Posts Tagged ‘Ren’Py’
No time for a big update, so just a screenshot!
The dreaded Imperial Penguin Guards!
Right, progress to report! I am pleased.
The game is pretty much about a Space Assassin sent to end the war for the greater glory of Empire Earth. You only get to bring one piece of kit with you, though. Will it be a knife, or a stealth cloak? Or maybe you’d prefer a pack of cigarettes?
So far I have the introduction, the main planning screen, an inventory system, stats as well as imagemaps generated from dictionaries.
I am very pleased with Ren’pys screen language. It is awesome.
Right. New attempt at posting screenshots:
Two hours in and I haven’t touched started Ren’Py yet. This is a good thing, I think. I’ve planned things out, how I want them to work. Assigned priority to the different things I want to do. Still not feeling a 100% in control, but I will quote Mario Andretti on this one:
If you’re feeling in control, you’re not going fast enough.
The game is pretty much going to be set in a GrimDark future where the player is an assassin dropped deep behind enemy lines, sent to take out the most vital part of the enemy’s command structure: the Emperor General. The catch? It’s so hard to get behind enemy lines, you only get one piece of equipment to bring with you. The rest you will have to acquire on site.
I will leave you with a screenshot of my beautiful Trello board and a youtube link to the music that’s helping me create.
Of course, I couldn’t pass this opportunity. Ludum Dare is here again and my hands are itchy for some sloppy programming! This is my 3rd time in the compo and it’s getting better each time! Hopefully this time around I’ll be able to get some decent sleep inbetween some maniacal programming sessions.
I did a warmup game to see if my brain is still working. It seems so, because I was able to complete it in less than 5 hours. If you are a fan of mysteries it is up your league, check it out here: The Box.
Let’s see the tools that I will be using this time around:
- Engine: No idea, it really depends on the theme that will be chosen and my inspiration on saturday. It’s a fight between Ren’Py, Game Maker studio and love2d. I’m even thinking about making something with HTML5, but it really depends if I have time to study something this week.
- Graphics: My hand I just suck at drawing with a mouse. And Paint.NET probably.
- Sounds/Music: bfxr for generating sounds, REAPER and the awesome synth1 for making music.
- Editor: Vim
Ok, that’s all for now. See you!
Since I didn’t know how to spend this Sunday, I thought it would be a good idea to warm up my brain with some quick game development. So I made The Box, a short visual novel in about 5 hours. It uses the Ren’py visual novel engine.
Be warned, it will probably leave you angry. So go on at your risk
In the game you find a strange box, and you have to discover what’s inside. But it isn’t as simple as it sounds… Expect some weird stuff to happen.
I consider it more of an experiment to see how creative one’s mind can get. It yelded some interesting results.
Check it out here, if you are interested. Here are a few screens:
Hope you enjoy it. See you next weekend for some sleep deprivated, coffee fueled development!
So we’re doing it! I’ve finished the outline and started a sprite for this thing. As always, because my mind loves to over complicate everything, this game will feature real sharks and metaphorical ones legasp! Will be using Ren’Py and yup. Now to sleep and get back up to write-edit-draw-cry-collect-program not in that order of course ^^
Synopsis: It’s 2046 in an average coastal town, and Anna-Marie thought she’d be spending her break partying it up in warmer waters. But, instead, she finds herself in a den full of cold-blooded lunatics. Because of one, minor, slip up involving letting her best friend alter a grade, resulting in her owing him big time for it… Anna-Marie has to dig up some dirt on the local big bad business in town if she doesn’t want her professor blowing a gasket. The only problem is that snooping around in a major corporations graveyard is never a good idea, and when she stumbles upon some very big and very, very illegal information, Anna needs to think fast unless she wants to end up sleeping with the fishes!
Anna-Marie Gutierrez: A young freshman in college overwhelmed, under-employed and suffering from a severe case of apathy. Due to an ‘incident’ involving her best friend fudging a grade for her, she has to uncover dirt on Tributary Inc. and finds herself way over her head.
Logan Cho: The resident all-around activist and genius in the making, he’s passionate about uncovering all the dirty deets on Tributary Inc. and publishing them up anywhere and everywhere he can.
Experiment F-2V or Fien: A highly, highly illegal Splice Anna-Marie encounters while uncovering the Inc.’s secrets. Splice being a slang term for humans genetically crossed with another species. In his case, you guessed it, a shark.
