Here's a list of what I shall attempt to accomplish over these next few weeks (the middle of which I have a university assessment due which obviously takes priority):
- A story based very much on this indiegogo project only not looking like a technicolour vomit attack and taking a far more serious direction. I've always found it pretty flippant of projects like these to treat genderswapping/bending as just Something So Anime (Bro) when it's a serious thing to be trapped inside a body whose gender you find alien and 'unnatural'. It's a real thing that makes the real lives of actual people quite miserable and terrible, and I'll be going for something that starts out stylistically much like a typical VN and ends as something a bit more mature.
- A murder-mystery set in the high-flying world of Luchadores. I'm neither Mexican or El Anything so I'm bound to completely misinterpret the metaphysical ballet that is two men in masks holding each other until one of them gives up, but it should be a fun ride. I expect this to be the longest of the things I attempt.
- I will lower a Nana to a full 0.4 inches off the ground and ride her into the national land-nana speed record finals. A wicked flame job would be pretty awesome too.
It's a pretty big(ish) workload for my first Nana Month, but it's made easier by the fact that 1) I have no plans or ability to draw anything to go along with my words, 2) I'm primarily hoping to use Twine and/or Inform to write and publish these stories (and distribute them as a simple webpage rather than the traditional executable method), and 3) I'm planning to push these as 'coffeebreak VNs'.
That simply means that the total playtime on each 'route' (if even such things exist) shouldn't be anything more than 10 to 15 minutes. That's not to say that the emotional investment of the player isn't a goal, simply that I won't be writing with the expectation that anything more than a casual commitment on the part of the reader/player is forthcoming. I find that too many VNs waste time and resources on trying to say more than they need to; a good design is not when there is nothing left to add, but rather when there is nothing left to take away. I'll be trying to apply this maxim to my writing and approach to gameplay goals.
Any offers of help will probably be accepted, although at this stage I'd suspect any help will be the 'piss on you if you were on fire' variety. And I'd rather apply art retroactively to the words at this stage, which is to say that I'd probably be best focusing on words and whatever art trickles (to keep the urine metaphor flowing) down from that is a secondary objective. I've no particular art style or textural feel in mind for any of the projects at the moment, and hell probably the more wildly different and innappropriate to the tone of the story the art is, the more likely it is to be accepted.
Please accept no promises that I'll actually finish anything, in fine stranger-on-the-internet tradition implies. Please also use this thread to endlessly complain and bitch; I'll update this thread and perhaps randomly change the thread title on a whim or whenever I have a new idea or something playable to show.
Thanks for your time and please make the effort to cook something from scratch today; if this thread teaches you nothing else let it be that every human being owes it to themselves to learn two things well - how to cook, and how to fuck (Robert Rodriguez circa some time or something)
