Archive for category devlog

Interactive Writing Conf – Autumn 2014

I want to put together an interactive writing conference, in an unlikely place. I have looked into the future, and it is will have been having going to happened, so I know it will shall have worked out, but not yet.

Do you know how I should get the thing started. Does it take some sort of LLC to reserve a venue, or can you just do it with phone calls and emails. Would you be available to show up, a year from now, plus or minus.

Might I invite everyone I can, and who else can be there, and how do you do a conference, in a year?

I’ve seen that it is has was been happened, but it still could not happen. But, it might have been actually did.

4-dimensionally,

Rob

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Asciargo dev notes

Okay, I’ve been thinking lately about starting to release my IF development logs, which I always keep as a text file when I’m writing a game. They’re essentially blog posts about how it’s going, except I never actually post them to a blog, which seems wrong.

I may have to start a separate blog just for these, but here’s a starter one: the dev notes from Ascii and the Argonauts.

03-08-03 6:54am

Let's see.

So there are seven treasures you give to Zeus, and he gives you help at
each step, sort of.

You can't get the golden fleece itself until you get zeus all his treasures.

One of the things zeus does for you is tell you about using a dove to get
past the crashing rocks on the sea. Maybe that happens after the 7th treasure,
just to simplify things.

There is a one-eyed hag who will give you a sleeping potion to use on the
dragon guarding the fleece if you give her a glass eye. Or wait, to simplify
things again, maybe she gives you one of the treasures. What happens is, you
have to give her something wrong (say, the rock) and then she gets mad and
shrinks you to the size of a mouse (or turns you into a mouse). Then you 
run away from a cat into a mouse hole, and there is a glass eye in there.
You push it out and then leave, and poof, you return to normal size, and
can pick up the eye. I wonder if you need the cat for something else?

Let's see. Maybe there's a big dog guarding another treasure. So you drop
the cat and it chases it away, and you get that treasure. So that's two 
treasures.

I feel like there should be a merchant you have to buy something from.

I'm not sure where the magic word comes in. Maybe since the witch doesn't
give you a potion, you use it to put the dragon to sleep.

How else could you use the rock to get a treasure? Maybe there's an 
alchemist or a wizard who will turn it into treasure if you bring him
something. Maybe a newt from a swamp. Why can't you get the newt right
away? Maybe you need a basket, and that's what the merchant sells you.

So where do you get a coin from? Maybe it's also in the mouse hole.

So that's three treasures. Hrm.

Maybe the coin is also a treasure. Which means you need to spend it and
then figure out how to get it back. Maybe the merchant will take something
in trade, like an urn.

Simplifying, maybe the urn is just sitting in the oracle room.

Maybe there's a vat of wine. Or a big barrel of it. IE, a treasure too
heavy to pick up. So how do you get it to the temple? It seems more likely
that you'd just fill the urn with wine and deposit that.

So then what could you give the merchant instead to get the coin back?
Now I'm thinking fine silk cloth, but that's also a treasure. Maybe
that's just sitting in the boat.

Maybe there'd be a precious statue as another treasure. Maybe there's 
a couple of locations out at sea, like an island. Maybe there's a cyclops,
but you can kill him with the rock. Heh.

Oh yeah, forgot about this. Another treasure is honey, which is found
along with beeswax, which you have to stick in your ears to get past
the sirens. Maybe you can't take either of these because there are
bees. So how do you get rid of bees?

Hm, this is a direct steal from Adventureland. Oh well. The solution 
there is that there's swamp mud which prevents bees from stinging you,
but I don't want to do that. Maybe you could wear a suit of armor. 
Maybe that's also a treasure, and it's found in the court of Pelias.

Okay, let's tally this up again.

Vineyard: *wine*
Court : *armor*
Cyclops: *statue*
Hag: *jeweled flute*
Argo: *silk*
Dog: *bowl*
mouse hole: *silver coin*

Wait, if there's a flute, you could play that to put something to
sleep. Hmmm. Or maybe charm the bees! That'd be weird, huh? So that
makes the armor kind of useless. Oh, maybe it's a red herring. You
have to travel through the swamp to get to the bees, and the armor
rusts.

