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/yn/ - Yume Nikki General

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The rules have been updated, effective immediately. Please review them. Specifically rules 6, 7, and 8 have changed or been added, and two guidelines have been removed.
Updated again to ban political ideology and imagery completely.

File: 1573234219685.jpg (149.55 KB, 1280x720, toriningen party.jpg) ImgOps Exif Google

 No.8909[Reply]

I am currently working on a concept for an exploration game, which has some ties to YN, it's not exactly a fan-game, but I want it to be a surreal walking simulator.
Since YN, honestly, has its issues I am trying to figure out how to evade these issues. I am not here to roast YN or something, I am looking for design changes, that make the game easier to play, especially for people who dont know anything about the it (pic related).

Here's the most common issues i hear about and there is only one rule to go by: If there is no good design-excuse for it, cut it.

- Too much empty space. I would probably design more smaller worlds and reduce unneccecary walking. tedious looping is not fun. The map sizes need to be drastically reduced.
- Pointless effects. I would either implement some use for the effects given or get rid of the ones that only have a cosmetic purpose. There are 4 really useful effects. others are either completely pointless or they are useful like 1 time an then never again (Yukki Onna, Witch and Umbrella for example)
-Knife is good, would keep. Eye Palm is useful. I would remove the bike and just add a run-button. Stop-Light needs balancing, i would make it so that the npcs unfreeze automatically after a few secs to make it harder to escape the toriningen. The cat is kind of useful. Every other effect is of practically no use and can be removed.
-As a new player, you cannot get anywhere without the assistance of walkthroughs, wikis or youtube. That's just terrible game design and the tiniest amount of guidance would be much appreciated. However i have not yet found a way to get around this. There are no compasses or maps in dreams, really. So idk, let me know if you got any ideas.

Anything else you would change to improve the game? My goal is to make it more accessible to new players and to make exploration more rewarding.
3 posts omitted. Click reply to view.

 No.8927

The walking speed is really slow, which makes giant maps with lots of empty space a huge chore.

 No.8928

Like >>8914 said. While I get that everyone can have different tastes, pretty much everything listed as a negative in this thread so far is a charm point of YN. The getting lost, the lack of instructions, the slow pace, mundane effects… YN is about exploration and discovery. If you take that away by narrowing passages and offering maps, then scrape away the mystery and experimentation offered by the cosmetic effects, you end up with an A-to-B rail story. If that's what you want, you should check out Deepseaprisoner's games, respectively.
>As a new player, you cannot get anywhere without the assistance of walkthroughs, wikis or youtube
Weird to say that when people have been beating the game on their own since before Youtube even came along. You not wanting to try on your own doesn't mean that the act is futile. Most people find enjoyment on making discoveries by themselves and YN aims to allow them to do so.
>>8927
Enter bicycle. Getting lost and keeping an eye out for oddities in the vast emptiness is just a relaxing form of exploration. If you're organized and scan the area in lines one viewport scope at a time, it only takes about 3 minutes to cover everything.


If I were to change anything it would be the addition of more visual spectacles for people to interpret. Like the supposed alien light over the vista or the mars landscape. This is why I like 2kki, because there are a lot of linear rooms that only exist so you can enjoy the background scenery. Amazing things being beyond reach is a common dream subject after all.

 No.8929

>Enter bicycle. Getting lost and keeping an eye out for oddities in the vast emptiness is just a relaxing form of exploration. If you're organized and scan the area in lines one viewport scope at a time, it only takes about 3 minutes to cover everything.
You can't really and honestly say that the bicycle is a good solution to the speed problem. The player should be given the chance to choose the speed of their exploration without having to rely on a hit-or-miss gimmick like finding the relative speed effect. A simple toggle key to go from low speed to normal (fast) speed would be the ideal solution for the people who want to explore a map at their leisure and those that don't want to feel like the game is dragging time for nothing.

