Greetings to one and all, and happy new year from everyone at Four Leaf Studios.
Well, it's a new year. I liked the sound of "twenty-ten" better, but maybe "twenty-eleven" will grow on me as the year progresses. And progress it will, just as the game has been. It would be nice to say the year was rosy and friendly and we all got along and hummed lighthearted tunes while happily working away on KS... but I don't think any staff member could say that with a straight face. But despite the fights, the bitching, and the tantrums, we've managed to stick together and make steady progress.
As far as notable events during 2010 go, we've lost developers, regained developers, were extremely lucky to meet a certain person who's been working with us on some special surprises for the game, and Crud and I did a KS convention panel (which some reading this may have even attended). Things have happened in every developer's life outide of KS, some good, some bad, but KS itself has more or less kept trundling along with more writing, more art, more music, more editing and more direction being done nearly every day.
But all that pales in comparison to what this new year will bring, if only for one reason:
Ten years ago, almost to the day, Schuppen Harnische was released by RAITA at Comiket 59 on the 30th of December, 2000.
Four years ago, in January 2007, a post was stickied on 4chan's /a/ imageboard with the idea of making a game out of the concept on one of its omake pages.
Six months hence, in June 2007, Four Leaf Studios first arose as a named entity and work on the game began in earnest.
Almost two years ago, in April 2009, the Act 1 preview was released.
And within months from today, after four years in development, Katawa Shoujo will be released.
It feels somewhat strange to think about the game being released, from a personal perspective. It's been a part of my life for such a long period, it's certainly something I will never forget, and I would imagine that much the same is true of most of the other developers. Nor will I ever forget some of those who I've worked with closely during its development. Time marches on though; word by word, line by line, and argument by argument, the game is progressing towards its final state and the eventual release.
We've have a lot of progress status requests over the past year (and the year before that, and the year before that), and unfortunately, we've had to knock them back for quite a number of reasons. For those that asked reasonably, we did at least try to state why. With the new year though, it feels pertinent to give a good rundown of where the project is to the best of our ability. As such, here is a more detailed status update than the usual, including direction status. This is included because it's the best indicator of "final" portions of the game; that is, a directed act will be subject to no further changes. It's because of this that direction only takes place after all writing for an act has been completed (first draft -> second draft -> editing by editors -> direction).
Emi path:
Writing: Path script is finalised.
Direction: Path direction is completed.
Lilly path:
Writing: Path script is finalised.
Direction: Act 3 out of 4 complete.
Hanako path:
Writing: Path script second draft finished, Act 4 in editing.
Direction: Act 2 out of 4 complete.
Rin path:
Writing: Act 4 second draft in progress.
Direction: Act 3 out of 4 complete.
Shizune path:
Writing: Act 4 second draft in progress, Act 3 in editing.
Direction: Act 2 out of 4 complete.
Overall:
Direction of Act 1 and Act 2 is complete, and Act 3 is most of the way towards completion as well. Emi path is now finalised as far as script and direction goes, aside from small-scale edits and direction tweaks to account for specifics of the art assets as they're done. The current hope is that with the game assets being in the position that they are, direction should hopefully be able to continue without stopping and waiting for acts to be written and/or edited. Art is, as usual, largely under wraps as far as progress goes. All sprites are complete for every character (barring the odd expression or two that's sometimes needed during direction), so the artists are working on completing the remaining CGs and cutins. On the CG side, there are very few CGs that require drawing from scratch, with most of those remaining requiring colouring before completion.
So that's where the project currently stands. The coming months are going to be a busy time in preparation for release, but rest assured that Katawa Shoujo will be released in 2011.
To celebrate the new year, here is a picture from Weee. We at Four Leaf Studios wish to thank everyone who's remained patient throughout the game's development, and hope that everyone will have a safe and happy year ahead.
- Suriko
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Saturday, January 1, 2011
Friday, December 24, 2010
Saturday, December 11, 2010
The Making of Mishabot
If you follow our twitter you'll have noticed this already, but Mishimmie has its own twitter account now to direct all the automatically generated spam tweets out of the main account. Mishimmie's twitter will be Mishabot-generated tweets only, so follow it only if you want to stay up to date with what's going on with Mishimmie specifically. We haven't been all that active on twitter otherwise, but Delta said he might tweet a bit more actively now, maybe I'll do too. We'll see.
- Aura
Friday, December 10, 2010
Secret Santa 2010
It's that time of the year again. For the third time, 4LS (plus a few irc regulars) ease into Christmas by getting together for the Katawa Shoujo Secret Santa. Like in the previous years, each participant got to make one gift request and had to complete one randomly assigned gift request. Us writers get to embarrass ourselves this year too with the "visual art only" rule, but it's all in the spirit of the holiday.
