Doki Doki Literature Club

Doki Doki Literature Club

Ministar Financija 2019 年 10 月 30 日 下午 12:50
I need help with writing my own VN
Okay, after completing the game, I decided I would write a Visual Novel (VN) myself. I have an idea and everything, I am a pretty good artist, but only for schemes though, but I think I already solved that problem, and my mediocre programming skills are hopefully enough to get the job done. Now I want YOU guys to tell me some tips about writing those Visual Novels. I know they are supposed to be sort of short and all that, like Doki Doki itself. I'm pretty new at writing, and wanted to make this post for a while (Dan, if you're reading this, some tiny professional tips won't hurt). So, any suggestions?
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目前顯示第 1-11 則留言,共 11
team fortnite 2 video game 2019 年 10 月 30 日 下午 1:05 
L3wD. Than more lewd that better
Dusk_Army 2019 年 10 月 30 日 下午 1:05 
Here are some tips from a fool who also tried his hand at writing for visual novels. If you intend to make a story with branching paths, plan them out beforehand as much as you can; they'll be more even that way instead of having one route that's more developed. Try to avoid using adverbs for the most part (it's okay if a character uses them because it sounds natural); there's usually either a better verb or just a different way of putting something. Don't be afraid of the word "said" (applies less to visual novels because of dialogue boxes indicating speaker, but with limited sprites, it's beneficial); it might be boring, but trying to find a different more indicatative verb can burn you out. Keep track of what your characters do and don't know; it's easy to fall into a trap where they act on information they don't have. And most important of all, make sure you tell your reader what's in your head; it's very easy to forget that you know everything about the story you're telling and they don't.

Have you picked out an engine to write this in yet?
Ministar Financija 2019 年 10 月 30 日 下午 1:17 
引用自 Dusk_Army
Here are some tips from a fool who also tried his hand at writing for visual novels. If you intend to make a story with branching paths, plan them out beforehand as much as you can; they'll be more even that way instead of having one route that's more developed. Try to avoid using adverbs for the most part (it's okay if a character uses them because it sounds natural); there's usually either a better verb or just a different way of putting something. Don't be afraid of the word "said" (applies less to visual novels because of dialogue boxes indicating speaker, but with limited sprites, it's beneficial); it might be boring, but trying to find a different more indicatative verb can burn you out. Keep track of what your characters do and don't know; it's easy to fall into a trap where they act on information they don't have. And most important of all, make sure you tell your reader what's in your head; it's very easy to forget that you know everything about the story you're telling and they don't.

Have you picked out an engine to write this in yet?

Not yet, but a friend of mine knows how to use Unity (not an expert though, but better anything than nothing). So I'll check out with him. He once did a little experiment with "Text adventure", which is basically a book with some options you can choose from in different situation, also made in Unity. Do you have some suggestions on what engine I should use?
最後修改者:Ministar Financija; 2019 年 10 月 30 日 下午 1:18
Dusk_Army 2019 年 10 月 30 日 下午 1:22 
Yes and no. There's Ren'Py, which is what DDLC is made in. It's fairly versatile, and not too difficult to work with of you know a bit of programming (someone who can use Unity relatively well can probably use Ren'Py).

And if you're not too good at programming, I'd recommend trying Twine. A lot of game writers use it as a prototyping tool. It's very easy to write branching paths in it, but it's a bit difficult to do complicated things (I tried making an RPG in it; it was.... a mess). It's a good planning tool if you're advanced, and a good starting point if you're not.
kwil 2019 年 10 月 30 日 下午 1:47 
Most of this will just be my subjective opinion, but I'd say one difference in visual novels versus traditional novels is that you should avoid flowery descriptive language. Things like that can be shown on screen and music can set a tone better than language ever could. Visual novels will focus more closely on either what's happening or have a bigger focus on character dialogue than other media. Also, in visual novels with branching paths, I find it much more satisfying when there's a "true ending" after completing them all. Lastly, try not to be too ambitious. I've seen a lot of people set out to imitate some of the longer VNs made by professional companies and end up burnt out and lose motivation to finish. Nothing wrong with sweet and simple, like DDLC.

