Clicking on “MENU” should take you to the menu (of course), clicking on “NEXT” should start the story. When the player mouses over one of them, it should go up to 100% opacity. The buttons on the control screen should be a 50% opacity. Used to advance the text. ( UIImages/controls_next-white.png ) with ( UIImages/controls_next-color.png ) for the bgĤ) “Click to continue Icon”, the dot in the bottom right corner of the screen. ( UIImages/controls_back-white.png ) with ( UIImages/controls_back-color.png ) for the bgģ) Next button, covering the right side of the screen. Pressing it makes the game return to the previous text block. ( UIImages/controls_menu-white.png ) with ( UIImages/controls_menu-color.png ) for the bgĢ) Back button, positioned at the bottom left of the screen. The first time the story is started, a screen should appear that explains the controls (click images to see at full resolution): Above: Control Screenġ) Menu Button, positioned at the top left of the screen. Since this is a linear visual novel, reader input is limited to advancing text, going back to previous text, and accessing the menu to change settings/save/load. (More about later.)Ĭolor change example: in a daytime scene, might be set to Color((78,53,39)) and might be set to Color((176,151,112)), and it would look like this:Īnd in a nighttime scene might be set to Color((56,53,97)) and might be set to Color((74,84,166)), and it would look like this: The values for and will usually change while the screen is showing. I would like to be able to change the values for and throughout the story to vary the way each scene looks. (I’d be fine implementing that differently if there’s a better way to do it, that’s just for example.) For example:ĭefine colorizeOdetteGrey = im.lorize(Color(Color(accentColor).interpolate((255,130,130), 0.13)).tint(0.9), accentColorWhite) would be a very light tint of :Ĭharacters will have a very subtle custom color variant based off of. Other colors will be based on these two colors. I would like to colorize them dynamically using im.lorize (or whatever would work best). With only a few exceptions, almost all of the images are in b&w or grayscale. More information about the image file properties are near the bottom of this design doc in the “ Variables for Foreground Images Sample Files” section. References to images included in the zip file below have been colored green. (I didn’t include or modify other Ren’py files because I didn’t want to make too many changes in case I ended up screwing things up more than helping.) Here is a zip file containing files relevant to this project:ģ) And script.rpy file for testing. Also this new one has a “talking head” view for character closeups (detailed below) that I didn’t have in “The Grandfather Paradox”. So I’ll be custom drawing each character body pose. It will be somewhat similar to a test visual novel I made in Unity, called “The Grandfather Paradox”, which you can see here: Ī couple key differences: this new visual novel won’t have posable character bodies (I figured that be too hard to implement in Ren’py, especially for my first attempt). But I’m open to doing it in another engine if Ren’py won’t work for what I want to do.) I’ve written this doc assuming Ren’py will be used, and occasionally reference Ren’py scripts (which I’ve colored green). The way text and images are displayed varies a bit from visual novel convention, as detailed throughout this doc.Įngine: Ren’py (Probably. I made a YouTube video that explains (in very general terms) what I’m going for, which can be viewed here: Anyway, I’d be receptive to changing some details in the event that what I’ve proposed isn’t reasonable to code.Ī linear visual novel that stylistically evokes indie comics, b&w cartoons, and silent movies. Again, as a non-programmer I’m not sure what’s easily done and what’s a massive pain. But again I’m not a programmer, so if there’s a better way to do something than my proposed “solution”, I’d be fine with it being implemented completely differently.Īlso, I’ve tried to keep the scope reasonable, but maybe some of what I’d like to do would be unreasonably difficult to implement. So this design doc includes not only what I want to do, but also half-formed, rough ideas about how it might be achieved. But the underlying mechanics of how things work fascinate me, and I figured it would be a good mental exercise to try to think about how all the pieces might fit together. This is intended to explain to potential programmers what I’d like to do for this visual novel project.
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