Planning out a VN

Questions, skill improvement, and respectful critique involving game writing.
Post Reply
Message
Author
User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Planning out a VN

#1 Post by Fenrir34 »

So how do you plan out a VN? Do you first write the story in a text document and if so how do you do it? Or do you just begin write away after getting basics of the game down? I'd like to know because I'm having trouble getting a game finished.

Timberduck
Regular
Posts: 60
Joined: Sat Jan 04, 2014 12:52 am
Location: Canada
Contact:

Re: Planning out a VN

#2 Post by Timberduck »

Write your story as if your writing a theater play. in a text document,
then get all your sceens, actors
put it all together

voila

User avatar
noeinan
Eileen-Class Veteran
Posts: 1153
Joined: Sun Apr 04, 2010 10:10 pm
Projects: Ren'Py QuickStart, Crimson Rue
Organization: Statistically Unlikely Games
Deviantart: noeinan
Github: noeinan
Location: Washington State, USA
Contact:

Re: Planning out a VN

#3 Post by noeinan »

I made a post asking the same question a while back. You can read through the responses here if you like:

http://lemmasoft.renai.us/forums/viewto ... =4&t=21982
Image

Image
Image

User avatar
OokamiKasumi
Eileen-Class Veteran
Posts: 1779
Joined: Thu Oct 14, 2010 3:53 am
Completed: 14 games released -- and Counting.
Organization: DarkErotica Games
Deviantart: OokamiKasumi
Location: NC, USA
Contact:

Re: Planning out a VN

#4 Post by OokamiKasumi »

How do I plan out my games?

I start by looking through all my Assets, and my asset sources:
-- music, images, sound effects...

Then I consider my Artistic limitations:
-- What I can draw vs. what I can't draw...

Then I consider my Coding limitations:
-- What I know how to code, or have the cheat-sheets to code.

Once I know what I have, I then decide what kind of story to write.
-- The idea being that it's pointless to write a story I don't have the resources, or skill, to turn into a VN.

Then I use FreePlane, a free mind mapping program, to plot out the main paths/options in the game.
StoryMap.jpg
Once that's done, I open PhotoShop to create the graphics and backgrounds.

Then I open Renpy and begin putting the game together. I actually write the story & code simultaneously.
Last edited by OokamiKasumi on Thu Jan 23, 2014 12:25 am, edited 2 times in total.
Ookami Kasumi ~ Purveyor of fine Smut.
Most recent Games Completed: For ALL my completed games visit: DarkErotica Games

"No amount of great animation will save a bad story." -- John Lasseter of Pixar

User avatar
Lesleigh63
Miko-Class Veteran
Posts: 559
Joined: Fri May 31, 2013 7:59 pm
Completed: House of Dolls; Lads in Distress - Nano'16; Delusion Gallery Nano'18
Projects: BL VN
Deviantart: Lesleigh63
Contact:

Re: Planning out a VN

#5 Post by Lesleigh63 »

Yeah, the writing step for a VN with multiple endings has me a bit stumped too. The multiple endings make it too complicated to proceed without an outline in my opinion. But then what? Do you write it out in MSWord using different coloured text to distinguish the various pathways. I guess you could totally work out one pathway, then write the next out starting at the point of divergence. But then it should be possible just to write out the story in the editing program shouldn't it? I totally wrote myself into a corner in my first VN attempt, so I started again with a smaller kinetic novel written directly into the editing program. I finished the writing and am working on the art now.
Image

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Planning out a VN

#6 Post by Fenrir34 »

Timberduck wrote:Write your story as if your writing a theater play. in a text document,
then get all your sceens, actors
put it all together

voila

That sounds cool. I think it'll help me out. Thanks :)

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Planning out a VN

#7 Post by Fenrir34 »

daikiraikimi wrote:I made a post asking the same question a while back. You can read through the responses here if you like:

http://lemmasoft.renai.us/forums/viewto ... =4&t=21982

Thanks. I will. Any advice will help :)

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Planning out a VN

#8 Post by Fenrir34 »

OokamiKasumi wrote:How do I plan out my games?

