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“I died once.”

Vacant Sky is an RPG released in three episodes following the death and rebirth of Auria Edith, a small-town girl whose violent and unexpected death turns her world upside down. After her equally unexpected resurrection, Auria finds herself drawn into the heart of a mystery involving a cult of masked cultists who will stop at nothing to make her their goddess.

Features:
-Branching story and characterization
-Significantly alter the course of the story with your choices - including six endings
-Original soundtrack composed by Tarranon, featuring vocal tracks by Melody Yoo and Melanie Ehrlich
-8 playable characters (along with up to 6 guests)
-Customize Auria's stats and growth
-Select your own progression of skills to learn
-Interact with your party members to strengthen your relationship with them
-Unlock guest art title screens through sidequests

The game is split up into three releases.

Original version
Act I - Shadow and Ashes: Released March 16, 2009
Act II - Halo Locks: Released January 5, 2010
Act III - Angel of Justice: Released October 18, 2010

Complete Edition
Act I+ - Death & Rebirth: Released August 31, 2012
Act II+ - Night Zero: Released December 18, 2012
Act III - Angel of Justice: Coming soon!
Act III' - Our Eternity: Coming soon!

Latest Blog

Character Design Case Study: Mia

In this article, I’m going to discuss my process for developing and fleshing out characters. The example I’ll be using is Mia from Act II. There will be some mild spoilers for Acts I and II, so if you haven’t had the chance to play the game yet and intend to, be warned.



Mia is a character who first appears after the player completes their first major quest in Act II of Vacant Sky. She’s an interesting example because she wasn’t originally part of the story as I first envisioned it. Instead, she was introduced to fulfill a specific need I had in telling the story of Act II.

No Longer Human

Act II of Vacant Sky introduces the concept of an Archon, which is a person who has had another person’s soul grafted to theirs with magic. The exact mechanics of how they function are rather complicated, and I wanted to avoid inundating the player with exposition which they would probably forget. However, understanding what it means to be an Archon is crucial to following the story, so I needed some way to convey it to the player in a way they would engage with and care about.

I puzzled over this for a while when starting to write Act II, and eventually decided to illustrate rather than explain what an Archon is and what it means to live as one. To do that, I began to flesh out a character who would serve as a living embodiment of the concept of Archons.

I started by writing out the key ideas I needed to convey:


-Archons are (sometimes) immortal
-Archons can (sometimes) tap into supernatural powers
-Archons are unnatural
-Archons are prone to fits of ultra-violent rage
-The more an Archon taps into the power of their alternate persona, the more their state of mind deteriorates
-Archons and humans can’t coexist

The angle I decided to take was to have Mia serve as a snapshot of what Auria might look like in the near future. She’s a little older, more experienced, and most importantly, confident. At a time when Auria feels isolated and is struggling to find her place in the world, she encounters Mia, who has undergone many of the same hardships and seems to have everything figured out.

When the player first meets Mia, she is alone on the city streets at night, unkempt-looking, and astonishingly strong (having just single-handedly dispatched a group of thugs who had been harassing her). One of the first things she says to Auria after making sure that she’s unhurt is that she intends to follow the fleeing thugs to finish them off. When Auria demands to know how she can suggest such a thing, Mia is perplexed; to her, it’s the obvious thing to do: if someone’s causing you trouble, you should kill them to ensure they never bother you again.

Mia’s callous but rational thinking demonstrates her lack of respect for human life, a stark contrast from Auria’s idealism. Auria is appalled and afraid, unaware that later in the story, she’ll be required to make a very similar judgment call.

It’s clear from the first interaction with Mia that she lives outside of human society: she makes a distinction between herself and “them” when speaking and shows flagrant disregard for human laws and morality (she steals to eat and doesn’t bat an eye at killing someone when it’s convenient). She suggests that since they’re immortal, they have nothing to fear from humans, and that laws don’t apply to them; on the contrary, laws exist to protect humans from them.

Don’t Ask, Don’t Tell

The introduction of Mia answers a key question on the player’s mind (what exactly is Auria?) but also suggests several more without directly asking them:

-How did Auria become an Archon? When did it happen?
-Why is Mia so convinced that Archons and humans are enemies?
-Does Auria’s mother know that she’s an Archon? Does she know something about what’s going on?

One of the best ways to manipulate the reader is to get them thinking about questions, because they’ll laser-focus in on those questions as they read/play in the hopes of finding answers. This is useful for two reasons: 1) it builds anticipation and 2) it allows you to manipulate expectations.

