Posted: Wed Aug 03, 2005 1:34 pm
I'm sorry, Icekiss, but I don't think I can get any pictures.
Supporting creators of visual novels and story-based games since 2003.
https://lemmasoft.renai.us/forums/
Well, since this is more of a techdemo right now, there is not all that much to discover. Mostly just trying all the different actions once or twice, and seeing what happens when you flunk school.most probably I was choosing the most uneventful actions
It's going to be an interesting game once it's done.
A criticism of this, though, is that if the game isn't going to be done, then how do we know when to start playing it? I, for one, try to avoid playing unfinished games (except as necessary to help with the debugging of Ren'Py problems). This is mostly because I dislike repeating large portions of the games, which would seem to quickly grow necessary in an open-ended game that is released more than once.Icekiss wrote: It's not going to be done. It's going to get content. Hopefully enough to not make the daily live boring for quite some time. But it's going to be wide open.
Well, it's of course everyone's own decision whether to play a game.PyTom wrote: how do we know when to start playing it?
Saying it's multiple choice isn't really much of a reassurance, however. Multiple-choices can get big pretty quick. I mean, if you have three days, three periods per day, and two choices per period, that's already 512 paths. A fourth day gives 4096, a fifth give 32768. In a week we've passed 2 million paths, and in fortnight it's 4,398,046,511,104.Icekiss wrote: So basically you just have to restart the game, and discover the new story path (e.g.: Talk to a crying girl, read a certain book in the library, ask a person a specific question... Since everything is multiple choice, it shouldn't be too hard to discover those entry points).
Hm... Right now, Ren'Py isn't really set up to produce the game you're trying to make. I can probably help out some by adding an after_load_hook, that lets you update the data structures after a load, but that only gets us part of the way.I still have the hope of figuring out how to make it possible to carry over your old save to a new game version with new content. The problem is that currently the objects aren't initialized in "init:" sections. I'd have to figure out a way to place them there, and create any objects not appearing in the save game...
(And of course this will only work once the engine is stable)
As little as one complete story, but there does have to be a dramatically complete story there. It doesn't have to be completely conclusive, but I would like to know that if you get hit by a meteor the day after I read it, I won't be left hanging for the rest of the story.What I have in mind is basically a bunch of stories told in the same universe. How many stories do there have to be before you start reading?
Hm... I think a difference is that VNs/DSes are more story based, while a RPG is more based on the fighting and so on... Then again, I've never played a MMORPG, so I wouldn't know.In terms of games, I would say that online rpg's do something similar: There isn't an "end", but new content is added, and all you need are directions to the new area.
Most likely while I outline the first storyline. Because at that point I have to pin down the universe, at least in my own head. Earlier if I have a good idea.BTW, when is this project going to get a name?
I'm not sure what you are getting at. If I would make the discovery of an entry point dependent on a specific path taken from the beginning of the game, I would be completely insane.Saying it's multiple choice isn't really much of a reassurance, however. Multiple-choices can get big pretty quick. I mean, if you have three days, three periods per day, and two choices per period, that's already 512 paths. A fourth day gives 4096, a fifth give 32768. In a week we've passed 2 million paths, and in fortnight it's 4,398,046,511,104.
After having thought about it some more, yes, this is exactly what I would need. With that, I will be able to get to the state where only Ren'Py itself can break load/store compatibility.I can probably help out some by adding an after_load_hook
Once the game has real content, I'll provide normal downloads (i.e. renpy+game). That means that save games have to be copied over, but big deal.There's also a problem of how to distribute a changing game. The current method of extracting a new dse directory isn't ideal for a released game.
That's good to know.Also, it would suck if you got hit by a meteor.
I know there are differences between the genres. Otherwise they wouldn't be different genres, now would they.VNs/DSes are more story based, while a RPG is more based on the fighting and so on
No, that's not true, really. It breaks when _any_ data structure that is saved changes. The problem is, there are a number of Ren'Py internal data structures that are saved in the save file. One example of this is the object that keeps track of the currently playing music. That'll be changing drastically between 5.0 and 5.1, and so 5.1 will not be save-compatible with 5.0.Icekiss wrote: And if I correctly understood you, Ren'Py's save/load compatibility breaks if I saved a data structure that changed.
Code: Select all
#Moods
createAppearance( 'thoughtful', None , 'mood' )
createAppearance( 'smiling' , 'thoughtful', 'mood' ) #when happy or encouraging
createAppearance( 'sad' , 'thoughtful', 'mood' )
createAppearance( 'tense' , 'thoughtful', 'mood' ) #when expecting danger
createAppearance( 'very_happy', 'smiling' , 'mood' )
createAppearance( 'wistful' , 'smiling' , 'mood' ) #when imagining or wishing
createAppearance( 'apologetic', 'smiling' , 'mood' )
createAppearance( 'smirking' , 'smiling' , 'mood' ) #when saying something ironic
createAppearance( 'evil' , 'smirking' , 'mood' ) #when enjoying revenge
createAppearance( 'crying' , 'sad' , 'mood' )
createAppearance( 'frowning' , 'sad' , 'mood' )
createAppearance( 'startled' , 'tense' , 'mood' )
createAppearance( 'sighing' , 'tense' , 'mood' ) #when exasperated
createAppearance( 'determined', 'tense' , 'mood' )
createAppearance( 'unsure' , 'tense' , 'mood' ) #when asking a question or not understanding
createAppearance( 'sceptical' , 'unsure' , 'mood' )
createAppearance( 'intense' , 'determined', 'mood' ) #when bringing forth a strong argument
createAppearance( 'angry' , 'determined', 'mood' )
createAppearance( 'repulsed' , 'angry' , 'mood' )
createAppearanceClass('mood', 'thoughtful')