[HN Gopher] The Ren'Py Visual Novel Engine
       ___________________________________________________________________
        
       The Ren'Py Visual Novel Engine
        
       Author : Tomte
       Score  : 205 points
       Date   : 2025-02-21 20:09 UTC (1 days ago)
        
 (HTM) web link (www.renpy.org)
 (TXT) w3m dump (www.renpy.org)
        
       | riffraff wrote:
       | Curious, I discovered this today as I played a visual novel built
       | with it: Doki Doki literature club (free on steam).
       | 
       | Interesting read/play, but not for everyone.
        
         | autoexec wrote:
         | you can download it without steam for free (or donate if you
         | like) at https://ddlc.moe/
        
         | teddyh wrote:
         | Review by "Yahtzee" Croshaw:
         | <https://www.youtube.com/watch?v=krq6-1ht_kk>
        
         | Frotag wrote:
         | Honestly I wouldn't recommend DDLC to someone new to VNs. It's
         | hilarious but it parodies the dating sim genre by amping up the
         | defining tropes to 11 before it then (minor spoiler, see
         | footnote [2]). So you kind of need familiarity with the genre
         | to understand some of the jokes. One of the more famous dating
         | sims is probably Katawa Shoujo which is also free under a CC
         | license.
         | 
         | [1] https://en.m.wikipedia.org/wiki/Katawa_Shoujo
         | 
         | .
         | 
         | .
         | 
         | .
         | 
         | .
         | 
         | [2] does a 180 and makes fun of the plot holes
        
           | riffraff wrote:
           | Ah Interesting, I have only played one or two dating sims
           | many years ago, what are some tropes which are specific to
           | dating sims rather than those also found in romance-based
           | anime/manga?
           | 
           | I guess "bad endings" and "save then go back" would be
           | specific and played with in DDLC, but I didn't pick up
           | anything else.
        
             | Frotag wrote:
             | (spoilers ahead)
             | 
             | > So you kind of need familiarity with the genre to
             | understand some of the jokes.
             | 
             | >> what are some tropes which are specific to dating sims
             | rather than those also found in romance-based anime/manga?
             | 
             | It's been a while since I've read DDLC but familiarity was
             | probably too strong a word. Having expectations about how
             | the story _should_ develop and then having those subverted
             | is a good chunk of the fun [1]. So skimming at least one
             | dating sim vn is probably enough context. And anime  /
             | manga also cover most of that context / japan-isms that
             | DDLC mocks (eg the school setting, the childhood friend /
             | council prez / spoiled imouto archetypes).
             | 
             | To your question though, the VN-specific jokes are mostly
             | about the route system and world building. I guess these
             | still fall under the umbrella of "bad endings" and "save
             | then go back" but imo it's a huge umbrella that's worth
             | exploring.
             | 
             | So like you mentioned, DDLC toys a lot with the concept of
             | multiple routes / save files. In most VNs each route starts
             | the same story before branching. You don't normally expect
             | this "common route" to change between tries but in DDLC it
             | does in multiple ways. But more uniquely, DDLC also
             | questions why these romantic endings exist in the first
             | place and arrives at the conclusion that the romantic
             | interests are psychotically obsessed... by the design of
             | some god [2]. This also pokes at how some VNs just rewrite
             | the world between routes to avoid distractions from the
             | chosen love interest, as in big events that are inevitable
             | in one route just don't happen in others.
             | 
             | I also thought the choice system (the poems) in itself was
             | a fun joke. Like most VNs have screens that let you vote on
             | which route to read, one choice per route. After N screens
             | you get placed on the route you picked most. DDLC
             | exaggerates this by giving you 100s of screens each with
             | multiple choices per love interest. Kind of like "Are you
             | really really sure? Is this your final answer?"
             | 
             | Speaking of DDLC, I should really reread Totono [3]. It's
             | another VN-parody but less gimmicky and a bit more serious
             | / emotional.
             | 
             | [1] https://github.com/Bronya-
             | Rand/DDLCModTemplate2.0/blob/v1.1....
             | 
             | [2] https://github.com/Bronya-
             | Rand/DDLCModTemplate2.0/blob/69aa2...
             | 
             | https://github.com/Bronya-
             | Rand/DDLCModTemplate2.0/blob/v1.1....
             | 
             | [3] https://store.steampowered.com/app/1293820/YOU_and_ME_a
             | nd_HE...
        
