Lots of indecisiveness this week about whether characters should wield musical instruments, and how Collie is portrayed in the new dream intro!
I got back to work this week after a week-long break, and I got a lot done... though I'm still not getting enough sleep and feel more tired than I'd like much of the time. So many things I'd like to do but just don't have the energy! Annoying.
Oh well, at least I did do some stuff. I wrote daily update posts on ∞ my Patreon ∞ on Monday, Tuesday, and Wednesday, and wondered whether to do that regularly, since it'd encourage me to actually do stuff so I had something to write about. That might just be overwhelming to people though, I don't know.
Should characters wield musical instruments?
When I started on Divine Dreams - intended as a MARDEK reimagining - around January of 2020, the characters wielded fairly standard fantasy swords and shields, as they did in MARDEK.
Last June, I revised the cast to stress that the game was distinct from MARDEK - Mardek became Dayvha etc - and as part of those revisions, I decided that the characters could wield combinations of weapons and musical instruments. The lore behind it was that since monsters and magic in Alora Fane are essentially formed from mental energy, music is a great way to evoke certain feelings or thoughts to conjure them up.
I came up with the idea of Atonal Dreams last June - a shorter, standalone prelude of sorts to Divine Dreams - and decided to keep this musical weapons concept in that. Just as the Jedi have their distinctive lightsabers, the Seraphim - and their Cherubim rookies - use crystal swords called resonars, I decided, which can slash to deal damage, or be played like a violin. Savitr had two, Collie had one and a shield.
At first, I tried to incorporate the music these played into the gameplay:
But I found it too annoying and scrapped it, replacing it instead with what was more of a brief sound-effect-like melody:
After the alpha test about 3 months ago, I revised the skill system to focus entirely on summoning creatures:
I prefer this for both gameplay and lore reasons (if you lived in a world where you could summon monsters with your mind, why would you ever get your hands dirty?), but this meant that neither character ever actually attacked with their resonars, so it was pointless for them to resemble weapons.
About a month ago, I removed the resonars entirely, replacing them with 'amulets' and 'bracelets' for offensive and defensive purposes, which just appeared as glowing gems on the backs of characters' hands.
But when I returned to the game after a week-long break, I found myself missing the resonars. It felt wrong for characters to just have nothing in their hands!
So this week, I brought back resonars in a different form. Now, they're purely instruments of music rather than violence, styled after a stringed instrument that Savitr plays with a crystal bow like a violin, and Collie strums like a guitar. I like their concept and design a lot, and I keep just ogling the characters' models in the menu!
But one of the reasons I revised the resonars previously was because testers said (and I agree with this) that the music they played interfered with the battle music in an annoying way, which is just as much of a problem here, if not moreso.
I included this video in a Patreon post earlier in the week. It shows three attempts at using these resonars in a musical way:
The first and second use a midi-like prodecural melody system where the game uses loaded-in note sets to generate music based on some text data, similar to what I had in Memody: Sindrel Song. Each monster could have its own melody, then.
The first is a long melody spanning most of the summon animation, and it sounds ghastly. The second uses shorter melodies, though the one for summoning the Celestronaut sounds terrible.
The third 'variant' (I'd just been watching Loki before I made that video!) uses imported brief melody sound effects; I imagined maybe each character could use a different one of these brief music clips depending on the element of the monster they're summoning, or something.
The second or third possibilities could maybe work with some tweaking... but I get the feeling it still might get irritating.
As much as I love the concept and lore behind these - music is such a fitting way of channelling mind, and there are familiar and widely appealing instruments through which it can be created - I suspect their inclusion might lead to assumptions about how the game should play, like how Memody being based around music was assumed to be a rhythm game even though it's more like a memory game. Perhaps people would complain that there wasn't more integration between the BGM and the characters' instruments.
I like composing music, and I like video game soundtracks in general. On those, battle tracks tend to stand out as people's favourites, so it's important that I have some full, clear battle pieces to include on those. I've already got a couple in the game that I like a lot, which I don't want to have to redo.
A couple of people suggested that maybe a way to reduce the irritation from the resonars' music would be to have them essentially activate hidden parts for the BGM based on each characters' instrument for the duration of the summon animation. I like the idea in theory, but the effort involved would be way higher than the procedural melodies or brief music clips, since every battle composition would require me to write four instrument parts that span the whole duration and which would sound okay if they started and stopped at any point... and I'd have to import them all and ensure they play in unison, which is especially tricky since the tracks are already cut up into sections due to the dynamic music system I recently wrote about.
