Workshop: Make a Dating Sim! | Pixelles (Montreal)
I was thinking about starting a dating sim game. like xna where it's fairly easy to make a content pipeline extension, you could make a custom. Do you have a weird and great idea for a dating sim or a visual novel? Use pre -made art and sound assets in a step-by-step tutorial — walk. All through the month of June, my partner and I are creating a dating sim for the International Love Ultimatum Gamejam (#ilujam on Twitter and.
Do they know each other before the story begins? Make sure any Meet Cute scenes are not just random occurrences.
It's possible to create a multi-path game with an Official Couple. This might even make the other characters Pretty Freeloaders. Maybe you can even go as far as to create a story in which the two people are more than just casual acquaintances at the beginning.
Dames Making Games: Build Your Own Dating Sim
If the game is a simulation, and the Official Couple continues their relationship, then your game could emphasize time management and making friends. This would be different from the many games in which the main character is unattached at the beginning, and the story is all about their finding love.
However, as long as you're willing to write Multiple Endings, try to make sure all the pairings make sense. Remember, the player may be interested in creating OTPs out of your cast. Comedy can add to a game, but if the storyline and characters are treated as one big joke, then your game may become a Shallow Parody and lose its emotional impact.
If your story or game has a decision tree, then it doesn't hurt to include some blatantly obvious Event Flag-triggering decisions. At the same time, don't write choices which are misleading or hopelessly vague. Luck Based Missions will frustrate your audience. Unless the point of your game is to be misleading or vague.
In a similar vein, do your best to avoid But Thou Must! Your audience may become frustrated if the in-game decisions are meaningless, or if they can't make decisions at important parts of the plot.
Unless your goal is to create a universe in which You Can't Fight Fate. Be sure to read that entry for its suggestions on what your audience might find acceptable. Then strive to avoid a game in which a male lead character can pursue girls much younger than him If you choose to create an all-ages game, then don't tease the audience by labeling it as porn. A few fan-made games which were billed as eroge but did not have any sex scenes will be disappoint. If you choose to create an H-Game, remember that too much sex can actually be boring.
Additionally, remember that writing sex itself is not the easiest thing. We have a separate article, So You Want To: Write A Sex Scene?
And that's not even getting into the possibility of the Hot Coffee Minigame. If your game is based on an existing series as a form of Fanficand if you try to keep plot and continuity intact, then it might end up seeming like Filler. Potential Subversions If you're trying to sell a text-driven game to an audience which suffers from Small Reference Poolsor an audience that has never experienced one at least since the days of Zorkthen you might want to include some elements which make your content more palatable.
No plot, no bad endings. If you think your audience doesn't know the difference between an H-Game and an all-ages game, then perhaps you should mess with their expectations.
You can encourage the audience to use its imagination. You could present a scene where it first seems as though the main character is having sex, but then reveal that something else is happening.
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You could include a scene which suggests that the main character's friend or rival has a non-platonic love interest. Perhaps the main character has No Social Skills. An innocent main character might be welcomed by the rest of the cast. But if the others perceive the main character to be a threat, then there will be some antagonism. If the main character voluntarily crossdresses or is compelled tothen this could set up a story which starts as same-sex friendship, but then develops into love.
Boys' Love Genre and Yuri Genre writers may further subvert this if they want. If you don't want your story to start drifting into W. Or put the characters into threatening situations.
Don't let the player get rewarded just for taking the time to read your game. Let there be a real possibility that the main character will end up alone.
If you're bored with available characters whose personalities are bland, then write a few who are distinct. For instance, if at least one character is a Fanboy or a Fangirlthen you can use that character to comment on what it's like to be a nerd. Or why not use one or multiple Hot-Blooded characters to change the audience's expectations?
In most bishoujo and otome games, the characters are all inexplicably chaste teens who do not already have relationships. How could you subvert that? Consider a story in which the main character or the available characters are slowly recovering from failed relationships. In To Heartit's possible for the main character to build a relationship with Multi, who is a Ridiculously Human Robot.
It might be possible for them to live together, but this could be awkward. Work with that idea, and think what might happen if your main character attempted to win the love of a humanoid being incapable of straight sex or procreation. If the main character attempts to hook up with a "different" person someone much richer, or someone of a different racethen it should be a challenge. If the main character is an adult who falls in love with an underage person, then either they should be punished, or else it should be quite difficult to wait until that person is old enough.
Want to be bold? Try making a character who isn't really attractive. Then let the main character slowly discover why this ugly character is special. Instead, write a game in which the main character is compelled to act as a matchmaker for other people.
No matter what, your game will be fiction. So if you're interested in commenting on the differences between fiction and Real Lifethen you could put your characters into a virtual reality world, or people who are Trapped in TV Landor make them actors, or role-players A patch for School Days is in the works. Until they get completed, though, be sure to study their anime and manga spinoffs. Think about the ways these stories deconstruct the Harem Genre.
