This will be a very extensive report due to the nature of this project’s scope and how it has shifted during the entire development phase. It started off as a month-long game jam project in March, but continued until late June – almost three months longer than expected.
You know how they say the last 10% is 90% of the work. Well, that’s an understatement, I assure you.
BEGINNING
My Background
The only prior experience I had in game creation was creating artwork for others, but never was I involved in the development processes for these games. I was hoping NaNoRenO, the game jam for visual novels, would be a great way to get my feet wet.
The Team
Knowing from the beginning I wanted to participate in NaNoRenO (March 1), I started recruiting partners in January on various forums: LemmaSoft, Deviantart, Voice Acting Alliance, Facebook groups, personal contacts, etc. For issues later outlined, recruiting continued until mid-May. By March, I had a confirmed set of people to help - illustration artists, writers, musicians, pixel artists, voice actors & actresses, and PR. It started off with roughly 13 members and steadily grew into an enormous 30+ member team over time.
The Vision
These were the things that I had in my head going in:
For a better understanding of what our starting goals were, you can check out the very basic and rough game design docs written in February (for internal purposes).
During this time, I drafted a lot of deadline sheets and e-mails to ensure that deliverables were provided.
Tools
Originally, we had planned to use the Ren’py RPG battle engine made by Eviscerate, but after the first week of development, we believed its features lacked what we needed
Meetings
During the game jam, we had a few in-person and online meetings to solidify our vision, assign appropriate responsibilities, and clear up any confusions. A lot of them were informal, 1-on-1 chats on Skype and Facebook (which were not recorded).
You know how they say the last 10% is 90% of the work. Well, that’s an understatement, I assure you.
BEGINNING
My Background
The only prior experience I had in game creation was creating artwork for others, but never was I involved in the development processes for these games. I was hoping NaNoRenO, the game jam for visual novels, would be a great way to get my feet wet.
The Team
Knowing from the beginning I wanted to participate in NaNoRenO (March 1), I started recruiting partners in January on various forums: LemmaSoft, Deviantart, Voice Acting Alliance, Facebook groups, personal contacts, etc. For issues later outlined, recruiting continued until mid-May. By March, I had a confirmed set of people to help - illustration artists, writers, musicians, pixel artists, voice actors & actresses, and PR. It started off with roughly 13 members and steadily grew into an enormous 30+ member team over time.
The Vision
These were the things that I had in my head going in:
For a better understanding of what our starting goals were, you can check out the very basic and rough game design docs written in February (for internal purposes).
During this time, I drafted a lot of deadline sheets and e-mails to ensure that deliverables were provided.
Tools
Originally, we had planned to use the Ren’py RPG battle engine made by Eviscerate, but after the first week of development, we believed its features lacked what we needed
Meetings
During the game jam, we had a few in-person and online meetings to solidify our vision, assign appropriate responsibilities, and clear up any confusions. A lot of them were informal, 1-on-1 chats on Skype and Facebook (which were not recorded).
DURING THE GAME JAM
(March 2015) Week 1
We started building out the story and character development. None of the other teams (except art and music) could really do anything until we had the writing down, so it was a big burden for the Writing team. Regardless, everyone was working hard and deadlines were being met. This was when a lot of meetings and back-and-forth conversations happened.
Things that worked:
Things that made it difficult:
Things that didn’t work:
(March 2015) Week 2~3
Motivation was slowly plummeting after the first week. We had to immediately cut down on scope due to its overly ambitious tasks and requirements. Hopes were too big and we couldn’t deliver what we hoped.
Things that worked:
Things that made it difficult:
Things that didn’t work:
(March 2015) Week 4 – Version 0.5
The final rush of things was definitely one of the hardest times in the game jam. 20% of the team does 80% of the work was definitely portrayed here.
Things that worked:
Things that made it difficult:
Things that didn’t work:
AFTER THE GAME JAM
Summoner Sweetheart’s version 0.5 came out on April 11, which means we did miss the deadline for NaNoRenO unfortunately. Here are a couple e-mails I sent outlining what to expect for the release:
Warning: I sound like an asshat in these e-mails!
When the game was published, we had a celebration night for the local members as a big thank you to everyone who volunteered and sacrificed so much of their time to allow Summoner Sweetheart to get this far.
Afterwards came the hard part. The first thing I had to do was decide whether to continue the game.
Should we go through another 2 weeks of development hell to get this finished or throw away everyone’s hard work to stop development?
That was the question stuck in my head. As you know, I went with the former option, which wasn’t very accurate anyways.
Things that changed going into the extension:
To sum up our journey in April and May:
On May 18, we released version 0.9. In the previous release, none of the dungeon was included and some content (story-wise) and artwork didn’t make it in. In this version, a small portion of the dungeon was accessible and all new and revamped VN content was inputted (minus some missing voice actor lines).
Summoner Sweetheart’s version 0.5 came out on April 11, which means we did miss the deadline for NaNoRenO unfortunately. Here are a couple e-mails I sent outlining what to expect for the release:
Warning: I sound like an asshat in these e-mails!
