Routes and writing for scripters

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Fluxx
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Routes and writing for scripters

#1 Post by Fluxx » Sat Jan 31, 2015 2:55 pm

Okay, So I wrote the outline for my novel and realized it was way too long for a common route and would fit better as a route for one the heroines.

So basically, I'm going to make the common route short and then split the story off into 5 routes. But I'm not sure how to keep track of this. Most novels I've read with 5 or more heroines have locked routes but I don't think I want any routes to be hidden from the player at the beginning.

Also if I get a programmer to input the novel in to ren'py how should I label changes in route for them? I heard of using "flags", but I'm not exactly sure how that works. I haven't used ren'py in a while, but I will get back into it.
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Re: Routes and writing for scripters

#2 Post by Mad Harlequin » Sat Jan 31, 2015 3:07 pm

The free word processor yWriter allows users to label chapters and scenes. It can keep track of settings and characters, too! If you're unsure of your ability to do this on your own, I recommend giving this program a try. It's helped me a great deal.
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Re: Routes and writing for scripters

#3 Post by trooper6 » Sat Jan 31, 2015 4:37 pm

If I were the programmer implementing your text, I would want a flowchart showing me how you imagine all the pieces fitting together. You do know how you want all the pieces to fit together, right? yED is free software that would allow you to make flowcharts.

But if you have no idea how to program at all. If you have no concept of variables or flags...what I'd do is find a programmer who wants to work with you and then talk it over with her what sort of things she would need to implement your text. But more critically, I'd recommend looking through the QuickStart documentation (http://www.renpy.org/doc/html/quickstart.html) so you can have a sense of what scripts look like and what they can do. Even if you don't program the VN yourself, it will help you communicate better with your programmer...and will help you conceptualize your game better while writing.

Writing a VN is not the same as writing novel (unless you are making a kinetic novel with no choices). You should have an idea of what possibilities you want and what choices and want consequences. You should be writing with a mind towards: you know...if they go to the lake, I think I want that to mean that they will miss the chance of saving the John from the paparazzi downtown...which will mean that John will have trouble with the press in Act 2. But by going to the lake they will be able to save Pat from drowning which will mean that they will get favors from Duchess von Finau in Act 3.

If you are doing choices and routes, conceptualize it fully, build it into your writing (put notes in there for your programmer) and make flowcharts. And label all your sections.
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Re: Routes and writing for scripters

#4 Post by Fluxx » Tue Feb 03, 2015 5:22 pm

trooper6 wrote: If you are doing choices and routes, conceptualize it fully, build it into your writing (put notes in there for your programmer) and make flowcharts. And label all your sections.
I've been messing with a flowchart for the common route but it wasn't working for me. The route splits didn't feel organic, it felt like they were based off of one choice. I think I'll make flowcharts for each route separately and then connect them. That might work better. Any advice?
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Re: Routes and writing for scripters

#5 Post by trooper6 » Tue Feb 03, 2015 5:41 pm

Fluxx wrote:
trooper6 wrote: If you are doing choices and routes, conceptualize it fully, build it into your writing (put notes in there for your programmer) and make flowcharts. And label all your sections.
I've been messing with a flowchart for the common route but it wasn't working for me. The route splits didn't feel organic, it felt like they were based off of one choice. I think I'll make flowcharts for each route separately and then connect them. That might work better. Any advice?
From what you've described, it doesn't sound like the problem was with flowcharts, but in your conceptualization of the game. It sounds like you have no unifying idea for your game. I am skeptical of a bunch of routes that have no connection just jammed together at the end. My advice would be to play more good quality games and really study how they integrate a common core while still having branching routes. Off the top of my head I could recommend Magical Diary, Coming Out On Top, and Ristorante Amore.

Do you have an overall vision for your game? Or just ideas for 5 hot people for your protagonist to date?

Also, if it feels like the route splits were based off of one choice...then don't make them based off of one choice.
A Close Shave:
*Last Thing Done (Aug 17): Finished coding emotions and camera for 4/10 main labels.
*Currently Doing: Coding of emotions and camera for the labels--On 5/10
*First Next thing to do: Code in all CG and special animation stuff
*Next Next thing to do: Set up film animation
*Other Thing to Do: Do SFX and Score (maybe think about eye blinks?)
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Re: Routes and writing for scripters

#6 Post by Auro-Cyanide » Tue Feb 03, 2015 8:37 pm

One of the most common ways is to use a point system. The choices the player makes effects the number and types of points they get and the program will remember them. In your case they could be for which heroine the MC gets points for with a certain choice. When you are ready to branch you can do a point check to see who has the highest and that should designate which path you get on. This can also be used to decide different endings within a path.

Flags are generally used to keep track of certain decision points. Let's say the MC has a choice to lie or not. Later on you can check the the flag to see if it's true or false and change the scene based on that. They aren't generally used to decide paths because it's just the one choice and so not very exciting. Unless you do a whole list of flag checks, but that doesn't seem very efficient.

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Re: Routes and writing for scripters

#7 Post by Fluxx » Wed Feb 04, 2015 1:16 am

trooper6 wrote: From what you've described, it doesn't sound like the problem was with flowcharts, but in your conceptualization of the game. It sounds like you have no unifying idea for your game. I am skeptical of a bunch of routes that have no connection just jammed together at the end. My advice would be to play more good quality games and really study how they integrate a common core while still having branching routes. Off the top of my head I could recommend Magical Diary, Coming Out On Top, and Ristorante Amore.
I'll take a look at Ristorante Amore. Magical Diary seems pretty cool too. I do have an idea for the game, I was trying to figure what points to add where. But now I'm pretty happy with my common route.

I have it so there are certain heroines with scenes that can't be avoided and points are given. In theory you can reach every route from the start however this makes it a little harder to get to others which is what I wanted.
trooper6 wrote: Do you have an overall vision for your game? Or just ideas for 5 hot people for your protagonist to date?
Yep to both :)

Auro-Cyanide wrote:
Flags are generally used to keep track of certain decision points. Let's say the MC has a choice to lie or not. Later on you can check the the flag to see if it's true or false and change the scene based on that. They aren't generally used to decide paths because it's just the one choice and so not very exciting. Unless you do a whole list of flag checks, but that doesn't seem very efficient.
Yeah I've taken care of the common route. After the branching the points will be used for endings.
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