Big White: A local loan shark and small town gangster, that is working in step with Tributary Inc. to cover up what they don’t want to be known to the public. Is harassing the Gutierrez family over past due loan payments.
Tributary Inc.: A shadowy, international organization that participates in some highly unconventional activity behind the mask of a family-friendly corporation.
Celebratory pizza anyone? I’m feeling oh, so, good having finished my first jam! The finished product isn’t the best by a long shot but, hey, I made it! You made it! Everyone who made it gets a slice ^^ Heck, even if you didn’t make it, here’s a slice for attempting this madness.
Sunshine or, in my case, freak storms in life and in nature, aside,… it was a wild and fun–fun–fun, ride!
Here’s the link: http://www.ludumdare.com/compo/ludum-dare-27/?action=preview&uid=27229
Please do check it out if you can and see if it suddenly crashes or not so I can get on that! It’s my first VN project I’ve released into the web and I programmed it alone (Is a artist and sub-par-writer under pressure here usually) so, do excuse me if it’s just one, big, bug!
I dared and won! Now to sleep, eat and get back to my schooling. *stuffs face and hands y’all some*
Bun is out right before the count! Well, until the morning when she fixes all the mistakes.
My second Ludum Dare, done.
Once again, it was a huge kick to finish something and see it all come together on the second day. Very late on the second day, too. Once again, there were tons of concrete points I wanted to tackle but which I just couldn’t due to the time constraints. I believe I prioritized right, though.
More on what I experienced later, right now it’s 4 AM and I’m dead tired, proud and happy. Ludum Dare is great!
Everything is going well! With school and sleep ready to eat away my time tomorrow, I’m at a good place right now! I’m preparing a small demo/just make sure it doesn’t crash like crazy tonight for the public. I’m currently coding, writing and drawing some assets all at once so no time to post much. My biggest worry now (aside from coding the timed events and web version) is actually getting the art done. The backgrounds are all free resource along with the music and SFX, but I currently only have skecths for the spirtes and event pictures >>”
I think I was so worried about coding that I neglected my usual duty, making art haha!
Gooooood morning all y’all! Second day of the Compo for me and Joror (check out the progress on his Indiana Jones-inspired temple-escape game here). Of course we start the day with a solid breakfast. Scrambled eggs, Ramsey-style!
To do for today:
- Finish the scenes
- Go outside and take pictures for my backgrounds
- Figure out what the *bleeping* *motherbleeping* *bleep* I want to do for my character pictures. Probably ignore them.
- Work on my transitions from scene to scene.
- Create title theme
- Create main theme
- Add in 10 second-decision making functionality.
- Freak out.
- Drink caffeinated drinks.
- Listen to the birds waking up.
Reached the end of day 1 with quite a good feeling. I managed to get all my Must-haves in for mechanics, 80% of my story content and some sound effects. Also a title screen, with a colour scheme that I really kinda dig.
Tomorrow’s going to be finishing up the story and taking pictures for backgrounds! I also hope to get my first should-have into the game, some additional mechanics. But I really need to do a proofread and my scene transitions before that. Right now there’s a lot of flashbacks and very little to make them different from the current time.
Ah, choices, choices. It’s bedtime for me now, so I’ll leave you with my title screen. G’night!
A title appears! Get ^^
A lot of progress has been made! All the needed assets for music, BGs and SFXs has been collected and or drawn. The story is near completion and i’m doing the script for it side by side. Ren’Py is wonking out on me,
when it comes to changing the screen size but that’ll be dealt with in time.
Otherwise things are going goood~
Here are some neat-o tracks I’ve found to keep me pumped and a logo concepts.
See which ones you like… or not.
Well after a rest-ful few hours its back to the cutting board! I have my computer open at the moment so no more 3-inch screens for me. I’m going to try and get some of the framework for the game done today and text for the second room complete. That’ll leave me with two to go. Will post again shortly, now to write/program/do everything!
As the night turned day drags on, so does the length of my titles…
Well, I’m heading off to bed at a good place! I’ve set some more realistic constraints on myself, got work done and finally incorporated everything into something workable.
The game, still not named yet, will now consist of the following:
1). 2 Spirtes
2). 3 Rooms not including The White Room
3). 3 10-Mississppi-second events
4). 3 Choices
5). Around 3,000~4,000 words
6). (5) possible endings; includes sudden-death ones
The music, SFX and possible GUI will be free resource. And, seeing as I’m defiantly jamming this one, I’ll be using some pre-existing code of mine. The art in the form of big pictures and the like is still up in the air and, I’m dreading trying to code even this with my sub-par skills… But I’ll do my best anyway!
