Making a visual novel?

CountVanBadger

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For the past year or so, I've been really interested in trying to make a visual novel. Does anyone have any experience with this? I've heard that Ren'py is the best tool for it. I used to use Twine to make fun little (non-visual) choose your own adventure stories, so I'm somewhat familiar with the process of making a VN, just on a smaller scale. Honestly, my main concerns are finding time to do it and finding a worthwhile artist who won't demand half the money in the world for their work. If anyone's done this before, what was your experience?

Also, please don't use this thread to beg me to commission you.
 

Representing_Tromba

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I would recommend watching this video as it covers a lot of the trials that came with making a visual novel as well as the rewards. I don't know of anyone personally who has succeeded at this but I hope you succeed.
 

Vitriol

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Not to disappoint, but finding an artist like that would be very hard. If you are considering cooperating with one artist, that must be a hell of an artist to be able to draw backgrounds, characters and UIs. And I’m not even accounting for sfx and music, which are also an essential part for visual novels… Though it does depend on the scale and the price list of the artist.

That said, I had 2 friends that tried to make a VN too and from what I saw the code (they did it in renpy) is the easiest part. Honestly, I would recommend trying to look into VN forums and communities and maybe start searching for people there. At least that way there is a chance to find a person who is there for the idea too.
 

tiaf

ゞ(シㅇ3ㅇ)っ•♥•Speak fishy, read BL.•♥•
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there exist sites with free to use sprites and backgrounds or sound effects

I forgot what those are though. You should join some VN discord servers for more information. With luck you find someone who is as passionate as you and make it for free. But that's what I have only seen for BL VN Jam (yearly BL themed VN event like inktober) and other similar short VN events.
 

CountVanBadger

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I have a couple ideas. One is a normal VN-type story about a guy who's had a lobotomy to make it so he can't feel fear in a world where people's emotions can spawn Tulpas. The other is, well...have you ever had to do one of those training modules at a retail store? The kinds that are on a computer, and teach you the store's policies in the most out of date, condescending way possible? "If a customer yells at you, offer them a heartfelt apology. They will recognize your sincerity and immediately calm down."

I don't know if it could really be classified as a VN, but I've always wanted to make something that looks like one of those, but everything in it is complete nonsense (more than usual, I mean).

"When stocking shelves, remember the SWAN method:

Scratch your butt.

Wipe your hand on closest available item.

Assume your hot coworker is into you.

Noot Noot!"
 

istryj

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I’ve made several small visual novels. But my experience won’t really help you. They were non-commercial projects where I acted as both writer and artist, and I managed to find programmers and musicians to work with me. With a more serious project, things didn’t go smoothly, though I still found people — sometimes even working for free — but the main problem was me. In any case, my experience isn’t applicable to the realities of the predatory Western world, where everything has a price =)
 

CountVanBadger

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I know this is a huge waste of time since I'm launching XNPC in just a couple weeks and I should be spending my time getting ready for that, but now that this is in my head I can't get it out. So here's what I've found:

Make the actual VN with Ren'py.
Make the characters with Vroid.
And make the scenes themselves with this program called Storyboarder that I found someone asking for beta testers for on Reddit.
Worry about music and sound effects later.

And away I...get back to working on XNPC like a smart and responsible person.
 

MorgueAnna

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I'll give you some basic starter tips. Credentials: I'm a VN developer with 15+ years of experience in various roles.

Step 1, Writing:
Focus on getting the writing done before anything else. This allows you to adjust the project scope and avoid feature creep or asset redundancies.
Once the writing is done with edits, etc. you can start the most barebones programming, sometimes called "scripting."

Step 2, Scripting:
This is where you input the text, assigning the character dialogue/narration tags, as well as basic choices/endings/etc. This is the easiest way to get familiarized with your chosen game engine without getting overwhelmed.
Placeholder assets are all you need at this point. You can include comments for what kind expression/pose changes you want for the sprites, what background goes where, when you want to use CG art, scene transitions, etc.
If something is too difficult for you to program yourself, you can seek out help or hire someone. If you run into roadblocks at this point you can adjust your story to fit with those limitations. Examples of roadblocks: something is too difficult to achieve even if you hired an experienced programmer, or too costly to reasonably achieve.

Step 3, Assets:
Once you've got the basic skeleton done, you'll have the most accurate idea of what assets you need to commission. This allows you to figure what you need and how to work within your budget. This will save you money, time. and effort.
From here you can either find premade assets that fit your needs (highly recommended for BG art) or commission an artist. Knowing how many characters, expressions, poses, outfits, etc. makes this process easier on you and the artist. The same goes for music or any videos.
You'll want to make sure you have the license for any premade assets (BGs, fonts, etc.) Some assets are allowed for non-commercial projects only, while others allow commercial use. Be careful to only use assets that fit your project. This will save you from potential legal headaches down the line. Speaking of...
Make sure to have a legal agreement with anyone you commission, especially if you intend to sell your project commercially. This protects all parties.
These agreements should specify what the artist is delivering to you, the rates you are paying them, and the due date. You can specify whether or not the artist will get royalties once the game is published for sale, how often/for how long (a set number of years vs. in perpetuity), and what those royalties will be (% of sales).
These agreements should also specify and what both parties are or aren't allowed to do with the finished assets. For example, I always include a clause that allows the artist to include the assets in their portfolio. I also include a clause that disallows the assets being used in NFTs.
You can also clarify how the freelancer will be listed in the credits, if they want to be credited at all. I personally want to have everyone credited, but sometimes people don't want to, or they want to use a different name/alias for this particular project.


Why do I recommend going about it like this?
There's nothing more frustrating than realizing that you don't have a specific asset when you've already gotten 75% of the game done because you were getting assets before the script was done. Or if you commissioned assets years prior, you'd need to reach out to the artist you originally hired to have a new asset made. This can cause various issues; the artist's style may have changed, they may not use the same programs, they might not even be taking commissions any more, or if they're busy you'll need to be put on a waiting list. This can throw a wrench into your production schedule.
I have an acquaintance who insists on getting assets despite not having a finished script. Over the years their project has changed so much that they've had to get completely new assets made. To me this is a waste of money, but maybe that's just because I don't have the means to throw money around like my friend does...no matter how much I might love commissioning artists. It's just not practical in my situation.


I hope this helps. If you have any questions, feel free to ask me and I can point you towards some resources that might help.
 

MorgueAnna

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Understood. Being a solo dev is the hardest path, but can be very satisfying if you achieve it.

You can use VRoid as long as you are careful. Either design all the clothing from scratch or find premade items with an appropriate license. You could also use a tool like Mannequin by AR14, which was designed for this exact purpose.

There are also a variety of premade assets if the above options prove to be too troublesome. Occasionally you can find premade packs have a variety of customization options, though generally this isn't the case.
Examples of general premade assets taken from my personal itch.io lists:
As an aside, I'm not sure that you'll need Storyboarder, unless it's for the planning stages? Character placement in scenes would normally be assigned by programming. But if you figure out an alternative method, go for it.

Wishing you luck in your endeavors. :)
 

jasonreed

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Creating a visual novel works best when you start small and focus on a clear story and characters rather than complex features. Tools like Ren’Py are beginner-friendly and let you prototype quickly while learning the basics of scripting and branching choices.

Once the core narrative works, you can gradually improve visuals, music, and UI without overwhelming yourself.
 
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