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File: 1453848039658.png (1.42 MB, 1920x1017, 640:339, galatea_sunrise.png)

 No.413161

tl;dr Galatea thread, vote for next feature to implement

http://strawpoll.me/6632748

Since last thread:

>new playable build

>IK solver

>day/night cycles

Currently I'm trying to decide if I should continue in the intended direction and focus next on stat-building gameplay, similar to Love Plus and Tokimeki Memorial.

This would mostly include things like attending classes, studying, exercise, managing stamina, attending club activities, ect., as well as traveling between the school and the MC's home.

The other option is to expand the visual novel interpreter with a new trick I've discovered, which should allow me to embed the native scripting language inside the VN scripts, much in the same way that Ren'Py does with the Python language. With this, I could then go off and build a showcase of some 3D visual novel scenes which would mainly require some new scripts and animation.

I consider both of them important and both of them will be implemented, but I'm undecided on which one I should focus on first, so I'd really like to get /a/'s opinion on what you would prefer to see next.

Also, again, any ideas, feedback, favorite animu you'd like me to rip off, etc., would be much appreciated.

 No.413168

File: 1453849432487.png (6.39 KB, 500x250, 2:1, Oekaki.png)

I can't remember the original summary of this game, is it just wish fulfillment for lonely weebs?

Split the difference and make a large variety of date scenarios.

Personal pet peeve, shirts do not hug the area between breasts. Boobs in a sweatervest should look like this.


 No.413177

File: 1453851240537-0.jpg (149.01 KB, 1293x449, 1293:449, uniform_concepts_01.jpg)

File: 1453851240538-1.jpg (297.51 KB, 1713x943, 1713:943, uniform_concepts_02.jpg)

>>413168

Pretty much yes, but the base game will also have predefined characters with their own visual novel-style routes and actual dating sim-like gameplay with stat management, but you're able to walk around and explore the environments, join clubs, meet side-characters, ect., so it's kind of a life sim/high school RPG too. I'd almost imagine the gameplay being a much more in-depth version of the Persona 3/4 social link gameplay, just without the dungeon crawling. Another thing it will have is heavy emphasis on modding support, and you'll be import MMD characters similar to what I showed in the first videos I released.

Yeah, having had some time away from working on the character, I've identified a ton of areas where it could be improved, and I've even had some help with a revised body mesh which I'm planning to integrate with my own model at some point, but I haven't just gotten around to adding any further revisions yet. I've also got some very rough concepts for potential new uniform designs which could replace this one in the near future.


 No.414947

File: 1454133562603.png (6.72 KB, 476x234, 238:117, galscript_example.png)

Bumping because I've managed to get the visual novel native code embedding and branching working properly now, and I'm quite excited about what I can do with it. Whether I focus on gameplay or VN stuff first, I'll be using this system heavily either way.

Hopefully I will be able to show something off with this new feature soon. If the idea of writing custom scenarios in a game like this sounds appealling to you, here's an idea of what the visual novel syntax looks like, and it should be very familiar to anyone who's ever used Ren'Py before.


 No.415000

Good to see things coming along, looking forward to playing when it's done.


 No.415063

Will there be lolis? Can I mash B to bully?


 No.415096

>>415063

More importantly,can I press D to dick?


 No.415112

File: 1454167613218.png (292.26 KB, 567x500, 567:500, 1452788062998-1.png)

>>414947

you think i understand that shit


 No.415125

File: 1454169231636.jpg (147.96 KB, 1280x720, 16:9, 1450408384099.jpg)

>>415112

anon git gud

never even used Ren'py and it's still easy to tell what does what


 No.416429

File: 1454230823586.png (73.3 KB, 240x558, 40:93, ako_sketch.png)

>>415000

Thank you.

>>415063

There will be a goth loli, but currently there's no conventional lolis planned. Not out of the question by any means though.

Topical considering that Nintendo have decided that petting cute girls is just too HARDCORE for westerners, but the game will have a touching/skinship minigame, and if you're so inclined I could make it so you could poke and prod the girls as opposed to gently caressing them as a form of bullying.

>>415096

Maybe, if coupled with believable narrative buildup.

>>415112

>>415125

I generally wanted to try creating a scripting language for VN scenes which is both very simple, but also very powerful, and modelling it off Ren'Py seemed the best choice; I wouldn't really want to simplfy it any more as I feel I would be sacrificing a great amount of potential flexibility it can offer. I can understand though why the way I'm presenting something like setting flags may look more convoluted than it needs to be, but I don't think I can do variable assignment the same way Ren'Py due to differences in the embedded language, and this way also gives much more predictable control when serializing this data for saved games. At the very least, I will try to write some documentation on how this language actually works, but it's really just something people will have to learn. I'd really like to make this accessible because while there are mod-friendly waifu type games like the Illusion-Soft series, it would be great to have one where it's possible to write custom scenarios too to give the act of fugging cute girls narrative context.

Either way, for an update on this, I've just added support for embedding entire blocks of native code inside VN scripts as opposed to just single lines, as well as fully functional conditional branching.


 No.416510

>>416429

Who is making this? Is this a one-man job, or is there a team working on it?

