- Sep 22, 2017
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No need to worry about it, really. After all, until you brought this up I had no idea game was in this state. So I would like to thank you again and also talk about it some more.I think this discussion has gotten so big that we may need to move this over to the mod thread lol. I'll repost the links over there so that the focus can be on that topic and not clutter this thread. One last note, I'll try to search to see if there's any chance some of the other dev versions survive through other means because I am genuinely curious if anything is still available or salvageable from those older versions. I'll do my own asset ripping and decompiling and let you know if anything comes out of it.
For starters, here's a "big discovery". It's big enough for me to ask you/people on this forum to try and find any pre-release version after 0.7.0 and up to release.
So here's what I found: some time prior to release/on release game definitely switched engine versions, changed a lot of stuff internally and also downgraded texture quality. Yeah. I doubt that a lot, if anyone, noticed that. But it finally answered my question while I was working with textures: "Why these have some visible image artifacts, signs of compression, color banding even?". Well, simply because up to some build, prior to release, texture format was "RGBA32 (RGBA 32 bit)" and when it switched to "DXT5" and "DXT5 Crunched". Probably that alone added some level of compression to all assets. So what I'm looking at 0.7.0 are better quality assets. Not by resolution, mind you. Just without compression artifacts. I'd love to see if I can use that to upgrade release version even a little bit, if current engine version allows to use RGBA32. That's the first thing and a request to community, I guess. There's already lots of stuff which I can use from 0.7.0, but I'd like to have as much "HD" assets as possible.
Second thing, obviously, is monster customization. Orc and Goblin spine and customization system were fairly well implemented, to be honest. Maybe to them it looked a bit stupid and just bothersome to implement for each Unique Girl in the game. Remember: each girl+monster combination requires to build a separate skeleton and spine controller as well. So, as I understand it was axed just for simplicity. I made a funny spine demos for both of them with a "3 frames - switch body parts":
As far as I can tell, 0.7.0 was about to axe goblin customization, so I'm using his version from 0.1.1. Orcs in 0.7 still have their full original assets it seems. That's a second thing I wanted to show.
Now, for other graphics. Follow up to previous post with Amilia "concept art", I found out a lot more:
Bianca:
Rune's concept?
And now things are getting a bit crazy. Hidden under a spoiler:
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And also attached some of Rooms designs/concepts. Theres' a lot to look at in pre-release assets, especially how rooms looked prior to final design.
Now, what I can do about all of this? Well, let's see:
- I want to test non-compressed graphics on a release version to see if it works and gives a bit more clarity.
- I want to see if it's possible to bring some customization for goblins and orcs back. A lot of code base for monsters was removed, so that will require a lot of work and even more workarounds. Maybe not worth it in the end. But hell, why not?
As a reminder: always keep old versions of the game you're supporting. No one, even developers, can tell if something will be changed during a development.
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