- May 13, 2023
- 35
- 31
Hello all! So, I've been writing erotica under a number of pennames, but well, the market has some sales issues, and more importantly, I'm getting bored with it, so I decided to start out making ren'py games, so my family can enjoy the monkey shrieks of rage coming from me as I try to learn a language. So I was wondering if y'all would take a look at my plan.
1. start out simple. I'm learning Renpy, so I'm starting out with more or less simple visual novels. Short, not a lot of changes, mainly a story in VN sense. Why?
Because on this site and others, I've noticed an immense number of games that start out with: Multiple characters! Many ends! Flexible corruption, love, and golf skill rating stats that influence the story! Complete minigam--
last developer post: June 2017.
So rather than start complex, doing stuff that I don't know how to do, I'll stick to only releasing more complex games as I learn, and yeah, the first few games will be short, but I can always go back and redo them, and I think it's better to be able to say: yeah, it's short but it's done.
2. Art assets. I'm good with Stable diffusion and baking LORAs for various characters. I might share my method on that, but artists are expensive and so I'll keep the games Ai-art until I reach a certain level of income so I can pay the artists I know up front. Minor and transition scenes are likely to stay AI art generated, with main scenes being replaced by human-sourced art.
3. Voice and sound assets...that gets into the "learning how to do this." I might, but I need to do a lot more research on how much it costs and such.
So! for this admittedly lose "plan" does anyone have any suggestions? Just note: A few people did suggest Unity to me, but from what i've seen, Renpy may be more my speed, and I don't want to work on more than one system at a time.
1. start out simple. I'm learning Renpy, so I'm starting out with more or less simple visual novels. Short, not a lot of changes, mainly a story in VN sense. Why?
Because on this site and others, I've noticed an immense number of games that start out with: Multiple characters! Many ends! Flexible corruption, love, and golf skill rating stats that influence the story! Complete minigam--
last developer post: June 2017.
So rather than start complex, doing stuff that I don't know how to do, I'll stick to only releasing more complex games as I learn, and yeah, the first few games will be short, but I can always go back and redo them, and I think it's better to be able to say: yeah, it's short but it's done.
2. Art assets. I'm good with Stable diffusion and baking LORAs for various characters. I might share my method on that, but artists are expensive and so I'll keep the games Ai-art until I reach a certain level of income so I can pay the artists I know up front. Minor and transition scenes are likely to stay AI art generated, with main scenes being replaced by human-sourced art.
3. Voice and sound assets...that gets into the "learning how to do this." I might, but I need to do a lot more research on how much it costs and such.
So! for this admittedly lose "plan" does anyone have any suggestions? Just note: A few people did suggest Unity to me, but from what i've seen, Renpy may be more my speed, and I don't want to work on more than one system at a time.