Sneak Peek: Modular System
Welcum to our sneak peek!
This time, I have a lot of different things to show. Actually, something changed recently, and this thing is the AI, Fable 5, that has a defined time to end (day 19), and I thought I should take advantage of this time most possible to tackle the more complicated aspects of my projects.
W2C Changes
I few things are already changed on WelCUM To The City!
All WAV files was converted to OGG; and all PNG to WEBP (some that I've tried but couldn't before). After that, game reduced size from 721MB to 613MB.
Removed that Performance tab on main menu that was my previous attempt to make game work better, and replaced it with real performance improvement options in Settings tab, that, basically, changes animation to static frames
A save safety to prevent stuck player when loading a game from older version
Another attempt to make dance minigame work better on mobiles and weak devices.
Main Idea
The main thing I wanted to do is to prepare practical ways for use in most project possible. That's why I thought in a modular/Incremental system, where, instead of using too complex tools of big companies who update their softwares every year with almost no changes and no compatibilities, I'd make my own ones that could be easily implemented in multiples projects.
For example, do you remember this animation I added on v0.38?
The idea was to make animation the most practical possible so I finish in time (as aways xD), so, no frame to frame animation, but also, no Live2D or anything that would require much code, and since most of the best AI wouldn't animate something like this, I decided to just use the mesh edition of Clip Studio Paint for that part too.
But Clip Studio Paint don't have a timeline system with keys for this kind of animation. In the end, I needed to save frames for each movement and do a frame to frame animation anyway.
So, I planned a software/app that could animate 2D characters with rigging and mesh edition, just like Live2D, but trying to leave it simpler and with less limitations.
So, here's my . . .
DynAnimo
At least, that's the name for now xD
The idea is to use it as a tool for easy export animated sprites to Ren'Py and other systems (that's why it has a button to export to Ren'Py 😁). With this, I could rework sprites of Isekai Roguelite, KCC/W2C, and also leave them animated (at least, that's a plan for future).
Look how it works! It can read jiggle physics :D
And work on Ren'Py very simply and smoothly. Probably working great on any device. This character has 109kb, because it was planned from the start to work with lowest size and best quality possible.
3D Projects
Another idea is to prepare prefab customizable characters for 3D games. This is the MoCha3D, the Modular Character 3D app/software/tool/engine.
Characters from MoCha3D could work in any of my projects (maybe I'll make Isekai Roguelite 3D. Don't know yet). For now, they're these simple shape models for test. In future, I wanna replace it with 3D models of my art style. The system would be already almost ready for that :D
With system created, it can be used in any 3D games! \o/
About this game, it's the Guild Management RPG I mentioned on this post. Trying to make it work with the whole modular engine for a safest growing structure. Look at the map generation:
Another ideas I have and might be testing soon:
Dialogue Beep System: almost like the one from W2C, I want one that each syllable or specific character in dialogue can refer to its sound, in a very short "speech". But, with the right pronounce of what is being said. I believe it could leave the dialogues cute like Animal Crossing or Celeste, and also serve as a kind of auto dubbing.
Effect System: mainly for 3D games. A prefab of effects, with particles, like fire from bonfire, or a thunderbolt. To be easily created/implemented in games.
Icon System: just a prefab of icons, with variety of edges and effects xD
If I manage to make these tools ready to use, I could release them for the public in itch.io! What do you think? Let me know in the comments xD
Now . . .
Back to W2C . . .
Continuing . . .
About the visual part of this W2C update, I started working on the other moment got left in last update. When characters are changing clothes. The idea is that you'll see then in the locker room as right you enter, just before you think in opening any stall door.