Soulriders 5.0: Legend of the Unending Games

The Burial Grounds => Old Games 8 => Ranma Visual Adventure => Topic started by: Anastasia on September 16, 2011, 08:40:06 PM

Title: Ranma: The Visual Novel
Post by: Anastasia on September 16, 2011, 08:40:06 PM
Over in #elysium, Brian and I have been chatting over the concept of a Ranma visual novel. We're tossing around the idea for general discussion; the concept is a one day story where you choose branching paths and can possibly choose one of the girls. Nothing too complex, after all, what is a visual novel but a lot of writing? That's exactly what fanfiction is!

Would anyone be interested in the concept? Plus hey, it could have the bad end where Ranma ends up with Cologne chasing him since he's been a jerk to all the other girls!
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 16, 2011, 08:44:38 PM
Resources and information post:

Most recent overview discussion log:
http://www.soulriders.net/forum/index.php/topic,101837.msg1025097.html#msg1025097

IRC channel:
#nerima


Staff:

Production/Design:
Title: Re: Ranma: The Visual Novel
Post by: Muphrid on September 16, 2011, 11:54:15 PM
I'd love the chance to work on a collaborative Ranma project.  I've been feeling like I've been away from it too long.
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 16, 2011, 11:54:30 PM
I started plotting out a text adventure with a similar premise some time ago.

One of the main things I recall is that the world "rules" would change depending on which girl you chased. For example, the Kodachi track might end up being Lovecraftian-lite horror, while the Ukyo track could be a family drama.

Anyways, I'm in.
Title: Re: Ranma: The Visual Novel
Post by: Muphrid on September 17, 2011, 12:15:26 AM
Lovecraft is the real secret behind the Kuno family madness?

I like that quite a bit actually...
Title: Re: Ranma: The Visual Novel
Post by: Ebiris on September 17, 2011, 07:45:43 AM
There needs to be lots of bad ends, and after each one Genma can berate you for what you did wrong to reach it (while obviously slanting you towards the Akane path).
Title: Re: Ranma: The Visual Novel
Post by: thepanda on September 17, 2011, 07:47:50 AM
With Hinako in bloomers?
Title: Re: Ranma: The Visual Novel
Post by: Ebiris on September 17, 2011, 09:41:41 AM
Quote from: thepanda on September 17, 2011, 07:47:50 AM
With Hinako in bloomers?

Perfect.
Title: Re: Ranma: The Visual Novel
Post by: Carthrat on September 17, 2011, 09:46:24 AM
I would totally be interested in this. Completely happy to do any drudge input work or coding that it might involve!

I know Ren'Py (http://www.renpy.org) is free to use and edit, and I can try my hand at modding if we want any weird features- I could probably write our own tools from scratch, though I wouldn't be able to start until late October there.

Think we'd be able to get images we need drawn/ripped to specification, or would we need to basically trawl the net for appropriate sprites/backgrounds?
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 17, 2011, 11:15:35 AM
I asked Brian about that; he was saying he meant more the visual novel style of branching, without actually using images.

The text adventure guys I know are liking Undum (http://undum.com/) for CYOA. It looks like it might be useful in this situation. (Though Ren'Py is indeed nifty. Python is also nifty.)
Title: Re: Ranma: The Visual Novel
Post by: Anastasia on September 17, 2011, 02:21:42 PM
I'm interested, in case it wasn't obvious. The idea of TEACH ME, GENMA AND HINAKOCHAN! appeals.
Title: Re: Ranma: The Visual Novel
Post by: Dracos on September 18, 2011, 12:40:15 AM
Genma-panda, though it probably doesn't need to be stated?

Wise Sensei Panda.
Title: Re: Ranma: The Visual Novel
Post by: Olvelsper on September 18, 2011, 02:21:46 AM
Welcome to the Panda Dojo.

Would you like to learn how to woe Aka-be a less miserable son?

Yes/>No
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 18, 2011, 02:57:10 PM
S...okay, that got intimidatingly popular very fast for an offhanded comment on a Friday afternoon. o_O

Alrighty.  I don't want poor communication and misaligned design goals sending us into something horrible, so I'd like this project to (number one) be a cooperative effort.  I'd like everyone to remember this:

http://www.ryo-oh-ki.net/ffirc/projects/round.htm

As an example of how that can go wrong.

Now that I've repulsed you with that horrifying idea, time to disappoint you further: mostly, when I proposed this to Dunefar, I was thinking of the same project that Jon had mentioned we discussed in the past, but even more simplified.

The design goal for what we're talking about now is the simple Choose Your Own Adventure-stype branching paths storyline, and should be relatively simple.  There should be four (maybe five) 'endings', one of which would be a hilarious comedy/bad end-style conclusion.

Generally, there's not going to be a rich complexity of hidden flags that must be set to accomplish things, and I would propose for gameplay purposes, and 'deaths' or other 'fail' moments be set from the choice that leads to them -- not as a consequence some series of choices later.  This lets us put in cut-scenes with the proposes 'panda dojo' or 'Hinako-sensei' bits that could mock classic VN/eroge cliches, I dunno; there's some room for flexibility and creativity, I just am worry of being too ambitious and watching the project explode on the launchpad (as ... we've seen in the past by reaching a bit too far).

Hm.  I suppose if some Nabiki fan (or the like) were to step forward, we could ostensibly have even more in....  Anyway!

We don't need to have harsh guideline limits beyond the unifying starting story.  Events in different branches can (if wanted) even contradict events in separate branches; the story diverges, after all.

Probably, we should all agree on the details of the core story, but once that's done, different branches can go different ways.

There's more, but before that ... does this generally sound cool to people, still?
Title: Re: Ranma: The Visual Novel
Post by: KLSymph on September 18, 2011, 03:34:27 PM
I'm interested. Is this project something where everyone throws ideas in a pot, or would it be better structured to have specific roles for contributors? Since so many people want to get in on this, it's probably best to appoint a head of design and to draw up a design document.
Title: Re: Ranma: The Visual Novel
Post by: Arakawa on September 18, 2011, 05:25:32 PM
Quote from: Brian on September 18, 2011, 02:57:10 PM
http://www.ryo-oh-ki.net/ffirc/projects/round.htm

Yeah, generally the 'exquisite corpse' approach is used when you want the result to be entertainingly bad.
Title: Re: Ranma: The Visual Novel
Post by: Muphrid on September 18, 2011, 05:43:06 PM
The general plan seems reasonable to me.  Just to get a feel for things, how much material (in words) would one expect in total for a project like this?
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 18, 2011, 05:51:44 PM
Quote from: KLSymph on September 18, 2011, 03:34:27 PM
I'm interested. Is this project something where everyone throws ideas in a pot, or would it be better structured to have specific roles for contributors? Since so many people want to get in on this, it's probably best to appoint a head of design and to draw up a design document.
I'm willing to let everyone contribute, but, hmm....  Your suggestion is in line with what I was thinking; myself and Dune can oversee the main storyline, and will accept input from everyone else (or at least consider it); the 'branches' can be claimed by others as the managers of the project from where they diverge.

Ideally, the first part of the story will be neutral enough to lead into the differing paths -- and, as said before, the paths don't need to be perfectly consistent with one-another.  For example, if there's an explosion in the distance in the main story, the cause of it could be different in the divergent pathways.

Make sense?  Sound okay?
Quote from: Muphrid on September 18, 2011, 05:43:06 PM
The general plan seems reasonable to me.  Just to get a feel for things, how much material (in words) would one expect in total for a project like this?
That's a very good question.  I would expect the main story should be deliverable in under 7-8k words, and probably aim for slightly less than that for each path.

