SAoVQ video game? [DEVELOPMENT] (239)

1 Name: VIPPER : 2009-03-02 10:07 [Del]

Would this be a good idea? I was thinking of starting developing one for the sega cd, something like this http://www.geocities.com/eiennarufuyu/advsys.zip A sort of visual novel game. It would be rather easy to make using BasiEgaXorz (a basic comiler for the genesis/sega cd/32x). If we make it for the sega cd we can put cd quality music into the game! However I can't make music, or graphics, or a story line for the game... is any VIPPERS willing to provide there talents?

2 Name: VIPPER : 2009-03-02 11:55 [Del]

I make QUALITY music and I'd be half-enthusiast about such a project. (Did Lumber, songs for title, etc - http://dqn.dqn.lol.googlepages.com/ - I can do better quality than joke songs of course.) I am also pretty sure that at least one or two musicians from Title and DQN electronics are at least-semi regular here and would probably participate.

3 Name: VIPPER : 2009-03-02 12:06 [Del]

You better keep the S part of SAoVQ a S though.

4 Name: VIPPER : 2009-03-02 12:14 [Del]

>>2
Great, great, now all we need is an artist and a plot for the game....

5 Name: Artist of the VIPPERs : 2009-03-02 12:15 [Del]

I am an artist.

6 Name: VIPPER : 2009-03-02 12:20 [Del]

>>5
ಠ_ಠ Now if we only had a plot....

7 Name: VIPPER : 2009-03-02 12:23 [Del]

I am a plot.

Oh wait.

8 Name: VIPPER : 2009-03-02 12:26 [Del]

I can make some music and write scenes.

Anyone have any basic plot ideas? How about something about an average vipper who owes Daddycool a lot of money and gets exiled from this site, and as a result has to explore the internet, doing VIP Quality deeds to get enough VIP coins to get back, only to find out the site has been taken over by some evil force which he has to defeat?

Or something completely different?

9 Name: VIPPER : 2009-03-02 12:28 [Del]

>>8
Good ideas, anyone else have any input?

10 Name: VIPPER : 2009-03-02 12:33 [Del]

>>8
Anything to do with this site or the internet in general would probably be unfunny.
Something completely different please.

11 Name: VIPPER : 2009-03-02 12:36 [Del]

>>10
Thought that might be the case, although it makes it a lot harder to come up with ideas.

12 Name: VIPPER : 2009-03-02 12:36 [Del]

>>10
Well if it doesn't have anything to do with this site then it wouldn't really be a SAoVQ video game now would it?

13 Name: VIPPER : 2009-03-02 12:37 [Del]

Man, coming up with non-erotic visual novel ideas is hard.

14 Name: VIPPER : 2009-03-02 12:38 [Del]

>>12
We could drop subtle hints of VIP quality in places. It doesn't necessarily have to be about the site.

15 Name: VIPPER : 2009-03-02 12:39 [Del]

>>1
Any reason you wanna do it on the Mega-CD? I love this console like any sane person, but this moves your idea from the domain of "trivial to realize" towards "huge amounts of grunt work"

16 Name: VIPPER : 2009-03-02 12:43 [Del]

Okay how about a post-modernist VN in which the main character is a girl who is always getting hit on by incompetent males?

Okay maybe not.

17 Name: VIPPER : 2009-03-02 12:44 [Del]

>>15
Well it's rather simple in BasiEgaXorz, the advantage doing it for the sega cd over the genesis is that we could use mp3's in the game...

18 Name: VIPPER : 2009-03-02 12:45 [Del]

>>12
Of course a succession of subculture in-jokes is easier to string together. It's not like we are an unimaginative bunch either, so going this route, everyone will request "It must have lumberjacks and a cat on the table" and you're gonna have a mess, and probably an unfunny one.
I think it'd be better to wait until someone puts an great idea on the table and improve it until it's awesome. (Like I said, we're not unimaginative, this shouldn't take long).

19 Name: VIPPER : 2009-03-02 12:47 [Del]

20 Name: VIPPER : 2009-03-02 12:47 [Del]

>>17
I was asking about choosing a console rather than computers.

