推荐几个视觉小说h游戏游戏类的游戏吗

一些在视觉小说中不方便明文表现的内容 | 视觉小说 Q&A | indienova 独立游戏
视觉小说 Q&A
编程零基础视觉小说创作话题讨论
一些在视觉小说中不方便明文表现的内容
齐肩短发的女性抬起一只手,将一侧的头发拨开,露出该侧的鬓角与耳朵。拨发见鬓,暂时就这样称呼这个动作吧。这个动作本身是女性表现成熟魅力的一种表现。通常影视作品中,形象纯真的女性角色人格剧变(或即将剧变)的一瞬,就常常以这个动作传达“人格转变”这一信息。同是表现女性成熟魅力,“拨发见鬓”与“小舔上唇”、“侧脸斜视”等动作的功能是不一样的。这些动作都不属于社交手势(gesture)的范畴,因为它们表现的信息是晦涩的、边界模糊的,或者说,这些动作的实际含义是与情景高度相关的。但它们也跟社交手势一样,在一个稳定的文化环境中,它们有着相对固定的含义(说得哲学一点:它们的外延相对地较明确)。我们可以明文划定它们的使用角色与使用方法。遗憾的是,我不知道这类动作在编剧理论、社会学或心理学中的确切叫法。我既没有学过编剧,也没有学过社会学或社会心理学。如果哪位同学对这个领域有较深的了解,很期待你能加入这个话题。望赐教。现在我想说的是,文字似乎还真无法取代这类动作在叙事中的功能。小说与影视,本来就是不同的叙事形式,各自特有的手法无法在二者间自由变换,那是理所当然的。倒是到了哪一天真遇上了能自由互换的特例,我们才应该打起注意。而“拨发见鬓”这个例子,有点难办。当我试图以文字形式——而不借助图像或影像——去表现它原本可以表现的内容(“女性角色人格剧变”)的时候,我发现,似乎真的做不到将这个动作还原为纯粹的文字,而同时不丢失原有的叙事功能。例如,当我们将灰原哀向柯南表露身份的一幕写成小说,但却固执地要写出这一动作:女孩没有将她的背影转过来面对着他。她只是轻轻调头,举手拨开挡住侧脸的头发,背后露出的,是那个鬼魅的微笑。“我叫雪莉,这是我的代号。”她的回答狂妄、冰冷。面对着她的笑容,男孩唯一可以做的只是伫立在原地。如果真这样写了,这个动作就失去了含蓄与隐晦。它变成了叙事者(作者)明文列出“要求”读者注意的一个重点。我的意思是,它也就不再是情绪上的暗示了。也许确实有方法可以以文字原汁原味表现出这个(这类)动作的韵味吧。但我是做不到了……总之,在视觉小说中,我们不需要(也不可能)将叙事完全托付给文字;图像与音乐并不是可有可无的陪衬,而是无可取代的构件。为视觉小说撰写剧本初稿时,应该就要将图像与音乐放入创作想象,而不是当成普通的小说来写。
近期喜欢的会员
极度赞同,如果视觉小说中所有内容只能用文字表达那真不如去写小说,不用编程不用美术多省事=-=
欢迎把这些思考总结成文章投稿
嗯嗯,我也赞同。话说,这类小动作不是叫肢体语言吗…………还是说要个更精确的名称?用文字传达“拨发见鬓”、“小舔上唇”、“侧脸斜视”背后的晦涩且边界模糊的信息,确实有点难度。所以,有门叫live2d的技术应运而生,但缺陷挺多的,起码使用成本较高,我只在日式gal游戏中看到过,国产和其他类型的游戏还没有。其实用动画也可以,难度恐怕更高一点。来个网站看一看?http://hydrozoa.felisworks.com/diarycontent.php?url=8bea0d0eeced13e963a29fd最后一段的问题是最重要的,绝大部分地决定了一款gal游戏的质量,即文字语言与视听语言的结合。游戏是多视听语言的,而编剧的剧本只是纯文字语言,这时就要脚本/导演编排图像、声音。因此通常工作流程是编剧编写好剧本后,交给脚本/导演完善视听语言,完善成完整的企划书。当然,也有厉害的人同时兼任两个职位,写的时候就考虑好图像声音了。大概是这样吧,有些内容记不太清了……给些网站当参考吧,写得很清楚,值得学习。知乎:Galgame 企划书是如何撰写的?https://www.zhihu.com/question/知乎:有关galgame剧本/演出的写作规则(1)https://zhuanlan.zhihu.com/p/Galgame剧本相关理论浅谈&http://blog.sina.com.cn/s/blog_45a6a8240102weav.html遊戲腳本學---甚麼叫遊戲腳本&http://blog.sina.com.cn/s/articlelist__3_1.htmlps:事实上,一款优秀的文字小说游戏的制作难度绝对不比其他类型的游戏低,甚至更高。如果有志于制作的话,加油啊!
