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/fg/ - Fangames

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File: 1613864316247.jpg (63.18 KB, 670x502, Yume_Nikki_courtesy_Kikiya….jpg)

 No.15016

Which, if any, of the following traits preclude a game's status as a 'traditional' Yume Nikki fangame?
>being made with a 3D engine
>being made in an engine other than RPGmaker
>having a non-fixed viewpoint
>having dialogue/dialogue trees
>having non-chibi/large player models
>having a non-tile-based movement system
>having 'health points' that allow the player to take multiple hits
I have an idea for something but I'd prefer to stay within the constraints of classical YNF design.

 No.15017

>having dialogue/dialogue trees

Degrees vary, but this is the dealbreaker for me. As soon as it has more than 2-3 lines of writing in total it's not longer a 'traditional' fangame, even worse if the writing is dialogue.

 No.15074

File: 1617590898276.jpg (97.22 KB, 655x655, bbfdcbaa132b050008d65a8b20….jpg)

Thank you for replying. Here are a few more elements for your consideration.
>realtime/reflex-based gameplay
>puzzles
>inventory systems/non-effect items
>following NPCs
>combat beyond simple knife/knife-analogue usage

Also, what about system specifications? Yume Nikki is apparently good to go on a 200MHz machine with 32MB RAM and no video card. Is this the system profile a fangame maker ought to target?

 No.15078

>>15074
eventually there's a line where it crosses from "fan game" to "inspired by"



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