I wouldn't mind contributing some dialogue if you're taking suggestions.


 No.417053

File: 1454338472409.jpg (192.88 KB, 1200x696, 50:29, chardesigns.jpg)

>>416510

It's primarily done by me: I do the programming, the design, and a lot of the 3D art including the character. There are, however, three other people who contribute new and improved 3D artwork on and off, one of which is another anon from this board. There's also two people involved in the music creation, and while some high quality work has been produced, we're still having trouble figuring out the overall direction in this area. Last but not least, I've had some 2D art contributed such as the one I'm posting here.

That said, it's not really structured like a proper organized team, and I think as the project becomes more mature, it could stand to benefit from that. For now though, I just let people contribute stuff they would potentially like to see in the game and I'll include it if it's high quality and fits the atmosphere and theme.

If you wish to contribute dialogue, by all means I'd love to hear your ideas. I open these threads primarily so people can suggest ideas and such. I've posted the rest of the planned cast here if it might help you.


 No.417069

File: 1454340787604.jpg (43.06 KB, 704x396, 16:9, 1d67c_5683110.jpg)

>>413161

Do I play as the waifu?

Also, do you have a patreon? In the future I'll be able to throw you some shekels.


 No.417135

File: 1454351828761.jpg (37.99 KB, 680x381, 680:381, forbidden.jpg)

>>417069

The character you'll play as will be a transfer student you can customize. It's mostly being designed with the assumption that you'll play as a male MC, but you'll have the option to also play as a female character too, but the only love interests planned right now are female so it'll be forbidden love only.

I don't currently have any channel open for accepting donations at the moment, but it is something I may be willing to accept in the future. It would actually be very helpful and much appreciated. The reason I'm still hesitant to open a funding channel is a. that I feel that since there is so little interest in the game it might be more hassle than it's worth, and b. is that I still don't feel comfortable accepting any money for the project since I feel there needs to be more content in it, specifically something that could make it a moderately fun game rather than a pure tech demo. I really want to feel confident I'm providing something of worth and value to people beforehand. If I can get the game at least partially to where I want it to be regarding game mechanics, I am considering opening up a means of donation after that.


 No.417137

>>417053

I'm guessing from the character designs that the personality types are frumpy nerd/overachiever, excitable sporty girl, arrogant rich girl and delinquent?


 No.417142

File: 1454353110502.jpg (87.69 KB, 728x716, 182:179, tomoko.jpg)

>>417137

Pretty much yes, though in one minor subversion of the arrogant ojou-sama trope, girl number 3 is intended to actually NOT be a rich girl, but rather an inverted snob who does indeed think incredibly highly of herself and acts out the stereotype, but is way too inept to carry off this look and attitude successfuly.

Your guess on the nerdy girl is also correct, but I would emphasise her social alienation coupled with her own brand of arrogance as being the primary thing which should define her character. While not quite on the same level, I'd almost want to have her display Tomoko levels of social awkwardness at times

In general, an overarching 'theme' I would like to retain with all of the characters is the idea that they're all socially alienated in uniquely different ways.


 No.417147

>>417142

Ah, interesting. Are they all going to have redeeming/cute features too? I imagine the delinquent will be an aspiring artist or actress, the snob will have an obsession with puppies or something.

What about supporting characters? Best friend, teachers, sexy headmistress, nurse, coach, local shop owner?

And what sort of overarching plot is there? Classic PC is a transfer student? Main plot points being a cultural festival and graduation?


 No.417153

File: 1454354460723.gif (1.25 MB, 640x360, 16:9, lewd.gif)

>>417135

Okay I'm going to keep following this game. To be honest yuri isn't forbidden handholding.

Humbly requesting a Seras Victoria hairstyle.

If possible I'd prefer a patreon-style system in the future. One-time dumps aren't great for development in my opinion. Also would help me with my budget.

Post last edited at

 No.417154

File: 1454354492657.jpg (71.63 KB, 408x450, 68:75, 1443452662080.jpg)

>>417153

Forgot to spoiler, sorry /a/


 No.417155

File: 1454354757844.jpg (22.55 KB, 336x229, 336:229, 1329683961895.jpg)

You sick fuck!


 No.417852

YouTube embed. Click thumbnail to play.

>>417147

Yes, of course. I personally tend to emphasise flaws as good writing practice for interesting multi-dimensional characters since even though this is designed with the intention to make characters who are appealling, I don't want them to be bland. Even with those flaws, I want to still try and make them in themselves funny and endearing too, as well as ensuring everyone has a reason for acting a certain way rather than just following an archetype.

For secondary characters, there has been some consideration in that area, but it's not been a main focus as of yet. I haven't shown it, but I do have some concept art for a character fitting the 'best friend' and classmate role as a goofy hopeless romantic. I'd also really love to have a sexually frustrated Christmas cake teacher. As for the role of secondary characters, it would be nice if some of them could have their own quests and even 'mini-routes', little self-contained stories which could flesh out the world, but no where near as in-depth as the main heroines.

As for an overarching story, I haven't really considered it as of yet. There are definitely going to be overlapping 'themes' like the alienation one I've mentioned, but I've been thinking about things mostly in terms of each heroine's routes largely being their own unique stories focused around their own specific problems.

