One thing I noted with the submarine
directions was that it was also related to what I'd been doing
originally. Several years ago, I wrote a Solar Echoes novel (still
unpublished) that, at one point in the story, described a very
involved starship dogfight with a squadron of ships. Believe me,
tracking each of the good guys and bad guys was not easy, especially
when they were swarming around each other. I'm pretty good at
visualizing things, though, so I was able to describe it well enough
that my beta-readers all said they were able to follow it. What I did
then, though, was to make the “stationary” reference point the
starship itself. All directions were relative to the position of that
starship's perspective. When calling out to a wingman for help
against an enemy, the commander of that starship would indicate the
enemy's position relative to him, which would help the wingman spot
the position of the enemy once knowing where his ally was positioned
in space. When referencing an enemy attacking his wingman, he would
give directions based on the wingman's position rather than his own.
It was a little rough, but at the same time, it helped the reader
visualize positions without complex references. I also used the
standard 12-point directions of our clock for directions, rather than
degrees of a 360 circle. In the visual novel I'm writing, I intend to
do the same, though I have brought in some of what I've learned from
my Navy friend.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, July 31, 2018
Monday, July 30, 2018
Navigation in Space (part 4)
There's a reason things are done in
Star Trek the way they are. I've spent some time, myself, as a
helmsman aboard the Enterprise in the VR game, Star Trek: Bridge
Crew, and it made me question starship navigational tropes. Why do we
focus so much on X and Y coordinates (360 degrees left to right) and
very little on Z (height and depth?) It's a paradigm we are
accustomed to, because we've grown up in a world with sea level as
the median, the upper atmosphere as our ceiling, and the ocean floor
as our maximum depth. In the Star Trek game, it's not much different,
and though you can theoretically fly any direction, starship
engagements basically remain in a 2-dimensional flat plane. Sure, you
can raise and lower your depth some, but for the most part, you are
fighting along the X and Y axis, ignoring the Z most of the time. Yet
as some of you know in the famous “Star Trek: The Wrath of Khan”
movie, Captain Kirk outsmarts his X/Y-thinking enemy using the Z axis
to his advantage. This is why I turned to my Navy friend, who
explained to me how directions are conducted underwater in submarine
maneuvers. In a submarine, directions would be given like this:
“Helm, come to course 270. Diving Officer, make your depth 200, 10
degree down angle.” If an enemy sub was sighted: “Contact S-9 is
bearing 090 with a 0-degree angle on the bow,” which means another
vessel that is 90-degrees to the right and is heading directly at
you. Using the 360 degree XY circle for directions and establishing
an angle for depth or height on the Z axis (though without the sea
level reference point) are definitely useful navigational directions
for a starship pilot.
Friday, July 27, 2018
Navigation in Space (part 3)
Without a fixed point to reference like
the north pole, sea level, or the north star, flying in space can be
a little...disorienting. If you're in a starship traveling in space
and detect another object floating out there with you, you need
reference points. It was suggested to me that the nearest fixed point
in space, such as a nearby star, be used to calculate X, Y, and Z
coordinates. I learned from the aerospace engineer that one of the
newest methods being used currently involves a typical triangulation
method for position determination, similar to our GPS technology. It
uses interstellar Pulsars as points of light (actually X-rays) that
are emitted from the poles of pulsating Neutron stars. However, this
becomes problematic when your starship transitions to an area where
there is a nearer star, or a nearer set of Pulsars. Imagine the
problem of trying to calculate position effectively when moving back
and forth between these areas, where one star/pulsar is the nearest,
then another becomes the nearest, then you fly a loop and end up
nearest to the previous one. Constantly changing reference points in
this situation would be confusing to the poor captain trying to call
out directions to his equally confused helmsman. Imagine the
difficulty of flying an RC helicopter away from you, then turning it
around to fly it towards you, where suddenly many of the directions
become inverted because of its new facing. All of this can become
insanely confusing. That's why I turned to a friend who spent a lot
of time in the belly of a Navy submarine...
