Premise.
I was fascinated for some reason of mine by the very simple dialogue phase of Match of The Millennium, for NeoGeoPocket.
In the Olympic section you can talk both to Karin or Rimururu. Each time a random tense is sorted out. Tenses become more and more intimate the more Medals you'll collect in the minigames.
It's so simple, but quite lishous.
Now, obviously minigames on renpy are out of discussion, and the entire logic was about spending energies on minigames most of the time, the dialogues just an extra candy.
Question.
There's any good game around that's based only on the concept of "click to talk with someone" I can inspect to see how they enriched the experience?
Did you ever did something alike I can check?
Any idea about?
Subsidiary question.
I'm going crazy to figure out a selection screen that's not just girls aligned to pick XD. Anything about?
Enrich a dialogue only experience
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Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
Enrich a dialogue only experience
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10 ? "RENPY"
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Re: Enrich a dialogue only experience
I may be missing your question (feel free to correct me if I'm wrong!), but a LOT of VNs are, more or less, click to talk to someone. (I'd argue that this is more or less what all of them are.)
Dating sims, in particular, are "click to talk to someone" games in general. (Although there may be plot as well.) "May Club" (an older dating sim, but a classic)'s premise is that you wander around, find people, then...talk to them. (And once you've talked to them enough, you get cut scenes, etc. and the game ends when you run out of time, hopefully with a significant other.)
Dating sims, in particular, are "click to talk to someone" games in general. (Although there may be plot as well.) "May Club" (an older dating sim, but a classic)'s premise is that you wander around, find people, then...talk to them. (And once you've talked to them enough, you get cut scenes, etc. and the game ends when you run out of time, hopefully with a significant other.)
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Re: Enrich a dialogue only experience
You're right, I had to be more specific.Mutive wrote: ↑Fri Jan 17, 2020 12:07 pm I may be missing your question (feel free to correct me if I'm wrong!), but a LOT of VNs are, more or less, click to talk to someone. (I'd argue that this is more or less what all of them are.)
Dating sims, in particular, are "click to talk to someone" games in general. (Although there may be plot as well.) "May Club" (an older dating sim, but a classic)'s premise is that you wander around, find people, then...talk to them. (And once you've talked to them enough, you get cut scenes, etc. and the game ends when you run out of time, hopefully with a significant other.)
Probably my question is too subtle and I'm not able to convey it properly.
All games own a degree of discrimination for the change of behaviour into characters.
The same May Club progress on the guess of finding that character that day that period.
Tokimeki is not just "clik to talk", there a simulative discriminator. The simple branch choices of Katawa Shoujo are a gameplay factor too.
Match of the Millennium got the minigames to progress on the dialogues.
To reword my own question: how can I have dialogues change in nature without having any gameplay factor (being a plot a gameplay factor itself)?
Or what I can use instead of having simulative/gameplay factors.
I'm quite sure games alike should exist, Akumu (NSFW) is one, but being a nukige is out of discussion.
If you want to debate on a reply I gave to your posts, please QUOTE ME or i'll not be notified about. << now red so probably you'll see it.
10 ? "RENPY"
20 GOTO 10
RUN
10 ? "RENPY"
20 GOTO 10
RUN
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Re: Enrich a dialogue only experience
I don't know if it's because I'm a little tired, but I'm not sure I understand your question. °v°'
You want to have different dialogues without a player input? You can use randomness for that. (You write a few possibilities and make renpy choose one at random)
You want to have different dialogues that are linked to the choices of the player, without any other form of gameplay than choosing answers? Like, if the player is mean to a character, the character will remember about it and talk badly about the player? That's what most visual novels do, you only have to use variables to remember player's choices.
You want to have different dialogues without a player input? You can use randomness for that. (You write a few possibilities and make renpy choose one at random)
You want to have different dialogues that are linked to the choices of the player, without any other form of gameplay than choosing answers? Like, if the player is mean to a character, the character will remember about it and talk badly about the player? That's what most visual novels do, you only have to use variables to remember player's choices.
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Re: Enrich a dialogue only experience
Yes, using a random should make it pretty easy to make dialogues change without any input on the player's part. (If I'm understanding correctly?) You could easily use this to give, say, one of three choices to a player any time you felt so inclined. (It might not be especially satisfying to do this regularly, though, as it would be hard to create a plot around it I'd think. But as is true for all things, it would depend on how it was executed.)
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Re: Enrich a dialogue only experience
I suggest add personality. It feels like those games you have the silent protagonist or the unnamed one. I'd write it as the main character having a personality or a dynamic one that changes the story based on the character's history of emotional, physically, and mentally responses.
The story and personalities make the characters worth talking too in my opinion.
The story and personalities make the characters worth talking too in my opinion.
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