Short visual novel story about one day in the life of a resident on a generation ship; the ship travels through space with the last pocket of humanity, in search of a new home
motivation
- I like writing and storytelling
- I like digital art
- I want to learn music production
- I want to learn Game dev
- The visual novel format combines all these things in one!
- fun interactive medium for conveying stories
Themes
-
inherent human nature (slightly pessimistic lol)
-
mortality/extinction
-
the timescale of the universe
implementation
writing
lore research
code
Stack:
- Unity
- Clip Studio Paint
- TBD for music
Things I’ve never done before this:
- independently create and deploy a game
- make a visual novel
- make game music
resources
art
music
dev log
7/11/25 (i started ideating this project months ago, but this is the day i start committing to seeing this project through & starting my dev log)
I started working through make visual novel system from scratch youtube series at the start of this year, and got to episode 8 out of a hundred something LOL - it’s a really good tutorial and I learned some software design patterns too - the code is very well written - but…now that I’ve lost the flow of it I don’t want to get back into it LOL esp coz it’s overkill for this current project scope
I decided to commit to using inkle, which I knew of previously but didn’t look into until now
it has fairly thorough documentation, supports interactive branching stories, variables, and functions, as well as a unity package and runtime
it seems pretty simple to use with a reasonable learning curve
starting to work on the script in ink! learning how to best organize the writing
ink suggests writing custom parsing logic unity-side for certain things so that’s an aspect i need to design as well
Unknowns so far
- game state logic, saving game state, etc.
Challenges so far
- what game state to store in ink vs. unity
- how to trigger story sections based on non-narrative point-and-click game element status
- organizing dialogue
- writing a compelling story lmao
Implementation
- ink has tags per line that the game can access
- custom tag design:
- wait_for_click:scene
- this will happen a lot - probably useful to identify the action required
- sound:name
- art
- wait_for_click:scene
- custom tag design:
- originally i wanted to finish writing most of the script before coding, but i think a lot of what i write in ink is going to depend on how i custom parse information on the game-side, so I have to do both in parallel
7/13
- working on ink script
- realizing ink still doesn’t enable a large portion of logic needed for a visual novel…may have to revisit that 100 episode tutorial after all lol
- honestly, the tutorial is really good…teaches good code style, organization, and software design patterns
- need stuff like dialoguemanagers, saving and loading story progress, input management, etc.
- ink just replaces the need to write dialogue script parsing from scratch lol…
7/17
- passively moodboarding for the art
- made a pinterest board for the ideal character art style
- debating painterly textured muted color style, or traditional ink black and white style
- was struggling to find non ai slop references of spaceships, did some moodboarding on arena instead
- made a pinterest board for the ideal character art style
- started reading Aurora - Kim Stanley Robinson for more in-depth research - it has a very interesting design of a generation ship, I may end up taking many elements from this
- the dialogue i’ve written so far definitely does not have that many science-heavy portions, but I want enough feasible detail to make the story feel polished and immersive