Thursday, July 26, 2018
Navigation in Space (part 2)
I need to address a standard in most
scifi, especially in the space opera genre that Solar Echoes falls
into. You've seen it hundreds of times: a captain sitting in his
chair calling out to the helmsman to fly the ship this direction or
that. This is a romanticized cliché that has stuck around in scifi
for decades, likely popularized the most by the Star Trek series. The
idea of a captain calling out orders to people working together to
fly a gigantic space ship is somewhat reminiscent of a captain on the
deck of a sea-faring vessel, calling out orders to his swarthy men.
It's no wonder that this trope has continued in popularity over the
years, and yes, I use it in Solar Echoes as well; it's fun, and it
gives every player a role on the starship when playing the tabletop
game. However, this is obviously a very impractical means of flying a
starship. Even current technology will make all the navigational
calculations and adjustments necessary without a word being said. The
idea of putting your hands on some type of steering wheel or digital
helm control is a concept imposed by our current, modern day
experiences, but far into the future, it is very unlikely that
starship navigation will look anything like that. Despite knowing all
this, however, I'm sticking with the traditional captain and helmsman
because...it's fun!
Wednesday, July 25, 2018
Navigation in Space (part 1)
One of the things I keep running into
when writing about starship travel is the need for some kind of
navigation system. The problem is something you might not think of
initially, because we have fixed points of reference in our lives
right now—there's the North Pole, sea-level, and even the North
Star (Polaris, the brightest star in the constellation of Ursa
Minor). When I write starship battles, however, the usual terms used
for navigational reference are no longer practical. The subjects are
well out into the depth of space, far away from any of these static
navigational references. And, because Solar Echoes involves FTL
(faster than light travel), they are often far beyond their solar
systems, out in deep space. How does one make reference to where you
and your enemies are during a starship dogfight? After doing a lot of
reading and consulting with both a friend from the Navy (who spent a
lot of time in submarines) and an aerospace engineer, I have made
some progress. It's an involved discussion, but I'll do my best to
share over the next few days.
Tuesday, July 24, 2018
Random week of updates and other stuff...
Ok, so I guess this topic isn't random
since it's still concerning the visual novel game, but I've been
“auditioning” artists all weekend and for the last couple days. I
posted an ad in a forum on the deviantart.com website, where lots of
talented artists display their work. I've had an overwhelming
response, despite my requirements (such as I won't work with anyone
outside the U.S. because of payment and legal issues.) There are a
lot of really talented artists that are interested, but I've had to
turn some of them down because either they weren't in the U.S., or
their art just wasn't the right fit for John Fell's character art
that I'm using. I've been taking a sample of their online art and
then have pasted one of John's characters over it to get a good
representation of whether or not it's a good blend. What I'd
originally thought would work well (cel-shaded art) doesn't entirely
fit with John's style, which is a bit of anime blended with realism.
I'm still trying out different artists and am waiting to hear back
from a few I've notified of my interest. It has been hard to select
some artists because they don't have any art of the sort of thing I'm
looking for, but I can still see potential there. Price is also a
factor, as I have a limited budget for this project...though I am
considering Kickstarter. If I did a Kickstarter campaign, do any of
you think you'd be interested enough in the game to support it?
Monday, July 23, 2018
Random week of updates and other stuff...
This week will be a bit random with my
postings, but I'll be back to normal next week with consistent
topics. Today, I'm just going to mention something I've been doing
regarding the progress of the Solar Echoes Visual Novel game. One
thing I found essential was the ability to communicate my ideas to
the others working with me on the project, and a flow-chart or
“mindmap,” as some call them, was needed. I tried out different
free programs, one which was called Freemind. It wasn't quite what I
was looking for because it didn't allow cross-linking. I settled on
the Draw program available through the free OpenOffice.org word
processing software, and it's really easy to use. See the attached
example I just threw together in 5 minutes. For a complex,
choose-your-own-adventure visual novel like I'm planning, it was
important to be able to provide visual representation of this for
others, and for myself! You should have seen the crazy thing I had
diagrammed on my giant dry-erase board at home. I could read it, but
others had trouble reading it from the photos I sent them. This draw
program will do just fine!