I am, admittedly, completely guessing.  Trying to aim for somethig relatively simple as a proof-of-concept or vertical slice, you know? ;)

It may turn out taking more (or less), but unless my estimations are off, we should be able to do this roughly within those guidelines.
Title: Re: Ranma: The Visual Novel
Post by: KLSymph on September 18, 2011, 06:55:32 PM
Quote from: Brian on September 18, 2011, 05:51:44 PMIdeally, the first part of the story will be neutral enough to lead into the differing paths -- and, as said before, the paths don't need to be perfectly consistent with one-another.  For example, if there's an explosion in the distance in the main story, the cause of it could be different in the divergent pathways.

Make sense?  Sound okay?

I recommend taking care with that. When an event has different causes over different paths, and paths are determined by player's choices, there should be a clear connection from player choice and event cause. If you use the same event and give it multiple causes, it implies the player doesn't affect the story. ...Which, now that I think about it, can work fine for a Ranma story, but you have to spin it a particular way to not feel contrived, and you should try not to use it too much.

Anyway, have you decided on the mechanics of the game? Fate/stay night has scenes and choices (and bad ends, Tiger Dojo). To Heart 2 adds a map-and-location selection mechanic. Some games use a New Game+ system to affect replays (or just to fill the art gallery). You should hammer down specifics before deciding on a technology to run the game.

Will you prototype?
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 18, 2011, 09:06:17 PM
Quote from: KLSymph on September 18, 2011, 06:55:32 PM
Quote from: Brian on September 18, 2011, 05:51:44 PMIdeally, the first part of the story will be neutral enough to lead into the differing paths -- and, as said before, the paths don't need to be perfectly consistent with one-another.  For example, if there's an explosion in the distance in the main story, the cause of it could be different in the divergent pathways.

Make sense?  Sound okay?

I recommend taking care with that. When an event has different causes over different paths, and paths are determined by player's choices, there should be a clear connection from player choice and event cause. If you use the same event and give it multiple causes, it implies the player doesn't affect the story. ...Which, now that I think about it, can work fine for a Ranma story, but you have to spin it a particular way to not feel contrived, and you should try not to use it too much.

Well, you recall that notion I'd had that the world rules would quite literally vary upon which path you were going down? So if you were chasing Kodachi, all sort of Lovecraftian tropes would come into play, and the explosion might be caused by, I don't know, a Mi-go brain cylinder crash-landing. Whereas if you're going for the Ukyo ending, it's all honor and family and loyalty, so the explosion could actually be Ukyo's shop going up in flames because her dad thinks she's stagnating on her revenge quest.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 18, 2011, 09:20:06 PM
Quote from: KLSymph on September 18, 2011, 06:55:32 PM
Quote from: Brian on September 18, 2011, 05:51:44 PMIdeally, the first part of the story will be neutral enough to lead into the differing paths -- and, as said before, the paths don't need to be perfectly consistent with one-another.  For example, if there's an explosion in the distance in the main story, the cause of it could be different in the divergent pathways.

Make sense?  Sound okay?

I recommend taking care with that. When an event has different causes over different paths, and paths are determined by player's choices, there should be a clear connection from player choice and event cause. If you use the same event and give it multiple causes, it implies the player doesn't affect the story. ...Which, now that I think about it, can work fine for a Ranma story, but you have to spin it a particular way to not feel contrived, and you should try not to use it too much.

Anyway, have you decided on the mechanics of the game? Fate/stay night has scenes and choices (and bad ends, Tiger Dojo). To Heart 2 adds a map-and-location selection mechanic. Some games use a New Game+ system to affect replays (or just to fill the art gallery). You should hammer down specifics before deciding on a technology to run the game.

Will you prototype?
There was somrthing of a miscommunication here; When I'm back from getting my bacardi 151, I'll switch to a proper PC and clarify.
Title: Re: Ranma: The Visual Novel
Post by: Jason_Miao on September 18, 2011, 10:23:22 PM
Quote from: Brian on September 18, 2011, 09:20:06 PM
There was somrthing of a miscommunication here; When I'm back from getting my bacardi 151, I'll switch to a proper PC and clarify.
I laughed.

I don't plan to participate, myself, since I don't know what time I can commit to any particular project for awhile...Something that came to mind was that you might want to also make sure you unify the average story segment lengths from all contributors.  The choose your own adventure segments tended to be one or two complete pages long.  A badly written date sim may be longer.  Action-based ones, such as http://images.kingdomofloathing.com/cyoa/ are mostly a paragraph or three.  Ranma has the odd distinction of being action/adventure/romance.  If writers pick wildly different segment lengths, it will make your final product look weird, so whomever is going to manage this project might want to keep that in mind.

Of course, this is easy to prevent, but I thought it might be worthwhile to point it out up front.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 18, 2011, 11:39:01 PM
Screw you, furball!  Your grubby paws will fumble over iPad input too.

Also, I swear!  My wish was for more good quality fanfics -- what's with this despair-inducing upswing of more depressing fics, too?  I'm starting to wonder about our contract!

(Bonus: I am now drunk and typing coherently on a real keyboard.  Eh?  Eh?  Eh?)

Watch me blow that.

Okay.

On the branching pathways contradicting: So, KL, what you suggest (the negative, confusing side-effect) shouldn't be possible.  The paths should not retcon the starting source.  We'll say, the base story.

In our example, there's an explosion in the base story.  It's in the distance and is not revealed as far as the source, only some details -- smoke, a loud sound, and a direction (maybe).

In Shampoo's path, this is some super badass martial arts guy that Ranma will later face-off with, and he was squaring off against some chump, or whatever.

In Ukyou's path, it was an industrial accident, and Ranma rescues some innocent folks from a burning building.

In other paths, etc. etc.

So, the contradictions are in parallel tracks, and shouldn't really be an issue in terms of the cause/effect loops you were describing.

And now:

Complexity level:

We walk before we run, right?  So, my suggestion is that for this one, we need no complex flags.  We don't need to (though, we _can_ , if we have an ambitious coder and everything goes great).  Aaaanyway.  I'm in discussion with Dune on this at the moment; I'll have clean logs posted when sober. :)
Title: Re: Ranma: The Visual Novel
Post by: KLSymph on September 19, 2011, 12:49:55 AM
Quote from: Brian on September 18, 2011, 11:39:01 PM
On the branching pathways contradicting: So, KL, what you suggest (the negative, confusing side-effect) shouldn't be possible.  The paths should not retcon the starting source.  We'll say, the base story.

In our example, there's an explosion in the base story.  It's in the distance and is not revealed as far as the source, only some details -- smoke, a loud sound, and a direction (maybe).

In Shampoo's path, this is some super badass martial arts guy that Ranma will later face-off with, and he was squaring off against some chump, or whatever.

In Ukyou's path, it was an industrial accident, and Ranma rescues some innocent folks from a burning building.

In other paths, etc. etc.

So, the contradictions are in parallel tracks, and shouldn't really be an issue in terms of the cause/effect loops you were describing.

That arrangement is fine. If an event exists as a premise across multiple paths, each path giving it a different cause, and paths are associated with a particular girl, I would just recommend that the event's cause be associated with the respective girl each time. Readers like patterns and associations.

QuoteComplexity level:

We walk before we run, right?  So, my suggestion is that for this one, we need no complex flags.  We don't need to (though, we _can_ , if we have an ambitious coder and everything goes great).