21 Name: VIPPER : 2009-03-02 12:48 [Del]

>>19
I like

22 Name: VIPPER : 2009-03-02 12:48 [Del]

>>20
Because it could be emulated on about any platform.

23 Name: VIPPER : 2009-03-02 12:53 [Del]

>>19 Of course! Right in front of my very eyes! Excellent idea.

24 Name: VIPPER : 2009-03-02 13:13 [Del]

>>22
Sorry for going all /prog/ on this, but I just want to mention there are good cross-platform choices for the vn format, just in case you didn't know. But you probably did and wanna try out this weirdly-named BasiEgaXorz thing so I'll leave it at that.

25 Name: VIPPER : 2009-03-02 13:17 [Del]

>>24
Well I already knew that... but it would just be a little more fun to make it for the sega cd!

26 Name: VIPPER : 2009-03-02 14:14 [Del]

>>25
What about sega saturn? Is that a possibility. I don't really care what console it is for but I know we have a lot of Sega Saturn fans here.

27 Name: VIPPER : 2009-03-02 14:20 [Del]

>>26
The sega saturn is rather complicated to develop for from what i'v seen, so i'm going to say no, unless there is someone else here with knowledge of the system who can code for it.

28 Name: VIPPER : 2009-03-02 14:20 [Del]

I would like to shoot out some basic VN plot ideas and maybe that will inspire some of us to manipulate them into something more VIP or entertaining:

Guy goes to school, harem, some sort of drama
Medieval war story with warrior/princess women, think UnderwaterRayRomano
Medieval RPG-type story
Strange convoluted magic-related story (ala Fate/Stay Night)
A bunch of maids serve you or you're a servant

29 Name: VIPPER : 2009-03-02 14:21 [Del]

>>27
So let's confirm it being for the Sega CD then. If the OP can handle the programming with it and is comfortable then that's a good starting place and will verify that this project works out.

30 Name: VIPPER : 2009-03-02 14:25 [Del]

>>29
OP here, I would say Sega CD would be the best option for what were doing here!

31 Name: VIPPER : 2009-03-02 14:26 [Del]

>>28
I think the Kikkoman plot was a great idea. You already have a character with some dramatic background (excuse me for bringing up your past, Kikkoman), motivation, friends, enemies... Though I do believe it would be a mistake to base this around some static setting such as a soy sauce factory. Perhaps start the game off at some point in teenage Kikkoman's life, fighting your way to perfection and revenge?

32 Name: VIPPER : 2009-03-02 14:27 [Del]

>>31
OP again, i'm liking the sound of this!

33 Name: VIPPER : 2009-03-02 14:29 [Del]

>>28
I'd like to say "no" five times

>>29
I'd also like to confirm sure the op don't have crazy ideas about what is reasonably feasible before I contribute exquisite pieces of art. Showing pictures and text and music is easy even if the platform is exotic, but if there's actual gameplay, I'm not confident he can handle it without some form of proof.

34 Name: VIPPER : 2009-03-02 14:30 [Del]

>>31
I think this sounds like a great idea. We can have him be a completely normal student. The story goes along his evolution towards BECOMING kikkoman. His father is secretly the inheritor of the ancient art of kikkou. His father passes it down to him, shit happens. A good scene for example would be when he fights back against bullies and uses a kikko technique even though his father told him to never use them. That creates a huge drama etc.

35 Name: VIPPER : 2009-03-02 14:32 [Del]

>>31
How about some form of tournament, then around the quarter-finals, tragedy and betrayal and everything is canceled and revenge and romance?
>>34 sounds good too.

36 Name: VIPPER : 2009-03-02 14:37 [Del]

Just a little word of logistical wisdom we've learned the very hard way with Title on DQN: when doing a project anonymously or pseudonymously, never let anyone take a job without giving him a short deadline.

