Working on a story, need help please

Beavershot

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Aug 19, 2018
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Beavershot here,
I'm working on a story that I literally need to get out there. I downloaded ren'py, but I've never programmed before, nor animated, but I am more than willing to learn if I can get assistance. I normally use skype if I voice, damaged ears make discord aggravating to listen to, not exactly sure why. If you're interested in animation, programming or teaching me either/both, please do not hesitate to drop a line.
Thank you!
 

Papa Ernie

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Beavershot here,
I'm working on a story that I literally need to get out there. I downloaded ren'py, but I've never programmed before, nor animated, but I am more than willing to learn if I can get assistance. I normally use skype if I voice, damaged ears make discord aggravating to listen to, not exactly sure why. If you're interested in animation, programming or teaching me either/both, please do not hesitate to drop a line.
Thank you!
Unless you are really set on a lot of visuals, you could always start your burgeoning game developer career by choosing an easier platform like for your first game.
 
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Volta

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Apr 27, 2017
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The question really is what do you want to make, a VN, OK programming is not that big of a deal, you'll stand or fall on images, animations and writing. Perhaps a sandbox style game, or a management/trainer game, then programming is more important, and writing while still important can be done in stand alone chunks which could be less gruelling.

If you're set on ren'py good for you, low programming requirement and good for a VN, however this opens the question of visuals, DAZ is of course the favourite, something i've hobbied with for a while, it's not fast to learn how to do well but done to a high standard can look excellent, probably the best easily accessible animation+CG program available for a reasonable price to the public, at least that i know of, though you could go for the less versatile and in my opinion outright inferior Honey select which is, i'm told somewhat faster to use.

In short if you feel you need to tell the story, try writing it out in bullet point form as a list of events first, determine how you're story is structured, does it have natural breaks? if so a less linear style may work for you, does it have meaningful choices? if so would it work as a choose your own adventure style game? Is is flat out linear with emphasis on character interaction, dialogue heavy and first person, then your talking about a linear VN.

In short work out what you want to do, then consider this:

Linear story - may work best as a VN, then stick with Ren'py or twine, both handle this well, as for visuals i suggest DAZ, though this is a slow and hardware intensive process, perhaps try without images first time through, to get the hang of the whole thing and if your happy with everything else come back and put in images. This won't work with the patreon crowd, but will make you a better dev in the long run, Images deserve attention of thier own, also focusing too much on images and the game and plot would suffer, separate them, get good at both.

Choice heavy/Branching Story - A CYOA type game, twine and Ren'py both work for this, though twine may win out, similar advice to above, you're coding won't need to be much more than functional to make this work though more than for a near linear VN

Freeform or gameplay based - your going to need to seriously consider programming, perhaps a third party programmer if your desperate to get into the thick of it right away, to say picking this as a first timer with little experience would be hard work would be an understatement, good luck if you do, we need more game-play oriented games.

Now assuming you're set on Ren'py which i have a little experience debugging but not programming i'd suggest getting your head around a small amount of Python first, or even just general programming, variable types, strings, Boolean values, "if", "and", "else", "or" and other things that will let you add conditions to the game, basic maths in programming language and things like assignments, the difference between = and == for example. You could find a worse place to start than code academy, it's purely python not ren'py but it's a start.

As for Daz and that's a big if, there are plenty of tutorials around, i'd suggest, like always, looking over anything the Sickle Yield has done tutorial wise, Dreamlight(ValdemarB) is good too, but he's a little up himself and takes a long time to explain something simple(like me and this oversized post) while extolling how "impactful" it is, though you can't deny the mans results.
 

Beavershot

Member
Aug 19, 2018
124
133
Unless you are really set on a lot of visuals, you could always start your burgeoning game developer career by choosing an easier platform like for your first game.
Oh, I'm aiming for lots of visuals. Hence the reason I'm choosing to learn Ren'py. I've already got a 'foundation' for my story-line written, scenes included in the script, hell, looks very much like a playwright, lol.

The question really is what do you want to make, a VN, OK programming is not that big of a deal, you'll stand or fall on images, animations and writing. Perhaps a sandbox style game, or a management/trainer game, then programming is more important, and writing while still important can be done in stand alone chunks which could be less gruelling.

If you're set on ren'py good for you, low programming requirement and good for a VN, however this opens the question of visuals, DAZ is of course the favourite, something i've hobbied with for a while, it's not fast to learn how to do well but done to a high standard can look excellent, probably the best easily accessible animation+CG program available for a reasonable price to the public, at least that i know of, though you could go for the less versatile and in my opinion outright inferior Honey select which is, i'm told somewhat faster to use.

In short if you feel you need to tell the story, try writing it out in bullet point form as a list of events first, determine how you're story is structured, does it have natural breaks? if so a less linear style may work for you, does it have meaningful choices? if so would it work as a choose your own adventure style game? Is is flat out linear with emphasis on character interaction, dialogue heavy and first person, then your talking about a linear VN.

