Saturday, April 21, 2012

First Meeting

This is going to be a record of my efforts to build a visual novel from start to finish. It should be fun to look back on. Who knows? Maybe this will become a valuable record of a man who went on to create big things. A man can dream can't he? On to the meeting notes!

So I corralled two of my friends for my project. When it comes to starting something as ambitious as this, it's best not to go at it alone. I called a team meeting on Friday and it turned out to be very productive. I explained to them my goals, what the project was, and why I needed their help, and they agreed.

We are now a three-man team. The only thing missing is a name for our "studio." I considered "Waypoint Studios" as a name, but it was already taken. I guess I should make it a priority to find another name for us. Trivial matters aside, I've filled in some very important positions. Since this whole project was my idea, I'm the so-called Director and Scenario Writer. I've tasked my good friend Z as the primary programmer, and my other friend R will be Co-Writer. I still have two open positions. One for art designer, and the other for sound engineer.

I can do the art myself, but I'd rather not. For the sound, it'll be really cool if I can get custom music and sound effects, but I'm probably going to have to rip some from public domain. I'm thinking of reaching out online to fill those positions, but I want a prototype to showcase before I start soliciting.

At this stage, my concept for the visual novel is just that, a vague idea with no shape or form. This is our research phase and I've created a tentative schedule. By next week, I hope to have a basic prototype running. The scenario is this: you're in front of two doors, and opening one of them will lead to either a good or bad ending. It's a low hurdle, but it should be achievable. Shooting for the moon tends to make one give up before takeoff.

With Z, I'm hoping to explore the possibilities of Ren'Py, the program we're using to build the visual novel. While most visual novels have branching paths, I wonder if we can have inventory systems or keep track of statistical variables (like "love points").

With R, we're going to be building the storyline, fleshing out the setting, plot, and characters. I've tasked him with playing a visual novel so that he can get used to the style and mechanics. We've had experience in building stories together, but this is the first time we're doing it for public consumption.

It should be fun.