It really depends on what you want the flags to do. If it's just to control which girl/ending the player gets, you could always go with a flagless branching system. One player choice to decide which girl he wants. I assume you'll want more interactivity though, and flag complexity will probably be proportional to that.
Title: Re: Ranma: The Visual Novel
Post by: Anastasia on September 19, 2011, 01:20:13 AM
Chat logs as requested. Open up the spoiler box to see them:

[spoiler]

<DrunkenBri> Anyway, breaking it down/starting over from the beginning (I'll pore over these logs when sober):
<Kotono> Right.
<DrunkenBri> Anyway.  The structure of the story is going to be two parts, with one major decision hub.
<DrunkenBri> The base story is going to be a largely neutral introduction which gives us our setup and establishes all of the setting that we're going to use (and where this is in the timeline, etc. etc. etc.).
<DrunkenBri> This means it should try and ship all of the girls equally (or not at all), and shouldn't bash on anyone.
* Kotono nods.
<Kotono> Basically the setup for things and it shouldn't influence the choices you make.
<DrunkenBri> Right.  At least, not a whole lot.  Adding stuff in is complexity we don't need.
<DrunkenBri> 'Cool' doesn't mean
<DrunkenBri> 'good idea'.
<Kotono> Yes.
<DrunkenBri> Old tricks work for a reason, etc.
<Kotono> We can always start small and make a deluxe edition if this is a home run, anyway.
<DrunkenBri> It's going to cover the first half of the day, which we've decided (so far) should be ... Saturday, a half-day of school so we can use the school setting, (or not, as we wish~!)
<Kotono> Right.
<DrunkenBri> Well, my real hope it to establish a trend and get these made more often, with fewer people, etc.  Possibly get these ambitious programmy types to write up an 'anyone can make one of these' engine to spew these out for schulbs like me -- but that's a massive digression.
<DrunkenBri> Let's see about getting this one game off the ground first.
<Kotono> Right.
<Kotono> So what's going to motivate Ranma needing to choose?
<DrunkenBri> Don't actually have a good idea for that, yet.
<DrunkenBri> Everyone can contribute ideas to what should happen in the base story, so it'll be an agreed-upon thing; something everyone's happy with, and they can branch out into their own ideas from.
<Kotono> Mmmmm.
<DrunkenBri> I think I've clarified this in thread, but once we get to the major decision hub/split, events within the different paths can contradict (as long as they respect the base-path).
<Kotono> Maybe the motivation comes from Mom since she came up? The only way she'll accept his curse is if he's working on grand babies or whatever with a wife?
* Kotono nods.
<DrunkenBri> Ultimately, I've already slated you/me as the arbiters for what will/not go in the base-path >.>
<DrunkenBri> I figure if we're neutral, and we let people pick their sub-paths, it should be cool.
* Kotono nods.
<Kotono> Fair 'nough there.
<DrunkenBri> In terms of work, Mr. Clark asked how many words we'd be looking at.
<DrunkenBri> I don't know about the code, but judging by the number of suggestions tossed out by others, it shouldn't be too hard to get an engine/etc.
<Kotono> Mmmm.
<Kotono> Well, I'd say we write up the base path and see how long that runs first?
<DrunkenBri> I have set a goal for it.
<Kotono> Mmmm.
* Kotono nods.
<DrunkenBri> So, we're aiming for 8-10k words, which is up to 80k text.
<DrunkenBri> That's a 'top end'.
<DrunkenBri> If we can pull off what we want in less, that's cool.
* Kotono nods.
<DrunkenBri> Those numbers are 'we need to step back and take a look at what we're doing' levels.
<DrunkenBri> Okay.
<DrunkenBri> Ah, I like your story idea.
<DrunkenBri> It's kind of cheap, but reliable, and everyone will get it if they know Ranma without too much trouble.
* Kotono nods.
<Kotono> Let's not shoot any moons for a fancy concept. Whatever it is, let's make it a simple buy in.
<DrunkenBri> Nodoka arrives in the opening, things are hectic?
<Kotono> A fair thought, yes.
<DrunkenBri> Ranma's pissed about having to hide it and loses his temper, is about to reveal himself to his mom and then someone (Genma, probably, thus intruducing the 'Panda Sensei' joke idea) stops him and says, "Boy, if you're married, she can't argue non-manliness.  Just pick a girl (AKANE!) by the end of the day."
<Kotono> Makes sense. Maybe Genma pushes it a bit and makes him seriously consider everyone instead of just defaulting to Akane, too? Not enough to really skew it, just Genma being Genma.
<DrunkenBri> Goes to school. Hmm, we could do this ourselves, but let's farm out ideas from the others, too (though, I really like this opening).
<Kotono> So do I, but it's my idea so naturally I like it. <_<
<DrunkenBri> Heh.  We're the arbiters. ;)
<DrunkenBri> Okay, anyway, back to general gameplay ideas.
<DrunkenBri> I said that there should be one major decision hub to lead into the different pathways.  As far as making the rest of the game really a 'game' and to justify the format, I have an idea I'd like to sound off you:
<DrunkenBri> To avoid the complexity of flags, we can put in small forks that lead to two outcomes.  One of them goes to the rest of the story, one goes to basically an omake/side-scene.
<DrunkenBri> These can be joke 'bad ends' that then loop back to the same spot.
<Kotono> Basically a lot of A/B choices, and all the B choices lead to the BAD END/OMAKE/whatever scenes, yes?
<Kotono> Rather than a real flag/scoring system? Makes sense and is a lot less complex.
<DrunkenBri> Yes.
<DrunkenBri> Then instead of punishing the player and making them do it again, loop back straight to the original tree.
* Kotono nods.
<Iddy> Change it up. If you use B as the joke every time people can just ignore it.
<DrunkenBri> This will reward (admittedly) some 'bad' playing, but it also lets us have a lot more fun with things.
<DrunkenBri> Yeah, we'll do that; some places may even have 3/4 choices, depending.
<DrunkenBri> Probably not more than 3, typically.
<DrunkenBri> Though, there may be a point where we let the user type something in, and it doesn't matter what they do, the outcome is the same.
<DrunkenBri> (Basically, 'answer this impossible question' 'input' 'WRONG~!')
<Iddy> Make it like a Nasu-verse game. You have to suck it up and get through the fucked up story lines to get to the 'good' ones.
<Iddy> =p
<Kotono> In this sort of format I don't think we really need to penalize bad playing anyway.
<DrunkenBri> These 'bad end' omakes can feature (judging by the thread) either the 'Panda Dojo' advice threads or (uh ...) 'Hinako-in-bloomers' screens.
<DrunkenBri> Exactly.
<DrunkenBri> We want something simple and fun.
<DrunkenBri> And the 'loop back without tracking a thing or setting a flag' model does allow for infinite loops, but that's gotta be player choice, so not our problem. :D
<DrunkenBri> That being said:
<DrunkenBri> I think we have a solid idea of our framework/design, and what we want the game to look like.
<DrunkenBri> We just need to make sure everyone else is cool with it, and then develop content.
<DrunkenBri> Did you happen to want one of the paths?
<DrunkenBri> Oh, hmm.  Some details we can consider.  Ah ... style-guide?
<Kotono> Nah. I'm badly out of practice with real writing and if we have writers, I'd rather let them do it.
<DrunkenBri> Okay.  I'm gonna throw out: Since we have no real graphics, script-format is douchey.
<Kotono> No real reason to use it, no.
<DrunkenBri> I say: When possible, go for novel form when possible.  The big deal will be to be consistent, but as a tech writer, I can manage the style-guide (if we get to it).  Style only has to be consistent within the base story, anyway.  Paths only have to respect the base and be consistent internally.
<DrunkenBri> Because paths may have genre shifts that justify different styles.
* Kotono nods.
<DrunkenBri> Hmmm.
<DrunkenBri> I ... can't think of anything else.
<Kotono> That makes sense. Really just have one person do each path and set out basic guidelines. As long as you don't try and chop paths up...
<DrunkenBri> Yeah.
<Kotono> Would all the PANDA DOJOs or whatever be done by the section writer or by its own consistent writer?
<DrunkenBri> Hmmmm.
<DrunkenBri> You know what?  Let's go with something different for us, and let each path take its own guide.
<DrunkenBri> If we use 'panda dojo' in the baseline, we risk subtly advocating a bias.
<Kotono> Well, I wasn't seeing much/any bad choices in the lead up anyway. I thought those were all post path choice?
<DrunkenBri> Realistically, yeah.
<DrunkenBri> But we can buzz the others for content and have random insanity happen for fun, anyway.
<Kotono> My instinct is to have a distinct writer for those that works last. He can tie them together as he pleases and have a lot of fun with it. A bunch of different writers for 'em will have tone/style differences within the dojos.
* Kotono nods.
<DrunkenBri> So, you and I, old-school gamers.  What, some old INFOCOM-style 'in-game' help prompts?
<DrunkenBri> Yeah, so, we separate the guides out by paths, then.
* Kotono nods.
<DrunkenBri> Ooh.
<DrunkenBri> We could bring in Tofu?
<Kotono> That's a thought, too.
<DrunkenBri> Haha, he's our help guide.
<DrunkenBri> And a time lord.
<DrunkenBri> If the player manages to die, Tofu fixes him, sets him back after dusting him off.
<Kotono> Indeed.
<DrunkenBri> We'll play him like Deckard Cain.
<DrunkenBri> "Stay a while, and listen!"
<DrunkenBri> *sniff*
<Kotono> Plus he can have Mr. Panda there if you wanna do Genma stuff.
<DrunkenBri> "Nobody ever stays and listens...."
<DrunkenBri> Yeah, hehe.
<DrunkenBri> Alrighty.
<DrunkenBri> In that case, if you want to clean this log and post it, I ... think we may be good for the moment.
<DrunkenBri> Otherwise, as I said before, I'll do it when sober.
* Kotono nods.
* DrunkenBri doesn't see much value in posting, "We had a great chat about this, guys, but I'm drunk, so you'll see it later."

