Beautiful.
IslandWind
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So I'm feeling this has progressed enough that I'm sort of kinda ready to start talking about it. Introducing (working title) SPIRIT, a slice-of-life game about Hanna Sofie, a chaotic 20-year old university student in the Norwegian city of Bergen.
So I'm making a game. Or, just as accurately, I'm learning how to make a game. I recently fell in love with Disco Elysium and its deep, branching storyline, and as a geography uni student (and former social work college student), I've found student life gives me so much inspiration for stories, satire, and topics to cover in general, so that's where I started off: A slice-of-life Disco Elysium-style game about a chaotic main character with 'skills' that speak to them inside their head. My goal is that SPIRIT will be funny, satirical, and poignant, with a branching storyline, optional 'side-quest' storylines like in Night in the Woods, and with its character relations and storyline evolving with your decisions, like in Disco Elysium. Expect humor, memorable scenes, and a meaningful storyline, covering important topics both related and not related to uni life.
Now, I can't use any game engines besides the humble RPG Maker, which I used to make a GMTK Game jam game, but which I've outgrown since then, but I'm certain I'll be able to make a simple 2D point and click game in Unity. I can make a simple point-and-click game in Unity. That's pretty simple, right? Either way, I figured I would start by writing dialogue and some basic scripting in articy:draft X, which makes it a breeze to make branching storylines and dialogue that change with your actions (in fact, this is the tool ZA/UM used to write the 1.2 million (!) word beast that is Disco Elysium). What's also super helpful about Articy is that it also allows you to 'play' your game, dialogue choices and all, within its engine, in a PowerPoint presentation-esque user interface. Behold:
Either way, after spending the better part of a year writing out scenes in Articy, I found my confidence growing that this could actually evolve into a game, and I'm also finding that it's growing into its own thing, despite the initial heavy inspiration from from Disco Elysium, Night in the Woods, Embracelet, and NORCO. Much like in Disco and NITW, however, my protagonist definitely also has her own inner demons to wrestle with, though, and much like in Disco, it’s up to you if you want a redemption story or if you just want to run wild for a semester.
So that is where the project stands right now. At the time of writing, I've written some 17 000 words, or about 35 pages, of dialogue in Articy and I'm making progress in learning basic programming. For graphics I think I'll end up using photos I take of the beautiful real-life locations of Bergen, possibly with a filter and some animations applied to them, and I'll use Midjourney for character graphics. More on this in dev post 3.
As a side note, for anyone else interested in dipping their toes into Unity, I recommend GMTK's excellent Unity Tutorial for Complete Beginners, which takes you through the steps of coding Flappy Birds while teaching you the basics of Unity, all in the course of a single video.
A quick note on AI generated content: I respect and fully understand professional artists who dislike AI generated art, but I ask for understanding that as a uni student I've got nowhere near the money I'd need to hire professional artists, and I don't have the time or skills to create my own art assets. Maybe in some rosy future where the game has been released and really taken off, and where I've also landed a full-time job, I'll be able to do a Kickstarter and hire artists, but for now, AI art is what enables me to make this game. By the way, anyone who wants a solid defence of AI generated content can watch Austin McConnell's excellent video. He says all this better than I ever could.
Either way, I'm glad work is finally underway and that SPIRIT has gotten to the point where I can start talking about it. Hopefully putting it out there will give me encouragement to keep making progress.
Devlogs 2 and 3 are already on the project page. I'll probably add devlogs here weekly or bi-weekly (starting with 2-3 and a couple more I've already written), or whenever I actually have stuff to write about. We'll see.
Working title SPIRIT
A slice-of-life game about a chaotic university student
Status | In development |
Author | IslandWind |
Genre | Role Playing |
Tags | english, Female Protagonist, Meaningful Choices, norwegian, Point & Click, Singleplayer, Slice Of Life, Story Rich |
Languages | English, Norwegian |
Accessibility | Subtitles |
More posts
I think I would prefer if devlogs were automatically also put in this forum when you posted them. Or at least there could be a checkbox you could tick.
Alternatively (just brainstorming here), make it so that when I post a devlog, have a thread be generated here with either the full devlog or an except, and a link to the actual devlog on the project page where people can add comments and whatnot. The except would be written by the poster (have a separate textbook labeled Excerpt) or just be the first x words or whatever.
Also I like the idea of curated devlogs.
Tried replying directly to Hughes and got an error message for some reason.
Fair enough. I'm considering trying my hand at tracing photos of the places I'm taking photos of and seeing if I can make backgrounds that way (unless I just slap filters on the photos and call it a day), but drawing people? I think that's too high a hurdle for me, thank you. Also there's the slight issue that I want my game to actually be done at some point. So far I've written 20 000 words (or roughly 44 pages) of dialogue and narration and I've only covered a fraction of the scenes I'm planning to make. If/when the game is done, it'll probably be novel-length in terms of narration/dialogue. Then there's all the time to spend coding, testing, bug fixing, taking photos of locations, etc. Learning to draw people on top of that sounds unrealistic, to say the least.
Sure, you could say people should work around their limitations, but I'd rather my game looks good. And I mean, I'll also be sourcing my music from others, probably a combination of free and licensed works, yet I don't think anyone is going to criticize me for not trying to make my own music, you know? To be frank, I don't understand why the moment we talk of AI, suddenly there's this expectation that creators are supposed to do everything ourselves, or gatekeep creativity by saying it has to be done a certain way, otherwise it shouldn't be done at all.
Also, see the vid by Austin that I linked to.
It can be used and abused like any tool. Personally, I wouldn't be able to make the slice-of-life RPG I'm working on right now without AI-generated art. I don't have the artistic experience to make the assets I need myself, I don't have the money to hire artists (who thus aren't missing out on work anyway), and I doubt there's free art assets that fit what I need for the game. If my game miraculously takes off, I'd love nothing more than start a Kickstarter to raise money to hire artists who could replicate the ingame art from Midjourney, but as it is, on a student budget and making a freeware game, it's a pretty big ask to hire professionals to do the art for me.
tl;dr, it's a bit black-and-white to claim AI hurts artists when I literally couldn't have made the game I've dreamt of making for a long time without the assistance of AI. Again, all AI generators are tools that can be used or abused, they're not inherently good or bad.
I really liked Austin McConnell's take after he received a lot of criticism for using AI-generated art and voices in a video he made.
Also feel it's grasping at straws to use AI-generated articles on WP as an argument against AI-generated assets in games.
I can't believe articy:Draft X doesn't seem to have been mentioned here. I'm making an RPG with Disco Elysium-style branching dialogue and articy is a godsend, especially if you're writing games with open-ended, branching stories.
articy lets you write dialogue and plot timelines by means of a 'flowchart' simply called the flow, where you can also do simple scripting by attaching code to flow items, and also comes with a database to help you keep track of documents, images, music, locations, people, items, etc. (which can also be tied to modules in the flow). Best of all, you can export your project directly to Unity or Unreal.
Re. controls, maybe it'd be easier if you used arrow keys + WASD (and I guess Q and E), since that's a combination people will be more used to?Great job either way, and I'm sure that if I keep playing it, the controls will be a breeze anyway.
edit, nvm, played it again and controls are fine, you just have to play it enough