How much time will your story cover? Will it continue on after the honeymoon's over? Writers' Lounge Suggested Themes and Aesops It's entirely possible to write a game which initially seems feature a harem, but once the player gets to know the story, it is much more like True Companions.Why You Shouldn't Play Dating Simulators
The Power of Friendship might help in resolving conflicts which stem from love triangles. On other end, it can be much more like Psychological Horror as well. Consider writing a story in which the main character grows from an Accidental Pervert or a Fangirl into someone more mature. Or if your game will have statistics, see if you can portray your main character as someone who grows as their stats improve.
Your main character could be a nerd, or someone who has trouble dealing with people. Perhaps this character has been alone prior to the events of the story. If that is true, then perhaps your main character was A bullied, B an outsider, C acting in socially inappopriate ways, or D suffering from trauma.
A main character with any of these issues will have a major effect on the story. If you prefer a less realistic nerd character, or if you want to reduce potential This Loser Is You implications, then your main character might suffer from "nerdy" problems which are unlikely or impossible in Real Life. A female main character who Does Not Like Men shouldn't have to trace her issues back to plausible causes.
If it seems too easy for the main character to get together with the other characters, then your writing may have a hollow ring. To avoid this, consider adding unexpected complications which show that love isn't as easy as making a few choices or increasing the right stats.
Reveal that potential love interests have complicated lives and backgrounds. It's not unusual to find tragic endings in commercial ren'ai games. The wacky comedy Green Green eventually turned into a Tear Jerker. Therefore, if you can justify creating an optional or mandatory sad ending, then you may certainly include one. Potential Motifs If you want to create a harem game, then see if you can create links between the characters to make it a Themed Harem.
They could be classmates, teachers, or Not Blood Siblings. They could be people who share jobs, sports, hobbies, beliefs, or backgrounds. Or they could just be of your favourite moe character type. At the same time, don't let the members of your game's harem be clones of each other. See if you can write the available characters in ways which highlight the attributes of your main character.
Or let your main character's interests and life experiences be reflected in the available characters. Suggested Plots The Tokimeki Memorial games happen over the course of three years. But unless you have a lot of ambition, you will probably want to create a game with a smaller scope. Time is short, and sightseeing can be quite distracting. Have they grown up? How have they changed over the years? Do they genuinely miss each other? Can their relationships improve now?
This can be done very well, but be wary of making it too much like Kanonconsidering how influential that game was. The main character might be welcomed, or might be seen as a menace.
It's possible to let the potential love interests arrive unexpectedly, but that may be a copout. Coping with a crisis: In Nanatsuiro Drops, the main character has to figure out how he'll live after becoming non-human most hours of the day.
What crisis could your main character have to confront? The difference between friendship and love: Therefore, consider how your story might work if friends might turn into lovers. Since then, a few similar games, including otome games, have been created. Therefore, think of a situation in which your main character would need to learn a task.
Or a situation in which the main character would have to grow in order to get the attention of cute people nearby. But if your game borrows fantasy RPG elements, you can make your art reflect that. Ditto for science fiction, horror, etc. Props Department The props to be involved in your game heavily depend on the setting. Extensive research goes a long way. Costume Designer School-themed dating simulations tend to have uniforms somewhere between "cute" and "cool.
Outside of sex scenes, characters in H-games tend to stay fully dressed. He has seen only one game with an Innocent Fanservice Girl He wouldn't mind a little Author Appeal — that is, seeing a few more characters of that type.
Comments Shares Visual novels, while accessible in terms of ease of play, can be a frustrating thing to create. How could you take your artwork, painstakingly crafted plot threads, and killer twists and translate them into a finished game ready to go online?
Where do you even begin? There are solutions right at your fingertips, and some of them are even free. Like we said in our best 2D game engines listmaking games is—you guessed it—hard.
No matter your budget or creation style, you should be able to find something here to help get that project out of your head and onto your screen. Free Perfect for you if: You enjoy straightforward design, learning bits of code, and following instructions to implement additional mechanics Example games: All of this, however, can be learned through visiting online tutorials, tinkering with sample projects, and studying Python independently.
More difficult things like parallax transitions, customized menus, and transitions took some studying, but I was able to figure them out relatively easily.
Your mileage will vary in this department, naturally. You can implement stat-tracking systems, item management mechanics, and various other cool tweaks that make your game feel more rich and full-featured than you may have previously thought.
It is well supported by a massive community in the Lemma Soft forumsand relatively bug free. It is extremely flexible.
For new game creators it might initially seem more intimidating, but it is worth the time. Ultimately my work, while not initially faster, is going far smoother due to the less restricting nature of the engine.
You need to know exactly zero about coding.