>>417153

I checked the hairstyle and it would probably be fairly simple to make so I'll look into it. Probably won't be in the next major update, but I'll see what I can do in the near future, and I'll also be opening the game up to support custom hairstyles soon. Incidentally, I already do have at least five new hairstyles in the pipeline which I'm working on adapting for use in the game.

I'll also keep that in mind if I decide to open up funding. I'm not against using Patreon-style funding system, but a lot of people have been abusing it which has left a bit of a bad taste in my mouth, but I'll probably still open one eventually. If I could get some significant funding, one thing I would be interested in exploring is the possibility of building my own mini motion capture studio. I found out that Love Plus, a game which heavily influenced this, actually used motion capture and despite how that may sound on the surface, it actually worked amazingly well.

Also, >>417154 and >>417155 are right. This is a going WAY too far.


 No.417855

>>417852

>sexually frustrated Christmas cake teacher

This is only acceptable if she eventually gets a route too

>all those VNs where teacher is best

>no route

>S comes out

>still no route

>if there accidentally is route, there's no translation


 No.417891

File: 1454509378393.jpg (68.83 KB, 629x880, 629:880, 57efda42da35563052dd682926….jpg)

>>417855

It would be nice to do other routes after the fact. The game is at least being built with future extendibility in mind. Personally, I'd love to have loads of routes right from the start but I have to be strict with myself as to what makes it into the base game. The original plan was only going to be for two routes to start with but I was persuaded to bump it up to four.


 No.417893

>>417891

Be careful of route design creep. People are going to want a route for every single character in the game. It's best to limit your routes to important characters and only important characters.


 No.417897

File: 1454510475301.png (117.95 KB, 852x427, 852:427, 5811706 _76d5a09e4589ae88c….png)

>>417891

IMO 2-4 routes is more than enough.

I'm not really against 'expansion packs'. I'd rather have a really good solid base game (features fleshed out); an in-game editor would always be a welcome feature. Than 20 routes of pure rubbish.


 No.417926

YouTube embed. Click thumbnail to play.

>>417893

>>417897

I've pretty much been thinking this way since the beginning, that I would rather have a smaller set of well-developed heroines than a large array of bland and forgettable ones. I'm developing this somewhat incrementally, so I will likely still focus on just two heroines initially, though I'd consider delegating the other routes if I felt confident in another person to carry them. As I mentioned previously, it will most definitely have extensive editing and modding capabilities, so I'm more interested in refining and polishing the base game even if that means I end up taking a more minimalist approach to design.


 No.417944

>>417852

>a sexually frustrated Christmas cake teacher

Ara ara.


 No.417946

File: 1454521089285.jpg (94.99 KB, 600x494, 300:247, 1439558764001-0.jpg)

>>417926

Waifu dev, you should start trip fagging

It'll stop fags speaking for you in the future


 No.418378

File: 1454595743872.png (162.87 KB, 510x798, 85:133, 017288ab3fb82273e653a2a422….png)

>>417944

I was also thinking of something like the shy but perverted teacher from KissXSis, but I realise she's actually not quite a Christmas cake just yet.

>>417946

I suppose I could. I generally dislike the concept of tripcodes on anonymous image boards simply because I've always felt it brings in too much of the ego-driven drama all too common in other types of communities, but if it's only for a project I'm heading, I guess it makes sense. I haven't bothered before because I assumed these threads are slow enough that people would be able to fairly easily work out which posts are mine, but if they get quite active or there's just a consensus that people would prefer if I trip posted, I guess I will.

Anyway, I'm trying to retool a layering system I wrote for the game to be a lot less hard-coded in order to better match the functionality of Ren'Py, but it's very hard to do without breaking all the previously implemented functionality.


 No.418385

>VN made by an /a/non

Sounds fun, but don't give up. I want to play it when it's done.


 No.418739

File: 1454678717155.jpg (1.03 MB, 2126x1063, 2:1, 53121159_p0.jpg)

>>418385

Even though it will have conventional VN scenes, and as I've mentioned it even has its own custom-built VN engine, I don't actually consider it to be true VN simply because it's treated more as a stat-driven RPG/sandbox first and foremost with the VN-style interactions relegated to events and as rewards for effective stat-management.

Regarding sticking with it, while I wish the concept had resonated with more people than it has so far, I'm still here and I intend to keep working on it. I'm also going to keep releasing new prototype versions of the game as significant features and improvements get implemented, so you hopefully won't have to wait for the full version if you at least want to get a decent representation of how it will turn out.


 No.419518

File: 1454802524358.gif (242.07 KB, 858x480, 143:80, 1401489287272.gif)

>>418739

>Regarding sticking with it, while I wish the concept had resonated with more people than it has so far

I haven't posted in your threads before because I have nothing to contribute, but I like where this is going, and I'll be excited to play it, as I'm sure will many others. Please don't be discouraged.