Hey, that's seven. Okay, so that's the list. Here's the other thing.
The alchemist guy can turn the rock into a *gold rock* for a time, but
he tells you it's just an illusion, and will wear off. So you just 
take it to the merchant for a trade (perhaps the merchant will 
accept: coin, silk, urn at any point), the sucker. If you give the
gold rock to Zeus, he'll accept it, but he'll be unhappy and will
kill you when it wears off.

Hey, this is basically the whole game. Awright.

Hrm, wait. Maybe the dog is guarding the wine. In which case, why
would he be also guarding the bowl? Oh heck, maybe he guards both.
Never mind.

7:31am
03-08-03

-----

! ASCII and the Argonauts
! Scott Adams tribute speedIF
! Started 03-08-03 3:49am
! Progress:
!	6:50am - 	First five rooms implemented.
!			Pelias and Zeus implemented.
!			Oracle not implemented. Can't sail anywhere.
!
!	8:37am - 	Implemented Vineyard, Dog, Vat, Urn
!			Implemented Armor (well, it exists)
!			Implemented Old Hag, changing into Mouse, Flute, Cat
!
!	1:00pm - 	All seven (8 counting the gold nugget) Treasures implemented
!		***	Note: Merchant doesn't disappear after you give him the nugget
!			I am just starting to implement the sailing part of the game
!			I am also getting kind of dizzy headed and empty stomached
!
!	2:04pm - 	Fixed the Hag a bit so that she will curse you in all non-treasure cases
!			Fixed the Merchant so he kills you with the rock for tricking him
!			Fixed the Temple because there are actually eight possible treasures
!			Implemented the cyclops island
!			And now I simply must quit because my brain is shutting down
!			Still to go: Sirens, Crashing Rocks, Dragon island
!
! Day 2 - Starting ~7am 03-09-03
!	7:40am - 	Decided to put it back so that you have to give Rock to the hag
!			Implemented Ocean2 - Ocean5
!			Implemented Sirens
!			Implemented CrashingRocks and the DoveDrop
!
!	8:23am -	Implemented everything, am now playtesting the whole game
!
!	9:01am - 	Hmm, I think the whole game is working. One more test...
!
!	9:17am - 	I can win! Yay! Still a couple of tiny issues to iron out.
!
!	10:13am -	Ok, it's winnable and all. Am just now realizing many items
!			that should be static are takeable. I am also trying to remind
!			myself that I haven't implemented the Oracle at all. Hrm.
!
!	10:41am -	Making first attempt at Oracle code, using some borrowed
!			Ask/Tell stuff from Colours. Hope it kind of works.
!
!	11:14am -	Rar! Ask/Tell is such a stupid mess in Inform. Also in TADS.
!			Why do they all default to passing strings instead of objects?
!			And this weird scope stuff. Bleah. So I ripped out the library
!			handling and put in my own. Now maybe I can write stuff. Although
!			I think the idea of having a built-in help system is dumb, and
!			really beyond the old-school genre I'm using. So maybe I'll just
!			put a few vapid things into the system and leave it at that.
!
!	12:12pm -	Okay, I think I'm ready to call this done. Oracle mostly cycles
!			through a set of ten standard "hints" (none particularly helpful), 
!			with a few specific messages generated by some items/people. Who
!			knows how it'll work in practice, but since it is supposed to just
!			be a speed effort, I think it'll do. So let's see, it was ten hours
!			yesterday and five today. 15 hours? Okay, yeah, that's not bad.
!			And it was a heck of a lot of fun to write.

,

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The Rob Show – Orange

The latest episode is now available on blip.tv. Music, chat, stories, Apple II Archives, IF game development discussion, assorted ideas, and more music.

