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=DF= February 26th Design Notes: AdventureFriends 2: Finale!

 
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2/26/2022 17:39:29   
  Peachii
Clairvoyant!


quote:


Verlyrus:
AdventureFriends 2: Finale!

Hey there, heroes!

With the disappearances of yet more students, Edelia is facing closure! It's up to you and your remaining friends to solve the mystery and save the school!



AdventureFriends 2 concludes with Day ???! Will you succeed and save Edelia and your friends? Or will you drown in the light? Will you find... an AdventureFriend?

There's only one way to find out!

You can play AdventureFriends 2: Edelia from the Book of Lore!



It's been an interesting few weeks with the AdventureFriends 2 project taking up longer than expected to finish. I think most people can understand why we're not exactly enthused by the amount of time it's taken to get these releases out. It's been stressful, and difficult, and we've learned a lot from this experience.

First, a comparison between last year's AdventureFriends, and this year's.

For Aspenvale Academy, we decided to go with something more humorous, leaning more on tropes and a completely separate world. While we had more characters, and had to build the system for AdventureFriends, it was still relatively easy to write, since there was a clear goal that we would then subvert.

With Edelia, however, we knew we wanted a more grounded mystery and story, with more meaningful connections to the world of DragonFable. This resulted in a lengthier story, to better establish the setting and characters, as well as a necessity for a solid plan of direction.

In anticipation of the increase of the writing burden, we decided very early on to reduce the number of students compared to last year, with four proposed at the start, as a sort of investigation club type story planned. However, this was increased to six students, as we felt more variety in students would be welcomed by players eager to see their favorites. This then necessitated splitting into groups, as six other students at all times would mean that some would invariably get left out.

As a result, the workload snowballed. What was originally going to be a single group, had to be split into multiple paths and options, and as we knew beforehand (and this project greatly emphasized), branching paths multiply dev time by a lot- and while there are players who enjoy having multiple paths to follow and replay, others may only stick to one, and then wonder why everything took so long.

I underestimated the sheer amount of writing that would be required, regardless. Trying to more strongly establish the setting and characters resulted in a much lengthier and stressful writing process than the previous year. Having the release split from the original release plan of Days 1, 2, 3 in week one and Days 4 and ??? in week two into Day 1 in week one, 2, 3, 4 in week two, and then ??? in week three also ended up adding some additional stress. By the end of week one, we had the scripts finished for Days 1, 2, and 3, but didn't have time to flesh them out. We had a dilemma. Do we scrap days 2 and 3 and try to finish the story in a much quicker, truncated fashion (total of 2 days, for example), or do we push on and potentially see three weeks of release instead of hte planned two?

We knew taking up three weeks would not be an entirely popular choice, and it was a last resort, even then. It was not something we planned to do, or wanted to do, but we'd rather finish a release as intended than cut it short and dismiss it.

Were we to attempt another AdventureFriends, the script would most certainly have to be outlined, established, finalized, and even written, earlier. To use our usual workflow would not be sustainable in this case. We simply cannot do this and maintain the quality that we, and you, expect.

They say you're your own worst critic, and looking back, there's so much I feel I could have written better, or outlined or paced better. Between rushing to try to get the script done to try to limit the release to two weeks, the stress and pressure of trying to make it as good as possible, and it being more ambitious than AdventureFriends 1, I've learned a lot about my limits as a writer. I've also learned that I need more practice with descriptive writing! I'm proud of my dialogue (and even that can always be improved), but painting scenes with words is a skill that I need to work on, especially in AdventureFriends, where I can't always lean on Dove's incredible animations and backgrounds.

That said, overall, thanks to Dove's awesome art, expression work, and animations, as well as Dracelix and Darkon's help, I'm satisfied with how AdventureFriends 2 turned out. I wish we could have managed to bring it down to two weeks, rather than three, but to do so would have forced us to work and crunch longer hours than acceptable. Health comes first!