对哦,就是肢体语言…我想深了……我想呀,如果是求实用,gif动图就可以做视觉小说的动态立绘了,而且某种意义上应该比骨骼会更顺眼。骨骼动画做不好怕会有恐怖谷效应。链接有用!不管我近期会不会用得上,先收下啦~~ 谢谢~~P.S.回复迟了好久……P.P.S. 其实我对galgame一窍不通的……视觉小说_视觉小说游戏_视觉小说下载合集
视觉小说_视觉小说游戏_视觉小说下载合集
视觉小说_视觉小说游戏_视觉小说下载合集
很多玩家都会把视觉小说和冒险游戏弄混淆,其实二者之间的区别还是比较明显的。首先是文字表示的区域。冒险游戏的文字出现在画面下方,而视觉小说的文字充满整个画面。其次,在冒险游戏中,文字的换行比视觉小说出现的更为频繁。另外,在画面效果的出现频率和花样方面,视觉小说相对少一些。这些差别产生的原因是冒险游戏比较重视游戏的节奏,文字要尽可能短,能提供最低限的情报即可。相对的,视觉小说是从小说向游戏转化,所以文字较多。而且CG等的开发成本更低,程式设计的要求不高也是特点
之一。比较优秀的视觉小说多半出自日本,像《寒蝉鸣泣之时》《青出于蓝》《??》都是经典之作。
视觉小说游戏排行榜
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视觉小说游戏资讯
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CF手游终于要腾空出世了,新手在前期要怎么玩呢?在九游APP中可以更加方便快捷的查看到《CF手游》最新内容,包括攻略、视频教程,想要成为一个高端的玩家达人,九游APP是你必不可少的选择,下面小编来和大家介绍一下这款游戏的玩法技巧吧。
导读:最近很多玩家都在关注魔灵英雄这款手游,想知道具体的公测时间,魔灵英雄会经过封测、删档内测、不删档测试到最终的公测等几个测试阶段,才会正式上线魔灵英雄安卓或iOS版本,有很多玩家就会问小编魔灵英雄什么时候公测,究竟什么时候出呢?今天小编...
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植物大战僵尸1
安卓平台下载
苹果平台下载如何创造优秀的视觉小说游戏
发布时间: 15:08:28
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作者:Lex Allen
视觉小说能赚钱吗?