This game will be a hybrid VN now too as it will contain timed events but will mostly be text-based aside from that. 10 rooms of the afterlife was way too ambitious plot and code wise already >>” I’m using Micah’s flippant personality to give myself some lee-way and start the plot of at a different place.
Speaking of plot and characters, I finally have some! The two main characters are now Stalarra-Micahla. He goes by Micah and he’s an angel tasked with helping lost souls get to their final resting place*. Darla, our resident Dorothy, is one such soul who’d been making her way through purgatory fine till she got to the “Former Life Reflections” phase. Realizing how meaningless and pitiful it was, she’s holed herself up in a blank slate room and refuses to advance. Until Micah stirs some trouble, pulls some strings and forces her through the last levels to learn the Eternal Virtues and somehow execute them in fun and exciting ways… All in under ten seconds.
I’ll be looking over my post (hopefully) on my computer tomorrow and will spell check and all that good stuff then! For now, I must sleep before I crash for real now!
I leave you with the opening blurb right after you click the start button. It’s rough but eh, it’s 2 AM and I don’t care.
I’ll be programming the preliminary stuff tomorrow so I’ll screen shot it then. This will also include sketches that don’t look like they were taken with night vision and properly scanned instead haha!
*Not Final Destination I assure you. I don’t want to be sued~
//Dying ain’t easy.
Living just as hard.
Nothing comes for free, everyone has to work hard.
But just existing?
Breathing, eating and sleeping the days away?
Toiling and widing away your youth for what?
No one lives forever no matter how invincible, the dog days of summer make one believe….
That is so.
To the contray.
Life is just one meaningless loop or so they say.
But if a dull life is bad and an intangaible afterlife an even grimer prospect…
Then there isn’t nothing worse than ending up in neither or.
I’m stuck with no way out of here.
Repenting day after day after day–
Bloated sense of purpose, mindless games to pass the time?
I don’t have a clue but I can tell you something.
It becomes somewhat of a hassle.
Boring more simply put.
I’d rater watch paint dry but, that seems to be the case already.
Locked up in an all white room all by my lonesome.
That’s what I get for being over zealous.
I wanted to ‘level up’ like it was some sort of game trying to get out from this afterlife.
But reality hit me like a cold splash of water.
Ain’t a got dang thing to do but wait…
The sound of the bell a’ringing, something big is happening, I just hope it ain’t got nothing to do with that idiot of a gaurdien angel again!!//
Whoop, whoop! Over four hours in and it’s a few minutes away from midnight. I have yet to name this project but its going better than expected so far. As you can see my cutting edge, camera phone has shine that the only sprite is in progress! Now to just get it looking good, scanned and colored. If I have time(which I highly doubt) I’ll think about adding a sprite for not-so-vaguely-female-anymore narrator, too.
What’s going well//
- Cranked out two chapters including the little mini-prolouge
- Started work on Micah’s sprite
- Incorporated the theme “10 Seconds”
- Planned out the entire game and listed proto. choices for now
What’s not going so well//
- Staying up
- Cohesiveness and not-so-completely-random-intergration of the plot
- Staying up
- Finding screens to type on bigger that 3-inches
- Staying up
- Editing and keeping my spelling somewhat in line with the English language
- Staying up
Well, off to write some more! I want to get atleast five chapters done by tomorrow and than start work on the BGs and spirte. That and get this muddled fiasco into a working, somewhat plausible, storyline.
As most seem obligated to say, I’m a first-timer to this competion actually, well, attempting it. Let’s see if 27 is my lucky number, eh? //Has all these weird blackjack references for the next one when this one is barely underway–//
I had a fairly good idea what the final theme was going to be from the get-go. All the comments seemed pointed that way so I had no problem thinking up my concept. Actually exciting it? Well~ that’s going to be another story all together. Not to mention I’m not doing a traditional game in the sense that it’s a Visual Novel rather than a point n’ click or some other variety of that. A visual novel being just as the title implies with the added cool points/gaming aspect if being able to affect the outcome via choices.
