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Thursday, August 28, 2014

Knowing is Half the Battle

One of the many challenges with game development is that you don’t always know what game you're making until you're halfway through. Sure you have an idea what you're going for, but once you start bumping up against technical and logical restraints, or just learning that your core experience isn't what you had hoped, plans start to change. Unfortunately, some of the foundation you've built is now obsolete or poorly suited to the new task. This is why a lot of game series don't get really great until a sequel or two; by that time around, devs have a much better idea what their systems need to do.

We're experiencing this phenomenon with Hellenica in a few ways, one of which is the problem of party knowledge influencing branching dialogue.

When we first started writing dialogue variants for specific paths the player had taken, we simply checked which social hub the player had visited at a specific level. The writer would know what story events had happened in that path and edit the dialogue accordingly. While this was effective, it began to get complicated when multiple paths would converge into similar dialogue.

With rumors, the complexity got worse. Not only would we need to account for multiple paths that could lead to the same dialogue, we would need to do so across the whole range of locations the rumor could occur in.

Our solution to this is to use what we're calling "knowledge details" to track important story information the party has learned and branching dialogue options off of these variables. It doesn't matter on which path the party learned the true nature of the mysterious shipments arriving in Sparta, if that variable is set, they know about it and will comment appropriately. This frees us from the need to track a web of paths as mentioned above. Unfortunately, over half the game has been written and implemented, so we're only retroactively using knowledge variables when it's critical. And even there, I'm scared I'll forget that some bit of knowledge should have been set in a social hub I implemented months ago, and a branch won’t play properly...

Ah, the joys of game development.

Friday, August 22, 2014

Hellenica Environments: Crete

This week I thought I'd follow up on Victor's intro to Crete with a post showing off the art. It's one of my favorite locations in the game, and I'm really happy with how the background painting came together.

Here's a quick description of the setting:
"The Minoan civilization collapsed for unknown reasons centuries ago, leaving only fog-covered ruins on the isle of Crete. Athens nominally claims Crete as its own, but rocky crags shrouded in fog and rumors of a curse keep them mostly absent from its shore.  As such, these ruins and their surrounding waters have become a harbor for disreputable vessels that would rather confront whatever curses the ruins hold than the Athenian navy."


As with most of our requests, Daniel's first sketch of Crete was basically perfect. The mood is spot on, and even without the details in you can already make out many of Crete's characteristic features: derelict ships, crude shanties, and the ominous entrance to the Labyrinth in the background.


We changed up the composition a bit to provide a more viable vantage point for the party, but I insisted that we hang on to that ghost ship mast. Fortunately, Daniel's a swell guy and was happy to oblige. (I suppose we're also paying him to listen to us, but that's hardly relevant.)


Here's the final revision of Crete that you'll visit in Hellenica. This location's a really fun one to play through, I wish I could post more than just the art!

Friday, August 15, 2014

Crete-peat

[This post has minor spoilers.]

It's been an eventful week.

My south Texas apartment’s air conditioner broke, rendering my work space's temperature somewhere between "oven" and "hell". It’s finally fixed, though I’m still not sure how much the heat addled my brain (or my writing), let's see what my editors say...

Anyway this week I was focused on the pirate haven of Crete.
Most social hubs in Hellenica have their own unique quirks and restrictions we need to keep in mind when writing them, and Crete’s no exception.

Unlike the choose your own adventure books of my youth, where your choices will retroactively force the world to assume a different reality, we made the decision to keep Hellenica cohesive. The characters, motivations, and hidden plots are consistent throughout all playthroughs. Separate playthroughs will have the player exploring and manipulating different narrative threads, but in the end all those threads tie back to the same world about to be destroyed by the same evil.

While we really like the cohesive and interlocking feel this sort of structure gives multiple playthroughs, it creates a very complicated web of restrictions as we struggle to keep things consistent.

In the case of level 5 Crete, finding the right NPCs to populate the hub was a problem.

Given its status as a pirate hub, there's already a limited number of characters who would have legitimate reasons to hang out there. In the level 3 version of Crete, we solved this by including characters whose personas involve wandering Greece.