In this case, building anticipation was one of my key objectives, since the questions were all answered at the turning point of Act II, a major scene which I wanted to be one of the most shocking and memorable moments in the whole Contention saga. By teasing the player with a mixture of anticipation and dread, the mood was set for a grim revelation that would (hopefully) cause the player to feel the same shock and hopelessness as Auria.

The connection between Auria and Mia is key to Act II. Act II serves as a transition for Auria, putting her on track to become like Mia. So, one of the goals of Mia’s introduction was to suggest to the player what Auria would be like at the end of it, and to set the player up with the expectation that they would find out. This serves to indicate to the player what the conceit of the story is and helps to contextualize the events to follow.

Characterization Through Gameplay

One of the unique benefits of the game medium is the ability to convey subtext through a space that the player navigates. Act II of Vacant Sky introduces a day/night system where certain people and places are only available at certain times of day.

For most of the game, the nighttime segments are fairly useless: only one location can be accessed at night, no quests can be done at night, and all of the player’s party members are either at home or just outside. The streets are empty, too. There’s no one to talk to.

This changes in the intermission between major quests. Mia exclusively appears at night, establishing a dichotomy between herself and the rest of the cast. You can only find her when everyone else is gone, when you’re warned that it’s dangerous to go out alone. This serves to enhance Mia’s feeling of otherness, as she alone breaks the pattern that you’ve become accustomed to in playing the game.

As Mia is the only one who provides the player with direct answers about the mysteries of the story, the player is encouraged to be curious about her and anticipate each interaction with her. As it’s never explicitly stated when she’s around, this leads the player to go out into the night (in doing so, disobeying the advice of Auria’s friends - her anchors to human society) and seek her out. The player subconsciously directs Auria into becoming an entity who exists in the lonesome world of the night, just like the mysterious girl they’re pursuing.

The second time Auria meets Mia, she witnesses her Archon powers go out of control, nearly causing the death of one of her friends. This serves as a warning of what will happen if Auria begins relying on her Archon powers too much herself (foreshadowing the ill-fated finale of Act II). However, Auria’s Archon powers are extremely useful in combat and become even stronger as the game progresses. This encourages the player to act out Auria’s part: you’re warned that her powers are evil and dangerous, but they’re just so convenient and satisfying to use that you can’t help relying on them more and more.

In the last stretch of Act II, you finally get Mia in your party. Although it’s normally a rule of the game that everyone in your party is always the same level, an exception is made for Mia, who is always 3 levels higher than Auria. On top of that, her stat build will always be the perfect complement to Auria’s, making it so that the two of them form a brutally efficient team. Her role in battle reaffirms her role in the story as Auria’s closest ally and the one who’s most like her. With Mia at your side, you can take down anyone. You’re not afraid, even when you fight a group of five soldiers equipped with Counter. The easy triumph over enemies that had once been extremely difficult helps put the player in Auria’s head; for the first time, she feels safe and in control, able to do anything with Mia at her side.

One Last Subversion

The final segment with Mia comes with one more departure from the patterns that the game has established. It takes place at twilight, the first time it’s been anything other than day or night. The track that plays in this section is “Last Night of Summer,” which previously played during the nighttime segment of Act I, a reminder that you’re still partially within the domain of the night.

The twilight of East Naven serves to illustrate that Auria (an entity of the day) and Mia (an entity of the night) have come together in the middle. The events of the game have dragged Auria toward Mia’s darkness, but at the same time, interacting with Auria, her first true friend, has pulled Mia out of the lonely emptiness of the night toward the domain of the day.

The twilight is calming, safe, and a little melancholy. There are people around, but the muted colors and somber music suggest that this isn’t quite the upbeat, welcoming world that the day normally is. It’s here, in the twilight, that Auria and Mia reach their resolve about what to do with their lives.

(The events of Act II’s finale, of course, wipe away the twilight and replace it with a fourth rendition of East Naven, barren and hopeless. The twilight period is never seen again in Act III: There can be no middle of the road.)

This was a little long-winded, but I thought I’d give an insight into how I develop characters and how I try to convey their characterization through the player’s interactions with the game. Hopefully, you found it interesting.

Posts

I restarted the game and I found that it occurs even in the first battle so it might be something very early that triggers it.
Sailerius
did someone say angels
3214
author=montypython
I restarted the game and I found that it occurs even in the first battle so it might be something very early that triggers it.

