Re: the benefits of surprise (and the artwork)
Posted: Sun Mar 09, 2014 11:57 pm
Interesting. Do you know if the same delays happen in the other western visual novel devs? Is it something like a common trait part of the "artists trade", as in a lack of adequate project/time management skill, like one could say about the IT/engineering people lack of social skills?
I love roguelikes and so on, but having an art intensive hybrid would be much more interesting. I still dream of a ren'Py procedural generated visual dungeon crawl roguelite. Its been on my todo list for ages, even if not just as an open source prototype with creative commons assets (openclipart).
I've seen a few other Visual novels / dating sims / etc. trying to go that route as a mini game (Magical Diary?) but the only ones fully venturing steadily down the RPG path have been yours starting with Planet Stronghold, Loren and now SOTW.
I love roguelikes and so on, but having an art intensive hybrid would be much more interesting. I still dream of a ren'Py procedural generated visual dungeon crawl roguelite. Its been on my todo list for ages, even if not just as an open source prototype with creative commons assets (openclipart).
I've seen a few other Visual novels / dating sims / etc. trying to go that route as a mini game (Magical Diary?) but the only ones fully venturing steadily down the RPG path have been yours starting with Planet Stronghold, Loren and now SOTW.