My Project, and some advice?
Posted: Fri Sep 10, 2010 12:10 pm
Hello everyone.
I have had an idea for making a video game for quite some time. Earlier last year (er, I think...it's been awhile honestly, it may have been the year before) I worked with an artist to create a 100 page science fiction novella, largely inspired by cyberpunk, film noir, and manga, called "On Guts, Glory And Goin' Out With A Bang". My artist, Mr. Michael K. Silva, did the cover artwork, and 4 detailed pictures which were spread throughout the book to emphasized the comic book style. Since his inspirations are largely drawn from Heavy Metal-esque, Boris Vallejo type artwork, along with a heavy dose of manga and anime (I believe he is Japanese himself, actually, though we have never met in person) it was a perfect fit.
The book was largely a flop, namely due to cost, a lack of marketing, and in general, my own immaturity as a writer. It was a self-published Lulu title, which is usually instant grounds for mediocrity unless you are REALLY doing something special; but out of the twenty or so people who bought it, most of them seemed to enjoy it, and some of them are still contacting me to ask for a sequel, which is nice. But I decided I wanted to do something different, something bigger. Along with writing, I am a video game hobbyist, usually sticking to more classic or retro games. Colecovision, Atari 2600, NES, Commodore, Sega Genesis, Super Nintendo, and even a Neo Geo machine in my house proves that well enough.
Anyways, I don't mean to ramble on, but instead of working on a full length novel or a second novella, I decided to change direction a bit, and remembering the days of old, I started to look at game design. I was interested in text based adventures like Hitchhikers Guide, and point and click adventures such as Monkey Island, or Indiana Jones. I also really liked choose your own adventure novels as a kid, but thought that with the availability of technology and software, that it would make a lot more sense to attempt a visual novel project, taking cues from a couple of VN's I had played, like True Love (I think...) and Bible Black.
I will not get into the story, concepts, or characters very much...but what I am attempting, is a cross between a visual novel and a point and click adventure game, more heavy on the VN elements than interaction. I want to tell a story, and though I want the player to feel as if they are a part of the story, I don't want them to feel like they are exploring a world; there are enough games around to do that. For the most part, the main arc would be set in stone, but players would have to dig around a bit in order to progress. There would be no brick walls, though there would be room for multiple endings and paths. The style would be largely the same as my novella, but much darker and grittier; a Neo-Noir, relatively low-tech steampunk setting, with heavy elements of ultra-brutalism, drugs, violence, sex. The tone would be adult, but not sexually explicit, and the art style would be high contrast black and white mixed with other dark, romantic colors for effect, largely American in it's direction, with some hints of Japanese art direction for flavor.
I thought I'd share with you work from the original artist to give you an idea of what I am talking about.


Likely, wouldn't be able to get the same artist involved, but I would like to maintain this sort of thing, though the storyline and characters are going to be drastically different from the original novella.
Now, I am new to a lot of this. I am learning Python right now, as well as the basic Ren engine. I am also dabbling in other types of coding for fun, and am working on a script. I just wanted some opinions on the process itself; apart from the artwork, I am doing everything, including sound design and music.
The way I am approaching it now, is starting with a script; the whole game scripted down hopefully, with as many choices as possible penned for ease of use later. Is there anyone else there who has taken this approach, and how successful has it been for you? Also, for an average length game, one based primarily around straightforward reading, what length of script would I be looking at in order to not sell myself short?
Also, how complex in some of your opinions is TOO complex? The basic structure of the game is a story told through actions; you click around maps essentially, going to different locations, and talking to different people to pick up clues. When you have found the right people, your options open up, and that usually leads you into an extended story sequence, which would play out more like a traditional novel. What kind of problems have others faced doing it this way, and is it really feesable in the long run using this engine? The engine seems capable, but I'd like opinions, if possible.
Also, my plan is to code out the entire game using rudimentary placeholder art BEFORE getting an artist involved. At which point should I start looking for somebody? Is it ever too early, or too late?
I hate to be a forum leech so early on asking all of these questions. I will definitely be immersing myself in this community, especially as production gets deeper. I am thinking of doing something simple as I carry on with this project in Ren'py, just to learn the engine...maybe a basic high school dating sim of some kind.
Thank you.
EDIT: From my WIP thread, a current working template of what the game might look like.
The font has already been discussed and is most certainly being changed. I wanted something terminal-like to give a stylistic example that the dialog boxes will resemble computer consoles. But I am trying to find a more comfortable reading font that will serve the same function without being difficult on the eyes.

