Getting into game development.

Setsuna Yuki

Newbie
Nov 5, 2017
81
71
I have an idea, art and creative story skills. Art isn't an issue, I have a general story idea.

I want to make a branching choice VN that possibly has some sandbox exploration to it.

I'm not sure which engine to dabble with as its been 10+ years since I did anything like this (which is like a century on the internet).

HTML 5, Renpy, etc?

What is less likely to make me want to blow my brains out doing?
 
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AlterxArt

Newbie
May 11, 2020
32
53
Basic guidelines to avoid being hated on.
A- Most people on these sites (F95/Itch.Io/l***corner, etc)
hate really hard on RPGM games.
B- They also hate non-consequential choices.
C- They also hate when you mix NTR with NON-NTR
D- They also hate bad english writting.
E - They also hate to grind if there's no content to back it up.


Basic guidelines to actually release something.
A - Its is better to start small and escalate later, better to deliver a tiny project than not to deliver anything at all.
B - Its is important to keep constant communication with your audience, that way you'll actually have someone play your game when you release it.
C - Pick an art style you can pump content of fairly easy, VNs have tons of scenes making art for yours should be as easy as drinking water so you don't burn yourself doing it.
 
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Insomnimaniac Games

Degenerate Handholder
Game Developer
May 25, 2017
4,709
8,514
Sandbox VN tells me either Renpy or Unity are probably your best bets. Twine can work, but UI seems to be a bit more difficult. (Just going off the twine games I've played and how many of them have the same terrible UI)

But, general advice that fits all engines, keep some sort of documentation for variables and such. Way easier to track a google doc than doing things all in-engine.
Basic guidelines to avoid being hated on.
While all that is true-ish, it's not going to stop haters. You're definitely going to get them, regardless of how good the game actually is.
 
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Setsuna Yuki

Newbie
Nov 5, 2017
81
71
I already decided against RPGM as my engine. The cursed bleeping of the menus, I hate it so much.

As for art, it'll all be me or a friend I trust. We've been experimenting with using AI to blend rough art, using it more of a filter than straight up using full AI generated stuff. Going to be fully transparent with it. Will save on time and money.
 
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