I've been trying to tell you for months now. I made the whole thing up: Ghost in a Bottle, centipede trains, tentacle puns. Yes, I realize how crazy I sound right now. I know that Octopus City is important to you—it's also very dear to me, but you can't continue living this delusion. It's just a stupid video game, fictional images and words and ideas inspired by some bad 80s movies.
How many times have I told you this story? And yet you continue to confine me in this small cell, relentlessly asking me the same questions. Sometimes I think about simply giving you the answers you want. It would be easy to admit that the city exists, that it's not some silly game that I, the raving conspiracy theorist, came up with. Doing that would doom Octopus City Blues. I still have to finish it after all; something I've been doing poorly for the last few years.
Look, I am trying my best here. All of my team is. People count on us out there in the real world. We had a lot done recently, but there's still plenty to do. You still don't believe me? In my briefcase you'll find a folder with some work in progress pictures. Here, check out some of the stuff Marina did recently:
I challenge you to find these places in Octopus City. You won't find them because I didn't add them to the game yet. Still not convinced? Recently we got a new addition to the team. He's not a stranger to this project, as he was involved in a very early iteration years ago. Frankie has already started working on several sprites and animations, and you can find a few of his film reels in the briefcase.
What's that? Pictures and films don't prove anything? Well, I was working on something myself. You'll find some pictures showcasing the new font rendering system, which allows us to display text for complex scripts such as Arabic and Japanese.
You never asked yourself why text hovers over your head when you speak? That's not how people talk in the real world! What I'm trying to say is that you don't exist. You're a character in a game, a game I intend to make if you let me out of here. We're slowly getting there, and it will all start with a new demo to be released in the coming months. Now if you're wondering about the full game, the planned release date is the 8th of-
Where are you going? I'm not done talking to you. Huh? Who are these people? Where are you taking me? No! Not room 101... not the spider bots again! Please, anything but that... I will do whatever you want... I will say anything... I lied, I lied.. Octopus City is real, you're real... I'm a liar... please get this thing off me... no, not in my ear... no....
Ohayou! It's been a while since I posted here... gomen ^^;. I was really busy lately. I recently moved to Akihabara which has always been my dream. Now that I'm back on my feet it's time to update your favorite anime review blog! This time I got something special just for you. It's a review of this obscure Nihonese series you probably never heard of. 俺の妹は瓶詰幽霊。マジで! or My Sister is Really a Bottled Ghost! (the name doesn't translate well into an inferior language like English >_<) has easily become my favorite slice of life / magic girl anime, and I'm happy to finally get a chance to review it!
Last Season Recap
Ghost-chan is a chuunibyou high-scholar who recently inherited her family's multinational business empire, Ghost in a Bottle Inc. Ghost-chan struggles to run a successful business while dealing with the ramifications of her newly acquired magical powers. However, it will take more than a heart of gold and a natural aptitude for driving giant mecha to organize a successful cherry blossom festival and put PROJECT OCTO back on track.
Last season Ghost-chan took the initiative of overhauling the project's introductory section. She also oversaw the creation of many new locations within the GiaB-sponsored virtual world OCTOPUS CITY, including a full-fledged game center and playground. She had a lot of help from her best friends, a hikikomori artist and a washed-up composer. With that said, some things didn't go smoothly for Ghost's family business. Distracted by the kaiju invasion and their full-time jobs, Ghost-chan and friends couldn't dedicate enough time to their growing enterprise, and the road to authentic Octosim simulation was a bumpy one.
Season Premiere Review
Since last season, the multi-national zaibatsu has been working on a variety of new locations and content. Most of it is too spoilery to post here, but one cool new virtual environment is the Conman's House of Wonders in the slums of the Robot Graveyard. As you probably remember from last season, the Conman is a sleazy cyber agent who helps Ghost-chan navigate the virtual maze of Octopolis. His so-called House of Wonders is the one-stop shop for all sorts of weird gadgets and contraptions.
