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Interface Development - Hub + Basic Schedule

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Started writing up (very sketchy) flow chart diagrams to develop the gameplay interface for my visual novel project(s). This is the sort of thing I'd like to do for all of my games as a signature style, perhaps? "Life sim" style time management gameplay in the vein of such things as Persona 4. But with my own spin- the "ideal" of the genre according to my particular tastes. All the stuff that I liked from different games, fixing all the stuff that always annoyed me, etc..
Today's diagram is just the "Schedule Route"- the basic statraising thing at the core of the game. It doesn't look very RPGish yet, yeah I know. There's more to come from my idea! But there ARE some games that ONLY have this part- namely the original Princess Maker. Lack of story and interactive gameplay is one of the big flaws I always found in that game, even though I love it to bits. Its probably why Persona hit it off so well and is still one of the only life sim games to ever gain that level of fame - it had A PLOT! And characters to befriend! Used to be a time where you couldn't find a life sim with that sort of stuff unless it was a dating sim... *crotchety old grandma face* *I remember back in myyyy day....*
Related disclaimer: I'm using "Date Scene" to mean "go out with a character and do things", whether its platonic or not. And its mostly gonna be platonic in my games cos I ain't so interested in dating simmery! But I couldn't think of a word that meant like.. platonic dates? Can anyone think of one? Something that'd cover a romantic/familial/friendly/workplace type "meet up and go somewhere to talk" activity.

Games that inspired my ideas:
* Princess Maker = The basic idea of a hub screen with your character on it, who wears different outfits, does different facial expressions and might even age as the game goes along.
* Persona/Mana Khemia = The idea of non-dating-based relationship values with friend characters, and sidequesty story things that go up in a level-based system. Persona just had cutscenes for each level, Mana Khemia had sidequests/dungeons/boss battles for the important bits and that was awesome~ Outright story, not just a pile of dialogue. Also the idea of quick travel menus to different useful things once you've encountered them once comes from MK, but lots of games have that.
* Digimon World 2003 = Cute animations for the stat-training activities, and the "three tries and a bonus one if you succeeded at them all" thing.
* Heileen 3 = Bringing characters along to the stat-training activities as a way of strengthening relationship faster, and they boost/penalize the training depending on whether they're any good at it. However you only got a special scene if you picked the ONE activity that the character likes most, which misses a lot of potential. C'mon, surely its funnier to see them dragged along to something they suck at! XD
* Academagia = The random events with choices. About the ONLY thing I like in that game, and they messed it up anyway by making it unnecessarily hard. (There's over 100 stats and success at random events completely relies on having a certain stat.) I think that game tried too hard to be the best thing ever with all of the options, its a bit of cautionary tale for me...
* Always Remember Me = The "it was a good day"/"it was a bad day" character image at the end of each training session, which affects how fast your Stress racks up. (Most other life sims just make you gain a set amount of stress after doing any action, regardless of what actually happened.)
* Lucky Rabbit Reflex = Saying "date" when you mean platonic shopping spree, lol XD But that kinda annoyed me cos I thought they meant that the girls were also romanceable. I like the option to play a character who could be gay/bi/pan, if you want to. After all, the player can decide practically everything else so why does every main character have to be unchangeably straight?
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The crazy lobster people in the "Date Screen" = basically what me and my best friend Ira look like whenever we get within five metres of each other. True friendship causes your face to melt into some cartoonish blob as your hands flail wildly towards the sun, all bones and cartilage forever lost! XD