SamSuka
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A peek at the technical/creative part.

What's up guys. Sorry but no boobs today 😅 . In today's post I'm going to show you a more technical/creative part of the process in creating Growing Thing's Up. I wanted to show how I've been structuring the story in the game. Each chart represents an average of 5 to 10 renders, sometimes a little more, with day 0 (the first row with 3 charts) being everything that happens during the arrival of the MC in the dorm. You may notice that there aren't many variations in the timeline. This is intentional as we are in an early stage and I wouldn't want to create very different routes, but we will have weight in some decisions that may influence future events.
The difference in colors is to represent events that happen in the dorm and outside (pink for events in the dorm and blue for outside). Remembering that this is a line of events, the dialogs I am allocating in another place, in a program called Scrivener.

Would you like to know more about any subject? Leave it in the comments and I'll bring posts about it!

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A peek at the technical/creative part.

Comments

I agree with you. One thing I also don't like is when you have very different paths, it's the feeling of missing out some important content. So I intend to create variations where you will return the main line.

I've never liked when games get crazy with routes. It always slows down development and what ever your chosen route is gets less and less content the more routes are added. I'm fine trusting a dev to tell a story with maybe some soft choices added in.

Strenif

Hehe added in code line. Always meet to see how things are in the background

Saniya


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