               | riffraff wrote:
               | thanks for the extensive explanation, much appreciated!
        
               | optionalsquid wrote:
               | > To your question though, the VN-specific jokes are
               | mostly about the route system and world building. I guess
               | these still fall under the umbrella of "bad endings" and
               | "save then go back" but imo it's a huge umbrella that's
               | worth exploring.
               | 
               | I'd also include the (sometimes literally) faceless
               | protagonists in this. For the uninitiated, it's a fairly
               | common trope in romance VNs that the face of the
               | protagonist is obscured, supposedly to let the player
               | self-insert. In DDLC, if I recall correctly, you mostly
               | see the protagonist's hands and in one image his back.
               | 
               | This trope leads to some fairly weird looking haircuts or
               | (more commonly) to graphics where protagonists simply
               | have no eyes. Perhaps fittingly, this also sometimes
               | applies to characters that are so unimportant that they
               | get labels such as "Student A" instead of proper names,
               | if they even get sprites at all.
               | 
               | DDLC takes it to the logical conclusion that it is the
               | player that matters, not the paper-thin player stand-in
        
               | Frotag wrote:
               | Ah good catch.
               | 
               | I also remember expecting the story to comment on how,
               | like most dating sims*, there's no male characters (or
               | really any characters in DDLC's case) except for the MC
               | and being disappointed it didn't. Well I think there were
               | allusions to an abusive dad but again I don't think
               | anyone had dialogue lines outside the MC + LIs.
               | 
               | * There are dating sims targeting other demographics like
               | female MC + male LIs but DDLC was parodying the ones for
               | males.
        
         | debugnik wrote:
         | Interestingly, DDLC Plus, the paid rerelease with extra
         | content, was rebuilt in Unity, presumably to support consoles.
        
         | snvzz wrote:
         | vndb[0] is a non-profit VN database, and a good starting point
         | to find reputable VNs in English (original or translated) to
         | play.
         | 
         | 0. https://vndb.org/
        
       | TheDong wrote:
       | This was used to make 'Analogue: A Hate Story', which in my
       | opinion was an interesting visual novel to read, with some more
       | unusual interactive elements as well.
       | 
       | It feels to me like 'Hate Story' and its sequel ('Hate Plus')
       | really pushed the bounds of what a visual novel engine can easily
       | do.
        
         | kibwen wrote:
         | It's an extremely popular engine for visual novels, to the
         | point where it's fairly safe to assume any given VN is made
         | using Ren'Py. For example, last year's Slay The Princess.
        
           | TheDong wrote:
           | I don't know if that's a given.
           | 
           | Needy Streamer Overload was the big visual novel of 2024 I
           | think, which was Unity.
           | 
           | The most popular modern-ish visual novels I know of, like
           | Fate Grand Order, Dangenronpa, and Ace Attorney, aren't
           | Ren'py.
           | 
           | I feel like Ren'py is in the minority for modern popular
           | visual novels, and it's definitely in the minority if you
           | include re-releases of older visual novels.
           | 
           | I'd expect it to be in the vast majority for independent
           | visual novels.
        
       | optionalsquid wrote:
       | As somebody who has read a large number of visual novels (VNs), I
       | consider Ren'py one of the better engines as a consumer:
       | 
       | - It has all the basic featured you'd expect, ranging from proper
       | backlogs, to key bindings, and much more. You'd be shocked how
       | many VN developers think that they can just pop out an VN engine
       | themselves, and end up producing something that lacks even basic
       | features.
       | 
       | - It is performant. You'd be surprised how poorly many VN engines
       | run really poorly. Fast-forwarding past already-read text is
       | often capped at a surprisingly slow rate, with your CPU pegged at
       | 100%, due to how inefficient many engines are
       | 
       | - It is easily moddable, as you just need to plop a
       | (pseudo-)python script into the game folder, so you can easily
       | tweak or turn off annoying bits of UI
       | 
       | A number of localization companies have also ported (typically
       | older) Japanese titles to Ren'py, instead of having to struggle
       | with poor to non-existent support for non-Japanese systems in the
       | original engine, as well as extremely expensive engine licenses,
       | and just straight up poorly written bespoke engines. Examples of
       | companies having done this includes JAST USA, FAKKU, MangaGamer,
       | and (IIRC) Sekai Project/Denpasoft. In other words, the heavy
       | hitters of VN localization.
       | 
       | The other main contender for best VN engine (in my mind) is the
       | KiriKiri engine, which I believe is also open source, but which
       | lacks the large, English-speaking community that Ren'py has
       | built.
       | 
       | Despite that, Ren'py does have a bit of a poor reputation in the
       | older VN reading community, more specifically among readers who
       | mainly read localized, Japanese VNs, due to its association with
       | low-budget, originally English visual novels. Typically the same
       | people have only heard of DDLC and Katawa Shoujo, when it comes
       | to originally English visual novels
        