This episode highlighted Ghost's struggle with the company's performance -- a recurring theme in this series. Progress is being made, but things take much longer than estimated. Last season she tried a lot of different ideas to improve the process, but things are still difficult with a small team. So Ghost-chan set out to enlist the talent of a master tentacle artist. The name of this wise guru wasn't revealed in this episode. Whenever he showed up, his face was covered in the shadow of his samurai takuhatsugasa (traditional straw hat). Ghost-chan had to fight the enigmatic man in her magic girl form, and while she failed to defeat his dragon transformation, he was still impressed by her effort. I'm sure the next episode will tell us more about this mysterious geezer and his role in the future of the fictional conglomerate.
This season continues some of the ideas from last season, including some big changes to the G.O.S.S.I.P system. Ghost-chan had to rework large parts of the simulation to incorporate the system, but the end result is definitely worth it. The premiere also introduces a new and creepy opening theme. Check it out:
The episode ended with a little chibi animation asking viewers to vote for their favorite horse-Kaf design. Kaf is Ghost-chan's avatar in TENTACLE WORLD, and apparently he will transform into a mutant horse in a future episode. I am posting the proposed designs below, so that followers of this blog could vote on them. Which one do you like the most?
To conclude, I really loved the season premiere, and I'm looking forward to the rest of the season. Next episode should air in April, and you can expect another anime review from yours truly, Jason "Girugamesh" Masamune.
This will be a very quick update because the last couple of months weren't very productive. Our programmer/designer moved to another country, and our artist had to help her family's business. These were exceptional circumstances that are now resolved, and we can continue working on our simulation. With that said, we still have a long road ahead of us and a lot of work to do.
There will be a more substantial update next month, and we'll hopefully have some good news. Until then, happy holidays!
[OOC]For this forum RP we're going to explore the idea of an alternative world where Ghost in a Bottle MegaCorp is a much smaller independent team struggling to make a niche and obscure adventure game after a successful crowdfunding campaign. It's certainly an outlandish concept, but with Octopus City merchandise all around us and the ubiquitous presence of Ghost in a Bottle in our lives, it is fun to consider how different (and terrifying) the world would be in the absence of the Octopus City mythos. Check the stickied rules topic and create your character in the appropriate thread.[/OOC]
Kickstarter Update #31
Hey guys! Our little art project is coming along nicely and it's time for another update. Making games is hard if you don't have your own army or underground corporate bunker, but we're going to keep it real and do our best. In a parallel universe we would own a sweatshop or two, with dozens of artists and designers working on the most exquisite tentacles, but here in the real world the best a little indie dev can hope for is to fix their shack's roof before the rainy season.
In the previous update we mentioned our intention to release another demo. It will be much closer to our vision for the final product. In addition to new quests and places to explore, the demo introduces several changes to gameplay mechanics that will be discussed in the rest of this update. [OOC: In this world they don't know what an OctoSim is, so they talk in 'game' terms]
Changes to Gossip
The Knowledge or Gossip system is the most important mechanic in Octopus City Blues. The original idea was to treat gossip or factoids as items which can be used on NPCs and other objects. Not all gossip is equal, and you have to be careful about the things you share with people.
In the old system, as implemented in the last demo, gossip had a hierarchy with similar facts grouped under a topic such as "Beetles" or "Vagrants Guild". You acquired individual facts by talking to people or interacting with the environment. You could then approach people and use the field menu to share gossip. In particular, the Professor's quest allowed approaching the Professor with various beetle facts, and by selecting the right things to tell him, you could earn his trust or animosity.
There are a number of issues with this system:
Outdated information: most of the beetle gossip wouldn't be applicable after the Professor's quest, but it was still accessible in the menu.
Adventure Game's Bane: such a system encourages players to try every type of gossip on every NPC, and that's not particularly fun. Most NPCs had generic responses for gossip categories (e.g. they will give the same response for all beetle facts), but players might try to exhaust their numerous options just in case there's something worthwhile.
