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LadyIsak

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  1. Like
    LadyIsak reacted to Radi in Synergia [Cyberpunk] [Yuri]   
    Thank you! My health is a lot better now, even though I'll keep having some little chronic problems for the rest of my life, its something I can bear heh I hope you can ''carry''your health issues as well, never let them carry you instaid. I'm happy to hear you like the game's premise and I hope you'll like how the story unfolds! 
  2. Like
    LadyIsak got a reaction from Radi in Synergia [Cyberpunk] [Yuri]   
    Chiming in to say I love the aesthetic, but the premise sounds pretty damn great, too! I love well-done cyberpunk and the premise sounds very interesting. I love the mundane start, MARA being basically a household appliance.
    I'm very sorry to hear about your health issues—I've also got some chronic issues that are impacting dev work and it's frustrating. I hope you're doing better now!
  3. Like
    LadyIsak reacted to tymmur in (8/1 update) Results of the honorifics survey   
    Here we go again. Whenever anybody mentions this topic, it will produce a lot of replies, but not consensus. The reason seems to be there is no single definitive answer. It depends on a number of factors:
    The VN itself: some VNs makes heavy use of honorifics to tell about interpersonal relationships or personalities. Others just add -san to everybody.
    Target audience: are you translating for a steam VN where it's the first VN people will read or is it a fan translation for people who read 30+ VNs already.
    Personal taste: we will never agree on acceptable loss of accuracy vs natural sounding English. Going to the extreme of either is bad, but where is the right balance?
     
    We spent a while considering this issue for Musumaker, or in broader terms: what to do about hard to translate contents. We ended up deciding to keep honorifics because they play a role and would result in a severe loss of insights in heroine personalities if they are cut. If honorifics are translated to English in a way to preserve the meaning, the result would be that most of the meaning would be lost anyway and it would sound much worse than keeping honorifics.
    It does come with a problem though, which is we can't except the reader to know all of them. The answer is a list where each honorific is written and explained. There is a twist to this though. Because the VN engine is fairly diverse, it allows displaying a png in the corner and if you move the mouse to it, it will pop up with another png. This allows adding the explanations ingame the first time a word is used and remove the need to jump in and out of the VN. This system can also be used for other hard to translate words like Tanabata.
     
    The goal of a translation is to give the same reading experience to the English speaking VN readers as Japanese get by reading the Japanese version. Diverting too much from the original contents in order to make "natural English" will lose the story while being too literal might keep all the story elements, but results in a written English, which isn't a pleasure to read. It's a question about finding the right balance between those two. Spamming words the reader needs to look up (even in the popup approach) will hurts reading pleasure, but never explaining anything hurts the understanding when some common knowledge about cultural references is needed to figure out what goes on.
     
    My conclusion is the same as every thread about a topic like this one: there is no single right answer, which universally applies to every single VN ever released. It is a topic to consider for every single translation project and even for a specific translation we will likely never get everybody to agree on honorifics.
  4. Like
    LadyIsak reacted to littleshogun in Hi, Everyone   
    Welcome to Fuwanovel, and sorry for the belated greeting. Quite an extensive background that you got there, and in case of your project good luck on that. I hope that you'll have fun here.
  5. Like
    LadyIsak got a reaction from Metaparadox in The Bitter Drop: 1. Sparrows [Modern Fantasy][Horror][LGBTQ+] (Early Production)   
    TEXT-ONLY ALPHA DEMO ON ITCH.IO
     
    The Bitter Drop: 1. Sparrows is a long Fantasy/Horror/Gay Romance Visual Novel currently in development by writer Isak Grozny. Deeply inspired by Slavic and Ashkenazi Jewish folklore, Russian Imperial history, weird fiction and queer culture, it is the first of a planned trilogy of Visual Novels. 
     

    In a divided capital of a crumbling decadent Empire, a bigender failed rabbi and a flamboyant, gay doctor-necromancer uncover ominous occult happenings that not only hold clues to the Febrile Rebellion's failure eight years ago, but also implicate the Czarevena-Regent and her White Guard in eldritch crimes against humanity. Impoverished and disfranchised, they must not only prevent the White Guard from unleashing a reality-shattering evil but also survive the cruel realities of life on the margins, and nurture their vulnerable found family and their blossoming love for each other.
     

