Week 10 (AKA, We’re Done!)
Hey, it’s been a while. And now, I can proudly announce that Blood to Ink is published*! After a really hard couple of weeks, it is tested and good to go. The senior show is tonight, and I’m super excited to show off all the work that I did for this project.
That said, there are definitely a couple things that I’d change looking back. So, here we go:
What Went Well:
Our game is done! It’s out! It works! I’m very excited about this. Our entire team worked very hard to make the dream that we had a reality, and it turned out well. I am immensely proud to have created a visual novel/puzzle game while at Champlain.
The artists worked well together by putting together a list of what needed to be done and sticking to it. We even finished earlier than anticipated, which gave me the chance to put together a special surprise for the team that made it into the game.
What Went Wrong:
We should have been doing more scrum and less agile. It didn’t come up until the process was nearly over, but it was more difficult than anticipated to put all the pieces that people had made together... like putting the puzzles with the art, or the mechanics with the story, or the UI in the build. We’d each worked really hard on our individual pieces, and hadn’t bothered to check to see if they’d work together. If I were to do this project again, I would want to have a playable build at the end of every week that we could send in for testing.
We also had trouble on the team during the last few weeks with prioritization. We were trying to get the build together and functional, and we ended up skipping out on some things that shouldn’t have been skipped-- like lighting. This left our lighting artist to pull a 48 hour workday, which was totally unacceptable.
What I Learned:
Visual novels are..... hard. There’s a lot to keep track of, and programming them is actually quite difficult.
I also learned a lot about scheduling, and maintaining a solid workflow the entire time. It felt really good to be on top of all of the artwork I needed to do, and I’ve become a lot more consistent in terms of the hours I worked in comparison to last semester.
What I Would Do Differently:
If I could start this project over, I would definitely make all of the characters vectors instead of rasterized. We kept having to scale them up and down, change their clothing, and stuff like that, and it would have been so much easier if we’d had them vectorized. There was even talk of getting a cardboard cutout, which would not have worked at all-- they’re too pixely.
On a wider scale, I would have definitely have done weekly builds instead of one big one at the end. I also would have tried to push for handpainted textures over flat ones, because lighting was so much of an issue.
*...kinda. It keeps getting added and then removed from the Google Play store for reasons that we are still determining.