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Less Ordinary: Behind the scenes

lo_logo.jpg

Appendix A: The Making of Pages 1-24

First of all, I have to say that writing and drawing this
comic has been the most satisfying creative project of the
year for me. It demanded a lot from me, and that’s partly
why it ended up being somewhat thrilling. Keeping on my
self-imposed schedule (aiming to be done with each page
at 12am each Monday, Wednesday, and Friday) was a crazy
high-wire act with a lot of frenzy behind the scenes that
I deliberately didn’t mention was going on most of the time.

I say this because I want people to know that I’m having an
enormous amount of fun making Less Ordinary, so I do
intend to start cranking out pages again soon. Posting this
is not a replacement for that, it’s just extra stuff. And
I have in fact been sketching new pages lately.

The Tools

Currently, I’m using a Sawtooth model Macintosh G4 minitower
from the mid-90s, at a screaming 400MHz with 768MB of RAM. The
computer cost $100, give me a break. The monitor is a huge monster
I got at a Goodwill computer store, also for $100. I’m using version
3.0 of Photoshop, which I got as an extra with a scanner I bought
in 1997 for an incredible $300. It was like 2 feet long and had
heavy solid glass and weighed 8 pounds, and it broke during a
move and I threw it away. But the Photoshop was a full version,
not that LE business, and I’ve never been able to afford to
upgrade it, so I’m still using it. Fortunately, version 3.0 is
when they standardized the PSD file format that is still in use
today. I do have to run it under OS9-Classic (under OS X 10.3.9),
but it behaves well. One limitation that has a significant
impact: one level of Undo only. If I make one stroke I don’t
like, I can get rid of it. If I make a stroke I don’t like and
then accidentally touch a dot of digital ink somewhere else a
second later, I’m committed. Or I have to go back to an earlier
saved version. Personally I look at this as a heroic and very
manly way to work, without all those effete and foppish 99+
levels of Undo people think they can’t live without.

The drawing tools: Cross ballpoint pen (blue medium),
Strathmore sketchbook, Wacom tablet, chair, desk, mouse, keyboard.
09_preink_dlg.jpg
09_final.jpg

The Process

I invented the process of turning out pages of this comic while
doing it, seeking always to make it more efficient. It does end up
being kind of a factory assembly line kind of operation, taking
several weeks to produce the first page, but able to churn out a
page every two days on schedule when it got up to speed.

The basic workflow goes like this:

  • Pre-Production
    • Sketching
    • Scanning
    • Preliminary Page Breakdowns
    • Page Layout, Composition and Editing
    • Pre-Ink Prep
  • Production
    • Inking
    • Dialogue and Sound Effects
    • Coloring
    • Finishing

The Pre-Production phase happens on multiple pages at a time, so
that a whole sequence is prepped for production at one time. It is
more efficient that way, and helps for planning ahead in terms of
storytelling.

Production is one page at a time. I start and finish one page
before even thinking about the next, because it’s all I can handle.

Now that you have the broad idea, I’ll take each step at a time
so I can talk about each part and show some art examples. I didn’t always
save copies of the intermediate stages — too busy trying to get the
page done to worry about documenting the process — but every now and
then I remembered to do that.

Pre-Production

Sketching

The stage wherein I draw several pages of “pencils” in my sketchbook,
in a fast and loose style. I’m aiming to get down the next few pages of
ideas all at once, usually in one sitting. It’s almost like I’m just
jotting notes for what I’d like to do, except that I actually use these
drawings as the basis for the final art. Even though these are much rougher
and sketchier than ink-ready pencils usually are, they are not cleaned up.

This is somehow working beautifully for me. For years, my
main sketching/doodling medium has been ballpoint pen
in an artist’s sketchbook (11×14). I get a really fluid
line out of a ballpoint, and it can sometimes feel
effortless. It often looks messy if I can’t quite get
a line in the right place, because I can’t erase, but
a lot of the time I will draw a breezy stroke that
somehow captures something perfectly — a look on
a face, the body language of someone in motion.

