<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>HyperBunny</title>
	<atom:link href="http://hyperbunny.com/blog/feed/" rel="self" type="application/rss+xml" />
	<link>http://hyperbunny.com/blog</link>
	<description>Full of bunny lovin</description>
	<lastBuildDate>Sun, 24 Apr 2011 08:46:35 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3.1</generator>
		<item>
		<title>It&#8217;s a bunny holiday!</title>
		<link>http://hyperbunny.com/blog/2011/04/its-a-bunny-holiday/</link>
		<comments>http://hyperbunny.com/blog/2011/04/its-a-bunny-holiday/#comments</comments>
		<pubDate>Sun, 24 Apr 2011 07:18:23 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=210</guid>
		<description><![CDATA[It&#8217;s that time of year when you find little hidden treats left by cute bunnies! It&#8217;s also the year of the rabbit! One &#8220;hyper bunny&#8221; left a special treat to help celebrate. The HyperBunny site has been redesigned and updated. There are new pages with information linked above, our new mascot, Lala, has come to [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s that time of year when you find little hidden treats left by cute <a href="http://en.wikipedia.org/wiki/Easter" target="_blank">bunnies</a>! It&#8217;s also the <a href="http://en.wikipedia.org/wiki/Chinese_New_Year" target="_blank">year of the rabbit</a>! One &#8220;hyper bunny&#8221; left a special treat to help celebrate. The HyperBunny site has been redesigned and updated. There are new pages with information linked above, our new mascot, Lala, has come to share her energy and cuteness and you may even find a little &#8220;treat&#8221; hidden somewhere!</p>
<p>HyperBunny was started in 2005. It has gone through many changes, face-lifts and reinventions. A lot has changed over that time. Many lessons were learned and many ideas have grown. However, the goal has always been the same, to create high-quality, fun and titillating adult <a href="http://en.wikipedia.org/wiki/Visual_novel" target="_blank">visual novels</a>.</p>
<p>Easter! Year of the Rabbit! Site update! Is it a sign? Stick around and see what happens next!</p>
<p>Here&#8217;s to a bright HyperBunny year!</p>
<p>~nio</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2011/04/its-a-bunny-holiday/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Visual Novel Structure &#8211; Option 2</title>
		<link>http://hyperbunny.com/blog/2010/01/visual-novel-structure-option-2/</link>
		<comments>http://hyperbunny.com/blog/2010/01/visual-novel-structure-option-2/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 04:53:42 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=65</guid>
		<description><![CDATA[I was thinking about a recent VN I was playing and tried to determine how they structured their story. After some thinking and trying different paths, I realized they had a &#8220;process of elimination&#8221; system going on. You were presented with opportunities to go down a path with a certain character and if you turned [...]]]></description>
			<content:encoded><![CDATA[<p>I was thinking about a recent VN I was playing and tried to determine how they structured their story. After some thinking and trying different paths, I realized they had a &#8220;process of elimination&#8221; system going on. You were presented with opportunities to go down a path with a certain character and if you turned that option down (which wasn&#8217;t always so obvious) you closed off that path/story. This seemed a little more like real life to me. In the first structure that I posted your choices are evaluated to dispense a final outcome, here you&#8217;re choices lead you down different paths all together. Some are closed to you in a sort of &#8220;point of no return&#8221; setup depending on how you make your choices. Like real life, you often only get one shot to go down a certain road.</p>
<p>So I sketched out a diagram, as I seem to like to do, and below is the clean version of what I came up with.</p>
<p style="text-align: center;"><img class="aligncenter" title="Visual Novel PNR Structure" src="http://www.hyperbunny.com/blog/wp-images/vn_structure_pnr.jpg" alt="" width="450" height="563" /></p>
<p>In this structure you are essentially telling a story from multiple angles where some lead down different story outcomes. Like the first diagram, you have your main path that starts with an introduction and offers points for you to learn more about the characters as they are presented to you. The first couple threads don&#8217;t change the outcome as much as they help you to learn about the environment and story. A means of giving you information that you are interested about.</p>
<p>Then you have a PNR (Point of No Return) point. This is a choice that if you pick one way will lead you down a new path, if not you continue down on your way. If you pass each PNR point you basically have eliminated all your choices and end with nothing.</p>
