SamuZai
HornDog Space
HornDog Space

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What type of Visual Novel game play you prefer?

My journey with Renpy coding has been a rich learning experience, brimming with insights on how to develop and adjust the program to enhance interactivity and fun.

Making a dating sandbox game is feasible with some tinkering and more research. However the SCP1471 story will not likely have some very fancy functionality like a day-and-night system, love or domination value, estrus... Let's not get too ahead of ourselves.

But I think implementing this cool stuff into the next roommates' project is possible; with the sandbox design, most of the scenes will be repeatable, and we will play in different venues or be triggered by a certain time. And I can keep adding new characters for the main protagonist to conquer—I mean, fall in love with them.

Meanwhile, a linear story will have a more integrated and rich plot, with the sacrifice of losing some interesting experience.

I'd like to know which kind of game mod you'd prefer the most; this poll will always be open, so I can have constant update of your preferences.

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我的 Renpy 編碼之旅是一次豐富的學習經歷,過程中充滿了關於如何開發和調整程式以增強互動性和樂趣的見解。 透過一些修補和更多的研究,製作約會沙盒遊戲是可行的。然而SCP1471的故事不太可能有一些非常cool的功能,例如晝夜系統、愛情或統馭值、發情期…還是先別太超前好了。 但我認為將這個很酷的東西應用到下一個室友的專案中是可能的;有了沙盒的設計,大部分場景都會是可重複的,我們會在不同的場地玩或在某個時間觸發。也可以不斷增加新角色讓主角去征服——我的意思是,愛上他們。

同時,線性故事會有更完整、更豐富的情節,但犧牲了一些有趣的體驗。 我想知道您最喜歡哪種遊戲模組;這項投票會持續的開放。

Comments

Maybe adding a hint system could solve the problem of players stuck in the game. I personally share the same experience, too. Some sandbox games give players very limited freedom while showing very little hint and get them stuck in a place that takes them three hours to find a way around. Well, I'm one of the victims; I should really just Google how to get the object I need.

HornDog Space

I personally enjoy a linear VN with multiple option but no sandbox. Many VN with sandbox tends to loose track of the story because I don't know what should be done first. I don't mind sandbox like feature, like point and click for some specific moments in the game. For example Being A DIK. But I rather play a linear story since is what I enjoy the most, reading a story.

EvanesckA

I've played a lot of sex games, most of them were boring but some had interesting stories. The advice is to make the player affected by the story and make it exciting as well. I hope your game succeeds.

Abra Darkness

I've also played one of the games from Twisted Scarlett60. I remember some of the repeatable scenes changing dynamically as the heroine's lewd gauge increased. It's great to design the event change with the value of character status in a sandbox dating game.

HornDog Space

This is a really good pointer. Because MalO's story is meant to be designed for briefness, giving the player a chance to choose the branch of the love route or the dom route would be quite enough. (And hopefully, the portion between the story and sex scenes is balanced in the demo. For lewd games that focus too much on the storytelling, it will make the player want to skip, and too many sex scenes will just be too repetitive.) Maybe, from the marketing perspective, a lighter game can be great, as it needs a shorter time to develop and a faster promotion period. Meanwhile, starting a longer game with sandbox elements can make it more appealing, but it is also important to avoid making the sandbox event too repetitive and dull. For example, if the protagonist needs to earn money to buy something, the game will not be fun if he just works in a random store without any events or conquerable characters. This may increase the workload, so I might need to think things clearly.

HornDog Space

You're right; a linear storyline with mild sandbox elements can do. By requiring players to meet all the key events and conditions before advancing to another chapter, I can ensure the story remains logical and under control. Meanwhile, the gameplay can be designed to give players the freedom to visit different venues and date extensive characters, but their plots need to be designed separately and have no impact on the main story. And yes, it's quite unsettling to go full-time indie without a stable income. Thank you for the advice; I'll be mindful of it when designing the story plot.

HornDog Space

I agree with them.

Abra Darkness

I'll agree. In short form stories, where the "Game" is really just the medium you're using to tell them, purely linier is better. To be fair though, in those cases I'd prefer it to just be a video file. Though as an example of Renpy games that try to blend the two, Twisted Scarlett's titles aren't terrible at putting sandbox experiences, inside of linier stories. They're not perfect, but I don't think you can deny they're games, and even if they outstay their welcome, they do tell linier stories while letting players indulge in repeating and side content.

Jon Guilt

While I agree with Jon G, I have a differing opinion on how I wish the story to progress for longer stories yes a mix would be best, but for shorter content having it linear would allow those who are interested in the story to watch with minimal interaction while scene hunters can just skip to what their really interested in. Those actually looking for a game would have no interest in something so short that they can find everything in a matter of a few hours regardless of whether its a linear or sand box environment, also visual novels don't really lend well to a full sand box, or so I've seen, it's more frustrating than fun to be searching for all the ends and paths than the content typically is worth in that scenario. But this is my opinion on the subject take it with a grain of salt and grind it against what you want out of the game your making and see if the result is to your liking or not.

Xaldon Ajide

This is a little more complicated than just a "Sandbox v Linear" question. They really do feel like two separate types of game, with Sandboxes usually boiling down to be about scene hunting, and then just never ending. While Linier games can just turn into a rush to try and unlock the gallery as quickly as possible without getting a chance to indulge in anything. I hate to be so indecisive, but I think the answer is actually a mix of both. I mean, is it really worth having breeding elements in the story, if you don't get to indulge in seeing the fruits of them? At the same time, is it really worth it, if you can repeat it endlessly and it doesn't impact the story? Personally, I think Linier is better, with the option to delay and indulge in sandbox scenes, especially if those delays, can be reflected at the major points of the story. So to visualise it, less a line, or a sandbox, but more a branching path that collapses back to one or two points at the end of each chapter. But that also sounds like lots of work, and this is your game. End of the day, make what you're more passionate for, and don't burn yourself out when you've got a job and responsibilities you need to balance.

Jon Guilt


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