As for the engine, I've played around with Ren'Py and it's relatively easy to use and versatile as long as you're not aiming for anything too complicated. I've seen a certain strategy RPG made on Ren'Py that probably would've run better on another game engine.
Ministar Financija 2019 年 10 月 30 日 下午 2:01 
引用自 Dusk_Army
Yes and no. There's Ren'Py, which is what DDLC is made in. It's fairly versatile, and not too difficult to work with of you know a bit of programming (someone who can use Unity relatively well can probably use Ren'Py).

And if you're not too good at programming, I'd recommend trying Twine. A lot of game writers use it as a prototyping tool. It's very easy to write branching paths in it, but it's a bit difficult to do complicated things (I tried making an RPG in it; it was.... a mess). It's a good planning tool if you're advanced, and a good starting point if you're not.

Okay, on next holidays I'll take a good look in Ren'Py and Twine. Thank you very much for your suggestions. :D


引用自 kwhero
Most of this will just be my subjective opinion, but I'd say one difference in visual novels versus traditional novels is that you should avoid flowery descriptive language. Things like that can be shown on screen and music can set a tone better than language ever could. Visual novels will focus more closely on either what's happening or have a bigger focus on character dialogue than other media. Also, in visual novels with branching paths, I find it much more satisfying when there's a "true ending" after completing them all. Lastly, try not to be too ambitious. I've seen a lot of people set out to imitate some of the longer VNs made by professional companies and end up burnt out and lose motivation to finish. Nothing wrong with sweet and simple, like DDLC.

As for the engine, I've played around with Ren'Py and it's relatively easy to use and versatile as long as you're not aiming for anything too complicated. I've seen a certain strategy RPG made on Ren'Py that probably would've run better on another game engine.

Yeah, even I dont really like too descriptive text to read, so I planned to do what you just mentioned. I thought of my first story to be like some sort of a test to learn something about how VN's are made, and it won't have multiple ending (probably one, but there is a chance I'll make 2). Also, I went in Music elementary school, learnt to play clarinet and a bit of a piano, and was wondering if you maybe knew some music making software (To be honest, I was trying for half a year now to find such a program). Nothing too complicated though. Also, thank you for sharing some tips. :)
kwil 2019 年 10 月 30 日 下午 3:09 
引用自 Bademus Octavian
Also, I went in Music elementary school, learnt to play clarinet and a bit of a piano, and was wondering if you maybe knew some music making software (To be honest, I was trying for half a year now to find such a program). Nothing too complicated though. Also, thank you for sharing some tips. :)
Cheap ones are a pain to find. For free, there's always Audacity along with finding a bunch of instrument audio samples to play with. I've heard Reaper is a pretty in depth tool. The guy that makes all the free to use music that you hear everywhere uses Logic X Pro for Macs, and it looks like he came up with a big library[incompetech.com] with that.
Ministar Financija 2019 年 10 月 30 日 下午 3:13 
引用自 kwhero
引用自 Bademus Octavian
Also, I went in Music elementary school, learnt to play clarinet and a bit of a piano, and was wondering if you maybe knew some music making software (To be honest, I was trying for half a year now to find such a program). Nothing too complicated though. Also, thank you for sharing some tips. :)
Cheap ones are a pain to find. For free, there's always Audacity along with finding a bunch of instrument audio samples to play with. I've heard Reaper is a pretty in depth tool. The guy that makes all the free to use music that you hear everywhere uses Logic X Pro for Macs, and it looks like he came up with a big library[incompetech.com] with that.

OK, once again, thanks alot, have a good day. :D
Tregrenos 2019 年 10 月 30 日 下午 8:28 
What other story formats have you tried in the past and what drove you to try them out? Have you tried RPing in a game where the narrative is quickly changing or perhaps collaborating a story with someone else online? Have you hosted a story before that had active feedback? I only ask because working with others is a great way to diversify your story by understanding what people who enjoy similar activities like to see and what they don't. Have you found anything that doesn't particularly work?

Deception can be a powerful narrative tool, especially when it reaches out and effects the participant/audience in a way that drives them to finish the story. However, it can also be used incorrectly and leave the participant/audience hating the story and not caring how it turns out. It's common for deception to be used as a strong ending, but can be the driving force early/mid story with the "true antagonist" being firmly established.

All this is probably not new to you, but worth noting none the less. Learning about the use of incorrect deception and being the source of it are two really different experiences, but if we can't learn from our mistakes then what's the point of taking risks?
xae-chan 2019 年 10 月 31 日 上午 1:31 
OP, a lot of good clues here (forget the first).