<p>I thought, though, that even with an PNR system it would be nice to still have a second chance (SC). This would give you at least one more opportunity to &#8220;jump-ship&#8221; on the path you are on and go to another. To the reader (player) this would hopefully not be so obvious and it certainly takes some of the mystery away by showing a graph like this.</p>
<p>During one of the side paths you have some options that will eventually lead you to one of a couple endings.</p>
<p>The problem I was having with the first structure was trying to &#8220;weave&#8221; a couple different stories into one main path. This is a lot harder than it appeared, because if the player has too many options to jump around the different stories that are going on then there will be little sense of a complete story.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2010/01/visual-novel-structure-option-2/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>A New Year</title>
		<link>http://hyperbunny.com/blog/2010/01/a-new-year/</link>
		<comments>http://hyperbunny.com/blog/2010/01/a-new-year/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 06:25:27 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=63</guid>
		<description><![CDATA[I just wanted to post an update here to start off the new year. After my last post about Visual Novel structure, I tried to pick up the Confession story and apply that structure idea to it. I changed a couple basics plot points, took out a couple characters and added some new ones. I [...]]]></description>
			<content:encoded><![CDATA[<p>I just wanted to post an update here to start off the new year. After my last post about Visual Novel structure, I tried to pick up the Confession story and apply that structure idea to it. I changed a couple basics plot points, took out a couple characters and added some new ones. I quickly found out, even with my simplified structure, that it&#8217;s not so simple to put it down on paper.</p>
<p>When I was thinking about the characters, their motives and where they would be and how they would react, things started to get a little messy. So while that structure (graph) is a good place to get things rolling, when you get down to the dirty work it can start to unravel in front of you and you can find yourself stuck or going in circles.</p>
<p>I&#8217;m not out yet, though and hopefully I can start to really post some progress in the coming months.</p>
<p>Keep checking back.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2010/01/a-new-year/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Visual Novel Structure</title>
		<link>http://hyperbunny.com/blog/2009/11/visual-novel-structure/</link>
		<comments>http://hyperbunny.com/blog/2009/11/visual-novel-structure/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 03:46:27 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=53</guid>
		<description><![CDATA[So in my attempt to get back into making an adult visual novel, I thought it would be good to do some research. Research is fun when it involves playing games with cute anime girls. Anyway (cough), one of my many goals was to get a better grasp on the VN structure from a story [...]]]></description>
			<content:encoded><![CDATA[<p>So in my attempt to get back into making an adult visual novel, I thought it would be good to do some research. Research is fun when it involves playing games with cute anime girls. Anyway (cough), one of my many goals was to get a better grasp on the VN structure from a story and game perspective. With that I started to lay out a little roadmap in regards to getting a scenario together  for a visual novel. This is what I came up with and I think it&#8217;s a good place for anyone to start that is interested in making a visual novel adult or otherwise.</p>
<p><strong>1) Concept</strong> &#8211; The first thing you need is a concept. Before jumping into the dialogue you need to know what the VN will be about. If you&#8217;re stuck a good place to start sometimes is to look at VNs you really like and use that idea as a jumping-off point. Twist it with some new ideas. Before you know it you&#8217;ll have a lot of new ideas to work with.<br />
<strong><br />
2) Characters</strong> &#8211; These are typically stories about people. So the characters are a great place to go next. If you can develop them enough they will have their own motives, which will help you push the story along when you get stuck. You need to give them a voice in your head so you can understand where they are coming from and why they do what they do. I like to list out the main characters and any optional or side characters. Figure out their relationships (if any) and then I try to list out some basic information about them like their fears, dreams, hobbies etc.<br />
<strong><br />
3) Outline</strong> &#8211; Next I try to get an outline going. This is just an idea dump at first. I list some important story points I&#8217;d like to have or explore. Then arrange them in an order that makes sense. With the important points listed I can try to connect them together so it flows and makes sense how one part of the story leads to another. If I have any thread or branching ideas I jot them down here too. An outline is a great way to get the basics down without worrying about the details.</p>