We do have plans to try to squeeze in a double main story month in the upcoming months to make up for the missing month here. I'm also disappointed in the loss of a Reimagined release, as I'm very eager to get the Book 3 Reimagined project finished. But we've definitely learned our lessons. We're most likely going to be taking a break from AdventureFriends next year.

Earlier this week, I asked on Twitter if anyone had questions about AF2, and I'd like to respond to them here!

From @T_JiaLe98: There's obviously a lot more mixed reviews for AF2 as compared to AF1 which was mostly positive. Where do you think went wrong?

As stated above, an underestimation of the amount of planning required, as well as being stressed and pressured for time when writing led to some pacing and quality issues. Having only Day 1 release on the first week, instead of Days 1, 2, and 3, also probably disappointed some people due to the short length. A number of players were also disapoointed that the seasonal releases would take up all of February, which is completely understandable, as it meant sidelining other things that players were looking forward to, which again immediately tarnishes their view of these releases. It was a difficult decision to make, but forcing it into two weeks would have been too much for us to handle.

From @italotobler: How does the player activity compare with the numbers after a regular release? I saw other people from AE talking about the release, does that bring in more people to the game than usual?

I'm not a fan of metrics, and we always prioritize doing things we're passionate about or have fun with over projects that have better "numbers". That said, it's always interesting to look at metrics with context. The AdventureFriends releases saw an increase in social media and community interaction, which is always fun, and brings the community closer together, as well as spreading the word about DragonFable. As for the releases themselves, AF2 was played by about the normal number of players who do side content. Regardless of if it brought people into the game or not, the experience was worth it for us to learn lessons and practice!

From @TFSthegreat: Do you pick the DF characters first and then write character archetypes that would fit them, or vice versa? Was the popularity of AF1 last year a factor in dedicating a month to AF2? Why does Secundus only wear one pair of glasses?

A little bit of both! We have a good idea of who players may want to see, so for AF2 we made a shortlist of characters that I then chose from. The shortlist was trimmed, first, though, since not all characters would be appropriate for whatever reason. From there, I think about the characters and how they may have acted in another world/time. For example, Valen, if spoilers didn't happen, or things happened differently. Or I would sketch out a personality that I felt would fit the character design- such as Fae's, in this case.

I think it would be dishonest to say that AF1's popularity didn't affect this year's ambitious development. However, we really wanted this to be two weeks, rather than three. Moving to three weeks was more of us wanting to see this through to a satisfying conclusion, mistakes or no.

Dr. Secundus has only one pair of glasses because it's funny.

From @CatsAhoy2847: What are some of your favourite character designs from AF2? What were some of the hardest things to implement in recent releases? What's your favourite type of Interaction or mechanic to code?

I think most people love Fae's design! She's definitely my favorite. But Dove did an awesome job designing all of the characters to fit the adjectives and descriptions I gave him.

If it wasn't obvious yet, the hardest thing to do was writing the script. These past few weeks have been way more stressful than I'd like, and have brought to the fore the deficiencies in our breakneck release pace.

Hmm. I like coding anything that catches my interest, as silly as it sounds. Some days, that's boss mechanics, other days, it's behind the scenes engine stuff. And yet other days, it's new systems, like the sailing minigame!

From @codex_astral: How much work was AF2 versus normal releases? How does it compare to the four normal types of releases: Inn/Main Story/Side Story/Reimagined?

An interesting question. Week 1 was definitely on the high side in terms of workload due to the number of art assets required. After that, writing was the biggest bottleneck. These scripts are multiple times longer than our usual, with branching paths and other coding needing to be done as well. Comparing it to the four normal release types isn't entirely possible. It's a different kind of art/animation, and while there's much more emphasis from me on writing compared to the others, there's also relatively less coding required. I'd say these are definitely among the more demanding releases in a while, though.

From @ValothDissidia: Did you guys ever consider of adding any kind of "boss fight" or anything to this? Because this one, if anything, seemed like it could've even fit the usual DragonFable-style good old boss fight to this. Also... will this trend be continuing?