A VN can be anything you want it to be. DS got sick of devs taking the easy path, tired tropes and stale stereotypes. Where's the innovation the medium is capable of?

When it comes to the writing, don't think your story will be unique. Every plot has been written and rewritten uncountable times. Joseph Campbell can tell you about "the Hero with a Thousand Faces' and Christopher Booker will school you about 'the 7 Basic Plots'. Your job is to create characters to give life to your story so Dear Reader won't notice that tired old plot.

The best single writing tip I know: write your draft, scene, chapter, whatever feels right. Next day, read those words aloud! (And likely cringe. You'll get better.)

For music, since you've had some training: Noteworthy Composer. It's a MIDI based system. Your user interface feels like the real thing and the printout looks professional. Add a good player with a proper full-voice sound font (not Microsoft/Roland old crap) and you can score a minuet or the 1812 overture or a seven-piece jazz band and anything in between.

Or a Casio music/MIDI keyboard and play it 'live'. ;)

[ kwhero ] If you saw our coder who never shrinks from a challenge, you be freaked out by the lengths he will go to create an effect. Complexity is nothing.

Ministar Financija 2019 年 10 月 31 日 上午 1:59 
引用自 Tregrenos
What other story formats have you tried in the past and what drove you to try them out? Have you tried RPing in a game where the narrative is quickly changing or perhaps collaborating a story with someone else online? Have you hosted a story before that had active feedback? I only ask because working with others is a great way to diversify your story by understanding what people who enjoy similar activities like to see and what they don't. Have you found anything that doesn't particularly work?

Deception can be a powerful narrative tool, especially when it reaches out and effects the participant/audience in a way that drives them to finish the story. However, it can also be used incorrectly and leave the participant/audience hating the story and not caring how it turns out. It's common for deception to be used as a strong ending, but can be the driving force early/mid story with the "true antagonist" being firmly established.

All this is probably not new to you, but worth noting none the less. Learning about the use of incorrect deception and being the source of it are two really different experiences, but if we can't learn from our mistakes then what's the point of taking risks?

Well, this is really my first project I'm going to make, thus asking for some tips on how to start writing. I myself am not a big reader and the "biggest" writing I had were school essays.

Anything you throw at me about writing is pretty much new to me; techniques, suggestions ect. I was quite inspired by ddlc and Monika's writing tips I first started to write some songs, but then decided a short story would be a great thing to try out. I chose VN because I wanted to make it look similar as ddlc, because I's an good artist (sort of) and I personally dont like stories who are filled with many details.

I personally never thought about the Deception technique, so that quite new to me. I like taking risks because there is a chance I might succeed what I'm trying to accomplish, and if not, I'll learn from my mistakes like everyone else and will do my best to improve.




引用自 xae-chan
OP, a lot of good clues here (forget the first).

A VN can be anything you want it to be. DS got sick of devs taking the easy path, tired tropes and stale stereotypes. Where's the innovation the medium is capable of?

When it comes to the writing, don't think your story will be unique. Every plot has been written and rewritten uncountable times. Joseph Campbell can tell you about "the Hero with a Thousand Faces' and Christopher Booker will school you about 'the 7 Basic Plots'. Your job is to create characters to give life to your story so Dear Reader won't notice that tired old plot.

The best single writing tip I know: write your draft, scene, chapter, whatever feels right. Next day, read those words aloud! (And likely cringe. You'll get better.)

For music, since you've had some training: Noteworthy Composer. It's a MIDI based system. Your user interface feels like the real thing and the printout looks professional. Add a good player with a proper full-voice sound font (not Microsoft/Roland old crap) and you can score a minuet or the 1812 overture or a seven-piece jazz band and anything in between.

Or a Casio music/MIDI keyboard and play it 'live'. ;)

[ kwhero ] If you saw our coder who never shrinks from a challenge, you be freaked out by the lengths he will go to create an effect. Complexity is nothing.


It won't be unique, that's for sure. Original ideas are hard to come by these days.

I will check out Noteworthy Composer, for sure. Since I went in musical school for 6 years, it shouldn't be the problem getting the hang of it.

I think this is enough to get me started writing draft for my story, if anyone remembers soe tips to add, please do :)
最後修改者:Ministar Financija; 2019 年 10 月 31 日 上午 1:59
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