Title: Re: Ranma: The Visual Novel
Post by: thepanda on September 19, 2011, 01:20:34 AM
"It really depends on what you want the flags to do. If it's just to control which girl/ending the player gets, you could always go with a flagless branching system."

You mean, like,

explosion happens {go home/ investigate}
go home - (hear Kodachi aproach {ignore --begin Akane Path/ investigate --begin Kodachi path})
Investigate -(spot amazons approaching {talk --begin Shampoo path/ avoid --begin Ukyou path})

Something like that?
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 19, 2011, 01:50:54 AM
<DrunkenBri> We shall then need to make a new room.
<DrunkenBri> Propose it in thread.
<DrunkenBri> THUS I DECREE!

#nerima is not yet a registered channel. Thus, I have claimed it for the glory of Soulriders Fiction Industries, Ltd.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 19, 2011, 02:45:32 PM
I appear to have managed to make slightly less of an ass of myself than usual while drunk.  In fact, that's ... pretty good work for drunken-me.

Okay!  Now that we've come this far, let's get an official role-call.  Who's still in?

Once we have that, we can start figuring out how our base story is going to go, and divide up the alternate paths as required.

This is our information/overview post (unless we get to where we need a subforum; a possibility once we start working on the paths): http://www.soulriders.net/forum/index.php/topic,101837.msg1024835.html#msg1024835
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 19, 2011, 02:47:17 PM
I think I'm mostly in as tech consultant, since I can be more confident of delivering on schedule that way.

But I still think there needs to be a crossover comedy option. (Probably Sailor Moon crossover, for historical reasons.)
Title: Re: Ranma: The Visual Novel
Post by: Anastasia on September 19, 2011, 02:59:50 PM
I'm in'n'along.
Title: Re: Ranma: The Visual Novel
Post by: KLSymph on September 19, 2011, 06:19:42 PM
I'll contribute if you'll have me. Contribute at what is the question, since I'm a really slow writer. Want me to write up the design document and other managerial stuff other people don't want to do? I'm also good at devil's advocacy, quality checking, and other forms of pedantic nitpickery.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 19, 2011, 06:35:14 PM
Okay, cool.  I'll add people to the post on page one as they confirm.

I suspect we will end up needing a forum for this; that'll let us open the gates on pooling ideas for content.  Ideally, we'll have enough people who want to write to volunteer to cover the individual paths.  If not, we'll just worry about them one at a time, base path first. :)
Title: Re: Ranma: The Visual Novel
Post by: Merc on September 19, 2011, 06:48:59 PM
I'd probably be interested in writing a bit maybe. I'd want to see the project a bit more fleshed out, and what the base path will end up being.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 19, 2011, 06:52:30 PM
Well, us too.  I'll bug Drac for a subforum and we can start drawing up more conclusive plans later tonight.

I guess it's not a game, just go 'moderation off'?  Use general board rules?  Should be fine, since Dune and I are both mods already.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 20, 2011, 08:03:54 PM
Hahaha, scared everyone else away, awesome....  Alright.  Moving on this.
Title: Re: Ranma: The Visual Novel
Post by: Merc on September 20, 2011, 09:07:16 PM
What scaring away is this? I think people were just waiting on a new board. =p
Title: Re: Ranma: The Visual Novel
Post by: Dracos on September 20, 2011, 09:08:35 PM
I demand the payment of seven souls.  Deliver this to me  within the eve, and a new forum will be borne from their suffering.
Title: Re: Ranma: The Visual Novel
Post by: Anastasia on September 20, 2011, 11:42:47 PM
We have a forum. Step 1, complete.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 21, 2011, 12:55:19 AM
Which souls were those, anyway?
Title: Re: Ranma: The Visual Novel
Post by: Jon on September 21, 2011, 08:34:19 AM
I just had them lying around in the drawer. Pretty sure they were past the "sell by" date.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 21, 2011, 02:04:16 PM
IRC Meeting:  We, uh ... should schedule one of those?  We do have a channel.

So, okay.  Jon, Ko, and I lurk in that channel 24/7.  Let's actually organize a chat/two this weekend.  All times listed are PST, which is GMT -8:  Friday @ 7:00 PM and Saturday @ 8:00 PM.  If you can't make those times, the forums are always open.

Until then, I'll generally be available in channel any time I'm not commuting or in a meeting.
Title: Re: Ranma: The Visual Novel
Post by: Anastasia on September 21, 2011, 02:11:31 PM
I should be around for both of those.
Title: Re: Ranma: The Visual Novel
Post by: Dracos on September 21, 2011, 02:22:54 PM
Laggy is no more.

Also, you probably shouldn't use secret channel for that, just saying.
Title: Re: Ranma: The Visual Novel
Post by: KLSymph on September 21, 2011, 03:41:22 PM
QuoteOkay; any other questions (or suggestions/input on these questions, since I couldn't answer them all myself) appreciated!

I will go think up some more. In the meantime, here's one thing we can work on:

QuoteOur audience for the moment is just ourselves; by and large this is more a technical exercise than anything else.

If the team will be the audience for this iteration of the project, then I propose all team members give a small summary of his or her preferences in Ranma fanfiction so that we know each other's dislikes and we can look for common interests to target. These summaries should not be taken as "what I want this project to do or don't do", but only a description of broad interests. Edited to add: Readers who are not team members can also say what they like, naturally, but for the purpose of this exercise, we should stay focused on team members.

I enjoy Ranma fanfiction these days mostly as a base context and a familiar male protagonist for crossover stories. I like well-written dramatic and WAFF stories most of all, and clever humor when I can get it, but I want action in my stories and I don't like reading very thinky-philosophical fanfiction. I have no bias against any particular girl being matched up with Ranma as long as it makes sense, though again I read crossover matchups more these days and before that I enjoyed "Ranko" matchups for tending to have more variation. I enjoy harem setups for comedic/dramatic potential and, of course, for the usual fanservice. I despise character bashing, and more generally any sort of author soapbox message blatant enough to disrupt my immersion in the story. I'm okay with gender-bending as the occasional plot point, but I'm usually not interested in plots or humor centered on gender-bending.
Title: Re: Ranma: The Visual Novel
Post by: Carthrat on September 21, 2011, 10:23:34 PM
I know we've got the forum, but while we're doing this it may be good to set up a repository of some sort where we can stash drafts, files, etc. Dropbox is probably the best bet?