In short work out what you want to do, then consider this:

Linear story - may work best as a VN, then stick with Ren'py or twine, both handle this well, as for visuals i suggest DAZ, though this is a slow and hardware intensive process, perhaps try without images first time through, to get the hang of the whole thing and if your happy with everything else come back and put in images. This won't work with the patreon crowd, but will make you a better dev in the long run, Images deserve attention of thier own, also focusing too much on images and the game and plot would suffer, separate them, get good at both.

Choice heavy/Branching Story - A CYOA type game, twine and Ren'py both work for this, though twine may win out, similar advice to above, you're coding won't need to be much more than functional to make this work though more than for a near linear VN

Freeform or gameplay based - your going to need to seriously consider programming, perhaps a third party programmer if your desperate to get into the thick of it right away, to say picking this as a first timer with little experience would be hard work would be an understatement, good luck if you do, we need more game-play oriented games.

Now assuming you're set on Ren'py which i have a little experience debugging but not programming i'd suggest getting your head around a small amount of Python first, or even just general programming, variable types, strings, Boolean values, "if", "and", "else", "or" and other things that will let you add conditions to the game, basic maths in programming language and things like assignments, the difference between = and == for example. You could find a worse place to start than code academy, it's purely python not ren'py but it's a start.

As for Daz and that's a big if, there are plenty of tutorials around, i'd suggest, like always, looking over anything the Sickle Yield has done tutorial wise, Dreamlight(ValdemarB) is good too, but he's a little up himself and takes a long time to explain something simple(like me and this oversized post) while extolling how "impactful" it is, though you can't deny the mans results.
Excellent to know. Ren'py, to me, seemed the best choice. I just need to learn how to Ren'py and somehow get a 3D graphic scene poser that's low weight but still decent when it comes to graphics and ease of use. As stated before, I chose Ren'py for the low scripting after doing several days of research into the various engines I found listed on this site. Looking for a lightweight branching, just to get things off the ground and to learn, again, Ren'py seemed easiest since I'm not going all ancient history family tree on it. Just a few choices here and there that may affect the outcome, possibly three choices for endings so it's not entirely boring and it has some sort of replay value.

That said, mostly linear story VN, light branching. I pre-write scenes so I know what I want as I write the story. That gives me plenty of wiggle room to plan the visual scene, I just need to learn how with a program that is easy to use when it comes to animation as well. And I have no intention on dropping anything on Patreon until there is a complete product. Just the way I operate :p Even if it's just the first chapter in the series. I know I have a lot to learn and this seems like I'm diving into the deep shark infested water with a steak wrapped around my neck, but I'm in this for the long haul.

EDIT: Just DL'd DAZ, thank you for suggesting this! Thank you very much! I have a lot to learn, but there is a lot to work with here.
 

Papa Ernie

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Don't forget our 'free to try' assets for Daz3D:


Tags with 'asset' in the name can help you search for different categories.

  • asset-addon [Used for product expansion sets.]
  • asset-animal [Used for models of animals only.]
  • asset-bundle [Used for a collection assets that go well with one another.]
  • asset-character [Used to identify all human and human-like models.]
  • asset-clothing [Used for clothing, enough said.]
  • asset-environment [Used for assets that make up the surroundings in a scene.]
  • asset-expression [Used for morphs or presets that alter facial expressions.]
  • asset-hair [Used for a models hair.]
  • asset-light [Use this for all lighting presets, IBLs, and HDRI.]
  • asset-plugin [Used for any software component that adds a specific feature a program.]
  • asset-pose [Used for presets that manipulate the structure of a model.]
  • asset-prop [Used for assets that are in form of a model and add detail to a scene.]
  • asset-script [Used for a process that makes the program carry out a specific task.]
  • asset-shader [Used for presets that alter the surface texture and color of a model.]
  • asset-texture [Used for textures, which are kinda like shaders except users apply them manualy.]
  • asset-utility [Used for programs that can be useful for your studio software. They run outside your studio, unlike plugins.]
 
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Beavershot

Member
Aug 19, 2018
124
133
Don't forget our 'free to try' assets for Da3D:


Tags with 'asset' in the name can help you search for different categories.

  • asset-addon [Used for product expansion sets.]
  • asset-animal [Used for models of animals only.]
  • asset-bundle [Used for a collection assets that go well with one another.]
  • asset-character [Used to identify all human and human-like models.]
  • asset-clothing [Used for clothing, enough said.]
  • asset-environment [Used for assets that make up the surroundings in a scene.]
  • asset-expression [Used for morphs or presets that alter facial expressions.]
  • asset-hair [Used for a models hair.]
  • asset-light [Use this for all lighting presets, IBLs, and HDRI.]
  • asset-plugin [Used for any software component that adds a specific feature a program.]
  • asset-pose [Used for presets that manipulate the structure of a model.]
  • asset-prop [Used for assets that are in form of a model and add detail to a scene.]
  • asset-script [Used for a process that makes the program carry out a specific task.]
  • asset-shader [Used for presets that alter the surface texture and color of a model.]
  • asset-texture [Used for textures, which are kinda like shaders except users apply them manualy.]
  • asset-utility [Used for programs that can be useful for your studio software. They run outside your studio, unlike plugins.]
*Rubs hands evilly* Excellent... thank you for the tip! I'm currently downloading all of the freebies from Daz as we speak, Will be voraciously devouring the list you provided as well...
 

