Survey, Build 5 Updates, Pace of Development, & More!


Hey friends, it's Bowser!

This will be another devlog where I cover a variety of topics. So, let's tackle them one by one, shall we?

Let's start with the Build 4 survey. I'm always happy to hear your guys' feedback. CLICK HERE if you haven't already submitted a response. Your responses help guide our project in a more positive direction! If you prefer to give written feedback, you can do so HERE, or just comment below.

Build 5 is well on its way. As per usual, it's a slow but steady process. We're in the early stages of writing and visual design. I'm anticipating a summertime release.

Speaking of "slow but steady" processes, that leads me to the bulk of this devlog. I've seen a lot of folks bring up questions and concerns regarding the pace of development for ChoPro. I'm more than happy to talk about it.

Build 0 was released August 2022. We've released Builds 1-4 in the ~1.5 years since then. It's not a fabulous track record, but it's one I stand by. I value the quality of my project. The last thing I'd ever want to do is rush a release or grind myself into creative bankruptcy.

When it comes to our workflow, I am always the bottle neck. My team does a wonderful job getting their work to me on time, but it always falls back on me to put it all together. When it comes to my role, I identify my position in ChoPro as the "Author/Developer", but my actual role goes beyond just writing and coding. I also take on roles of: creative director, art director, music director, sound designer, marketing director, project manager, graphic designer, quality assurance, editor… and the list can go on from there.

After putting out (technically) five builds of ChoPro, I want to discuss all the work that goes into it in detail. I want to do this for two main reasons. I want people who are curious about our process to get a glimpse at what we do. I also would like aspiring VN developers to take some notes so you can see what you're in for.

 

  • Writing phase
    • A new build always begins with the script. For my process, I write the script into a word document, revise it once or twice, then send it off to my editors.
    • Each build's script usually gets broken up into 5 or 6 sections that I'll call "acts". Each act is 3k-6k words. This leaves me with a build that's 20k-30k words long.
      • Based on survey data, you guys like long and satisfying builds. So that's what I like to provide!
    • This system works well since it gives my editors some time to revise and make comments on one act as I continue to write the next act in tandem.
    • In my word document, I write using RenPy's language. This makes it easy to just copy + paste into the game engine later on.
  • Illustration
    • When it comes to illustrations, I usually need three things for a new build. New background, new sprite art (usually a new character and some new outfits), and a new character scene (or CG).
      • Usually, I have a good idea of what I want before the build is 100% written. So, I'll ask for pieces of art early in the new build's development.
    • Each of my artists will get a detailed prompt from me explaining what I need and how I'd like them to do it.
      • I make sure to make notes on composition, setting, poses, expressions, and scour the web for as many references as possible.
    • I'll often involve myself in the illustration phase.
      • Many of the outfits you see in ChoPro were not drawn that way by Drake. I'll take Drake's work and photo edit bits and pieces of it to create new garments for the character sprites.
      • I've also photo edited some of Rinzy's backgrounds and Cream's CG's to best fit my vision.
      • One of the smartest things I've done as a visual novel creator is learn how to photo edit. It's saved me a ton of time, money, and stress.
  • Sound Design
    • This includes music, sound effects (SFX), and voice acting.
    • Most new builds need new music. Similar to my illustration prompts, I'll also create music prompts for my composers.
      • I'll detail what kinds of arrangements, instruments, compositional ideas, and emotion I'm going for with a particular music piece.
      • I also will make some music myself. For Karcenogen's song "FAFO", Rhythm Bastard and I both contributed to the recording, lyrics, and composition of the track. Side note, I spent THREE DAYS writing that guitar solo.
    • With each new build, I've been focusing more and more on sound effects and how they work in the soundscape.
      • Most of my sounds are sourced from freesound.org or were recorded by me. If I can't find exactly what I need, I'll do some audio engineering to create the sounds I'm looking for.
    • When the writing is done, the voice acting process begins.
      • Each of my VA's get a detailed prompt providing which lines I want them to act, context for that line, any my notes on how the line should be delivered.
      • The VA will record and send me their takes. From there, I decide which take is the best, then I'll audio edit it to make it perfect.
  • Programming
    • When the writing's done, the script is integrated into RenPy.
    • After the script's integrated, I'll begin working on populating each scene with backgrounds and sprites.
      • I start by positioning the sprites into their proper place. Then I'll work on assigning them specific expressions and eye positions for each line of dialogue.
      • My vision for ChoPro is to make the sprites as life-like as I can. I put a lot of work into crafting each emotion for every single panel.
    • I'll work on integrating sound effects, music, and voice acting during this stage as well. This is where the bulk of sound design is done.
      • I work on making sure the sounds work nicely with each other and ensuring they're are all queued properly.
    • Once it's all done, I have to go back and check everything several, several times and fine tune it all. This can take a few days.
  • Marketing
    • Social media presence is important for a VN project. I spend a good deal of time promoting the project on Twitter, BlueSky, Discord, and Telegram.
    • Each build needs new graphics to promote it. I'll often make these myself or have Racky make them.
    • Part of my marketing strategy also involves promoting other visual novels.
      • I do this because a lot of these projects are made by my wonderful friends, and I want to give them a boost.
      • I also firmly believe that rising tides raise all ships in the FVN space. If one of us wins, we all win.
    • Marketing also includes physical media. I like to print out flyers and business cards to pass around at furry cons. It doesn't help my analytics much, but I like handing out cards to friends and fans.
  • Crowdfunding
    • This can also fall under the purview of "marketing", but managing the crowdfunding is a different skill.
    • As of now, the only site we get funded on is Patreon. So, it's important to keep Patrons happy by posting updates, sharing exclusive art with them, and giving them early access to builds. Plus, there's Staccato!
    • Crowdfunding is income, according to the IRS. So, every spring I have to file taxes for Chord Progressions. Fuuuuuun.
      • Just finished up filing 2023 taxes by the way. Big shout out to my furry tax attorney, Thomas. Not sponsored, just a fan πŸ’–.


