Deleted member 6503042
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- Sep 14, 2023
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I did not create renpy games so what I say maybe a nonsense but I've worked on big projects and I think the most important part for it, is the planning part. I know for creative jobs like writing or problem solving like fixing a bug in software could be hard to estimate but planning should involve time planning too. How much time you can spend on it, how much time it needs etc. if something goes sideways that could effect this plan then explain that to people, if this happens a lot then the planning is wrong and needs fixing. Also, I think it needs rigid lines. Like this game involve these tags and definitely not gonna include these others then has to stick to it. Then, I think the stories has to be written before starting to create the game. No need to have all the lines maybe, but there should be a story from start to end and no matter what, devs should stick to that. When rereading, most of the time, you'd have new ideas but they have to be carefully judged to implement, if it takes the story too far from the end, then maybe it should not be there. Also, devs should be strict about the scope of the games. I have seen some devs go for huge branching through choices, sometimes branches even become separate games. Then it became almost impossible to handle. Like, they put 10 exclusive LIs then when they try to give time to each of them, updates became too small, or they switch LI per updates then some player won't have any playtime for 10 updates, which makes it at least over a year.
So I think the success in these depends on knowing how much effort one can put and very good planning. Also, I think any new dev should create a small kinetic novel before diving deep into choice based stories to know what they need to do for finishing a project from start to the very end.
When I say this, it seems so simple almost captain obvious meme worthy but many devs, even experienced ones, fall into this pit.
Btw, The_Alex I tried this one long ago and really liked it, I hope you will succeed.
So I think the success in these depends on knowing how much effort one can put and very good planning. Also, I think any new dev should create a small kinetic novel before diving deep into choice based stories to know what they need to do for finishing a project from start to the very end.
When I say this, it seems so simple almost captain obvious meme worthy but many devs, even experienced ones, fall into this pit.
Btw, The_Alex I tried this one long ago and really liked it, I hope you will succeed.