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ICT 29 Visual Novel
ICT 29 Visual Novel
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Visual novel
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All content following this page was uploaded by Veno Pachovski on 13 August 2016.
1
bashova.katerina@gmail.com, 2 pachovski@uacs.edu.mk
Abstract. Until the 20th century, the books were the window to the world and a
way of entertainment and education. However, in the 21 st century, with the
development of the technology and telecommunications, the Internet became
the new window to the world. Even though the books are being adapted into
electronic version, still the youth are more interested in multimedia games,
which have animation, visual effects, sounds and music.
In order to motivate the youth to read, but at the same time to keep their
attention with multimedia elements, a multimedia game was developed – visual
novel.
This paper presents such a game.
1 Introduction
“Books are the quietest and most constant of friends; they are the most accessible and
wisest of counselors, and the most patient of teachers.”[1] That may have been true
until the 20th century when the book became more accessible for the common people
and the reading was the window to the world and a way of entertainment as well as
education. However, in the 21st century, with the development of the technology and
telecommunications, the Internet has become the new window to the world. With the
development of the electronic book readers, tablets and other similar devices, the
books are slowly being adapted and/or published in electronic version, so that they
can be read on the computer or using these devices. Still the youth are more interested
in multimedia games, which have animation, visual effects, sounds and music. They
play various computer games, video games for consoles like Sony PlayStation©,
Wii©, Xbox 360© etc, that do not always have educational purpose because of the
significant amount of violence present in some of them.
According to the State Statistical Office of Republic of Macedonia [2][3][4][5][6], from
2006 to 2011, 366 titles from children’s literature were published in Republic of
2 Katerina Bashova 1, Veno Pachovski 2
Macedonia, where 152 were children’s novels, 152 were children’s picture books, 37
were children’s stories and 25 were children’s poetry.
From these statistical data, it can be concluded that the most published titles are the
children’s novels and the children’s picture books. The largest number of published
novels was in 2011(a total of 49 titles). The same year had the biggest number of
picture books (a total of 51 titles).
player, as well as offer the player an opportunity to make decisions i.e. to influence
the flow of the story. The visual novel has all these elements.
The origins of the visual novel date from the 1980s with the game The Portopia Serial
Murder Case (jap. ポートピア連続殺人事件 or Portopia Renzoku Satsujin Jiken),
which was first published in the Japanese market in 1983 by the company Enix
(today’s Square Enix). The genre of this game was adventure and it was made for the
Japanese computer NEC PC-6001. Later in 1985, the company Chunsoft adapted the
game for NES (Nintendo Entertainment System) and this version of the game has
become precursor of the visual novels. [7][8][9]
However, the company Chunsoft published the first novel in 1992 and it was the
horror thriller game Otogirisō (jap. 弟切草, eng. St John's wort) which was made for
Super Nintendo Entertainment System. This game, with 300 000 copies sold, was so
successful that it became a role model for the new genre and the games where named
as Sound Novels (jap. サウンドノベル or saundo noberu). One specific
characteristic of these games is that after the first play, with new start and new
decisions made, a new additional scenario would be unlocked. The company Leaf,
which was one of the many that wanted to develop this type of games, in order not to
use Chunsoft’s trademark Sound Novel, named their series games Visual Novels.
Leaf’s first games were not so successful until 1997, when they published the game
To Heart (jap. トゥハート or Tu Hāto). With its warm and touching love story, as
well as its high quality music, it became instant success. This motivated other
companies to accept this term and since then these types of games are known as
Visual Novels. [10]
it again in order to see the other (alternative) ends of the story. Based on how many
decision points are in the visual novel, it increases its alternative story’s ends as well
as its complexity.
If the given story has only one end and not so much interaction with the player, the
visual novel is narrative and linear and is called kinetic novel.
Another specific element of the visual novel are the backgrounds. According to
Cavallaro (2010:8) “at certain pivotal moments in the story, more detailed images
drawn especially for those scenes and enhanced by more cinematic camera angles and
CGI2 are included” to gain the attention and to move the player.