你可以赚到一些钱,但不会非常多。事实上,如果你所销售的第一本视觉小说能赚到1000美元,你就够幸运了。如果你卖出3000美元,那你的视觉小说应该相当不错。虽然现在有些开发者过得还不错,但你却不能指望创造了一款游戏后就辞去全职工作。我还要指出的是,那些开发者也不是只针对于一种游戏类型,他们往往还会在游戏中添加RPG、谜题和其他元素,以此增强游戏的互动性。
如果你的游戏收入超过1万美元,那它一定相当棒了。但是更多情况下你的第一款游戏只能赚到几百或几千美元。《A Hate Story》和《To the Moon》则是例外,因为它们的媒体宣传非常到位,而且成功登录了Steam平台。《Cherry Tree High Comedy Club》同样也进入了该平台。因为Steam的审批系统引入Greenlight,视觉小说能否在这个平台发布变得更加不确定,基本上是件碰运气的事。大多数视觉小说的下场是未能通过审核,完全与排行榜无缘了。
visual_novel(from wikipedia)
欧美有哪些出色的视觉小说开发者?
目前,Winterwolves是视觉小说的领头羊(产量最高),Hanako Games紧随其后。也许Hanako在单款游戏上的销量比较多,但Winterwolves每年都会发行3到4款游戏。去年,Sakevisual和Sakura River也非常活跃。《Always Remember Me》一直是我们网站上的销售冠军。我不知道为什么,但它确实把握了潮流动向,是一款成功的游戏(这款游戏中有一个女主角,玩家可以升级各种指数,赚钱和约会)。从销量来看,《To the Moon》可能是至今为止欧美市场中最为成功的视觉小说。虽然这款游戏的类型比较偏,但是因为《植物大战僵尸》的音乐演唱者参与了该游戏的音乐部分,所以它获得了大量的媒体报道机会。
选择类型:
虽有例外,但你的游戏应该设有模拟约会!这是视觉小说的传统模式。如果没有模拟约会,你至少应该设定一些类似约会的元素。一般来说,玩家玩视觉小说要做的第一件事就是确定游戏类型是“女追男”还是“男追女”。最重要的是:你的游戏一定要有RPG元素,这可能是确保游戏通过审核的关键之一。
创造视觉小说游戏的技巧:
(1)使用跨平台引擎(面向Windows/ Mac/Linux)去创造游戏。我认为Renpy较难用,所以我推荐的是Multimedia Fusion 2 Standard。因为你的销量大多是来自Windows,所以如果你不能使用跨平台引擎,你就必须确保能够将所有内容移植到PC上。虽然有些开发者也会通过手机平台赚取收益,但主要关注点仍应该是Windows平台。
(2)这一点很明显,你的游戏不能具有任何键盘操作。
(3)有女主角、约会、升级和RPG元素的游戏往往比没有这些元素的游戏销量更好。
(4)确保游戏具有互动性。视觉小说不好卖,但是动画小说简直卖不动!你的视觉小说应该包含可选择的谜题、RPG战斗、指数升级、货币系统、玩偶(能够用于装扮)、烹饪、宠物等元素。不要让传统的玩家玩他们不擅长的迷你游戏,这样只会让他们讨厌你的游戏。
(5)尽管这一点也显而易见,但我还是要强调,不要在视觉小说中加入3D射击的元素。Ayu在Sakevisual上做了一次有趣的投票,有193人参与投票,而只有11%的人表示他们不想要任任何迷你游戏。开发者必须始终确保游戏的简单,否则游戏将会很快被市场所淘汰。例如,提供给玩家他们想要的角色。还有什么比玩一款游戏N遍,却发现只是因为没穿粉红色的连衣裙或没打波点领带而攻不下一个想要的角色还糟糕吗?
