Tag Archives: Ren’py

My late Ren’py update

17 Nov

I updated to Ren’py 6.14.1 today. I had 6.13.something before. I didn’t even know there was a new version until I looked for answers to some coding problem I had. I found the answer and when it didn’t work I realised it was because I hadn’t upgraded Ren’py.

The launcher looks great and I looove the new features.  I switched to the new editor as well. Editra is pretty cool and has spellcheck which is awesome.  I also changed the enviroment colors, for example the background to a nice dark blue that’s easier on the eyes then the stark white it was before.

One thing that bothers me is that it doesn’t seem to auto-indent (on pressing enter) like jEdit did, nor does it have the Ctrl + I thing that automatically indented a chunk of code. (unless I’m missing it?). These aren’t big problems though and I’m willing to live with them.

Other than that, I wrote today. I reached 4500 words which is not a lot, but it’s progress. I wrote the first encounters between MC and some of the other chars: Casper, Finn and Alba. They were pretty fun to write, I feel like I’m getting a better handle on their personality. I try really hard not to make Alba a total b with an itch. I want her to have redeeming qualities and not be just another one-dimensional stuck-up mean girl.

Also, I started using placeholders for the characters. They don’t have color or emotion, but they help me visualize the story. ^_^

I’m still debating Crypto’s functionality. Right now it’s made in a way that the player can go in, check what’s new or not. That’s not gonna fly though. Some things are optional (like all the random threads people write), but some should definitely be read to further the story. On the other hand, if I force the player to click through everything, why even give them the option to click? Same goes for 1-on-1 conversations. These should go in the private tab of the Crypto menu. Say MC receives a new IM that she absolutely has to read in order to further the story, do I force the NVL dialogue to pop up or just pause the game until the player goes to click on the conversation? I’m sure there’s a perfect way to handle it, I just have to find it.

In happier news I managed to make clicking on a thread work. I now opens it up and shows the replies. Woot!

Random screenshot:

MC tries to avoid Finn by hiding in a crowd of people, Assassin’s creed style. She ends up falling on her ass in front of everyone.


Statistics of the day:

The game contains 418 screens of dialogue.
These screens contain a total of 4,492 words,
for an average of 10.7 words per screen.
The game contains 1 menus.