Boring design: the design of the Professor quest was lacking, simply using good or bad beetle gossip to manipulate a hidden trust variable becomes very mechanical after a while, and it's not the type of interesting NPC interaction that we wanted to do.
These concerns led to a small but major change in the system. Instead of having to worry about individual "factoids", interactions with NPCs are now based on gossip topics or categories. For example, instead of opening the menu, selecting "Beetles", then selecting a particular fact such as "Die if flipped over", you now simply select the topic ("Beetles" in this case) to initiate an NPC interaction. Most NPCs will have one response for the topic as a whole, but in other interactions the individual facts come into play as additional dialogue choices. An example is in the redesigned Professor quest, where instead of feeding the Professor one fact a time, he now challenges you to answer a series of questions about beetles. This might seem like a trivial change, but the conversation becomes somewhat more interesting and you don't have to manually go through a list of options.
Changes to NPC Schedules
NPC schedules were intended to make the game's world more dynamic by giving most of the city's inhabitants their own daily schedules. You could follow them around town as they go home or to work, and their schedules could change over time. This sounds cool on paper, but there were several problems with the implementation:
A considerable amount of additional animations are needed to have most NPCs walking around the city in 4 directions.
We had to come up with interesting schedules for each NPC, including having them go home at some point. This requires extra planning, and sometimes it requires extra locations and art as well.
Bugs, a lot of bugs. Perhaps we have a lousy programmer, but while the scheduling system works fine for a few NPCs, it introduces a lot of potential for NPCs getting stuck, poor pathfinding and lower performance. All of that could probably be fixed, but...
The value of these detailed schedules was questionable, especially when you consider the alternative discussed below.
We've decided to simplify this system for most NPCs. Some NPCs still keep detailed schedules, particularly if these schedules are relevant in the main story quests. The rest of the characters will have simplified schedules that work on daily basis. For example, you can find the twins digging for dinosaur fossils in the Plaza on odd days, but they will be pickpocketing passengers in the Centipede Station on even ones.
The schedules don't have to be binary, we also have a 5-day week system in place, and we could have NPCs doing something different every day. The main difference is that you won't see the twins physically moving from point A to point B. When a day ends, you get a screen with the new day's name and date, and all NPC locations and animations change afterwards.
This change saves us time and resources, and will help us focus on more important things. [OOC: excuses and more excuses, just like the real GiaB! :P Just kidding, please don't send the spiderbots after me...] We still want to city to feel dynamic and lively. The random dynamic events we talked about in the initial KS pitch will still be around (e.g. giant tentacle randomly exploding or a politician giving a speech in the plaza), and we are still planning to flesh out every NPC through quests and interactions.
The Abandoned Playground
The playground is a new area that will be introduced in the demo. Both the Rednose gang and the Dreamers cult operate in this old and abandoned theme park.
You can check out a cool video of our artist, Marina, bringing this gloomy place to life:
One of the things we struggle with is coming up with cool locations and scenes. It might take more time to design a location than actually drawing it. Marina has to look up all sorts of references, and we might discuss the location and come up with several mockups and sketches before finalizing it. This is one of the biggest time sinks at the moment, and we want to be more efficient.
Karl Crawford is a talented artist and a longtime friend and supporter of Octopus City Blues. He's already contributed a lot of cool art and designs, and he really "gets" Octopus City's influences and style. Starting from this month we're experimenting with giving Karl a more permanent role where he would come up with concepts for areas before Marina starts her own process. Hopefully this will help us work faster and add some new ideas into the game's world. You can check out some of Karl's art below, and you can follow him on twitter for more. [OOC: They can't hire a proper artist so they're hiring a random hobo to do a job!!]