Friday, July 20, 2018
Your Feedback Needed for Visual Novel Game Design (part 5)
My last line of questioning involves
relationships in a Visual Novel. There are going to be a lot of
interesting relationships among the Solar Echoes alien characters,
and how they interact with each other will be one of the core
elements of the game. You'll need to navigate the different
personalities and cultures to succeed at your mission, and I have a
lot of ideas for how I'm going to make this fun, intriguing, and
challenging! However, one aspect that is very popular in Visual
Novels (and usually helps sales if present) is romantic
relationships. This is a small problem in a typical Solar Echoes
scenario, because even though 5 of the 7 aliens do have binary
genders, only 3 of them have discernible differences between gender
(and you'll only ever see a Chiraktis male—the one female is the
Queen!) I also don't want to have cross-species romances going on,
especially since many of the alien races are similar to animals we're
familiar with. However, I do have some plans to include a few extra
characters of the same species that could become romantic interests
of the main character. A few final questions for you related to this
topic:
- Would you be happy with only 1 romantic option in the game, and have the option not to pursue romance at all?
- Would you prefer 2 or more romantic options in the game?
- What other ideas do you have for romance in the game? (Keep it PG—I'm not putting anything R-rated into this game, especially because I want it to be marketable to kids as well.)
Thursday, July 19, 2018
Your Feedback Needed for Visual Novel Game Design (part 4)
I'm also considering making my own
combat system for this VN, utilizing branching choices that also
reference variables set along the course of the game and even
variables that were set during your character design. A have a few
unique tricks in mind to help make combat more interactive, and I've
already successfully created a few working test programs to try out
my ideas, using my VN program. However, I'd like to know how
interested you would be in combat? Many VN players do not buy their
VN's for combat—they are interested in the story, the characters,
and sometimes in the choices they can make to alter the story
trajectory. I worry that including too much combat (or including it
at all) might deter some from giving the Solar Echoes Visual Novel a
chance. I know that everyone has their preferences, especially since
I've played with a lot of RPG gamers that have a wide range of
preferences in this regard. But, I have a few related questions for
you on this topic:
- If combat was included in the VN, would you like the option to skip the player-involved combat and jump to a summary of what happened?
- Do you like “quicktime events” where you have to click or press a specific button within a limited time-frame, or do you hate these?
- Would you like or dislike it if, by not making a choice inside an indicated time-frame, a “Do nothing” option was defaulted to? (and this option had it's own path and consequence)
Wednesday, July 18, 2018
Your Feedback Needed for Visual Novel Game Design (part 3)
In addition to branching paths, another
more difficult to implement detail I might add is character
customization at the beginning. This might be visual only, but I am
also thinking about giving players the option to make a few choices
about what he or she will bring on the mission. I may even be able to
allow a little skill point investment at the beginning, so you can
“design” your character. This would introduce variables into the
game that might affect your chances of success with your choices. For
instance, if you chose not to bring any armor, but then make a combat
choice instead of a diplomatic choice later in the game, it might not
go well for you. And conversely, if you chose to equip your character
with a suit of combat armor and then you try to speak diplomatically
in a sensitive situation, it might negatively affect your chances of
success—what diplomat shows up in combat armor, especially if
they're asking for your trust? These are just a few ideas, but I have
a few more related questions for you today:
- Would you prefer to be able to name the protagonist, or do you find established characters more convincing and immersive?
- Are you more interested in seeing the story unfold, or would you rather it be more like a role-playing game where your particular character design affects the story?
- Do you like seeing through your character's eyes (POV view) or would you prefer to see your character and his expressions represented graphically onscreen with other characters?
