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Everything posted by Chronopolis

  1. It'd be much wiser just to tell an alternate story/world just set in a similiar era, like youjo senki. The thing is like, if you were to realistically show ww1 foot battles, it would not be very glorious(?) or interesting for the story. There's no way the MC, let alone the whole main cast could all survive, or accomplish much. But with some suspension of disbelief you could definitely tell a compelling story in that era. There's a class of japanese novels that are war records, mostly in fantasy. Though most are not down to gritty and down to earth. A politically opinionated work, and a plot-focused/entertainment story of either war are two different things. The former I can't say I'd have any appetite to play, I do not like propaganda mixed in with my pastime. "A WW2 VN does not mean it would be or has to be violent in any way. " What? What so the main characters going to be playing poker all story long? I do see the appeal. Reminds me of knighly characters like aliceteria from re:creators. Girls frontline has kinda similiar atmosphere I guess. Anyone got any recs for action/heroism military type stories in any medium? better if it has waifus or female protag
  2. bruh no spoilers in the thread title. should call it G-senjou no maou ending question or something edit: to answer your question, I don't think there's an official answer. Some JP person guessed 春菜 (haruna), as it's similiar to usami haru.
  3. Luna from Tsuki ni Yorisou Otome no Sahou Elrise from Gurenka (though she becomes equal later on) Probably someone from Gensou no Idea (3/4 of the heroines are strong willed), though not exactly sure who.
  4. Hey, you write too, that's cool! Good luck on your VN! I'm a fan of the royal castle setting too. Man, the outfits in royal alchemist look beautfiul.
  5. I dunno, it depends on execution. Pick whichever want you want to make more. You're the one who's going to be spending hundreds of hours on it. 1. This is the more unique idea, though the reader (myself included) isn't prolly going to be a wrestling fan to start with, so you want some way to get the reader invested (possibly a relatable main character). Also, what type of gameplay? 2. Why is the medieval character in cyberpunk, is it that kind of world, or did they get teleported? What's the story arc? The issue with having cyberpunk setting / fantasy is that it's hard to narrow it down to a reasonable length story. This VN comes to mind: https://store.steampowered.com/app/1047010/Synergia/ If the story is more like embellishment for the game then maybe it doesn't matter so much. Swords x Cyberpunk is pretty cool, but yeah... boils down to if the gameplay is fun, or what's the story gonna be that hooks you. What you posted isn't even a real idea... it's just a setting + saying its a simulation RPG. As a game dev, I think if you are making a game, the game being fun is the utmost concern -- since if it's not you could have just made a non-gameplay VN with better freedom/pacing and significantly less work. (It's also possible to just have mini-games that don't take up large parts of the VN)
  6. Kokuzai o Ukerubeki Mono and prolly anything from that developer.
  7. Would add Fault as high fantasy, no magic academy but royalty, magic, and teenager characters.
  8. Most presentation elements (like plot twists, vfx, voice acting, art) has a effect it's aiming for. In a narrower sense, quality is extra effort/good execution that puts it above the standard mediocre approach. Quality is production values, attention to details, actual proficiency of the writer, well-developed character/setting/story EXCEPT where things are intentionally kept simple for a smoother experience. What I call skillfulness is how well the the author worked within the bounds of the format/genre to make an exciting/interesting story. How well the visuals and music managed up with the story. Besides that you have the concept/content. What kind of story did the author actually make? What "fetishes/character-attributes", elements, and themes did the author stuff in? This has a huge impact: we like what we want to see, not because something is high-quality.
  9. It's like a play with (mostly static) avatars instead of live people. Putting quality aside, the difference between novels is that it's much more distinct when a character enters/exits the scene. That and the locations are more defined because they can't be vague like in a novel. I mean a play still has music, sfx, script, and choreography (scripting in case of a vn). I'd say it translates pretty well.
