M4UESVIECR:We're working at it now. Our next steps is a first approach on the map. This being said, it's important to note that our biggest reference is
The Yawhg (even its dev is advicing us -he's a great guy!-). A lot of things on this game will be similar to it.
Obviously we're adapting a lot of things to our own specifics + being creative and crazy about some stuff.
But here you can see an example of The Yawhg: a map where you can see all the locations, a simple menu listing them and the playable chars' icons to point out where each player has been
It's a shame that most of you prefer the lineless versions, because we probably will need to use the ones with outline D:
It's a lot easier and cleanier when working with a background. If you go with lineless icons/chars, it's super hard to make them outstand from the BG ):
JIMYM GIMBERT: yup, we're working on that!
TAMMIDEV: it's not about cuteness but about simplicity. We were experimenting with how much we could simplify their faces so they truly become "icons". As M4uesviecr and Jimym point out, we will need to see them on a background.
Nope, the models will go with outline, so probably the icons will go with them aswell! (soon I will update with the outlined models).
The KS comment was only about telling you how we're planning the possibility of adding animation to the designs (since you asked about that)! (:
You're quite an active backer! Here you have
my profile, just for the sake of sharing! 30 collected and 13 uncollected! You truly are a risk-taker! I think I have ~60 collected and ~3 uncollected.
Tokyo Dark embodies one of the things that scares me the most about audience approval: generally dating sims are popular as long as they have a super traditional manga art.
Obviously our game is not a dating sim exactly. I came up with the idea because I love
The Yawhg and I wanted to create a new experience/narrative with similar mechs. I've worked in the indie game industry and I can tell that, at least in my country, one of the biggest problems is people lacking a biz approach, a MKT approach and a production approach. They get involved in monstruosly big and over-ambitious projects that ultimately become nothing. I come from a sector much more experienced on those areas (advertising) -this doesn't mean I'm good at that, but at least it means I'm aware its importance!- and I mix it with my personal passion (narrative design). So I wanted to produce a project that could:
> be marketable, at least to a niche
> be light on the programming side (and so I decided with what we can label as an interactive narrative)
> have such an structure that could be easily alterable (I can easily add or sustract a love interest or a location of the game without the whole thing exploding)
> have ART and NARRATIVE as its core strenghts
When I played The Yawhg I loved it because it was a smart and beautiful project. It did a lot with so little. And that is what I admire on a project: excellence AND effectiveness.
So I started to think about this project. I loved it so fast! It contained all my requirements and it is easily escalable/modular. If it doesn't work, the loss, money-wise, won't be that big. If it works, we can take profit on all the experience, structures and engines to develop a similar experience with a new theme (meaning new art and narrative). I love modular stuff! It's one of the key strenghts on every successful project.
After that, when thinking of the themes/narratives I'd like for a game like that, I came up with several themes. Mostly around parody, since parody fuels viralization. My other favorite theme (keeping it for a future project) is a mature/funny take on the galactic warriors theme (like Sailor Moon). Something like Sailor Moon meets Girls (the HBO series). Damn, I'd love that if done right!
The other theme was "Monster Highschool". It was a theme we built when talking about another game project I'm working in. I started to build the theme and then the whole dating sim thing came to me. I loved it. It's appealing, it's weird and funny and feels a bit innovative (local multiplayer/competitive dating sim). But truth is the experience I'm looking for is more similar to a game session of The Yawhg rather than your regular dating sim. A dating sim is played mostly alone and it's fueled by pure sake of complete all the game (similar to a PKMN or a tycoon) and the appeal of its characters. Sometimes because of good dialogue (but often dialogue has less importance than art). And sometimes because pure absurdity and popularity (yeah, I'm talking about Hatoful Boyfriend). I'm OK with that. I respect all game mechs that prove succesfull (from RPGs to F2P games); but here I'm going for an experience similar to The Yawhg: a local multiplayer game that becomes specially funny when played by 3-4 people. You go through the narrative together, fueled by curiosity and fun. It's meant for one person to read out loud the texts so all can laugh at it. Its creator is so smart he quickly figured out this was a core strenght of the experience.
is just this! And it's true! I've played 4-5 sessions and it was like that.
Sorry for all the soliloquy. It was all me thinking out loud about one of the hugest challenges: deciding the way I have to market the project. I'm on an exciting but dangerous middleground:
> I want to point out that the dating sim approach it's an addition, but the core experience is based on the beautiful art from our artist and the witty/funny dialogues (such as the one shown in the first comment here). We want a game session of this game to feel like watching a funny and sarcastic and absurd TV show. We love Archer, and Rick&Morty, and SNL, and Master of None, and Man seeking Woman... But truth is that this can be difficult to convey in a brief and easy way through a Kickstarter project a videogame website or a Steam store page.
So... how we should market this game? How we should communicate it? Ah, what a challenge!
But damn I'm having a good time figuring all of this out!
(all this started because the Tokyo Dark thing!)