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Discovering how to manage one's time felt like such a treacherous task. So many ideas, so many creative things to dive into, and yet not a lot of time to work and feel satisfied with having time to breathe. I personally feel like I've hit some sort of rhythm with writing, and that's basically taking the day I have off from drawing to work on writing. Writing takes a lot longer than drawing as well as more concentration. No music, no communication, no distractions, 100% Misery (the book) mode, except the part where I have a stalker more just the part where the writer gets away from everything to finish his book.

That being said, a node has been finished by me with an ending I'm not too happy with but we're getting closer to being 75% done with the Weight Gain Lead routes. Checking actual progress of the script was exciting. With my co-writer finishing two of her routes we've almost hit halfway on the script. With a bit more motion and momentum we might be able to finish this script sooner than I hoped. I won't give you a date month or anything close to that because I don't want to landmark myself and deliver a below quality project. That being said the idea of figuring out where to go next looms.

What is Next then?
I've been juggling around the idea of what I should make the game in and what delivers the quality, flexibility and ease of creation for the game itself. Listed below are some of the options as well as pros and cons:
Ren'py
Pros:

  • Literally a Visual Novel Maker
  • Python scripting
  • Easy flow from script to product
  • Simple Android porting

Cons:

  • A lot of visual cleanup is needed (Gross base-game)
  • Txt message format will need a complete scripting/overhaul
  • Really messy if you want to do anything other than a vanilla visual novel

Godot:
Pros:

  • Easy to pick up
  • Really polished games are made in this engine for beginners

Cons:

  • Engine is unknown to me
  • Actual difficulty is unknown

HTML 5:
Pros:

  • Easily make a web based application (Playable on anything)
  • I'm familiar with HTML, CSS and JS
  • No real licenses needed for creation

Cons:

  • A lot of work to make it function as an actual game
  • A lot of research would be needed

Obviously there's plenty more, and ultimately I might stick with Ren'py, but if you have any suggestions I'm open to it. I will say this isn't a "Can I actually make this," it's a "What can I use to make the best possible presentation of my project easily." I am a software engineer, and that's what I was doing before I got really into art, so there's no need to be afraid of delivery.

Thank you
Thanks again for all the Mochi Moshi supporters, you guys really make my day. It's honestly incredible how many of you are here for this project and it makes me overwhelmed in the best way. Thank you again, please enjoy the rest of March and lets hope to have a rainy (not snowy) April!

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