Postmortem Devlog (Most Creative Title Ever!)


So, this game was very much an experiment for me in a lot of ways.  (Not, ironically, in the way I originally intended it to be, since I'd already had to give myself a crash course in Ren'Py to get A Song  of Warriors completed.)

I wanted to see if I could make all of the visual elements of a game myself, and if the effects provided by FotoSketcher would be sufficient to overcome my very low skill level in 3D modeling.

Personally, I feel like the answer to the latter question is at least "pretty darn close," even if not 100% enough.  (Though with a less extreme style choice in FotoSketcher, it might have been less efficient at the task.)  Of course, there were problems with the way I handled making the graphics; using MikuMikuDance to do the rendering was probably a very bad idea, but it's more flexible than Metasequoia for rendering (in some ways, anyway), and I know how to use it better.  Unfortunately, the computer I was doing the graphics on is pretty old (I know I already had it in 2008), and it was really struggling by some of the late images.  In fact, I had wanted to do images where there were flowers covering nearly every surface in the room, but my computer just couldn't.  (And because of the effects I was using, I couldn't just render the flowers separately and composite them in GIMP...)

In addition to being an experiment, this game was me wanting to play around with my reaction to a movie I saw over the summer.  The movie was the Rifftrax Live version of Hobgoblins, a low-budget knock-off of Gremlins, in which the hobgoblins were puppets that were barely capable of any kind of movement.  My reaction to that, of course, was that surely stationary objects could actually be scarier--in the right context--than badly animated puppets like the hobgoblins.

So, this game was me trying to see if I could make plastic flowers scary.  (In a context not involving the Master or the Nestines, that is!)  Mostly motionless plastic flowers, at that.  :)

I don't feel like I succeeded, but I hope I at least made them a little bit creepy, anyway.

What was probably quite creepy was their singing.  For which I can only apologize.  I should have recorded a much longer clip to use.

It's just that I kept wanting to sing that little tune the Smurfs always used to sing, but I figured that was a very bad idea for two reasons:

  1. It would either make the flowers way too scary or make them entirely unscary (in part depending on your view of 1980s Saturday morning cartoons)
  2. Whoever currently owns the copyright to said cartoon would almost certainly have sued me if I had used that song.  (If they found out about it.)

For future games, I definitely need to learn more about how to use music and sound effects, and about Ren'Py's visual effects.  (Actually, I might revisit this later on to change up the dissolves into something a little more interesting...)

Overall, though, I feel like this worked out pretty well.  It's not  perfect, but as an experiment, I never expected it to be perfect.  I wanted to try new things, and I've done that.  :)  And if anyone out there can get even a little bit of enjoyment from the result, then that would  be even better.  :D

In closing, I just want to add in one of my favorite images from the game, which I didn't think was quite right for the game's main page.

I'm not sure if it's the lighting, or the way FotoSketcher handled paintifying the original image, but I just love how this one turned out.

Files

NightOfTheDancingFlowers-1.0-pc.zip 272 MB
Oct 25, 2021
NightOfTheDancingFlowers-1.0-mac.zip 254 MB
Oct 25, 2021

Get Night of the Dancing Flowers

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