HentaiWriterDid you anticipate implementing cutscenes would end up taking so much dev time? If not, have you learned anything that could help streamline the process in the future?
We definitely underestimated how long it'd take to implement things (and write and voice and so on); the biggest bottleneck with implementation so far has been that a good chunk of scenes end up being "edge cases" where a tiny bit of functionality is needed to get them to work that Frouge had to add in, or where there's a new, unforeseen issue that happens due to a particular interaction we hadn't yet used in that particular way.
For instance, there was one scene where an NPC gets carried off by fans and flies into the ceiling (that was the intent, at least).
However, the usual technique I used to make an enemy "fly away" (rapidly shifting their Y coordinate) didn't work, because
this particular NPC mostly ignored those changes, and so they just fell back down to earth. Any other enemy would have been fine, but this particular one, nope. (The reason why is because they were a "scientist" NPC, and while other actually-enemy NPCs had "gravity" properly programmed in for them, these guys didn't, since there'd be no point for them to have it, or so we thought.)
Since I'm not a programmer, I have to have Frouge fix these things, and if he's fixing this, he can't progress with the rest of the game's programming, and vice versa.
Then there would be the opposite issues sometimes, where something I wrote or had ripped the audio of I'd made a small mistake on, but without it being fixed, the cutscene couldn't be complete/fully implemented, so I'd need to correct it, send it to Frouge, etc.
So there were more than a few times where I couldn't implement stuff until these fixes came in.
I could still write during these periods, don't get me wrong, but it definitely slowed down implementation.
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As far as streamlining stuff, in regards to "edge cases" or "unforeseen issues", there's not too much of a way to protect against that without spending excessive time trying to prep for every imaginable scenario, which would likely waste a lot of time by prepping against scenarios that never end up happening.
But that said, for future games, with our engine being very robust nowadays after years of work put into it, and my overall workflow being improved/streamlined thanks to setups I've made over the years, future games should move a lot smoother overall when it comes to creating/implementing content for them.