You Can Talk to Me is a Visual Novel experience in the style of a dating simulator. Please note that it is not, in fact, a dating simulator.
There are no typical “bad” endings or “good” endings.
Do you want to see who’s part of our development team? Click here.
Boop Studios focuses on creating cutting edge Visual Novels. We aim to subvert tropes and create enjoyable and enriching experience for all our players.
Liberty is a PhD candidate in physics. She’s kind of shy and very career driven, but super smart and hilarious. Just when she’s not studying.
Summer is an event planner.
Fun and bubbly, her fun demeanor usually makes people forget that Summer is one of the most ambitious, driven people out there, despite her complicated past.
(This content originally appeared on my site, here)
I have wanted to write a game for the longest time, but to be honest, it’s always felt quite difficult and intimidating. I started writing this story based on an idea in a different game. I liked the concept of being able to choose the outcome as the reader.
Because of this, I chose to create a dating Sim.
Writing anything is already emotionally exhausting. Writing while learning a programming language is probably twice as bad.
The first step of the process was finding the right engine. At first, I was using Inklewriter. It was fine for interactive fiction, but I wanted to be able to do more with variables. I moved on to ADRIFT, but I found that pretty hardcore. The documentation for Inform felt difficult. I ended up using the newest version of Twine after using the Games are for Everyone resource.
After I finished the writing and had the skeleton of something I thought would be good, I turned to the most valuable resource any creative has.
A friend kindly offered to proofread. I reconnected with someone I had collaborated with previously and he helped me with programming issues – which trust me, there are still a lot of. I asked one of my best friends if I could use her music. I turned to communities I belong to and asked for thorough feedback.
The world of literary fiction and game development don’t seem to mix that much. That meant that some of my main target audience – gamers, not readers – were people I simply had not idea about. But game developers usually get into gaming because they love doing that, so I reached out to some of them on Twitter and Facebook. I also asked people who weren’t my friends, but were peripheral to my friend circle, to have a look at the alpha of the game. The feedback I got from this process was invaluable.
With a book, you have to get it proofread, edited, beta read, etc. When you write a game, you have to do all of that and you have to make sure it’s also fun. And there are no bugs. And the interface is cool. And the art is awesome. And the music fits. And it’s obvious that the ending is the ending, because the player may think that they have just hit a brick wall and there’s some sort of bug (yep, that’s happened.)
Right now, I’m on the very last phase, where I’m working on multimedia elements.
Some of them are the character design, which I hired an amazing illustrator for. I found her on Fiverr. My artist friend will be doing the room designs, you can check out his bloghere. Hopefully, my next dev blog will have some more specific news.
For now, basically, get. excited.