That was actually something we strongly considered, but given the amount of work needed to just finish the story, we didn't have time for it. It was more of a "stretch goal", but we were already stretched too far. As for if this uh, trend will be continuing? I don't think we ever want to do another (nor did we want to this time) three week seasonal event. And we always try to fit in combat and such when we can, even perhaps to our detriment sometimes (hence why I asked a while ago if people would be okay with cutscene only quests). But I definitely think we should fit in combat where we can.

From @hanlobosrokan: I enjoy the absurd narrative of Adventure Friends (both 1 and 2) compared to boss designs in Dreamscape because they like short but nice return to form for Dragonfable. What do you feel about including more stories like these in seasonal/side content in the future?

I think we can definitely explore these sorts of outlandish themes more for sure. However, the visual novel format will need us to reassess how we approach and plan for it. We can't do another one on this scale without first changing up how we plan and assess these projects.

From @Xeroxyx1: would you ever consider making a small game if another AF was to be made? (like how there was the smaller projects like pony vs pony from the game challenge) would you ever consider making the endings from AF/2 a canon, changable choice (a la notha/uaanta choice from Reckoning)?

We were kind of pushed to our limits as is with these AF releases. Unfortunately, we don't quite have the time to do separate projects, since our releases take a lot from us each week.

Regarding the canonicity of AF, I personally don't want to make anything in seasonal events too necessary to the main story/canon. Otherwise, players will be forced to wait up to a year, or shell out for a storybook collection in order to get the whole story. Which really isn't that great, and something I'd rather avoid (hence why the Lock & Key quests were made un-seasonal when they became relevant to the Maleurous storyline).

Phew, and that's the questions answered. I hope it wasn't too bad of a read, and provided some insight into "what happened" with AdventureFriends 2: Edelia.



Also this week, we have a number of special AdventureFriends 2 themed cosmetic items for sale for Dragon Coins and gold!



Check them out by completing AdventureFriends 2!

Also, it's the final week for the February Dragon Coin specials! Make sure to check them out in the Book of Lore before they leave!



And that's all for now! As always, we look forward to reading your feedback, and thank you for playing DragonFable!

Have feedback about recent releases? Have any crazy theories or ideas? Want to discuss all things DragonFable?

Join the discussion on the official forums!

Want to play DragonFable without using an internet browser?

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Tags: #Verlyrus
DF AQW  Post #: 1
2/27/2022 5:31:18   
Laeon val Observis
Member
 

Well, that was a bit of an off way to end things, especially after
spoiler:

I got jolted back awake after Fae decided to write something of potential significance.
Maybe I'll get another shot at this, just to make sure if that's a bad end or if that's just a variation of similar endings. Rewards are definitely in their place being DA as opposed to last year's, if albeit expensive on the gold side of things (but nothing that can't be recovered by bursting a few ninjas at Shadow of the Wind's training arena).

As for the various circumstances that lead to the pace, I understood from the get go that this will be quite an endeavor, more so after the vastness of the branch routes implemented for this event. After all, the first time an AE omniknight with similar experiences to me would've experienced branch dialogues firsthand was in MQ's Zargon Wormhole time travel arc finale, a feature never used again in that game and reused years later here with Book 3 Maya, Ash, and Cinquefoil. While I do understand the craving for battles with a bit of irritation, perhaps this style of release is better left out of such a loop for now as an alternative form of good read and break from our combative monotony on top of other cutscene only releases which we are no strangers to. I did dojo my way through Exaltia's Reliquary during free time just to get a practice on WDL while waiting (and getting Exalted Unity). And definitely all right with the choice to take a break for this kind of Hero's Heart content for next year. Though the ending was odd, not really enough to warrant too much hard feelings and worthy of resting from releases of this extent.
DF AQW  Post #: 2
2/27/2022 6:07:31   
Zeebuoy
Member

