Hi all, it's always me (after in these days I red all the thread, I hope I'm not going to ask something I didn't noticed it already had answered). So here we go !
(And obviously, if I made a question you don't wanna answer ignore it).
1) How was difficult (and how much time did it took) to obtain a final coherence between the routes, or you proceeded to constantly check the script to avoid big continuity mistakes?
2) About the beta testing, how did you proceed? Did you give to the beta testers whom didn't were into writing the routes a (more or less) complete version of the game, or did you provided them partial outtakes from the routes to experience them? I red in more than one post from Aura that you reviewed countless times the scripts of the game to check it so I assume you did the biggest part of beta testing, but I'm just curious on how all the process worked
2b) Did never happened that you received a positive feedback from the beta testers on something you weren't so sure to include and after this you decided to keep in, or that you received good feedbacks on something you decided/had to erase from the final release despite his first reception?
3) Have you experienced situations in which one of the route writers had a much different style compared to the others in such situations like the lenght of the route, or the involvement of the "other 4 girls", or side characters, and you had to try to balance the situations to avoid a non homogeneus development of the routes?
4) (more or less) What percentage of the writing you did for a route ended in it, and what percentage were discarded?
5) During the first stages of works, what did you expect on the lenght of the final release of the game? Shorter, longer, about the same it ended... ?
6) Did it happened that some of you had a valid idea for a path that after being developed had to be discarded due to his medical inaccuracy? (If I correctly understood, your medical guide was my fellow countryman silentcook who had to clarify if there were that kind of mistakes )
7) Did you ever chosen to remove a well-explained fact from the game to let it become a mistery for the players (i.e. like Kenji's Mistery Box, or the rumored love story between Kenji and Yuuko, or the real reason of Hisao's fall during the manly picnic, or the name of the Nurse, or the discussion between Hanako and Lilly in the Lilly's route)? I'm not asking obviously the answers, just wanna know if they were always have been misteries or not for you.
8 ) Did never happened you had an idea so great but also so dumb/fool at the same time (i.e. don't know, something like: Kenji was right, and all main girls WERE feminist agents put into Yamaku only to corrupt the poor Hisao) you have to discard it?
9) (sorry to quote a message from page 99, but I have to...)
cpl_crud wrote:
...
The original story did have some "darker" moments, but I thought that were justified by the story.
However, in my lust to create a Grimdark kind of story, I lost the plot a little and made both the "Bad" route and the exit from that route into a "Good" route untenable. Also, it clashed drastically with the rest of the game. I think a lot of my drive came from a short story that I wrote on the old Invision boards, where Hanako uses a broken mirror to kill Rin, Hisao and herself.
There were a couple of attempts to save it; one involved the entire Hanako route being "Bad," - the only way to get a "Good" ending was to go through Lilly's route, which would then have a second Hanako path embedded into it.
This was written entirely, but the actual gameplay implications were impossible. You had to get at least one Hanako "Bad" ending to unlock the choices in LIlly's path to lead to the "Good" endings... it was practically impossible.
So, after much prodestation, the entire concept was scrapped and replaced with a much more believable path, which formed the basis of the path that is in the final game
...
First of all: whoa, as an Hanako fan (if I survived, and I'm not so sure I could, the first impact with the bad ending, that almost shocked me also with the final release of KS) I would have been as surprised as happy to see a similar thing in the routes of Lilly and Hanako (if necessary also with outcomes like the manly picnic if a player tried as a jerk only to pursue both the girls).
Is this the only case in which you had setted too high the bar of technical implications of the game and you have to scrap an entire route (or so)? And after such a fact (or similar ones) did you changed your way of planning the schedule of the development of the game?
Thanks really A LOT for your attention, see ya
EDIT: Forgot two questions, now I hope that's all