Erratic Beat {Date sim in progress}
Posted: Thu Nov 15, 2007 1:33 am
Hihi. First of all I'd like to apologize for posting this without signing up, but I keep getting an error when I try to register and so I cannot. I've emailed the administrator so hopefully that will be remedied. I've been browsing the forum for a few days to get myself familiar with it/work up the nerve to actually join and post.
Anyway, I've been wanting to do a date sim for quite some time now. I love-love-love simulation games and wish there were more released in America. As of late I'd been browsing around for game making programs, because though I do have some experience in simple programming and tend to pick programming up fairly easily, I certainly don't know enough about programming to do everything by myself. I had found a few possible venues, and decided to look just a little more before starting out. Thank goodness I did! I might not have found Ren'Py if I hadn't, and I was about to try a general game application in which I'd have to do a loooot more legwork.
Now, onto my actual project. I had a few different ideas, but this one is the one I'm pursuing as a first. It's probably way too ambitious, but I'm having a lot of fun with it so far as well as learning basics, and that's what's important. Its working title is Erratic Beat, which has some reasoning behind it on several levels. On one level, it's wordplay- the action centers around a shop called the Inverse Attic, and attic rhymes with erratic xD. Secondly, erratic means eccentric, and the characters are anything but normal- they are, excuse the pun, offbeat. Thirdly, erratic can also mean irregular, and is a term used to describe the heartbeat. Erratic heartbeat means something else medically than what I'm going for, but I think Erratic Beat works well.
The player assumes the role of a small-town, human man or woman moving into another town for the first time. The alternate universe it takes place in is full of nonhuman creatures, and although there are less of them than humans, they're definitely around and no secret. Being from a small town where everyone kept to themselves, your character has had little experience with nonhumans, and isn't exactly a social whiz with humans either. One day on impulse s/he decides to enter an odd-looking shop, and his/her life takes a bizarre twist, becoming irrevocably entwined with a multitude of nonhumans and a few humans to boot.
As mentioned above, your character can be male or female. You choose at the beginning, and I've actually split it into four choices. They're not named as such in the game, but I think of them as "voluptuous lady", "tough guy", "tomboy", and "pretty boy", determined by how you respond to the first question of Nina, the shopkeeper of the Inverse Attic. This doesn't have too much bearing on what you do (at least not at this point; I've got it stored as a variable so I could use it in the future); it's mostly for the player's benefit, getting to choose a little more than just male or female. However, it might give you a couple initial points for the "capturable" characters based on what their type (or types) is- think of it as making an impression. It won't be much, but it might get you acquainted with them a little better at the beginning.
So far in the way of eligibles, there are five girls and five guys that I have in mind, and you can go for either gender regardless of your player's. That includes Nina. She is human as well, though as was implied above, the majority of characters will be nonhuman. So far I've got Abel and Colette, eerie demon brother and sister; Marisol, a bubbly mermaid girl; Lillian, a sweet fairy girl; Tabitha, a civilized but energetic catgirl; and Seth, a werewolf boy. There are a few boys I'm debating the identity of; it's not that I don't have ideas, it's that I have too many ^^;;. Very likely I'll throw in an angelic boy named Celestine. Maybe eventually I can think about having more than ten characters, but for now, that's plenty for me. Feel free to make suggestions, though!
The characters will have affection points, as in you do something for them/say the right things/otherwise make them happy, the points will go up (or if you do the wrong thing, they'll go down). Eventually you'll be able to pursue an ending with your character of choice, if you have enough points. I may make some changes to that, but that's my basic plan for now.
One thing I will really be wrangling with is the concept of an inventory. The plot centers around a shop, and one of the ways to Nina-points is to buy from it. In that way she's easy to please, but she'll need more points than other characters to totally win over (and I'll stop revealing inside details now xD). Anyway, I'd prefer it to not just be a "gift" system. Some items will be automatic gifts, but some... take the Tea Sets for example. I want you to be able to have a certain type of tea set, because most characters have a favorite type of tea, and each tea set has one type of tea associated with it. I'd like for the character to be able to (for a small withdrawal of their funds) make tea with that, and other things. I really like item synthesis as a means to getting interesting gifts. I also just think it's best to be able to keep track of what you've got somehow. I don't need a complicated picture system. A list will do fine.
Of course, that's going to be really complicated to code whatever I do, but hopefully I can do it eventually. If anyone has any tips, I'd greatly appreciate it. I have a money system set up, and for now I have a simple point system signed up to objects- you buy an Ornamental Tea Set, the "orna" variable rises one, etc.
As for art, I have at least a decent skill, but only with traditional. I think I've come to a conclusion, though. I'll draw one base body for each character, clean it up, color it, and scan it, then add a border to it so it doesn't look completely terrible on a background (I can't do transparency on a scanned picture, even- I'm that crappy at computer art). Then, instead of drawing differing bodies, I'll just make face icons to show when the character is talking- that is to say, the main image won't change, but the face picture beside it changes with the character's emotions. That'll ease up the workload for me tremendously. I'm terrible at backgrounds, but for the moment I'm trying to find public domain photographs that are at least vaguely suitable, so there's SOMETHING to look at. One thing I'm really having fun with right now is sound effects xD. I'm making my own, and haven't needed many yet, but I've managed to incorporate a ringing bell. I also caught my kitty purring and played with it until I got something I could use as a sound effect for Tabitha.
