We have the animated CGs for next build, art, story, coding and everything else but the last bottleneck is scripting our scenes. There's 24 new scenes for the next build with some scripts having just a few dozen lines but some having over 100 lines. I decided to take a moment to reflect on how we can improve the scripting experience for myself and our scripters.
A typical visual novel may not use positioning and posing of characters. Few use modular face pieces for mouth, eyes, eyebrows and busom movements and fewer still use camera positioning & zoom. We use all these in Life in Woodchester so we need to be as efficient as possible to keep the content rollout.
We've also established a great way of indicating the speaking character, by moving the speaking character slightly as if they're "speaking up" or driving emotional actions. However all of this means constantly tweaking a characters movement, sometimes several characters and sometimes more than once every single line.
Believe it or not all 24 scenes for this build are in the game in their basic form but they're not perfect. To me every scene should feel satisfying, with characters reacting to other characters and the game clearly showing who the speaker is and driving the emotion further with subtle movements and poses.
I decided to list out some of the areas we can improve on so I can create custom scripts that help address them and speed us up now and well into the future.
Flipping Characters requires 2 lines, a flip and X repositioning
Chest movements need animated Manually every line
Camera movements & zoom values are often forgotten and need fished from other lines
Changing a small feature like brows or eyes can become a copy paste game where you fish from other lines.
Modifying Positions need fished from other lines
Making these scripts should only take less than a day or so but the overall time it will save will be compounding. Sometimes you're so busy moving forward you forget about efficiencies like these so I'm glad I could take some time to look into them.
Thanks again, everyone has been very encouraging despite the delays so very thankful you guys are understanding!
Best,
DirtySock
Cstrnprme
2021-04-28 09:46:56 +0000 UTCGogetada
2021-04-27 19:34:03 +0000 UTCGogetada
2021-04-22 19:47:48 +0000 UTCDirty Sock Games
2021-04-15 19:35:28 +0000 UTCCstrnprme
2021-04-13 08:36:21 +0000 UTCZeno
2021-04-12 20:14:36 +0000 UTCGogetada
2021-04-12 11:07:17 +0000 UTCStuart Reese
2021-04-12 10:37:25 +0000 UTCBlueno
2021-04-12 01:45:44 +0000 UTCZeno
2021-04-12 00:54:38 +0000 UTC