It also means that maybe the music pieces shouldn't use the four characters' instruments, maybe? The battle track I have currently though is based heavily on the violin because that was meant to represent Savitr. You could say that I could have that part be the one that plays or goes silent depending on whether or not he's summoning, but that'd mean much of the time the music just wouldn't sound melodic at all, which would be very unsatisfying. I think a melody that dips in and out would be way more annoying than brief music clips that play above the main music!
Perhaps next week I'll experiment with composing something that could work like this, to at least test the feasibility since it does seem like a good solution. Maybe something like a underlying rhythm, primary melody with a non-character instrument, then four parts for the characters' instruments that play repeating patterns that match the chords rather than melodies as such...
But then what about the characters in Divine Dreams, if I do make that and use a similar system? There are a bunch of those, and it wouldn't exactly be practical to have a whole lot of different instrument parts... Unless characters use classes of instruments and there are only four types total... Ehh...
Some other, less difficult ideas come to mind - like maybe the background tracks are just entirely percussive rhythms, and music only plays during attacks - but it all feels like it'd become a whole other kind of game, plus there wouldn't be any satisfying music tracks really, which is the part of RPGs I personally love the most.
So I don't know... I love the concept a lot, but I've been wondering over the last few days whether it just might not work, or it might introduce more issues than it's worth.
But then what's the alternative? I could just go back to the amulets/bracelets thing - or a revised version of that - though I like the idea of the characters holding some kind of distinctive tool. One vague idea I had was for characters to have 'mementos' - objects that are special to them and which remind them of various feelings - but I don't actually know what those objects could be, and they don't work nearly as well as weapons or instruments.
I could also just use wands or staves or something, since they're the usual go-to for channelling magic in fantasy settings... but it just feels so generic. I don't know.
A Problematic Nightmare??
Unsure about how to resolve the resonars issue, I spent the last couple of days of the week doing some work on this new intro that I've written about in some other posts. Essentially it's Collie having a nightmare of being in the Blight Wolves, and ~Dreamy Savitr~ comes and saves her; a guardian angel rescuing her from hell to heaven.
I thought a bit about how to actually present this, and wondered whether it could use battle mechanics, but all the UI is hidden (which isn't yet the case in this screenshot), Collie is attacked but can't actually die, and her only skill is something called 'Salvation', as some kind of call to get out of this horrible life.
For her first couple of attempts to use it, this 'Beast' - a representation of all she hates about the Blight Wolves - would interrupt and mock her, but on the third attempt it'd summon Savitr, who - after comically talking about how intensely attractive he finds her; this is a dream, after all - helps her believe in herself, she summons a Pawnite, she says it's still not good enough, then - at Collie's urging - Savitr casts Enlighten and Collie wakes up drooling on the real Savitr's shoulder.
I've already written a few times about how Collie's character is potentially problematic because she's Savitr's apprentice, calls him Master, and expresses blatant sexual interest in him. Very different to the strong, independent women we're all supposed to be cheering on constantly in everything these days.
I watched the latest Pixar film, Luca, yesterday. I liked it! But I noticed that both the main female characters were of course brash, outspoken, etc. Made me wonder when I last actually saw a shy, submissive female character outside of anime (though I don't exactly watch anime so I'm just assuming they're in those). Are women just not allowed to be depicted that way anymore - even briefly - because it's politically unacceptable?
Not that Collie is shy or submissive. If anything, she's supposed to be rough and brusque because of her upbringing, though in this intro she doesn't even fight back? That'd probably give entirely the wrong idea. But how would she fight back if she's using this musical instrument? Maybe she fights the urge to fight back, to rise above her nature and be something 'better'? Hmm.
Since this is the first scene that the player will see, I need to be careful about how I write it. The whole point of Collie's character - and the story as a whole - is that she had a tough childhood and joined the Seraphim - and admired Savitr - as a way of rising above that. But a somewhat-skimpily-dressed girl being both verbally and physically abused - while she doesn't fight back - might not exactly be the most inviting start for an RPG, right?
I'll need to spend the next week deciding on these two things!