Saving Your Progress
Saving your progress is something that didn't make it into the last demo, but we've already implemented it for the new one. Octopus City Blues will works with a single save file, and your progress is saved automatically when entering a new location or at certain scripted checkpoints. There is no way to mess up or even die, and we hope that such a system will make your experience more unique and interesting.
Localization and Open Source
One system we implemented since the demo is a way to localize the game's text. It's a simple system based on text files and anyone will be able to easily add new translations. In addition to localization, all our tools will be available to the community, and the game itself is DRM-free. The engine's source code (as of the last demo) is available online, and we will share more tools in the future. [OOC: LOL Imagine if the real Ghost in a Bottle Zaibatsu did that. What would the catch be? xD]
We would like to briefly talk about our rewards and plans for fulfilling them:
#1 OCTOFAN ($1) and CHEATER ($3): No one has claimed these rewards, and Firas remains the undefeated Monopoly champion of the world.
TENTACLE CUTTER ($10): When the game comes out, you'll get access to the DRM-free files. Since we had a successful Greenlight campaign (thanks!), everyone will get a Steam key as well. When is the game coming out? When it's ready, of course...
TESTER ($15): We had people test alpha versions and a beta of the demo on the forums, but aside from a few very helpful people, it understandably didn't get a lot of traction. We will probably have a few more beta versions in the future, and we might consider other options for distribution. (Send them by email? We welcome any ideas)
GROUPIE ($20): Aaron, our composer, is hard at work on the game's soundtrack. This might be available sometime before the game is released.
SR. TENTACLE CUTTER ($25): This is the "Kickstarter Special" version. We are considering having this as a standalone story released after the full version (Remember the Mutant and Conman stretch goal?) It will be available to backers at this level first, and eventually released publicly. There will also be some incidental easter eggs and extra tentacles in the game itself. How does that sound?
OCTOMANIAC ($35): This will be a surprise, and it will be digitally available with the full game.
TENTACLE ARTIST ($50): We have a lot of concept art done by Marina and Karl, and we plan to commission additional artists for a variety of stuff to add to the art book. It might be released with or after the full game.
USELESS NPC ($75): Sabrina, our sprite artist, has finished the base sprites for all the backer NPCS. They'll be used in a specific dream somewhat near the end of the game.
OCTOBLOOD JUNKIE ($100): We have had a lengthy discussion about the physical box, and we want to include all sorts of cool things in there. It will be worth it, but you might have to wait a little after the game is released.
CAPITALIST ($250): We sent out the surveys but haven't started working on this reward yet.
PATRON ($600): Marina already bought some art supplies to create the coolest tentacle sculpture. We hope to have that done in the coming months.
HELPER ($1000): Writing a thank you email takes a lot of time and energy, so this lucky backer will have to wait a little longer.
Someone asked us about Kickstarter updates, and we think it's a good opportunity to discuss some of the reasons for the delay between updates:
We are trying to avoid showing too much content (spoilers).
Most of the updates are similar: we are still working, there is some progress, there are some setbacks, we are doing our best, etc.
It actually takes time to prepare a good update, and that time could be spent on other things.
We’re active on social media and can be reached by email. If anyone has specific questions or concerns then we’d love to answer them.
With that said, we do try to have regular updates. At least one update every couple of months, or more if there’s something noteworthy. We could have monthly updates if people prefer them, but they’d be less interesting.
And that's all for today's lengthy update. Until next time!
OOC: Whew! That was a lot of writing. It's fun though, the naïveté and passion of this random small team making a dumb art game. With that said, I bet they'd still do a better job than the real deal. You can buy artists and coders, but you can't buy a soul! Anyway, feel free to post more made up content and stories in this fictional universe. It would be fun to think about the corporations running this fictional world without GiaB, and what people do for entertainment in a world with no OctoSims
The term "octosim auteur" has never applied to anyone more than to the CEO of Ghost in a Bottle Arts. A visionary dream weaver who graduated from a prestigious business school with one purpose: to be a CEO by the age of 30. We were able to sit down with him in Ghost in a Bottle's luxurious underground bunker to discuss the company's latest entry in the "Octopus City" saga.
