Saturday, February 9, 2019

Run animation, clothing layers.

More or less settled in to the new place.

I Had a week or so where I had to stop working. The same day I took some pills prescribed by a docter for something else, I had what felt like weird circulation problems. Turns out it was a muscle problem due to the hard floors in the new place, of all things.

So with that, I'm back to work again.

As far as the on-going game is concerned, I've mostly been working on some of the stuff that will be shared with other games. That includes the dialogue system, the animation/sound editor, and a couple other things.

I've also been messing with the run animation here and there, since it's one of the most important things to get right before doing clothing. Trying to decide how I want the head movement to be.

I'm also still trying to decide how I want to handle clothing layering. My initial plan was that clothing would come in the form of entire outfits, as opposed to individual pieces. This means that an alternate outfit sprite would include the body itself, as opposed to layering individual clothing sprites over a nude body.

One of the advantages to this would be that the clothing would not need to "fit" the body, and the body could be modified to fit the clothing. For example, if the character wears a dress, the stride of the running animation could be modified to be be a bit more dainty, or allow for whatever the clothing is, like this.

In either case, you're risking rework later on. If clothing changes the body, then if you want to change the face, you need to change it in every outfit. However, if you want to change something about the body, you risk it not fitting existing outfits.

If clothing includes the body, you could also have the style of animations be entirely different. For example if you have a more "seductive" outfit, then a crouch animation could be a lewd kneel as opposed to a "combat ready" stance of knight armor. Whereas if clothing is a separate layer, then modding is also more doable, since you could modify the player sprite and still have all the clothing fit. The middle-ground would be that there are base sprites for different things (seductive, combat, normal, etc), however this would still lock you down to specific templates, and mixing certain kinds of clothing would be more work unless they are also locked by type.

Not sure yet. I'll probably do the base sprites, and then I'll probably decide once I've tested out an outfit or two.

Wednesday, January 16, 2019

Moved into new place

Moved into my new place. Still settling in but I'm back to working.

Right now I'm programming a text engine for use in the ongoing game and others.
Basically I want all dialogue be stored in external .txt files, which are then parsed in-game.
That way the game can be easily translated, as well as modded in some ways, depending on the game (since in-game functions can also be parsed through the text).

In general, it's just easier to write something like this,
Looks like a trapdoor.
If I had the key, I might be able to open it.
It should be somewhere on this floor. 
As opposed to this
name[0] = "Girl"
message[0] = "Looks like a trapdoor."+"\n"+"If I had the key, I might be able to open it."
name[1] = "Girl"
message[1] = "It should be somewhere on this floor."
I'm still trying to figure out how I want everything to be formatted. For example, multiple scenes could be contained within one txt file, or different npcs and any branching dialogue could be separated into different files. Either way has situations were it might be difficult to keep track of, over time.

I also have to decide how certain things will look when writing. For example I need to decide which symbols will be used to denote certain functions;

# denotes that a number can be entered.

#   Use name associated with number until another name is used.
#> Put portrait image for corresponding name on the right.
#< Put portrait image for corresponding name on the left.

[p]#   Choose portrait image for the character who is speaking.
[d]#    Dialogue number.
[d>]#    Go to corresponding dialogue.
[f]#    Set flag to true.
[f?]#    Check if flag is true.
[e]#    Call event.

An example of an interaction would look something like this, (Assuming you use portraits and stuff, otherwise it would look like the one above.)

I'm here to buy something. 
Do you have a membership card?
If you don't have one then you can't shop here. 
Yes, I have it. It took a lot of work to get it. 
Then take a look around.
No I don't. 
That's a shame.
That said, I haven't really decided for sure yet what all the functions should be.
I won't be using all of them in every game.

Anyhow, that's all for now.