16 COMMENTS
randomstranger13374~3Y
Going back to your post where you presented the beast design here, I was intrigued by what purplerabbits mentioned as possible ways to go on about the nightmare, gameplay-wise. That being said, I don't know how the Blight Wolves handle things after your most recent revisions. Do they summon beasts, too? Or do they engage in physical combat? If the latter is the case, Collie struggling with their way of physical combat (maybe inflicting one phyiscal attack but regretting it right after it, since it doesn't feel right to her and trying to use salvation afterwards) could be a great way to show where this game is headed.
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Tobias 1115~3Y
The Blight Wolves don't summon monsters, to make sense of why it's new to Collie, so it'd make sense for her to show that she uses physical attacks in this intro! So maybe that's an angle I could go with.
I didn't really want to stress the idea that the non-physical combat is somehow 'better' than typical violence in some kind of moralising sense though. There were some negative reactions to me doing that with Taming Dreams (though Undertale also shamed you for using violence and I wasn't aware of complaints about that). Summoning monsters are still 'violence' in a sense... though maybe I'll need to brainstorm some ideas about how it could be some metaphor for something relatable like overcoming mental illness or escaping an abusive home/relationship or... something?
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randomstranger13374~3Y
Hm yes, I understand that you aim not to moralise with the use of non-physical combat, which is a good goal in my eyes. 'Collie regretting her one physical hit because it didn't feel right' could overstep the mark, then. Wishing you success with your brainstorming and that you'll find a solution that sits right with you!
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PerfectVanity27~3Y
A big reason to why violence is so commonly used in video games is that it's a struggle that *everyone* can on some level relate to. It doesn't matter what kind of life you've had, everyone knows that being subjected to violence is bad.
Of course, you might be specifically making the game for those with struggles similar to yours - not necessarily a bad idea - but then it'd be smart to design the whole thing around that idea.
But I think the most important bit of game design wisdom I can give you is that it shouldn't feel forced. If you're going for non-violent combat, make sure you do something mechanically that couldn't as naturally be done with violent combat. I believe Undertale did that and that's why it's so well liked.
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Tobias 1115~3Y
I went with the nonviolent combat route in the past, but I'm not doing that this time; it's just that characters summon monsters to slash things with swords instead of wielding the swords in their own hands. Whether that'll register as 'nonviolent' to players will be interesting to see though; I suppose I'll find out during the next demo since it's easier to gauge from playing than just reading or watching short video clips.
Also, to clarify, I'm not writing Atonal Dreams as some metaphor for my own struggles exactly, as I have done with things in the past. It definitely draws on them (or at least common ones I think a lot of people will have struggled with), but mostly I'm just trying to write an interesting fantasy story!
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Kalin24~3Y
For the music, what if instead of 4 extra BGM tracks you just had 2? Attack vs other, or summon vs other?
For shy and submissive female chars, the protagonist of my favorite webcomic right now fits. It's called "Sleepless Domain" and features a wide variety of teenage girls fighting monsters. And there's a side character who's even more shy and submissive who is starting to play a larger role in the plot.
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Tobias 1115~3Y
The four tracks would be for the player characters' different instruments (violin, guitar, flute, one other).
Interesting that people are still making webcomics! I googled that, and see that the creator's doing very well on Patreon, so that's good to see. It's not surprising to me seeing those kinds of characters in that kind of 'indie media' (or whatever you'd call it; non mainstream stuff), since they're often inspired by anime and not carefully crafted by a team of marketers to appeal to demographics. I should keep that in mind since my own work falls in that category!
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ElektrikMagenta20~3Y
Even if you update the sound clips to sound better over the BGM, you can always just add an option to disable them for those who just really don't like the interruption. Not really an elegant solution, but hey, it'd work. I personally kind of enjoyed the sound clips over the music, and if they're further updated I'm sure I'd enjoy it even more, but there may be a few people that just won't care for it no matter what¯_(ツ)_/¯
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Tobias 1115~3Y
I could - and I probably will if I go with this - but 'solutions' like that always feel so inept to me. Inept? Something like that. It's like when I have two ideas and can't decide between them, and some people suggest "why not just include both with the option to switch between them?", which just feels really unpleasant to me these days!
The early Pokemon games had the option to disable visuals for moves, which I found bizarre even as a child... But then again I prefer the vanilla, as-intended-by-the-designers experiences of games, whereas other people prefer including tons of mods. Hmm. So maybe some toggle like that would be the solution!