<->

With regard to fics, I feel the best are ones that are almost readable without any knowledge of the canon at all- although those who do know canon tend to get more out of it, naturally. I really like stories that introduce new themes or settings and marry them well with the original concept, and I tend to like it when fics have a bit of an edge to them- though not so much that it transforms the setting into something totally bleak.

My possibly favourite fic ever is Ministry of Confusion (http://www.pixelscapes.com/spatulacity/ministry.htm), which, as I recall (it's been a while!) did a remarkably good job of taking Ranma and blending it with a cyberpunkish dystopia- and it captured the feel of both genres very well. I'm actually really sold on the idea of having divergent plot paths, each of which leads into a totally different genre and 'type' of story.

QuoteI despise character bashing, and more generally any sort of author soapbox message blatant enough to disrupt my immersion in the story. I'm okay with gender-bending as the occasional plot point, but I'm usually not interested in plots or humor centered on gender-bending.

I also agree with basically all of this; gender-bending is colour, and it can certainly be dramatic, but I'd really hope it's not the focus of any fic I read in general.

I'm not a massive fan of long diatribes on how special techniques or magical physics work in general; it can be necessary, of course, to demonstrate a new move and have some buildup there, but I'd rather focus on the characters and what the training says about them than let the actual move take over. (see: bakusai tenketsu for the way to do it best, imo.)

Harems and fanservice are almost totally lost on me in fanfics unless they also advance the plot (somehow) without actually being the plot themselves.
Title: Re: Ranma: The Visual Novel
Post by: Muphrid on September 22, 2011, 01:38:39 AM
I'm still interested in this.  I know people were talking about preferences earlier.  For my part, I'm not opposed to crossovers, but I don't have the widest knowledge of all anime or anything like that, so a lot of crossovers are just outside my range of interest.  While my interest in reading and writing is often concerned with psychological issues and dysfunction, something on the lighter side of things would seem more appropriate here (depending on the association of genres to branches that was being talked about before), and I'm perfectly all right with that.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 22, 2011, 10:18:13 PM
Okay.  I will make some new threads when I get home so we can track the different parts of this project a bit more easily. :)
Title: Re: Ranma: The Visual Novel
Post by: Merc on September 23, 2011, 04:22:37 PM
Quote from: Brian
IRC Meeting:  #nerima @irc.lunarnet.org

All times listed are PST, which is GMT -8:  Friday @ 7:00 PM and Saturday @ 8:00 PM. 

If you can't make those times, the forums are always open.

Just figured I'd post the reminder.
Title: Re: Ranma: The Visual Novel
Post by: Merc on September 24, 2011, 12:56:52 AM
Logs:
Spoiler: ShowHide