"firsthand was in MQ's Zargon Wormhole time travel arc finale, a feature never used again in that game and reused years later here with Book 3 Maya, Ash, and Cinquefoi"

wdym by this?
Post #: 3
2/27/2022 6:23:22   
Laeon val Observis
Member
 

^That line does have room for extra detail that I'll state now. AQ actually did have a branch dialogue system, but not to the same extent as how MQ pushed it, and how it was pushed further with AdventureFriends releases. AQ's was simplistic (usually by Moral Compass leans). In the Zargon wormhole finale, you get more variety by having a set of interconnected dialogues, but the good and bad ends are the same. Cinquefoil's, and Book 3 Ash and Maya's branch dialogues operate in a similar manner to the MQ example, applied such that a player either started with Book 3 straight away or you are a player who did go through Books 1 and 2, just seeking a bit of alternative roleplaying by having the impression that being a herosicle for a few years might've caused a bit of memory whack. Regardless of why, those 3 NPCs branch dialogues help the player get to speed to what happened after they were frozen. In these AF releases, it took the branch dialogue system to the current height by having diverse interconnections and multiple endings.

As to the part of "reused years later", MQ is braindead for years now.

< Message edited by Laeon val Observis -- 2/27/2022 6:29:09 >
DF AQW  Post #: 4
2/27/2022 7:12:24   
Vaalirus
Member

spoiler:



Huh now that's a twist. No seriously though I never would have suspected that Sk'aar of all things was responsible for this nor would have I ever believed that this was how we would have encountered them in story related content for the first time, in terms of a seasonal event. A God of Nightmares to the Chaosweavers and one with recurring imagery in many inn challenges such as: The Unraveler, Kathool/Dryad, and the Exaltia Tower of all places, (just to name a few but there are others). The unifying theme here being of course: Fear or things that inspire Fear I suppose. What has me curious though is what exactly Sk'aar wants because wrestling control of the Edelian dream world and us seemed to be two different things. There is of course the matter of how it talks about consuming people and us to have control of the dream almost makes me think its some sort of an Eater of Dreams/Ideas type entity. Awfully odd is it's title of: the Watching Eyes especially considering once again it's another link between fear and mana with the symbol of base magical attacks being represented by an eye with a skull in it and the Sk'aar heads on the Reliquary floor of the Exaltia Tower cry mana. Also anyone else notice that in the route with Vaal and Tek we saw a galaxy explode before waking up? Because um I'm pretty sure we briefly remembered MQ getting blown up by the Shadowscythe and since ya know this is the route that has Tek in it. Which also leads to me thinking that when Sk'aar was implying that it knew about what we don't even know about us it wasn't just referring to the fact that it was poking around in our head, and therefore knows us better than we do ourselves, but also knows the fact that we the DF Hero was the MQ Hero before the Reset, on a meta level anyway.

There's more I'd point out of course but I say all of this with tempered speculation (I could go crazy but I won't do that here) considering the canonicity of AF is relatively small, as outlined in the Design Notes, but considering how prevalent Sk'aar has been in the background of content I can't shake the feeling that we aren't really done with Sk'aar and this event at the very least gives us a taste of what they are and what they want.

Funnily enough in a way Secundus was the culprit, at least in one of the routes, but something else was wearing his face it's almost poetic.

Also Also each ending with whoever you maxed out approval with cut really deep, so gosh darn bittersweet, but I'd have to say Fae and Valen hit the hardest for me. Job well done either way Devs I know this particular release was quite the struggle given that it was huge undertaking in comparison to AF1 though I'd say your work still paid off for AF2.


