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Vogue

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  1. With three days to go, we're 77% of the way to our base goal. If you've been holding out until the end to support Don't Forget Our eSports Dream, now is the time to act! We're pumped to continue developing the game, but it can only happen if we reach our goal.
  2. We're almost halfway done with the campaign at are closing in on 40% of our goal. We've got a few friends we're reaching out to in order to keep the momentum going. It's going to be close, but I'm confident that we'll fund. If y'all have any questions about the project or campaign, don't be shy to ask!
  3. Just stay on your side of the DMZ, and we'll be all good... GL on the game!
  4. Team Eleven is happy to announce our next visual novel, Don’t Forget Our eSports Dream, a prequel to SC2VN set in the Brood War era of South Korea’s professional StarCraft scene. Developed over two years by our team, SC2VN released in September 2015 to acclaim by eSports veterans and newcomers alike. The story of Mach, a foreign StarCraft 2 player that put it all on the line, was one that many fans told us they resonated with. The response was one that we had hoped for, but the demand to learn more about the world of eSports and the struggle that its competitors contend with went beyond our expectations. A sequel to SC2VN was never part of the plan. But you, our fans, have made it clear that we have stories left to tell. We agree. Experience the peak of Brood War through the eyes of a young and idealistic up-and-comer, Sung-hwan “Bolt” Lee. Beholden to the idea that only the best players deserve to live and train in South Korea, Bolt contends equally with setbacks and triumphs in the chase for his eSports dreams. At his side is Chae-young “Jett” Song, a former darling of the Korean Pro-Gaming Association and an estranged childhood friend. A year after her departure from the professional Brood War competition, Jett continues to make her living on StarCraft on low-paying local tournaments and betmatches. Together, she and Bolt strive to become champions and to resolve their differences along the way. Journey to rival PC bangs, international tournaments, the offices of Korea’s top eSports officials, and into the booth at the highest level of professional StarCraft. We’ll reveal more info about our setting and characters throughout the week! The game will feature Larger gameplay and narrative scope from its predecessor (we are shooting for 3X) An authentic story that is true to esports fans, but also relatable to a general audience Player choices for both dialog and StarCraft strategy A glossary of StarCraft and esports terms for new players Galleries for character and background art Steam Trading Cards and Achievements Characters Like SC2VN, you won’t need to be a StarCraft esports expert to enjoy the game. Our previous game appealed to both hardcore StarCraft esports fans and also people who would otherwise have never been interested in StarCraft esports. Our Steam reviews are full of people who went into SC2VN skeptical and came out as new fans of esports. We developed SC2VN with a budget of roughly $7,000 after Kickstarter fees, most of which went to art. We stretched the budget to its limits and delivered something that exceeded our own expectations, and we’re looking for the opportunity to do it again. FAQ When will this game be released? We’re shooting for about a year after our Kickstarter finishes, around May 2017. The Kickstarter is set to launch at April 10, 2016 and will conclude in May. Is this a dating sim? No. How much will this cost? We plan for Don’t Forget Our Esports Dream to be $14.99 on Steam. Backers will receive the game at a discounted price. Is there a demo? You can play SC2VN on Steam to get an idea of the base we are building on top of. We will reveal new gameplay details about Don’t Forget Our Esports Dream during the Kickstarter phase. Do I need to know about StarCraft and esports to enjoy this game? No, like SC2VN, Don't Forget Our eSports Dream will be crafted in a way that even people who know little to nothing about esports can still enjoy the game. How can I help support this project? Aside from backing our Kickstarter, the most helpful thing you can do is to spread the word and tell your friends about the game.
  5. The names I came up with were based on a speed motif. If there are other people named Accel/Reva out there, it's by coincidence only. Stunt's aesthetic design is taken from what a protoss probe would look/act like IRL. Also, the idea of some typical shonen hero having to hang out with a bunch of adults makes me laugh, so there's some of that in there too. And although I didn't explicitly intend the similarities, people have rightfully pointed out that Jett is very similar to IdrA. If you're digging this whole eSports thing, I recommend watching State of Play if you're interested in StarCraft, or the Smash Bros. documentary if you're looking for something a little more Western/light-hearted.
