Post-Mortem: A Fading Melody

With my second fit-for-consumption game released, I thought I would do a Gamasutra-style post-mortem for anybody who is interested in the development process that went into A Fading Melody.  So if you’re interested in learning a little bit more about the development of this indie platformer, read on!

The Inspiration

A lot of people have pointed out the similarities, and yes, I will admit now, I did enjoy Braid.  While there are some comparisons that could be drawn between the two games (namely: artistic indie platformer with a story), A Fading Melody is not a clone.  I enjoyed Braid’s cerebral nature, but I don’t play puzzle games much, and I didn’t want to make a puzzler.  I didn’t even want exploration, this time around; one of the other games I played recently was Mirror’s Edge, which I felt was a great game when you were flowing and moving nonstop from place to place.  But when you had to slow down and figure out where to go next, I thought the game suffered, becoming more frustrating and less exhilarating to play.

So I wanted flow like the best parts of Mirror’s Edge and the artistic feel of Braid, but just as importantly, it needed to be my game.  I had to bring something of myself into the thing.

The one other thing I wanted was a story.  But I didn’t want Braid’s much-obfuscated, pretentious story (no offense intended to Jonathan Blow).  I wanted something you could immediately grasp, just like the gameplay.  The story wouldn’t be about figuring out what the story meant, it would be about figuring out what was going to happen next.

So I settled on telling the story of a coma patient, with the game set within her dreams, and decided that the story would focus on revealing how she got into the coma.  This opened up some interesting gameplay possibilities, which I will discuss in a little bit.

The Art

Something I knew would be very important for A Fading Melody from the beginning would be to have a distinctive art style.  One of the problems Core Fighter suffered from was that its art, while adequate to the task, was generic and unmemorable.  My next game would need something more–something that would draw the player in upon seeing a screenshot or video, or just popping into the demo.

I’d seen a few games working with silhouettes as sprites recently, like Patapon, and an indie adventure game adaptation of Les Miserables.  I experimented with it in my own spare time, and I knew that I really liked the style.

I also knew that I wasn’t a very good character artist, and that I didn’t have the funds to hire one; I can draw people, mind you, I just can’t animate people.  This was another thing that made silhouettes attractive to me.  Silhouettes aren’t necessarily much easier to animate, but I had a trick up my sleeve: Daz Studio. Daz offers lots of 3D models for cheap prices, and their software makes them relatively easy to pose and animate.  So I could go from this:

To this, without much trouble:

I extended that design into the background.  It would have a landscape and it would have trees, but both would be silhouettes just like the characters.  The trees I found as open license texture masks on TurboSquid, which I modified to my liking, saving me a lot of time.

While I had to do work on every art resource in the game, the only major part of the game art I had to make entirely from scratch was the tileset.  This I simply painted digitally–it took a lot of revisions to get right, but the end result, I think, was worth it.

There were two touches that I added toward the end of production: One, the game would start in black and white, and color would be gradually introduced as you progressed through the levels.  I thought this served as a nice (if slightly heavy-handed) visual metaphor for Melody’s gradual awakening from her coma.  I also added weather effects (rain and snow) and messed with the background a little bit to make it look like the sky was brightening toward the end of the game.  The end result is a boon to visual progression and variety, and a reinforcement of the game’s theme and storyline.

The Gameplay

I mentioned earlier in this article that I really wanted to make A Fading Melody my own, despite its obvious influences from games like Braid.  One of the ways I wanted to do this was to place a strong focus on forward movement.  The game would thrive on the simplicity of pushing the player forward through the level.

The first way I thought of doing this, and the idea that eventually coalesced into A Fading Melody, was to make the player race not just against time, but against something physically coming up behind them.  I thought maybe it would be somebody chasing them, or maybe it would simply be a void inexorably threatening to engulf them.  I dismissed the former pretty quickly, for two reasons: One, programming the AI would be a serious (and unnecessary) pain.  Two, it would make the urgency perhaps a little more competitive than I desired.  I didn’t want an adversary, I wanted inevitability itself.  Mortality.

That left the inexorable void.  I first envisioned it as a wall of darkness coming up behind the player, but in early prototypes, this just didn’t pan out.  Either the player would get too far ahead of the darkness, or the darkness would come up too quickly and would be frustrating.  I then tried making the darkness only get pushed back to the edge of the screen, but never farther than that; this was better, but it still didn’t feel right.  I wanted the level design to be open to both leftward and rightward movement, for one thing.  For another thing, it was just too difficult to balance the movement speed of the encroaching darkness against players of different skill levels.

