Wednesday, September 21, 2016

A Few Thoughts and Updates

I must confess, I haven't had much time to work meaningfully on the projects I have listed here. A heavy and exhausting workload has sapped most of my will to create, which I fear may doom the projects to further delays. Even still, I haven't been entirely idle with aforementioned project, and a list of progress points are listed below:

CyRedCh

-Thumbnails for future pages 2-15 have been completed and sketched, awaiting for full pencil art, digital ink and color 

-New tools for coloring and inking have been purchased, and older, completed pages will be updated to fit the current standard

-Work and planning on future integrated trans-media storytelling opportunities have begun

   The previous point is one that I'd like to expound upon a bit for those that may be unfamiliar with the idea of trans-media and the potential it holds for interesting experiences. 
   Trans-media storytelling is a method used to tell a story through two or more different forms of media,  usually to enhance the overall story or to allow another view of the story to be brought about. In the case of CyRedCh, I have plans to put together an audio podcast that corresponds with actions and events that take place in the original comic. This podcast, which will include music and "interviews" with various other characters from the story, should help to enhance the reader's immersion in the world, as well as help bring greater detail and future story potential into the work.
   There's a great deal more behind trans-media storytelling, but I shall save a deeper discussion for another time. For now, let's continue on to the other large project I have in the works:

Everyday Robots

-Python code is being cleaned and optimized, with an emphasis on repairing bugs in the current build

-Previously cut characters and locations are beginning to be fleshed out and worked into the overall script, resulting in at least 20% more content for the game

-The previous method of making selections (choosing an action from a list) is being augmented with "hitboxes" for clickable objects, allowing for fewer persistent UI elements

   The last point is, once again, something that I wanted to make rather clear mainly because it plays into how one interacts with the game. Currently, the player would be given a list of available actions possible within the confined environment. While this was technically functional, it obscured the artwork and objects the player was, in fact, supposed to be interacting with, like so:


  To cut down on the intrusive list, I am researching how to program hitboxes, or a place on the background that allows the player to click on a desired object to preform an action. This, coupled with more elegant lists during dialogue exchanges, should help the interface clash less with the overall experience, and will grant the player a more immersive play session. 

   Sadly, due to my current hardware and time constraints, these are the only updates made to my projects since the last time I posted. However, I will be finding more time to work on these stories in the coming months, and should hopefully have more exciting progress to share. 
   Until then, thank you for reading and for accompanying me on this journey. If you have any questions or comments, feel free to type them below, and I'll be happy to answer them as soon as I can. 
   Tschüss! 


Saturday, July 30, 2016

A New Start!

   Hello everyone, and welcome to the all-new Resurgence Entertainment Journal! (formerly known as Reyn's Comic Blog.)
   As time has past, this site has gone from active, regressed to slow, then finally put into mothballs for what I had expected to be forever. However, what with plans underway for a few new projects, I wanted to reopen this space and use it once more. However, instead of using it to display my webcomics, I wanted to use this as an outlet for progress on aforementioned projects, announcements for new updates, and discussions on topics related to media and the construction thereof. If anything, this journal will act as a exercise in keeping a schedule and will also help serve as motivation to actually get some serious work done. "CyRedCh" and numerous other projects have had little to no development over the past few months, and I feel as though that needs to change.
   The main attraction for this journal will be two projects I plan on implementing/releasing by the end of the year:

   "CyRedCh"- Taking place in the not-so-distant future, CyRedCh covers the life of a young robot by the same name who's just trying to make it. Between education, work and his own personal pursuits, CyRedCh struggles to find who he is, where he's going, and how he's going to get there.
   Updates to be found on this page include character development, drafts & thumbnails for future pages, and announcements regarding spin-off projects (Believe me, there will be some serious content behind this as soon as it's up and running.
   CyRedCh has been in development for some two-three years now, and I've finally come to a point where I feel confident enough to start producing actual material. What with a (somewhat) uncluttered schedule for the next few months, I anticipate the first actual pages will be uploaded within the year.
   Further updates are coming soon, so stick around!



   "Everyday Robots" - A simple interactive novel project involving conversation, adventures, and the difficulties of everyday life. Having started life as a college project, Everyday Robots is somewhat complete yet severely broken and undernourished. To make the five-week deadline, (while juggling a job, about twenty pages of other research, and daily classes) a great deal had to be cut, and the overall project was somewhat buggy.
   Updates to look for on this blog will involve new content discussion, announcements involving bug and how to fix them, as well as discussion about the actual creation and writing for an interactive piece of fiction.
   Given that most of the game can be salvageable, I doubt a full production and release would take more than a few months. That being the case, I'm also fairly certain that it won't be ready for primetime before the end of the year. Despite the playability of the code, all of the art must be redone (since most was just placeholder,) and the entirety of the bugs must be resolved. Keep a look out!
----------------------------------------------------------------------------------------------------------------------------------
   Once again, thank you all for coming! I think this is a step in the right direction, and I can't wait to take all of you with me. If you have any questions or comments, write them down below and I'll get right back to you. Until next time!