         | jandrese wrote:
         | One thing Ren'Py does well that many other engines do poorly is
         | forward compatibility of saves. When VNs are released in pieces
         | over time it is important to make sure the saves carry forward.
         | Nothing kills momentum like "you will need to start over from
         | scratch after every update".
         | 
         | As far as competitors go, the list is not very long.
         | Sugarcube/Twine works ok, but tends to bog down as the projects
         | grow large because it doesn't have a good way of breaking up
         | the core logic across different files. The save system is also
         | a bit of a problem since the in-browser saves tend to get lost
         | in version updates. QSP is just a buggy confusing mess every
         | time. People try to shoehorn RPGMaker into doing the job but it
         | is just so clunky and slow. Custom engines, typically built in
         | Unity, are almost always massive resource hogs and lacking in
         | one or more of the basic features Ren'Py provides by default.
         | Plus there is just the community aspect of it, with Ren'Py
         | having so many developers there is a lot of institutional
         | knowledge to be had. If you run into a problem you are probably
         | not the first, someone else has probably solved it already.
        
           | optionalsquid wrote:
           | I took a quick look via query.vndb.org, and the top 10 most
           | popular engines in terms of releases are Ren'Py, KiriKiri,
           | TyranoScript, Unity, NScripter, LiveMaker, RPG Maker, YU-RIS,
           | Flash, and Artemis (from most to least).
           | 
           | This is of course not an exact ranking, since the same game
           | can have many (nearly identical) releases, but it roughly
           | matches my experience
        
             | snvzz wrote:
             | Notably nscripter has a third party open source
             | reimplementation in onscripter[0], which in turn has a fork
             | in onscripter-en[1].
             | 
             | 0. https://github.com/ogapee/onscripter
             | 
             | 1. https://github.com/Galladite27/ONScripter-EN
        
           | woctordho wrote:
           | Forward compatibility of saves is harder than people thought.
           | VN scripts have choices and loops, so in general they are
           | graphs, and upgrading the saves to another version requires
           | matching two graphs. I'd be happy to know if there is a good
           | diff algorithm for graphs
           | 
           | In practice graph matching can be helped by manually tagging
           | the same nodes (labels in Ren'Py) in the two versions, but
           | that cannot cover all the edge cases
           | 
           | I'm developing a VN framework for the own use of my indie VN
           | dev group, and we mostly implemented the diff algorithm for
           | the 'linear' part of the graphs. You can search my handle to
           | know more
        
             | woolion wrote:
             | If you take the graph of the game, you basically have a DFA
             | (deterministic finite automaton), so the problem is purely
             | a reachability one which is trivial. In renPy, you have
             | arbitrary variables that can be used to define the possible
             | transitions. So reachability becomes a problem depending on
             | the automaton state X persistent variables. Unfortunately,
             | that means that now reachability is now Turing-complete,
             | since you need to analyze the code that interacts with all
             | variables. So say you have a transition tau from state Si
             | to Sj, you need to make sure the labels contain any
             | persistent variable that is used to trigger tau.
             | 
             | You can make sure to be forward compatible by (1) never
             | removing states, and (2) making sure that any state x
             | (value of persistent variables) has a transition.
             | 
             | Of course, that condition (2) is often violated by assuming
             | that if you are in state Si, you must have gone through
             | state Sk which sets a given variable to x, and fail to
             | realize that there is another path to Si that does not go
             | through Sk and you are stuck. If you add new states or new
             | variables to your game, you are effectively creating this
             | situation for all states. Reachability is a trivial
             | problem, but checking the values all variables can take is
             | kind of famously Turing-complete. So if you want to be able
             | to do that, you need your use of variables so that
             | basically you could eliminate them by replacing them by
             | having more states.
             | 
             | Btw, the problem you mention is a notoriously painful one
             | (https://en.wikipedia.org/wiki/Graph_isomorphism_problem),
             | but with VNs you have labels so I think the issue is not to
             | produce a diff but make it useful enough to check all game
             | conditions.
             | 
             | Let me know if something is unclear.
        