I’ve decided to approach the theme with an odd but, hopefully atleast, enjoyable plot. A young ambiguously-female narrator must descend through the levels of the after life. Which are more like whitewashed rooms… With nothing in them… Because she’s in a purgatory of sorts. Follow me, it gets bet–… Moving on! Along the way, as soon as she enters the next level, she encounters a set of choices in he first second that directly affect the sequence of events, what she/he encounters, etc., etc. She has ten of these. So original, I know! All this while trying to block out the mental terrorist know only as the Star Prince which quids her along the way. He seems to be some sort of time-keeper, guardian or wandering lunatic in a cape an spandex. Who knows, that’s for she/he to find out. Does the genre seem clear enough by know? It sounds pretty grandiose in scale/story complexity but it really isn’t. Either you unlock a new item in the room and have the big revel, stay a’cruise the sarcasm boat and restart or simple anger the Prince enough that it’s off with your head!
I’m going to try and stay on top of things and speed write my way through tonight and the early morn’. 6,000 words is my cap with a minimum of 2,500. Once that’s out of the way it’s one to drawing the only sprite and maybe some proof reading. Then my times going to be dedicated in chunks between staying alive and programming, programming, programming! With the programming half of my team a no-go I’ll have to make use of my limited knowledge if Ren’py by myself. And also trying to navigate the closing flood gates which will be my mind and eyelids by then. Which will shortly short circuit once I get past the most basic if basics.
Progress is steady so far. 200 words in. Now I’m off to jam in another 500 or so in 30 minutes or less. Here’s a handy dandy, snafu of the outline while I’m at it!
Wish me luck!
So, yes, after an exciting first time with Ludum Dare 26, I’m back for more. This time hopefully I’ll be able to get into the compo and not screw up at last minute. I hope to squeeze at least a few hours of sleep in there too (but it isn’t my main concern).
Here are the tools I’ll be using for the job:
Engine: Love2d (Lua) OR Ren’Py (Python), depending mainly on what weird idea passes my mind the day of the compo
Graphics: GraphicsGale and Gimp/Paint.NET
So that’s all for now… See you on the day of the compo.
Artrage 4: http://www.artrage.com/artrage-demos.html
Paint Tool SAI: http://www.mediafire.com/?gi41fa2i7r12umi
Writer’s website: http://www.everything2.com/ Everything2
So you wanna make a game?
Can’t go wrong with natural language syntax and Python!
http://www.renpy.org/latest.html Renpy Hub
http://lemmasoft.renai.us/forums/ Lemmasoft Forums
http://www.pygame.org/wiki/tutorials Pygame tutorials
http://aiflossgd.blogspot.com/?view=classic FLOSS blog
Ludum Dare is THE nexus for independent game development: http://www.ludumdare.com/compo/
Up to the minute news on games: http://games.slashdot.org/ Slashdot
Phew, so after two and a half hellish days, here we are. The Call is actually finished (kind of).
Last Friday I never made a game in my whole life and never thought I would.
Now, just three days later, I completed my first game.
The feeling of accomplishment is overwhelming, even though the result is not spectacular. This, plus the fun I had making it, are worth the sleep deprivation and stress of this last week end!
Let’s look back in time and analize what made the development of The Call possible and what made it Hell on Earth, so that next times I’ll ake a game I won’t have to keep the phone near me to call 911 in case I have a heart attack.
What went unexpectedly smooth:
As I said in another post, this engine is pretty amazing once you get to know its possibilities. It’s so much more than a visual novel engine. This weekend helped me appreciate the qualities and fun of scripting for this engine. I have to say it was a neat choice for my first game since it allowed me to save a lot of time on many things that would have taken forever in another, lower level language (for example sound). I was really satisfied of its scripting language and its extensibility. I will use it again in another game, that’s for sure (even though I’m thinking about using Haxe for the next LD for making something more interesting gameplay wise).
- Deciding the engine/language I would use before the start of the competition.
I knew way before the theme came out on saturday that I would be making a game in Ren’Py. That saved me a lot of time on brainstorming ideas later on cause I already knew what the possibilities and limits of my engine were. I also had some time to become familiar with the engine itself, so that I would not start for absolute zero at the start of the compo, thus saving a little amount of time.
- Brainstorming ideas.
As soon as I knew the theme for the compo, I sit down on my desk with a piece of paper and a pen and nothing else and started writing. Writing, writing, writing. I wrote down ideas, comments on ideas, random thoughts, imprecations, everything that passed in my mind. Pure freeform mindflow. The result was that, after a few mediocre ideas or some amazing iddeas that I would have never had the time to do, I finally struck an idea that appealed me: making a game with minimalistic dialogue.
