So, I'm slowly plugging away at the layout for the Lexcorp Quarters screens for the guests...
This is still very much a work in progress, note that Lex will NOT be adding 8 guests rooms to Huntress' quarters (that's just a cut and paste from another screen that I need to edit). That'd either be some serious Tardis level engineering or things would be very crowded in Huntress' room...
In any case, this will give you a general idea of how things will look when you first enter a gal's quarters, IF an auto conversation doesn't pre-empt this screen.
Also note the slightly different room background. Huntress asked Lex if he could at least hide the wires and plumbing, so to score brownie points with Huntress Lex has upgraded her room. Still need to work out what the next room upgrades would be artwork wise, but the idea is to 'reward' compliant guests with better accomodations.
The 'Actions' button will simply replace the left menu with an 'action' menu, instead of dismissing this screen in favor of a 'Choice Menu'.
My current plan is to add some 'circle icons' showing Huntress's available head attire options to the left of the outfit picker, similar to how Roulette's hairstyle picker works, but as I said this is still very much a work in progress as I work various things out, i.e. what else I want to put on this screen and where, adjusting the screen overlay background accordingly, etc.
Once I finish working out the 'general format', I'll propogate this to the other guest rooms...
Just wanted to share!
Another priority will be transcribing more quarters content over from ReBuilt to ReImagined, so that there's more sexy fun time with the relevant girls. I expect that
xMendoza will be doing the same on his end with the quarters stuff that is being added to ReImagined. With tweaks to the dialogue in keeping with the philosophy of each version, i.e. ReBuilt is a more faithful remake, ReImagined has reworked dialogues, new bits of conversation, etc..
Note that in ReImagined we are handling images a bit differently than in ReBuilt, mainly putting layeredimage to use when appropriate, as opposed to 'merging' the bits into single sprites in Photoshop/GIMP. So this means spending time resaving the appropriate bits to reduce the size of the .pngs, the algorithm that SR7 uses to save .pngs is very bloated, as well as resizing the sprites to take advantage of the larger height, i.e. 1024 is the 'target height' in SU Unity, while ReImagined has a 1080 default screen height.
LayeredImage gives more flexibility to those that are transcribing/reworking the associated scenes in SU ReImagined as far as outfits are concerned, say if you wanted to show Huntress in her crime fighting outfit without her mask, so IMHO it's definitely worth the effort!
As mentioned before, Batgirl now has her layeredimage declaration coded, and going forward my priorities for 0.28 are:
1) Implementing the quarters screen shown above once I finish working out the layout stuff.
2) Bringing the Consorts Missions screen online, with an associated mission to show off what we have planned here.
3) Start bringing some Meta Bordello content online. This involves coding scenes for a few of the gals. There are 16 different gals that have varying amounts of Meta Bordello content, with unique scenes for each of them, so that's a bit of an involved project which may take several updates to complete. Plus I need to work out the methodology for invoking the labels for the various girl scenes...
4) Introduce Faora into SU ReImagined (thanks
Jimwalrus for all of your hard work to bring Faora to life!)
It'll be a bit before 0.28 is released. I've been mostly laser focuced on SU ReImagined as my time and energy allows for about 8 months now, so over the last week I've been taking a bit of a breather, plus it's summer and there's summer stuff to do so I need to pace myself accordingly.
Feedback is always welcome and appreciated!
![Cool :cool: :cool:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)