Jump to content

Draconix814

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by Draconix814

  1. how about less "time of day" and more "menu where I can click on different scenes based on location"... maybe 20% v 80% respectively
  2. I'm currently using ren'py. I don't know if this is possible with this engine, but bear with me. The closest comparison to what I want to do that I can think of is the gameplay of Fate/Hollow Ataraxia. In FHA, after you go through the prologue and whatnot, you have basically the option to go to different locations at different times of the day to get a piece of the story, which will then unlock different scenes that you can choose later on. Its different from "the consequences of choices", like most visual novels. I figured since my visual novel has a lot of moving parts that will require different character perspectives, something like this is more suitable than the traditional guided story path that implements choices as a gameplay mechanic primarily. I also saw something about ren'py possibly supporting other engines that it can work with, but idk if I'm misunderstanding it. If you understand what I'm talking about, it would be a great help if you could lead me in the direction in how to implement it.
  3. So I just started coding my visual novel's script in Renpy. I don't know if I would have to use another software to do what I'm about to ask about... So what I want to know is, instead of the dialogue and narration being shown on the bottom of screen, can I make it closer to say, Fate/ Stay Night's, where the dialogue and narration covers the entire screen over a low-opacity black square. Maybe something like that isn't as appealing nowadays and it is a bit of a nitpick, but I figured I'd ask now before jumping too far into this project. Btw I am new here and nice to meet everyone
×
×
  • Create New...