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Spectre35~3Y
The creature summoning violin reminds me of the Chinese harpists in Kung Fu Hustle. I love it!!!
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purplerabbits148~3Y
One suggestion may be for Collie that when she tries to attack using the physical method, there's a message that implies that it is not as effective as she thinks it is.
I'm pulling a bit from my dnd DM knowledge about giving players agency, it's better to allow the player to do something than to railroad their actions so that only the DM's script is followed and player agency doesn't matter in the story. If the dm wants something to happen out of control of the players, then a hard cutscene would work since there is buy in from the players for a story that give them points to know where to direct their action towards.
Now your game is a more linear game than a dnd campaign with improv and chaos as it's bread and butter. So it's really up to you to decide which way you would like to present your story. Since I only have a vauge idea where the story and themes are going, I can't really give advice on which is best, but I do have faith that you'll think about it and probably come up with a solution that works well for what you want. I have faith in that.
Since I'm a female, I can say my least favorite way of representing females is where the people around the female are told that she is amazing and puting on the airs that she's "better than the boys" all the while of still pulling the "UwU girl powerz rulz." I hate it because the girl usually is not showing they can kick butt and handle things, the audience are told the girl can kick butt by their male counterparts. It's a sign of lazy writing and pandering without substance. The Supergirl tv show is so full of it that it's annoying. This vid sums up my displeasure about the "UwU strong female characters while still being girly" phenomenon in a more well put way. [LINK]
The Captain Marvel movie barely passed the mediocre tolerable level for me. The annoying girl power thing is present, but it wasn't so in your face that it is basically pandering. Captain Marvel does better the female representation than Supergirl, but the movie still has a bit of the girls vs boys annoying political agenda pushing.
If you want a strong female character that doesn't have the too submissive personality and doesn't her only character trait of "I'm better than the boyz," I'd say Aqua from Kingdom Hearts Birth By Sleep is a pretty good representation. Now, I am not going to go explain all of Kingdom Heart's lore, but I love Aqua as a representation of how to portray a female characters. Aqua is her own person with flaws, her work is never constantly compared to how she's so much better than a man, in fact gender plays no role in part of the conflict of the game. Heck, her part of the game is harder than the two other guys's campaigns, both naratively speaking and gameplay wise.
Collie at the moment is definitely her own character who I can hear a distinct voice when I read her lines. I am a bit confused by some interactions, but technically I'm going off incomplete information so I can't say if she's offensive as a representation of female characters. So far nothing is setting off my bs meter, more slight confused because narratively I am missing some context for why Collie is the way she is. (At least that's the reason I can think of at least.)
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Tobias 1115~3Y
I wrote a Patreon post with a revised version of the intro... which I'm also unsure about, but it's a process.
Thanks for providing your valuable input! I'd say hearing women directly comment on this is more valuable than having men comment on their behalf. I've also asked the two friends I have who are female, and both of them said similar things to you.
Personally I don't care for characters who can 'kick butt' since I don't consider that to be an admirable or desirable trait. I'd rather someone was admired for being compassionate and sensitive, but I rarely (never?) see that.
Birth By Sleep is one of the Kingdom Hearts games I've yet to play! They're all on the Epic Games store and I've been meaning to get them, since I already got KHIII on sale but haven't played it because I want to redo the others (and play the ones I've missed) first... but that's a LOT of time and money!
There's the I-think-well-known bit of writing advice someone gave for (men) writing female characters, which is to just write them as males then flip the gender at the end. I don't think that's ideal myself since it's naive to deny there are any differences between men and women, but I just try to write people, which I suppose is similar. How well I'm able to do that is probably mostly due to limitations in my writing ability!
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purplerabbits148~3Y
I'll check out the patreon in the morning so I can take it in and write cohesive thoughts. I look forward to how things playbout.
Writing a character with compasion can be pretty hard since with the modern media the flashy fight scenes seem to be taking up most of the runtime at the expense for good character writing. It seems that the way how recent media uses compasion is for the character to show compasion only for the bad guy to take advantage of it to hurt the character. Which is a shame since it probably pushes the idea that conoasion is a "weakness" when compasion is one of humanity's greatest strength.