[20:57] <DrunkenBri> Before the meeting, I wanted to discuss something.  I think you should take the management position, and I should take the project lead position.
[20:57] <Koaway> Hold that thought just a moment, I got back in like 2 seconds ago.
[20:57] <DrunkenBri> We'll have to arrange a TOI; I'll have a formal ask on your desk about this action item tomorrow.
[20:57] <jon> I'm going to be CFO.
[20:58] <Merc> Can I take Creative Consultant position? =p
[20:58] <DrunkenBri> Jon: That's gonna be an easy job.
[20:58] <DrunkenBri> Yes.
[20:59] <Koaway> I'm fine with that, with the proviso that I want to know precisely the differences you have in mind first.
[20:59] <DrunkenBri> The manager oversees the group, the lead oversees the project.
[21:00] <Koaway> Okay.
[21:00] <KLSymph> I wanna be the guy.
[21:00] <Merc> who makes the big bucks?
[21:01] <DrunkenBri> Since there's only one project, this does mean you'll have a lighter workload, but that means you can also do hands-on anywhere you want.
[21:01] * Merc throws KL into a dimension of pain, where everything tries to kill him, even the apples.
[21:01] <Koaway> Okay, when are we beginning?
[21:01] <DrunkenBri> Since half of the normal manager responsibilities (talking to other departments, etc.) won't be factors.
[21:01] * Koaway nods.
[21:01] <DrunkenBri> It's now, so let's start.
[21:01] <DrunkenBri> Okay.  So, let's go ahead and open the meeting.
[21:01] <Merc> Okay, where in the Ranma story is this starting? very start, post manga, somewhere in the middle?
[21:02] <DrunkenBri> We had aimed for something (I think) like ... what was it, just before Mother, I'm Ranma?
[21:02] <Koaway> Last time Brian and I chatted about it, we were pinning it right after Ryu Kumon but before the Nodoka/Ranma reunion.
[21:02] * Koaway nods.
[21:02] <Merc> *nods*
[21:02] <Koaway> The idea is to have as much of the canon done as possible without overly constraining things or making it less and less plausible for a non-Akane matchup.
[21:03] <DrunkenBri> We were thinking that our plot (which is going to be fairly simple) is going to be that Ranma is told for whatever reason that he has to pick a fiancee by the end of the day to meet his mother.
[21:03] <Merc> Okay, I recall seeing talk about matchups per path. Is this more of a dating sim type visual novel, or just storytelling something where the paths -happen- to lead to different matchups?
[21:03] <DrunkenBri> The latter.
[21:04] <jon> interesting
[21:04] * Koaway nods.
[21:04] <KLSymph> Will it "happen" to lead, or will the player "choose" in the context of the story?
[21:04] <jon> (I had invisioned the former. no matter.)
[21:04] <DrunkenBri> Dating sim flags are a level of complexity we don't want to bother with for this project.  We've got a K.I.S.S. ideal; most of this project is actually to establish a proof-of-concept.
[21:04] * Joins: Yukari-sama
[21:04] <DrunkenBri> The player will choose in the context of the story at the decision hub -- which will happen at the end of the main plot branch.
[21:04] <Koaway> Hi.
[21:04] <Merc> do you want some underlying theme connecting the paths (ie, like FS/N is about the grail, but different approaches in the three paths, and different villains/etc?)
[21:05] <Merc> or do you want them to wildly diverge?
[21:05] <DrunkenBri> I'm personally indifferent? :)
[21:05] <DrunkenBri> I'd like, actually, to have paths managed by different writers.
[21:05] <KLSymph> Well, what differentiates the paths? Matchup, clearly. I heard something about genre.
[21:05] <Merc> I know, that's why I was asking if there's some underlying theme or something that keeps the paths loosely connected;.
[21:06] <DrunkenBri> They can even be different themes from the main story, as long as they're consistent to the main storyline.
[21:06] <Koaway> Different writers, different genres per path?
[21:06] <DrunkenBri> Yes.
[21:06] <KLSymph> We should list genre/themes, then. Make sure there isn't unintentional overlap.
[21:07] <DrunkenBri> Not saying it's mandatory, but we had a suggestion of  (for example), the Akane path would be a straightforward romance, largely, Shampoo would be more action-styled with more combat, Ukyou might explore a mystery theme or something, etc.
[21:07] <DrunkenBri> It'll be good to gather information on that.  Okay, lets step back just a bit though, since this is getting somewhat disorganized.
[21:07] <Merc> I blame Hal, his entrance threw us off track.
[21:07] <DrunkenBri> I said yesterday I was going to make some new threads, but forgot.  Haha.
[21:07] <DrunkenBri> Always blame the youkai.
[21:08] <Merc> Yes.
[21:08] * DrunkenBri shakes his head sadly.
[21:08] <DrunkenBri> Anyway.  About the threads.
[21:08] * jon weaves them.
[21:08] <DrunkenBri> So, I'm thinking of creating a thread for general 'this is what the story is going to be about' and we can work from there
[21:09] <DrunkenBri> I haven't actually looked at the technical side of things, since we had something of a flood of volunteers and it seemed pretty well covered.
[21:09] <Koaway> That makes good sense. So the 64,000 buck question: What is the overarching story here gonna be, anyway?
[21:09] <DrunkenBri> Will we want a thread to cover technical issues?
[21:09] <Merc> overarching story is what I meant by an underlying theme connecting different paths
[21:09] <jon> sure, i'll take care of that one
[21:09] <jon> hm.
[21:10] <DrunkenBri> Well, we had a basic one.
[21:10] <DrunkenBri> Which is 'Ranma has to choose a girl'.
[21:10] <jon> I think if you look at the tropes of Ranma's life, there are a few recurring ones, chief among which is "A challenger appears"
[21:10] <DrunkenBri> Where it goes after the decision hub is whatever he has to go through to get to that point.
[21:10] <Koaway> Back in a sec, RL.
[21:11] <KLSymph> I want a thread to collect answers to my Design/Production questions.
[21:12] <DrunkenBri> Okay, that's a good one.
[21:12] <Koaway> Maybe a recruitment thread where we can figure out how to get more people or draw people in?
[21:12] <jon> Has anyone had a chance to look at the Undum system I linked?
[21:13] <DrunkenBri> Jon: Not yet.  Like I said, technical issues are a secondary concern.
[21:13] <DrunkenBri> At this stage. >_>;
[21:13] * jon nods
[21:13] <DrunkenBri> Realistically, story specifics are, too. :p
[21:13] <DrunkenBri> Okay, so, was everyone clear on the gameplay model and cool with it?
[21:14] <DrunkenBri> If not, that's a good item to add to KL's Design/Production questions thread.
[21:14] <Koaway> I'm fine with what we have so far.
[21:14] <DrunkenBri> Also, due to sobriety issues, while I'm still at the planning stage, actually cleaning up the forum, reposting the milestones in a clear checklist etc. is going to be in the morning. >_>;;
[21:14] <jon> I think it'll have to develop a bit more, but we're good for now on that.
[21:14] <KLSymph> So to summarize. An initial story, then a decision hub that splits into four paths. Each path is linear except for occasional choices that lead to Tiger Dojo asides.
[21:15] <DrunkenBri> Yes.
[21:15] <Koaway> Sounds about right, yes.
[21:16] <KLSymph> I'll devil's advocate for a second. Tiger Dojo was entertaining in F/sn because F/sn was often dark in contrast. How directly do we want to imitate or parody this aspect of Tiger Dojo?
[21:16] <DrunkenBri> I don't even know what F/sn is.
[21:16] <Merc> Fate/Stay Night
[21:17] <Koaway> Fate/Stay Night.
[21:17] <DrunkenBri> Well, that wasn't my idea so ... I can't defend it.
[21:17] <DrunkenBri> :D
[21:17] <DrunkenBri> Anyone able to support it?
[21:17] <DrunkenBri> Or do we axe it?
[21:17] <Koaway> I'll step up for it.
[21:18] <Koaway> I don't know precisely how close we want to run to those since that does depend on tone and other things, but I think various bad ends and reactions are both fun and a semi expected standard in these sort of things now.
[21:18] <jon> if you're doing "Genma provides info about the bad end you just reached", it might work better if we frame the whole story as explicitly being a story Ranma's telling (to whom, I'm not sure)
[21:19] <KLSymph> Tiger Dojo's main player function was to tell the player which choices to make to proceed. Since our paths are totally linear, this function doesn't exist. Should we do it?
[21:19] <DrunkenBri> I was under the impression we would (if we used this) be using it as a vehicle of comedy.
[21:20] <DrunkenBri> Ie., it's supposed to be funny.  And it does provide a (trope word missing here) justification?  Conceit?  It gives us a mechanic to let the players know that they won't be punished for 'bad' decisions.
[21:21] <DrunkenBri> Generally speaking, that'd probably be kind of jerkish on our parts. >.>
[21:22] * Koaway nods.
[21:22] <KLSymph> The fact that we will loop the player back to the choice is enough to tell the player they won't be punished for bad decisions.
[21:22] <DrunkenBri> Rather, I meant to encourage them.
[21:22] <DrunkenBri> For hilarity.
[21:22] <DrunkenBri> Since that's generally the purpose of the asides.
[21:23] <Merc> (note to self, post the 'i'd be crushed' image tomorrow to image of the day)
[21:23] <DrunkenBri> Or, if it's inconsequential, it just provides a different route to the same location.
[21:23] <KLSymph> Should we have "choices" of this kind? They are just an occasional aside joke, not real choices with consequences. If we want an occasional joke, maybe we should have a different mechanic.
[21:24] <KLSymph> For example, a 4th-wall breaking "other people watching over your shoulder, giving snarky commentary" sort of thing.
[21:24] <DrunkenBri> How about ... though the story is static, where the player is when events happen isn't.
[21:25] <DrunkenBri> So the player does have the option throughout the main branch to spend more time with whichever character they're more interested in (which lets the choices not be meaningless), though the outcome doesn't change.
[21:26] <DrunkenBri> Ie., you can hang out at the tendo dojo or go to the cat cafe at a specific point, but that's not where major events take place for that segment, it's just a choice of flavor.
[21:26] <DrunkenBri> (Also adds replay value.)
[21:26] <Merc> I'm currently getting the impression of: 1st decision hub matters (sets the main paths) -> all other decision hubs don't matter (one option leads along the main path, other options are just humor bits or flavor bits)
[21:26] <DrunkenBri> Effectively.
[21:28] <KLSymph> I suggest we have a To Heart 2 map/location mechanic for the neutral part. Let the player go to places and get flavor scenes, then choose at the hub.
[21:29] <Koaway> Mmmm. So basically you get to go a few places to your preference before things get moving?
[21:29] <DrunkenBri> Yeah.
[21:30] <DrunkenBri> I'm not sure about a map, though.
[21:30] <DrunkenBri> Since we have no artists.
[21:30] <DrunkenBri> Or art budget.
[21:30] <jon> maps are plausible but not necessary
[21:30] <Merc> A map isn't that hard, honestly.
[21:30] * jon has used his position as CFO to hire a Q operative.
[21:30] <Merc> As for art, I'm sure it's not impossible to find images of the cat cafe, a dojo, etc.