>>413177

>the base game will also have predefined characters with their own visual novel-style routes and actual dating sim-like gameplay with stat management, but you're able to walk around and explore the environments, join clubs, meet side-characters, ect., so it's kind of a life sim/high school RPG too. I'd almost imagine the gameplay being a much more in-depth version of the Persona 3/4 social link gameplay, just without the dungeon crawling

The base game will be like a dating sim, but you're able to do normal dating sim stuff too. I'd almost imagine the gameplay being much like a dating sim with dungeon crawling, just without the dungeon crawling.

Sorry. I just had to.


 No.421970

File: 1455113799743.png (1.5 MB, 1920x1017, 640:339, attend_class.png)

Sorry for the delay in replying. I've been frustrated trying to overhaul the game's layering system, but I've mostly got it sorted now.

>>419160

You're quite right about that. I've always said to myself that making the characters memorable and likeable should be a top priority, because it won't matter how refined I'm able to make the mechanics, if people don't like the cast they won't care for the rest of the game.

Would anyone perhaps be interested if I started posting little snippets of self-contained script and dialogue here to get an idea for the direction I'm hoping to go with the characters?

>>419518

It does indeed sound quite awkwardly phrased like that. I guess what I'm trying to convey is that I'm hoping to find a happy medium between the fairly constrained aspects of traditional dating sims, and something with more open-ended and freeform elements.


 No.422025

> using Godot as a 3D engine

I'm not sure what to think of this.


 No.422036

>>421970

>Would anyone perhaps be interested if I started posting little snippets of self-contained script

I certainly would.


 No.422265

>>421970

>Would anyone perhaps be interested if I started posting little snippets of self-contained script and dialogue here to get an idea for the direction I'm hoping to go with the characters?

Go on


 No.422489

>>422025

GODOT can do OGL 2 with extensions from OGL 3. It's a shame they are not trying to support OGL 3/4 and skipping right to Vulkan though.


 No.422491

How is working with Godot? I hear it's pretty simular to Unity.


 No.423791

File: 1455401184852.jpg (227.92 KB, 600x800, 3:4, 2e0db078be26a1470a9b8a1171….jpg)

Sorry for the delay again, went quiet for a few days to work on another feature. It's interesting that people have started asking me about the Godot engine, because I've actually just fixed support in it for GPU skinning, being able to offload character animation to graphics card, which should yield some performance improvements which may allow me to start introducing some more characters to the freeroaming school setting soon. I've already sent this fix to the Godot mainline so it should be ready for the next stable release for other people to take advantage of too.

>>422025

In the very early stages, I was actually writing my own engine to support this game. It was actually going quite well and I think the overall design is still rock-solid, and it was inherited from an even earlier project to reimplement various visual novels in the style of ScummVM. The problem was that the design was very large in scope and actually attempted to be almost as general purpose as something like Unity. If the goal was just to create an engine, I'd say it was going well, but unfortunately not much of the game was coming together which led me to decide to build it off a pre-existing engine.

I chose Godot because it seemed the closest thing out there to the direction I was going with my own engine, and the really isn't much else out there comparable when it comes to licensing. I decided early on that I would only use open source technology and tools because I would like to eventually make this a true FOSS project somewhere down the line. The game was never intended to be a graphical powerhouse, but the switch to a new engine did encourage me to be a bit more ambitious in terms of design which led to the idea of introducing freeroaming as a mechanic. The renderer definitely needs improvements in terms of occlusion culling and other optimization, but there is a full overhaul planned this year which I hope I can get directly involved in.

>>422036

>>422265

I'll definitely put aside some time to work on the script. I've had a few ideas for scenes which might be entertaining example showcases which may help demonstrate the direction I'm hoping to go with the characters. I'll post them here when I feel they're sufficiently polished. Actually, tomorrow I might already have something very small to show which I'll post here too.


 No.423792

>>422489

I actually share that concern. I haven't spoken in-depth with the main developers about it, but while I definitely would love to see a backend supporting next-gen graphics APIs, having spent more time deep in the current renderer, I think what's more important is that that part of it is re-factored to a more modular design which makes it easier to extend it with new features. Writing a renderer only around a specific graphics API would be a mistake, ideally I would like to see more of the current renderer refactored to be more generalized and have the interface which talks to the graphics API itself be very small and self-contained, since that would make it easier to support multiple backends. This is essentially what the Ogre3D engine is like.

The way it is right now is that it adopts kind of an old-school 'minimalist' design, and besides the shader pre-generator, it's all stored in one .cpp file, but I feel this design is not particular forward-thinking because it feels very cumbersome to extend it with new features. The fact that Godot already has a really elegant way of handling cross-platform user shaders using a custom language really does encourage this kind of design, so if it hasn't already been considered, I will personally petition for this as a viable technical direction for future development of the graphics backend. Also, most of the perfomance-related issues seem tied to the lack of decent occlusion culling which is actually already completely agnostic from the renderer backend. In fact, I've been reading up on it, and I'm thinking on adding support for occlusion planes myself, since given the octree-based method the engine already has for managing scenes, it doesn't seem that difficult to support; it just needs a fast software depth-buffer.

