

Overall this would have a completely different, much more cinematic feel than what I'm aiming for here. Much of that comes from practical restrictions as much as anything, though I've also been telling myself that maybe starting off with this sudden, 'in medias res', jarring thrust into the action without any 'foreplay', as I put it, could at least be... something. Viscerally interesting? Attention-grabbing? Deliberately disorienting. Hmm.

I don't know yet whether it's the best way to approach this, but it's by far the easiest for me!

Another option that literally just came to mind could be to open on a dialogue scene where Savitr and Collie talk while riding across the ocean in or on whatever they're using to do that, and she's excited, he's calm, then they arrive on shore and Pierce is there to greet them... But again, much more work, and I'm not sure it'd be worth the gains.

I suppose when working with limited time and resources, cutting corners wherever possible rather than striving for perfection is constantly on my mind.

I like the sudden dive into a battle because something that always frustrated me when playing RPGs was having to wait for the first battle so I could experience how they worked. I spent the bits before that impatiently wondering whether the cinematics etc would end. I wonder how many other players feel this way!
2
Tama_Yoshi82~4Y
I didn't know there would be no stars! That's weird! I wonder if this "dimensional" aspect will be efficiently communicated.

I tried finding ways to make shots from effort that could be reused elsewhere, hence the boat emphasis and the in-battle animations. I suppose it's easier to plan the effort if you have a broader view of how the engine will be used in totality. One job can end up saving time in several other circumstances.
2
Dingding32167~4Y
hahahah I would definitely fail whatever quiz you threw at me.

I might add more later but just to say that in the doctors in the UK right now are mainly taking phone consultations-- they can ask you to come in but certainly not if they can get away with it! They can ask you to collect medication afterwards which is pretty quick and easy. Just wanted to let you know in case that was holding you back!
2
Tobias 1115~4Y
Thanks for letting me know! I'm feeling better now, so thankfully it's no longer a concern. I'd hate a phone consultation, so hopefully I won't need one any time soon!
0
astralwolf92~4Y
While the side on shot may not be applicable to all the scenes generally, I feel like it outshines the 3/4 one in specific cases. To me, the side on shot elicits a more romantic feel, like they're sharing a personal moment together (clearly not involving an audience). I feel like the ending of M3 (when elwyen runs away) would be a good example of where the dialogue would be better being shown side-on rather than 3/4. (if the game was 3d like this is)
4
Tobias 1115~4Y
That seems like a valid observation!
0
LotBlind53~4Y
For some reason, I don't really even feel like the side shot is problematic at all. It feels like I could play a whole game that's like that.
0
Wolf21~4Y
There are some small film tricks that can be applied to make things feel more natural or to focus on specific things. You say the over-the-shoulder- shot seems silly because Pierce is too far away, but you can zoom in from that position to give it the impression of being from the POV of the characters without losing the focus on Pierce. Simple pans and zooms can do a lot to bring attention to different things and to make cuts and transitions more palatable. For instance I would pan between the characters for some of the lines, and then cut on more abrupt reactions.

I did a fairly low level film course while I was at university, so I'm no expert, but watching effective versions of what you're producing, while focusing on specific aspects like the framing of shots / the type of shots, is a great way to adapt effective techniques for your own use; as you've said you'll be more aware of this now that you're working on it but focusing on that aspect and ignoring other things can help to cement techniques in your mind. Even Pokemon has some of these film techniques throughout some of the games, so maybe think about that a bit while you're playing the story aspects of the Sword expansion? There are movies that would also be able to help in this way as well, though there's more freedom of movement and staging of details in film scenes than you'd want to do in a game where you need to animate every asset.

Perhaps you could zoom in on the characters as they stand together to enter party dialogue?

I would personally write the whole plot a before the demo. It would be good to nail down exactly what set pieces you want, and what characters you need to create, so you can have a more solid timeline for development; that will then lend itself to having a loose timeline for yourself to try and work to (and these things can always change- never work yourself too much to hit deadlines you yourself have set). But I don't think it makes a great deal of difference if you know the main story beats you want to hit along the way, and have a good idea of that anyway, and it's not necessary to have any sort of timeline.

In any case, it looks really good so far!
3
Tobias 1115~4Y
It's considerably harder to do pans and zooms than static shots, which is why I'd prefer the simpler path. I was going to say that it seems like cuts are way more common in general anyway - I was paying attention Pokemon Sword, and I noticed a lot of cuts - but I think I just haven't paid enough attention, so I can't say for sure! Maybe subtle pans are used constantly but they don't get in the way so I never noticed... I'll watch some other things with paying attention to this in mind.
2
Wolf21~4Y
That's fair enough. It might not be worth the effort. Pokemon is probably one of the games that gets away with not doing much of the film trickery, but I seem to remember it doing some. Then again it can also get around it by doing things like the movement of the animated character in from offscreen when fights begin. That was older Pokemon though, and I don't remember enough of Sword and Shield to say if it still does do that...

A better example, and probably a more fitting one, is old FF7. It's aged fairly poorly, so I wouldn't suggest you play it again, but if you look at some of the cutscenes there's a minimal amount of camera movement. It's a bit different in that it has a fixed camera for some areas, and that gives more of an intimate feel to some of the scenes, but it's largely centered on the character from overhead, like the one you currently have in the overworld. There's not a great deal of intentional camera movement in scenes but when it's there it adds a lot, panning slightly to a set piece or to a character entering the scene. I assume it was also a pain to implement though.
2
mount201046~4Y
Perhaps start with the side shot (I like that side shot that you showed in the conversation editor, by the way, and it links back to the "classical JRPG shot style", and can serve as a way of establishing the ground BEFORE you start the conversation), and let the camera turn much like the dynamic battle camera before focusing on Pierce and what he wants to say. A bit of an establishment before "jumping into it", so to speak!
1
Tobias 1115~4Y
Maybe! I'm still unsure though. I suppose whatever I do is going to be quite disorienting for players taking their first steps into the world, since that's always the case with new games, so I like the idea of something which is immediately striking on a visceral level. An establishing shot seems like a weaker opening to me than just... what's the term... in medias res, I think?
0
Natrythe4th10~4Y
If you’re not 100% willing to give up on sailing, what you maybe could do for now is put all the islands together and make it an archipelago connected by bridges. That way, once you finish the rest of the game, if you feel like you have the time and energy to add sailing mechanics, you simply remove the bridges and separate the islands.
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Tobias 1115~4Y
I probably will do something like this! I've done some more planning, and something like four small interconnected islands could work well for the overworld. It's much easier to just do bridges or some equivalent and stick to that than to revise it with something far more complex later. The first could work as a demo too, as was the original plan!
1
codyfun12329~4Y
There's a theatre term "cheating out", where an actor assumes this exact 3/4 angle you refer to. As the name implies, it's a bit of a compromise between the reality of the side-on facing and fictional nature of the production meant for an audience to experience.

I think this principle applies to camerawork, too. Using shot-reverse shot here requires being closer to the framed character than the other conversational partners actually are, but that's fine because 1. as you've found, zooming out too far makes the scene hard to read and 2. in reality, a person using their eyes would be mainly focusing on the other person and tuning out most of the surroundings anyways.
1
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