However, each of their character arcs had now taken them elsewhere. Additionally, the one unsavory persona who more-or-less permanently inhabits Crete might (depending on playthrough path) have reason to want the party dead. The list of potential conversationalists was looking pretty slim, and we were hesitant to add new characters this late in the story.

Eventually we came up with ways to relocate other NPCs to Crete. The first is a member of a widespread secret organization, and has liberty to show up at will and help the players when needed (plot glue!). The second was an Athenian Aristocrat (whose identity will remain secret). Why would such a person be hanging out in a pirate hub, you ask? Well the player's party is curious too, and that question helps drive the story in the social hub. Between these NPCs (and a few related conversations with unnamed pirates), Crete is filling out nicely and should be in game within a matter of days.

Thursday, August 7, 2014

Hellenica Characters: Oracle at Delphi

No Greek epic is complete without a proper visit to the Oracle at Delphi, and we've remained faithful to tradition in Hellenica. Of course, whether you visit Delphi is ultimately up to you, but hey, if you insult Apollo by skipping over his temple on your journey, that's on you.

It was said that the Delphic Oracle was effectively the highest authority in ancient Greece. Men dominated most aspects of life, but when you needed divine advice on political controversy, military conflict, economic turmoil, even relationship issues, you asked the Oracle at Delphi.

For our version of the Oracle, we started from a fun theory about the source of the Oracle's inspiration: the volcanic fumes in her chamber! The gods work in mysterious ways.


Compared to our other characters, we wanted to set the stage for the Oracle a bit more thoroughly. She's seated up high to play up the drama of the scene, and a steam-powered pump is chugging away to feed her inspiration straight from the source. Unfortunately, we weren't really feeling the jazz hands, and the tubing looked a little too F-15 fighter pilot, so we took another go at it.


With those issues ironed out, we spent a bit of time figuring out what colors worked best for her. We originally went down the route you see on the left, but quickly realized she matched all of our Spartan characters. Who she hangs out with on the weekends is her own business, but for our purposes, we needed to avoid any possible confusion. The colored eyes were also starting to weird us out at this point, so we did some more experimenting.


And that, dear readers, is how the Oracle at Delphi (in Hellenica) came to be!


So, what will you ask her?

Thursday, July 31, 2014

Write Hard with a Vengeance

I mentioned earlier that editing Hellenica’s dialogue would be worthy of a post on its own. And since I’ve done a fair amount of it recently, I thought I’d make a post about the various steps.

Phase 1 Assembly: I hammer the above freewriting notes into a scene. Usually I do this by picking out the lines I think are particularly good and seeing if I can arrange the rest of the dialogue to set them up. Oftentimes, I'll be ambivalent about the proper approach to a scene, so I'll leave both approaches in to see how my proofreaders react.

Phase 2 Proofreading: At this point, I share the scenes’ gdocs with various proofreaders and they read through them, commenting and suggesting edits for everything from grammar to characterization. I might ask some friends for additional help here depending on availability or area of expertise (such as making sure Nephele's engineering babble makes sense).

Phase 3 Fine Tuning: After the changes suggested above have been made. I make yet another pass at dialogue, either with Bergy or our relatively recently contracted writer, Siobhan Gallagher. These passes focus on tightening up the dialogue, and involve a lot of cutting extraneous lines and making sure each character is speaking in a way that is consistent with his or her voice.

Phase 4 In-Game Testing: The ultimate test of dialogue is seeing how well it works and flows in game. This is an exceptionally important test because while the preceding documents have a bunch of "if you previously did X, go here to doc A, otherwise go to doc B", all of these seams are invisible in the game, which makes any hitches in flow much more obvious.

Phase 5 User Feedback: This is another level of in-game testing, with the distinction that we usually try to get people not as intimately familiar with Hellenica's story. Since as developers we’re very familiar with the story and with information that's revealed in ANY of the various paths someone could take, it's easy not to realize that the party never got a specific piece of information on that playthrough. However, players less familiar with the story might be confused as to what's going on.

