Locations?

Let EVERY ship sail!
The Destroyer of Worlds
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Locations?

So... Sample locations, guys!

Since this is a visual novel, I think we need to have the most typical places. Here are my suggestions...

For Everyone:
• Hot Springs
• Beach
• Pool
• School
• Classroom
• Hallways
• Restaurant
• Cafe
• Outdoors
• Park
• Movie Theatre
Unique Locations for Horikawa Otane:
• Library
• Office
• Theatre
• backstage
• audience
• Arcade (I used to play A LOT of dancing games back in the day. It could be my totally unprofessional embarassing secret passion or something)
Unique Locations for Leet:

Unique Locations for Rikun:
• Karaoke bar? I know you sing for talkhaus
Unique Locations for Grim:

Any other suggestions for either general or specific?
raocow wrote:Dang it Oyster this level is not called Peregrine Penguin and the Soft Bon-Bon, it clearly says Ghost House with a Ghost in It!
Aposke
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Re: Locations?

Sounds like a good idea to list those, Horikawa. Once we got a few locations that most people agree with, we can start building a general storyline around that. I'll just quote the things I really like and add some ideas of my own.
Horikawa Otane wrote:For Everyone:
• Hot Springs
• Beach (Pretty sure there's no beaches around Montreal (not any usable ones, anyways))
• Pool (I'd prefer Hot Springs over this, honestly, and having both seems kind of redundant)
• School
• Classroom
• Hallways
• Restaurant
• Cafe
• Outdoors
• Park
• Movie Theatre
Unique Locations for Horikawa Otane:
• Library
• Office
• Theatre
• backstage
• audience
• Arcade (I used to play A LOT of dancing games back in the day. It could be my totally unprofessional embarassing secret passion or something)
Unique Locations for Leet:

Unique Locations for Rikun:
• Karaoke bar?
• Pharmacy shop where she works
Unique Locations for Grim:

Any other suggestions for either general or specific?
Also, as a general idea, let's try to keep the number of character-specific (unshared) scenes around 6 at max. If we're going to have 8 routes, that'll already be 48 scenes for all character paths (and that's a LOT of drawing, if we're gonna go with drawn backgrounds)!
Jesuiscontent
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Re: Locations?

Montreal has beaches on the St-Lawrence bank. Pretty sure the Mont-Royal park also has usable lakes and stuff. Of course it's not ocean-like beaches but still !!

Aposke
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Re: Locations?

Jesuiscontent wrote:Montreal has beaches on the St-Lawrence bank. Pretty sure the Mont-Royal park also has usable lakes and stuff. Of course it's not ocean-like beaches but still !!
I stand corrected, then.
Part of me is just wondering why Horikawa wants so many... well, bathing-suit scenes in there.
The Destroyer of Worlds
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Re: Locations?

Aposke wrote:
Jesuiscontent wrote:Montreal has beaches on the St-Lawrence bank. Pretty sure the Mont-Royal park also has usable lakes and stuff. Of course it's not ocean-like beaches but still !!
I stand corrected, then.
Part of me is just wondering why Horikawa wants so many... well, bathing-suit scenes in there.
I don't specifically. Or in general haha. I was thinking "What are the most typical places for this sort of game?".

Also I was thinking of "how can we maximise costumes?" For example, with the current list, I think I'd only need three or four costumes total.
raocow wrote:Dang it Oyster this level is not called Peregrine Penguin and the Soft Bon-Bon, it clearly says Ghost House with a Ghost in It!
Aposke
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Re: Locations?

Horikawa Otane wrote:
Aposke wrote:
Jesuiscontent wrote:Montreal has beaches on the St-Lawrence bank. Pretty sure the Mont-Royal park also has usable lakes and stuff. Of course it's not ocean-like beaches but still !!
I stand corrected, then.
Part of me is just wondering why Horikawa wants so many... well, bathing-suit scenes in there.
I don't specifically. Or in general haha. I was thinking "What are the most typical places for this sort of game?".

Also I was thinking of "how can we maximise costumes?" For example, with the current list, I think I'd only need three or four costumes total.
Please, don't think about maximizing anything at this stage. We're desperately low on contributors, even with 3 character artists. This project will require a lot of work at the current scope already, and frankly, I think we should just aim for quality over quantity right now. We can always add more scenes later once we have the basic story done, but that has priority.
There's a reason why ~75% of all visual novel project out there fail horribly (and it's overzealous planning).
The Destroyer of Worlds
I am become death
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Re: Locations?

Aposke wrote:
Horikawa Otane wrote:
Aposke wrote: I stand corrected, then.
Part of me is just wondering why Horikawa wants so many... well, bathing-suit scenes in there.
I don't specifically. Or in general haha. I was thinking "What are the most typical places for this sort of game?".

Also I was thinking of "how can we maximise costumes?" For example, with the current list, I think I'd only need three or four costumes total.
Please, don't think about maximizing anything at this stage. We're desperately low on contributors, even with 3 character artists. This project will require a lot of work at the current scope already, and frankly, I think we should just aim for quality over quantity right now. We can always add more scenes later once we have the basic story done, but that has priority.
There's a reason why ~75% of all visual novel project out there fail horribly (and it's overzealous planning).
I don't think you understood me. Like at all haha. Sorry if I wasn't clear ;_____;

"Maximising costumes" meant "getting the most bang for our buck." In other words, using the least amount of assets possible to the greatest effect.

In short, "how can we choose environments so that we can reuse costumes effectively across them, rather than requiring the creation of entirely new assets?"