Volta

Well-Known Member
Apr 27, 2017
1,033
1,181
Be warned though, Daz needs decent PC specs to render in a reasonable time frame, don't be discouraged though, i use a GTX970 and get by fine for hobby level stuff, if your heavy on visuals you may need somewhat more though.
 
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Jun 29, 2018
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I've done some Python programming in the past so most of what's in RenPy wasn't very complex. Even without programming experience RenPy doesn't get too difficult. For the majority of a game the code will be showing/changing images, displaying text, and jumping from section to section of code based on what a player chooses in a menu.

If you are very new to coding it can be a little overwhelming, especially if you think there are thousands of things to learn. To get a good intro try checking out some YouTube videos on RenPy. Some of them can be very cringy but it's a good way to quickly see how simple it can be.

Here are some that I've found that you may want to check out:

TheREALToximaty: Cringy but starts with the basics.

Maddy E.:

Elaine: Starts to get into more advanced topics but very helpful.


Don't forget the RenPy online documentation site. Some of it's out of date but there's a lot of good info here:


As you start out, just seeing someone write the code in a video and then show what it does can really help you see that it's not as difficult as you may have thought.
 
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Jun 29, 2018
145
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I forgot to mention to look at the code in other RenPy games, especially ones you have already played so you can follow along easier. You can use the UnRen program to extract the regular .rpy files that you can then look at:



Start with the 'script.rpy' file in the game's /game/ directory and you can read through the code to see how the different sections of the game are created.
 
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Beavershot

Member
Aug 19, 2018
124
133
I've done some Python programming in the past so most of what's in RenPy wasn't very complex. Even without programming experience RenPy doesn't get too difficult. For the majority of a game the code will be showing/changing images, displaying text, and jumping from section to section of code based on what a player chooses in a menu.

If you are very new to coding it can be a little overwhelming, especially if you think there are thousands of things to learn. To get a good intro try checking out some YouTube videos on RenPy. Some of them can be very cringy but it's a good way to quickly see how simple it can be.

Here are some that I've found that you may want to check out:

TheREALToximaty: Cringy but starts with the basics.

Maddy E.:

Elaine: Starts to get into more advanced topics but very helpful.


Don't forget the RenPy online documentation site. Some of it's out of date but there's a lot of good info here:


As you start out, just seeing someone write the code in a video and then show what it does can really help you see that it's not as difficult as you may have thought.
I forgot to mention to look at the code in other RenPy games, especially ones you have already played so you can follow along easier. You can use the UnRen program to extract the regular .rpy files that you can then look at:



Start with the 'script.rpy' file in the game's /game/ directory and you can read through the code to see how the different sections of the game are created.

I've already started transferring my storyline into a Ren'py format, actually. Had some difficulty trying to get the 'player' to accept a custom name, figured it out though. Found a slightly outdated code block online and used that. Fortunately, all I had to do was remove a small section causing an error.

Thank you for all of this as well! One thing I can say for myself, as well as anyone that knows me, is I love a challenge and I love to write. I've got a decent system, so I'm guessing that Daz won't be much of a problem. I'm still going through the gimme list in F95, though. Ran into the MEGA 6 hour timer, but I'm a patient sort.

I have to say, I am absolutely happy with the F95 Zone community. Very supportive and informative to those of us who want to learn and, eventually, share our imagination with the world.
 

FranceToast

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Jul 31, 2018
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I'm curious-what format was your storyline in before jumping in to Ren'py? I have been casually taking notes for a story, and was thinking of just mapping it out in to see if I had enough content/storyline/branching to be worth committing to, LOL.
 

Beavershot

Member
Aug 19, 2018
124
133
I'm more of a freehand writer, jotting down ideas and then plotting them together, then writing out a rough draft in word as a playwright of a sort before I take things into ren'py. I'll be using a lot of illustrations to go with the story, various images depicting memory or thought or situations that will eventually display mood of my characters. I had decided on ren'py for the ease of use and versatility. Many of my favorite visual novels from F95 are ren'py, so with unren, i'll be able to see how they put these novels together, helping me learn the coding process since I've never coded anything in my life. Ren'py is easier, it seemed, to combine what I wanted in a rather simplistic format.

I've already written the rough drafts of the first chapters of four VN's and have been learning Daz when I'm not killing my poor keyboard nor my family with the tappity tappity tappity of a dozen ideas my fingers struggle to keep up with. How I meant by playwright was I write a scene as I'd imagine it, followed it by character and description, mood, then I go into the situation and dialog, continuing to keep the scene fluid and keeping up with the emotions I put into my characters. After reading 50+ visual novels from F95, for me, Ren'py was the best bet to craft my ideas into written and visual art.
 
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