I start by looking through all my Assets, and my asset sources:
-- music, images, sound effects...

Then I consider my Artistic limitations:
-- What I can draw vs. what I can't draw...

Then I consider my Coding limitations:
-- What I know how to code, or have the cheat-sheets to code.

Once I know what I have, I then decide what kind of story to write.
-- The idea being that it's pointless to write a story I don't have the resources, or skill, to turn into a VN.

Then I use FreePlane, a free mind mapping program, to plot out the main paths/options in the game.
StoryMap.jpg
Once that's done, I open PhotoShop to create the graphics and backgrounds.

Then I open Renpy and begin putting the game together. I actually write the story & code simultaneously.
I'll have to try free-plane. Is it easy to use?

User avatar
Fenrir34
Miko-Class Veteran
Posts: 560
Joined: Fri Jul 05, 2013 4:39 am
Completed: Escaping Sorrow
Projects: Crisis Beat,Lynarsia-The Broken Song
Location: California
Contact:

Re: Planning out a VN

#9 Post by Fenrir34 »

Lesleigh63 wrote:Yeah, the writing step for a VN with multiple endings has me a bit stumped too. The multiple endings make it too complicated to proceed without an outline in my opinion. But then what? Do you write it out in MSWord using different coloured text to distinguish the various pathways. I guess you could totally work out one pathway, then write the next out starting at the point of divergence. But then it should be possible just to write out the story in the editing program shouldn't it? I totally wrote myself into a corner in my first VN attempt, so I started again with a smaller kinetic novel written directly into the editing program. I finished the writing and am working on the art now.

I did an outline but it was a bit frustrating. It's good to help you out when your want the main game down. Also, I wrote in a text document (Libre) but that can get overwhelming at times. :?

User avatar
OokamiKasumi
Eileen-Class Veteran
Posts: 1779
Joined: Thu Oct 14, 2010 3:53 am
Completed: 14 games released -- and Counting.
Organization: DarkErotica Games
Deviantart: OokamiKasumi
Location: NC, USA
Contact:

Re: Planning out a VN

#10 Post by OokamiKasumi »

Fenrir34 wrote:I'll have to try free-plane. Is it easy to use?
Disgustingly easy to use. Most of it is simply point > click > type. It even has a built-in spell check, though you have to Turn It On.
Ookami Kasumi ~ Purveyor of fine Smut.
Most recent Games Completed: For ALL my completed games visit: DarkErotica Games

"No amount of great animation will save a bad story." -- John Lasseter of Pixar

User avatar
SBG_Eric
Regular
Posts: 65
Joined: Fri Feb 07, 2014 11:40 pm
Completed: Warhammer 40K (non-commercial MTG set), Tales of Symphonia (non-commercial MTG set)
Projects: Galactic Domain, Dragonfish Racers, *A Yet Unnamed Miniatures Wargame*
Organization: Sunbridge Games LLC
IRC Nick: SBG_Eric
Location: USA, East Coast
Contact:

Re: Planning out a VN

#11 Post by SBG_Eric »

This is a map I've been working on, laying out the steps and time periods a collaborative development team should potentially be hitting specific marks. This map treats the first step "creating a team" as a null period, and the following meeting as a zero point, followed by 2 week steps. It's more of a sketch at the moment, continuing on until "Path Scene Layout" gets dropped, and then until creation, but I think it may hep you out in setting up an outline of how you want your team to be managed.

As for the text, treat it like you're writing a script for either a theater or video production. Your final script should include character image; background image; and music cues and exits, notes on transitions both between and during scenes, sound effect markers, and so on.

It's also important that no one section of the team becomes isolated from the rest. The team should be constantly reviewing and commenting on everyone's work. Free tools like dropbox can help your team stay in constant contact with one another, even if you're in various parts of the world and have difficulty scheduling meeting on mumble or skype.
Attachments
Organizing-a-VN_300b2kba.jpg

Post Reply

Who is online

Users browsing this forum: No registered users