I used to have a very hard time with the fact that I
couldn’t use these ballpoint sketches as the basis for
a real piece of finished artwork. I would have to, at
best, laboriously re-draw the sketches in pencil, and
then ink, and I’d lose that ineffable something that I
really thought the fast first sketch had.
05_orig.jpg
I got a Wacom tablet about three years ago,
but after multiple experiments with it I still had never
become comfortable with drawing with it directly — ie,
digitally “pencilling” — or even with inking over scanned
drawings. However, a lot of other artists digitally ink
over scanned pencils, so I figured there had to be a way
to make it work for me. This comic gave me an opportunity
to experiment.

In fact, it started just as a quick and dirty experiment
I was doing purely for research purposes. I had been planning
to do a webcomic of my own for a full year, and by September
2007 I was very busy trying all sorts of experiments with different
real and digital drawing tools, trying to figure out what
would be efficient and reliable for turning out pages on
a regular schedule. Traditional pencil, pen and ink were
looking good but incredibly slow. I knew I’d be lucky to do
more than one page a week like that, and that just wasn’t
good enough. I had to try doing more of the work in the
computer itself.

So when I got the idea for the first 8 pages, based on a
real-life incident, I figured this was a chance to try out
any techniques I wanted. I drew some fast sketches,
took pictures of them with my digital camera, and pulled
them into Photoshop. I lowered the contrast and brightened
the page, making the ballpoint look faint. I chose one of
the drawings from the page, traced over it with the paintbrush
tool with black “ink”, and hey — I liked the result.
23_orig.jpg

Since then, I have continued to do all the pencilling
work as crazy-fast sketches in my sketchbook, making often
very little effort to draw them cleanly or what you might
think of as being a sound basis for finished work. But
it somehow works! Mostly because I’m finally getting to
work from the intuitive strokes that manage to get the
bold ideas down, because I’m drawing in the way I’m
absolutely the most relaxed, comfortable and confident.
04_preink-1.jpg

04_intermed.jpg
04_final.jpg

Scanning

Getting the sketches into the computer.

As I said, I started with just a digital camera, because
I was scanner-less. (My old scanner didn’t have a driver for
OS X, and UMAX refused to ever make one, for some reason.)
I’d take one picture per sketched panel, several per
sketchbook page, often ending up with dozens of pictures.
I’d capture them in iPhoto and use that to brighten them up
a bit, because the camera was always making the sketchbook
paper come out as 50% neutral gray instead of white.

It eventually became clear that using the digital camera
and was adding a lot of steps to the process of getting them
assembled as ink-ready pages, and whacking those few steps out
of the process was going to be a big time and energy saver.
Anything to make it faster and easier to turn out new pages
was my guiding principle. So, I bought a new scanner, I think
around the time I was working on page 10.
10_NEW_preink.jpg
10_NEW_intermed.jpg
Because it costs a stupid amount of money to get a scanner
that can take an 11×14 image, I have to scan each sketchbook
page in two overlapping halves. At first, I fell back on my old
habit of scanning at 300dpi, but the scanner was especially
slow at this. I realized that high resolution didn’t matter,
because I was resizing the artwork so much anyway during the
layout and composition phase (see below) that the starting
resolution was largely irrelevant. Once again, speed was better,
so now I scan them at 75 dpi. I take the two scans,
bung them together in Photoshop, collapse them into one image
file and save that.

Preliminary Page Breakdowns

Where the sketches get reorganized into comic pages.
I take all of that newly scanned material and make a
preliminary best-guess at breaking it down into 11×17
comic pages in a rough form.

Industry standard art boards for illustrating comic
pages are now 11 by 17 inches, so I decided it would be
smart to use that size of virtual paper, at 300dpi, for
drawing this comic. My sketchbook pages are 11×14, though,
which means that there is not a complete correspondence of
sketchbook page to comic page.

The extra 3 inches vertically are a little annoying to
deal with, actually, because it’s not enough height to
add another row of panels to the artwork, but pulling
all of the panels apart with more room can leave things
looking a little empty. I approach this problem anew for
each one; it’s the initial challenge that gets me engaged
in the activity of deciding what, in fact, will happen
on this page.

