Visual Novel Ideas

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Started by EliteKilljoy 14 posts View original ↗
  1. Hey, guys.

    I recently beat To the Moon again (for like the fifth time), and that got me thinking....

    "Hm, I really want to make a visual novel!"

    For those of you who don't know what a visual novel is:

    visual novel is an interactive fiction game, featuring mostly static graphics, most often using anime-style art or occasionally live-action stills (and sometimes video footage). As the name might suggest, they resemble mixed-media novels.
    So, a game with a really deep story, but not a ton of gameplay.

    Anyway, the problem is, I don't know where to start.

    I need ideas, even if they're small.

    The only thing I know is that I want it to follow two brothers and I want it to crush the hearts of everyone who plays it. >:3

    Ideas? :)
  2. Younger brother has a terminal illness, older brother always looks out for the younger brother and protects him from bullies and stuff.

    Sometime near the start he learns that the younger brother only has until his next birthday to live, and the older brother wants to fulfill his younger brother's "things to do before I die" list

    Older brother teams up with a few friends from school (insert romance possibilities?) and they work together with the appropriate people to try complete the brother's list, but they have to fix up problems with those people so that they will help them

    Along the way, they also overcome individual problems (eg. family?) and in the end, the brother's list is completed and he dies peacefully, while everyone else who was helped because of this quest thanks him for indirectly solving their problems and allowing them to move on.
  3. The Yank said:
    Younger brother has a terminal illness, older brother always looks out for the younger brother and protects him from bullies and stuff.

    Sometime near the start he learns that the younger brother only has until his next birthday to live, and the older brother wants to fulfill his younger brother's "things to do before I die" list

    Older brother teams up with a few friends from school (insert romance possibilities?) and they work together with the appropriate people to try complete the brother's list, but they have to fix up problems with those people so that they will help them

    Along the way, they also overcome individual problems (eg. family?) and in the end, the brother's list is completed and he dies peacefully, while everyone else who was helped because of this quest thanks him for indirectly solving their problems and allowing them to move on.
    That sounds awesome :o I might have to use this, thanks!
  4. In a different genre but still on topic, you can play "Brothers: A tale of two sons".

    It's a wonderfully done story that will move you.
  5. cabfe said:
    In a different genre but still on topic, you can play "Brothers: A tale of two sons".

    It's a wonderfully done story that will move you.
    I've played it ;) it's a wonderful game
  6. Hello, I am just recently getting involved with the RPG Maker community though I have decided to pursue using the program for a project I've been working. Interestingly enough, the project started off being intended for something such as a screen play or a visual novel, and I've come to find that it is evolving into an interactive multi-platform development.

    Of course, it can seem to be an enormous undertaking though I commend You, EliteKilljoy, for seeking to take upon such a task.

    I've found that the challenge is implementing the 'story' into various mediums (literary & graphic). So, when it comes to adapting it to a visualization, I remember to consider the moments of the piece which are visually captivating (like a movie), and possibly emphasize major instances which have a catalyzing affect upon the the story and how it transitions. Characters (of course), and how they appear (Their mannerisms, gestures, development, etc.) are always important. Unique environments, objects, and more which are specific to the story. Scene intro's & outro's as well as scene transitions, deciding between using linear, non-linear, or other methods of story-telling. What kind of perspectives are used? (are we following the main character? Are we following the roles of every major characters, "good" and "bad"? Or do we have sort of universal perspective where we, the reader/viewer, are just merely observing the story)

    There's a lot that goes into a project like this and I personally have found that utilizing the ability for the reader/viewer to interact and actually take part in the story as it unfolds is a great way for us to move from observer to participant when it comes to storytelling. It reminds me of those old 'choose-your-own-adventure' books!
  7. In terms of using RPG maker for a VN, take note that To the Moon isn't a real visual novel. A true visual novel requires many graphical assets (backgrounds, character expressions, CGs) but is a lot better for conveying story. In fact, it's actually pretty hard to make a story oriented game where you're supposed to feel for the characters when they're just chibi pixellated sprites. 

    To the Moon did this partly because of its really good soundtrack. So if you really want to make people cry, you'll need really good music and possibly graphics. (And the story of course.)

    Also, Ren'py is a much better engine to use if you're making a true Visual novel.
  8. Sol Sa Ra said:
    Hello, I am just recently getting involved with the RPG Maker community though I have decided to pursue using the program for a project I've been working. Interestingly enough, the project started off being intended for something such as a screen play or a visual novel, and I've come to find that it is evolving into an interactive multi-platform development.

