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#someone pointing out a minor inconsequential error like that will 1. be remembered for the rest of my life
hellenhighwater · 8 months
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huge shoutout to rejection sensitive dysphoria and the attorney who mentioned that I'd misspelled "forfeiture" in my notes, ensuring that I will literally never misspell that word ever again. Thanks, it's just what I needed. I would have rather been shot, but this works also.
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peanutparade · 3 years
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Someone asked me what my process was, and I’m not sure I gave her a satisfying answer in the PM, so here I will attempt to explain how I make a game from start to finish.
*Please note the the drafts above are not for the same story, but for the purpose of illustration.
**Also please take this advice with a grain of salt. I’m not a published author (though I do know a bit about the publishing industry), and I’m definitely not a perfect writer. This is my process, and the things I try to keep in mind when I’m writing, and you may find this advice to be complete garbage.
Step one: Get an idea for a story. I can’t really give any tips on how to go about doing this. I tend to take inspiration from other works of media (classical literature is my favorite, though I have taken cues from more contemporary sources as well).
Step two: Consider who your characters are going to be. It’s okay if you only have one or two characters in mind at first. I’m pretty utilitarian about my characters, so most of them don’t get created until step three.
Step three: Open a word document and just start typing shit out. (I use Google Drive so I can access it from anywhere, and for another reason which I’ll get to later.) Don’t stop to think, don’t even breathe. Just type. Any idea that comes into your head goes in the document. Some of it won’t make sense with everything else, some of it will contradict other things, some of it will be vaguely defined. You will fix that later. This is the most important part (especially the way I write), because it’s where you’re going to get an idea of how your story starts and how it ends, as well as cement your cast of characters. If you need a scene where your main character goes to a lighthouse, then you know you’ll also need to come up with a lighthouse keeper (see my comment above about being utilitarian with characters. I’m no authority, so if you do things differently, that’s fine, but I don’t like making characters that don’t serve a purpose).
Step four: Annotation, annotation, annotation! (This is the other thing I use Google Drive for, as it has a comment feature that I heavily rely on.) Go through all your scribbling and make notes for yourself. Be a little hard on yourself here, because this is the part where you’re going to try to make everything you’ve written in Draft 1 cohesive. This will be a long process, as you need to think about how all of this is connected, as well as think about what sort of arcs your main characters are going to go through. I read somewhere once that ALL of your characters have to go through an arc, but that’s a bunch of wacky nonsense. Some characters are minor characters, and thus do not require depth. The only character arc that MUST be included is the main character’s arc. Remember: character arc ≠ character motivation. ALL major characters (protagonist(s), love interest(s), villain(s)) MUST have motivation for what they are doing. The motivation doesn’t have to be anything too complex, just so long as the audience understands why the characters are doing what they’re doing. (Minor characters with motivation can make the world feel more real and lived in, but they can also make the story feel bogged down. Brevity is key here, and sometimes less is more.)
Step five: Draft 2 All of that plotting you just did? Throw it away! Just kidding, don’t actually throw it away. BUT you’re going to rewrite your plot outline, tidier this time, and only refer back to Draft 1 when you get stuck. Feel free to come up with new ideas during this time; Draft 1 is not your story’s final form. If you think of scenes or quotes, feel free to include them in this draft, but you’re mostly just outlining right now. (As you may notice in the image above, Draft 2 is also subject to annotation.) Draft 2 is where you should be solidifying the themes of your story. Character arc(s) should tie into and support this theme. This is also the draft where you should be catching any plot holes (especially if you don’t have an editor/beta reader), as once you’ve begun actually writing the story, any problems here will only compound as you go.
Step six: Write the story It’s pretty straightforward. Follow Draft 2 (and any additional annotations you made on Draft 2), and go scene by scene and write. I never skip around, as it makes it hard to keep track of what characters know at what time, but I know of authors that do skip around, and they seem to do okay. You’ll have to figure out what works best for you.
Step seven: Edit, edit, edit! Aside from the obvious (typos and spelling errors), look out for:
Scenes that are too long or too short. Counterintuitively, these may be the result of the same problem: a lack of purpose. Ask yourself, “Does this need to be here?”
Long-winded info dumps. Consider the old adage, “show, don’t tell.” Whenever information can be conveyed through action or reaction, write it that way. If you can convey two things at the same time (i.e. something about a character and also something about the world--bonus if these two things are actually unrelated to each other), do it.
Information that your audience wouldn’t logically have being the key to resolving the plot. Especially in sci-fi and fantasy stories, if the conclusion of the story relies on knowing something--even if it’s something that the characters all know--you need to make sure your audience also knows this, or else they will be frustrated. Keep in mind the Rule of Threes.
And that’s the story portion done. If you’re making a visual novel/dating sim, there are other steps you need to do. (I usually do this stuff while writing the story so it doesn’t get tedious, but if you’re hiring people to do this other stuff, you should probably have the writing done ahead of time. If you’re hiring writers to help you, you should have Draft 1 done, at the least. Your writers can probably take it from there.)
NOTE: Any job you don’t do yourself is something that will cost you money. If you can find other aspiring creators to volunteer their time to your project, good for you, but please do not approach anyone directly unless you plan to offer to pay them (”for exposure” is not payment).
Step eight: Character sprites Major characters are going to need to be represented visually in your visual novel (go figure!), so... draw some people? I know some people make character design sheets, but I just jump right in, and then later, make microedits to the sprites as the mood strikes me. The design sheet thing is probably a smarter way to do it. I use photoshop, and I would strongly encourage keeping hair, clothing, and facial features on separate layers until you know exactly how you plan to code them into your game.
Step nine: Backgrounds Same as the sprites, except places instead of people. I’m bad at this, so I have no right to give anyone advice. I use a 3D interior design app to create a guide for what I want rooms to look like, and then I use that to get my vanishing points and furniture sizing right. This method is 50% tracing, 50% wishing I was dead. I do not recommend it.
Step ten: Audio If your game will have voice acting, get that together now. If you’re composing your own music, you’re more talented than I am. For my first game, I utilized royalty free options (incompetech and bensound), but now I hire a composer (I do still supplement my soundtrack with royalty free options if it’s for something inconsequential). I don’t use many sound effects, but when I do, I just look for free options online.
Step eleven: Coding I use Ren’py because it’s free and easy to learn (provided you don’t want to do anything too complicated). There are tons of resources online to teach you how to use Ren’py, both from official sources and unofficial sources. I’ve never posted in the forums myself, but the people there seem very kind and helpful if you get stuck. (If anyone wants to see how I code, specifically, I’ll do a Part Two for it, but I have to warn you that my games are the coding equivalent car repairs done with bubblegum and duct tape.)
Step twelve: Playtesting Make sure your game works. It’s pretty straightforward. You can even recruit some guinea pigs--I mean, friends to help you. (I don’t have any friends, so I do this part on my own.)
By this point, a year or so will have passed (give or take, depending how long your game is, how much time you have to work on it, and how much of the work you plan to do by yourself), and with any luck, you’ll have a game! Posting your game on itch.io is free, but putting your game on steam will cost you $100.
Like I said to the person on patreon who originally asked me about my process, making a visual novel is a lot of work, but I encourage everyone to at least try it and see if you like it.
I look forward to hearing your stories!  ♥
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