               | woctordho wrote:
               | The script graph can be thought as a DFA, but a 'game
               | state' (images showing on screen, music playing...) is
               | different from a node of the script graph, and there is
               | not a one-to-one mapping between them
               | 
               | For example, if the script loops through a node (and
               | there is a choice to go out of the loop), and the node
               | moves a character on screen to the left by 5 pixels each
               | time, then there can be different game states with the
               | same node. It happens in a common trope of VNs when the
               | story lets you explore different places and go back to
               | the original place each time
               | 
               | In the design of our VN framework, the game state is
               | determined not by the current node, but by the node
               | history (and other things like 'global variables'). If
               | the author changes some script in the new version, then
               | all saved data with the affected node history need to get
               | updated
               | 
               | If there is no choice added/deleted, then the update can
               | be implemented by simply re-running the nodes. However,
               | if there are choices added/deleted, the update can be
               | more complicated and involve graph isomorphism in the
               | worst case
        
               | woolion wrote:
               | >The script graph can be thought as a DFA, but a 'game
               | state' (images showing on screen, music playing...) is
               | different from a node of the script graph, and there is
               | not a one-to-one mapping between them
               | 
               | Sure. I would say it's a pretty bad idea though, and for
               | instance in JOBifAI we manually managed savepoints in
               | these case to stay isomorphic to a DFA anyway, because
               | it's already hard enough to manage when the game has a
               | big scope.
               | 
               | >If there is no choice added/deleted, then the update can
               | be implemented by simply re-running the nodes. However,
               | if there are choices added/deleted, the update can be
               | more complicated and involve graph isomorphism in the
               | worst case
               | 
               | Well. what you call 'global variables' is what I called
               | 'persistent variables' above (using renPy's terminology).
               | If you consider that they can get any value, your problem
               | can be reduced to the halting problem. There are 2 ways
               | you can get around that:
               | 
               | - any use of these variables in conditional transitions
               | segments the domain into a finite number of subdomains
               | (in that case it's just a proxy for a long expansion into
               | a much bigger DFA)
               | 
               | - the variables belong to an infinite domain but are not
               | involved into any state transition (for example, setting
               | your name is not restricted but does not change any state
               | transition)
               | 
               | Since the halting problem isn't solvable, if you use
               | these two solutions you don't need to solve the graph
               | isomorphism problem. If you delete a node Si and your
               | history contained Ss => Si => Se, you just need to find a
               | path from Ss ==> Se. If you take the first in
               | lexicographic order you even have a canonical solution.
        
             | DecoySalamander wrote:
             | I think you can accommodate most changes by storing ordered
             | list of IDs of visited nodes as well as variables set by
             | choices. This way if you'll delete or replace some nodes or
             | branches you can walk back to still existing parts.
        
         | opencl wrote:
         | The best thing about Renpy is that the text rendering actually
         | looks good, which is true of shockingly few VN engines even
         | today.
         | 
         | Especially when you increase the window size or run fullscreen,
         | most VN engines just render the whole game at a fixed
         | resolution and upscale it up but Renpy makes the framebuffer
         | match the window size and renders text at the full resolution.
        
         | simion314 wrote:
         | Agree, as a person with accessibility issues, I prefer this
         | engine because it has a basic TTS support that I can mod and
         | plug my own custom TTS script. I also seen people reinventing
         | poorly the engine in Unity so for me text based games or visual
         | novels in Unity are just a NO , because of TTS support.
        