Progress-wise, I'm not that far. I've been working on it all evening and have finished the first scene. I don't have character art done yet; I'm getting there with Nina's.
Screenshot
Anyway, I've been wanting to do a date sim for quite some time now. I love-love-love simulation games and wish there were more released in America. As of late I'd been browsing around for game making programs, because though I do have some experience in simple programming and tend to pick programming up fairly easily, I certainly don't know enough about programming to do everything by myself. I had found a few possible venues, and decided to look just a little more before starting out. Thank goodness I did! I might not have found Ren'Py if I hadn't, and I was about to try a general game application in which I'd have to do a loooot more legwork.
Now, onto my actual project. I had a few different ideas, but this one is the one I'm pursuing as a first. It's probably way too ambitious, but I'm having a lot of fun with it so far as well as learning basics, and that's what's important. Its working title is Erratic Beat, which has some reasoning behind it on several levels. On one level, it's wordplay- the action centers around a shop called the Inverse Attic, and attic rhymes with erratic xD. Secondly, erratic means eccentric, and the characters are anything but normal- they are, excuse the pun, offbeat. Thirdly, erratic can also mean irregular, and is a term used to describe the heartbeat. Erratic heartbeat means something else medically than what I'm going for, but I think Erratic Beat works well.
The player assumes the role of a small-town, human man or woman moving into another town for the first time. The alternate universe it takes place in is full of nonhuman creatures, and although there are less of them than humans, they're definitely around and no secret. Being from a small town where everyone kept to themselves, your character has had little experience with nonhumans, and isn't exactly a social whiz with humans either. One day on impulse s/he decides to enter an odd-looking shop, and his/her life takes a bizarre twist, becoming irrevocably entwined with a multitude of nonhumans and a few humans to boot.
As mentioned above, your character can be male or female. You choose at the beginning, and I've actually split it into four choices. They're not named as such in the game, but I think of them as "voluptuous lady", "tough guy", "tomboy", and "pretty boy", determined by how you respond to the first question of Nina, the shopkeeper of the Inverse Attic. This doesn't have too much bearing on what you do (at least not at this point; I've got it stored as a variable so I could use it in the future); it's mostly for the player's benefit, getting to choose a little more than just male or female. However, it might give you a couple initial points for the "capturable" characters based on what their type (or types) is- think of it as making an impression. It won't be much, but it might get you acquainted with them a little better at the beginning.
So far in the way of eligibles, there are five girls and five guys that I have in mind, and you can go for either gender regardless of your player's. That includes Nina. She is human as well, though as was implied above, the majority of characters will be nonhuman. So far I've got Abel and Colette, eerie demon brother and sister; Marisol, a bubbly mermaid girl; Lillian, a sweet fairy girl; Tabitha, a civilized but energetic catgirl; and Seth, a werewolf boy. There are a few boys I'm debating the identity of; it's not that I don't have ideas, it's that I have too many ^^;;. Very likely I'll throw in an angelic boy named Celestine. Maybe eventually I can think about having more than ten characters, but for now, that's plenty for me. Feel free to make suggestions, though!
The characters will have affection points, as in you do something for them/say the right things/otherwise make them happy, the points will go up (or if you do the wrong thing, they'll go down). Eventually you'll be able to pursue an ending with your character of choice, if you have enough points. I may make some changes to that, but that's my basic plan for now.
One thing I will really be wrangling with is the concept of an inventory. The plot centers around a shop, and one of the ways to Nina-points is to buy from it. In that way she's easy to please, but she'll need more points than other characters to totally win over (and I'll stop revealing inside details now xD). Anyway, I'd prefer it to not just be a "gift" system. Some items will be automatic gifts, but some... take the Tea Sets for example. I want you to be able to have a certain type of tea set, because most characters have a favorite type of tea, and each tea set has one type of tea associated with it. I'd like for the character to be able to (for a small withdrawal of their funds) make tea with that, and other things. I really like item synthesis as a means to getting interesting gifts. I also just think it's best to be able to keep track of what you've got somehow. I don't need a complicated picture system. A list will do fine.
Of course, that's going to be really complicated to code whatever I do, but hopefully I can do it eventually. If anyone has any tips, I'd greatly appreciate it. I have a money system set up, and for now I have a simple point system signed up to objects- you buy an Ornamental Tea Set, the "orna" variable rises one, etc.
As for art, I have at least a decent skill, but only with traditional. I think I've come to a conclusion, though. I'll draw one base body for each character, clean it up, color it, and scan it, then add a border to it so it doesn't look completely terrible on a background (I can't do transparency on a scanned picture, even- I'm that crappy at computer art). Then, instead of drawing differing bodies, I'll just make face icons to show when the character is talking- that is to say, the main image won't change, but the face picture beside it changes with the character's emotions. That'll ease up the workload for me tremendously. I'm terrible at backgrounds, but for the moment I'm trying to find public domain photographs that are at least vaguely suitable, so there's SOMETHING to look at. One thing I'm really having fun with right now is sound effects xD. I'm making my own, and haven't needed many yet, but I've managed to incorporate a ringing bell. I also caught my kitty purring and played with it until I got something I could use as a sound effect for Tabitha.
Progress-wise, I'm not that far. I've been working on it all evening and have finished the first scene. I don't have character art done yet; I'm getting there with Nina's.
Screenshot