This year it was moekki's turn to organize the thing with (^ω^)-faces aplenty and delta gets extra special credit as Santa's little helper for building a new Secret Santa minisite. The gifts will be revealed on the minisite one at a time, once a day at 8am GMT until Christmas. Hope everyone has a nice time with this year's event.
- Aura
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Wednesday, November 24, 2010
Internal Struggles
Making a visual novel is a battle. Here at 4LS, it often is true both literally and figuratively. We have three contesting factions that constantly get into fights with each other when trying to cooperate: writing, art and directing. That's because making a VN is a game of resource control, and the only way to not lose is to not play. A VN is essentially a collection of pieces that we usually call "assets", assembled into a whole by the magic of code. Due to it being the most "expensive" asset to produce, art is treated as the finite resource. VNs are most often built around the idea of conserving art resources, reusing them where possible and cheating when you can. Everyone has to take into account the finiteness of art when working.
Thus, the bread and butter of any VN of KS's type are Two (or more) People Talking™ and the inner monologue of the protagonist. These are cheap to visualize: character sprites, backgrounds, you're done. However, whenever anything else than one of these happens (say, two characters kissing), there is a problem that has to be solved. Every line of the game script needs to be visualized, so it's up to the director to figure out the specific solution. The director can either bypass the issue, leaving the kiss to the reader's imagination (lame), or he could try to manipulate the existing art resources to create a passable representation of a kiss (uncanny), request a piece of art of the kiss drawn by the artists (expensive), or ask the writer to consider whether the kiss is really needed (problematic).
The necessity of resource-conservative visualization creates interesting problems to VN writers. We have to hold back ourselves with certain kinda of narrative description and place much more emphasis on dialogue and the protagonist's "inner monologue". As an inexperienced writer, I find this constraint very challenging to maneuver around and often end up making myself, our director, our artists or all three unhappy.
Now, directing emphasizes function over intrigue. An example from the development of KS: certain alternative outfit sprites that some characters get are drawn alternate poses as well, instead of drawing the outfit over the old sprite base. This was because drawing a new pose altogether was appealing to the artists. However, it made delta fly off the handle. The entire expression/pose palette, the "language" he had accustomed to using to the communicate the atmosphere, body language and mood of the characters was now unusable when they were in the alternate outfits. Similarly, artists might like to draw pictures of scenes or events that don't necessarily need them (in the opinion of the writers or director). This is always time not spent on drawing pictures that would be needed. And of course, sometimes the artists are just asked to do the impossible.
So, it's a battle. Writers want to do all kinds of quirky stuff, but then the director who wants to do all sorts of cool things with that will request bazillion pieces of art from the artists who want to draw altogether different quirky stuff and sooner or later, someone is driven to a panic attack, cursing everyone to the ninth hell or a week of heavy drinking. Essentially, this inherently conflicting setup solves itself in accordance to the attitudes and personalities of the creators, and their willingness to cause suffering to themselves and each others. Someone has to yield, either the writer who has to kill his brainchild, the artist who has to slave away more hours, the director who has to come up with alternative visualization or all three, when visualization is bypassed. I think we, when making KS, have a fairly high standard of visual representation, that is, we try to get as much stuff visualized as humanly possible (and often more). We also have a certain setup of personalities that amplifies this, leading us to often solve our own struggles in the way we do. We rarely lower the bar of our visualization standard, and usually prefer to either alter the script or get more art assets instead.
Now, this is not the only, and in my opinion, ultimately not even a very good way to go about making a VN. As with so many other things in this project, it just is the production model we ended up with and are sticking with. I think that a more experienced, a more functional team could have a better handle on how to deal with the problems I described. Meanwhile, we make do, and grind day after day with this project. At least when one of these arguments happen, it doesn't anymore lead to a catastrophic shitstorm like it used to. What do you know, even we learn.
- Aura
» Discuss this post on the forums
Thus, the bread and butter of any VN of KS's type are Two (or more) People Talking™ and the inner monologue of the protagonist. These are cheap to visualize: character sprites, backgrounds, you're done. However, whenever anything else than one of these happens (say, two characters kissing), there is a problem that has to be solved. Every line of the game script needs to be visualized, so it's up to the director to figure out the specific solution. The director can either bypass the issue, leaving the kiss to the reader's imagination (lame), or he could try to manipulate the existing art resources to create a passable representation of a kiss (uncanny), request a piece of art of the kiss drawn by the artists (expensive), or ask the writer to consider whether the kiss is really needed (problematic).
The necessity of resource-conservative visualization creates interesting problems to VN writers. We have to hold back ourselves with certain kinda of narrative description and place much more emphasis on dialogue and the protagonist's "inner monologue". As an inexperienced writer, I find this constraint very challenging to maneuver around and often end up making myself, our director, our artists or all three unhappy.
