The summer after I graduated college was confusing. I felt like I could do everything, thus it was impossible to do anything. I took some weird job and partied constantly and played a lot of games to avoid addressing my total life dissatisfaction. It follows that that summer, I accidentally read the entire Little House series cover-to-cover in about 4 weeks. Something about Laura’s child-view of homesteading was intoxicating in comparison to my cramped, hurried, urban lifestyle, but also that is a damn good series.
There’s nothing like calming your existential dread with children’s lit on cheesemaking.
So in this process of little house, game, drink, little house, game, little house, drink, I realized I’d like to play a game with Laura. I knew what I liked, and that I wanted part Harvest Moon, part Princess Maker 2, part Oregon Trail, and part something a little grittier, that I wasn’t getting in the source material.
This blog is going to chronicle the process that I, a computer-literate child of the 21st century and a “creative,” am going to undertake, to figure out how to make this game. The past six months have gone like this:
Which brought me to Ren’Py, a cute japanese-y branded engine designed with visual novels in mind. A visual novel, I discovered, is a kind of point-and-click game that focuses on a story, and usually includes a way to track time passing in a calendar, relationship points, an inventory, and includes many possible endings. ‘Yes,’ I thought, ‘This sounds familiar. Optimal, in fact.’
Up next: watch as I dive headfirst with no overarching story structure and only vague ideas of characters and systems I want to include.