(6)视觉小说的玩家希望能够通过菜单系统自定义游戏。玩家应该能够改变背景音乐的音量和音效。他们还希望能够随时保存所有内容。
(7)不要在画外音上浪费时间。话外音不会拉动销量,并且大多数人也不喜欢。话外音还占空间,很容易导致下载崩溃。这会影响游戏的下载数量。如果你想通过话外音给游戏增加特色,那么你可能会一次遭遇利益损失。
(8)游戏应该设有12条长的路线,而不是许多条短路线。在《Curse of Slate Rock Manor》中,因为我们设置了36条短的路线,所以问题便出现了——因为这些路线有点短,玩家总是会一次又一次看到相同的开头。
(9)允许玩家可以跳过文本内容。文本回放很重要,但跳过文本更重要,如果游戏因为任何原因游戏无法回放文本,那你至少要保证游戏能跳过文本,即使这个功能是受限的。
(10)确保拥有高质量的游戏画面。视觉小说的内容已经相当不专业了,所以玩家不会再原谅低劣的画面。也就是说,如果你请不起美工,你必须围绕你所拥有的美术资源去设计游戏内容。
(11)保证你是个优秀的写手。也就是你必须获得其他人的认可,否则,你就得找个写手了。
(12)用Freemind等软件去设计游戏,可以避免设计和剧情的空洞。你总不希望你的游戏世界因为断断续续的内容而显得支离破碎吧?
(13)将小众产品的价格定为19.99美元-24.95美元能够让你从中赚到更多的利益。你不要指望游戏能像病毒一样在大众市场上走俏,因为视觉小说的需求量并不大,并且,就凭你一个人也不可能引领新潮流。
(14)你可以将TrialPay作为可选择的支付方法。TrialPay让用户通过购买他们一些必要的内容而免费获得游戏。你只需注册一个TrialPay帐号,然后选择你想让用户支付的东西便可,用户要做的就是从各种东西中选一种购买或代购(就像信用卡)。用户从flowers.com等网站上购买东西,然后flowers.com再反过来支付你。
这个方法很管用,因为有些玩家会因此认为游戏是不用钱,是免费的。如果他们通过购买有价值的东西(或他们无论如何都会购买的东西)而得到你的游戏,你就可以轻易地解决付费障碍了。
(15)你应该在游戏中添加游戏购买页面的链接。你还可以在玩家退出游戏时,在试玩版中强制打开购买页面。
(16)你还可以通过出售其他人的游戏赚更多钱。现在,大多数视觉小说开发者都在使用BMT Micro。
(17)不要指望社交网络和集体融资能够为你的游戏提供资金帮助。如果你未拥有一定的追随者,那么集资便是不可能成功的——因为没有媒体宣传便没人会注意到你的游戏。如果你决定集体融资,那就需要先创造一份可游戏的演示版本。
(18)通过给预购的人打折或附赠额外内容便能够取得不错的效果。折扣比附赠内容好,但你可能会因为折扣打得太大而损失收益,特别是因为会预购游戏的人一般都是会按零售价购买的人。
(19)为了制作视觉小说,你必须拥有一些背景和角色作为视觉资产。你还需要音效和背景音乐。你可以从Dlsite.com (English)上廉价下载高品质的材料。但是美术资产可能就不好找了。
警告!视觉小说的骨灰级玩家可能会认出来那些在其他游戏中已经用过的材料,但对于大多数人来说,他们是看不出来的。你可以先在游戏中使用某些材料,之后如果游戏做大了,你就可以将其作为专属内容。
(20)你还可以考虑像fiverr.com这种网站。许多人都乐意接受5美元的佣金为你提供技术、美术或文本服务。并且你必须持有好的态度,并且在条件允许之下支付一定的消费。这可能会违反fiverr.com的条款,所以请事前先查看一下规定吧。
(21)如果你需要钱,又得不到商业贷款,你也可以看看Prosper.com这种贷款网站。我自己就试过,比去银行填一大堆表格和交一大堆文件容易多了。所以,向Prosper.com借钱吧!
(22)视觉小说的主导风格是日式动画或日式漫画。不要偏离这种风格!Cinders虽然能够靠与众不同的美术风格博出位,但我建议除非你能够做出一些别俱一格或令人惊艳的东西,否则不要轻易冒险。
(23)如果你认为你的游戏品质和长度还不够拿来卖,那就免费放送吧。这可以帮你建立玩家基础。
最后,你最好能与其他视觉小说开发者合作,在这些网上发贴也有好处。(本文为游戏邦/gamerboom.com编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Bringing Your Visual Novel to Market: The Tips for Western Success
by Lex Allen
Can You Really Make Money Selling Visual Novels?
