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/jp/ - Otaku Culture


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20742797 No.20742797 [Reply] [Original]

rest in peace

>> No.20742894

Doesn't she not die in the new game?

>> No.20742906

>>20742894
That absolute abomination of a game is not canon

>> No.20742908

>>20742906
But the creator approved of it and the original game isn't even finished anyway.

>> No.20742934

>>20742906
What's wrong with it?
I know it's a fan patch but I think it's pretty nice. It will always be canon in my heart because Mado deserve better.

>> No.20742944

>>20742908
>the creator approved it
stop shitposting.
the only evidence that kiki had anything to do with the remake is the site update. dream diary is a cashgrab.

>> No.20743802

>>20742944
A cash grab for kikiyama

>> No.20743977
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20743977

Oh, you guys are talking about the remake? I thought you're talking about alternate ending fan patch.
The remake shouldn't have existed.

>> No.20745086
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20745086

How do I make a Yume Nikki-esque game and how can I make it not be shit?

>> No.20745150
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20745150

>>20745086
For starters, don't make it like Strange Telephone. Just bought it and I'm already sick of it.

>> No.20745192

>>20745150
Never heard of it. What is so bad about it?

>> No.20746188

>>20745086
For starters, don't do anything that Yume Nikki did gameplay wise. Don't make people wander barren looping areas looking for a single point to select to find an item. Don't make the character move so slowly that they depend on questionable glitches to move around. Don't make random events that have a super low chance of triggering so that people make guides on them and go about looking for them and become bored while looking for them so that they don't even enjoy them when they happen. Don't make a huge world but not have an easy way to move around areas. Don't make a needlessly large maze for no real reason. Don't rely on "so indie much retro" aesthetics either unless you are literally making it in RPG maker 2000.

Also don't fall for the trap of making it actually a horror game or overtly scary in any way. Put in a melancholic, wistful, or nostalgic type atmosphere. You can invoke sadness, empathy, fear, and so on but as feelings about areas rather than having some sort of story. That's not to say it can't have a story, but if it has a story it should be tangential to the experience. Like "young girl tests out a new super-realistic VR/AR machine and can't tell if she's in the real world or virtual world anymore" and not "young girl comes to terms with her past drug addiction and abortion through symbolic dreams" one good thing about YN is that stuff is open to interpretation or being simply meaningless. Giving inherent meaning lowers the wonder.

>> No.20746505

>>20745192
It just came out in the West on Steam, it was originally an Android smartphone game.
The premise is interesting: girl is stuck in some kind of limbo with a strange telephone (duh) and by inputting random 6-digit numbers (that you choose) she gets transported to different locations. By interacting with scenery and characters she picks up objects that can be used or combined adventure-style, in order to find other things that can trigger a few endings and eventually let her escape.
However the puzzles make no sense, hints are vague at best, the environments are little more than 1-screen wide and there's just a dozen or so of them... in the end it's just a tedious matter of trying everything on everything just to see if something happens, and it becomes boring very fast.
In short it's more "nonsensical" than "surreal", a shame since the graphics are good and it had potential (and some things are directly inspired by YN as well). Developer is now working on an action game, hope it's better.

>> No.20749308

>>20745086
just dont

>> No.20749425

>>20746188
Thank you for the very solid advice, funnily enough most of your advice fall in line pretty well with what precautions I have thought to take.

>> No.20751590
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20751590

>> No.20753415

https://www.nicovideo.jp/watch/sm27210332

>> No.20756215
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20756215

>> No.20758280

>>20749425
You better deliver your game here.

>> No.20758843

>>20742797
kadokawa ruins another series

>> No.20763333
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20763333

>>20746188
>no slow aimless wandering
Most of the reason that the weird locations had such impact is because you find them after wandering around with nothing happening for 30 minutes before you see them. If you were to just string the interesting bits together it wouldn't actually be very interesting.
Although I do agree that the wandering should be a bit less aimless, once you start to get near the end it can be hard to make any progress without consulting a guide, although you'd have to be careful with giving the player an actual goal, I think that would make it feel less like nightmares you get after sleeping for 15 hours.

>> No.20766980

>>20763333
Things that had impacts for me were being able to turn around and go through the entrance you came through and be somewhere else or just the general atmosphere of some areas. The walking through the dark looping space got tired after the first time and resulted in a mechanical playstyle where I specifically went searching for the item in each void in a careful manner.

>> No.20771272

Yu.e Cheeky

>> No.20773285

>>20758843
Will there ever be a real sequel?

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