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FreeSpace Releases => Scripting Releases => Topic started by: Lafiel on November 14, 2020, 01:29:10 pm

Title: Improved Visual Novel script
Post by: Lafiel on November 14, 2020, 01:29:10 pm
Visual Novel Script
Version 3.0.0 (https://github.com/BMagnu/FSO_VisualNovelScript)


This is an Axem-approved, improved version of the Visual Novel Script originally featured in JAD, WoD and Solaris.

While the original script was made by Axem, I reworked some of the more buggy parts and improved a lot of otherwise fairly hard to use constructs (especially around conditional scripting).
Since it is fairly complicated, it comes with a full documentation (https://github.com/BMagnu/FSO_VisualNovelScript/blob/master/README.md), and contains a few basic examples.
On the same basis, it is so big that I couldn't test every single option, so you may encounter some bugs here and there.
But since I intend to continue maintaining this script, if anyone finds a bug, has a feature request or needs help, just hit me up.

To use it, integrate the data folder on the github into your mod. Contents of the folders hud, interface, missions and fiction are only needed for the examples. To see how to create your own VN scripts and set up the config, look at the examples or the documentation.

This scripts main purpose is to give modders a lot more options for storytelling and player choice. It creates a visual novel context (in most cases a background, a box at the bottom containing currently spoken dialog, and character sprites in the foreground plus a few extras) from within a mission with a SEXP. In most cases, this will just replace any actual mission with one visual novel block of storytelling. It also has some form of user interaction, in form of choices or simple graphical menus, whose results can either influence following dialog or even set SEXP variables for influence in the campaign. 

Hidden Text: Screenshots from WoD and JAD • Show
Here are some screenshots of how this script (although in it's second version) has been used in JAD and WoD:
(https://i.imgur.com/GF79Rpp.png)
This is a basic conversation example from JAD

(https://i.imgur.com/sHY8BUe.png)
Here, JAD uses additional image props to enhance the experience

(https://i.imgur.com/QrQJyZ5.png)
WoD uses the script to emulate briefings and integrates them in a seamless way

(https://i.imgur.com/nW2qtTS.png)
This is an example from WoD, where the player can use this map to freely choose where to go and thus with whom to speak

Edit 16.11.2020: Added screenshots and general explanation
Title: Re: Improved Visual Novel script
Post by: Colonol Dekker on November 14, 2020, 04:19:57 pm
A proud legacy.
Title: Re: Improved Visual Novel script
Post by: Nightmare on November 14, 2020, 05:30:53 pm
Beautiful work! :)
Title: Re: Improved Visual Novel script
Post by: Mobius on November 15, 2020, 04:34:59 am
It seems a powerful storytelling tool, yet those like me who are unfamiliar with it would appreciate a couple of screenshots showing off what's it about and its precise purposes in-game.

My "campaigns to play whenever I get the chance" list is quite long and I'm trying to catch up with what I've missed. This script appears to be a major feature but I'm kind of blind right now and I have no idea how it works. Is it a major overhaul of the fiction viewer, or something else?

Any examples other than the raw templates on GitHub?
Title: Re: Improved Visual Novel script
Post by: Colonol Dekker on November 15, 2020, 07:43:26 am
It's like having animated cartoons instead of briefings.
Title: Re: Improved Visual Novel script
Post by: Strygon on November 15, 2020, 08:22:50 am
We still need a campaign where you can date your wingmen
Title: Re: Improved Visual Novel script
Post by: Nightmare on November 15, 2020, 09:47:58 am
We still need a campaign where you can date your wingmen
but there's already BP
Title: Re: Improved Visual Novel script
Post by: Strygon on November 15, 2020, 12:08:32 pm
*minus the mindbreak tag
Title: Re: Improved Visual Novel script
Post by: Lafiel on November 15, 2020, 12:21:00 pm
It seems a powerful storytelling tool, yet those like me who are unfamiliar with it would appreciate a couple of screenshots showing off what's it about and its precise purposes in-game.

My "campaigns to play whenever I get the chance" list is quite long and I'm trying to catch up with what I've missed. This script appears to be a major feature but I'm kind of blind right now and I have no idea how it works. Is it a major overhaul of the fiction viewer, or something else?

Any examples other than the raw templates on GitHub?

Good point. I didn't realize that people not familiar with WoD / JAD / Solaris or other VN's have no real idea of what this is.  I added a (very) basic explanation and a few screenshots from how it was used before. I hope this somewhat clears it up.
Title: Re: Improved Visual Novel script
Post by: Strygon on November 15, 2020, 12:38:07 pm
Ohhh I didn't know it was capable of that much, actually.


... looks left and right


saves
Title: Re: Improved Visual Novel script
Post by: Lafiel on November 15, 2020, 12:58:18 pm
Ohhh I didn't know it was capable of that much, actually.


... looks left and right


saves

It can do a lot, yes. When I inherited the script from Axem, I spent a lot of time marvelling at how most thinkable usecases had been covered in some way, and how it works behind the scenes.
What I can show in these screenshots is more or less only the surface of the iceberg. Most things that require some form of UI (if it doesn't need to be dynamically generated) are doable with this script, it's just a matter of figuring out the specifics.
As an example: I am currently working on a VN script that lets you essentially command squadrons from a topdown perspective, for kind of an Admiral-esque experience.