I could go on and on about all the work I put into ChoPro. But I think you get the gist.

Depending on what stage of development we're in, I can put in 20-40 hours a week for this project. For all intents and purposes, Chord Progressions is my third job, and I'm the boss.

I wish I could make builds faster. I wish Chord Progressions was my only job. My dream is for this project to be my one and only job. But that's just not the reality of the situation at the moment.

I hope you enjoyed that little insight into our process. If you have any questions, feel free to ask!

Take care y'all πŸ˜ΈπŸ’–

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Comments

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So when is it gonna be released in public?

I'm aiming for summertime 2024. The public release will be two weeks after the official Patreon release.

Is it gonna have the scene scene where Chester and Darrell kiss?

(+2)

Very intriguing to read about your process, I appreciate you taking the time to write about it. Thanks, I'm definitely taking notes.

Do you plan on having any more voice acting auditions in the future?

Nothing is planned right now. But open auditions may open up in the future.

(+1)

I wanted to give some feedback on the concert songs in the last update:


I don't listen to classical piano much (or at all) so I'm not exactly qualified to comment on Trent's track. The composition was nice, though. Not something I'd listen to on a regular day but I can vibe to it.


Sands of Saturn disappointed me a little. After spending the last couple of updates talking about how weird Cliff's ideas for music are, I was expecting odd time signatures, polyrhythms, polytonality, weird scales, strange key changes, etc. While their track was really good, it wasn't any of what it felt like the game was promising.


Karcenogen was equally disappointing for me, but I recognize that it's 100% a me thing. With a name as brutal as that, I was picturing something like Knocked Loose, Slipknot, Slaughter to Prevail, maybe even something like Vildhjarta. So when it turned out to be significantly less heavy, it felt a little underwhelming. Still a banger, though.

(+1)

Thanks for sharing your thoughts!

(+4)

As a writer myself that has, as you aptly put it, ground myself into creative bankruptcy, I'm thrilled to hear that you're pacing yourself and preventing that burnout. Burnout sucks! Keep doing what you're doing; the only reason I wish you'd release faster is because I'm so invested in the story you're telling.