>>422491

I suppose it is in the sense that it feels like it's not really built with any specific type of game in mind, it's fundamentally built around a tree hierarchy of nodes which have behavioural properties attached to them. There are still some distinct design decisions which make it feel truly unique and actually more elegant than Unity in my opinion. While Unity has the concept of 'prefabs', Godot is built around the idea that scenes and prefabs are one in the same, you create scenes, but you also create scenes within scenes. A character, for example, would be treated as their own scene. It sounds weird, but it actually makes complete sense. It's also not component-based, it's node-based, but you can actually recreate pretty much any example from Unity in Godot if you implement some of the missing functions and I've actually done this myself. I have custom library implementing some of the missing features which are useful in Unity such as the smoothdamp method which I might actually release soon.

In general though, the MAIN difference between the two is Unity is a heavily commercially-funded engine which despite often feeling like it was cobbled together from lots of random ideas and middleware, presents itself with an incredible layer of polish, while Godot is an until recently exclusively in-house engine made by a studio who mostly make mobile games for small developing markets, with nearly everything in it being homebrewed giving it an incredibly unified and consistent feel, but still lacks anywhere near the same degree of polish and suffers from quite a lot of bugs (more so in my case because I maintain my own branch based off the bleeding edge version). I would recommend it wholeheartedly for someone who wants to make a small 2D game since I think its 2D support is miles better than Unity, but I wouldn't go with it for 3D stuff unless like me you're prepared to get your hands dirty. I have no doubt it will become more competitive in this area in the near future.


 No.423814

>>423792

What do you already need to know to get started making games with Godot?


 No.423850

>>423814

I'd say it depends entirely on the scope of the game you're trying to make. At the bare minimum, a basic understanding of programming will help you immensely. Doesn't have to super in-depth, just if you can read this article and feel you'd be capable of writing game logic in that style (https://github.com/godotengine/godot/wiki/gdscript). Speaking personally, I'm not the biggest fan of the language itself (dynamically-typed, too prone to runtime errors), but it has at least allowed me to do a pretty close approximation of Ren'Py-like VN engine.

If you can make stuff with Game Maker or Unity, I doubt you'd have too much trouble adapting to Godot. The engine also ships with some example projects which can teach you stuff, including basic but fully functional 2D and 3D platformer examples.


 No.423857

File: 1455409778715.png (613.54 KB, 640x890, 64:89, 128.png)

>>423850

Oh. It seems to be a lot like Python... Shouldn't be too hard to learn then.


 No.424985

File: 1455462786889.png (612.07 KB, 1145x1024, 1145:1024, obligation.png)

'Hmph…well it’s Valentine’s Day today. I don’t even care, it’s just another pointless ritual designed to ostracise and mock anyone in society who refuses to participate as being a NEET virgin loser. Utter nonsense. Oh well, there’s no real purpose in trying to fight it this time, and I guess you are my senpai, so you might as well take your stupid obligation chocolate.'

So yeah, since it's Valentine's Day today, I decided to try sketching again.


 No.427403

File: 1455860264048.png (109.8 KB, 325x411, 325:411, tomokoxdelinquent.png)

Just a quick update on what's happening so far. Been a bit busy recently so I've not had all that much time to work on it, but I did manage to fix a bunch of bugs with the facial morph import pipeline. This removes a couple of unsightly glitches when the characters blinks and also just makes things easier to iterate on. The last major step to making facial animation a viable universal system is the plan to create a custom file format for it and allow morph data to be loaded and unloaded flexibly.

The end goal of this is actually to create a powerful ingame character creator.

For now, I'm going to go ahead and work on what was suggested, that is to write some one-shot scenarios for the purposes of fleshing out the cast.


 No.427470

>>418378

That is literally what trips are meant for: identifying yourself as a relevant contributor.


 No.427471

>>427470

Trips are meant for impeding impersonation, anon. Even a relevant contributor should only tripfag if there's is a need for it.


 No.429712


 No.430324

File: 1456375964908.jpg (399.36 KB, 1200x900, 4:3, little_hat.jpg)

Sorry for the delays, still been busy recently.

>>427470

>>427471

I'm still undecided as of yet if it would be the right thing to do right now. I do actually think it's justified for an actual project like this where it does make some sense that people involved in it retain some level of identity, but I still don't really think these threads are active enough to fully justify it as of yet over concerns for things like impending impersonation, but I will consider whether it would be worth using trips in the near future.

>>429712

It's kind of hard to say, specifically because I've been building the engine directly from a custom fork which pulls from the bleeding edge version of the engine, so I've actually been getting new features from the engine as they've been added. It's difficult to remember exactly how big this stable build differs from the last one. I think this build is mostly going to be notable for stability, quite a lot of fixes and improved functionality (some I myself contributed). One notable new feature is the live scene editing, but to be honest, it doesn't really work in the way I think a lot of people were expecting. I could see it being more useful when live script editing is added since that's something which would be very useful to me and would significantly cut down iteration time on game mechanics. That said, I've actually seen a prototype video of someone showing off a more conventional style of live scene editing working in action, so it may still get added at some point. Scene inheritance is very useful for me though and I've started using it more extensively in the project. On the whole, it's mostly a fairly iterative update, but I hope that I can started pushing for some more radical changes soon, particularly improvements to scene management and renderer optimization. There are really only two significant technical features I feel I need right now which are improvements to the renderer and off-mesh links for navigation, as the idea is to use off-mesh links to allow characters to properly navigate through doors.