The original idea was completely different and probably more interesting as far as the competition goes: it was about a game where you have to save a princess and can only choose to save her. After that, the game would end. The only additional choices would change the context of the things happening, so you could save princess Diana with a motorbike on fire or save princess Peach killing all the Goombas with a machine gun. The idea was cool but way more ambitious, so I had to scale it down a lot. In the scaling down process, a lot of stuff changed, ending in what you have played (or will play, or won’t play, your choice) which in no way resembles the original idea. The original title was also different (The Mission). I still think it is a cool idea and may implement it in the near future.
Still, after less than three hours in the competition, I already had a rough idea of what my game would be. This gave me an immense motivation that I would have never had if I didn’t have a clue on what I would be doing. This played a huge part in me actually being able to finish my first game.
- Knowledge of the tools.
Most of the tools I’ve been using (Ren’Py in part, REAPER for sound, GIMP for drawing) I know very well, meaning I saved a shitload of time on a lot of stuff that I would have to learn, subtracting time from the already limited time pool of the competition. A little hooray for me!
What went horribly wrong:
This engine is a double edged sword. While it has great potential, actually being able to use it means having over the top google fu abilities. Its documentation is extensive, but lacks examples. This implies that implementing new stuff isn’t immediate and requires some attention.
Luckily PyTom (the head behind Ren’Py itself) is an exceptional dude and posted tons of helpful posts in his forum, and the whole community is very supportive; still, districating the gold out of the World Wide Web is not immediate and lead to a lot of time spent in the browser instead of in making the game. This to be honest is more of a nuisance and less of an issue if you do not have deadlines; doing it for a LD (especially my frist one) was instead particularly stressful.
Still, I have to say that the new stuff I learned over these three days made me want to explore the possibilities of Ren’Py even more. I already have an idea for a new game, and this time making it will be way smoother since I actually know how to do stuff.
- Failing to follow my own advice.
On Friday I posted a list of suggestions to actually make my first Ludum Dare go smoothly. I feel slightly guilty in saying that I completely ignored my own advice, and as a consequence nearly fell asleep on the keyboard trying to correct bugs at 4 AM after a 20 hours day. My biggest failure was not remembering that details are EVIL. As a perfectionist, details have a devilish charm and it never feels too soon to start working on them (whil eit actually is). What I did wrong was starting to work on art and music while not having any idea for a script. While at least it gave me something interesting to put into the game, it put me back more than 36 hours on the script, which I completed on the last few hours of the competition. I actually finished the script for the interactive novel less than one hour before the ending of the compo, meaning that it would have been impossible to finish all the debugging and proofreading in time for the LD48. I still made it for the jam, but it still disappoints me that I came so close to the deadline without actually making it.
(In my defense, I have to say the original script I though of was crap and putting it back on time allowed me to rethink a lot of stuff and refine it a lot, making a lot more interesting to read at least. Still, doesn’t hold up as an excuse to me.)
As they say, there are two ways to learn stuff: the hard and the easy way. This time I went for the hard one. Next time hopefully I won’t make the same mistake again.
- Time management.
This was the number one issue for me. While I actually scheduled the times for everything quite rigidly, I didn’t include any time for debugging. This was HUGE. As an excuse I can say this was my first project, so I had no idea debugging could take so much time; on the other hand, thinking it would take NO time was foolish from my side. I mean seriously! Thinking about it, how could I think the game would just fall in place by itself? Another big mistake that I won’t make again.
- Sleep deprivation.
I didn’t think this would be such a big issue. I’m probably getting too old for 4 hour sleep schedules. Or, more probably, thinking intensive activities like making a game actually reuire the brain to be well rested before going on a marathon. The fact is, the last few hours before the end of the 48 hours were an agony. I had an half finished script after 16 hours of work in that same day and 4 hours total of sleep and it was extremely hard to maintain focus. In the end I did it (sort of), but I would never repeat that again. You can make more in an hour with a well rested brain than in 5 hours with a sleep deprived one.
So, I’m guessing that’s it. Being my first attempt at this, I learned quite a lot, some in the hard way, some in a softer manner. This post was immensely useful for myself and I really hope this may help others startng out on what to expect. Good luck to everyone!
PS: I’ve played now over 140 games in this competition. I’m completely and honestly in awe for some of you guys out there. I’ve seen so much creativity and talent in those games that it actually warms my heart. I sincerely hope all the best for all you guys!