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I speak French, but not nearly as well as I did years ago. That's it.
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DTIPB was free resources mostly.
For Analogue, I posted a comment publically saying "GEE I WISH I HAD AN ARTIST FOR THIS GAME SO I DON'T HAVE TO USE FREE RESOURCES", thought about talking to a friend of mine to ask him to help, and then the next thing I know he's offering to help before I had a chance to actually ask.
This approach may be difficult to replicate. -
I only use it with exactly one friend, but I think she generally prefers "ma'am"
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I do not understand how Martian brains work. As I understand, they are very different, and do not have feelings.
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Prioritize!
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Well, I wanted it to be something that the player could figure out easily and suddenly EVERYTHING IS CHANGED FOREVER.
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Tom Nook, known in Japan as Tanukichi (たぬきち?), is a fictional character in the Animal Crossing series who operates the village store. He first appears in the Nintendo 64 game Dōbutsu no Mori, released in Europe and North America on the Nintendo GameCube as Animal Crossing. Nook sells a house to players at the beginning of each title in the series, giving them a set mortgage for them to pay and allowing them to upgrade it over time after the mortgage is paid off. He has made several appearances in the Super Smash Bros. series as well. Nintendo's Treehouse localization members Rich Amtower and Reiko Ninomiya argued that, in spite of his perceived greed, described him as a nice person due to taking the risk of hiring someone who was new to the town.
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there is no clever answer to this :/
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I blew off a day of work once to play Portal 2. In fairness, I had worked like five weeks of 12 hour days, seven days a week, prior to that.
BASICALLY I AM OSTENSIBLY A RESPONSIBLE ADULT AND TOO BORING TO ACTUALLY PLAY GAMES MOST OF THE TIME. -
There's no real AI, the computer always attacks in a predictable pattern.
Once you find the pattern, it's basically rock-paper-scissors. If you think they're going to attack, block or use a special. If you think they're open, or throwing, that's your chance to attack. If you think they're going to block, throw.
(It's a lot less sophisticated than I'd like. I actually have made a more interesting AI to play against, but sadly haven't had the time to implement it in anything.) -
Unfortunately, my French isn't even REMOTELY good enough to do that myself. But the source is totally open, and the script files are very easy to edit, so anyone who is interested in doing a translation should absolutely feel free to!
And I'd be happy to help. I just can't actually handle translation. -
I like to at least have a premise before I start writing.
In seriousness, not a lot. I do like to get started right away, so once I have a vague idea of what the story will be about and that I'm confident telling it, I'll start working out the most general stylistic elements; stuff like figuring out the aesthetic, how the UI'll look, how the words will be presented (both in terms of visuals, character voices, etc.). Honestly, I think having that done first is more important than knowing, say, the ending.
Plotting I pretty much do on the fly. I keep a chart of plot points with a lot of space in between, and just fill it in as I figure it out. If there's any world-building, that also needs to come first, of course, as well as working out what the general themes are so it doesn't become muddled. I don't actually do this when writing straight prose, but there's a couple things you need to conserve while doing a visual novel: characters, and setpieces. So the less of those you don't realize you need until half-way through, the better.
Basically, I wouldn't worry about having everything lined up perfectly. I've found it's best to have the bare minimum worked out before I start to write; that way, I still have a chance to let my characters surprise me and write out the scenes themselves.
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Scout’s Bio
Elusive and unhelpful.



