System Building

In my last post, I talked a bit about how we decided to give visual novels a try since the more text-heavy approach provided us with a chance to tell more story than we’d be able to in other media. But even with the focus on more written story, we still want to make the visual part of the visual novel as interesting as possible.

Something I noticed in a lot of the visual novels I’ve seen, is that they tend to stick with a very specific layout for their entirety. It’s usually something along the lines of this:

Typical visual novel layout

A background that fits the screen, a medium shot of a character (or two) in the center, the text box and…well, that’s pretty much it. This approach struck me as a little boring, and given the flexibility provided by the RenPy engine, completely unnecessary.

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Why a Visual Novel? (or The Evolution of Pseudomé Studio)

With the Errant Heart Kickstarter going on right now, I figured I was overdue on making my first post for this development blog of ours. I was struggling for a bit, trying to think of what to contribute to this, and while I’m in a good position to talk about a lot of the art and technical aspects of Errant Heart, I thought it might make sense to delve a little bit into just why we’re making a visual novel in the first place.

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