# Visual Novel in Unity-Links

**Planning Your  Adventure Game:** \
1\. Identify story's main character and high-level story plot \
2\. Identify a minimum of **5 major scenes** in the plot \
3\. Identify plot-decision points in each scene that will cause transitions to new scenes \
4\. Find assets for main scenes - background, etc. \
5\. **Define introductory narrative or dialog for Scene1 that provides the player with their first decision to change scenes.**

### Resources:

Examples of Story-Structure Diagrams:

[IngridSundbert – Blog Series – Organic Architecture](http://ingridsundberg.com/2013/08/08/organic-architecture-links-to-the-whole-series/)

[IngridSundbert-Pintrest:](https://www.pinterest.com/ingridsundberg/story-structure-charts/)

[John Parise - Story Structures:](http://www.cs.cmu.edu/~jparise/research/storytelling/structure/)

[Basics of Story Design: Story Worksheet:](https://drive.google.com/file/d/1sDVT7Km8PKYsgEFmkBiCgbEFlcbP65Aj/view)

[Michaela Banks - Safe Passage Diagram](https://utdallas.box.com/s/lnrc425sxjt5g7h2j109wq0d54jl978i)

[What is Visual Novel - Cloudnovel](https://blog.cloudnovel.net/what-is-visual-novel/)

[How to Plan the Structure of Your Visual Novel](https://blog.cloudnovel.net/2018/05/24/how-to-plan-structure-of-your-visual-novel/) - Plot-Based or Character-Based

[Designing Branching Narrative](https://thestoryelement.wordpress.com/2015/02/11/designing-branching-narrative/)

[Standard Patterns in Choice-Based Games](https://heterogenoustasks.wordpress.com/2015/01/26/standard-patterns-in-choice-based-games/)

## Hero's Journey

\[Summary from Myth and the Movie -Christopher Vogler]\([http://www.tlu.ee/\~rajaleid/montaazh/Hero's Journey Arch.pdf](http://www.tlu.ee/~rajaleid/montaazh/Hero%27s%20Journey%20Arch.pdf))

## Story Generator Ideas

Rules for Story-Telling: [Pixar, Emily Coats:](http://storyshots.tumblr.com/post/25032057278/22-storybasics-ive-picked-up-in-my-time-at-pixar)

[Pixar: 6 Rules of StoryTelling](https://medium.com/build-acl/pixars-rules-of-storytelling-applied-to-product-managers-ux-designers-420cec0a18a6)

* Rule #14 — Why must you tell THIS story? What’s the belief burning within you that your story feeds off of? That’s the heart of it.
* Rule #1 — You admire a character for trying, more than for their successes.
* Rule #16 — What- are the stakes? Give us reason to root for the character. What happens if they don’t succeed? Stack the odds against.
* Rule #15 — If you were your character, in this situation, how would you feel? Honesty lends credibility to unbelievable situations.
* Rule #4 — Once upon a time there was ***. Every day,*** . One day ***. Because of that,*** . Because of that, ***. Until finally*** .
* Rule #12 — Discount the first thing that comes to mind. And the 2nd, 3rd, 4th, 5th — get the obvious out of the way. Surprise yourself.
* Rule #7 — Come up with your ending before you figure out your middle. Seriously. Endings are hard, get yours working up front.

### Unity Tutorials:

[How to make a Visual Novel in Unity HappieCat ](https://www.youtube.com/watch?v=doHpwFZ1S5c)

[How to create a Dialog System in Unity - \[Brackeys\]](https://www.youtube.com/watch?v=_nRzoTzeyxU)

### Other Resources

[Emoji Story Prompts](https://thejohnfox.com/2016/05/writing-prompt-pictures/)

[Create-Your-Own Story Ideas](http://editthis.info/create_your_own_story/Idea_Pitches)

### CYOA - Templates

[Branched Learning Scenarios](https://blogs.articulate.com/rapid-elearning/build-branched-e-learning-scenarios-in-three-simple-steps/)

### Adventure Games - Articles

[Character Development Discussion](http://www.adventuregamestudio.co.uk/wiki/Giving_Personality_to_Characters)

[Creating Atmosphere](http://www.adventuregamestudio.co.uk/wiki/Creating_Atmosphere)

[HerStory](http://www.herstorygame.com/about/)

[Narrative Structure](https://thestoryelement.wordpress.com/2015/02/11/designing-branching-narrative/)

[Game Design Concepts - ch1](https://gamedesignconcepts.wordpress.com/2009/06/29/level-1-overview-what-is-a-game/)

[Critical Vocabulary for Games - Costikyan](http://www.costik.com/nowords2002.pdf)


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