I consider it to be a step in the right direction, and would still recommend it as being the first engine anyone looks at for any kind of 2D project, while still thinking it's got somewhere to go before its 3D support is just as good. It would still be helpful to get more people using it though, since improving its mindshare amongst other developers would attract more interest into making it better. I'm actually doing some performance comparisons and improvements right now and have some findings which might be interesting, so I may post about that later. I still intend to post some script soon, but I just haven't had the chance to sit down and focus on that as of yet


 No.430394

can you add warband gameplay


 No.431309

File: 1456583153222.jpg (110.89 KB, 500x500, 1:1, hmm.jpg)

>>430394

Not sure what you mean exactly. Are you talking about the Mount&Blade expansion pack? I'm not all that familiar with the series, but at glance, it does look like there might be some overlap in regards to the kind of RPG depth I would like to bring to this project. Is there a specific feature you have in mind which you feel work here though?


 No.431332

Just gonna ask this here.

What do you think about GDscript and their simplified shader language?

How much does it differ from GLSL?


 No.431383

File: 1456601635969.jpg (315.73 KB, 750x750, 1:1, 9b896b1e9dc0df049cb4beb773….jpg)

>>431332

GDScript is mostly fine. I'm not the biggest fan of dynamically-typed languages, but I've not had any major issues with it as of yet. It could use some syntax extensions like enums for instance and it could also probably benefit from a JIT compiler at some point for better performance, but from a technical implementation layer, the layer between it and native code is incredibly thin to the point that rewriting GDScript into native C++ and vice-versa is actually a lot simpler than you might expect. The flexibility of it though has allowed me to do the trick I've talked about though where I've now got a visual novel language which can embed GDScript inside it directly.

The shader language, without talking about the syntax itself, I should mention that it's implementation and the 'problem' that it solves, despite it not really being a problem in the state the engine is currently in, is probably one of my favourite and one of the most forward-thinking aspects of the engine's design. It just makes me smile as a programmer. How it works is that the custom shaders written in Godot's shader language are divided into vertex, fragment, and even lighting stages, and at runtime they get converted into a native shader language, in this case GLSL, and inserted and instanced simply as stages in one massive 'ubershader'. This essentially means that as long as you're writing your game-specific shaders through this pipeline, they'll automatically work on any graphics API the engine decides to support in the future just so long as a parser is written. The implementation is actually what inspired the extensions I've been talking about recently regarding the VN engine.

As for the language itself, again, it's fine, but it could definetly use some more features. It is similar to GLSL just with some syntax differences and a smaller subset of features (imagine it makes supporting lowest common denominator native shaders easier to convert to). Working on the sky shader for example really made me wish it had support for things like mixins though, and these could definitely be added at the precompile stage, but the language just needs some extra love and attention. The core of it is fine, and suitable for the majority of things you would want to do with custom shaders, but I actually extended it myself a while back to better support features required for my outline shader. It's also got a nice optional visual node-based representation of the language you can usually which I also submitted improvements to, so I think it frees up artists a bunch to do really interesting things with shaders without having to worry about their technical implementation which has been a long-standing point of contention with cross-platform renderers. It's also worth contrasting this with Unity's ShaderLab, which kind of works the same way in the sense that the shaders it provides are only meant to be a snippet of a much larger 'ubershader' in order to simplfy their creation and remove concerns regarding removing common boilerplate shader code like vertex skinning for example. The difference lies in the fact that it does not provide an intermediary language; you have to write native shaders directly which essentially makes them unportable (though you can at least keep them all in a single in a format which basically amounts to glorified giant #ifdef statements). They do support a language called CG however from Nvidia which is kind of intended to solve the problem, except for two issues: one is that it's proprietary, and two is that it hasn't been supported since 2012; CG is essentially a dead project at this point. Unity are likely going to have a lot of trouble supporting 'next-gen' APIs like DX12 and Vulkan as a result of this, since unless they can pull out a really smart solution, the only thing I can think of right now is asking developers to essentially rewrite all their shaders just to support these APIs. This is again why it often feels like Unity is this cobbled together effort which happens to have a ton of money and polish thrown onto it, while Godot has a serious NIH fetish and less polish, but at least results in a way more consistent overall design.


 No.432334

>>414947

>jump

GOTO CONSIDERED HARMFUL


 No.433256

File: 1456880466948.png (136.31 KB, 634x354, 317:177, thumbs-up.png)

Looks like a promising project OP.

Was hoping to check out godot at some point so I really hope all the HW Skinning / Morphing / IK Solver stuff can be successfully integrated at some point since all of that shit really makes for a good 3d engine which I think godot is still lacking in (e.g. I wouldn't dream of using software skinning these days, its just too damn slow).