Thursday, July 24, 2014

Hellenica Environments: Thebes


So, it's been a while since we've shown off a new location, but I have a secret to share. Between my last post about Corinth and this post, we've finished nearly all of the location art! Two quick reimaginings of existing locations remain, and then we'll be 100% complete with the location backgrounds. Praise Zeus!

Exultations aside, Thebes is today's focus. Or at least, Hellenica's Thebes, completely transformed by its railroads. Here's our inspiration:

"Thebes has the ambition and determination of a nation that's been on the economic and political rise for over a decade. Their wholehearted embrace of technology is evident everywhere, from the mechanical design of its buildings to the great factories which have turned the city into the most important manufacturing center in Greece, as well as the primary railroad hub."

And here's Daniel's accompanying sketch:


He definitely nailed the vibe we were hoping for, but we felt that overall, the scene was just a bit too modern for our game. Steampunk ancient Greece is a tricky setting, and we have to work hard to make sure our art doesn't stray too far out of line.


To address that issue, we brought the perspective down lower. Without modern construction materials, it would be impossible to build structures that tall. At this point, you can start to see some more traditionally Greek elements sneaking into the architecture, but it still felt a little too 19th century London. Onwards!


We nixed the windows, removed the arches, really pushed the columns, and traded out the gas lamps for torches. Overall, it felt much more Greek without sacrificing the vibe and the steampunk elements.

At this point, we were feeling pretty good about Thebes, so Daniel spent some time cleaning it up and working on the details. Here's the final version:


And that is Hellenica's version of steampunk ancient Thebes, railroad and manufacturing hub of the ancient Greek world.  The observant viewer might even find a clue about some of the other dealings that take place in Thebes. Let us know what your theories are in the comments!

Thursday, July 17, 2014

Writing Hellenica 2: Write Harder

Picking up from the last post, at the beginning of 2013, early feedback convinced us to scrap our first draft of Hellenica and then start over. Some of the changes were structural, such as moving Nephele to the start of the game to place a greater emphasis on steampunk elements. But it was the changes to mechanics that would prove much more challenging.

With our limited art and cinematic budget, a large amount of Hellenica's story would have to be conveyed through writing. As an additional challenge, almost all the writing was dialogue, so most conversations were burdened with the need to convey to the player some important details without making the characters sound like exposition spouting machines. I struggled with this balance during the first draft of Hellenica, but eventually adopted a focused free writing method that improved the dialogue immensely.

Freewriting is a brainstorming technique where you write freely and continuously without regard to spelling, grammar, or sometimes even topic. This is usually done to overcome writer's blocks of apathy or self-criticism, but in this specific case my inability to meditate on what I was writing made the conversations sound much less ornate and technical, and much more human.

Of course, a lot of the material generated this way is meandering, awkward, or just plain dumb. So I needed to compensate by writing a large breadth of options. Most conversations in Hellenica are free written 3-5 different ways, often with different variations with regards to which characters do the majority of the speaking and tones. This gives us an extensive amount of material which is then edited and revised by a process that probably deserves its own blog post.

I continued writing in this manner (along with my programming development) for much of 2013. At first, my tools were very crude, requiring me to individually configure every bit of a line’s information and link it into a conversation accordingly. Eventually, however, I polished the tool to where I could copy-paste whole conversations from the google doc and have the tool set the speaker info and most of the conversation connections automatically.

Even so, writing was still proceeding at a glacial pace, so we began looking for further ways to ease the load. Around Christmas, we ran into Siobhan Gallagher, a short story writer who had been looking to cross over into video games.

At first we tried contacting her to write scenes directly, but the raw amount of background information, both in terms of the various paths through Hellenica and the assumed backdrop of ancient Greece around the year 420 BC, made it difficult for her to make full use of the setting. So, after hearing about my writing process, she proposed a different solution. She would take my free writing notes, that barely intelligible blob of free-form ideas, and hammer scenes out of them. This way, we could still get the really intimate references to our setting that only someone who had devoted  ~ 1.5 years to it could provide (such as Nephele nicknaming Scylax “the Scythian Scythe”), while still speeding the development process and having most of the final dialogue written by an experienced writer.