  10. I realized I haven't played many romance-focused vns. Some obscure titles, but here we go: Haruka ni Aogi, Uruwashi no (main branch routes) Hateshinaku Aoi, Kono Sora no Shita de (pretty somber mood) Noel (Serious yuri, though it only takes up about 40% of the story)
  11. You're welcome! Kami no Ue is one of my favourites, I liked the 幻想的な atmosphere and the soft art style too.
  12. Hmm, when it comes to games with a colorful soft artstyle.... Kami no Ue no Mahoutsukai (plot game) Haruka ni Aogi, Uruwashi no Gurenka (A nice comfy chuuni-supernatural game) 白詰草話 -EPISODE OF THE CLOVERS- (the story's pretty ??? but the art's pretty cute.) And lastly an indie free game which I played and quite liked: ReIn∽Alter (Note: Despite appearances, it's NOT an eroge/light novel. The story gets very serious later)
  13. Congrats on your release!! Tempted to check it out when I have time. I like how you have different routes with different atmospheres. Can make for some interesting storytelling when routes aren't roughly symmetric.
  14. Hah, that's about the same time I started playing VN's too. I struggle to play them regularly nowadays, even though it's my favourite medium too. Nice to meet another fellow VN lover! GL on your JP studies!
  15. Hey, welcome to fuwanovel! It's fun getting super into the characters with VN's. I'd recommend Katawa Shoujo if you haven't read it yet. It has a bit of realism in the characters and is pretty wholesome overall.
  16. The dice marker is pretty neat, I've never seen it in a VN before, except like a stats marker "Try to break the door": {STR}. It's helpful for the player, but it does give them a sort of clairvoyance that the character wouldn't have.
  17. Elipsis shows a pregnant pause, it can show long hesitation, skeptism, disbelief, a flatlined joke. If used with an third party in a conversation, "..." in combination with a character sprite emphasizes the fact that they are silently observing. Often this means they saw an important but unpleasant detail. "...!" shows surprise, positive or negative. I really liked the use of non-dialogue in the work Mahou Shoujo. The text is almost completely dialogue, and so elipsis do a lot of heavy lifting. Also particular to that work is that the conversation beats are very pronounced. Anyways, elipsis are concise, expressive, and can open new avenues to express dialogue beats. They do work a lot better with a character sprite though.
  18. That's cool. As long you are studying Japanese on the side you should improve pretty decently.
  19. Zaka's right, it's actually depends more on your grammar level, however reading and encountering grammar in actual works is how you internalize them and understand what type of tone different language is used for (angry/sad/uncertain/being sarcastic/etc.) My first VN TL project was when I had read about 1 full VN and knew up to N3, it was OKAY for slice of life, but I also am very analytical about grammar and spent a lot of time thinking about the translations. Anything less than knowing N3 and it's a waste of time -- you're going to make mistakes everywhere. To make it clear, learning translation and learning Japanese are two different things. If you translate, you will probably get better at translating. But in general, translating is a very inefficient way of learning Japanese. Instead of translating a work, then studying 6-12 months of Japanese, you could just study the Japanese first, translate the work, which would produce a much better translation for equal or less work. Btw, the most important thing for understanding (which applies to both reading and translating) is grammar. Get the notes for N2 and N1 and study them, then read a bunch of VN's and recognize or look them up again when you spot them.
  20. 4 VN's isn't good (You really want like 10-12). But I know many people who tried getting into translating after about that much (myself included).
  21. Generally, you have three things: branches, flags (inactive or active), branches, and number parameters (such affection or trust level). So you have a common route, and they branch off at some point to the main routes. How the branches split off is totally up to you. If you mainly want to tell a story, I'd recommend just having a very simple branching structure (you can have optional side events though.) A single choice in an critical part of the story can be way more effective than pointless choices every 10 minutes. If you want to make something more game-like, like a western interactive novel, well that has its own complexities in how to make the branching work with the narrative. For sure they will use flags and number parameters.
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