I have had an idea for making a video game for quite some time. Earlier last year (er, I think...it's been awhile honestly, it may have been the year before) I worked with an artist to create a 100 page science fiction novella, largely inspired by cyberpunk, film noir, and manga, called "On Guts, Glory And Goin' Out With A Bang". My artist, Mr. Michael K. Silva, did the cover artwork, and 4 detailed pictures which were spread throughout the book to emphasized the comic book style. Since his inspirations are largely drawn from Heavy Metal-esque, Boris Vallejo type artwork, along with a heavy dose of manga and anime (I believe he is Japanese himself, actually, though we have never met in person) it was a perfect fit.
The book was largely a flop, namely due to cost, a lack of marketing, and in general, my own immaturity as a writer. It was a self-published Lulu title, which is usually instant grounds for mediocrity unless you are REALLY doing something special; but out of the twenty or so people who bought it, most of them seemed to enjoy it, and some of them are still contacting me to ask for a sequel, which is nice. But I decided I wanted to do something different, something bigger. Along with writing, I am a video game hobbyist, usually sticking to more classic or retro games. Colecovision, Atari 2600, NES, Commodore, Sega Genesis, Super Nintendo, and even a Neo Geo machine in my house proves that well enough.
Anyways, I don't mean to ramble on, but instead of working on a full length novel or a second novella, I decided to change direction a bit, and remembering the days of old, I started to look at game design. I was interested in text based adventures like Hitchhikers Guide, and point and click adventures such as Monkey Island, or Indiana Jones. I also really liked choose your own adventure novels as a kid, but thought that with the availability of technology and software, that it would make a lot more sense to attempt a visual novel project, taking cues from a couple of VN's I had played, like True Love (I think...) and Bible Black.
I will not get into the story, concepts, or characters very much...but what I am attempting, is a cross between a visual novel and a point and click adventure game, more heavy on the VN elements than interaction. I want to tell a story, and though I want the player to feel as if they are a part of the story, I don't want them to feel like they are exploring a world; there are enough games around to do that. For the most part, the main arc would be set in stone, but players would have to dig around a bit in order to progress. There would be no brick walls, though there would be room for multiple endings and paths. The style would be largely the same as my novella, but much darker and grittier; a Neo-Noir, relatively low-tech steampunk setting, with heavy elements of ultra-brutalism, drugs, violence, sex. The tone would be adult, but not sexually explicit, and the art style would be high contrast black and white mixed with other dark, romantic colors for effect, largely American in it's direction, with some hints of Japanese art direction for flavor.
I thought I'd share with you work from the original artist to give you an idea of what I am talking about.


Likely, wouldn't be able to get the same artist involved, but I would like to maintain this sort of thing, though the storyline and characters are going to be drastically different from the original novella.
Now, I am new to a lot of this. I am learning Python right now, as well as the basic Ren engine. I am also dabbling in other types of coding for fun, and am working on a script. I just wanted some opinions on the process itself; apart from the artwork, I am doing everything, including sound design and music.
The way I am approaching it now, is starting with a script; the whole game scripted down hopefully, with as many choices as possible penned for ease of use later. Is there anyone else there who has taken this approach, and how successful has it been for you? Also, for an average length game, one based primarily around straightforward reading, what length of script would I be looking at in order to not sell myself short?
Also, how complex in some of your opinions is TOO complex? The basic structure of the game is a story told through actions; you click around maps essentially, going to different locations, and talking to different people to pick up clues. When you have found the right people, your options open up, and that usually leads you into an extended story sequence, which would play out more like a traditional novel. What kind of problems have others faced doing it this way, and is it really feesable in the long run using this engine? The engine seems capable, but I'd like opinions, if possible.
Also, my plan is to code out the entire game using rudimentary placeholder art BEFORE getting an artist involved. At which point should I start looking for somebody? Is it ever too early, or too late?
I hate to be a forum leech so early on asking all of these questions. I will definitely be immersing myself in this community, especially as production gets deeper. I am thinking of doing something simple as I carry on with this project in Ren'py, just to learn the engine...maybe a basic high school dating sim of some kind.
Thank you.
EDIT: From my WIP thread, a current working template of what the game might look like.
The font has already been discussed and is most certainly being changed. I wanted something terminal-like to give a stylistic example that the dialog boxes will resemble computer consoles. But I am trying to find a more comfortable reading font that will serve the same function without being difficult on the eyes.
