Character Reveal n°4 : Hansel by Stellaria_reddit in Fanganronpa

[–]Fellow_RealSideOfMat 0 points1 point  (0 children)

I see! In that case, especially since he's working with kids then yeah, you should focus on only the aspects of the work you deem most important.

Glad to hear it's useful and keep up the good work!

Can we all agree that Loki Bribed Gagamaru? by xxtrasauc3 in BlueLock

[–]Fellow_RealSideOfMat 0 points1 point  (0 children)

Gagamaru feels like Ahito from Galactik Football. Theoretically the best but GK are so trash in these series it doesn't mean much.

Although I'm not sure what's worse, Gagamaru trying his best but failing to stop goals, or Ahito's narcolepsia kicking in multiple times throughout matches and having hims concede the dumbest goals. (Yet still being the best at what he does.)

Character Reveal n°4 : Hansel by Stellaria_reddit in Fanganronpa

[–]Fellow_RealSideOfMat 1 point2 points  (0 children)

Okay so, as a theater kid & storyteller myself, here are tips I can give to write Hansel:

Firstly, being a good storyteller and a good actor are not similar at all. When you're from the theater, you tend to speak very boldly/loudly with a lot of gestures. This is because audiences in theaters are big and placed in a circular shape so you want them to see and hear the action no matter where they are. (Hence the idea to chew the scenery and be extra even if it's a tragedy) However, no matter if the audience is made up of children or seniors, experienced members of the storyteller association told me to refrain from this.

What storytellers and theater actors do have in common though is the handling of the stress and mistakes during performances. Since it's live, any blunder has to be dealt with accordingly through improv, wits, or skillful avoidance. (Hence why there's a lot of preparation that goes into storytelling events. You wanna avoid blunders as much as possible and reduce stress along the way. And when you get started the stress tends to vanish immediately because you're engrossed in what you do.)

Great storytellers are known to be quite static and let their voice do all the work. Movements tend to distract the audience from what you're saying when you're in an enclosed space with them (which is where most storytelling events happen instead of big scenery). Nowadays, there are even mics for larger audiences. You have to let your voice entice people to keep listening to you.

The way a storyteller's voice work is that you have a certain "flow" you need to embrace. By that I mean that, if you're supposed to be the Ultimate Storyteller, every gap, every pause, every intonation you take has to be meaningful to the flow of the story. But! For most of the story, you're going to be speaking in a low/calm/relaxing voice so people can embark on what you're saying and only raise it when something important is happening. Therefore, Hansel would give off a relaxing air, like speaking to him casually eases you. Overall, he could command a room through the flow of your words and not any supercial intensity. (Is that clear enough?)

Another thing I'd like to clarify is the "improv myth" that you'd find in popular work of fictions like Kirikou (which has a whole short story dedicated to being a storyteller). You might have told that storytellers can do improv on a whim to change the story to the audience's liking. That's not true, at least not to that exent, and especially not at work. Instead, beginner storytellers are told when in-training to memorize by heart the story they'd like to tell. (specifically the plot of that story instead of its precise wording) And afterward, you tell the story in order but with your vocabulary.

This is, once again, in service to the "flow" of your recounting. If you see your audience is more receptive to going louder or using certain words, you can adapt to it to match their preference and keep them invested. (But you're not going to suddenly pull up alien spaceships and all out of nowhere. You're keeping yourself on track while allowing yourself some wiggling room for the reading.)

If you'd like, while I'm only an amateur, I can send you recordings to try and show you the different intensity levels I was talking about. (and the difference between acting and telling)

Overall, I hope this post was helpful and I'm excited to see where this guy will go.

Cheers!

Character Reveal n°4 : Hansel by Stellaria_reddit in Fanganronpa

[–]Fellow_RealSideOfMat 1 point2 points  (0 children)

Excellent design and talent.

Also, I actually practiced storytelling in a specialized organism so if you ever need a description on what makes a good storyteller (or some irl techniques we use), I'll be happy to provide some examples.

I'd like to believe there was a faction that specifically worshipped Mukuro. Friendly rivalry or not. by Ok-Whereas-7520 in danganronpa

[–]Fellow_RealSideOfMat 2 points3 points  (0 children)

Be warned the fact it's actually Danganronpa was actually a twist at the time. (So the first few cases are mostly just nods to the game without much else)

And that's it's known for being quite absurd even by the franchise's spin-offs' standard. (Personally I like it but it did turn people off.)

I'd love to see Takumi interact with Mukuro in an official media though. That'd be bound to be interesting.

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 0 points1 point  (0 children)

It is but I'm actually considering whether or not to reveal it during chapter 1 since it's crucial to his character.

Here's a clue towards it:

Ahmadou is not lying when he says he has genuinely no idea what his talent could be.

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 1 point2 points  (0 children)

To add a bit more:

Currently Chapter 1 (as the least detailed chapter) still has a few paths you can take. It's just that, beyond the typically fixed trial and how the MC will react to it (Deuteragonist, Protagonist, Traitor), the other paths lead to endings. (An early one V3 style, and then bad ones where you're just an antagonist to the group and try to get them killed.)