Beside the dialogue, backgrounds and characters, the visual novels include
background music and sounds, especially composed and made for the game to capture
the story’s atmosphere.
The dialogue box in which all the character’s dialogue goes, can be a rectangle frame
located at the end of the screen or it can be a full screen square-like frame where the
text will overlay the background and the characters that appear in the scene. But
regardless of the size and shape of the dialogue box, the player can always hide it for
a brief moment in order to see the whole scene and admire it.
with clarity of the translation as well as options for adding new languages. [15][16]
Fig. 2. Ren’Py’s logo [12] Pygame’s logo[13] Logo for the novel on Аndroid[14]
With its multiplatform support, dedicated team that has been upgrading it actively
for nearly nine years, as well as its dedicated forum, the Ren’Py engine is becoming
more and more popular and the beginners as well as the companies have created many
noncommercial and commercial visual novels.
When developing a visual novel, it is essential to choose a story, from which the
character’s dialogs will be extracted and, based on them, a scenario is constructed.
When the scenario is defined, and with it the characters, the next step is editing the
backgrounds and the character sprites in Adobe Photoshop. The background of the
character sprites must be transparent in order not to overlay the background that is
going to be used in Ren’Py. At the same time, the voices of the characters are
recorded and appropriately adapted in Adobe Soundbooth. After that, the
backgrounds, the character sprites and the voices are stored in the game folder of the
visual novel. Considering the abundance of data that should be stored and accessed
during the game creation, the game folder has several subfolders (see Fig. 3).
there are two subfolders: 01 Pozadini (backgrounds), for storing the backgrounds, and
02 Likovi (characters), for all the character sprites. In the last folder, ‘End credits’, a
small video is stored, crediting all the people that took part in the development of the
visual novel.
For this paper, an original children’s story was created. The story is about a little
snail (Goce) that was very lazy and did not want to get up early to go to school.
Because he always overslept, his friends (the ladybug, the cricket, the caterpillar, etc)
used to mock him and his teacher was always scolding and punishing him. Advised
by his teacher to buy an alarm clock, Goce’s mother bought it and she set it up so that
Goce could get up on time. The next morning the alarm clock woke up Goce and in
the end, Goce got up. He got up early (which means, on time), hence he came to
school on time and his friends joyfully greeted him. The teacher was pleased and
happy for him not being late as usual and for that, she rewarded him.
to continue to sleep. But, in the forest, Goce meets the Bird and the Tree, and they are
the ones that will persuade him not to be truant and encourage him to go to school. As
mentioned before, in order to make the game more interactive, the story has three
decision points, and a certain number of options are offered so that the player can
choose the possible outcome.
decides that Goce should not get up, he will be late for school again and therefore,
punished by the teacher. This decision represents the sad end. But if the player
decides for Goce to get up early, he will arrive on time at school and for that he will
be rewarded. As a bonus for getting the happy ending, the early mentioned credit
video is played as a way to credit all the people involved in the making of the visual
novel.
The story has only three decision points. This branching is made possible by using
the menu and if statements.
The first decision point is when Goce arrives at school and the player can choose
whether the teacher is in a bad or a good mood. If bad is chosen, a string “losha” will
be assigned to the variable mood and if good is chosen, then a string “dobra” will be
assigned. Next, the if statement is used to check the content of the variable mood.
Accordingly, an angry or a smiling teacher would appear. The code should look like
on Fig. 6:
Fig. 6. Using the menu statement and assigning value to the variable mood.
Fig. 7. Tasks to be made when the variable mood has string “dobra” or string “losha”
The second decision point is when the alarm clock must wake Goce up. Several
options are offered to the player, on how should Goce be awakened:
with a trumpet - a string “truba” will be assigned to the variable budi;
with an anthem - a string “himna” will be assigned to the variable budi;
with a song - a string “pesna” will be assigned to the variable budi;
normally - a string “normalno” will be assigned to the variable budi.
