Search found 22 matches
- Wed Jul 04, 2012 1:46 pm
- Forum: General Discussion
- Topic: Has OELVN development peaked?
- Replies: 87
- Views: 10963
Re: Has OELVN development peaked?
Ah, I see what you mean. Still a bit of cart before horse though. Even recruitment should happen after you have some idea of what you are asking for. They do know what they're asking for. It's just something that most indie creators are used to doing solo, rather than in a team. They're recruiting ...
- Wed Jul 04, 2012 12:38 am
- Forum: General Discussion
- Topic: Has OELVN development peaked?
- Replies: 87
- Views: 10963
Re: Has OELVN development peaked?
I agree with Sapphi on this one. If there is one thing you DON'T want to pick up from Four Leaf it's their working method. Again, 5 years. 5! A lot of that had to do with the way they were working. The people trying to chase KS's coat tails are (from what I have seen) too focused on the final produ...
- Tue Jul 03, 2012 6:40 pm
- Forum: General Discussion
- Topic: Has OELVN development peaked?
- Replies: 87
- Views: 10963
Re: Has OELVN development peaked?
I'm glad Katawa Shoujo is inspiring more people to join the scene, but I find the projects inspired by it to be a little amusing, mostly because I have seen stuff like forums being set up before the project is even out of the recruiting phase. It does not seem to be about the simple enjoyment of cr...
- Wed Jun 27, 2012 4:06 pm
- Forum: Creator Discussion
- Topic: How do you keep mistakes from eating up your time?
- Replies: 4
- Views: 594
Re: How do you keep mistakes from eating up your time?
In general, if you still have new things to work on, you don't . Finish your first draft, and then worry about fixing things in the revision process. Not only does that mean you'll have a finished, if unpolished, game sooner, but it also means you'll have the extra experience from all the new things...
- Tue Jun 26, 2012 4:30 pm
- Forum: Creator Discussion
- Topic: Programs needed to make a game.
- Replies: 15
- Views: 1472
Re: Programs needed to make a game.
2. Because notation programs allow the export of raw MIDI files, as opposed to DAW project files, they make it easier for multiple musicians to collaborate on a single track, even if they're working in different programs. (In an absolute worst-case scenario, you can exchange the sheet music rather ...
- Tue Jun 26, 2012 12:35 pm
- Forum: Creator Discussion
- Topic: Programs needed to make a game.
- Replies: 15
- Views: 1472
Re: Programs needed to make a game.
I don't do much of anything outside of music, but for music I use Sibelius and Cubase (with LoopBe, they can talk to each other). From there I've got a whole mess of VSTi plug-ins and effects that I use. That being said, FL Studio is a good starting point; and it should be fine unless you really wa...
- Sat Jun 23, 2012 8:35 pm
- Forum: Creator Discussion
- Topic: Programs needed to make a game.
- Replies: 15
- Views: 1472
Re: Programs needed to make a game.
You have a pretty good basic suite there, MatijaB. I would add some sort of planning software--either a mind-mapping program like FreeMind or FreePlane , or a program that allows you to work with virtual index cards. (I use TextBlockWriter for that, but TBW's homepage is dead now. Scrivener is much ...
- Sat Jun 23, 2012 10:25 am
- Forum: Asset Creation: Writing
- Topic: Writing Tip: Finding the THEME ~ Brian McDonald
- Replies: 14
- Views: 2773
Re: Writing Tip: Finding the THEME ~ Brian McDonald
I don't like encouraging beginners to try something large and complex -- not right off the bat. It's a fast way for them to overextend themselves, and possibly stop them from ever finishing their game. While I agree with you, I think that as a community we too often err in the other direction. No, ...
- Sat Jun 23, 2012 7:36 am
- Forum: Asset Creation: Writing
- Topic: Writing Tip: Finding the THEME ~ Brian McDonald
- Replies: 14
- Views: 2773
Re: Writing Tip: Finding the THEME ~ Brian McDonald
When you're writing a full length novel (100,000 words) you have room for a few sub-themes, but if you're writing a Game -- you Don't. No matter how many words Renpy says your game has, over 50% of that is going to be Code, not Story. This is incorrect. Ren'Py only counts words in text boxes (and p...
- Sat Jun 23, 2012 6:52 am
- Forum: Creator Discussion
- Topic: Taken ideas?
- Replies: 11
- Views: 1048
Re: Taken ideas?
It depends on what you mean by "ideas". If you mean "premise", then you can make your story different by picking a different theme, or a different tone. Swiss Family Robinson , Lord of the Flies , Gilligan's Island , and Lost * are all about groups of people trapped on an island, but there's no way ...
- Sat Jun 23, 2012 4:36 am
- Forum: Asset Creation: Writing
- Topic: Writing Tip: Finding the THEME ~ Brian McDonald
- Replies: 14
- Views: 2773
Re: Writing Tip: Finding the THEME ~ Brian McDonald
So... what if the story you're writing has multiple themes? I mean, there is a main theme, but also some lesser themes. Should you introduce all of those themes in Act One and conclude them all in Act Three? Yes and no. If you're saying that your main plot has multiple themes, then I'd take another...
- Sat Jun 23, 2012 3:55 am
- Forum: Asset Creation: Writing
- Topic: Writing Stuttering and Interrupted Dialogue
- Replies: 14
- Views: 4871
Re: Writing Stuttering and Interrupted Dialogue
I don't mean to stray from the topic, but this thread is the first place I've seen the term "em dash." I was always taught that "-" is a hyphen and "—" is a dash. There are also en dashes, which are shorter than an em dash but longer than a hyphen, and used to show a range – "6–12" – and, in most n...
- Wed Jun 20, 2012 6:26 pm
- Forum: Asset Creation: Writing
- Topic: Narrator thinking too much between dialog lines ?
- Replies: 10
- Views: 1477
Re: Narrator thinking too much between dialog lines ?
Broken down to the bare minimum, every scene consists of two things, repeated over and over: The protagonist senses something happening The protagonist responds to what's happening. The two need to be balanced, or things won't seem right. Too much reaction from the protagonist, and the conflict in y...
- Sun Jun 17, 2012 9:07 pm
- Forum: General Discussion
- Topic: What was the first visual novel you played?
- Replies: 168
- Views: 21690
Re: What was the first visual novel you played?
Would have been one of the late 90's-early 2000's eroge, though I can't be sure which one. (In hindsight, most of the games of that era, especially the handful available in English, were pretty interchangeable.) After getting disenchanted with them (which didn't take long) I rediscovered the scene i...
- Sun Jun 17, 2012 8:30 pm
- Forum: Asset Creation: Writing
- Topic: Death scenes
- Replies: 17
- Views: 2465
Re: Death scenes
Multiple character deaths = unnecessary. Once the body count starts rising, the impact of the deaths in themselves is minimal. But that doesn't mean they're unnecessary. They can set the tone of the story, help to establish the theme, or to demonstrate the consequences if the protagonist fails (or ...