Page Layout, Composition and Editing

In this stage, the sketches are treated as mutable
independent objects that can be rearranged on the page,
with an emphasis on the visual flow of the whole page
and telling the story.
08_layout_raw.jpg

It was when I was working on page 1 that I began to see
the potential of working in the digital medium at this early
stage, before I start inking. I can take a sketch for a panel
and combine it with another panel. I can mirror flip a drawing
if it makes the visual flow of the page work better. I can
stretch a small panel to be really large, and I can shrink
or crop a large panel to be small. I can grab drawings I
assigned to future page breakdowns, and I can throw away drawings
completely, because I’ve figured out how to tell the story
without them, probably by beefing up the role of a different
panel. This phase is where I look hard for what I
can cut, that I don’t need to tell the story on
that page. I think it’s strengthened the visual
impact and the storytelling to have made some
bold choices in this regard along the way.
08_p1-3_orig.jpg
08_revisions_dem.jpg
08_OLD.jpg
08_NEW.jpg
The first dramatic breakout was on page 6, which
originally was laid out like pages 1-5, with a lot
of little panels and a lot of dialogue balloons.
But by that point, I’d realized that drawing one
small panel takes about the same time as drawing
one big panel. And drawing two big panels to do
a page takes considerably less time than drawing
four to seven panels to do the same work. And so
when I stretched the second panel (see below) to cover everything
and realized that one image told the whole visual
story for that page — Mr. Glasses’s incredulous
reaction to what was happening on the other side
of the table — I knew I had a lot more storytelling
options than I was originally assuming.
06_preink.jpg
06_OLD.jpg
06_NEW.jpg
Sometimes discarded material is saved
to be used in upcoming pages. Other times, I may decide it
just doesn’t work — there is one sequence of sketches
I did that I liked a lot, but I tried twice to prep it for
inking — spending several hours trying to put the
pieces together — and it never came together as a solid
layout. The layout has to feel firm, because it’s the
foundation level, and something was always too wonky
about this sequence of drawings, and so I had to leave
it out.

The dramatic example of this was the “Timequake” sequence,
which started as eleven pages of sketches, was broken down
into eight pages of preliminary page layouts, and then
ended up being slimmed down and reorganized (one page
decided at a time) to just five pages of the final comic.
lo_0003.jpg
21_color.jpg
22_NEW_preink.jpg
22_NEW_color.jpg

Pre-Ink Prep

This gets everything all set for the inking to begin.

After I’ve got the composition and layout pretty much
finalized, the page is massively reduced in contrast and
raised in brightness. You may not have noticed this, but
the background is never true white, it’s always a very
faint off-white, a sort of yellowish gray. (Only the
dialogue balloons are pure white, which makes them pop
out.) The main point of doing the contrast and brightness
alteration is to make the ballpoint sketches turn a very
faint, light purple that can be drawn over and also erased
by a paint bucket fill with a moderately high tolerance (52).
It can look faint in a thumbnail or zoomed out, but zoomed
in it is still highly legible throughout the inking process,
so that I don’t find myself losing track of the underlying
sketches.

Lastly, the panel borders for the page are set by drawing
with the straight line tool and filling with black ink. I
might still move panels around after this point — some of
a trickier pages require rethinking and tweaking even after
inking has started — but the general rule is that the
artwork and layout are now “locked” and I can move
on to the next task with a clear head and confidence.
lo_scan_0018.jpg
16_orig.jpg
16_color.jpg

Summary

This Pre-Production process is, in my mind, highly analogous
to working on a film: sketching is like shooting raw footage, the page
breakdowns and rearranging of panels is like editing the footage
to a rough cut, then down to the final cut. In movies, you then
“lock the picture” (stop changing any of the editing or timing),
and then you go into post-production to sweeten it all up and
polish it (ie, add music and special effects, do the sound mix,
and so forth). Except, for the purposes of doing a comic book, that next
bit is the Production, not the Post-Production.
11_dialog_fix.jpg
Next: The Production stage: Inking, Dialogue, and Coloring

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