Back in the early days of gaming, it wasn’t at all unusual to find games built around a single, static mechanic that simply required players to show increasing levels of mastery over it.
There was a certain degree of “make your own fun” to these games; you might try to think up challenges to impose on yourself, or keep track of your high scores, or perhaps compete against a friend to see who truly was best.
These days, there tends to be an expectation that even “arcadey” games have a certain amount of depth to them. But titles like Kawaii Deathu Desu, developed by Brazilian outfit Pippin Games, demonstrate that sometimes all you need are two buttons and some twitchy fingers — plus some cute girls never hurt, either. Let’s take a closer look.
Continue reading Kawaii Deathu Desu: The Art of Finger Dexterity →
Know what I love? Demon girls. Know what I love even more? Demon girls who are really bad at being demons.
With that in mind, I knew I was going to have a good time with Lucy Got Problems almost immediately, since it opens with the eponymous succubus rather meekly prostrating herself in front of her superior (and unattainable object of desire) Tiamat, suggesting that she had done something very silly indeed.
One might even say she had encountered some difficulties, or problems if you will…
Continue reading Lucy Got Problems: What’s an ADHD Succubus to Do? →
Last time in our exploration of Degica’s Visual Novel Maker, we looked at how you can create your own custom characters to form the cast for your next masterpiece.
Today we’re going to look at something a little more mundane but just as important to the overall experience of your game: the user interface. Specifically, we’re going to take a look at some ways in which you can customise the way it looks and feels.
This is one of those steps you can quite easily skip when putting something together in a package like Visual Novel Maker, but using something other than the default UI not only helps your game look more polished, it gives you a greater feeling of ownership over the whole experience — so do consider taking a few of these steps on your next project!
Note: This post has been updated with some helpful advice from Archeia, a member of the VNMaker team. Please give it another read even if you’ve already looked it over!
Continue reading Visual Novel Maker: How to Look Fontastic →
Last time, we looked at how to get up and running with Visual Novel Maker as soon as possible using its built-in assets and template project.
Today we’re going to take a look at how you can use your own assets to create something unique to you! Because built-in assets are all well and good — and Visual Novel Maker certainly has some lovely default artwork and character designs — but if you’re serious about getting creative, you’ll want to take control of as much about your work as possible.
That means, among other things, creating your own characters with which to tell your story. So let’s take a look at that today!
Continue reading Visual Novel Maker: The Breath of Life →
Over the course of several upcoming articles, we’re going to be taking an in-depth look at Degica’s Visual Novel Maker, a new addition to the lineup of game creation software available for home computers.
At the time of writing, the software isn’t yet on sale and I’ve only just started spending some time with it, but I wanted to take the opportunity to give a high-level overview of what the software is, what it’s capable of and what to expect from it. In the subsequent articles, we’ll take a more in-depth look at its various aspects and how to accomplish things with it.
For now, enjoy the tour, and get thinking of some ideas for your next bestseller!
Continue reading Visual Novel Maker: First Look →