[21:30] <DrunkenBri> I'm sure it's not, but we already said that we weren't going to be doing graphics.
[21:31] <Merc> but that's entirely dependant on doing graphics which yeah, you said you weren't gonna
[21:31] <KLSymph> You don't need the map. Just a decision list is fine.
[21:32] <DrunkenBri> If we pull this off and prove that we can actually pull our stuff together, then we can look at another project with a higher level of complexity. >_>;
[21:32] <DrunkenBri> I've just seen too many stalled/failed projects that aimed a bit too high.
[21:32] <Merc> Yeah, that's probably a good idea.
[21:32] <DrunkenBri> Though, this may end up resulting in an underwhelming project, it'll at least be an achievable one.
[21:33] <Koaway> Yeah. If we finish and it's not that great, we can always pad it out and improve it.
[21:33] <Koaway> Better than never getting done at all.
[21:33] * DrunkenBri thwaps Ko.
[21:33] <DrunkenBri> You're a manager.
[21:33] <DrunkenBri> 'pad it out'?
[21:33] <KLSymph> The mechanic just needs a simple prompt. "Choose your next destination: A) Cat Cafe, B)..."
[21:33] <DrunkenBri> You mean 're-release'.
[21:33] <DrunkenBri> :D
[21:33] <DrunkenBri> KL: That's what I had in mind.
[21:34] <KLSymph> Let's say that Ranma has seven days to choose a girl. Each day he gets to go to one place.
[21:34] <Merc> How much involvement do people have with separate paths? I know you said you want one writer in charge of each path, is it just between the writer and Brian/Ko, or something like that microscope thing you linked once where everyone in the project helps kind of put the skeleton in place and then the writer fills it in?
[21:34] <Merc> The seven day thing -reaaaaaally- feels dating sim'ish
[21:35] <Koaway> Snerk.
[21:35] <KLSymph> Well, let's get this out in the open. Are we calling this a dating sim?
[21:35] <Koaway> But yeah.
[21:35] <DrunkenBri> I ... don't think so?
[21:35] <Merc> I'd asked earlier and I was told no! =D
[21:35] <Koaway> I'd say no, simply because that comes with too much baggage and it's not precisely what we wan.t
[21:36] <jon> it's a ranma sim! :P
[21:36] <DrunkenBri> The original idea was just a single (somewhat busy) day.
[21:36] <Merc> I did ask because we were saying paths were girl dependant, which made me think of dating sim mechanics.
[21:36] <KLSymph> So what's the difference? We have a guy choosing from a bunch of girls.
[21:36] <DrunkenBri> We get around that by saying up front that Ranma's got to pick one.
[21:36] <KLSymph> People see that description and jump to a conclusion.
[21:37] <DrunkenBri> There's no earning points or hitting flags.
[21:37] <DrunkenBri> And, yeah.
[21:37] <DrunkenBri> We, uh, don't want to be linked to eroge, probable.
[21:38] <Merc> That's one of the things that concerns me, KL. If only the initial decision hub matters, how much do people get out of romantic conflict when knowing the character they picked 'wins' by default at the end?
[21:38] <Merc> Barring the 'bad end' type options anyway.
[21:39] <KLSymph> I think we should just commit to "it's a dating sim VN", or having some amount of non-romance options. People's got expectations, after all.
[21:39] <DrunkenBri> Hang on a minute.
[21:40] <DrunkenBri> The idea is that the first half of the story is just gathering information/going through the day.  Ranma is putting off making his decision.
[21:40] <DrunkenBri> So, there shouldn't be any sense of betrayal on the part of the player that they get the girl they choose.
[21:42] <DrunkenBri> I'd hope.
[21:44] <Koaway> Mmmm.
[21:44] <KLSymph> Hmm. So we want to characterize this as a romantic VN, but not a dating sim? We may have to publicize it in a particular way to dispel misconceptions.
[21:47] <jon> "Choose Your Own Ranma Matchup"
[21:47] <Koaway> That's one way to put it.
[21:47] <Koaway> Rather succinct, actually.
[21:47] <DrunkenBri> Mm.  I'm not that worried about publicity.
[21:47] <DrunkenBri> That's a management concern.
[21:47] <DrunkenBri> XD
[21:48] <Merc> I'd rather worry about finishing this first, then advertising, yeah.
[21:48] <KLSymph> Devil's Advocate: Why do we need a neutral part and a decision hub? Why can't we just write four separate paths and have the player choose at the start of the game?
[21:49] <jon> because then it's four stories
[21:49] <KLSymph> Since the player is just going to choose his matchup? Go right to the point.
[21:49] <jon> not one story that can go four different ways
[21:50] <KLSymph> The paths will probably be different genres. In that case, what's so great about having one story going four ways?
[21:50] <jon> (for one thing, I think once the player makes a choice of girl, he should have a chance a bit later to change that choice)
[21:51] <KLSymph> Within the context of a single path? That sounds... complicated.
[21:52] <DrunkenBri> Yeah.
[21:52] <DrunkenBri> A bit much.
[21:52] <DrunkenBri> Why ... did the lights in the house just dim.
[21:53] <DrunkenBri> Creepy.
[21:53] * KLSymph is the devil.
[21:53] <Merc> Okay, instead of worrying about paths and such at all, why don't we write a single story first, then look at where we could branching points, and work from there?
[21:53] <Merc> To go along with the devil's advocate idea
[21:53] <Koaway> That's a pretty good idea, too. Get the base done before quibbling exactly how to split it up.
[21:54] <DrunkenBri> Well, actually, there's got to be a scene before the decision hub, at least.  I expect the bulk of the content to be payoff after the choice is made (effectively).
[21:54] <DrunkenBri> Calling it 'half' wasn't very precise.
[21:55] <DrunkenBri> I guess we could technically open with a menu that said 'choose a girl', but then, yeah, it's four separate stories, where did you choose your own adventure?
[21:55] <Merc> That's basically why I say, start with one story, start splitting that up, then see if any of the split paths can be split further, etc, so on
[21:57] <KLSymph> The point is the four paths. Unless having a neutral part and a decision hub offers you something that just four paths doesn't, it seems like unnecessary design. Is that design really worth it? If so, what does it offer?
[21:58] <Koaway> Well, if this is meant to be a test run for bigger projects, it lets us try out a basic format.
[22:00] <Merc> I think starting out with a single path and branching from there is probably the easiest way, rather than limiting ourselves to four paths and trying to figure out what we can/can't do.
[22:01] <Merc> As an aside, if someone does decide they want to try to put images into this, we could probably rip images out of: http://vndb.org/v4618 / http://www.megaupload.com/?d=YUXSBVUQ (assuming someone here knows how to do that crap).
[22:02] <KLSymph> Merc, there's this thing called the Anime Addventure, and I don't know if we want to imitate that structure.
[22:02] <DrunkenBri> Well.
[22:02] <DrunkenBri> That's basically an alternate approach.
[22:03] <DrunkenBri> Where instead of choosing a girl, we change the story so you effectively choose girls to not go with, until finally whoever's left is left.
[22:03] <Merc> Well, I'm -sort- of suggesting that structure, but a little different too. Rather than: Write a short bit with various options (addventure), I'm suggesting: Write a whole story, find good branching spots we think have potential, pick those up.
[22:03] <DrunkenBri> So.  Akane's the short/easy path.  Ukyou takes a bit more work.  Shampoo involves fighting off armies, etc.  If you continue after that, Kodachi?
[22:04] <DrunkenBri> I dunno.
[22:04] <jon> you have to fight cthulhu
[22:05] <KLSymph> So then instead of a single hub, we have sort of a decision trunk, with earlier branches toward some girls and later ones toward other girls.
[22:05] <DrunkenBri> Really, a linear story with multiple exits.
[22:05] <Merc> Also, the problem with anime or be addventures is that (a) there's no real control/lead (b) too many people. Here we do have a project lead, and we're assuming a limited number of people involved too.
[22:06] <KLSymph> Eh, the AA is mostly like that nowadays. But let's not focus too much on the AA. Let's stay on topic.
[22:06] <DrunkenBri> Which does make the 'bad end' options more feasible, since there will be meaningful choices to differentiate them with.
[22:06] <jon> (I've gotta wander off, ubt it seems like you guys have this well in hand.)
[22:07] <KLSymph> No, jon. If you go we will have no moral compass.
[22:07] <Merc> Hah.
[22:07] <jon> sure you will
[22:07] * jon plops down a moral compass.
[22:07] <DrunkenBri> Okay.  I think I'm okay with that design ... though it'll make splitting up responsibility for sections/switching themes much harder.
[22:08] <DrunkenBri> Well, not impossible.  Alright.  I can see how to do it.
[22:08] <DrunkenBri> Okay.  Any other questions/
[22:08] <DrunkenBri> ?
[22:08] <Merc> How much do I get paid for my consultation?
[22:09] <KLSymph> Project milestones!
[22:10] <DrunkenBri> What about them?
[22:10] <KLSymph> Name them.
[22:10] <DrunkenBri> Hal proposed a list; I'm inclined to go with it
[22:12] * Koaway nods.
[22:12] <KLSymph> When will we decide on the technology to run the VN?
[22:12] <Merc> by tomorrow's next IRC meeting~!!
[22:12] <Merc> =p
[22:13] <DrunkenBri> That's going to go in the technical discussion thread.
[22:14] <Merc> I'm kinda curious, what's that undum thing jon was talking about, btw, and how does it relate?
[22:14] <DrunkenBri> no idea.
[22:14] <DrunkenBri> Okay.  I'm somewhat fading, and we've gone a bit past an hour.
[22:15] <DrunkenBri> I'll be back in a bit, but I think we can call the meeting closed for tonight.
[22:15] <DrunkenBri> Tomorrow morning, assuming someone thinks to pester HungoverBri, he can grouse and actually clean up our forum so we can do some useful stuff with it
[22:15] <Koaway> Sure.
[22:18] <KLSymph> I've seen the undum thing. It's sort of a web-based interface for reading.
[22:18] <KLSymph> Pretty fancy. I'm not sure if it's what we're looking for, though.
[22:20] <KLSymph> I would say it's useful for controlling how the reader sees content, but I doubt it would benefit a visual novel story.
[22:20] <jon> it's basically a web-based CYOA tool
[22:23] <KLSymph> I think it's too much for our stripped-down story design. I don't think web-based is where we want to go, unless we really, really care about platform compatibility.
[22:26] <jon> that's a weird thing to say
[22:26] <jon> web-based is usually the simpler tools
[22:29] <KLSymph> Well, I'm looking at the tutorial story, and it has a three-pane setup and it stores character data. That's already more than we need for our current project.
[22:30] <KLSymph> I haven't source-dived or anything, though.
[22:55] <jon> Well, the tutorial is trying to show off all the features. Don't have to use all of them.
Title: Re: Ranma: The Visual Novel
Post by: Brian on September 24, 2011, 10:00:02 PM
Okay -- sorry, due to RL issues, I'm not going to be able to head the meeting tonight (and those same issues have distracted me from taking care of the thread-creation etc.), so ... bleah.

