- Sep 16, 2019
- 59
- 163
Hey Okalix - first up, I really love the characters you posted and the approach you're taking to this I think you're completely right to begin with something more linear while you build up your skills (and possibly your hardware) - far too many first time devs jump straight into sandbox and leave an almost unpopulated world for months. Same with the bi angle - you may want to hint at it if you're planning to introduce it later and save rewrites/replays, but best to concentrate on the core at first.Thanks pilgrim2003
What you described was incredibly close to what I originally intended for the project, however, as I'm pretty new to all this, I wanted to be less overly-ambitious at the start. Bi-elements might be something I move into further down the line, but to begin with, I want to focus more on the male on male stuff. Again, in terms of choice and freedom I would like a more sandbox game but I think it's more important to focus on a solid more linear experience before fleshing out all the possible alternatives and consequences. It's definitely something I will keep in mind for the future though. As my experience grows, so should the complexity of the project.
Thanks so much RanliLabzHey Okalix - first up, I really love the characters you posted and the approach you're taking to this I think you're completely right to begin with something more linear while you build up your skills (and possibly your hardware) - far too many first time devs jump straight into sandbox and leave an almost unpopulated world for months. Same with the bi angle - you may want to hint at it if you're planning to introduce it later and save rewrites/replays, but best to concentrate on the core at first.
On your questions:
1) Renpy is remarkably user friendly. I'd advise taking a good look through the scripts of an established game to see how they do it (mine's a messy one, but if you can struggle your way through the disorganisation, there are plenty of handy blocks to use for a VN). The sandbox stuff is a bit tougher - day planners, inventories, stats and maps require a lot more code! But PyTom has some handy renpy tutorials and lemmasoft is a good place to ask questions.
2) So many ways to reduce rendering times! When I started I was CPU rendering with a cheap desktop, so I had to rely on Photoshop a lot (stitching separately rendered elements together). If you've got a decent graphics card, just steer clear of too many reflective/refractive/transparent surfaces and you'll be fine (mine's sci-fi so I'm fucked on the shiny surfaces front! ). Also remember that it takes a while to render night scenes and you often end up with fireflies - a better option may be to darken normal scenes in post).
3) Do what you want to do. You have to love your game to justify the (huge) amount of time you'll be investing in it!
I'd add one more tip here on the marketing side: make your first release big. Far too many devs release small proof of concept v0.1s with no sexual content and no real hook for drawing players in... only to disappear without a trace and leave the devs disheartened and liable to quit the project. v0.1 is the most important release you'll have - it should be the size of at least a couple of normal updates and cleared of any bugs or typos.
Best of luck! I'm looking forward to seeing what you come up with!
You're welcome!Thanks so much RanliLabz
Glad you like the look of my characters so far. It's my first time trying all this stuff so it's big boost when anyone, especially established developers, appreciate my work.
I'll happily take you up on your suggestion to take a look through your script though. I'm sure it will be really helpful.
I've tried a few things to reduce the rendering time, mostly, as you said, it's meant removing reflections etc and brightening the scene.
On your marketing tip, I totally see what your saying. I hadn't thought about making it twice as big/long as a normal update, but then again I have no idea what a normal or regular update would like it in terms of how many new frames or lines of dialogue that should consist of... do you find there's an average figure you aim for in each update?
Also, I'm finding it's a delicate balance for the start of my VN as of course I want to draw people in, but I don't want to jump into sex and nudity straight away. I think there's a big turn-on about waiting in suspense for the pay-off... but I do plan on showing some skin where it makes sense to in the first version. I want to ground the experience within the realms of realism rather than "I'm guna fuck anything that moves in 30 seconds or less". That's not meant as any offence to anyone as I know there's a big crowd who want those kind of games, I just personally want to create something that's more subtle in its approach.
700?! Fuck! May have to give up sleeping for a while.You're welcome!
My normal update is something like 350 images per month (although some of these are small changes like an expression or moved arm) - but I also do extras for different Patreon-ranks and that doesn't include the various GUI elements you end up with. My first update was just under 700 images (lol, took me 3 months on my crappy old rig!). Quite a few of the most successful new games of the past year seem to have a similar figure. Lines are a bit harder to judge... my first was around 5000 or script (not including additional game mechanics files)… but that's going to change massively depending on the amount of dialogue and sfx you're using.
As far as the adult content goes, as long as there's something you should be okay (every project has it's own pace... mine jumped in fast, Aaryn's teased everyone for ages!). In a realistic context nude scenes (like showers), masturbation and sexual fantasies/dreams should wet the players' interest while keeping to the realities of a guy's life
Thanks AarynTo throw in another perspective, my game is much less image heavy than RanliLabz is. My biggest update ever only had 289 images in it but I tend to go very dialogue heavy. So a ton of my time is spent doing just dialogue an banter between characters just because I choose to use that as the catalyst for character development. That last update took me like 3-4 months too but I'm also not a full time developer either. I easily had over 1,000 hours of work in that thing though.
Wow, thanks MadJubal ,Hi there!
Love the design of you MC! I'm totally in love of him already!
I personally find renpy really easy to use, there is always a tutorial or someone who can help you if you need extra help in different forums and all over the internet. Once you understand a bit how it works, its easy peasy. I would go for a default menu and start releasing your game (don't spend 3 months of your time learning and making a completely new menu that nobody is even gonna look at. That was one of my mistakes when I did mine.)
As they say, take it slow in the beginning. I'm sure most people would not care much about not so many thousands of renders in the first few versions of the game. Make some nice renders and would be enough for the beginning. You will have time to make more once your game is up and running and you get better with renders.
It's good to have more gay VN!! I can't wait to see how yours will turn out!!
Good luck!
I hope so!hmmm, it's definitely going to be very interesting, this game, thanks!
really bruh? nice trolling...The gay community would love to see 10-15y old boys in their games. 2d art would prob work better than daz3d.
A story about some older guy introducing a young confused gay boy into the way of things could work.