Planet EVN - English Visual Novels

May 24, 2016

Sunrider | RSS Feed

[RE]turn Story Expansion Added, Game Updated to V3.00 Captain’s Edition

The long awaited story expansion to Liberation Day has now been added to the game! The new story has approximately three times as many words as the story in the main game, and is roughly the size of all the Sunrider games’ scripts except Academy put together.

The game will also be on a 30% off sale starting tomorrow to the end of the month.

Return to Liberation Day in a desperate race against time to save the galaxy once more. How will events unfold now that you know who will betray you? This time, you will have the help of Asaga, Ava, Sola, Claude, and Icari. But your mission will not be easy. Prepare to meet death many times as you fight for the happy ending to your return…

Note: If you installed the Denpasoft mod, you will have to download the mod again or the game will crash. Check to make sure “DENPA MOD OUT OF DATE” does not appear in the main menu at start up.

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by Samu-kun at May 24, 2016 11:34 PM

May 23, 2016

Charming Monsters the game

Needs TONS of working on details/coloring, but this is going to...



Needs TONS of working on details/coloring, but this is going to be the style for the backgrounds of Charming Monsters.

May 23, 2016 08:08 PM

May 21, 2016

Charming Monsters the game

What is this, we are back!After a much too long hiatus caused by...





What is this, we are back!

After a much too long hiatus caused by life, work and childbirth, DrawOrDrop is back and ready to tackle Charming Monsters again!

SO ready in fact, that we have joined Yaoi Jam 2016 and will be revamping and redoing Charming Monsters to start with a fresh face.

You can follow Charming Monsters on itch.io for the release, which will be on August 1st at the end of the jam.

With that said, look at those snazy new designs for Simon and Sidney!

May 21, 2016 06:55 PM

May 20, 2016

Winter Wolves

Avoid “Burnout” as indie

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My cat Mirtillo doesn’t look very burnedout…

Wikipedia defines “burnout” as: Burnout is a type of psychological stress. Occupational burnout or job burnout is characterized by exhaustion, lack of enthusiasm and motivation, feelings of ineffectiveness, and also may have the dimension of frustration or cynicism, and as a result reduced efficacy within the workplace.

Now, I absolutely love my job. I wouldn’t be doing this if I didn’t love it. However, even indies can suffer from burnout problems.

When you work for yourself, without a boss, it’s easy to forget that you still need to take breaks and relax. And that not necessarily working more will bring better results.

I noticed this myself in the recent years. Personally, I think I’m very resistant to burnout, but it still happened. I think the main issue is that you are so absorbed in your work, in what you love, that you “forget” to take breaks. When you work in a office doing a job you hate, or even just don’t like it particularly, you’re eager to take breaks and holidays!

It’s not only the work itself though: also the “release stress”. Whenever you release a new game, there’s a lot of stress involved. How it will do? Is there any bug left? etc. Talking with other indies, it’s well known that the release day/week is one of the most stressing periods in the life of an indie. Then, there’s also the normal stress when things aren’t going well, sales are low, or you’re struggling with the development for whatever reason.

All this stress can lead to burnout as well.

Possible solutions

So, now that we know even indies can suffer from burnout, what are the solutions? First of all: take things easier. Luckily for us, we’re not doing “critical mission” software. A nuclear plant won’t blow up if there’s a bug in our code! We won’t go bankrupt (hopefully) if a few people don’t like our game. As long as enough people like it, will be fine. It’s OK for some (or many!) people to say that our game is bad. It’s not OK to insult you, but they’re going to do it anyway, so why worry or get angry? 🙂

Another very important thing, not just for indies, but for any creative job, it’s to take “full breaks”. I mean, stop completely working, for a week or two (usually for me is never more than a week though).

Do other things: read, walk, bike, go out, watch movies, play other games, etc. Whatever you like to do, that is not related to your job.

It really helped me many times when I felt I had “no strength left”. It also helped me to regain “inspiration”. I suspect will be the same for artists/writers/designers/etc.