I remember watching this guy's video [LINK] on explaining how Zack Snyder really did not understand what makes Batman a compelling character. The commenter points out that Batman has 4 main pillars that define him : resolve, intellect, physical prowess, and integrity. One of the comments says , "Good Batman stories use the four pillars, but incredible Batman stories know about the secret 5th pillar that nearly every screen adaptation forgets: his compassion." To me that statement strikes very true, in the first movie of Christopher Nolan's Dark Knight Trilogy. Batman was the first one to escape The Pit where the only way out was to overcome the impossible obstacles course to the surface. In the end of that section of the movie, Batman of course makes it out, but instead of just escaping by himself, he chooses to extend the ropeladder down so that the others can escape without going through the same way he got out. That compassion may not get talked about like the Batmobile or how unhinged the Joker is, but it does give Christopher Nolan's Batman more humanity and makes this version of Batman much more interesting than Zack Snyder's version.
Off the top of my head from anime, Deku from My Hero Academia is one that has a great amount of compassion for other people. In the most recent chapters Deku is confronted by the past heros , who are considered dead, who have fought against the big bad of the series. They tell him that the current rival villan needs to be killed for the good of society. The rival villan is a guy who has disintegration powers and longs for the destruction of everything. Deku refuses the notion of killing the rival villan, saying that he sees someone that's so alone and even then Deku will still reach his hand out because that's what it means to be a hero. This moment is really striking because we, the audience knows that the rival villan was denied the chance to be a hero by his abusive dad. That denial slowly chipped away at the rival's mental stability to the point that the rival's powers esentially went bezerk and he disentigrated his whole family. The devestation of realizing what he done, the rival truly breaks, and then the big bad main villan enter's the rival's life and trains the rival with further isolation from the rest of society.
Now, I have gave a crazy condensed version of the story of My Hero Academia with some further condencing of details so that someone who has no information of the anime and manga could underatand ehat Im trying to convey, but the image in the manga of a kid Deku reaching out to the crying child version of the rival right as he had disentigrated his family is really striking how compasionate Deku is.
Onto the topic of Birth By Sleep, I highly recomend playing the game. It is my favorite game of the whole series. If its any way of convincing, the 3 campaigns are rather short when taken individually, but when taken as a whole it creates an amazing story. Furthermore, technically BBS is one of the erliest entries in the timeline of the series. Some people have some discorse on which of the guy's story to play first, but they all agree that Aqua's story is to be played last for the whole experience.
That writing advice can work if you don't want to pull the "uwu girl power" pandering by completely avoiding the topic of gender differences. I personally see the writing advice more as a thought experiment since by switching the genders , you can see where the nuance of the difference between males and females come through.
You know I remember a article talking about the mangeka of Berserk talking about his inspirations for writing. Interestingly enough, The mangeka says that he pulls most of his inspiration from shojo manga, the manga specificly aimed at younger females. Shojo manga typically is more slice of life, romance oriented. So it's quite the suprise that such a violent and grim world Berserk paints would take inspiration from such "soft" manga. After reading Berserk, I do see where the mangeka applied the strengths of Shojo to his manga, by adding emotion stuggles to the manga. The emotions that run through Shojo mangas due to the slice of life genere it typically emplys beings about a humanity to the characters to Berserk. So making use of elements outside of the classic grim setting added layers to the story of Beserk, which is probably why it is lauded as one of the greatest and most influential mangas ever. Heck, Cloud Strife from ff7 would not have his buster sword if it weren't for Berserk's main character for starting the trope.
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Maniafig222~3Y
It's strange to me that you give "if you lived in a world where you could summon monsters with your mind, why would you ever get your hands dirty?" as a reason for the lack of weapons, because isn't that what the Blight Wolves do? I'm sure they'd say something about the mind being unreliable, or it being naive/careless to rely only on summoned monsters when you can also just use a spear or a bow.
One thing I just noticed about the new resonars is that they resemble an infinity symbol! Is there some significance to that?
I still disagree with the idea that the old resonars interfered with the music too much. Pretty much every game out there has visual and sound effects accompanying attacks, why is it suddenly a problem here? The short music jingles really weren't distracting to me at all. It's a non-issue to me.
I don't think there needs to be a musical minigame or whatever just because the weapons are instruments, don't they already serve a narrative purpose? That's enough of a reason to diverge from using bland rods and staves. Any deviation from the norm doesn't need a game to tie itself into a knot to justify the deviation.