    Narrative design, words and code by Isak Grozny; GUI design and assets by potouto; sprite, background and CG art by [TBA].
     

    July 16, 2018:
    the artist is working on character design and the sprites necessary for the demo the artist is working on promo art, including profile portraits of the narrator and the major NPC/Love Interest the writer is working on the first two chapters, scheduled to be released as a demo in October 2018 The GUI is about 90% complete and coded in. The soundtrack remains a mere concept July 19, 2018:
    the artist has completed the sketch sprites of the narrator and LI, allowing the writer to start programming scenes the artist is working on further sketch sprites necessary for the demo. current progress: 2/15 sketch sprites the writer is still working on the first two chapters. scene one has been outlined by major conversation choices the GUI is about 90% complete and coded in, might require extra assets? the soundtrack has been conceptualised but we still need budget and a composer  

    Currently, we don't have finished sprites/BGs/CGs, but the GUI's almost entirely complete! Just a few minor tweaks left, plus implementing a Gallery screen, an Endings screen and potentially a Music Box screen.



     
     

    We'd love to hear from you! Here's some prompts, but any kind of feedback is very much valued and appreciated.
    Does the story sound appealing to you? What kind of thing would you be interested in exploring in a fantasy city? Would you be interested in playing a test build, e.g. one with the final GUI, but no backgrounds or sprites, just the dialogue and narration text? Would you support a Patreon if you could play such early test builds as part of the rewards? In a story that isn't just about romance, do you prefer sex scenes to be explicit or fade-to-black or having the choice between the two? How do you find the aesthetic of the GUI? If you played the text-only proof-of-concept: what were your overall impressions? As above, what was your main impression of the narrator character? How about of Anzu? ---
    CHANGELOG:
    July 16, 2018: new thread made! July 16, 2018, sometime later: the pitch has been revised and edited. July 19, 2018: added small progress update, screenshots, a link to a text-only proof of story concept.
  6. Like
    LadyIsak got a reaction from Emi in The Bitter Drop: 1. Sparrows [Modern Fantasy][Horror][LGBTQ+] (Early Production)   
    TEXT-ONLY ALPHA DEMO ON ITCH.IO
     
    The Bitter Drop: 1. Sparrows is a long Fantasy/Horror/Gay Romance Visual Novel currently in development by writer Isak Grozny. Deeply inspired by Slavic and Ashkenazi Jewish folklore, Russian Imperial history, weird fiction and queer culture, it is the first of a planned trilogy of Visual Novels. 
     

    In a divided capital of a crumbling decadent Empire, a bigender failed rabbi and a flamboyant, gay doctor-necromancer uncover ominous occult happenings that not only hold clues to the Febrile Rebellion's failure eight years ago, but also implicate the Czarevena-Regent and her White Guard in eldritch crimes against humanity. Impoverished and disfranchised, they must not only prevent the White Guard from unleashing a reality-shattering evil but also survive the cruel realities of life on the margins, and nurture their vulnerable found family and their blossoming love for each other.
     

    Narrative design, words and code by Isak Grozny; GUI design and assets by potouto; sprite, background and CG art by [TBA].
     

    July 16, 2018:
    the artist is working on character design and the sprites necessary for the demo the artist is working on promo art, including profile portraits of the narrator and the major NPC/Love Interest the writer is working on the first two chapters, scheduled to be released as a demo in October 2018 The GUI is about 90% complete and coded in. The soundtrack remains a mere concept July 19, 2018:
    the artist has completed the sketch sprites of the narrator and LI, allowing the writer to start programming scenes the artist is working on further sketch sprites necessary for the demo. current progress: 2/15 sketch sprites the writer is still working on the first two chapters. scene one has been outlined by major conversation choices the GUI is about 90% complete and coded in, might require extra assets? the soundtrack has been conceptualised but we still need budget and a composer  

    Currently, we don't have finished sprites/BGs/CGs, but the GUI's almost entirely complete! Just a few minor tweaks left, plus implementing a Gallery screen, an Endings screen and potentially a Music Box screen.