That's very interesting. Thanks again for the report. I'll see what I can dig up. The weird thing is that I have the exact same battle script in Act II (I even copy-pasted it back in to be sure) and the bug doesn't show up in Act II.
Hi! I'm playing Act1+ and I'm loving it, but I have a little nitpicking.
Starting the game after Auria's "death" and narrating the first part in a flashback is a really good idea, but... why do I get items and money in the flashback, and why do I still have things I'll only get in the future?

It's nothing big, but I thing a little "sinchronizing" of the game interface and the story would add to the atmosphere (it's not like by that point in the game you'll have many items or journal entries anyway, so I guess it wouldn't be a chore to remove them and put them back after the flashback ends).
You could also put a dummy level 1 Auria in the party instead of the normal one.

Also, I'd suggest putting a tutorial about reactions before the first "dungeon": I already played the old version so I had no problems, but thew would probably be the least intuitive feature for a new player.
(Unless the number of tutorials depends on difficulty level; I selected "veteran").

Well, back to playing. I'll keep my eyes open for the "2xdamage" bug and tell you anything.
(Also, I'm finding a lot of passability errors in the interiors of East Naven... I suggest you double-check those tilesets)
Sailerius
did someone say angels
3214
Thanks for playing and the comments!

You could also put a dummy level 1 Auria in the party instead of the normal one.
That's a good idea. I'll probably do that.

(Also, I'm finding a lot of passability errors in the interiors of East Naven... I suggest you double-check those tilesets
D'oh! Well, it was bound to happen. I threw in the Act II tileset at the last minute and didn't think to check the passability again.
Holy smokes, the Act 1 beta 8D Will download it shortly! :3 For the meantime, I have to finish reading the Ars Harmonia chapters.
Sailerius
did someone say angels
3214
author=ashen_heaven
Holy smokes, the Act 1 beta 8D Will download it shortly! :3 For the meantime, I have to finish reading the Ars Harmonia chapters.
Well, this must be your lucky week, because I'm presently putting the finishing touches on the next arc of Ars Harmonia. =P

Looking forward to your thoughts!
Loved the original and I'll try the beta.
Woopee!
Sailerius
did someone say angels
3214
Glad to hear it! Let me know what you think.
Alright, initial thoughts, sighted little critters and whatnot :3 I haven't finished the beta though, since I stopped after encountering a frustrating bug (described below) D:

*It's interesting that the 'slow' portion of the story (namely Auria's life in East Naven) is relegated to a flashback. It's a little strange that the tutorials (like the part where Zaqris tells you about Reactions) come after you've fought several battles.

*The passability issues can be distracting at times D:

*What's up with the Simon thing in East Naven? I did try to go to his house before I went to the train station, but I couldn't enter D:

*I (accidentally) skipped the cutscene following Rayonne's awakening. The sound effect of crackling fire can still be heard when I'm in East Naven

*The reward for the finished "Kasch's Lament" Journal entry shows 'broadsword', but I'm pretty sure that I received armor instead.

*Aw, every time I see pre-crazy Kasch, I feel a little bad. He was a decent guy before all of the hardships. :(

*Just a random musing: I noticed that when Ejaro was outside the Hall of Legends, the sparkly lights went out. Symbolic much? :3

*Aw, Seri and Auria are closer than before. You can really feel the friendship in their dialogue. Same goes for Rayonne.

*Then again, Rayonne's incompetence and naivety becomes more highlighted this time around. I mean...at least in the first game, he's first seen fighting bad guys (and it's a Blackguard too!). this time around, he was victimized (off-screen, to boot) by bandits.

*Zaqris' apparent jerkassery goes up a notch. XD

*Why is Ray's hair stark red in the journal? I understand that the colors are a little off for the journal sprites, but...wow.

*Ray's sprite is stuck on the bridge to Ciel when you take control of the party after the introductory Ciel cutscene (the bug did disappear after some time).

*Ooh, no more hopeless boss battle in Ciel.