Tuesday, July 17, 2018
Your Feedback Needed for Visual Novel Game Design (part 2)
One thing I've been learning about
Visual Novels is there are a LOT of different types. Many are what
are known as “Kinetic Novels,” which is basically just click,
read, click, read, until the end of the story, where you click to
advance to the next block of text while some background art and
character art (known as sprites) change periodically, often with the
characters changing their expressions to match the situation. I can
definitely do something like a Kinetic Novel right now, hands
down—I'd just need a little more background art, but the
programming itself would be very easy: I'd only need to enter the
text into the programming environment and pattern certain built-in
scripts. However, I have all kinds of ideas and I would like to do
more than that. Another aspect of VN's is the option to make choices,
which departs from Kinetic Novels and becomes a “Choose Your Own
Adventure” story. Some programming is required, but my program will
still handle it, so I'll be doing this. Considering that, my
questions for you today are as follows:
- Would you prefer a VN that has a lot of branching paths with alternate storylines and endings?
- Would you be ok with the possibility of ending up in failure with the wrong choices and have to load up a previously saved game to try again?
- Do you want the choices presented to be more focused on character relationships or plot events? (Both will be present of course, but I'm asking about preferred ratio)
Monday, July 16, 2018
Your Feedback Needed for Visual Novel Game Design (part 1)
I've been working on putting together
details for the Solar Echoes Visual Novel game, writing out my ideas
for the setting and the story. I've also been planning out each of
the characters—their personalities and motives. I am now putting
together event sequences for the overall story line, and I've been
doing a lot of research about what others are doing in their VN
games. Of course, many of my ideas may be limited by the programming,
but I have a few people that have expressed interest in helping,
using javascript, which is what my VN program uses for extra
scripting. If you're a programmer skilled in Javascript, please
message me, because there might be an opportunity for you as I'm
putting together a small team. Also, if you're an artist that is good
at doing background art, I definitely have a need for some scifi art
backdrops, so contact me and share your art portfolio! In the
meantime, I want to hear from everyone that thinks they might be
interested in a game like this. I'll be putting forth some specific
questions this week, and your feedback and ideas just might make it
into the game!
Friday, July 13, 2018
Operation: ShoreLeave 40 (part 5)
What could have been a very tragic
death was thankfully avoided when the team stopped to aid their
fallen team member. They managed to stabilize him with repeated
injections of medical nanites, but, because he rolled poorly
regarding where the car hit him, his left leg was damaged beyond
repair. The bones had been completely crushed, and the leg would soon
atrophy and fall off. Thankfully, he was a Krissethi, so in several
weeks' time he could regenerate the leg, but the poor guy was no
longer as nimble as he once had been. Meanwhile, the characters tried
to pursue the delivery truck, but two unmarked cars showed up and
attacked. An intense car chase ensued, with bullets fired and a few
sharp car maneuvers, but when the characters in the lead car threw
out a gravity-pulse grenade at their pursuers, the explosion caused a
loss of control of one of the cars and it crashed into the team's
trailing car behind it. The remaining enemy managed to severely
damage the other group's car—both of the teams' cars were damaged
severely and they were no longer able to follow. Unfortunately, the
smugglers escaped, but the team had nearly traced them to their
hideout. It was an impressive mission, and the team gained 1.5 times
normal experience points typically earned for this mission—almost
enough to level up after only 1 game session! Sadly, I had to pack up
and leave the convention at that point, so I had to end things there,
but I was really impressed with how effective this team of gamers
performed!