Oh and I saw that Moth comment

_____________________________

Let us find tranquility.
DF  Post #: 5
2/27/2022 8:13:36   
Kaizoku
Member

Would it be possible to get wallpapers of some of the backgrounds used in this event? They are simply gorgeous, I love the sunlit classroom.
AQ DF MQ  Post #: 6
2/27/2022 9:26:10   
Fire alandry
Member

First of all, I want to say that AF2 was perfect, in my opinion.
I admire the art of the game, but the art of AF- both last year and now- is even more breathtaking. The backgrounds are 10/10.
The characters are very-well written. The chemistry between them is interesting, each one is defined and understood. 10/10 too.
The plot was more cohesive from last year. I love the myth (which foreshadowing the direction of each group), the mystery, and the villain introduction.

spoiler:

Fae is undoubtedly my favorite. Maybe because I'm a writer too, maybe because I always with mask on my face (Yay, COVID-19). Her story was touching, and she was pretty cute all along.
Other Highlights- Valen's shadow spirit; the Coffee.

The waking-up scene (a new day) felt absolutely unnecessary. The player could have been waking up in his own room rather than in HHD zone, and it'd be more effective, in my opinion. Like the devs just had to connect this somehow to HHD book.
Without this scene, AF2 would be more relevant and compelling instead of some Big Daddy experiment or joke.
But maybe, this IS the start of something, and Big Daddy simply doesn't get it?

Now, a little word about Sk'aar.
A few years ago (8+), when I was much younger, me and my best friend were walking around school during breaks and writing our own DF content. Sure enough, it's way easier when you don't have to actually animate, code and write anything... Anyway, Sk'aar and Kathool poped-up many time in my sagas. I really love the concept of nightmares.
That's how I remembered a quite esoteric creature, which made appearance only as a statue in a quest about a decade ago. I was surprised- and hyped- to see it in the Inn of all places, and since then I've waited for Sk'aar. I even suggested to insert it to the AF in the forums 2 weeks ago, and... Well, turns out it already was there.
The last quest was promising. I hope it's only the introduction of the god and we'll see it again. Hey, Remthalas is out there, maybe continue its saga with all the Nightmares gods?


Finally, about the future of AF.
I think it's good decision to skip the event next year. For the sake of diversity.
With that being said, I must say that AF took my least-favorite holiday of the year, and made it one of the best events of DF. I'm not really eager to see more "old fashioned" HHD' quests. Maybe more of this year villain, just with regular quest format?
If we do get more AF, I think it should include:
1. Characters' background which is still true and we never got to see. That's way, AF will deepen pur understanding of characters, maybe tell us what was going when we were frozen. The AF itself can be dreamish/ uncanon, but the background will be canon.
2. More lore. Edalia setting can re-establish our knowledge about souls, which may be relevant even in the main story. Any school can include more myths, more history, more explanation of the magic or the world.
Either way, AF would have some impact on the story, and won't be completely side content- but enough to leave its once-per-year access.

Verly, Dove, Dracelix and Darkon- thank you! You worked hard, and this Saga shows your talents.
DF  Post #: 7
2/27/2022 14:09:56   
shrike
Member

Liked the ending for maxing out friendship. Didn't like the epilogue. Mirroring sentiments above that I don't really want to see this event again next year.
DF  Post #: 8
3/1/2022 3:13:10   
AstralCodex
Member

I appreciate the amount of effort that went into the design notes this week, and I'm glad to hear that the DF dev team is reflecting on how this event went and will learn from this experience.

I don't have much else to add to this thread, except to echo what Shrike said above: I thought all the character endings were super cute, and I'm glad that the devs are taking a break from AF next year.
DF  Post #: 9
3/3/2022 0:16:47   
Boxer2380
Member

I had a lot of trouble reading the text in Day ??? a lot of times, because the text color was the same as the background color (on all graphics quality settings). Despite that, though, I think I actually might have like this one more than last year's, personally. The connection to the characters just felt stronger. Also Fae's character design is fantastic.

< Message edited by Boxer2380 -- 3/3/2022 0:17:30 >
AQ DF MQ AQW  Post #: 10
3/6/2022 9:27:03   
Zeebuoy
Member

@ shrike oh wait what happens if you max out friendship?
Post #: 11
3/6/2022 23:11:47   
AstralCodex
Member

@Zeebuoy You get a cute cutscene with the character in question
DF  Post #: 12
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