Actually, my thought process could be seen as "minimal costumes, maximum effect."
raocow wrote:Dang it Oyster this level is not called Peregrine Penguin and the Soft Bon-Bon, it clearly says Ghost House with a Ghost in It!
Aposke
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Re: Locations?

Oh, nevermind then. If you think about it like that, I really like that idea, actually.
The Destroyer of Worlds
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Re: Locations?

Aposke wrote:Oh, nevermind then. If you think about it like that, I really like that idea, actually.
Mhmm. If you break it down, I could conceive most characters basically being seen as:

School (School Uniform/Teacher's Outfit)
Classroom (School Uniform/Teacher's Outfit)
Hallways (School Uniform/Teacher's Outfit)
Restaurant (Formal Wear)
Cafe (Casual Wear)
Outdoors (Casual Wear)
Park (Casual Wear)
Movie Theatre (Casual Wear)

And then for the unique occasions. For example for me:

Library (School Uniform/Teacher's Outfit)
Office (School Uniform/Teacher's Outfit)
Theatre (Casual Wear)
backstage (Casual Wear)
audience (Formal Wear)

That would be five costumes, but the "Disguise" costume could essentially be "Casual Wear" with a larger hat or hood or something. So let's call it 4.5 or so. We could cut that down further if formal wear was not a requirement.

So in this case, there's a ton of locations, but a set series of costumes that can work across several.

I think if we're going to do effective design for the art assets, we need to break down which costumes we need for what characters, which locations we're accepting, and which expressions and poses we need. That way the artist knows "I need to make these three costumes in these 4 poses and then do these five facial expressions that can be layered on top" or, if they're doing background stuff, "I need to make a library and an arcade."

That'd help us a lot with organisation for the project, I think.
raocow wrote:Dang it Oyster this level is not called Peregrine Penguin and the Soft Bon-Bon, it clearly says Ghost House with a Ghost in It!
cheez8
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Re: Locations?

Chiming in to say, while I don't know of many places to add, I do like the locations so far. Especially the library because I really like libraries.

On a semi-related note, what exactly does "unique locations" mean? I mean, let's go with the library for example. There are two parts of this that I don't really understand. On the "main character point of view" side, would they be unable to visit the library at all unless they're on your route, or would they be able to visit the library whenever they want but your route is the only one where doing so would advance the plot, or something else? Also, on the "other characters" side... Would you be the only character to appear in the library, or would you be the only datable character to appear but side characters could still be there, or would anybody at all be able to appear there but it's just that this area would be more or less associated with you?

Sorry if these are stupid and long questions to ask but I still don't really know how visual novels usually work, and I was also about to request showing up working in the library but then I thought maybe that wouldn't be how it works or something so I figured I'd ask first.
I don't really get it but okay
TheVulpineHero1
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Re: Locations?

I went to work today and thought about making this very thread. This kind of thing is super important, at least from a writing standpoint -- we need to make sure the settings we're writing about actually match with the stuff from the artists, as well as making sure we fit the context of the story and don't write the characters on the moon or something.

School Locations:
- In terms of classrooms and hallways, we could probably get away with having only one major 'stock' classroom which the main character goes to, and then any other incidental classrooms being connected with unique characters (i.e. for Horikawa, her lecture theatre might be a unique classroom associated with her in storyline terms). Depending on how much goes on at the school in terms of plot, we may need the following sublocations:
-Hallways. Having the same on all the time will seem wooden if we're going to have conversations in them; consider maybe two or three, connected in a very basic design plan.
-Cafeteria, maybe. Probably non-essential.
-Common or dorm facilities (maybe one hallway and the MC's room as stock, with slight decor variations depending on gender or something).
-School grounds
-Roof if using. Possibly non-essential
-Any other locations, such as club rooms or whatever

Hot Springs:
Maybe two or three screens here might suffice, aside from character focused art. Will provide a sense of movement and ability for characters to converse when not immersed in boiling water. Possibly want changing facilities, although I'm honestly not sure how hot springs work.

Beach:
What is 'beach'? Sand and ocean. Bare minimum number of screens we'll need is probably two. If we have a boulevard or boardwalk, more.

Pool (maybe redundant?):
Possibly get away with one screen here, although more might be preferable. Pools are like tennis courts, in that they are a place of doing and not seeing a lot of the time.

Town/City:
Restaurant + Cafe: To my untrained eyes, these seem like one or two screen areas to me. Wide shot showing the establishment, tight shot showing a table -- bish, bash, and indeed, bosh.

Outdoors: We may want to have locale shots to reinforce the ideas of a city setting and to allow interaction whilst in transit. Roads, bridges, buildings, that kind of stuff.

Park: Parks are green and have trees; possibly, they have variations of trees and even playground equipment depending on the size and nature of the park. Still, a simple area to depict; we probably need no more than two or three screens here, depending on what's to occur in-story.

Movie Theatre: Ticket office, theatre screen, random hallways/food booths, maybe the film reel room... thing.

As for the unique char locations, I'll jump off that bridge when we come to it. Seems fairly in order to me.
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Re: Locations?

Front of Hakurei Shrine.
Stairs to the underworld or w/e it's called.
Eientei
On a desk, where everyone is miniature
That one empty lonely street/alley that noone walks through

Trouble with a capital COW.

$\tan{A}\sin{N}$
ano0maly
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Re: Locations?

I don't think you understand what this thing is

$\tan{A}\sin{N}$