Thursday, July 12, 2018
Operation: ShoreLeave 40 (part 4)
Once the team arrived on the colony
planet, they saw the disguised contraband being loaded onto a
delivery truck that began driving away. By displaying their Union
Guard ID's, they quickly convinced a few starport security guards to
allow them to borrow their squad cars, and sped off after the
delivery truck. When it suspiciously broke down at the side of the
road, the characters pulled over (posing as starport security) and
offered to help. The engine damage seemed like possible sabotage, but
a new delivery truck had been called and arrived to transfer the
cargo so delivery times wouldn't be missed. During all this, the
stealthy Omul on the team tried to climb under the truck but was
spotted and questioned. Meanwhile, the even stealthier Krissethi
character managed to sneak under the truck and camouflage his skin to
blend in. The second delivery truck left with the contraband, and the
characters decided to try to follow at a safe distance. However,
while clinging to the underside of the truck on the road, the
Krissethi had to keep making Athletics checks to hold on. It wasn't
long before he failed and fell to the street, suffering serious
wounds from hitting the pavement at high speed. Sadly, though, that
wasn't the worst of his problems, because although the first of the
following characters' cars managed to swerve and miss him, the second
car behind them didn't see it coming and failed their pilot check,
running over the poor Krissethi character!
Wednesday, July 11, 2018
Operation: ShoreLeave 40 (part 3)
The Shoreleave team of gamers had
already proven themselves to be unusually skilled at their jobs, but
their successes kept coming. They quickly located the hidden
contraband in the smuggler's ship, they managed to meet up with the
smugglers' contact without suspicion, and amazingly—a definite
first for any team I've played with—they managed to complete the
transfer of contraband without blowing their cover. They also
cleverly managed to send their stealthy Omul along with the
contraband so he could report its destination—a starliner cruise
ship headed for a colony on a planet light years away. The team
boarded the starliner undercover and spent some time gathering rumors
and talking with various NPC's (non-player characters). They met a
light-hearted, enthusiastic plant-like Erwani that was eager to visit
the distant colony for “Greener Pastures,” and they learned he
was a gambler who loved casinos and flavored CO2 (he's a plant, after
all). They later met a nervous Archaeloid who was a cybersecurity
expert sent to strengthen the colony banking systems because of past
cyber-heists, and the team offered to run a test hack on his
cybersecurity system to test it for flaws, hoping to encourage him
that he could handle the job—they weren't able to crack it. And the
team also met a shady Krissethi who asked them to keep their eyes
open for a particular Erwani that owed him a great deal of money. The
Krissethi explained he was a loan shark and had heard that Erwani had
moved to the colony. Interestingly, the players had no qualms about
pointing the Erwani out to the loan-shark, justifying it to
themselves by pointing out he had an obvious gambling problem.
Tuesday, July 10, 2018
Operation: ShoreLeave 40 (part 2)
I ran the “Egg Drop” mission at
ShoreLeave, and though I've run that same mission many times in the
past, there were a lot of impressive “firsts” with this group.
For instance, I've never seen a group manage to approach the
smugglers with such a convincing cover story, and not only get the
smugglers to allow them to board their ship peacefully, but actually
pilot their ship and attach THEIR boarding umbilical between the
ships when the characters missed on their first attempt. I won't tell
you the impressive lie the team's Reln conjured up to fool the
smugglers, but I will tell you that everyone acted their part
perfectly without arousing suspicion until they managed to get
themselves perfectly in position to attack. Only a couple light
injuries were sustained by the team during the battle, and the
smugglers lost 3 of their 5 crewmembers before the captain surrounded
to the overwhelming surprise attack. That wasn't all of the surprises
for the encounter, though, because after interrogating the captain
for some specific information about the smuggling operation, they
also thought to confiscate and hack his MPC (kind of like a
smartphone). Through the MPC hack, they discovered the true details
and realized the captain had lied. Yet there were still more
surprises to come from this group of gamers...