         | devnullbrain wrote:
         | >proper backlogs
         | 
         | Something noticeably missing from almost every other type of
         | text-heavy game which perhaps wouldn't be if games developers
         | were less snobbish about where they draw inspiration from.
         | 
         | On the other hand, writers of games with metatextual stories
         | benefit from their target audience not knowing how well-trod
         | the ground is.
        
           | edflsafoiewq wrote:
           | The other big text engines are probably Inform 7 and Twine?
           | They both have undo.
        
             | devnullbrain wrote:
             | Text- _heavy_. JRPGs love to include 20 minutes of reading
             | where an errant click means you miss a line, forever.
        
         | ianbicking wrote:
         | What does a "backlog" mean in this context?
        
           | daedrdev wrote:
           | Like you can either read a log of what characters said in a
           | scene so far, or simply go backwards through the story to
           | reach an earlier line and view it again.
        
           | Shish2k wrote:
           | You can rewind a conversation in case you accidentally
           | pressed the "skip" button and missed some important plot
           | point
        
           | Birch-san wrote:
           | I think they meant scrollback. as conventionally a backlog
           | would evoke "work yet to be done", whereas in this context
           | we're talking about a conversation history one can revisit.
        
           | optionalsquid wrote:
           | Sorry, as others have said, I meant a text log or "history".
           | Basically, the ability to view the last N lines of text. For
           | some VNs, this log also allows you to replay the voice lines,
           | to jump back to specific lines/scenes, and even to bookmark
           | specific lines, separately from saving the game. Ren'py is
           | actually a bit unusual in this regard, since the default
           | behavior is a rewind feature rather than a text log. However,
           | most commercial Ren'py VNs will show the history as a log.
        
         | tumsfestival wrote:
         | >A number of localization companies have also ported (typically
         | older) Japanese titles to Ren'py, instead of having to struggle
         | with poor to non-existent support for non-Japanese systems in
         | the original engine, as well as extremely expensive engine
         | licenses, and just straight up poorly written bespoke engines.
         | Examples of companies having done this includes JAST USA,
         | FAKKU, MangaGamer, and (IIRC) Sekai Project/Denpasoft. In other
         | words, the heavy hitters of VN localization.
         | 
         | That caught my curiosity, but I couldn't find any examples of
         | older VNs being ported to Renpy. Could you share any examples?
        
           | woctordho wrote:
           | Many examples can be queried from VNDB
           | https://query.vndb.org/8e75036b2dcfe441
        
           | optionalsquid wrote:
           | Examples include 'Love Duction!' (2014) published by Sekai
           | Project/Denpasoft, 'Sona-Nyl of the Violet Shadows Refrain'
           | (2011) localized by MangaGamer, multiple re-releases of
           | late-90s/early 2000s titles published by JAST USA such as
           | X-Change (1997-2004), Water Closet (2000), and Heart de
           | Roommate (2003), and 'True Love 95' (1995) published by FAKKU
        
         | LiquidSky wrote:
         | Can you recommend some good VNs for a newbie?
        
           | optionalsquid wrote:
           | Much like books, that depends on what kind of stories
           | interest you. Though it'd be advantageous for you if you
           | enjoy romance, because that genre is heavily over-
           | represented.
           | 
           | But if there are no titles that have already caught your
           | interest, then my personal recommendation is to start with
           | hybrid games such as VA-11 Hall-A, the Danganronpa series,
           | the Ace Attorney series, WILL: A Wonderful World, and 999.
           | 
           | VNs are at their core a reading experience, frequently
           | involving more words than what you'll find in the entire
           | Lords of the Ring trilogy, but hybrid games like the above
           | allow you to dip your toes in the VN genre without it purely
           | being reading
        
           | woctordho wrote:
           | Reddit has it
           | https://www.reddit.com/r/visualnovels/wiki/recommendations
        
           | dataveg wrote:
           | Misericorde volumes 1 and 2 on Steam and Itch - both renpy
           | based I believe. Fantastic example of an immersive novel, a
           | murder mystery set in a 14th century abbey.
        