 No.8930

Yume Nikki isn't a game about gameplay, it's a game about atmosphere, contemplation and mystery. Warily trekking through a lonely void with your thoughts is as much a part of the experience as visiting Poniko or running from Toringen - in fact, it's what makes those moments feel special. Imagine if every instance of empty space was cut out, would it still feel like a journey through the mind of a troubled hermit? Or would it feel like a gallery of weird sprites? The game isn't meant to be convenient (see: Hell, the most player-unfriendly map I can think of in any game except maybe Dark Souls) and the player isn't meant to see every piece of content (see: All the events with tiny chances of happening, plus the ones with no logic to their "solutions"). I could keep talking about this forever but I have to go, maybe later if anyone cares.


>What would you change?

I would randomise parts of the map when the save file is created or when the .exe is first ran to make it harder to use online walkthroughs. Might also open up some cool opportunities like a room that has a 1/600 chance of permanently existing in some remote location.

 No.9017

>>8930
I would randomise parts of the map when the save file is created or when the .exe is first ran to make it harder to use online walkthroughs. Might also open up some cool opportunities like a room that has a 1/600 chance of permanently existing in some remote location.

I like this idea, I think that one of the strongest points of yume nikki is its map design. Effects are really a side note, except when they have an effect on the world around them. I think what could be changed about yume nikki and other walking simulators is the replayablitiy of it, everyone has their own special experiences with the game, but for the most part those experiences are felt in the first playthough of the game. I like the idea of parts of the map randomly changing in subtle ways, ways that would be most noteable after becoming familiar with the maps in the first few playthroughs.

I also think that there could be some events that change the layout of the world. I like how the nexus equivalent in.flow changed sometimes, it made it feel like whenever I passed through it the areas might have changed in some way. This would also help replayablitity. Once you know where exactly each effect is in yume nikki it's easy to just make your way to them without paying as much attention to the maps as in the first playthough. Perhaps the order of effects acquired could change the maps or location of subsequent effects?



File: 1581713906963.jpg (16.61 KB, 300x168, MOSHED-2020-2-14-21-57-24.jpg) ImgOps Exif Google

 No.8966[Reply]

is there any word for how this game makes me feel?
i feel lost in something bigger than what is conceivable. i used to be a diver. being upside down underwater is comparable. so is breathing there. just looking into the far reaches of the ocean while you're submerged, knowing that you really shouldn't be able to. but for some reason you are.
my stomach feels cold and petrified. a sensation that's crawling up my oesophagus up to my throat. it's not restrictive, it's not scary. it's just a gut instinct telling me something isn't right.
i think about being different. my mind wanders.
explores subject matter very different from the game which somehow still feels connected.
loneliness but comfort in solitude.
being lost in an ocean of ink.
at a certain point you just lose track of which way is up.

i can't really put my feelings into words and instead tend to write down abstract thoughts and concepts instead. can anyone relate?

 No.8977

YN is like a loneliness simulator

 No.9006

Comparable?
Diving under water with that oxygen task is camparable to SUICICDE

 No.9015

>>8966
it's art, yume nikki resonates with so many because the creator is exceptionally good at conveying their emotions. I think personally this is why.

 No.9016

>>8977
This is close. I like the idea of diving into someone else's loneliness. It's not rare when I'm playing YM or one of the fan games I catch myself thinking about the guy who made the game sitting alone in his room working at sprites and codes. Maybe the person behind the game is not lonely at all but it doesn't really matter because I'm projecting my own loneliness onto everything and YM seems particularly susceptible to this.



File: 1588756841684.gif (8.02 KB, 490x456, 1_lH-VCg6mHMuq6rirlsKoVA.gif) ImgOps Google

 No.9009[Reply]

I just need the game folder. I saw a similar thread for the portable version but I would prefer the full version.

 No.9010

>>9009
Just to repeat: I can't use a computer at the moment but I require the game files for a personal project. So I can't run the installer to get them.

 No.9011

Sounds shifty. Are you a journalist?

 No.9012

How are you going to play it without a computer?
Maybe on your PSP or somethin'

 No.9013

>>9011
no and why would that be bad?
>>9012
Yes partly and also my computers are down.