<p><strong>4) Threads &amp; Branches</strong> &#8211; I&#8217;ve played a handful of VNs and I&#8217;ve noticed that it&#8217;s not all branches. It&#8217;s mostly threads. What do I mean? Think of the main story as a &#8220;highway&#8221;. There are &#8220;events&#8221; that happen on the highway as you go along. This is what I usually establish with the outline above. This is the main core of the story. Threads are &#8220;detours&#8221; that go off the &#8220;highway&#8221; and lead to a temporary side-story. In a VN these &#8220;detours&#8221; would be started by a player choice. Once the thread is done you&#8217;re back on the main &#8220;highway&#8221; story. From a technical point, you might use this to up or lower the player&#8217;s score. It may even cause some dialogue in the main &#8220;highway&#8221; story to change using an &#8220;if&#8221; statement etc. But overall the main &#8220;highway&#8221; story is something you always go back to. It holds the overall story together and keeps the plot moving along.</p>
<p>The branches are something usually saved for a critical point in the story. A major choice has to be made, or the choices from the threads earlier come to fruition. From here the story (or highway) will break off into separate branches. The choices the player has made have now be solidified in a completely new direction. From here the rest of the threads will really determine the final outcome. Eventually the story will branch off to the final ending depending on the actions the player took to that point.</p>
<p>I made a diagram to show this:</p>
<p style="text-align: center;"><img class="aligncenter" title="VN Structure" src="http://www.hyperbunny.com/blog/wp-images/vn_structure.jpg" alt="" width="450" height="563" /></p>
<p>Here you see the main &#8220;highway&#8221; of the story. Off of that are the threads or &#8220;detours&#8221;. These represent the choice points the player makes, but they all go back to the main story again. At some point the story reaches a breaking point and it branches off into different &#8220;highways&#8221;. From here the player has made his choices and they have changed the story outcome. On the new branch there are more threads to the final conclusion. Depending on the choices, the player will get one of any number of endings. In simple cases there may be a &#8220;bad&#8221;, &#8220;good&#8221; and &#8220;perfect&#8221; ending for each branch or an overall &#8220;bad&#8221; and &#8220;good&#8221; ending but only one &#8220;perfect&#8221; ending for each branch providing the player&#8217;s score is high enough.</p>
<p>So there you have it. A basic rundown of how to get a visual novel scenario off the ground. Now, this is just my way of doing it. It doesn&#8217;t mean this is the best or only way. There are also many ways to go about structuring a VN, but this seems to be the common path most typical &#8220;date-sim&#8221; type VNs go in its most basic form.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2009/11/visual-novel-structure/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Update</title>
		<link>http://hyperbunny.com/blog/2009/11/coah-on-the-shelf/</link>
		<comments>http://hyperbunny.com/blog/2009/11/coah-on-the-shelf/#comments</comments>
		<pubDate>Mon, 09 Nov 2009 03:09:52 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=51</guid>
		<description><![CDATA[Well, it&#8217;s been&#8230; well, it&#8217;s been a long time. Let&#8217;s just keep it simple. So what happened? Well, life mostly. Making a VN has been an off and on side obsession of mine for at least six years. Many projects have been stopped short due to other people I tried to work with or my [...]]]></description>
			<content:encoded><![CDATA[<p>Well, it&#8217;s been&#8230; well, it&#8217;s been a long time. Let&#8217;s just keep it simple.</p>
<p>So what happened? Well, life mostly. Making a VN has been an off and on side obsession of mine for at least six years.</p>
<p>Many projects have been stopped short due to other people I tried to work with or my own lack of interest or time.</p>
<p>So then came Confessions of a Heart, I was serious about this one, but alas it fell through the cracks. It became overwhelming. It had too many girls to keep track of and the thought of drawing all the scenes became disheartening.</p>
<p>What does this mean? I&#8217;m still interested in doing an adult VN, but I need to set my goals a little lower. I am only one person after all. But my hope is that by focusing on smaller stories I can provide more quality overall.</p>
<p>My current thought is to produce Mini-VNs. These would focus on a couple of characters or maybe even only one. This affords me a little more creative power. It helps keep the story focused, it will hopefully make things a little more meaningful. It also means I might be able to get voice work done since there won&#8217;t be a ton of characters to deal with.</p>