         | woolion wrote:
         | I agree as for my own VN I started working with a custom-made
         | engine until I completed the rollback-feature requirements;
         | after seeing the scope of it, I checked renPy and found it
         | basically did everything right already.
         | 
         | In many ways I felt that the engine was designer for beginners
         | rather than developers in a way that are antagonistic to each
         | others. No real debugger, no support for libraries, leading to
         | re-implementation of basic stuff, etc. I had a love-hate
         | relationship with it. Pseudo-python is the right term for it.
         | 
         | In the end I was happy with the Steam features it already had
         | to make distribution easy, although I had to actually patch the
         | engine as the Steam session ticket function was broken.
        
       | jandrese wrote:
       | They have a database of over 4,000 visual novels built with this
       | engine, but that barely scratches the surface. If you know where
       | to look there are many thousands more projects built on this
       | engine.
        
         | optionalsquid wrote:
         | The Visual Novel Database (VNDB) alone lists nearly 12,000
         | titles that have used Ren'py:
         | 
         | (Warning: This site contains a lot of text and images that are
         | not safe for work. And it records a lot of works that many
         | people will probably find distressing)
         | 
         | https://vndb.org/v?q=&ch=&f=N1802fwRen_7Py-741&s=26y
         | 
         | But as you say, that's barely scratching the surface. You can
         | probably find many more on itch.io and in other communities,
         | that nobody have bothered to add to VNDB
        
           | hiccuphippo wrote:
           | That's weird, I don't think those old TypeMoon and Key visual
           | novels used Ren'py. Maybe Ren'py is able to read files made
           | for other engines like NScript or KiriKiri and that's why
           | they show in the search?
        
             | optionalsquid wrote:
             | Fan-ports of VNs to Ren'py are not uncommon, in part
             | because Ren'py supports mobile devices. For example,
             | https://vndb.org/r99153
             | 
             | But you can exclude those by only searching for official
             | releases:
             | 
             | https://vndb.org/v?q=&ch=&f=N1803fwRen_7Py-741Ng01&s=26y
        
       | Frotag wrote:
       | For context, visual novels are basically ~novella sized stories
       | that come with visuals like static backgrounds + a few dozen
       | renders per character. The character renders tend to be mostly
       | the same, with small variations in facial expression, pose, maybe
       | outfit.
       | 
       | All that to say, you probably won't like VNs unless you like
       | reading. Don't expect much gameplay / animation. That said, the
       | more famous stories tend to have multiple endings determined by a
       | handful of choices you get during the story. On occasion, some
       | games go for sandbox-style gameplay where you roam the map to
       | grind out currency to unlock visual novel scenes.
       | 
       | In terms of genre I'd say at least half are dating sims, with the
       | rest being some kind of adventure or mystery story. I'd also
       | guess at least half are nsfw / r18. Renpy VNs tend to be made by
       | indie devs from everywhere but Japan, which has a VN industry
       | with in-house engines.
       | 
       | Writing quality tends to be what you expect from indie authors /
       | devs. That is, filled with tropes, tending towards the wish-
       | fulfillment types. Which isn't necessarily a bad thing, you'll be
       | surprised what you'd be willing to overlook if the premise / plot
       | seems interesting.
        
         | jsheard wrote:
         | > For context, visual novels are basically ~novella sized
         | stories
         | 
         | Usually, but some of them are infamously ludicrously long. Like
         | 2-3x War and Peaces long.
        
           | Frotag wrote:
           | Got curious about the actual distribution so ran some queries
           | on vndb [1].
           | 
           | Looks like the median renpy novel (with 100+ votes) takes
           | 250min to complete with the ludicrously long ones [2]
           | bringing the average up to 503min.                   engine
           | vn count  avg     25%     50%     75%           Ren'Py
           | 251       503     120     251     571           KiriKiri
           | 187       813     241     522     1143          Unity
           | 65        871     224     452     1109
           | 
           | [1] https://query.vndb.org/?sql=SELECT+%0D%0A++++r.engine%2C+
           | %0D...
           | 
           | [2] https://query.vndb.org/?sql=SELECT%0D%0Avn.title%2C%0D%0A
           | ROU...                   title                       length
           | (min)        engine         HEAVEN BURNS RED            12580
           | CRIware         Rance X -Kessen-            11085
           | AliceSoft System4.X         Shoujo Settai               10418
           | Kamidori Alchemy Meister    8407
           | Seinarukana...              6858
           | Lessons in Love             6819                Ren'Py
           | Sengoku + Koihime...        6744                CatSystem2
           | Higurashi no Naku Koro ni   6626
        