*Argh, my biggest beef D: The Auria's Slash II animation appears to be bugged. I performed the action, the sprite jumped and...it didn't come back down. At one point, it began flickering 0__0 On both counts, the game just...stopped D: It's particularly irritating when you're in area without any save points. For the record, this happened after Ciel (in the area with many bandits) and...ugh. I wouldn't mind avoiding battles because I don't have supplies/in low health/speed run, but because I'm wary of a sprite bug...? :(

I'll try to finish it in a bit, and I hope the Slash II bug doesn't strike again XD Overall, it's still the game that turned me into a fan of the series. Keep it up! :D
Sailerius
did someone say angels
3214
Awesome! Thanks for the reports.

*What's up with the Simon thing in East Naven? I did try to go to his house before I went to the train station, but I couldn't enter D:

Really! That's weird. You should've been able to. Sorry 'bout that!

I (accidentally) skipped the cutscene following Rayonne's awakening. The sound effect of crackling fire can still be heard when I'm in East Naven

Oops. I forgot to account for background sound loops with cutscene skips. Good call!

The reward for the finished "Kasch's Lament" Journal entry shows 'broadsword', but I'm pretty sure that I received armor instead.

Ah, good catch. The way you resolve the quest determines which item you get, and I probably forgot to have the journal check.

Aw, Seri and Auria are closer than before. You can really feel the friendship in their dialogue. Same goes for Rayonne.

Glad you think so! I think by compressing the introductory scenes, I was able to convey their characterization better.

Why is Ray's hair stark red in the journal? I understand that the colors are a little off for the journal sprites, but...wow.

ahahaha, it turns out that I had him set to a test sprite and never changed it back. I think the same one is used when you first find him knocked out, too. Oops! >_>

Ray's sprite is stuck on the bridge to Ciel when you take control of the party after the introductory Ciel cutscene (the bug did disappear after some time).

That's really weird! Good catch.

Argh, my biggest beef D: The Auria's Slash II animation appears to be bugged. I performed the action, the sprite jumped and...it didn't come back down. At one point, it began flickering 0__0 On both counts, the game just...stopped D: It's particularly irritating when you're in area without any save points. For the record, this happened after Ciel (in the area with many bandits) and...ugh. I wouldn't mind avoiding battles because I don't have supplies/in low health/speed run, but because I'm wary of a sprite bug...? :(

Holy crap. I had no idea about this. I guess I never bothered to check Slash II because I never expected anyone would reach the required level for it in Act I. I'm very sorry about that. >_<
author=Sailerius

That's a good idea. I'll probably do that.

If you do, remember to lock the "choose two weapons from ponds" thing (I did it during the flashback); I'd actually make the player do it during his first visit to the Hall, before the first dungeon, to avoid making new players who miss that start with an underpowered Auria.

I also finished the game... wow, that was short. °° Still, pretty much everything improved a lot from the old version. But... wasn't the fight in Ciel important to the plot?

Also, is the fight against Weapon unwinnable, or is it like the Darsinger one in ActIII, where if you redo it in a NewGame+ and win you change the story?
Sailerius
did someone say angels
3214
author=Cozzer
author=Sailerius

That's a good idea. I'll probably do that.
If you do, remember to lock the "choose two weapons from ponds" thing (I did it during the flashback); I'd actually make the player do it during his first visit to the Hall, before the first dungeon, to avoid making new players who miss that start with an underpowered Auria.

I also finished the game... wow, that was short. °° Still, pretty much everything improved a lot from the old version. But... wasn't the fight in Ciel important to the plot?

Also, is the fight against Weapon unwinnable, or is it like the Darsinger one in ActIII, where if you redo it in a NewGame+ and win you change the story?

Yeah, it's quite short. I wanted to just cover the essentials and entice the player to continue playing into Act II. And the fight in Ciel used to be important to the plot, but the subplot it was important to has since been cut.

Weapon is an optional win now. You're most likely going to lose, but you get a good reward for winning. It doesn't really affect the story, though.
Ummm... I tried Act I+ as well. I did notice this though, at Ned's little restaraunt place, Ned and the other person are standing on the counters. It was funny untill I moved Auria behind the counters and found out that it's one of those things like roofs and stuff, although I had a roof problem in my project with feet instead of the whole body thing.
Sailerius
did someone say angels
3214
author=pikachu 2127
Ummm... I tried Act I+ as well. I did notice this though, at Ned's little restaraunt place, Ned and the other person are standing on the counters. It was funny untill I moved Auria behind the counters and found out that it's one of those things like roofs and stuff, although I had a roof problem in my project with feet instead of the whole body thing.

