This question is really vague, but I will try my best. Visual novels are very easy to get into. Renpy is very popular and has many resources due to its community's size and age. Lemmasoft forums is a godsend. I'm going to be honest.
Renpy's installation also comes with "The Question" when you install it which gives you some basic Renpy stuff (some diverging maths, label jumps, etc). It gives you a lot of basic information and is how I really got started. Devil's Food was made with a lot of basic skills The Question gives you. Starting small like that can be really good.
I'll also include this a link to Feniksdev (itchio tools / website tutorials), a programmer / game developer who has many tools and resources. I look at their tutorials from time to time and want to use their tools. I plan to soon actually. Aside from Fen, you can find lots of tools and frameworks for Renpy on itchio. No reason to make things harder for yourself. Of course, remember some code may have errors if it's for older Renpy versions.
Oh lastly, I want to add that Renpy is great, and I love it very much. I'll never stop using Renpy. But for small Itchio web visual novels, I think it's worth it to try other engines. Methinks every Western VNdev should touch Renpy at some point usually, but also like, Renpy is just not suitable for some projects. I like small web projects and have been fond of them lately (ie my Squid Girl World series), but dislike Renpy for it because it has poor HTML5 builds and Renpy setup can take a long time. I used Videotome briefly and enjoyed it though ultimately moved over to Godot for greater UI flexibility (though I don't think I'd recommend most VNdevs / starter devs to use Godot if I'm being honest lol)
But yeah the answer is just start. You'll get somewhere much faster than if you don't start now.

There is always so much more. There's always more. For various reasons. Stories exist to give the information to the reader you need to tell. So things must be cut, and old options must be deleted as it may not further the goals of the story even if you still consider those aspects to be true. The fat must go.
But beyond that, there is also just limitations of being an indie developer. So this will be a bit long.
Anyways, cutting content is good to me. You have to making writing tighter and cut out of the slops of fat, but it's nice to look back on. Maybe make some weird AUs out of it or something or just draw them. Ommatophilia obviously hurts me lol, but at the same time, I'm proud of myself for making the decision to cut it and not ending up in dev hell for 10 years.
This is just all on my mind because Deltarune's existence lol. It has a lot of things in it- silly things I think are important for the charm of it. If I had more money or made a living on my work, I'd have a go at making another multi-year project indie game haha! Deltarune is just everything to me. It's relaly a gliimpse into a better future, and it reminds me to not forget my old goals (though I'm still having fun making lots of short games right now).



I'm kind of an insane person who has been writing and devving for a very long time, and as a result, I have a feeling the way I work would not be optimal for most people. Still, I will share because it's fun but it'll probably be all over!!