37 Name: VIPPER : 2009-03-02 14:38 [Del]

Here's an alternate idea, let me know if it sucks: The main character is a VIPPER. He goes about his daily life, browses SAoVQ, plays video games, etc. Except slowly he begins to meet people (presumably girls) who are FROM SAoVQ. So one of them could be like Ms. Cool is his new teacher or something ( and she is a possible love interest). Then he meets Maiddog who is a dog girl etc. The list would go on.

38 Name: VIPPER : 2009-03-02 14:39 [Del]

>>33
Well if you need prof I can code here is a little thing I was working on off images I stole from the imageboard here a few days ago. I coded it up in around 4 hours so its not really anything much, noting in it really functions properly. Its for the genesis. http://www.wikiupload.com/download_page.php?id=102396

39 Name: VIPPER : 2009-03-02 14:46 [Del]

>>38
I really don't doubt you can, it's more about whether you're really gonna do it. It's just that I have hanged out a little bit too much in the indie games dev scene, which is full of idiots with big ideas who never finish what they start. If it's a VN, it's not a lot of work, and it can also be picked up by someone else if you abandon. I'd only be scared if the idea started growing some gameplay, you know what I mean?

40 Name: VIPPER : 2009-03-02 14:48 [Del]

>>39
Yes I see what your saying here! That is why I thought of keeping it something simple like a visual novel game.

41 Name: VIPPER : 2009-03-02 14:52 [Del]

>>38
Tried it in kega. Nice stuff. (Probably a wise decision to leave the writing to someone else, too). Forget most of what I said in >>39 then.

42 Name: VIPPER : 2009-03-02 15:00 [Del]

>>41
I know, most of it sucks because I was just testing some stuff out!

43 Name: VIPPER : 2009-03-02 15:05 [Del]

>>38
I am impressed. For the amount of time this seems good. I think we are also forgetting that SAoVQ is a very unique community in that we all have assorted talents so it shouldn't be quite as hard getting this together. There are dozens and dozens of programmers, a large community of musicians and some artists. I think we can come up with a really good product if we all work together. Let's try to be active in this and don't be afraid to post if we aren't sure of our ideas or work! Brainstorming should be the focus for now and then later, maybe in half a week or so we can centralize our ideas.

44 Name: VIPPER : 2009-03-02 15:10 [Del]

>>42
But without those bugs I could never have attained such happiness! http://img.secretareaofvipquality.net/src/1236031800323.png

45 Name: VIPPER : 2009-03-02 15:11 [Del]

>>44
ಠ_ಠ

46 Name: VIPPER : 2009-03-02 15:25 [Del]

>>43
True. Well, now I'm fully enthusiast (>>2 here). I'll definitely put in the effort it takes to contribute about 3 to 8 short tracks (the music is interrupted pretty often in this kind of game, so it's probably better to have mostly 80-seconds tracks). I have a little vocaloid-fu too for a theme song that would sound vaguely like English.
By the way, since it's for the mega-cd, I guess there's no way to make the CD-DA loop correctly, right?

47 Name: VIPPER : 2009-03-02 15:34 [Del]

>>46

>CD-DA loop

I have no idea what this is, but if it means loop the music then yes you can?

48 Name: VIPPER : 2009-03-02 15:46 [Del]

>>47
I remember playing sonic cd recently and found it a little annoying that the music fades out before starting again. I don't remember if it's the same in other sega-cd games, but I assumed it means there's no way to instruct the game to do something like "once the audio track hits 1:37.49, seamlessly continue playing from 0:13.18"

49 Name: VIPPER : 2009-03-02 16:06 [Del]

>>48
You can make the music loop so when it hits the end of the song its starts over. It doesn't have to fade, that was just a feature in sonic cd I guess.

50 Name: VIPPER : 2009-03-02 16:24 [Del]

There's a ragged stray dog running around outside my house and I kind of want to give it some food and water and maybe a bath. Is helping animals VIP Quality?

51 Name: VIPPER : 2009-03-02 16:27 [Del]

>>50 Yeah, but it's not video game development.

52 Name: VIPPER : 2009-03-02 16:28 [Del]

>>49
Great, then. Not that it's really our concern right now, I was just curious.

53 Name: VIPPER : 2009-03-02 16:31 [Del]

So, are we good on the Kikkoman idea?