             | optionalsquid wrote:
             | Keep in mind that several of these titles are hybrid VNs,
             | i.e. games that mix visual novel narration with gameplay
             | elements. This has a tendency to inflate the playtime
             | disproportionately to the actual word count, though VNDB
             | does require that a significant amount of play-time is
             | spent reading for games listed on there in the first place.
             | 
             | Off the top of my head, hybrid VNs on your list includes
             | HEAVEN BURNS RED, Rance X, Kamidori, Seinarukana, and
             | Koihime. Though as far as I know, Rance X in particular
             | also has a very, very long script
        
         | joaohaas wrote:
         | >~novella sized stories
         | 
         |  _laughs in umineko and higurashi_
        
           | GloriousKoji wrote:
           | _cries in seagulls, cicadas and storks_
        
         | cardanome wrote:
         | The Spooktober Visual Novel jam that happens every September is
         | a good way to both get into VN development and also find high
         | quality games that you can play for free on itch.io.
         | 
         | Some if the entries really push the limits in terms visual
         | presentation and can have a crazy amounts of animations. Plus
         | really talented voice actors use the jam to practice their
         | skills.
        
         | Blackthorn wrote:
         | The most popular VN is a massive franchise: Phoenix Wright.
        
           | RobotToaster wrote:
           | And danganronpa
        
         | soraminazuki wrote:
         | Baldr Sky is a perfect title for those who also want some
         | action gaming in the mix. Also, like many great visual novels,
         | the plot takes advantage of multiple endings very well.
         | 
         | Unfortunately, Japan stopped making visual novels somewhere
         | around a decade ago. Creators presumably moved on to work on
         | gacha games. Many visual novel companies are now either gone,
         | inactive, or pivoted to gacha games. I wish I can see more
         | games like Baldr Sky, Steins Gate, and Aiyoku no Eustia again.
        
       | alt187 wrote:
       | I really wish they'd implement proper XDG stuff, because the
       | engine is great and I love VNs but all I can think about is the
       | ~/.renpy littering my home.
        
         | bbkane wrote:
         | The battle for HOME was lost years ago unfortunately. Best to
         | just accept defeat and enjoy the apps
        
       | lelandfe wrote:
       | Some really cool stuff has been built with Ren'Py. A (fairly)
       | recent example for me is Roadwarden, a 20hr long RPG.
        
         | programd wrote:
         | I was wondering what it was built with as I was playing.
         | Roadwarden is tripple-A storytelling and world building
         | masquerading as a little indie title. I was very impressed by
         | how much atmosphere it conveys with minimalistic presentation.
         | That takes a lot of skill.
         | 
         | Here it is on Steam, currently on sale for a criminally under
         | priced $4.39
         | 
         | https://store.steampowered.com/app/1155970/Roadwarden/
        
           | loufe wrote:
           | Agreed, Roadwarden is an absolute gem and has earned two full
           | playthroughs from me. It's such a compelling experience for a
           | text-based game, it feels especially so as I'm not old enough
           | to have a nostalgic appreciation for text games.
        
       | AdamH12113 wrote:
       | If you're wondering what's up with the name, "Ren'Py" is a pun on
       | the Japanese word "ren'ai" (Lian Ai ), which means "romantic
       | love".
        
         | baobabKoodaa wrote:
         | And at the risk of stating the obvious, Py is for Python and
         | Ren is for Render
        
           | TazeTSchnitzel wrote:
           | The "Ren" part is surely coincidence, it doesn't really make
           | sense.
        
             | baobabKoodaa wrote:
             | "Render your visual novel with Python"?
        
               | TazeTSchnitzel wrote:
               | It's a game engine, not a rendering tool.
        
               | baobabKoodaa wrote:
               | Hmmh, you're right: "Ren" doesn't stand for "Render"
               | here.
        
       | VectorLock wrote:
       | If you look on SteamDB PyGame and Ren'Py are the 5th and 6th most
       | used technologies, ahead of Godot. https://steamdb.info/tech/
       | 
       | Some people point out this is mainly because of the erotic novel
       | shovelware that is quite popular on Steam.
        