You can make some money, but you’re not going to make a million dollars. Actually, you’ll be lucky to make a $1,000.00 on your first novel. If you make $3,000.00, it would be rather excellent. There are a few developers right now that are making a modest living, but you can’t expect to quit your day job after one game. I should also note that these developers have not stayed true to the genre, often offering RPG, puzzle, and other genres to make the games more interactive.
If you can make more than $10,000 on your game, it would be rather excellent. More likely, you will only make a few hundred or a few thousand dollars if anything on your first game(s). Analogue: A Hate Story and To the Moon are exceptions, as they managed to get extreme press coverage and somehow managed to get on Steam. Cherry Tree High Comedy Club also managed to make it onto Steam. With the introduction of Greenlight to Steam’s approval system, the acceptance of visual novels onto the platform has become even more unpredictable, mysterious, and is for the most part a virtual lottery. Most visual novels are failing to get “Greenlit” and have been completely blown off the charts (and not in a good way).
Who are the top visual novel developers in the west?
Currently Winterwolves is the leading visual novel developer (by number of visual novels produced) with Hanako Games following behind. Hanako may or may not sell more games per title, but Winterwolves is releasing 3-4 titles every year. Sakevisual and Sakura River have also been considerably active in the past year.
Always Remember Me is the top selling affiliate game on our site of all time. I’m not sure why exactly, but it does follow my popular features list that often go into creating a successful title (the game has a female heroine, stat-raising, currency, and dating).
Analogue and To the Moon are likely the most successful western developed visual novels to date in terms of units sold, but To the Moon is more of a fringe genre, and received considerable coverage because the Plants vs Zombies music lady contributed music for To the Moon.
Choosing a Genre:
There are exceptions, but your game should be a dating-sim! This is the traditional model for visual novels. If you don’t make a dating-sim, you should have some minor dating elements at least. Often, the first thing people search for in their novels is whether the genre is otome (girl pursues boy) or bishoujo (boy pursues girl). Most
importantly: Adding RPG elements will likely be one of the leading variables that will push your game out of the red and into the green.
Visual Novel Game Tips:
1) Build your game with a cross-platform engine for Windows/ Mac/ and Linux. I think Renpy is hard to use, so I really recommend Multimedia Fusion 2 Standard. Most of your sales will be on Windows, so if you have to use an engine that is not cross-platform, make sure you use one that ports to PC. Some developers are making some sales through mobile, but you should be focusing on the Windows platform.
2) It may seem obvious, but your game should not require any keyboard controls. Period!
3) Games with female heroines, dating, stat-raising and RPG elements tend to sell more novels than those that don’t.
4) Make your game as interactive as possible. Visual novels are hard sells and kinetic novels are suicide! Your visual novel should include OPTIONAL puzzles, RPG battles, stat-raising, currency, paper doll (dress up), cooking, pets, and other elements. Do not alienate traditional players by making them do mini-games that they may not be good at.
5) Although it may seem obvious, a visual novel is no place for a 3D shooter. Ayu at Sakevisual posted an interesting poll about this here. Out of the 193 people that took Ayu’s pole, only 11% said they didn’t want any mini-games. However, you need to remember to keep your game simple, or you will quickly and surely alienate your market. For example, let your players win the dateable characters that they want. There’s nothing worse than playing a multiple times only to find that you didn’t get the partner you wanted because you didn’t wear a pink dress or the polka dot tie.
6) Visual novel players expect to be able to customize the game through a menu system. Players should be able to change the volume of background music and sound effects. They also expect to be able to save anywhere.
7) Don’t waste your time on voiceovers. Voiceovers will not help you sell more visual novels and most people won’t appreciate them. They will also take up excessive space and will make your downloads corrupt more easily when downloading. This will hurt your number of successfully completed downloads. If you want to make your game special by adding voiceovers, then it will likely result in decreased profits.