Monday, July 9, 2018
Operation: ShoreLeave 40 (part 1)
Last Saturday I attended the Shoreleave
40 science fiction convention, and I started setting up my table in
the game room a few minutes before they opened the doors. One
enthusiastic gaming friend that was at the convention last year was
all ready to play right when the doors opened at 10am, and he had
brought his old character and his own Solar Echoes Player's Guide. As
new players began to show up, everyone started to design their
characters together as a team, planning out who would cover each
skill area. This is the best way to design your character in Solar
Echoes, and it's a lot of fun coordinating your character design with
others on your team to make sure you can contribute for the team and
also have the freedom to do things your own way. “Do we have
someone skilled at driving? Who's got Biotech (medic) covered? What
about a hacker, do we have someone good with Cybertech?” Everyone
coordinated, and a few players that joined near the end of this
process decided to grab some pre-generated characters to fill the
remaining gaps. One new player in particular noticed that the team
didn't have anyone particularly skilled at Persuasion, so he took the
Reln wordsmith character. There aren't character classes in Solar
Echoes, and each character has 7 different skills at level 1, but
because there are a total of 18 skills, it will take at least 3
different characters to make sure all bases are covered. Plus, it's
always good to have a back-up, because if the only driver on your
team gets critically injured, you might be at a serious disadvantage
in a car chase!
Friday, July 6, 2018
Shoreleave Convention Saturday! (here's part 6 of Visual Novel topic)
I intended to post this tomorrow, but I'll be at the Shoreleave Convention running Solar Echoes demo's all day! So, here's the conclusion of this week's Visual Novel topic:
Solar Echoes Visual Novel? (part 6/6)
So, there you have it, the beginnings of a framework for a potential Solar Echoes video game: a visual novel! I expect it will be many months to a year before it is complete, but I'm starting to put the pieces in place already. Once the program is finished, I'll be exporting it so it will be playable on PC's and iOS devices, and I plan to put it up on Steam for a small price. After that, I'm hoping to get a development kit from Sony so I can possibly port it over to PSVita and maybe PS4, making it available on their PSN store. I may need to work with a few people to make that possible, because I'm not certain I have the technical savvy to do it myself, but that's something I'll worry about once I have things completed with all the bugs worked out. I have a lot of plans for this adventure, and if I can figure out how to do some of the things I'm planning, this will involve a bit more than just branching story paths. We'll see, though—I have a lot of learning to do with this software and the script it uses. Let me know what you think of all this, and if it's something you'd be interested in!
Solar Echoes Visual Novel? (part 5/6)
In addition to the art (the visual
part), I need to have some interesting writing (the novel part.) I've
already written an entire novel for Solar Echoes, and I wrote
everything in the video comic, so my plan is to write something big
for the visual novel. I love to write and I have a lot of ideas, so I
think that part of the project will just involve a lot of my time. A
few final details that I haven't worked out yet, though, involve
elements of a visual novel that add a lot to the experience. One is
voice-acting, and I'm still debating about whether I want to do this
or not. It worked out great in the video comic, and really brought
that project to a higher level. But, a visual novel would involve a
LOT more voice acting than my 15-minute video comic. I'm leaning away
from it, one of the reasons being that a lot of visual novels are not
voice-acted, and I've seen people play them on YouTube having a great
time adding in their own voice acting. Traditionally, voice-acting
wasn't used for this genre of game, and it has only surfaced in
larger productions by big game studios for the most part. One other
big consideration, though, is music, and that is going to be
essential in a visual novel. I didn't have any in my video comic, but
you'll find background music in almost every visual novel out there.
I am a guitarist and a composer, so that helps, but writing several
compositions for background music, plus getting performers to play it
(or having a decent synthesizer to play it back) is going to cost a
lot of time and money.