You might think that you “lose time”, when you take breaks. In some cases yes, but personally I found that in many cases it wasn’t lost time. Not at all! A lot of positive things happened: while playing other games, I got ideas on how to do some gameplay changes in my games. While watching movies/tv series, I got ideas for new games stories. And even when I didn’t get any “inspiration”, I was well rested and relaxed so when I resumed working I was going twice as fast as I would have if I didn’t take the break.

In conclusion

That’s why even if I’m at good point both with Heirs & Graces and PSCD DLC betas, once they’re done, I’ll take a short break before jumping back immediately to work on Queen Of Thieves RPG coding: I’m doing the new main plot scenes now, but that’s just basic scripting so really something easy compared to the RPG part.

Even if the “pressure” is high, even if a lot of people are eager to play it. I really need the break to do a better job later 🙂

by admin at May 20, 2016 06:38 AM

I Whine About Games

A Princess of Lilies


A Little Lily Princess is now available on Steam



Or on my website, where you can also find short demo versions to try out the engine and gameplay.

by Whiner (noreply@blogger.com) at May 20, 2016 01:01 AM

May 18, 2016

Träumendes Mädchen Devblog

Addition of a new activity: outsourcing

Today I wanted to talk about something a little different from usual. I want to make official an activity that actually is here since the creation of the company but that I had never mentioned before: outsourcing.

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Why not take a pretty GIF from Chronotopia to put you in a good mood

The hidden face of videogame
If you’re reading Gamasutra frequently or take close interest of indie gaming, you may already know that most developers rely on contracts from more or less big clients. Indeed, the sales of indie games does not always bring enough stable income, so those freelance contracts allow the ship to stay afloat in the meantime.

It’s a part of creation often kept quiet because it’s not glamorous: as an indie dev, you have often chosen this path because you have a creative vision, original concepts. Yet those contracts don’t always match that vision, so you don’t really want to point them out. Especially because the big strength of indie is how likeable their passion is. In short, people are usually ashamed of outsourcing, even if everybody does it. And some clients require not to credit those developers anyway, which is kinda convenient.

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Generic picture to illustrate my point

An opportunity?
Visual novel is still in its infancy as a domain so, unsurprisingly, that’s not something you hear a lot about either. But, feeling that it’d be interesting, I’ve decided to open my own outsourcing service. This choice is quite logical considering I’ve had similar offers basically since the registration of Träumendes Mädchen (even if all of them didn’t lead to something).

This service is meant mainly for professional and semi-professional who want to break through in visual novel but would rather delegate the technical aspect (thankless but necessary) in order to have an easy mind and focus on the artistic part or the marketing. Here’s what I can do for you in a non-exhaustive list.

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Here’s an example of a recent work on behalf of Laurent Pendarias

Träumendes Mädchen’s services
My services, essentially in the field of Ren’Py programming, include:

  • * what we usually call scripting, that is to say the formatting of text and declaring of assets so that they would display in-game (such as sprites’s expressions, for example)
  • * exporting some assets from their original file and minor graphic retouching (creating an icon, a very simple logo, adjusting some pictures)
  • * adding music and sound effects
  • * coding the GUI, animations and very simple gameplay elements
  • * exporting the game as a Windows Mac, Linux and possibly Android build
  • * explaining part of the code so that you can take over after me

Prices will obviously range depending of the difficulty and size of the service: for example if the game has to include animations, specific GUI menus, less simple gameplay elements (I can’t do very advanced stuff though), a lot of choices/variables, etc. So a 10h visual novel with 20 different characters will of course be harder to do than a 1h visual novel with only 3 different characters.

I want to get clear that I’m in no way an artist: I don’t produce assets. I can only find royalty-free or premade ones for you if you don’t already have what you need.

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Some other screenshots of the Le futur du travail visual novel

As someone who is used to making visual novel, I know what I need to work and I can always give you advices if you’re a bit lost about the procedure to follow. All you have to do is presenting your project so that I can grasp what you exactly need and make you a quote. There’s no obligation to follow through: you can decide whether you want to hire me or not and I’m also free to decline the contract ;).

There you go. I don’t expect to be overwhelmed by orders but a small contract from time to time will always be welcome to extend the company’s life (since the first few years are the most risky, I gotta be careful)! The service will be improved upon time to better match requests. If you have suggestions, I’m all ears ;).

by Helia at May 18, 2016 07:28 PM