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Q&A How to describe something visual in preparation of said visual?

I've been writing an actual visual novel for a few years, so I'm going to approach this from a game development perspective as much as a writing perspective. To help me with this problem, I borrow...

posted 6y ago by F1Krazy‭  ·  last activity 4y ago by System‭

Answer
#4: Attribution notice removed by user avatar System‭ · 2019-12-12T21:42:32Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/37607
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#3: Attribution notice added by user avatar System‭ · 2019-12-08T09:22:32Z (over 4 years ago)
Source: https://writers.stackexchange.com/a/37607
License name: CC BY-SA 3.0
License URL: https://creativecommons.org/licenses/by-sa/3.0/
#2: Initial revision by (deleted user) · 2019-12-08T09:22:32Z (over 4 years ago)
I've been writing an actual visual novel for a few years, so I'm going to approach this from a game development perspective as much as a writing perspective.

To help me with this problem, I borrowed a technique from the VN _Katawa Shoujo_. The images for the character sprites are all named using a pattern something like `name_outfit_pose_expression`, with `outfit` being omitted if they're wearing their school uniform.

So what I've started doing is, whenever a character's pose and/or facial expression would change, I insert a line of pseudocode with a fake file name, telling me what the new pose/expression would be. Something like:

`Boy: Sounds like someone's angry.`  
`[show "girl_foldarms_rolleyes"]`  
`Girl: Noooooo! How could you tell?`

This also helps you keep track of how many sprites you need for each character when it's time to do the artwork. If a search for `show 'girl_` returns 400 results, you'll need to do a rethink of whether you actually _need_ that many sprites, because that's a lot of work for the art department.

#1: Imported from external source by user avatar System‭ · 2018-07-13T13:35:02Z (almost 6 years ago)
Original score: 3