54 Name: VIPPER : 2009-03-02 16:34 [Del]

>>53
It's the only one we got right now so...

55 Name: VIPPER : 2009-03-02 16:36 [Del]

>>53
I think it sounds good. Merging >>37 >>34 and >>31 seems like a good idea. Kikkoman is a teenager and a student, his father is the last known user of the kikkou technique. He passes it on. Kikkoman's love interests are all some sort of girl version of a SAoVQ character and we build the story with this premise. This was we are avoiding direct inside jokes but we have the entire story built on references. If you don't get the references you will still enjoy the game but the cool advisor Dr. Vipsaurus isn't fully appreciated by you.

56 Name: VIPPER : 2009-03-02 16:36 [Del]

>>53
I like the idea, but this thread has only be around for six hours, so American VIPPERs who only VIP at night have not had a chance to propose anything better. Maybe we should wait a day before we settle on a specific idea?

57 Name: VIPPER : 2009-03-02 16:42 [Del]

>>56
I agree, good thinking VIPPER.

58 Name: VIPPER : 2009-03-02 17:08 [Del]

Going on the Kikkoman thing, here's a very basic outline of the sort of clichéd stuff that would work:

  • Have a few short school days. Lectures, hanging out at school or in town, back home with father.
  • Have one or more romantic interests you can choose to go after and a rival.
  • Drop some hints that one of the friendly characters hides something.
  • TRAGEDY. The father gets killed (and gives the secret kikkou technique in is dying moments) or the girl is kidnapped or the school/town is destroyed or all of the above. The friend hiding something and the rival were behind this, and the masked final boss is revealed.
  • HOT BLOODED FIGHTING ACTION
  • Go after after the enemy lieutenants one by one. Meet the rival a few times. The fight is always interrupted for some reason.
  • Get into a terrible predicament. The rival was actually always on your side.
  • MORE HOT BLOODED FIGHTING ACTION
  • Shocking revelation about the identity of the big boss. Depending on your actions you may or may not be able to fight. The rival may take a hit for you and die.
  • Redemption ending / path of the kikkou ending / protector of the universe ending / romantic ending

Just throwing (bad) ideas.

59 Name: VIPPER : 2009-03-02 17:19 [Del]

>>58 The rival should be Sosuman, right? And what about Kikkoman's wife?

60 Name: VIPPER : 2009-03-02 17:30 [Del]

>>59
Sosuman, yeah sure. Kikkoman's wife should be whatever romantic interest the player chooses. So it's like you're deciding who Kikkoman's wife is.

61 Name: VIPPER : 2009-03-02 18:48 [Del]

Teacher should be DADDY COOL

62 Name: VIPPER : 2009-03-02 19:49 [Del]

63 Name: VIPPER : 2009-03-02 20:33 [Del]

>>62
I can already imagine a scene where kikkoman is fighting a vicious adversary and DADDYCOOL SWOOPS IN saying something like "iLl show YoU tO piCk on SomEoeN youR oWn sIzE if you payme enough ;)" and then throws deadly bills at the enemy Gambit style.

64 Name: VIPPER : 2009-03-02 20:33 [Del]

I would like to add that the location of the game should definitely be Saitama! Regardless of what storyline we do.

65 Name: VIPPER : 2009-03-02 20:37 [Del]

So many posts in one day.

66 Name: VIPPER : 2009-03-02 21:17 [Del]

Out of curiosity what will the images/graphics look like on the Sega CD?

67 Name: VIPPER : 2009-03-03 01:07 [Del]

The journey of a man who travels to japan to become the ultimate VIPPER.

68 Name: VIPPER : 2009-03-03 01:39 [Del]

>>66
Like the test he posted but with probably bigger images and more colors. And I hope a better font: http://img.secretareaofvipquality.net/src/1236031800323.png

69 Name: VIPPER : 2009-03-03 05:12 [Del]

I think potential romance should be put aside in pursuit of more purely VIP ideals.