       | philipov wrote:
       | I just picked up Stories from Sol: The Gun-Dog, which launched on
       | steam this week, and was made with RenPy. It's going great so
       | far. Some of the lore reminds me a lot of Martian Successor
       | Nadesico.
       | 
       | https://store.steampowered.com/app/2118420/Stories_from_Sol_...
        
       | brianbest101 wrote:
       | The game engine that's probably kickstarted more game dev careers
       | than most. I remember when 4chan came together to produce the
       | surprisingly good Katawa Shoujo with it. Wild times
        
       | nurettin wrote:
       | I've always wondered if LLMs will slowly seep into this backyard.
       | They are perfectly capable of creating the story (will probably
       | be mid, barely interesting), the art (albeit easily recognized as
       | AI slop) and the code (after some iterations) and with some
       | tooling, even sign and deploy to websites all fully automated.
        
         | cwiz wrote:
         | They might take it with storm and we see influx or high quality
         | stories that can't be distinguished from those written by nips.
        
         | unreal37 wrote:
         | GenAI is becoming popular for image generation to add visuals
         | to the novel.
        
         | woctordho wrote:
         | VNs are interesting to AI developers because they're multimodal
         | datasets with extensive text annotations. People are already
         | working on this https://huggingface.co/datasets/Limour/b-corpus
        
       | RototRobot wrote:
       | I've made two 'games' with ren'py in the past, and it's really
       | fun engine to work in and quite an amazing engine as it can be
       | used for the most basic straight forward game with little
       | programming experience but also scales up to some pretty complex
       | stuff if you have the means.
        
       | ge96 wrote:
       | Hehe I've come across this tech from xxx games
       | 
       | Edit: I don't have the patience for these games but yeah I've
       | seen the name before
        
       | Animats wrote:
       | It's a player, like Flash.
       | 
       | What does it do that Flash didn't?
        
         | woctordho wrote:
         | It has a DSL specified for writing VNs
        
       | woctordho wrote:
       | If you prefer JS to Python, there's also WebGAL
       | https://github.com/OpenWebGAL/WebGAL
        
         | TazeTSchnitzel wrote:
         | Trying the demo of this on my phone, there are already several
         | kinds of jank, and one of the lines got cut off so I couldn't
         | read it. I think that's a bad sign.
        
       | xrd wrote:
       | My 8 year old daughter loves graphic novels. And she's a budding
       | writer. I got really excited to show her some of the links posted
       | here.
       | 
       | Then I dug a little deeper and saw that a lot of it is very
       | sexualized. I'm not opposed to that for adults but it isn't
       | something I want my daughter exposed to.
       | 
       | Anyone have suggestions for safe spaces for kids? I really love
       | the idea of her creating using ren'py but I'm worried it is a
       | gateway to things she isn't ready for yet.
        
         | optionalsquid wrote:
         | I'm afraid that I don't know any kids-safe spaces for budding
         | VN readers or writers, but you can use VNDB to search for
         | visual novels with an appropriate age rating. The following
         | query returns all VNs with a release rated for 3-8 years,
         | excluding any that have a release rated for older ages:
         | 
         | https://vndb.org/v?q=&ch=&f=02N1802a48a23N19a38&s=26y
         | 
         | Though I will caution that a lot of these are either self-
         | reported by the authors or just guesstimates by the person who
         | added the VN to VNDB.
         | 
         | And I will caution that you should never trust it when a visual
         | novel is described as "all ages": For whatever reason, the VN
         | reading community has settled on using that term when we mean
         | "no explicit sexual content". Beyond that, anything goes for an
         | "all ages" VN. The search link above has a minimum age rating
         | of 3+ for that reason
        
         | ANighRaisin wrote:
         | You don't need Ren'Py-like software for graphic novels unless
         | you want them to be interactive. Even so, it may be difficult
         | for an 8-year-old to learn python and debug something like
         | Ren'Py, especially because half of its use is entirely 18+.
         | 
         | I would recommend something like Scratch. It's a visual
         | scripting language that allows kids to make amazing games and
         | animations. It has all the capabilities necessary with ease and
         | kid-friendly forums and comment sections.
        
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       (page generated 2025-02-22 23:01 UTC)