 No.9014

please guys



File: 1588156546333.jpg (57.28 KB, 720x720, yume_nikki_madotsuki_s_roo….jpg) ImgOps Exif Google

 No.9001[Reply]

why the apartment that Madotsuki lives in, only has one room? Where is the bathroom or the kitchen room?

 No.9002

The other rooms are there, but they're invisible to her because they don't matter to her. Only her dreams, her room, and the concrete road below matter.

 No.9005

That's a nice rug…



File: 1586464919151.png (31.07 KB, 701x545, yumebizkit.png) ImgOps Google

 No.8994[Reply]

it's just one of those days
where you don't wanna wake up

 No.8995

>>8994
What was at that day?

 No.9004

wow



File: 1574010818566.png (3.54 KB, 320x240, image.png) ImgOps Google

 No.8926[Reply]

This is such a good underated video
https://youtu.be/tdaLd0lsnqo

 No.8992

Fan video thread? Just found this absolute gem on /f/ https://www.youtube.com/watch?v=_ZjCR11uguE
It makes me wonder what kind of stuff we'd have if yume nikki where as popular as touhou.

 No.8993

>>8992
Oh! This is the one of the people who made OneShot!

 No.9003




File: 1587496074036.jpg (25.88 KB, 231x188, p_item02.jpg) ImgOps Exif Google

 No.8999[Reply]

Whatever happened to the mobile version of NASU?
It got pulled down from the Android store a long while ago. Is it just lost now?

Did you know there was a semi-official thing done with Visual Novel Maker? It realised only in Japan. I remember seeing it once in Nico-Nico Video, but I haven't been able to find info about it.

What about the stuff made by Surfer's Paradise for the YumenikkiProject?
We have the very small thumbnails, 1 or 2 pics of the machines that had some of those things, and maybe a couple of the shirts and the keychains (normally with huge watermarks on them). Are there not good pics fo them?

The rulers and pens and pins… are they all just gone? No pics of them?

Has someone ripped (would that be the word?) the LINE stickers?

 No.9000

https://gofile.io/?c=SFrxW7

Here's the NASU APK.



File: 1587275937406.png (18.05 KB, 776x310, Rem-9 yume nikki randomize….png) ImgOps Google

 No.8997[Reply]

vgperson recently made REM-9 a yume nikki randomizer program.

You can download it here https://vgperson.com/games/rem9.htm


File: 1584933884647.png (5.19 KB, 800x584, NASU.png) ImgOps Google

 No.8981[Reply]

I made a browser port of NASU. Let me know if it sucks but keep in mind I might cry.

https://grymskvll.github.io/NASU_HTML5/

 No.8982

can't get it to show anything other than the "Working…" screen

 No.8984

>>8982
Do you have javascript enabled?
What browser are you using? Is it up to date?
If you press F12 and check the "Console" tab, does it show any errors?

I should've maybe specified this doesn't support mobile. Also I'm a noob at web development so I'm basically just grasping at straws.

 No.8986

Congratulations, it's just as bad and frustrating as the original.

How long did it take you? It's a pretty neat project to learn HTML5 and whatnot.

 No.8987

>>8986
Way too long. The first version didn't make use of webgl so it ran like molasses. Then I started looking into webgl, but it's a total nightmare so I ended up using a library called PixiJS which legitimately made things a million times easier. Took me like 2 weeks on-and-off.

Protip: if you're making an HTML5 game, make sure it uses (or defualts to) webgl. Let something like PixiJS take care of the blood sacrifices and satanic rituals that webgl requires. Or better yet use a framework like Phaser (which uses PixiJS) so you don't have to reinvent a dozen wheels, even if you think it's overkill.



File: 1584909313879.png (10.78 KB, 639x481, 1367752480764.png) ImgOps Google

 No.8979[Reply]

So I just downloaded .Flow from it's original downloading page (I downloaded the English translation).

Everything is working Ok, but how do I put the game on windowed mode? Whenever I start the game it goes into fullscreen, is there any way to play it on a window like the classic Yume Nikki?

 No.8980

>>>/fg/11392
Try gently caressing the F keys. One of them toggles windowed/fullscreen and another 1X/2X



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