<p>Hopefully (crosses fingers) I&#8217;ll have something to show down the road. I may re-work Confessions of a Heart or come up with something new. I won&#8217;t make promises as I seem to have a horrid track record of this, but I thought I&#8217;d throw a little note here as to what&#8217;s going on.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2009/11/coah-on-the-shelf/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Still Working</title>
		<link>http://hyperbunny.com/blog/2008/09/still-working/</link>
		<comments>http://hyperbunny.com/blog/2008/09/still-working/#comments</comments>
		<pubDate>Fri, 19 Sep 2008 22:09:23 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=45</guid>
		<description><![CDATA[I&#8217;m still working on making a game&#8230; of sorts. I&#8217;ve shifted around a little with my ideas. I&#8217;m currently playing with some new concepts I&#8217;ve pulled together from a couple different games. Does this mean that Confession is dead before it really hit the ground? Maybe&#8230; right now I&#8217;m thinking of a little different type [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m still working on making a game&#8230; of sorts. I&#8217;ve shifted around a little with my ideas. I&#8217;m currently playing with some new concepts I&#8217;ve pulled together from a couple different games.</p>
<p>Does this mean that Confession is dead before it really hit the ground? Maybe&#8230; right now I&#8217;m thinking of a little different type of game that is a bit easier to digest and hopefully more fun.</p>
<p>I&#8217;ve learned a lot in the last couple weeks and there are a lot of things going on. So I&#8217;m far from giving up on this. In fact I&#8217;m more energized about the concept than before. I just don&#8217;t have anything to show just yet. Hopefully I will in the comings weeks (months).</p>
<p>I&#8217;ll try to keep everyone posted.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2008/09/still-working/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Synopsis</title>
		<link>http://hyperbunny.com/blog/2008/09/synopsis/</link>
		<comments>http://hyperbunny.com/blog/2008/09/synopsis/#comments</comments>
		<pubDate>Tue, 09 Sep 2008 00:03:38 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=40</guid>
		<description><![CDATA[Here is the working synopsis for my first game so far. Things will probably start to slow down as I get more into the meat of the game. I&#8217;ll try to keep posting as I go, though. &#8212;&#8212;&#8211; Finally, your last year at Harrington Academy has arrived! Your time here has been a mix of [...]]]></description>
			<content:encoded><![CDATA[<p>Here is the working synopsis for my first game so far. Things will probably start to slow down as I get more into the meat of the game. I&#8217;ll try to keep posting as I go, though.</p>
<p>&#8212;&#8212;&#8211;</p>
<p>Finally, your last year at Harrington Academy has arrived! Your time here has been a mix of ups and downs, finding new friends and some enemies. Now it is almost over. When you graduate, what will happen to the relationships you created? More importantly will you leave alone or will you finally find love? The new year begins full of questions and excitement, but your last year starts with an unexpected turn. “I… I just wanted to tell you… um, I love you.” Those are the last words you remember before taking a couple steps back in shock only to be hit by a passing car.</p>
<p>When you wake a couple days later you hear those words cycle in your head, but when you try to recall who spoke them to you, you draw a blank. Who was it? Will you ever be able to find her?</p>
<p>This last year is sure to be interesting as you set out to find the girl that confessed to you while taking part in the many school activates and to, hopefully, finally graduate. How will your last year turn out?</p>
<p>&#8212;&#8212;&#8211;</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2008/09/synopsis/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>The first step</title>
		<link>http://hyperbunny.com/blog/2008/09/the-first-step/</link>
		<comments>http://hyperbunny.com/blog/2008/09/the-first-step/#comments</comments>
		<pubDate>Sat, 06 Sep 2008 10:13:02 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=28</guid>
		<description><![CDATA[I&#8217;m happy to announce the first HyperBunny dating sim game. The current working title is &#8220;Confession of a Heart&#8221;. I&#8217;m currently in the process of writing the story. I have a basic plot outline and I&#8217;m now working on character development. I have five female lead characters that the player will be interacting with. They [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m happy to announce the first HyperBunny dating sim game. The current working title is &#8220;Confession of a Heart&#8221;. I&#8217;m currently in the process of writing the story. I have a basic plot outline and I&#8217;m now working on character development.</p>
<p>I have five female lead characters that the player will be interacting with. They have names and some initial character traits.</p>