Then I came up with the idea of gradually darkening the entire screen, like a fade-out in a movie.  I thought this would fit well with the story of the game–Melody would slip farther and farther into a coma, and to save her, you’d have to race against the darkness.  At first I tied it to movement–if you were moving left or standing still, the screen would grow darker.  If you moved right, it would brighten.  This was much better than before, but it still wasn’t quite right.  It felt like its only purpose was to punish players for not playing the right way–there was no reward involved.

Eventually, I hit upon the idea that made its way into the final game: The screen would always be fading, no matter what, but jumping on monsters would brighten it.  Suddenly, this added a risk versus reward element into the gameplay.  You had to keep moving forward, because if you stopped, you would eventually die.  You’d need to defeat monsters to live.  But defeating monsters would be a reward.  I added a bright bell sound when you jumped on a monster (sounds are a big part of game rewards, I believe), and caused the monsters to explode into clouds when defeated.  The final touch was that the clouds would then be sucked up into Melody’s head.  Fuel for her dreams.

In coming up with the level design for the game, I relied heavily on platformer tropes dating back to games like Super Mario Bros. and Donkey Kong Country.  But make no mistake–this was to be a difficult niche platformer.  There would be many jumps, and most of the game would take place on platforms floating over the void, with nothing to save you should you fall.  While the player would have unlimited lives, one mistake would result in death.  I made it so difficult, in fact, that I wound up having to tone down the first two levels significantly to provide a better learning curve for players.  I also had to add two checkpoints per level, something I was initially resistant to.  In the end, though, it improved the game, and I’m glad I did it.

One thing I don’t like is unnecessary repetition.  It’s just filler.  Right up until the last two stages (which would be the most brutal and unforgiving), I wanted to constantly be adding new things for the player to deal with.  I introduced new elements in each of the previous levels, and tried to vary the level design as much as possible, so it never felt like you were playing through the same segment twice.

This probably made A Fading Melody feel a little bit short, but I think it improved the experience while it lasted.

The final thing I wanted to do was to remove menu screens from the play experience.  Everything would be gameplay, from start to finish.  In this, I think I succeeded.  Even the upsell at the end of the trial is a game level.

What Worked

What Didn’t

13 Responses to “Post-Mortem: A Fading Melody”

  1. Brian - March 26th, 2009

    Cool game, and I can’t wait to see what you come up with in the future. If you need an artist hit me up:

    http://www.subsoap.com/hosted/resume/

  2. Chris - March 27th, 2009

    Found your game last night, played the demo, bought it right away. Great game. Googled it this morning and found my way here.

    It’s a shame so many players overlook the community games. It’s a shame so many developers make things like clocks and calculators, all in the hopes of a quick buck it seems. The good community games are great platformers or puzzlers and worth seeking out.

    Hope you’ve got more ideas in the works!

  3. Christian Seehausen - March 27th, 2009

    Thanks for the nice comments, guys! I do indeed have more games coming. I’ll try to post a little about their development here in the next weeks :)

  4. Derek Peavey - March 31st, 2009

    I noticed your game because it deals with the main character being in a coma and my DBP2009 project involves a character (not the main character) with the same thing going on.

    I played the demo to see if I’d be biting your style. Well, two pieces of good news: First, I’m safe. Melody’s story is very different and rather unique. Second, I like your game. I felt myself actually worrying about Melody. I had to remind myself it wasn’t real.

    No game has ever had that kind of immersion effect on me within like the first three minutes. Normally, it takes hours.

    Well done.

  5. Brad Gallaway - April 1st, 2009

    Hi Christian,

    Congrats on the game. Like the poster above, I googled my way here after trying the demo and buying the full version immediately afterwards.

    I’ve been combing Community pretty thoroughly and made very few purchases, but yours was definitely worth it. It was moody, the story was interesting, and the platforming felt pretty tuned. you really do like your tiny platforms, don’t you? ; )

    I think my favorite aspects were the silhouette visuals and the color palette. it looks a lot different than the rest of what’s up on Community. definitely some good choices there.