I think this whole thing of overlaying tracks of music and whatnot is a whole lot of overthinking things. Sure, it'd be neat to try it out, but that's effort that could have gone to more important parts of the game! It'd also be nice if every monster was totally custom, and every inconsequential battle had unique in-battle conversations between the party, but these are all feature creep that don't meaningfully enhance the core gameplay of the game.
I think that the resonars were fine as they are, be they the new ones or the old ones. The game already has stand-out mechanics, it doesn't need to tirelessly muck around with something as basic as skill usage sound effects.
I think you're letting a single complaint derail your development of the game too much. I can't state enough how bizarre and weak I think that complaint was, and it really doesn't necessitate reinventing the wheel.
Collie calling Savitr "Master" does seem weird. I assume it's meant to be like a dog/human thing, or an apprentice/master thing, but the term makes me think more of something a servant/slave would say to their master, or in the context of Collie's lewdness, sexual submission.
I think that shy and quiet female characters are more common in shows with ensemble casts. The sorts of shows where you have the nerdy character, the shy one, the jock, and such. Or as part of a contrasting duo. As leading roles, the immediate example that comes to mind is the "Classic Disney Princess", the likes of Snow White or Cinderella who mostly have things happen to them passively rather than going out and obtaining the More that they want like later Princesses.
I think one way to make Collie's non-violence make sense is having it be presented not as submission but defiance. The point of the battle is meant to be that Collie's though with that violent lifestyle, right? Maybe if instead of her skill being Salvation and passively praying for something to happen, it could be "Defiance" and using it makes her talk up and verbally insist the methods of the Blight Wolves are wrong.
At this point of the story I assume she's still enculturated with the Blight Wolves lifestyle, so I assume she'd still be aggressive, even when denouncing violence. It would probably be strange of her not to fight back, or at least attempt to even if the Beast starts to give her more and more doubts until suddenly Savitr appears and applauds her impassioned speech.
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Tobias 1115~3Y
Savitr makes a comment in one of the tutorial bits I wrote about how the Blight Wolves don't summon monsters because they see anything even reminiscent of being enslaved as horrendous since they value freedom so highly, and how ridiculous that is since monsters aren't even real and can't be enslaved. It doesn't make a ton of sense, but I need some reason for Collie to not already be experienced in the fundamental gameplay mechanics!
The infinity shape was mainly just an abstraction of the shape of violins and guitars, but I'll have to think of some deeper meaning I can claim I had in mind from the start!
Several people commented on the resonar sounds overlapping with the music, and it's something I'm particularly concerned about because I share their sentiments and was concerned about it before anyone else even pointed it out. Our brains register music differently to other sounds - the same is true of speech - so we can listen to a bunch of overlapping atonal background sounds without issue, but imagine listening to two pieces of music at the same time! It'd also elicit similar revulsion if the game had spoken dialogue which different voice clips played over.
So I do like the idea of the resonars, but I could see a lot of people commenting or complaining about that even if you think it's okay! Finding a solution now seems important... though I think I'll just leave it with one of those presented solutions (2 or 3) for now and see how things go.
I'll reply to your comment on the Patreon post re the intro since it's different to what I presented here.
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Ampersand68~3Y
Your question about shy, submissive female characters reminds me of a movie I saw called "In This Corner of the World". The protagonist is a woman who is sensitive, artistic, shy, and, as you said- submissive. And I think it illustrates why you're less likely to see those kinds of protagonists- the story is a series of events that happen -to- her, rather than her having some significant impact on the world around her. For the purposes of the movie I think it's fine, as the movie itself is a historical piece where an individual being swept up in events they can't control is part of the point. But it's not really the kind of thing that feels -empowering-. The main character has a strength of spirit to -endure- painful things, but that doesn't inspire people to change their own situation for the better.
This might be something you could consider for your prologue- I get the sense that Collie is supposed to feel lost, hurt, afraid, and unable to think of a way to improve her situation. Rather than a simple act of saving her in a literal sense, perhaps you could make her admiration of Savitr more cogent if he were the one who granted her the mental strength to face her own demons (both metaphorically, as well as literally, in this case). The way you frame it right now makes Collie seem -dependent- on Savitr, rather than -inspired- by him. Self-confidence, as the word suggests, ultimately lies within the self, rather than outside actions of others. Of course, others can be a great help (or hindrance) in developing self-confidence, but in the end it's up to the person themselves if they want to take proactive action and believe in themselves, not some divine savior figure that'll swoop in and save them.
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