70 Name: VIPPER : 2009-03-03 07:45 [Del]

I think that any references to DADDYCOOL should be done very tastefully. Maybe he shouldn't even be a character. Just catching glimpses of him in the background or having allusions made by people to their shadowy corporate overlord seem more appropriate than having him appear suddenly as a money slinging warrior.
It's just a suggestion though, and I'm eager to see this realized no matter how it turns out.

71 Name: VIPPER : 2009-03-03 11:59 [Del]

>>70
I imagine seeing his face fleeting... through storefront windows... in the reflection of a pond... in the sky above....

Those eyes....

72 Name: VIPPER : 2009-03-03 17:45 [Del]

>>71
WHO WATCHES THE VIPMEN?

73 Name: VIPPER : 2009-03-04 05:41 [Del]

So were going with the Kikkoman idea, now we need to start coming up with some scenes before we start up anything else.

74 Name: VIPPER : 2009-03-04 06:58 [Del]

I think we should start off with a very generic opening. Kikkoman has a dream and is awoken by his attractive older sister. I think it would be a nice touch to have her SPEAK in all CAPS sometimes to create EMPHASIS just as the SISTERS sound in the SATAN GUIDE MY COCK flash VIDEO.

75 Name: VIPPER : 2009-03-04 09:38 [Del]

>>74
Good concepts any more?

76 Name: VIPPER : 2009-03-04 13:55 [Del]

We'd need to ask first the ARTIST OF THE VIPPERS if he's still with us and how much work he'd be OK doing before we can really think about it. And if there's another ARTIST available they need to see if they agree on ARTISTIC choices.

77 Name: VIPPER : 2009-03-04 19:51 [Del]

>>74
There's a "Satan guide my cock" FLASH VIDEO?

Tell me MORE, friend VIPPER.

78 Name: Artist of the VIPPERs : 2009-03-04 21:56 [Del]

>>76
Don't worry, I'm always with you, VIPPERs.
As far as drawing goes, I feel kinda uncomfortable drawing KAWAII MOE FEMALES, but everything else goes.

79 Name: VIPPER : 2009-03-04 23:56 [Del]

The beginning should make it seem like it is not a KIKKOMAN game. You play as a kid living in a world ruled by PIG DISGUSTING BRITISH. You are running from the police for the first level or two, when they corner you in an old, abandoned house. The police shoot the boy to death, and he knocks over a shelf as he is dying. A bottle of KIKKOMAN Soy Sauce breaks, and releases KIKKOMAN from his bottle prison. Now you control KIKKOMAN, and must avenge the boys death by overthrowing the PIG DISGUSTING BRITISH EMPIRE. WORCESTERSHIRE WARRIOR will be the leader of the BRITISH EMPIRE.

80 Name: VIPPER : 2009-03-05 01:12 [Del]

>>79
That totally detracts from Kikkoman's character... I think the player should feel as though they are becoming Kikkoman, much like an MMO'er works to become their job of choice.

81 Name: VIPPER : 2009-03-05 11:14 [Del]

>>80
Yes, I see what you mean. Perhaps, instead of Kikkoman being released from his bottle prison, the boy inherits the power of Kikkoman from the soy sauce?

82 Name: ITALIAN VIPPER : 2009-03-05 14:49 [Del]

>>78
I'm all for drawing KAWAII MOE FEMALES, especially when scantily clad.

83 Name: VIPPER : 2009-03-05 17:01 [Del]

>>82
Friend VIPPER, I concur; the more scantily clad the better.

84 Name: VIPPER : 2009-03-05 19:52 [Del]

>>82
We definitely need lots of these.

85 Name: VIPPER : 2009-03-05 23:09 [Del]

>>82
If we are going in this direction I am going to have to go ahead and request that there be KAWAII MOE SHOTAS as well. It is only fair.

86 Name: VIPPER : 2009-03-06 03:36 [Del]

If we are going in a direction in which anyone can make a request that don't fit the game, I will make outlandish requests.

87 Name: VIPPER : 2009-03-06 04:08 [Del]

How are we gonna do the writing?

I don't think we'll find someone who is both dedicated and selfless enough to transform our good ideas into good prose - they'd likely want a lot of creative control, and that may kill our interest in the project. Are we OK going this route?