 No.433549

File: 1456946611546.jpg (271.25 KB, 1400x1208, 175:151, 1456054172950.jpg)

>>432334

( ͡° ͜ʖ ͡°)

>>433256

I can tell you now that hardware skinning has been merged, but unfortunately it wasn't merged in time for the 2.0 release so it'll likely be available for the 2.1 release. Still, it's available if you compile though. Morph animation is already available in the vanilla branch, but my branch has what I consider the 'proper' way of doing it, which has both better performance and a lower memory footprint. The reason this hasn't been merged into the main branch as of yet is it still has quite a messy asset pipeline, currently relying on a hacked version of the Collada spec to get them in the engine. After assessing the options, my plan for this is to write a custom file format specifically for morph data which could be loaded alongside other formats. As for IK, I already have a basic leg IK solver, but I've decided to rewrite it and some other things in C++, which I'll release as a module for other people to use very soon.

On another note, and apologise to anyone who wanted to see some script writing. I've just been very busy recently and I've also been focusing on implementing another new graphics feature: software occlusion culling with occlusion planes. Implementing such a feature into the engine as is shouldn't be too much of an issue, but the challenge is the fact that I'm having to write a software triangle rasterizer from scratch. This is something I've always wanted to try writing, even if in this case, it's just so I can take advantage of the depth buffer.

Again though, I still intend to dedicate some time to script writing, but I keep feeling compelled to solve as many of the underlying technical issue with the game since it's the area I tend to feel most comfortable.


 No.433553

>>433549

Feel free to share what you've got of the script, especially any general plans or major events.


 No.433810

File: 1456998377016.gif (1015.48 KB, 500x281, 500:281, 1449157916007.gif)

>>433553

Yes, something I could give now is some outlines on what I would like to do with some of the characters from a broader more general perspective. I could at least give some ideas on where I would like to go with them and maybe you could tell me what you think. I've said before that a general theme I'm interested in exploring is alienation, but I'm also seeing how this could interplay with the characters' own aspirations too.

For the first girl, the athletic one, she's probably one I'm having the most trouble defining a coherent voice for. I kind of think of her as the 'poster girl' for the project in a sense, being that I want to try and develop her as the type of character who's more immediately likeable: an energetic, light-hearted, fun-loving girl who's easy to befriend but difficult to develop beyond that largely due to disinterest in romance as a concept. I plan to develop her story about her as a talented aspiring sports star in the swim team, but conflicted by the responsibilities burdened by her family.

For the shy glasses girl, with her it's my most explicit desire to attempt to create a largely offbeat character whom you could consider 'endearingly flawed'. I really want to try and develop someone who is comical in a very dry and deadpan manner. Aside from her very literal social alienation from her peers, I want her to be someone you can have light-hearted 'intellectual banter' with, someone you can have ridiculously obtuse conversation about incredibly mundane topics. Consider this, a mundane conversation starting about the correct way to eat certain foods could develop into a highly political discussion about the history of agriculture and trade tariffs, and have no idea how it even got there. Another idea recently put forward for her was that she could be an aspiring horror writer despite herself being incredibly cowardly, roping you into investigating urban legends with her. This would allow us to play off and introduce a lot of obscure Japanese urban myths, giving her route quite a lot of unique events.

For the Gothic lolita character, she can actually fit the role of the designated foreigner character (and she's not even blonde, breaking new ground here!) being half Irish. I've mentioned before that I see her as kind of a kind of fake ojou-sama type, specifically someone who is not of high status and comically inept at pretending she is. I want her to be tsundere through and through, but the underlying aspect of her character is a very real sense of envy and inadequacy, possibly motivated by judging herself in relation to a successful older sibling. I also want her to secretly embrace Akiba culture, working part-time at a maid café, and it could be possible to play off the juxtaposition of her fake ojou-sama persona and her roleplaying of a largely a subservient role.

Finally, for the delinquent type character, she's actually a character which was largely suggested by a friend, and is probably much simpler to explain since her archetype has been explored many times before: she's a delinquent with a secret heart of gold. She has a dysfunctional family life, and is running with a bad crowd, and the main characters role is becoming someone strong enough that she can rely on and not end up becoming a genuinely bad person herself. This is a slightly random point of contention, but I've kind of internally debated on whether or not this character should smoke. It fits her role and makes her feel a lot more mature and grounded than the other girls, but I wonder if it might turn some people off. Let me know what you think?

Again though, one thing worth noting is I don't see this becoming a very 'plot-driven' story. Instead, I want to focus on trying to make the characters memorable and endearing so that it's just entertaining to interact with them. Unlike a conventional visual novel, we have to contend with the fact that events can play out out of order to an extent. That said, a good approach might be to plan out all the 'major' events in a character's route linearly and then attempt to fill in the gaps.


 No.433846

File: 1457011081897.jpg (76.2 KB, 600x980, 30:49, 6b577058a5ccc3d10b26871246….jpg)

>>433834

The specific original meaning of the name 'Galatea' is a reference to the ancient Greek myth of Pygmalion, who made an ivory statue he fell in love with because he thought real women were bitches and whores. The statue was then brought to life by Aphrodite.

In other words, Pygmalion was the prototypical waifufag.


 No.433903

>>433810

why does that blouse suddenly teleport behind her shoulder frills when she opens it?


 No.433917

>>433903

It doesn't, the idea is that it rips completely and the remainder recedes under the maid's breasts, and the red thing he's holding on remains in his arms, there just aren't enough frames there to make it clear enough.


