Posted August 06, 2022 by skai2blue4u
Don't think I need to re-introduce myself but hi I'm Skai. I'm the acting director of this project and founder of God's Radio Dev. In this log, I'll discuss our process when it comes to dividing work and following through. I'll also be touching on a few all too relatable problems I have experienced.
Meteor Shower to me was an exercise in project management. I went into this with an idea and a vision, and our team was more than happy to make it happen. I’ve had several attempts at writing visual novels in the past but they ended up in development hell because I was alone. Being alone comes with the freedom of creative expression with the absence of checks and balances to actually push through with the product.
I touched upon this in our old dev log post from our demo release. This isn't the first time that I, individually, attempted to release a game.
It was a dark time in my life when I decided to work on Ignis. It was meant to be a simple seven day long visual novel that would determine the fate of King Idris after a prediction he was given at the beginning of the story that marked his death.
At the time, I was a film school burnout who was beginning to realize just how much I would hate the industry if I ever graduated from that program. So, like the impulsive little gremlin that I am, I decided to drop out and come back to what brings me comfort: Visual Novels.
Over the months of working on assets and scripts, and trying to figure out how to do any and every form of rudimentary programming a solo dev like myself would have to suffer through, I felt the scope of the story increase and increase and increase until I could no longer recognize it compared to the original plan.
Working with God's Radio Dev, however, made me realize just how possible it would have been if I had just asked for help. And so Project Snowfall and Meteor Shower began production, and I'm happy to say that we're doing incredibly well.
Jinn, Pyr and I were already close friends that I met my first year of high school. We've been friends for a decade so that makes it a whole lot easier for us to get along.
Pyr and I have been producing songs for fun since I'd say about 2018 so I already knew exactly how to work with him when the time came for making the OST. Jinn, on the other hand, I've never collaborated with before on anything creative. However, I know of her work ethic very well when it comes to writing papers and school requirements. All that translated well when it came to writing Meteor Shower.
In practice, there are many things I learned about my friends when it came to actually starting on the project.
For one, I learned that Pyr can't get started on music unless he had a good visual of how the world is supposed to feel. I generally assisted him by showing him the art and assets and guiding him through the script whenever he was ready to get started.
Jinn likes to work with an outline which is a huge relief for me because so do I, and she's been a great help at providing what I lacked when it came to the writing department: the ability to let the first draft be a draft. She would write every day like a machine, and while it wasn't perfect, it got the job done and it was so much faster for me to process it all through editing.
Of course, not all devs will have the luxury of being able to work in a team that they already know. I've been there before. Sometimes your real life friends just don't share your same interests. That's why you turn to people in the community online to help you make your little dream brain worm come true. I've only recently found a team of new people to work with myself in Impolite Society and it's been incredibly fun.
So when beginning to work with a stranger to help through a project, I like to keep in mind a few things.
We were already working on Project Snowfall long before we even decided to take a crack at Meteor Shower. In that visual novel, Lori would have been in her twenties. Meteor Shower ended up being this prequel of sorts that we decided to run as a test trial for fun when we saw that Otome Jam was happening. I joked about it to the team and I didn't think they would agree but they did.
So, since we had two months to finish a demo, we began to draft how we were going to do it within that timeframe. I considered my strengths and the strengths of my team members to make our step by step process.
I knew that it was easy for Jinn to write with consistency as long as she had a direction to go to. So, I made a structured outline template. Pyr, on the other hand, needed to see the scenes finished before he can begin to feel out the music. So, I made it my duty to finish editing Jinn's drafts as early as possible to accommodate him. On my end, since I was the only artist, I gauged how much I could realistically draw within the timeframe while also editing the script and programming the game.
The resulting process step by step is the following.
With all that done with, a word from the other members of the team.
Hi Jinn here. Collectively, Meteor Shower and Snowfall would be my first attempt at a creative project so I'm glad I have the support of a dev team. It helps because there's the feeling of accountability to get things continuously going, especially with the first draft. And knowing that Skai is there to help edit eases the frustration of doing revisions.
Overall, I'm still a newbie to VNs but I'm slowly starting to get the hang of the process and other things thanks to having Skai and Pyr around
I do believe that making Meteor Shower was the right move. It gave us the perspective we needed in making VN projects, and made us more comfortable in looking forward to future releases. In terms of the overall project management, even if music happens to be one of the last things to be implemented, you still need to follow aspects of the game as it is developed, like the art and narrative. Being involved in that regard definitely gives you a better perspective of the project as a whole, and it makes the music production/sound design process a bit easier.
As someone who is also just stepping in to making soundtracks for projects like these, having Skai and Jinn around to keep creative progress in check was invaluable.