Now, directing emphasizes function over intrigue. An example from the development of KS: certain alternative outfit sprites that some characters get are drawn alternate poses as well, instead of drawing the outfit over the old sprite base. This was because drawing a new pose altogether was appealing to the artists. However, it made delta fly off the handle. The entire expression/pose palette, the "language" he had accustomed to using to the communicate the atmosphere, body language and mood of the characters was now unusable when they were in the alternate outfits. Similarly, artists might like to draw pictures of scenes or events that don't necessarily need them (in the opinion of the writers or director). This is always time not spent on drawing pictures that would be needed. And of course, sometimes the artists are just asked to do the impossible.
So, it's a battle. Writers want to do all kinds of quirky stuff, but then the director who wants to do all sorts of cool things with that will request bazillion pieces of art from the artists who want to draw altogether different quirky stuff and sooner or later, someone is driven to a panic attack, cursing everyone to the ninth hell or a week of heavy drinking. Essentially, this inherently conflicting setup solves itself in accordance to the attitudes and personalities of the creators, and their willingness to cause suffering to themselves and each others. Someone has to yield, either the writer who has to kill his brainchild, the artist who has to slave away more hours, the director who has to come up with alternative visualization or all three, when visualization is bypassed. I think we, when making KS, have a fairly high standard of visual representation, that is, we try to get as much stuff visualized as humanly possible (and often more). We also have a certain setup of personalities that amplifies this, leading us to often solve our own struggles in the way we do. We rarely lower the bar of our visualization standard, and usually prefer to either alter the script or get more art assets instead.
Now, this is not the only, and in my opinion, ultimately not even a very good way to go about making a VN. As with so many other things in this project, it just is the production model we ended up with and are sticking with. I think that a more experienced, a more functional team could have a better handle on how to deal with the problems I described. Meanwhile, we make do, and grind day after day with this project. At least when one of these arguments happen, it doesn't anymore lead to a catastrophic shitstorm like it used to. What do you know, even we learn.
- Aura
» Discuss this post on the forums
Wednesday, October 27, 2010
Traduttore = traditore
That is, "translator = traitor". Hi everybody. It's Silentcook at the keyboard again, blogposting instead of editing. Forgive me for using this as an occasion to take a breather and avoid burnout: I'll get back to the grind right after, I swear.
We see an awful lot of translation lately in the VN scene. I was going to say "VN community" instead, but I changed my mind after remembering that the community, such as it is, has no requirements whatsoever for joining beyond "do related stuff". I mean, they let ME in.
Here are some of my thoughts on this somewhat prickly subject, then.
"Translation" means "you're going to fail".
No, I'm not kidding, get yourself in this frame of mind.
There are as many ways to translate a line of writing as there are people. You've decided on going literal, idiomatic, or free-form on a sentence? Regardless of which way you picked, there are two people out there who chose the other two ways and will in no uncertain terms inform you that you're wrong.
Then there are the readers who likewise prefer one style over another. Then the people who think as you do, but still not in quite the exact same way... then, you're gonna hit a line spoken by Rin, and you're going to start weeping.
This before we take into account actual translator skill. For sanity's sake, I'm going to assume the translator speaks one of the two languages - either source or target, preferably the latter - natively. If this is not the case, I don't wanna talk about it.
Even so, consider the possibility that while the translator is quite good, the source text is a translation itself, thus adding an extra filter to the whole mess.
While you're at it, add two - I've read some interesting things about writing being the attempt of the writer at "translating" the picture in his mind. Considering the amount of pain I've witnessed over this during the last few years of the project, I'd call it an imperfect process.
By the way, I'm blessed by being able to work with and ask questions of the original writers, as long as we're talking about translating KS, but getting access to, say, a Nasu or a Tanaka might prove a tiny bit problematic.
(Oi, you. You in the sidelines, saying I'm "cursed" - shush. I'll get to that... eventually.)
Long story short, you're setting out to grope around in pitch-black darkness, and disappoint a majority with the quality of your efforts in the bargain. Why even bother with translating VNs, then?
I only have two answers to this, and forgive me if they seem obvious: first, because you want to. Second, because you're going to expand an audience.
Wanting to is the more egoistic reason, but the most important for the VN translator. If I take the time and bother to translate something, I had better LIKE it. I'm not translating for a job, so if I end up feeling like unpaid slave work, the odds of me doing it well, or even finishing, drop sharply.
Expanding the audience happens whenever you translate anything, no matter how obscure. The default is for people to not know more than their native language, even in today's age of "connectivity" and information everywhere.
Every time something gets released, someone somewhere has a wider choice available - which could well be taken as the point of translating, all by itself. The other meaning "translator" originates from - "guide" - comes to the fore.
Notice how all this ALSO results in more people getting to try out your favorite stuff. My, my, what a fortunate coincidence.