Right -- I should have this sorted and will try and have things up by tomorrow.  In the meantime, it's been pointed out that evening timeslots aren't so great for our eastern timezone friends, so ... possibly earlier in the day?  Maybe tomorrow?
Title: Re: Ranma: The Visual Novel
Post by: Florentino on November 12, 2011, 10:49:47 PM
If it is not to late are you guys still doing the Ranma Visual Novel Project I haven't messed around with The Ren Py Visual Novel Program(Tho I'm Planning on it) but I do have alittle experience with the Python Scrip it uses and alittle bit of Game Making

~Flo
Title: Re: Ranma: The Visual Novel
Post by: Jon on November 13, 2011, 01:08:19 AM
Quote from: Florentino on November 12, 2011, 10:49:47 PM
If it is not to late are you guys still doing the Ranma Visual Novel Project I haven't messed around with The Ren Py Visual Novel Program(Tho I'm Planning on it) but I do have alittle experience with the Python Scrip it uses and alittle bit of Game Making


It's not too late, but, uh, who the hell are you?

Also, it's not really a visual novel; more like a CYOA with visual novel stylings. So we're unlikely to be using Ren'Py, and our higher priorities are in making sure contributors have a functional grasp of the English language.
Title: Re: Ranma: The Visual Novel
Post by: Dracos on November 13, 2011, 02:33:08 AM
Heh, an introduction is a good thing to do, Florence (I do not recognize that nick either).  Did you find us by google or something?
Title: Re: Ranma: The Visual Novel
Post by: Brian on November 13, 2011, 05:36:36 AM
Sir, he did introduce himself.  I take full responsibility for this one, as the action was sanctioned by me.

Florentino, welcome to the forum; when I am slightly more (hahahahahah--  No, I mean entirely:) sober, I shall give you a proper greeting.

In the meantime, your desire to help the Ranma: VN project is entirely welcome!



Though ... I must warn you, the 'visual' component at this point is ... erm ... entirely a joke as we have no artists.  Heh.  Yeah.....  ¬_¬
Title: Re: Ranma: The Visual Novel
Post by: Florentino on November 13, 2011, 03:35:05 PM
Quote from: Jon on November 13, 2011, 01:08:19 AM
Quote from: Florentino on November 12, 2011, 10:49:47 PM
If it is not to late are you guys still doing the Ranma Visual Novel Project I haven't messed around with The Ren Py Visual Novel Program(Tho I'm Planning on it) but I do have alittle experience with the Python Scrip it uses and alittle bit of Game Making


It's not too late, but, uh, who the hell are you?

Also, it's not really a visual novel; more like a CYOA with visual novel stylings. So we're unlikely to be using Ren'Py, and our higher priorities are in making sure contributors have a functional grasp of the English language.

Sorry, I must not have read a line with what was going down in china town.
Title: Re: Ranma: The Visual Novel
Post by: Florentino on November 13, 2011, 03:36:22 PM
Quote from: Dracos on November 13, 2011, 02:33:08 AM
Heh, an introduction is a good thing to do, Florence (I do not recognize that nick either).  Did you find us by google or something?

Yes, it was a Random Google and I am very Glad I decided to do that.
Title: Re: Ranma: The Visual Novel
Post by: Florentino on November 13, 2011, 03:54:41 PM
Quote from: Brian on November 13, 2011, 05:36:36 AM
Sir, he did introduce himself.  I take full responsibility for this one, as the action was sanctioned by me.

Florentino, welcome to the forum; when I am slightly more (hahahahahah--  No, I mean entirely:) sober, I shall give you a proper greeting.

In the meantime, your desire to help the Ranma: VN project is entirely welcome!



Though ... I must warn you, the 'visual' component at this point is ... erm ... entirely a joke as we have no artists.  Heh.  Yeah.....  ¬_¬

Thank You for accepting me but I would not have asked to join if I had no Benifits to give, I am (my opinion) Good at Drawing Textures from scratch due to the fact that my Hobby is drawing and Game Design as well as a fellow Game Artist and really Good with Story Telling. On several occasions I have done contests on creating a simple video game With No Crew Usually, with great success. tho it would mostly focus on gameplay and only be about one level or even half so there is usually no story, but I haven't messed around with that stuff for a while so it would take about a couple days to get my fell for it. But if it is a Visual Novel Project then there should be no need for most of the stuff just stated.

Thanks for the kind replys and greetings, Flo
Title: Re: Ranma: The Visual Novel
Post by: Dracos on November 14, 2011, 02:24:12 PM
Cool.  Welcome to the site, Flo.
Title: Re: Ranma: The Visual Novel
Post by: sarsaparilla on November 14, 2011, 03:23:01 PM
Quote from: Brian on November 13, 2011, 05:36:36 AM
the 'visual' component at this point is ... erm ... entirely a joke as we have no artists.

Well, there's me; though I'm not that familiar with either visual novels or computer graphics in particular ... and I'm rather occupied by other things already. Could still draw a thing or two if needed. >_>
Title: Re: Ranma: The Visual Novel
Post by: Brian on November 14, 2011, 03:26:45 PM
Well, that's very kind of you. :)

I'm going to avoid worrying too much about art assets for this project as it is, since we're examining the viability of the project in general and want to avoid getting too specific....

My one consideration for actual visuals would be something of a title/splash screen on launch, if feasible (maybe actually also the background for whatever opening menu we have).  And that would actually just be a generic shot of the cast -- I was going to see if any of the official art matched, but, erm.  If you feel so inspired, I certainly wouldn't complain, but by no means should you feel obligated. :)

...yeah, really need to be working on those game scripts. >_<