Still coding as always?
So, moving away from the inefficient LiveComposite() function Oni was using and instead using LayeredImage() to process the sprites and their layers. Ren'py is looking to add Live2D support in an upcoming update and
Shad0wk1ng09 has expressed some interest in making that work. But for the moment, trying to get the sprites in and doing what we want them to do.
Added benefit of remaking the system you may ask? Speed for one, should help with those performance issues the base game has now. We can also add more categories of clothing and sprite layers, meaning we can add back in a number of assets y'all have been missing and this time without some of the annoying issues. Plus, we can better randomize wardrobes now! We'll be giving each clothing piece some values and using some weighted choices to generate outfits on the fly. You will still be able to 'tell' a girl what to wear and when but, hopefully this will be less of a chore and players wont be reaching for that calendar as often. This is the current focus, not much else to say here as I am still going through all the necessary logic of how this thing will work.
Dynamic Events is a big system I am still working though. Unlike most trainer games, Rogue-Like hasn't really relied on doing the same thing each 'turn'. To further supplement that, we are reworking how events actually proc. Four categories of events will now exists: Character, Location, Scheduled, and Special. Special events can be considered scripted events, these generally overwrite all other things happening. Scheduled events are exactly what they sound like, the typical event that happens at a preset time. Location and Character are a little bit different; these events happen when the player is in the right place or with the right person. We call these dynamic because nothing but the Special events are guaranteed to happen. Plus, the event handler will prevent event overlap so we can't get two Special events playing at once. Add in a host of possible conditions and a sprinkle of randomization; there you go, we have Dynamic Events!
Dynamic Locations are a thing and are working as intended. With this, we can add, change, and mix up locations at will. Most of this has to do with how the menus work, which is another piece that has been reworked. Moving now defaults to 'Travel Mode' where you have to move room by room; this helps with the event handler and ensuring that certain events play correctly. A cheat movement mode may be added later at some point. Lastly, this lets us add the Brotherhood building in with relative ease; that and new rooms for new girls.
Code for the girls is on hold until other systems are built out better. Even so, a good amount of work was already done on that subject. Expect values to change more consistently and decisions to have a more nuanced effect. Conditional checks that still are not working in the current version of RL have been completely reworked; this will show up with a more pronounced effect when interacting with the girls. Location, outfit, and nature/type of request will all now factor heavily in deciding if a girl is willing to do a thing, with the added bonus that traits should be more consistently used. Speaking of outfits and clothes, code for that was also made a while back and is already part of the project, expect to hear more about outfit changes as the image system progresses.
Feel free to come by the Discord and encourage us (myself especially) to stay focused on this!
~PervyRogue