    Of course, it can seem to be an enormous undertaking though I commend You, EliteKilljoy, for seeking to take upon such a task.

    I've found that the challenge is implementing the 'story' into various mediums (literary & graphic). So, when it comes to adapting it to a visualization, I remember to consider the moments of the piece which are visually captivating (like a movie), and possibly emphasize major instances which have a catalyzing affect upon the the story and how it transitions. Characters (of course), and how they appear (Their mannerisms, gestures, development, etc.) are always important. Unique environments, objects, and more which are specific to the story. Scene intro's & outro's as well as scene transitions, deciding between using linear, non-linear, or other methods of story-telling. What kind of perspectives are used? (are we following the main character? Are we following the roles of every major characters, "good" and "bad"? Or do we have sort of universal perspective where we, the reader/viewer, are just merely observing the story)

    There's a lot that goes into a project like this and I personally have found that utilizing the ability for the reader/viewer to interact and actually take part in the story as it unfolds is a great way for us to move from observer to participant when it comes to storytelling. It reminds me of those old 'choose-your-own-adventure' books!
    Wow! Thank for all of the awesome tips! 0.o

    This will definitely help me, thank you!
  9. The Yank said:
    In terms of using RPG maker for a VN, take note that To the Moon isn't a real visual novel. A true visual novel requires many graphical assets (backgrounds, character expressions, CGs) but is a lot better for conveying story. In fact, it's actually pretty hard to make a story oriented game where you're supposed to feel for the characters when they're just chibi pixellated sprites.

    To the Moon did this partly because of its really good soundtrack. So if you really want to make people cry, you'll need really good music and possibly graphics. (And the story of course.)

    Also, Ren'py is a much better engine to use if you're making a true Visual novel.
    Thanks for the tips
  10. The Yank said:
    In terms of using RPG maker for a VN, take note that To the Moon isn't a real visual novel. A true visual novel requires many graphical assets (backgrounds, character expressions, CGs) but is a lot better for conveying story. In fact, it's actually pretty hard to make a story oriented game where you're supposed to feel for the characters when they're just chibi pixellated sprites. 

    To the Moon did this partly because of its really good soundtrack. So if you really want to make people cry, you'll need really good music and possibly graphics. (And the story of course.)

    Also, Ren'py is a much better engine to use if you're making a true Visual novel.
    I wouldn't say you need Ren'py to make a TRUE Visual Novel. I do understand that it's a superior program since that's what it was designed for, but to say that RM isn't capable of producing TRUE Visual Novels is a bit of a stretch. I have a VN in development on Ace and the only notable difference is lack of "text fast forward"and a smaller resolution (though apparently there's a resolution override script now).
  11. My own game is a mix between an adventure game and a visual novel. And it's using VX Ace, not Renpy.

    What you "lack" in fancy graphics, you gain in interactivity.

    I like some Renpy games, but most of them are "on rail". You just read, read and read some more. Well, that's a visual *novel* of course. I just prefer my games to have more gameplay.
  12. EliteKilljoy, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
  13. Sharm said:
    EliteKilljoy, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.
    Sorry! I'm just on mobile and I couldn't remember what each person said so I could reply to them.
  14. Chaos Avian said:
    I wouldn't say you need Ren'py to make a TRUE Visual Novel. I do understand that it's a superior program since that's what it was designed for, but to say that RM isn't capable of producing TRUE Visual Novels is a bit of a stretch. I have a VN in development on Ace and the only notable difference is lack of "text fast forward"and a smaller resolution (though apparently there's a resolution override script now).
    I didn't say RM is not capable to making a vn, it's more than capable. I just said Ren'py accomplishes the same thing but with far less effort and more simplicity. I have tried making vn's on both and I can vouch for this. The only thing RM would excel at is if the game had RPG elements (aka actual GAMEPLAY), in which case, depending on how complex the gameplay is, RM may be better.

    However, imo To the Moon's gameplay was the worst part - it was easy and the exploration system felt quite clunky. And as OP already said, he wants a game focused more on story than gameplay - hence I believe Ren'py or another program specialised in VNs and not RPG games is more suitable.

    Also, fast forward and backlog are some of the most important features in a VN (in case you missed text, or you need to fast forward a part you already read to go down another route). The only script I know that does this is Saba Kan's Galge System, which I cannot get to work at a higher resolution.

    And correct me if I'm wrong, but it goes against the terms and conditions to modify the game resolution unless it's non-commercial (in which case no one cares.)