    Looking forward to what you come up with next. if you’ve got a media contacts list going, please add me to it.

    Regards!

  6. KN9 - April 1st, 2009

    So, I’m playing your game now (having bought the full version), and I thought I’d weigh in.

    The atmosphere is the strongest part–the delicate music, the rain, the gloom, the use of shadow, and the silhouette look for the protagonist and the monsters really give the game a distinct, melancholy look. However, do consider seeking an editor (or a trusted friend) for any future text bits–they’re rather stale, despite conveying a compelling story, and there’s a few spelling mistakes. “Akohol”, for instance, is a pretty bad misspelling of “alcohol…”

    There’s two problems with gameplay, though. One’s relatively minor: I think that “sprint” should’ve been a toggle, let’s say with “y” as the trigger, so you could run without holding down X and then simply press X to roll while running. That would eliminate lots of oddities with timing rolls, and it would let players switch between running and slowly tackling platforms without adversely affecting gameplay. It’s not so quirky that it breaks the game, though.

    Worse is the problem with enemy hit boxes. They’re a little fuzzier than they should be–I’ve died simply by being within a few inches of a monster, with a clear gap between me and what looked like the “danger zone.” I understand the enemy movement isn’t particularly fluid, but that still threw off my timing by a bit and being surprised by a sliver of an enemy hit box is the single worst part of the experience.

    One last note: the floating disembodied head with eyestalks? That’s a Beholder straight out of Dungeons and Dragons–that broke the mood for me, it essentially being a cameo from a popular traditional RPG. It shoots eye lasers, too–was that an intentional reference or an interesting coincidence? Either way, like with the editor above, maybe you aught run your selected monsters by forums or some such if you don’t want to have an unintended cameo.

    Despite the above two criticisms and one nitpick, I’m glad I bought the game, and beyond the hit box quirk and occasional roll-flub it’s been a compelling platformer. Good luck on your next project, I’ll keep an eye out for it.

  7. Christian Seehausen - April 1st, 2009

    Hey everyone,
    I appreciate the kind comments and critiques! Thanks for taking the time to come post on my blog.

    Brad, I’ve added you to my contacts. :)

    KN9, thanks for the lengthy review! I agree with many of your criticisms, and will keep them in mind if I update the game. However, I think you’re mistaken about the spelling error you mentioned–I gave it a look and “alcohol” appears to be spelled correctly in the game, unless I missed another spot I used the word. Maybe the ‘l’ and the ‘c’ blended together to look like a ‘k’?

    And yes, I did use the Beholder intentionally. Maybe it was a bit heavy-handed a reference, though.

  8. KN9 - April 1st, 2009

    Having just beat the game, I must reaffirm that I liked it, and that the assessment of the collision problems as “minor” was perhaps too forgiving. I was fearful more of accidentally bumping into an enemy’s slightly-bigger-than-its-sprite hitbox than of actually facing the enemy.

    The rest of the game, though, was tightly designed–tough-but-fair platforming and good enemy placement. I really like the level design, it’s good at keeping the player on his toes.

  9. KN9 - April 1st, 2009

    I wouldn’t say “heavy-handed” as much as “slightly mood-breaking.” There’s nothing in the text to present our heroine as a bit of a nerd who might, say, populate her dreamworld with Beholders. Otherwise it would’ve just been a fun bonus.

    Again, looking forward to next game! This drew my attention away from The Pitt, which is saying something.

  10. Liquid9281 - April 4th, 2009

    Just wanted to say I am enjoying your game, though I haven’t finished it yet. I plan on sending messages to my friends on LIVE to try to get them to try the game and hopefully buy it as well.

    Quick question though. I haven’t been able to find a site that is really dedicated to the community games other than the main XNA site. Are there other sites that are dedicated to the community that you would suggest?

  11. Christian Seehausen - April 4th, 2009

    Thanks!

    Liquid9281, there are a few sites out there, but not too many. One that I like is http://www.xblaratings.com/ which allows users to rate and review Xbox Live Arcade and Xbox Live Community Games.

  12. Liquid9281 - April 6th, 2009

    Not a bad site. at least its easier to find the games on it than most places.

    Thanks

  13. Bob - April 18th, 2009

    I appreciate you can notice what works with your game and what doesn’t. It reminds me in some ways of the old game out of this world and flashback.

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