Initially, my duties were just to be the Programmer of the group. For various reasons, I
also became the Designer and managed to heavily rewrite a lot of the script. I realized I was
going to be the Designer because I had to lay out all of the areas of the game using lots of the
default graphics that came with RPG Maker 2003. That wasn't a problem. I felt bad about
heavily rewriting the script, although I notified Nate that I was going to do this and initially
there wasn't a problem. I thought I could improve the dialogue by adding humor to it and making
the "choices" in the dialogue trees more dynamic so they could affect events later in the game. I
probably added too much humor, which Nate wisely advised me to tone down in the final version; the
humor isn't toned down as much as I would have liked to do in the revision, but we were pressed for
time.
I must have been really annoying to our Producer, Patrick, who was patient enough to listen to
me sending him endless Instant Messages throughout the process. I guess that's what a Producer was
supposed to do, but he helped support me by telling me I was doing a good job, even when I was
convinced things weren't going so well (working 40-50 hours on a project while you have 2 other
classes tends to drain you of energy and common sense).
I should have sent a revised version of the script (although I changed the dialogue all in-engine)
to Will, our lead artist. He created some artwork that wasn't necessary because of changes in the
script. My revisions in the script involved me taking the locations from Nate's script and completely
rewriting all of the dialogue, with a few exceptions. If I had written out a revised script in screenplay
format and given it out to all the members of the team, we could have avoided some problems.
When the guest speaker from Acclaim came and saw our demo, he was confused by the opening cut-scene, saying
he didn't get the game. This might have been a sign that RPGs are still pretty niche; ironically, earlier that
day he pointed out that RPG sales only count for 10 % of all American console game sales. He wanted to see
flowcharts of the dialogue trees, which we didn't have, although he seemed to like our presentation overall
from an aesthetic standpoint.
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