  6. Other than that, I read a review from VN Vortex disapproving of what I think made the VN so dynamic. I really like how sometimes what you can't read is just as important as what you manage to read, so I say fuck these guys. Do you have any thoughts to share on VN directing or really just VN as a medium in general? There was already a lot going on with the story, and while I really wanted to go far and in-depth with all of our characters' subplots, there simply wasn't room in the script. It was painful for me to cut stuff like that from the early drafts just because it was kinda dragging the main plot. If we had 250k words and the art budget to accompany that length, each individual character's issues would have been given much more attention. It's true that we pose questions that are not given explicit answers. While that may be a little unsatisfying, it leaves the reader thinking about SC2VN even after they've read it. For example, I want people to wonder why Jett is so aggressive and on-edge--why she always has her claws out. Also, answering every lingering question in certain terms gives us little room to work with if we continue with SC2VN. I personally feel like the story was self-contained and satisfying, but I'm biased as hell so any feedback to the contrary can only help me focus in on how to improve for next time. And yeah, I can see the auto-skipping being annoying if someone didn't realize we had a chat-history function in the game. It's hard to convey a feature like that without an explicit instruction manual. I don't regret that we included those auto-skips though, can't make everyone happy.
  7. I'm in grad school for game dev right now. If I were to drop out, it would have to be for a promising opportunity rather than a dice roll. Our team is currently talking about how to proceed forward/what needs to happen for us to keep developing SC2VN. I have a script for another original VN I've been outlining for more than six months now, but it seems like I won't get the chance to make it since the cry for a sequel to SC2VN has been so loud.
  8. SUP. I'm going to leave the OP untouched to show people just how rough and terrible this project was when it started. SC2VN was in a bad spot in 2013 and even 2014. What saved it from being a jokey, mediocre waifu sim was a realization that there was something interesting under all the fluff we had stacked on top of our game. All of 2015 was a brutal crunch considering I worked on SC2VN literally every single day. In the summer, this meant multiple hours staring at my script. Like, seriously, I edited the FUCK out of the script. Threw out like 20k words just to get this thing lean and have it read well. I absolutely hate filler in my VNs so I kept it to an absolute minimum, or at least tried to. Drafting is crucial to a decent VN's script. Straight up, my rough drafts are utter shit, so don't feel like you can't write anything worthwhile if you aren't happy with your story on the first pass. Biggest influences on the story were Welcome to the NHK, Persona 4, Ping Pong the Animation, and the experiences my roommate had as a pro-gamer. While the script wasn't influenced by other VNs, I learned a lot about shot composition and visual humor from Steins;Gate and... Fate/Hollow Ataraxia (yes really). Since I was the only writer and we had basically no budget, we had to keep our word count low to deliver a quality product. I recognize that people wanted it to be longer (it's criticism I can take as a compliment!) but it simply wasn't in scope for something we were ever going to be able to release. This was done by a very small team of people who were already employed or students full-time. Shoutouts to the team. If y'all have any other questions, fire away.
  9. Fans of StarCraft will recognize that we were heavily inspired by the realities of the competitive gaming scene. There have been works of fiction that touch on a reality where competitive games have become much more mainstream, and to a degree this is true of what is beginning to happen internationally. Despite its growth, our esports scene faces a lot of uncertainty for those involved, especially for professional gamers who have given up a significant portion of their life in an attempt to make a career out of something that not everyone can accept. The conflict and struggle facing aspiring progamers today became the most interesting backdrop for our visual novel. PC bangs in Korea play a huge role in the development of esports games, some holding weekly small tournaments for aspiring gamers to see where they stack up. While professional gamers rarely compete in amateur tournaments after they break into the big leagues, PC bangs remain an integral part of the competitive and gaming culture of South Korea. The Courage tournament used to be the gateway tournament for aspiring progamers who were looking to obtain a mandatory progaming license if they wished to compete in KeSPA (Korean eSports Assoication) sanctioned StarCraft leagues. NoNy and Ret, two well-known international StarCraft players, attempted to compete in Courage but were unable to obtain their license after being knocked out early in the tournament. In SC2VN, the PC Bang will be an integral part of meeting fellow players to practice and forming new rivalries. When designing our characters, we drew inspiration from popular Korean progamers. SC2 is an international game, and players from across the world mingle at international tournaments even though language sometimes proves to be a barrier. However, some Korean players remain extremely popular overseas because of how open they are to fans and the personalities they display on stream and competition. The fun-loving, smiling, and apparent out-going nature of the real MKP was the inspiration for how we would write him in game in a way that fans would recognize, but also give our version of characters a unique flair. Other players in StarCraft 2 have earned a reputation of being cold, crude, and even hostile toward fellow players – especially after a loss. The rich amount of real world characters we could draw from also gave us inspiration to flesh our both original and familiar characters for players to interact with. The characters in the final game are constantly undergoing redesign, but we hope to keep some of them familiar to StarCraft 2 fans for the appeal of socializing, practicing, and competing against well-known players. Becoming a progamer is a continual struggle in every aspect of their life. Not only do aspiring professional gamers give up their youth to go into an uncertain career, but retiring progamers also face the uncertainty of what to do next after 3-4 years of a profession that some people have never heard of. Players face rivalries, slumps, sponsorship issues, problems with teammates, and many more forms of conflict. We definitely won’t be at a loss of ideas, and SC2VN will touch aim to outline the obstacles that players face inside and outside the game. Try our demo for SC2VN! If you haven’t already, please support our and try our demo on Kickstarter.
