3.90 star(s) 14 Votes
Jan 2, 2018
32
10
so at when i dont kwno what else to do i found out that cou can make staff but the problem is i dont have any cudgal left since i sold them is there a way to get more or is there a shop that sell them
 

Sydoon

Newbie
Sep 20, 2019
52
89
Added Scene with multiple CGs, the two thieves visit Kara if they aren't dead and Kara sleeps in the abandoned house.
does someone know which bandits we shouldnt kill for this? :unsure: There are like 3 different locations where bandits are.
 

Tavarokk

Member
Feb 18, 2018
148
186
Trying it out now. First observations: only visible clothing pieces should affect looks; empty slots should have a default looks value that a gear piece overrides, so that wearing purely utilitarian gear or even rags doesn't end up looking better than bare skin; CG should match the character's state of dress - it's better to have less outfits and less cg than have them mismatch, it's extremely jarring.
 
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ea3794

Member
Modder
Mar 30, 2018
432
830
EpicReee, Porn_Jesus


Yes I agree it would be nice to have the difference in every scene, what WildFeyGames-Nis was saying is doing such a thing would take a good amount of effort to add/redraw each scene with different types of clothing. Which is why it's low priority compared to other aspects of the game.

The issues is it starts to stack on itself:
For example say you have 10 scenes, not very many right? Then you want to add a second set of armour, which makes it 20 total (yes it might not take as much work to add the variants compared to base scenes). Then say you have 15 scenes later, thats 30 total and if you wanted to add a 3rd armour set it rockets up to 60. Then you only have 15 scenes but almost more work put into the differences compared to scenes themselves.

Not to mention if your doing this for the CG's as well as the sprite work and character model.

And the workload just piles up heavily, absolutely it can be done and it is a nice thing, but not the end of the world. Just my ramble and thought on the whole thing.
You don't redraw entire scenes to add clothing variants. You draw the scene with characters completely naked and then add separate layers for worn equipment (armor, accessories, etc). When characters are using the same pose in multiple scenes you don't really need to do much at all (pick a background, position sprites, done). Seen this technique used loads of times while digging through game assets.

Covering protruding body parts such as nipples and/or adjusting hairstyle is generally done by cloning part of the background or (if the background is dynamic) by applying a transparency mask first to cut away the unwanted pixels.

It may be a little harder to pull off when creating paint brush-like assets but not impossible. If the game engine is unable to layer the assets as-is you can always combine layers in Photoshop and export all variants with a script. I've seen this technique also used in many games.

As far as event dialog changes goes regarding different (missing/broken) armor is concerned, it is generally done by conditionally replacing one or two phrases or inserting extra phrases. No need to replicate the entire scene because there are different colored dresses (*cough* Fountain of Mana *cough*).
 

Tavarokk

Member
Feb 18, 2018
148
186
So apparently I ended up having the same first impression as a few people in the thread, now that I've checked back the discussion a bit ^_^ Adding to that line of discussion, it might be better to create a stopgap event for unequipping torso item wherein the MC would refuse to do so where others may see rather than just making it inaccessible. Because yes, setting the bar for functionality and versimilitude is of immense importance - a sufficiently limited, unrealistic or counterintuitive implementation would cause many people to drop the game outright while still in tutorial, at which point all the content added further in thanks to the time saved would become moot.

On a somewhat unrelated note, I recommend against the MC's starting stats being "you suck - you suck - you suck - oh, and you're disgusting, too", as it is needlessly off-putting and also kind of implausible. "Mediocre with some good and bad points" is usually a more lifelike and easier to emphasize with starting condition.
 
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WildFeyGames-Nis

Member
Game Developer
Feb 14, 2020
105
304
First observations: only visible clothing pieces should affect looks; empty slots should have a default looks value that a gear piece overrides, so that wearing purely utilitarian gear or even rags doesn't end up looking better than bare skin;
it might be better to create a stopgap event for unequipping torso item wherein the MC would refuse to do so where others may see rather than just making it inaccessible.
Pretty good ideas and very convincing!

I recommend against the MC's starting stats being "you suck - you suck - you suck - oh, and you're disgusting, too", as it is needlessly off-putting and also kind of implausible.
I also like this if you are talking about the part at the stage where the village becomes available. It needs some balancing, but increasing some key stats of the paths could be a good idea "feel" wise.
 

WildFeyGames-Nis

Member
Game Developer
Feb 14, 2020
105
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You don't redraw entire scenes to add clothing variants.
Yes. I think I should have been more clear about this previously. The argument was not that Dezy will need to redraw the whole scene multiple times, but that it could take as much time as creating a new scene.
We have naked versions of the scenes that have clothing on. Adding clothing/equipment will be done in a layer kind of way, still drawing all "variations" as all kinds of armor piercings etc. will take time. Redrawing the scene is only come to mind about the "tit showing" scene that will certainly need a different pose for leather armor.

As far as event dialog changes goes regarding different (missing/broken) armor is concerned, it is generally done by conditionally replacing one or two phrases or inserting extra phrases. No need to replicate the entire scene because there are different colored dresses (*cough* Fountain of Mana *cough*).
There are some events where there should be a bit more effect, but yes. I'm working on it (not currently, but conversation variations are on the list for the next release.)
 

Tavarokk

Member
Feb 18, 2018
148
186
I also like this if you are talking about the part at the stage where the village becomes available. It needs some balancing, but increasing some key stats of the paths could be a good idea "feel" wise.
Rather than paths, it's probably her wake-up stats and the injuries recovery boosts that could use some padding. I imagine the MC's initial low Charm was due to her delightful original personality, so having that wiped clean probably shouldn't result in her becoming even more abrasive. Then, assuming the descriptors are accurate, the healthy stats after recovery probably shouldn't have more than one 1 before path bonuses, she'd have no business running across swamps defending shrines if she were that infirm.

Another thing to keep track of is consistency of the MC's actions, what she is and isn't willing to do. I haven't seen enough content yet to tell if it's an issue or not, but having had her strip naked in front of some bandits on the road and suck innkeeper's cock once a sufficiently tempting payment was offered, I got a bit cautious about it when she suddenly was unwilling to navigate bathhouse without a towel or discuss terms with one of the other guests. Will see how it goes.

Think I'll wait until the game can properly recognize when Kara's going commando before playing further, since I've already had a bunch of scenes where that was a problem, but the first impression is favourable.
 
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Janako

Newbie
Dec 31, 2018
31
70
I talked to the Witch to get the Ancient Tome from the cellar cave but I'm not able to give it to her once I've gotten it.
I did this on two saves, one which was a fresh slate and a second which was an older save, both times unable to give it back to her. My only options are potion brewing and receiving the Kiss of life.
 

WildFeyGames-Nis

Member
Game Developer
Feb 14, 2020
105
304
I talked to the Witch to get the Ancient Tome from the cellar cave but I'm not able to give it to her once I've gotten it.
I did this on two saves, one which was a fresh slate and a second which was an older save, both times unable to give it back to her. My only options are potion brewing and receiving the Kiss of life.
You should be able to give her the book if you start from a new game. (There might be some problem if you start from an older save file)
 

danomator

Member
Jan 21, 2020
242
459
so i checked out the update but i'm unsure. are there no new quests? but thanks a lot for the new screen resolutions works a lot better for me now. :)
 
3.90 star(s) 14 Votes