The story of your rise from a humble bottled phantasm to one of the most influential CEOs in this galactic quadrant has become something of a legend. What kind of experiences do you think has shaped your path?
Unlike mortal skinbags, there is no limit to what an ambitious young apparition can do. My mission was always to give customers exactly what they want, and if that's an immoral simulation about life in a tentacle-infested metropolis, then I'm more than happy to oblige.
Tell us a little bit about Octopus City Blues. What kind of interactive experiences could we expect from this revolutionary software?
Octopus City Blues is an attempt to go beyond conventional physical simulation and to recreate the very essence of the human experience. It can be described as narrative-driven interactive fiction with a deep web of complex and meaningful interactions and choices. It's also a very visual experience, and we have spared no expense to make every tentacle look as believable as the ones you'd find in your backyard. If I had to describe Octopus City Blues in one word, it would be "abhorrent" or "toxic" (laughs.)
The simulation was originally slated for release by the end of 2014, but was delayed following the release of the demo. What's the project's status at the moment?
Last year showed us that our initial estimates were far off. They were based on pre-Kickstarter work, which did not scale well once we moved to more complex scenes. We had to deal with personal issues, unexpected bugs, and seemingly simple ideas that took a long time to implement. Stretch goals allowed for a larger and more interesting world, but the project's scope grew as well.
When we released the demo and got your feedback, we identified many design problems, so we revamped the design and introduced new scenes. While we'd love to release the project as soon as possible, we also want it to be something we are proud of. Quality will always take priority over time for us, and the final product should be worthy of the Octopus City brand.
With that said, we are still taking measures to improve our process, from hiring additional help to creating simpler editors and tools. We have internal deadlines for everything we work on, and while we might miss them every now and then, we're slowly getting there.
So, can we expect a release some time this year?
It's possible, but quite optimistic. That is to say, if everything goes smoothly then it could happen, but we know by now that things don't always go according to plan. We will try our best and keep you updated. Please look forward to it!
So what are you working on right now? How much of the simulation is completed?
We're finalizing a brand new intro that slowly introduces the systems via a number of optional quests. A couple of scenarios involving a circus and intelligent turkeys are almost done. An editor was created to speed up scene creation. The newest addition to our team, Sabrina, made sprites for all the NPC tier backers and more. We have a new system that allows NPCs to remember your decisions, allowing you to have a reputation that goes beyond good and evil.
Giving estimates for how much is completed can be misleading, because there are so many interlocking parts that need to be taken into account. The systems are all done, more than half the required art is done, music progress is slow, quests and scenarios depend on the art, etc.
What are your priorities for the near future?
Once we're done with the new intro and a few other scenes, we would like to release another, longer demo that is much closer to the final version. It would be limited to backers at the beta tester tier and above, but we might release it publicly in the future. We're also working on several main scenarios and their dream counterparts. Of course, our primary priority will always be hoarding gold and other gems (laughs unconvincingly.)
What personal pursuits do you have beyond octosims?
First of all I want to create even more octosims. I’m almost 500-years-old in ghost years, so I don’t have that much time left before being reincarnated as a freshwater snail. If I were to write a list of things that I want to do before I transmute, it would be a very stuffed list (laughs.)
I was always driven by a burning desire to be number one, and now that I'm a CEO of the world's biggest multinational conglomerate, I can't think of anything bigger than that. Maybe I can come up with a new title such as "His Royal Highness, CEO for Life, Supreme Admiral, Doctor of Medicine, First Salaryman, Baron of the Most Ancient and Most Radical Sewer Brethren, Decadent Uncle of All Beatles of the Earth and Squids of the Seas, Conqueror of the Neo-Roman Empire in the Milky Way in General and planet 1 Sol d in Particular, Uncrowned King of Spades". It has a nice ring to it, ne?