Thursday, July 5, 2018
Solar Echoes Visual Novel? (part 4/6)
Another reason I'm seriously
considering working on a visual novel for Solar Echoes is because I
already have a lot of “graphical assets” from my work on the
video comic. Artist John Fell did a lot of great work for me, making
each of the aliens come to life with different expressions. I have
already talked with him about my visual novel idea, and he's excited
to work with me on it. I know that I'm going to need a few more
graphical assets designed for use in the project, but I feel with my
current “repertoire” of assets, I can already put together
something decent. I'll be aiming for better than decent, though, so
it's going to involve several months of artistic work on John's part
to create what I'll need. I'm also exploring options regarding
background art. As you'll see in a lot of visual novels, static
background art is a big part of setting up a scene, so I'm looking
into having locations designed instead of using the old method I
tried for the video comic. My video comic backgrounds did the job,
and I spent lots of time in Photoshop making them, but I'd like to
have actual artwork that matched the feel of the characters for my
visual novel project. John is considering it, though his specialty is
character design. We'll be toying around with ideas, and will see
where to go from there.
Wednesday, July 4, 2018
Solar Echoes Visual Novel? (part 3/6)
After having a better idea of what I
might be capable of, I decided to look for development software. I
browsed the internet a little and quickly found some recommendations.
Some software out there required coding ability in Python, and though
I have experience writing scripts in C++, I'm not confident that I
can efficiently achieve what I'd like, especially since Python is a
scripting language I'm less familiar with. I'd much rather spend my
time focusing on the writing and art direction/ development. So, I
read reviews and tutorials to see if the different software would do
what I was envisioning, and then I downloaded one that fit. I spent
all Saturday going through the tutorial and played around with it
myself, using some of my own digital art to experiment. In a couple
hours, I was able to write a short scenario that presented two
choices, which lead to two different story paths. I changed scenes
with different background art, added and removed different
characters, moved the character art a little, and added in some sound
effects. Thankfully my audio program supported the odd format that
was required by the visual novel program. My video program does not
support it, though, and even after downloading a convertor for the
proper format, I'm still having video troubles. More to learn!
Tuesday, July 3, 2018
Solar Echoes Visual Novel? (part 2/6)
The first step to discovering whether
making a visual novel is something I could do or not was to spend
some time on Saturday watching a few YouTube videos of people playing
visual novels. I also downloaded a few demos onto my PSVita (my
favorite little gaming console—it's portable, and has tons of games
available in my favorite genre: RPG.) After watching and playing
through a variety of visual novels, I understand better what my
capabilities are for making one. I cannot achieve what big game
studios like Aksys Games have been able to accomplish—they have
amazing animation sequences, actively animated anime throughout,
amazing musical scores and voice acting, and overall very high
production values. It's no wonder that their visual novels are
typically priced around $30 or $40 each! Zero Escape, Xblaze,
7'Scarlet, Collar X Malice, and more are just a few of the big name
visual novels Aksys has developed. However, I didn't lose hope,
because other popular visual novels like the twisted, controversial
Doki Doki Literature Club have been immensely popular and have a much
simpler, traditional approach to visual novels: minimal animation,
static character art and backgrounds, lots of text, and great
character development.
Monday, July 2, 2018
Solar Echoes Visual Novel? (part 1/6)
Some big news! I'm considering making a
Solar Echoes Visual Novel! I absolutely love writing stories, and
I've already written a full novel based on Solar Echoes
(unpublished), but I really like the idea of putting a Solar Echoes
story into a video game. I honestly wasn't that familiar with visual
novels until recently. I have run across them in online game stores,
but have never tried them because I assumed it was just clicking
through pages of text with some background visuals and character art.
Though that isn't far from the truth, I recently began to realize
that not only are visual novels becoming more and more popular across
all devices (PC's, consoles, tablets, and smartphones), they aren't
that different from what I did last spring with the YouTube Solar
Echoes Video Comic. Considering that I now have experience in putting
something like that together and I already have a lot of the
graphical assets I'd need, the next logical step for me was to
consider making a Solar Echoes Visual Novel. I've always wanted Solar
Echoes to be made into a video game, but because my vision for that
game would involve huge costs and a very large production team with
lots of experience in the industry, I need to take smaller steps at
the moment and approach things that I can do. So, this last weekend,
I've been exploring what it might take to put together a visual novel
and make it available to you through Steam, and possibly Sony's
Playstation Network store.
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