The alternative, having everybody contribute parts, will never work without heavy editing, to make everything into a cohesive style.
Let's be honest: if the OP takes care of this task, things will go smoothly, but judging from his demo and his posts, I doubt he'll be able to improve much on the material we put together.
But if someone else takes the role of editing, we run the risk that he steal the show, like with a writer.
If we wiki it, we may end up with correct grammar and spelling, but a lot of bad jokes and 4**** memes. If that happens we'll either compromise on low quality text to please everyone, or have weeks of revert wars.

English is my second language, and I think it's the same for many of us, but I'd like to contribute to the writing, whatever storyline we decide to settle on. I'd feel better if one or more non-asshole native speakers would clean up behind us.

Maybe we should also agree that the OP can veto ideas, so we can avoid drama - drama would kill the project.

What do you think we should do?

88 Name: ITALIAN VIPPER : 2009-03-06 08:23 [Del]

A wiki-style collaboration, with OP veto powers, sounds about the right thing to do.

Maybe using tanasinn.info might be the best course of action, at least after the brainstorming session. I was looking forward creating a page on tanasinn to rack up ideas.

The most difficult thing to obtain is continuative effort in the project, which means we should act fast until the ideas are hot and people is interested.

More soon.

89 Name: VIPPER : 2009-03-06 08:41 [Del]

OP here I'm liking the sound of the wiki idea!

90 Name: VIPPER : 2009-03-06 10:19 [Del]

OP again, what do you think the game should look like? The layout of it! I was thinking of something like this, but if you have a better idea you can draw a mock up! http://img.secretareaofvipquality.net/src/1236359674825.gif

91 Name: VIPPER : 2009-03-06 11:38 [Del]

http://tanasinn.info/wiki/SAoVQ_game

@ _ @
(@߁)c Contributions! Contributions!
@c

92 Name: VIPPER : 2009-03-06 11:57 [Del]

I like where this thread is going.

93 Name: VIPPER : 2009-03-06 12:25 [Del]

I've started editing. Feels a bit too much like a wikipedia article, I don't think that's what we need for an internal tool. For example >>58 was just throwing ideas out there, I don't like how the wiki makes it look already totally official on http://tanasinn.info/wiki/SAoVQ_game/Kikkoman_plot - let's not precipitate things.

>>8, will you participate for the music? Or someone else? I've made this almost empty page: http://tanasinn.info/wiki/SAoVQ_game/Music

94 Name: VIPPER : 2009-03-06 12:36 [Del]

>>90
A big question to decide on that is what are the size and palette restrictions?

95 Name: VIPPER : 2009-03-06 12:59 [Del]

>>94
Well there can be 4 palettes on screen at once, and each one supports 15 colors, and one transparent color. The screen size is 320 x 240.

96 Name: VIPPER : 2009-03-06 13:11 [Del]

>>95
Does that mean it would be technically possible to overlay stuff to form a full-screen 60-colors picture or am I horribly misunderstanding how these things work?
Because in a resolution of 320x240 I think it's crucial the pictures be as large as possible. If we can do away with the background I think we should.

97 Name: VIPPER : 2009-03-06 13:20 [Del]

>>96
Well I know you can use 2 planes to get 30 colors, but im not sure about using 60... This is the program I use to convert the images http://devster.monkeeh.com/sega/imagenesis/. Most images look ok with a palette of 30 colors.

98 Name: VIPPER : 2009-03-06 13:31 [Del]

Heres an example of images being displayed with 15 colors taking up the full screen! This is what it would look like: http://www.wikiupload.com/download_page.php?id=103584 (note: I did not make this!)

99 Name: VIPPER : 2009-03-07 05:09 [Del]

>>98
I've made a pic of it for future reference: http://img.secretareaofvipquality.net/src/1236427763406.png

100 Name: VIPPER : 2009-03-07 05:24 [Del]

Can the font be changed? The one that's in the demo games is pretty bad I think. Even if it must be monospaced, it'd be nice if we could use something less bulky.

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