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Meow Wonderland CEO

@specterofyou / specterofyou.tumblr.com

Commissions: https://ko-fi.com/specteroftwo
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Ello!

It's me, the owl of cringe.

Anywhizzzzzle, how long did it took you to script(plan) your Visual Novel? ;v;

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For Phantom Heartbeat it's been five-plus years of constant revisions, going back-and-forth on ideas, etc. It's a colossus of a visual novel however (planned to be over 800k words long with several routes and subroutes) so that's the reason for the duration of time. Scripting is what takes me the most time. I do revision after revision making sure it feels 'right' to read. I also repeat everything (in my head, out loud, etc.) I write multiple times to get down the flow. I originally did all of this in Scrivener, however it's been faster for me now to write it all down, with pen-and-paper (I like to use a brush pen as it takes precision to write with and has me constantly thinking about *what* I want to commit onto paper) and then put it into another website like 4thewords. The Rewrite Journal took me a month to make in total, as it was for Spooktober. It was a story idea I had kicking around for maybe a year at that point, though. I planned everything out using a checklist of what needed to be in the game, what I would like in the game, and what were just nice details and ranked them in terms of difficulty and the amount of time they would take. The whole game of For Halves took me about three days to make. I challenged myself to make a game I was happy with in as little time as possible (note, I am unemployed and have little-to-no obligations so what is feasible for me may not be for others). Planning was done as I made the game. I would say how long you spend scripting/planning should be dependent on what you make and the context it's being made in. For a game jam I would spend 1/3rd of the time scripting (if you're a solo dev) and the rest of the time executing on the script with art, writing, coding, etc. Anyways, sorry for the ramble LOL I wanted to cover each base I could think of.

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The Rewritten Journal (the game I am currently working on right now) has been in-and-out of the works since the release of The Rewrite Journal. I've been busy with writing the current script. It's taken me years to find the 'correct' way of working for me. I don't like to outline (it feels too constricting) and I did that for A Journal of Fools, which sucked the fun out of making the game for me and ultimately lead to me dropping out of Spooktober (mixed with, well, working on three games at once). I would say not to let planning/scripting get in the way of making the game. Ultimately it's a process that is meant to result in a game, and that's its intended purpose, not as an end goal in-and-of-itself.

Ello!

It's me, the owl of cringe.

Anywhizzzzzle, how long did it took you to script(plan) your Visual Novel? ;v;

Avatar

For Phantom Heartbeat it's been five-plus years of constant revisions, going back-and-forth on ideas, etc. It's a colossus of a visual novel however (planned to be over 800k words long with several routes and subroutes) so that's the reason for the duration of time. Scripting is what takes me the most time. I do revision after revision making sure it feels 'right' to read. I also repeat everything (in my head, out loud, etc.) I write multiple times to get down the flow. I originally did all of this in Scrivener, however it's been faster for me now to write it all down, with pen-and-paper (I like to use a brush pen as it takes precision to write with and has me constantly thinking about *what* I want to commit onto paper) and then put it into another website like 4thewords. The Rewrite Journal took me a month to make in total, as it was for Spooktober. It was a story idea I had kicking around for maybe a year at that point, though. I planned everything out using a checklist of what needed to be in the game, what I would like in the game, and what were just nice details and ranked them in terms of difficulty and the amount of time they would take. The whole game of For Halves took me about three days to make. I challenged myself to make a game I was happy with in as little time as possible (note, I am unemployed and have little-to-no obligations so what is feasible for me may not be for others). Planning was done as I made the game. I would say how long you spend scripting/planning should be dependent on what you make and the context it's being made in. For a game jam I would spend 1/3rd of the time scripting (if you're a solo dev) and the rest of the time executing on the script with art, writing, coding, etc. Anyways, sorry for the ramble LOL I wanted to cover each base I could think of.

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Would anyone be interested in a fanart contest a month or two after TRWJ releases? I think that would be a fun time!

Switching to PikaOS (yes, I know, the name) today. Wish me luck lol I've never used Linux before 🤣 but it has a cute bird and that's enough reason for me to use this distro in particular.

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