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Thrallworks Update #38 - Colourful Lessons

Hi ho, hi ho! And oh mee oh my, have we finally cracked it! For a long time now, I've been wanting players to have more choice in customizing characters, but limitations with the medium meant that that Orientation was constrainted to a selection of those 4 different colour variants, plus 3 outfit patterns- and even then the amount of bloat that added to every CG was incredible.

Schemes!

BUT NO LONGER! So long as I can set a gradient, that colour can carry through to any and every CG and character asset designed to take it! It can even work for changing hair, eye and skin colour-- though I'm not sure how much variation to put up in these regards.

The patterns aren't free from that bloat-curse, but even that has been severely curtailed, allowing for future creations on that front too! No doubt I will be offering both you and $10 people polls on such in the future.

And though the above images were 'concepted' in an art program, I have confirmed it works in Unity- as you $10 people will attest to with the sample project I'll be posting up! :D (Though uh, I went overboard on the image sizes to sorry about the file size if you do download it)

There's a couple more things I want to do/add to the current system image-wise too, so stay tuned to this particular space!

Instructing

In addition, I've been working on some game design and have made progress in structuring out the 'lessons' and have started on concepting on how they're going to be put together in the game visually.

The idea is that there's a schedule you run through during any given day in which you have things seperated into work-blocks, rest blocks, etc. And in work blocks you put things like these lessons. During a lesson, a pop-up like this comes up, and you can fiddle with things in real-time as the lesson progresses, pulsing her PCU or using her CMS triggers-- or alternatively you can auto-it and reap an average in order to speed through this section of gameplay. You can also pre-set lesson-plans during other work-block slots, or during 'free' slots you give yourself to do whatever in. You *could* free-slot everything, but you get certain bonuses for organizing activities within relevant blocks of time.

Quite what the balance is going to be between real-time and turn-based I'm not quite sure yet. Likely there'll be facility to slow things down or speed things up, or even pause, and there might be bonuses depending on the speed you go at. The idea is that when certain criteria are met, a '!' appears somewhere for optional narrative scenes you can click on to get into, and for other criteria you're forced into narrative scenes.


Ahhhhh it's a good time. We'll be making a nice list of CG's and necessary art this week for the game introduction as we continue writing it, so expect a steady stream of visual content going ahead on top of all the regular stuff.

Enjoy!

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Orientation Demo (Updated Apr 28, 2021)

Pet Demo (Updated Apr 22, 2022) Password: IrresistableTriggers     

Scene Repository (Updated Sep 11, 2021) Password: FollowMeSinkDownDropForMe  

Thrallopedia (Updated Oct 07, 2021) Password: SpiralOutKeepGoing

Dossier (Updated Mar 14, 2022) Password: MarniEvolution

Thrallworks Update #38 - Colourful Lessons Thrallworks Update #38 - Colourful Lessons Thrallworks Update #38 - Colourful Lessons Thrallworks Update #38 - Colourful Lessons Thrallworks Update #38 - Colourful Lessons Thrallworks Update #38 - Colourful Lessons

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