5.6.3 Plans

Discuss how to use the Ren'Py engine to create visual novels and story-based games. New releases are announced in this section.
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monele
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#46 Post by monele »

I like dizzy's idea and was thinking of something similar. Except mine involved alternate dimensions to introduce the different genres ^^;... So this works better for your regular VN :)

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#47 Post by PyTom »

I think the goal of the demo is a little more narrow. It should be to introduce making games with Ren'Py, and to systematically enumerate Ren'Py's features.

I don't think the goal should be to show the various types of stories Ren'Py is capable of... since we have about 22 Ren'Py game, I don't see this as necessary.
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#48 Post by DaFool »

Uh, someone should lay the smackdown and say, "We need backgrounds of a colliseum", or "We need backgrounds of a Japanese-style temple".

The TV studio is a good idea, except that I've never been to a TV studio, and rarely are there insider shots of TV studios, and I'm not really sure if black curtains and camera stands and steel frames and lots of wiring are really that interesting to make a 'picturesque' kind of picture.

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#49 Post by PyTom »

DaFool wrote:Uh, someone should lay the smackdown and say, "We need backgrounds of a colliseum", or "We need backgrounds of a Japanese-style temple".
Laying the smackdown on creative-type who are volunteering their time rarely works.

(I'm pretty sure I don't want a Japanese temple. Perhaps some sort of dojo-like setting could be appropriate... since it is training, after all.)
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#50 Post by DaFool »

So its mentioned elsewhere that 5.6.3 may be released within the next weeks.

What's new as far as structure or demo / stories go, or will it be mostly a new feature implementation-based release?

I'm asking because I still need a solid mental picture regarding the BGs...right now all I know is that it's outside, and sunny :shock:

Just need that mental picture, then 8 hours later...

Maybe if there's already a script for the demo side story...

We mustn't forget that PyTom might be staring at this (as well as listening to the new musics) for the next couple of years, considering this is the first major overhaul of the demo / tutorial game content. (Well actually the new Eileen and the new Launcher were major changes in themselves)

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#51 Post by PyTom »

DaFool wrote:So its mentioned elsewhere that 5.6.3 may be released within the next weeks.

What's new as far as structure or demo / stories go, or will it be mostly a new feature implementation-based release?
Well, the thing is that I'd like to get the new release, which has minor bug fixes and a few requested features, out in a timely manner. When the demo game comes out is dependent on when the demo game is ready... I don't want to hold Ren'Py up for the demo game.

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I'm asking because I still need a solid mental picture regarding the BGs...right now all I know is that it's outside, and sunny  :shock: 
Hm... I'm now playing around in my head with some sort of college campus setting. Perhaps something like this for the simple game:

Eileen is on campus to give a talk about Ren'Py. She meets up with the POV character, and asks him where lecture hall 3 is. He can either tell her where it is (bad ending), or show her. (good ending) Perhaps they make some small talk, about how nice it is out, as they walk through a couple of the background pictures.

They make it to the lecture hall (we can recycle the lecture hall pic, perhaps with a fix to the wood tones), but Eileen decides that being inside on such a nice day would be a crime. So they decide to hold the talk outside after all, using the outdoor pictures.

Then the demo would re-use the outdoor shots of the campus.
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#52 Post by mikey »

It's funny how complicated something (making a demo game) gets when one starts to THINK about it. I bet the first demo was done in a matter of hours, complete with setting and choices.

This is just an observation though. Unfortunately I can't really help, as I'm sort of working on my own projects, as egoistic as I am. Well, I like to think that I don't need to stick my nose into everything, and I try to contribute in making games. Or something like that.

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#53 Post by DaFool »

PyTom wrote: Hm... I'm now playing around in my head with some sort of college campus setting. Perhaps something like this for the simple game:

Eileen is on campus to give a talk about Ren'Py. She meets up with the POV character, and asks him where lecture hall 3 is. He can either tell her where it is (bad ending), or show her. (good ending) Perhaps they make some small talk, about how nice it is out, as they walk through a couple of the background pictures.

They make it to the lecture hall (we can recycle the lecture hall pic, perhaps with a fix to the wood tones), but Eileen decides that being inside on such a nice day would be a crime. So they decide to hold the talk outside after all, using the outdoor pictures.

Then the demo would re-use the outdoor shots of the campus.
Excellent. :D The setting will be an Ivy League campus in a clear autumn day, complete with yellow and red leaves (which we can particle-effect into cherry blossom behavior), lots of vines, and rustic red brick buildings. Eileen is a very intelligent girl, after all. No sculptures though, otherwise it will look too much like Garden Kykuit.

If no one objects, then that's what's going to be done.
and about those 8 hours...more like 2 weeks
mikey wrote:It's funny how complicated something (making a demo game) gets when one starts to THINK about it. I bet the first demo was done in a matter of hours, complete with setting and choices.
Absolutely true :D Considering that I can make a demo with random stuff in just two weeks, but I cannot still hammer out a final script after thinking about each scene in context and designing a whole freakin town (complete with museum, train station, church, housing development, library, botanical gardens, beach, overlook, picnic area, inn, town center, performing arts theater, a capitol, and ruins) just for the game locale.

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#54 Post by yummy »

That made me remember my earlier days while trying to understand how the whole thing worked (and my first newbie posts here).

Then I understood the importance of documentation. If it's a demo, I think it's meant to show the functions and this little story could help people who don't have a glimpse of actual programming skills in python.
After all, even a creator is human.

Personally, I'd prefer a cute character showing me how it works than an encyclopaedia being put in front of me.
But I'd prefer it short, I don't think there's a real need for something that goes on 3 chapters :D
I think Pytom is right when he says that there are already plenty of games that can show how Ren'Py is used.

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#55 Post by PyTom »

mikey wrote:It's funny how complicated something (making a demo game) gets when one starts to THINK about it. I bet the first demo was done in a matter of hours, complete with setting and choices.
Yeah, I think it took about a day or so. I just grabbed some pictures of DC I had taken a week or two before, stuck them in as backgrounds, and off I went, perhaps promising myself that I'd go back and make a better game later. Well, it's later now...
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#56 Post by Mirielle »

IfI may, could I please audition to voice Eileen? If you would like to hear a demo of my voice and see my current resume, then please visit http://www.freewebs.com/chiruha

I've been voice acting online for a while now, and I actually specialise in somewhat emotion-less, narrating voices. I have the standard American accent as well. I can also convey wide ranges of emotion when needed.

Just ask me if interested~!
Available for voice acting - Please listen to my demo reel!

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