And you know what, I think it all works out into a pretty okay deal for all involved in the end! I plan on perpetrating many of the sins I mentioned above in the future, one way or another.
Doing work knowing you'll fail, striving every time for an impossible perfection.
Guess that's all for the moment. Now then, that one path is done; back to work for me.
- Silentcook
» Discuss this post on the forums
We see an awful lot of translation lately in the VN scene. I was going to say "VN community" instead, but I changed my mind after remembering that the community, such as it is, has no requirements whatsoever for joining beyond "do related stuff". I mean, they let ME in.
Here are some of my thoughts on this somewhat prickly subject, then.
"Translation" means "you're going to fail".
No, I'm not kidding, get yourself in this frame of mind.
There are as many ways to translate a line of writing as there are people. You've decided on going literal, idiomatic, or free-form on a sentence? Regardless of which way you picked, there are two people out there who chose the other two ways and will in no uncertain terms inform you that you're wrong.
Then there are the readers who likewise prefer one style over another. Then the people who think as you do, but still not in quite the exact same way... then, you're gonna hit a line spoken by Rin, and you're going to start weeping.
This before we take into account actual translator skill. For sanity's sake, I'm going to assume the translator speaks one of the two languages - either source or target, preferably the latter - natively. If this is not the case, I don't wanna talk about it.
Even so, consider the possibility that while the translator is quite good, the source text is a translation itself, thus adding an extra filter to the whole mess.
While you're at it, add two - I've read some interesting things about writing being the attempt of the writer at "translating" the picture in his mind. Considering the amount of pain I've witnessed over this during the last few years of the project, I'd call it an imperfect process.
By the way, I'm blessed by being able to work with and ask questions of the original writers, as long as we're talking about translating KS, but getting access to, say, a Nasu or a Tanaka might prove a tiny bit problematic.
(Oi, you. You in the sidelines, saying I'm "cursed" - shush. I'll get to that... eventually.)
Long story short, you're setting out to grope around in pitch-black darkness, and disappoint a majority with the quality of your efforts in the bargain. Why even bother with translating VNs, then?
I only have two answers to this, and forgive me if they seem obvious: first, because you want to. Second, because you're going to expand an audience.
Wanting to is the more egoistic reason, but the most important for the VN translator. If I take the time and bother to translate something, I had better LIKE it. I'm not translating for a job, so if I end up feeling like unpaid slave work, the odds of me doing it well, or even finishing, drop sharply.
Expanding the audience happens whenever you translate anything, no matter how obscure. The default is for people to not know more than their native language, even in today's age of "connectivity" and information everywhere.
Every time something gets released, someone somewhere has a wider choice available - which could well be taken as the point of translating, all by itself. The other meaning "translator" originates from - "guide" - comes to the fore.
Notice how all this ALSO results in more people getting to try out your favorite stuff. My, my, what a fortunate coincidence.
And you know what, I think it all works out into a pretty okay deal for all involved in the end! I plan on perpetrating many of the sins I mentioned above in the future, one way or another.
Doing work knowing you'll fail, striving every time for an impossible perfection.
Guess that's all for the moment. Now then, that one path is done; back to work for me.
- Silentcook
» Discuss this post on the forums
Sunday, October 10, 2010
The Crucible
Over the weekend a DeviantArt-originated meme swept over Four Leaf Studios: influence map. The concept is simple: fill a 5x6 chart with things you are influenced by, so that bigger influences also take up bigger space. We had 12 4LS members fill out the map and then compiled it into one huge megamap. It's not specific to KS project at all, but we discussed and thought about what things KS is separately influenced by too. It could fill another map of this size, easily.
At any rate, this was an extremely interesting exercise. It really made us think and learn about ourselves and each other. Especially a couple of the non-artists had a hilariously hard time getting this done. In a way, putting all our influences together like this is quite fitting, after all KS is a melting pot where we all chip in with our share of work, influencing each other in the progress too (as proof of that, you can find our studio logo somewhere in the map as well). There were definitely some surprises, as well as things we've talked about before. For fun and entertainment you can try to figure out which of the influences belong to whom.
A few friends over at IRC filled their own maps too, and I was genuinely surprised and awestruck to find "Katawa Shoujo" happily nudged between other things our friends draw inspiration from. Amazing. I think it was moekki or kamifish who wondered to me about the recursion of influences, how the things we're influenced by (and the things they have been influenced by in their time) are a second-hand influence to other people who in turn might make something that touches yet other people somewhere, sometime. This connectedness gave me a short pause, but then somehow, the strange feeling was as suddenly gone as it had come. I went back to considering the proposal to introduce motivational shock collars to 4LS as a means of improving productivity, faintly smiling just to myself.
What are you influenced by?
- Aura
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