When the game was published, we had a celebration night for the local members as a big thank you to everyone who volunteered and sacrificed so much of their time to allow Summoner Sweetheart to get this far.
Afterwards came the hard part. The first thing I had to do was decide whether to continue the game.
Should we go through another 2 weeks of development hell to get this finished or throw away everyone’s hard work to stop development?
That was the question stuck in my head. As you know, I went with the former option, which wasn’t very accurate anyways.
Things that changed going into the extension:
To sum up our journey in April and May:
On May 18, we released version 0.9. In the previous release, none of the dungeon was included and some content (story-wise) and artwork didn’t make it in. In this version, a small portion of the dungeon was accessible and all new and revamped VN content was inputted (minus some missing voice actor lines).
THE LAST 10%
What we thought would be over was far from it. By this time, the only person left was… me. Everything was completed except for the dungeon. Our dungeon coder no longer had any time to spare for the project (he is a math graduate student, working 20-30 hours a week). I was haunted by the same question – should we cancel or go on?
It was so close to completion, I couldn’t just let it go. So I searched far and wide for that right teammate to finish the dungeon. Testing the waters, I went through roughly 8 volunteers to take over Kevin’s extensive work. Matthew Fournier was the answer. On May 19, he joined our team and was the only one who continued coding until completion.
It was a bumpy ride. I had to brief him on the code and explain what I knew about it from my limited knowledge and time with the program. The first week was spent on understanding the code. Let me tell you – it’s not an easy task reading another person’s logic, especially if the text was written not expecting other people to understand it. People work and think in different ways.
A lot of the features that were missing in the dungeon weren’t implemented because PyGame has such limited capabilities. As a result, Matthew started over from almost the beginning, taking and extending some code from Kevin’s. I don’t understand the technical jargon, but a great many changes were made in the engine in order to make certain functions work. Mostly, we wanted the dialogue. A lot of stress came from attempting to come up with an answer to the problem of popping up a box of text in PyGame. A few weeks were dedicated just to find the solution (which was to move everything over to Ren’py).
Fast forward to today: we finished the game yesterday. We are releasing a minute before midnight on June 23, 2015, just a few hours from now.
It isn’t perfect. There are so many problems to list, let alone any QA testing that we haven’t done. However, we were able to get in a fully functional (with the rare crashing) dungeon into Summoner Sweetheart. All writing is in, along with artwork and music. Some voice lines are missing, but it’s not completely detrimental to its completion.
Thank you for such a wild, crazy, stressful, but overall wonderfully complex journey. Without everyone who contributed to this game, it would have been insurmountable.
What we thought would be over was far from it. By this time, the only person left was… me. Everything was completed except for the dungeon. Our dungeon coder no longer had any time to spare for the project (he is a math graduate student, working 20-30 hours a week). I was haunted by the same question – should we cancel or go on?
It was so close to completion, I couldn’t just let it go. So I searched far and wide for that right teammate to finish the dungeon. Testing the waters, I went through roughly 8 volunteers to take over Kevin’s extensive work. Matthew Fournier was the answer. On May 19, he joined our team and was the only one who continued coding until completion.
It was a bumpy ride. I had to brief him on the code and explain what I knew about it from my limited knowledge and time with the program. The first week was spent on understanding the code. Let me tell you – it’s not an easy task reading another person’s logic, especially if the text was written not expecting other people to understand it. People work and think in different ways.
A lot of the features that were missing in the dungeon weren’t implemented because PyGame has such limited capabilities. As a result, Matthew started over from almost the beginning, taking and extending some code from Kevin’s. I don’t understand the technical jargon, but a great many changes were made in the engine in order to make certain functions work. Mostly, we wanted the dialogue. A lot of stress came from attempting to come up with an answer to the problem of popping up a box of text in PyGame. A few weeks were dedicated just to find the solution (which was to move everything over to Ren’py).
Fast forward to today: we finished the game yesterday. We are releasing a minute before midnight on June 23, 2015, just a few hours from now.
It isn’t perfect. There are so many problems to list, let alone any QA testing that we haven’t done. However, we were able to get in a fully functional (with the rare crashing) dungeon into Summoner Sweetheart. All writing is in, along with artwork and music. Some voice lines are missing, but it’s not completely detrimental to its completion.
Thank you for such a wild, crazy, stressful, but overall wonderfully complex journey. Without everyone who contributed to this game, it would have been insurmountable.
THE ASSESSMENT
Now to briefly answer some questions after reviewing this entire roller coaster ride.
Was this project worth your time? Did you make the right choice in taking it on?
Yes and no. Yes because it has taught us so many valuable lessons about game development and learning to manage time, responsibilities, and people. I’ve learned a lot about myself and how I react in certain circumstances and situations as many other teammates have. To some extent, this experience has definitely warped me into a different person.