     
     

    We'd love to hear from you! Here's some prompts, but any kind of feedback is very much valued and appreciated.
    Does the story sound appealing to you? What kind of thing would you be interested in exploring in a fantasy city? Would you be interested in playing a test build, e.g. one with the final GUI, but no backgrounds or sprites, just the dialogue and narration text? Would you support a Patreon if you could play such early test builds as part of the rewards? In a story that isn't just about romance, do you prefer sex scenes to be explicit or fade-to-black or having the choice between the two? How do you find the aesthetic of the GUI? If you played the text-only proof-of-concept: what were your overall impressions? As above, what was your main impression of the narrator character? How about of Anzu? ---
    CHANGELOG:
    July 16, 2018: new thread made! July 16, 2018, sometime later: the pitch has been revised and edited. July 19, 2018: added small progress update, screenshots, a link to a text-only proof of story concept.
  7. Like
    LadyIsak reacted to Plk_Lesiak in Hi, Everyone   
    Welcome to Fuwa! That's quite a backstory you have there and your project looks very intriguing, I'll try to leave some feeback for it later. Hope you'll have fun arlund here! 
  8. Like
    LadyIsak got a reaction from Plk_Lesiak in The Bitter Drop: 1. Sparrows [Modern Fantasy][Horror][LGBTQ+] (Early Production)   
    TEXT-ONLY ALPHA DEMO ON ITCH.IO
     
    The Bitter Drop: 1. Sparrows is a long Fantasy/Horror/Gay Romance Visual Novel currently in development by writer Isak Grozny. Deeply inspired by Slavic and Ashkenazi Jewish folklore, Russian Imperial history, weird fiction and queer culture, it is the first of a planned trilogy of Visual Novels. 
     

    In a divided capital of a crumbling decadent Empire, a bigender failed rabbi and a flamboyant, gay doctor-necromancer uncover ominous occult happenings that not only hold clues to the Febrile Rebellion's failure eight years ago, but also implicate the Czarevena-Regent and her White Guard in eldritch crimes against humanity. Impoverished and disfranchised, they must not only prevent the White Guard from unleashing a reality-shattering evil but also survive the cruel realities of life on the margins, and nurture their vulnerable found family and their blossoming love for each other.
     

    Narrative design, words and code by Isak Grozny; GUI design and assets by potouto; sprite, background and CG art by [TBA].
     

    July 16, 2018:
    the artist is working on character design and the sprites necessary for the demo the artist is working on promo art, including profile portraits of the narrator and the major NPC/Love Interest the writer is working on the first two chapters, scheduled to be released as a demo in October 2018 The GUI is about 90% complete and coded in. The soundtrack remains a mere concept July 19, 2018:
    the artist has completed the sketch sprites of the narrator and LI, allowing the writer to start programming scenes the artist is working on further sketch sprites necessary for the demo. current progress: 2/15 sketch sprites the writer is still working on the first two chapters. scene one has been outlined by major conversation choices the GUI is about 90% complete and coded in, might require extra assets? the soundtrack has been conceptualised but we still need budget and a composer  

    Currently, we don't have finished sprites/BGs/CGs, but the GUI's almost entirely complete! Just a few minor tweaks left, plus implementing a Gallery screen, an Endings screen and potentially a Music Box screen.



     
     

    We'd love to hear from you! Here's some prompts, but any kind of feedback is very much valued and appreciated.
    Does the story sound appealing to you? What kind of thing would you be interested in exploring in a fantasy city? Would you be interested in playing a test build, e.g. one with the final GUI, but no backgrounds or sprites, just the dialogue and narration text? Would you support a Patreon if you could play such early test builds as part of the rewards? In a story that isn't just about romance, do you prefer sex scenes to be explicit or fade-to-black or having the choice between the two? How do you find the aesthetic of the GUI? If you played the text-only proof-of-concept: what were your overall impressions? As above, what was your main impression of the narrator character? How about of Anzu? ---
    CHANGELOG:
    July 16, 2018: new thread made! July 16, 2018, sometime later: the pitch has been revised and edited. July 19, 2018: added small progress update, screenshots, a link to a text-only proof of story concept.
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