Yeah, I'm aware of the passability issues. I didn't double-check thoroughly before submitting for the event. It was kind of a last minute decision.
author=Sailerius
Yeah, it's quite short. I wanted to just cover the essentials and entice the player to continue playing into Act II.
Act1+ surely does well its work: it's fast paced, flashy and full of foreshadowing.

I hope ActII won't be shortened, though; I think it would be better if some new content were added to it, instead, to make up for the shorter time the player had to get to know the characters and the setting. (I had no problems because I had already played the first version, but I probably would have suffered from "names overload" otherwise)

Oh, another idea: you could restrict the player's access to the Hall of Heroes until after the flashback. He doesn't really need it for the first dungeon, and the scene of Auria's "rebirth" is less powerful if you already happened to go there to buy some skillz.

Another idea again: the transition from the prologue (where you use the Virad guys) to Auria arriving at the town is a bit too sudden. I understand you wanting to remove some of the first areas, but maybe putting a brief cutscene (scenes of Auria waking up to meet Seri&Zaqris, something like that) could help to estabilish the situation the player is in (who he is playing as, what he has to do, who are those two guys with him...)
Sailerius
did someone say angels
3214
I hope ActII won't be shortened, though; I think it would be better if some new content were added to it, instead, to make up for the shorter time the player had to get to know the characters and the setting. (I had no problems because I had already played the first version, but I probably would have suffered from "names overload" otherwise)

Don't worry. I've more than offset the cuts in Act I with new content in Acts II and III.

author=Cozzer
Oh, another idea: you could restrict the player's access to the Hall of Heroes until after the flashback. He doesn't really need it for the first dungeon, and the scene of Auria's "rebirth" is less powerful if you already happened to go there to buy some skillz.

I had considered that. I'm still unsure, though. I guess it's finding a balance between story and gameplay.

Another idea again: the transition from the prologue (where you use the Virad guys) to Auria arriving at the town is a bit too sudden. I understand you wanting to remove some of the first areas, but maybe putting a brief cutscene (scenes of Auria waking up to meet Seri&Zaqris, something like that) could help to estabilish the situation the player is in (who he is playing as, what he has to do, who are those two guys with him...)

That's possible, but I'm not sure the best way to go about it. No matter how I go about it, it would require fast forwarding, and adding another brief scene beforehand would just feel more jarring, I think.
author=Sailerius
I had considered that. I'm still unsure, though. I guess it's finding a balance between story and gameplay.

Well, having played the old version it wasn't a problem for me, but I guess a new player would be "Hall of Heroes? What's that? Why am I here? Why does this guy sell me skills?"...
Also, maybe it would be better even for the gameplay to give the player a glimpse of the battle system before letting him customize Auria (if he didn't fight a single battle yet, how is he supposed to know which skills he wants?)

author=Sailerius
No matter how I go about it, it would require fast forwarding, and adding another brief scene beforehand would just feel more jarring, I think.

Hm, that's true too. Maybe starting the scene during the boat trip with a little talk between Auria, Seri and Zaqris, or something like that? Oh well, I'll let you figure it out.

I also forgot to say that the "skill trees" seem way better now! In the old version I often bought skills just because and never used them (well, except for first aid ones, obiviously); now it was hard to decide which one to get because I wanted them all. (Though their actual usefulness will be seen only in Act2, I guess)
Sailerius
did someone say angels
3214
author=Cozzer
author=Sailerius
I had considered that. I'm still unsure, though. I guess it's finding a balance between story and gameplay.
Well, having played the old version it wasn't a problem for me, but I guess a new player would be "Hall of Heroes? What's that? Why am I here? Why does this guy sell me skills?"...
Also, maybe it would be better even for the gameplay to give the player a glimpse of the battle system before letting him customize Auria (if he didn't fight a single battle yet, how is he supposed to know which skills he wants?)

That's a good point. I'll have it explain the stats before it allows you to customize.

I also forgot to say that the "skill trees" seem way better now! In the old version I often bought skills just because and never used them (well, except for first aid ones, obiviously); now it was hard to decide which one to get because I wanted them all. (Though their actual usefulness will be seen only in Act2, I guess)

Glad you think so! This time, I focused on different party roles that Auria could fill and let you build based on the role you wanted her to play.
I've got an error message "Script 'FmodEX *' line 303: RuntimeError occured FMOD Ex returned error 58" when starting the game (not the intro). What should I do????
Sailerius
did someone say angels
3214
Download the patch on the downloads page.