  10. As we embark on the latter half of our Kickstarter, we’d like to take this opportunity to highlight another one of SC2VN’s characters and explain our naming process. Characters in SC2VN are referred to by their professional gamer handles by both their fellow characters and the game itself. You won’t see or likely even learn most characters’ first or last names. That’s something we’ve done intentionally. We aim to emphasize the Starcraft’s importance as something more than just a game that our characters play: It forms their very identity. Mach - Protagonist You'll experience SC2VN through the eyes of Mach. At the beginning of our story, it’s clear that he's is aimless, frustrated and whiny. He’s in a place where a lot of professional unsuccessful gamers are: poor and pessimistic. It’s only with the help of a group of Code S titans that he is able to finally hit his stride and make progress in his journey to become a champion. But questions need answering. Why didn’t Mach go to college? Why did he rush off to Korea? Are the Code S players helping an unknown foreigner for more than his own benefit? Our goals for Mach are much different for our goals with a character like the Rival. We want all of our roles to be interesting, well-rounded and fun to interact with. Not flat tropes printed out onto a portrayal of established professional gamers. But for Mach, we also aim to allow the player enough control to feel that they’re more than just an observer. Mach is not a silent protagonist for the player to assume the role of, yet he’s neither an autonomous character that the player simply watches the story through. Striking that balance is key to creating an effective narrative that leaves the player still in control. Mach serves to address many of the game’s major themes: What it’s like to be a foreigner, what it’s like to be young and unsure, and what it’s like to be a budding professional gamer. By tackling these issues, we aim to speak to you, our audience, in a way that contemporary media doesn’t. This is a story about someone who gave up everything for a profession where most players retire before they are 25. We hope you look forward to playing SC2VN. If you haven’t already, please support our Kickstarter. -Vogue (PS: Mach’s name is a combination of Main Character. Clever, huh?)
  11. We're in the middle of a stream for our battle system! We'll be live for about an hour. http://www.twitch.tv/shindigs
  12. SC2VN is now available for free on Steam. The post/details below show the game in a very early stage of development. I am keeping it up to showcase how far the project has come. SC2VN is and always will be a free game! Try our demo below. About SC2VN SC2VN is an interactive visual novel about a foreigner player trying to break into the StarCraft 2 progaming scene in a fictional South Korea. The novel revolves around the trials around trying to break out in Korea and the issues of leaving everything behind in order to become a progamer. We drew from events and characters that are familiar to ourselves and the player audience, though their depictions are entirely works of fiction and parody and are not meant to accurate in the slightest. This demo is SFW and contains no nudity. Gameplay The game is a Visual Novel, which is an interactive storytelling game where the player reads through the experience of the character and makes decisions that can affect the outcome of the game. Currently, the game is still a demo and thus more linear than traditional visual novels that have multiple endings. The demo is still a proof of concept. Click through each scene to advance the story line, and help the main character best his opponents on the ladder by helping him make in-game decision that may decide his progaming career. FAQ Q: When is the full game going to come out? A: We don't know. We have ideas of what a full fledged game would look like, but are still gathering feedback. We hope to reach a level of completion within 6 months. Q: What about [OTHER POPULAR ESPORTS GAMES] A: In a future version of the game, the characters may interact with progamers from other esports titles. For now, it is just purely focused on the SC2 scene. Q: Where is the dating? A: This is still an early build, and a focus on dating and romance wasn't something meant to be conveyed. In the full game, there are plans to have routes that are not only romance based, but also career based - what team house do you want to join? What tournaments do you participate in? Who are your practice partners? This isn't really a dating sim. Q: Where can we leave feedback? A: Post in this thread. Constructive criticism is welcome. About Team 11:11 SC2VN began as an idea when I make a http://www.youtube.com/watch?v=a8COOrPHM-Q. I was contacted by Shindigs about an idea of potentially making it a reality. What seemed like a funny joke turned into a motivated project to try and create a game that could be legitimately be based on the experiences of aspiring progamers in esports, and to also make an awesome game. I feel like we've really been missing out by not sharing this project on these forums, as our main goal was to introduce Visual Novels to a new demographic, esports/Starcraft enthusiasts. The reaction so far has been pretty good. Anyway, I'm looking forward to improving with Ren'py and writing a whole lot more. The team behind SC2VN: Vogue: Writing and game development shindigs: game development hikariix: - art
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