<p>I&#8217;ll try to keep you up to date on the progress of the story as I move forward.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2008/09/the-first-step/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>The beginning, the shell&#8230;</title>
		<link>http://hyperbunny.com/blog/2008/09/the-beginning-the-shell/</link>
		<comments>http://hyperbunny.com/blog/2008/09/the-beginning-the-shell/#comments</comments>
		<pubDate>Fri, 05 Sep 2008 09:04:21 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=12</guid>
		<description><![CDATA[So here is my first post about development. Now, I&#8217;ve been drawing all my life (or close to it) which means I&#8217;m an artist first and a programmer second (or maybe third). This doesn&#8217;t mean I have no programming skill. In fact I can code in PHP fairly well. However, making a game is a [...]]]></description>
			<content:encoded><![CDATA[<p>So here is my first post about development. Now, I&#8217;ve been drawing all my life (or close to it) which means I&#8217;m an artist first and a programmer second (or maybe third). This doesn&#8217;t mean I have no programming skill. In fact I can code in PHP fairly well. However, making a game is a bit more complex than some web application. </p>
<p>As an anime/manga fan it didn&#8217;t take long for me to find out about bishōjo (dating sim) games. So it seemed obvious to put my drawing ability, minor coding skill and love of bishōjo games together as an original english dating sim game.</p>
<p>I picked up a coding application called Dark Basic and started making my own dating sim/visual novel engine. I&#8217;m still fairly proud of what I accomplished with that. It had a lot of features and it was all my own coding. However, I eventually hit a brick wall. There were some feature I just couldn&#8217;t figure out and some things were a little clunky at best. So I shelved the idea for a while.</p>
<p>Then, from the great Lemma Soft forums, I learned about an up-coming visual novel engine called Ren&#8217;Py. This excited me and I started thinking about making a dating sim game again. Ren&#8217;Py gives you a basic shell to jump in and start adding your assets and make a game without much coding. I of course want to make a game that has a lot of the features of the dating sim games I&#8217;ve played from Japan. So with many posts and much brain picking of the Ren&#8217;Py creator, PyTom, I started to add and customize a Ren&#8217;Py shell with all the features I want to offer in my HyperBunny dating sim games.</p>
<p>As it stands right now I&#8217;m about 90% finished with the game shell. This shell contains no content, just functions. There are a few remaining issues that I&#8217;m trying to iron out. My hope is to get this done within a week so that I can start on the actual development of my first dating sim game.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2008/09/the-beginning-the-shell/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Welcome to HyperBunny</title>
		<link>http://hyperbunny.com/blog/2008/09/welcome-to-hyperbunny/</link>
		<comments>http://hyperbunny.com/blog/2008/09/welcome-to-hyperbunny/#comments</comments>
		<pubDate>Thu, 04 Sep 2008 08:18:20 +0000</pubDate>
		<dc:creator>nio</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://hyperbunny.com/blog/?p=3</guid>
		<description><![CDATA[This blog is here to give an on-going look into HyperBunny game development progress and other random tid-bits. Under the HyperBunny name I will develop adult visual novels similar to eroge games found in Japan. What are visual novel games? It is a game that has been made popular in Japan, called bishōjo games. In [...]]]></description>
			<content:encoded><![CDATA[<p>This blog is here to give an on-going look into HyperBunny game development progress and other random tid-bits. Under the HyperBunny name I will develop adult <a href="http://en.wikipedia.org/wiki/Visual_novel">visual novels</a> similar to <a href="http://en.wikipedia.org/wiki/Eroge">eroge</a> games found in Japan.</p>
<p>What are visual novel games? It is a game that has been made popular in Japan, called <a href="http://en.wikipedia.org/wiki/Bish%C5%8Djo_game">bishōjo games</a>. In short, it is a game styled after the “choose your own adventure” type books, but in this case the stories usually revolve around dating. Though there are many types of bishōjo games in Japan, eroge (erotic) is the style of games that I will be developing. This is a game where your goal is to court a girl, usually from a selection of girls, make choices that branch the story in different directions and, if you’re successful, to have sex with her.</p>
<p>You can learn more about HyperBunny and Visual Novels from the <a title="Games" href="http://hyperbunny.com/blog/?page_id=88">about</a> page.</p>
<p>So I invite you to join the journey and welcome you to HyperBunny.</p>
<p>~nio</p>
]]></content:encoded>
			<wfw:commentRss>http://hyperbunny.com/blog/2008/09/welcome-to-hyperbunny/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>