8) You should concentrate on around a dozen long paths, not dozens of short paths. In Curse of Slate Rock Manor, we had about three dozen short paths, but this ended up being a problem because they were a little too short and required the player to see a few of the same starting branches over and over again.
9) You need to be able to skip text! Scrolling backwards through text is important, but skipping forward is more important, so if you can’t scroll backwards for whatever reason, make sure you can at least skip text, even if the feature is limited.
10) Your graphics need to be high quality. With all of the cheap professional content out there, visual novel players will not excuse poor quality artwork. That being said, if you can’t afford an artist, you may need to design your content around what art assets are available.
11) Make sure that you are a decent writer. This means that other people need to think you are good… If not, you’ll need to find a writer.
Designing your game with software such as Freemind will help to avoid holes in your design and your plot. You don’t want your universe to break over inconsistent information in your game.
Innovative Payment solutions
13) You will make the most money on niche products by charging $19.99 – $24.95 on your games. You will not be able to ride the viral mass market appeal train because there isn’t widespread demand for visual novels, and you by yourself will not be able to set any new trends.
14) You can also offer TrialPay as an alternative payment solution. TrialPay allows users to get your game free by purchasing something that they would have bought anyway. You sign up for Trial Pay and choose what you want to be paid, and the user is given various choices of things to buy or sign up for (like a credit card). The user buys something from a company like flowers.com and flowers.com pays you what you want for referring the customer.
This works well because some gamers view games as having no value and should be free. If they get your game for free by buying something that they believe has value (or they would have bought anyway), you can easily get past this consumer spending bump.
Monetize your demo
15) You should always include a link from within your game to the purchase page of your game as well as your other games. You could also consider forcing open the sales page on the demo when the user exits the game.
Sell Others’ Games
16) You may be able to make more money by selling other peoples games. Most visual novel developers are currently using BMT Micro. I’ve been using them for a few years and they are excellent.
17) Do not expect social networking and crowdfunding to be a silver bullet to funding your game. If you don’t have a following already, it is unlikely that you will be able to successfully crowdfund since nobody will find your game with out proper media coverage. If you decide to crowdfund, make sure that you have a playable demo. I cover this in detail on my blog.
18) Preorders can be done successfully by offering significant discounts or extras to those who preorder. A discount is much better than an extra, but you may lose money by preordering at a discounted rate, especially because people that preoder your game at a discount probably would have bought your game anyway at retail price.
Where to Find Visual Novel Assets:
In order to make your visual novel, you are going to need backgrounds and characters at a minimum for the visual assets. You will also need sound effects and background music. High quality assets can be downloaded cheaply from Dlsite.com (English). They may be hard to find, so I have included links to the higher quality artists here. Character Sprites, Backgrounds
BE WARNED! Hard core visual novel players will recognize some of these assets as being used in other games, but for most people, they will be new to them. You can use the assets initially to develop your game and swap them for commissioned ones later if your product is strong enough to warrant it.
20) You can also consider sites like fiverr.com. Many people are willing to do commissions for just $5 (chibi sprites for example). Be nice and tip them extra if you can. This may be against fiverr.com’s terms, so make sure that you check that first.
If you need money, you could also look at peer lending sites like Prosper.com if you are unable to get a business loan. I have done this myself and it is much easier then going to a bank and filling out countless forms and providing endless documents. Borrow With Prosper!
22) The dominant art style for visual novels is anime/manga. Do not deviate! Cinders was able to stand out by offering a different art style, but I would advise against this unless you are able to create something unique AND amazing.
If you don’t think that your game is good enough or long enough to sell, release it for free. This will help you to build a customer base.
Affiliate Networks and Visual Novel Distributors
Your best bet is to work with other visual novel developers, but posting to these sites will help.()
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