It was worth our time because we’ve gained valuable, real insight into an industry that has been traction for years. I think it was the “right choice” to tackle it because everyone involved now understands what it’s like to bite off more than we can chew and how to come back from that hurdle.
Did you succeed in what you intended to do?
I had two goals. One: complete a game. Two: complete a kickass, awesome and incredible game. We accomplished one of those two goals. The second one can be explored another day.
Did you go off course?
No, I don’t believe so. We were able to reduce scope several times throughout the project. Yes, I’m sure we could have minimized workload much more, but we wanted to keep a lot of the “awesomeness” that would come with more assets. However, the general direction of the project stayed the same throughout development.
Did you leave something undone or underdone?
Yes, a lot of it, both in the visual novel and dungeon portion. So many designs and graphics that were made didn’t end up being put in because it would require too much change from other parts of the game. Some of the artwork was also done quickly and hasn’t been as polished as we’d like.
Was your team the right people to do this project?
There will always be people who are more talented than you, me, and us. I don’t believe there is a “right team of people” to make a game. There are only people who want to make games they believe in, and that’s what we are. We are game devs who believed in our product and made it.
What was the single most frustrating part of the project?
Not meeting deadlines, which resulted in under-delivering and overpromising, and in turn disappointing the public who was hopefully expecting our game’s launch.
How would you do things differently next time to avoid this frustration?
Make a smaller team of less than ten members
What was the most gratifying or professionally satisfying part of the project?
Finishing. It’s not perfect, but we have a game that people can play from beginning to end.
If you could wave a magic wand and change anything about the project, what would your team change?
We would take out the dungeon.
From the start, we attempted to put two very difficult and polar opposite game genres in one and did poorly at both. The story was lackluster, mechanics are lacking, some assets were produced subpar (*cough*mine*cough*), there was no time for QA, and a lot of inconsistencies are present.
If those extra 2 months were dedicated to the visual novel portion, I bet we could have made something extraordinary.
However, that doesn’t mean I’m not proud or delighted of what we’ve produced. I think it’s amazing that the team has come this far.
Now to briefly answer some questions after reviewing this entire roller coaster ride.
Was this project worth your time? Did you make the right choice in taking it on?
Yes and no. Yes because it has taught us so many valuable lessons about game development and learning to manage time, responsibilities, and people. I’ve learned a lot about myself and how I react in certain circumstances and situations as many other teammates have. To some extent, this experience has definitely warped me into a different person.
It was worth our time because we’ve gained valuable, real insight into an industry that has been traction for years. I think it was the “right choice” to tackle it because everyone involved now understands what it’s like to bite off more than we can chew and how to come back from that hurdle.
Did you succeed in what you intended to do?
I had two goals. One: complete a game. Two: complete a kickass, awesome and incredible game. We accomplished one of those two goals. The second one can be explored another day.
Did you go off course?
No, I don’t believe so. We were able to reduce scope several times throughout the project. Yes, I’m sure we could have minimized workload much more, but we wanted to keep a lot of the “awesomeness” that would come with more assets. However, the general direction of the project stayed the same throughout development.
Did you leave something undone or underdone?
Yes, a lot of it, both in the visual novel and dungeon portion. So many designs and graphics that were made didn’t end up being put in because it would require too much change from other parts of the game. Some of the artwork was also done quickly and hasn’t been as polished as we’d like.
Was your team the right people to do this project?
There will always be people who are more talented than you, me, and us. I don’t believe there is a “right team of people” to make a game. There are only people who want to make games they believe in, and that’s what we are. We are game devs who believed in our product and made it.
What was the single most frustrating part of the project?
Not meeting deadlines, which resulted in under-delivering and overpromising, and in turn disappointing the public who was hopefully expecting our game’s launch.
How would you do things differently next time to avoid this frustration?
Make a smaller team of less than ten members
What was the most gratifying or professionally satisfying part of the project?
Finishing. It’s not perfect, but we have a game that people can play from beginning to end.
If you could wave a magic wand and change anything about the project, what would your team change?
We would take out the dungeon.
From the start, we attempted to put two very difficult and polar opposite game genres in one and did poorly at both. The story was lackluster, mechanics are lacking, some assets were produced subpar (*cough*mine*cough*), there was no time for QA, and a lot of inconsistencies are present.
If those extra 2 months were dedicated to the visual novel portion, I bet we could have made something extraordinary.
However, that doesn’t mean I’m not proud or delighted of what we’ve produced. I think it’s amazing that the team has come this far.
PROJECT FACTS
Number of people who helped out (in total): 34
Number of “core” members (who really went above and beyond): 9
Budget: $0
Overall duration of the project: ~3.5 months
Tools used on the project:
Download URL: bigsteps.itch.io/summoner-sweetheart
Size of the project:
Number of people who helped out (in total): 34
Number of “core” members (who really went above and beyond): 9
Budget: $0
Overall duration of the project: ~3.5 months
Tools used on the project:
Download URL: bigsteps.itch.io/summoner-sweetheart
Size of the project: