Game
Eternal Frenemies: Return to Eternity

7 days ago

So on tap for today, I want to go over a few simple choice types for the fellow devs that need a refresher as they plan future VNs.

Used correctly, they can make people invest in your VN game more.

Read article for whole breakdown.


Alright, pull out your notebook:

Visual novels, by definition, will always have choices as a form of gameplay (thus separating them from kinetic novels). The choices themselves often have scenes tied to them, in that the scenes remain locked unless you make the "parent choice". This can also apply to other choices, thus bringing the tiers into play:

  • Primary Choices - choices that are present in the "main storyline" of a VN. They are not hidden behind anything, you will see them no matter how you play. In non-linear visual novels, they tend to be more concentrated toward the beginning of the story, before any big decisions that determine your progress toward things like relationship stats or ending triggers. They are the "parent" to all other choice tiers.

  • Secondary/Tertiary/etc. Choices - these are choices that only appear as a result of choosing one option of a primary choice and will remain hidden otherwise. They can often outnumber primary choices in stat-building VNs simply because the story flow is that comprehensive. In Ren'Py, they can usually be handled with a flag attached to a parent choice.

  • Point-score choices - choices that only appear as the result of a threshold being met when using a point system. They're not just unlockable scenes, they are a choice between multiple unlockable scenes. You will often find them in the latter half of a story, if not in one of the game endings.

  • Point-count choices - choices that directly contribute to the point total of a game stat. They are the key to unlocking point-score choices and their scenes. They can be spread out across a VN story, or can happen in rapid succession for more immediate results.

  • Origin choices - choices that influence the appearance and/or content of other choices. The different options of an origin choice will make the content shown by later story choices look different, even if the choices themselves look the same. By default, these cannot be the last choice of a VN story unless they trigger a persistent flag - something unlocked for all future playthroughs of the VN.

Each can add a special flair to the story that makes it more immersive, whether you choose to have UI elements to keep track or not. Some VNs use meters and point scores to keep track, some used a more visual approach such as unlockable entries to a journal or gallery, and some don't use anything at all, giving the player the challenge to figure everything out on their own.

The only real downside is the extra amount of debugging you have to do for each type across the board. The logic can get really messy really fast (especially when using sprites) unless you have really good organization (or a really short story)!

In my experience, point-count choices and origin choices are the most arduous to deal with, but they can be a lifesaver when trying to make a really lore-heavy story digestible!

The Return to Eternity VN story has most of these choice types, as a way to let the user control how much lore they are met with as they play. Since none of the content behind primary choices will not be needed to reach the story's end, there will be no UI elements, but achievements will appear from certain milestones!

I hope this helps you have a lot of fun should you decide to tackle creating your own VN game!

#renpy #visualnovel #help #advice #tips #community #vngame #gamedev #VNdev #storygame #meaningfulchoice #rpg #tutorial #tyranobuilder #python



0 comments

Loading...

Next up

I swear there's a special kind of AAAAAGGGHHHHH when debugging game code and finally discovering solutions to the most annoying problems THE DAY BEFORE RELEASE.....

I'm sick, but I'll keep pushing - I want this game to be published and available for all.

So at this point, I have less than 24 hours to get the game ready for release.

Those who follow me and/or this game, the following article is for you to read.

Letter to my people here....

That includes those follow me and/or the game and/or just lurking.

Read the article for the elaboration you deserve on the status of the Return to Eternity VN that was scheduled for today.

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!Β 

Head over to the shop to collect yours πŸ‘‰ https://gamejolt.com/#shop

Welp, it’s official:

The Return to Eternity VN game is up and playable for anyone with access to an internet browser! It may not have all the fancy UI elements planned, but the story and art are fully intact! I hope you enjoy and take the survey after!

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

So....with the game done, I think I'll let it marinate... Hope that it works well enough to grow an audience.

What was the takeaway for me as a dev?

Read the article to find out! #ScreenshotSaturday

IMPORTANT GAME #UPDATE COMIN THROUGH!

May I present the FINAL stats of the Return to Eternity VN game!! My work has paid off in that the final size still sits pretty under a gigabyte, so the game should perform fine on browsers!

More details in article!!

Don't miss out on your chance to complete our #AetherAndIron quests and get trophies!

Complete the quests in your quest log.

Play the demo & wishlist now: https://bit.ly/AetherAndIron

Okay, so the first 24 hours seem good....of course, the ten percent rule reared its ugly head, but the game did a little bit better than I hoped! The game has 50 followers!πŸ™ŒπŸΌ

Still some little issues to add to the update checklist...in the article below.