 No.434356

>>433810

Do you see plotlines converging around specific events, like a festival, holiday trip to the beach and exams?


 No.434369

>>433917

Oh, I see it now. Thanks anon.


 No.436074

YouTube embed. Click thumbnail to play.

>>434356

I most definitely think it would make sense to have specific events tied to calender dates covering common SOL anime tropes such as exams, trips, ect. These are common tropes, but they should help give a game about time management a sense of grounding and context, and they'd honestly just be fun to do.

The larger question of plotlines merging is interesting, since if plotlines were going to converge, one would assume that we should also have scenes involving multiple girls interacting with each other. I'm still undecided how much, if any, interaction there should be between the various heroines. It feels almost mandatory that if there was to be a beach scenario, that all the girls should be there. At the same time, it's difficult to contrive reasons for why most of the girls would be friends with each other since most of them are going to be in different years, and for at least two of them, their social alienation and loner status are defining aspects of their characters. There's also the belief that in games like this, as much as I hope people end up liking the whole cast, it should be just as important to allow the player to avoid characters they don't like as much spend time with time with ones they do. Still, it's definetly something worth thinking about.

Incidentally as an update to what I'm working on, I've taken a quick hiatus from working on the occlusion culling support to start developing a prototype of the skinship minigame I've mentioned in an earlier post, where you'll be able to caress heroines you're close to increase their affection towards you. It'll work similar to this video shown from the new Fire Emblem which, as I also mentioned before, has been censored from the international releases by puritan shitbags.


 No.438407

File: 1457804180548.png (282.53 KB, 1280x720, 16:9, megumin.png)

Just another quick update, not stuff really specific to the game, but some new enhancement for those of you who are at least interested in what I'm doing with the engine. Amongst other things, some new options for object shadows are available, and right now I'm attempting to add a pretty significant convenience feature which should, at the very least, help with speeding up design iteration: dynamically-reloading scripts, basically being able to change the game code as the game is running. This in itself is also a prerequiste to some prototyping I've been doing which I think could allow Godot to become a 100% WYSIWYG engine, but I'm unsure if I can dedicate significant time to something like that, evne though my prototypes seem to imply it would be possible with minimum changes.


 No.440424

File: 1458018992597.gif (995.41 KB, 257x194, 257:194, 1454837076130.gif)

You have my interest, OP

Is there some place where I can follow the development of this?


 No.440506

>>433810

Regarding smoking, it's so rare in modern media that it looks like more of a characterization point than it really should be. Would put it in as an option in a startup questionaire for the players likes and dislikes, then apply to multiple characters that are meant to be liked or disliked. Could also see it as a secret part of a characters real self that normally plays a role instead of being herself, would give a natural entrance point for connection to the real person as opposed to interaction with the persona.


 No.440515

So is there a prototype/beta yet?


 No.440519


 No.440526

>>440519

Thank you!


 No.440540

>>440519

That was really fucking good for an early version created by only one person.


 No.441052

File: 1458176139586.jpg (123.64 KB, 1280x720, 16:9, tJx3o7d.jpg)

>>440506

That's generally an important aspect of the kind of storyline I want to bring to this thing, characters being disingenious with themselves, pretending to be something they're not. I mean, that's probably going to be most apparent with the gothic lolita character even if that's largely going to be played for laughs.

Regarding a questionaire at the start, although I do want a degree of malleability with regards to how the characters turn out, I really want it to grow organically out of how you interact with them in order for them to feel more real, so a hard rule I'm imposing is that you shouldn't be able to alter a character's look or personality without doing it through interaction by expressing approval or disaproval for certain types of looks and behaviour. Of course, if you do want to alter characters this way, I will be providing mod tools to alter anything beyond this scope.

>>440540

I'm glad you liked the little prototype I put together, although given the choice I probably wouldn't have released anything at this point due to feeling that there isn't really enough meaningful content for it to even be worthwhile. It's mostly there just to test some basic things like character models, pathfinding, physics, ect. Although, yes, most of it was made entirely by me, I do want to at least acknowledge that I did get some assistance with some of the props shown as well as the three music tracks you can find on the phone.

I'm aiming for the next release to actually show of some gameplay and meaingful interactivity in the world, but right now, I've just added another experimental engine feature for what I call 'multi-pass materials'. The way character outlines are currently being done is really cheap, it's literally two seperate models, but with this new system, I can define objects to rendered multiple times with different shaders. For me, it's only useful for doing outlines 'properly', but other developers may be able to get more interesting things out of it.


 No.443070

YouTube embed. Click thumbnail to play.

Does anyone have any advice for sound design? To make the minigame I've talked about work, it really needs some subtle but appropiate artifical sound effects to give it a bit of, what they often call in game design, 'juice'. Problem is, the people who I usually go to to talk about music don't know much about raw sound design, so we're having trouble getting it to feel right. These sounds required are mostly 'meta' type SFX, not just straight recordings of stuff found in the real world. Annoyingly, it seems the video showing the example of the type of thing I'm hoping to recreate has been taken down, so I'm posting another one.

Also, I'm going to be away for the next few days, so I can't really work on the game until I get back. I may still be able to answer questions though.




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