Fig. 8. Using the menu statement for choosing Goce’s way of awakening
When a string has been assigned to the variable budi, it will be checked with if
statement, the same way as with the teacher, and the appropriate action will be
Visual novel 9
Fig. 9. Using the play movie statement (after the intended happy end is reached))
As a bonus in the happy ending, the credit video is played, as a way to credit all the
people involved in the making of the visual novel, with the play movie statement.
With this statement the video is played only once, it is located before the return
statement. After the video finishes, a text “Happy end” appears on the scene with the
character narrator. When the player clicks on this last scene, he/she will be returned to
the visual novel’s main menu.
The visual novel is a multimedia game, which is interactive and stimulates the
player’s creativity, as well as making decisions that affect the story that is being told.
With its breath taking images and cheerful characters, the visual novel can attract the
attention of the youngest readers and of those who are learning to read. Also, through
the story, it motivates them to read and it teaches them ethical lessons. All the
published children’s stories and picture books can be even more accepted by the
children and the youth with the help of the visual novel.
But the visual novel should not be strictly limited to children’s literature. It has the
advantage to be adapted to any genre, from classical to contemporary literature.
The Visual novel can be a challenge for the programmers, because the
development consists of coding in two languages, Ren’Py and Python, designing the
backgrounds, the characters, requires composing the background music, recording
sounds and character’s voices as well as defining coding strategy based on the story’s
scenario. Because of this, a team of programmers, background’s and character’s
artists, authors, composers and voice actors is needed to power the visual novel’s
development.
10 Katerina Bashova 1, Veno Pachovski 2
The visual novel’s development, depending of its complexity and the team’s size,
can take from half year to year and half, if the whole project is well managed and the
team well coordinated
References
1. Eliot, Charles William (2004) “The Happy Life”, Whitefish, MT: Kessinger Publishing
2. State Statistical Office of Republic of Macedonia (2008) “Publishing 2007”, pp. 14 [Online]
Available: http://www.stat.gov.mk/PrikaziPublikacija.aspx?id=35&rbr=186 [9 April 2013]
3. State Statistical Office of Republic of Macedonia (2009) “Publishing 2008”, pp. 14 [Online]
Available: http://www.stat.gov.mk/PrikaziPublikacija.aspx?id=35&rbr=188 [9 April 2013]
4. State Statistical Office of Republic of Macedonia (2010) “Publishing 2009”, pp. 14 [Online]
Available: http://www.stat.gov.mk/PrikaziPublikacija.aspx?id=35&rbr=184 [9 April 2013]
5. State Statistical Office of Republic of Macedonia (2011) “Publishing 2010”, pp. 14 [Online]
Available: http://www.stat.gov.mk/PrikaziPublikacija.aspx?id=35&rbr=266 [9 April 2013]
6. State Statistical Office of Republic of Macedonia (2012) “Publishing 2011”, pp. 15 [Online]
Available: http://www.stat.gov.mk/PrikaziPublikacija.aspx?id=35&rbr=352 [9 April 2013]
7. ‘Portopia Renzoku Satsujin Jiken’ [Online]
Available: http://en.wikipedia.org/wiki/The_Portopia_Serial_Murder_Case [9 April 2013]
8. John Szczepaniak (2011) ‘Portopia Renzoku Satsujin Jiken’, “Retro Gamer” issue 85
9. ‘Portopia Renzoku Satsujin Jiken‘, Visual Novel Database [added: 29 June 2010] [Online]
Available: http://vndb.org/v4511 [9 April 2013]
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Available: http://en.wikipedia.org/wiki/Visual_novel [9 April 2013]
Available: http://de.wikipedia.org/wiki/Japanisches_Adventure [4 April 2013]
Available: http://ja.wikipedia.org/wiki/ビジュアルノベル[31 March 2013]
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at the Crossroads of Animation and Computer Games”, Jefferson, McFarland & Company
[Online]
Available:http://mcfarlandpub.com/book-2.php?id=978-0-7864-4427-4 [9 April 2013]
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1&keywords=Anime+and+the+Visual+Novel [9 April 2013]
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