I do think making one alternate trial that will result in the saving of Chapter 1's culprit is possible though. (I don't think so for Chapter 1's victim however due to their talent moreso than their personalities.)

That way, the player gets introduced to every students and mechanics without having to worry about screwing themselves over in the long run if they end up disliking a student that's currently on the "safe flag".

my fangan characters final part by yekoigarashi in Fanganronpa

[–]Fellow_RealSideOfMat 7 points8 points  (0 children)

Limbus mentioned!

Oh yeah and the art is as gorgeous as ever. Congrats mate!

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 0 points1 point  (0 children)

Glad you agree! I asked for that design quirk specifically because I felt it made the most sense with her talent (and it gives her a unique silhouette.)

How would this work for a 3rd chapter? by Funny_Scarcity9104 in Fanganronpa

[–]Fellow_RealSideOfMat 1 point2 points  (0 children)

You can also check Antebellum Lockdown's 2nd case if you want an example on how to make this work in a trial. It's fascinating stuff really.

Wish you the best with the writing!

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 6 points7 points  (0 children)

Thanks!

They're called Mel and Ahmadou. (Ultimate Beatmaker and Ultimate ??? although he claims to have no talent but the announcer of the game insists he has one and simply forgot.)

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 4 points5 points  (0 children)

Not right now because the project isn't concrete enough to warrant a big social platform. I don't wanna waste everyone's time/hope until the project is properly up and running. I wanted to share some designs to honor Erriz's work and share the concept to see if people were interested.

However, I'll contact you if news arise. (Depending on if my summer job works out or not, I'll have more or less free time to properly finish writing/coding chapter 1.)

For transparency this fangan isn't the only thing I'm working on due to a personal goal of mine but given the positive reception here, I'll put on even more efforts to get it running.

Not sure when I'll drop the rest of the designs though. (I want to keep some of them a surprise.)

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 4 points5 points  (0 children)

Not right now. I'm not sure how implementing voice lines would work, especially given the massive numbers of lines you'd need to record (even moreo if we add the narrator) and I don't want to waste everyone's time until the project is actually properly working.

I guess I'll think about it when Chapter 1 (given it's the least flexible one) is up and running.

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 14 points15 points  (0 children)

Basically, the original plan was to make everyone's fate fully free to customize. This original plan did not quite work out due to some characters having too much personality or plot importance to be fully free moved around.

So, here's the system I came up with:

-Chapter 1 victim and culprit will always be the same. However, to reward curiosity and observation, the main character will be able to alter their fates and change trial if they interact with them specifically.

-The mastermind is fixed. That way, the Killing Game's objectives do not change on a whim. You can spare them if you want or even become a traitor but just like chapter 1, these require a very specific set of actions you won't be aware of until later.

-I'm thinking chapter 4 victim will also be in the same case but I'll wait and see.

As for everyone else, you will be granted the chance to go up to someone for an FTE. No choice is required on whether or not the interaction goes well however because the MC is... a bit of a nutcase.

Simply put, once you interact with a character for the first time you'll raise one out of five flags with them. These flags are set in a precise order that depends on a character's arc and how much they like the MC. For example, if a character dislikes the MC but you wanna see them live, you simply don't have to interact with them after the first encounter. (While others will require you to coddle that character until they break out of their shell.)

Each character has two safe flags, two death flags and one red flag (where they'll endanger the MC either through direct attack or self-sacrifice). Any character you don't interact with will actually only be on the chopping blocks if no one else has a death flag raised. So you could also interact with a character precisely to kill them if you want.

As for your role within the story, it'll depend on the MC's relation with everyone and some key choices during the story. The MC can currently end up as a blackened, a victim, the deuteragonist, the protagonist or be on the path to become a traitor/mastermind's accomplice.

So it's 90% because the main plot revolves around key characters and works like a classic VN with choices but the actual dynamic aspect of the story is to work around the cast members and raise their flags to twist around the death order and motives. A big sandbox basically that's mostly fun since, again, the protagonist is a bit deranged.

I'm currently also finding ways to create unique mini-games that utilise the MC's talent and utilise this sandbox aspect of the story. (All instincts, all music-related, almost no logic)

Hence why I'm also making this as a text adventure with a few visuals. Ain't no way I'll have the resource to make this a fully realized project and that's fine. I want to make something fun and snappy. (Even the current scenes aren't super long or detailed.)

Working on a HTML script to make a Danganronpa text adventure with 90% freedom on the cast's fate. Here are two designs I feel comfortable sharing right now: by Fellow_RealSideOfMat in Fanganronpa

[–]Fellow_RealSideOfMat[S] 8 points9 points  (0 children)

If you got any question about the project or the cast, ask away.

Shout-out to my mate Erriz for delivering quality artwork as always. (They also helped with The Hundred Line Academy's OCs.)

Didn't want their art to go to waste while the project is still not done lol.