Development Update #6
Happy New Year everyone!
I didn't do anything special to celebrate, but that's okay, I was satisfied enough to spend time working on the game last night! So let's get right into the update--
As I mentioned in the previous update, I was shifting gears from concept work into creating the assets that will actually be appearing in the final game, and I've really hit a stride in terms of my own work ethic--this is what I've been wanting to do this whole time!
So what I'm going to focus on for this update is just sharing a handful of the backgrounds I've completed and talk a little bit about how I approach doing the backgrounds from a design and story telling point of view.
As most of you probably noticed from the demo, I put more detail into the backgrounds of the game than what you'd typically see from a visual novel. I wanted Eldet to have a distinct artistic viewpoint that would distinguish it from other games, and the backgrounds are a big part of that.
In my opinion, the visual novel format has incredible potential for immersion that I feel gets under-utilized.
When I start sketching a background, I try to come up with scenes that convey a lot of information, I'm not treating the images like just a backdrop, I'd like them to have a personality and history, and I'm also interested in constructing scenes that the characters can interact with.
Places people can sit or stand or lean against are all little ways of making the scene seem real rather than just super imposing people in front of a scene. I also repaint characters per scene to make sure the lighting looks realistic.
Although I can make as many scenes as I need to properly convey the parts of the story I want to show, I try to make scenes which fully define the whole area without drawing 10-20 pictures per individual location.
Last, I always try to keep in mind the mood of the scene and reflect that in the details and in the lighting conditions. Sometimes a scene should be dark, foggy, and unclear--even if it's not the most user friendly thing to look at, making people uncomfortable or obscuring things people want to see is just another tool for story telling.
I hope this update has helped to explain part of my mindset as I continue making the game, and I hope you have a good year! Take care :)