XaiJu
blueaxolotl
blueaxolotl

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Take a peek inside one of the boring part of game making

I recently got the idea of showing you a bit more about the "backstage" of game development and it actually works well with explaining you what I have decided about conversations in The Hunter 2. The picture you're seeing is my folder of render. You can actually divide the content in half (each render has an icon pic so all pics are doubled.) These past days I've been half working on MV half doing this. All those renders are here for the sole purpose of having facesets during conversations. That's basically a set of 3 different faces per character (sometimes, a character has 4 sometimes it has only 2). Which means 99 faces (+ 2 for the dog and the zombie) + 7 for Kaya (she needs to have more, she's the heroine) + the missing 15 of Ambriosa's character I showed you last time. So overall that's almost 125 facesets to create. You're maybe wondering "what's a faceset?" It's the little head you see next to the dialogue in RPG Maker. You can see that in Vitamin Plus/SoVO and in SoV. For SoV2 and TH I used full body sprites. Now, why the heck am I going back to facesets instead of keeping the body sprites? It's simple: That's waaaaaaaaaay too boring to do. Let me explain you this: In Slice of Venture 2, there are 8 characters that have a body sprite. That's no problem. In The Hunter, all 33 characters have body sprites too. BUT, there's a HUGE difference between the first and second game: I didn't implement those 33 characters in one go. Outside the fact that the last-minute residents (Diana, Caitlyn, Ishtar...) didn't even have a sprite back in the first game (making things actually less than 33), the most important thing to consider is that adding body sprites for the inhabitants was something done through multiple releases. I think it took me like 6 or 7 updates before the village was finished? Let say 6, and there are 30 girls. That's 5 girls per update. THAT I can handle. But 33 (+2 creatures + 5 Ambriosa inhabitants)? No thanks. Another reason why I didn't go for body sprites is because you have no idea how HARD it is to find varied talking poses. Even with our poor 8 characters PeakJump and I were struggling in SoV2 to give them an alternate pose. So 33? Nope. To me, this is time investment that isn't worth. Too many characters. That's why you'll see conversations with faces only. Even just that, as you can see from the pic, is repetitive enough. I prefer using my time to render more sexy things x) Anyway, I thought it might be interesting to share that insight with you. I'll see you in a few days for more infos o/

Take a peek inside one of the boring part of game making Take a peek inside one of the boring part of game making

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