Game
Intelligence: The 314th Clash!
8 years ago

A more accurate telling of progress.


I was sorta vague in my last spiel, so I’ll be precise this time. So far I’ve got the game more or less bugfixed up until just before the necropolis, I’ve also gotten all the cinematic renders implemented and tested to that point, next in line 08 of 22: A Heroine’s Trust

Why am I making pre-rendered videos rather than using picture cutscenes? Well lots of reasons, most of which also justified them in Menagerie, basically though it is much easier on the game load. Instead of having constantly refresh the screen according to multiple picture, some of which are several thousands of pixels larger than the screen itself, I’ve endeavored to simply play a video instead. Which is a LOT less processor heavy.

The main impetus (though I was highly considering it already) was in the messenger’s landing scene… when played in MV it hung for over a minute on a white flash before it loaded the 9600x7200 picture which is used to zoom out and be used to show a very basic map of the area and appear as if to ‘ascend’ from the surface of the earth. This was entirely inexcusable.

Now it not only runs smoothly, but because I’m doing most of the animation in vegas, I can infinite layers, smoother transitions, more effects and be able to just drag shit around in the pan/zoom/crop animation editor, rather than fiddle around with fucking picture coords for half an hour.

Outside of 06 due to it’s level of complexity, most of these took barely 10 minutes of time once all the assets were ready.

So it’s faster to build them, easier to build them, and in result, they look better and play better. I can also destroy a lot of what will now be DEAD WEIGHT from the pictures folder. However the games size will likely increase, in Menagerie the difference was fairly minor, but that game had 8 cutscenes, this has 22, and most of them are 15mb in size at least.

I doubt the game will reach half a gig, even still. And considering all the optional shit and the eight hours+ of gameplay, and that it will be a complete game, I’m happy to let that kind of file-size be an aside.



0 comments

Loading...

Next up

Fighting a Devilcat of this magnitude would be suicidal for most people... it's just as well than that you aren't "most people"! Poor one out for Denise Ding: Tiramisa's superb voice actor.

Just some exciting screenshots of progress! This is but a mere spec among an immensity but it should be enough to whet your appetite!

Neo-Fyori Battle Preview

Who is this silly girl?? Well she’s one of the final bosses, apparently. I got into an arty mood and had to draw her, so I did, and I’m happy with what come of it!

I feel bad that you will have to tolerate the old version of this now until Demo 3 comes out, this is such an outstanding upgrade!

See how nature breathes and exerts its many beauties in this place? This is the kind of life and atmosphere you may expect from most maps come Demo 3.

Gameplay Trailer for Demo 3 accompanied by the characters doing them. All main story boss-fights are now complete, too. Outside of one cinematic- the Main story for Demo 3 is complete!

Been working on upgrading a lot of the maps to flourish them with life and even more atmosphere! Many of these will be recognized by Demo 2 Players, but some are yet virgin territory.

Some of the optional content is being worked on, at present I'm setting up new systemic optimizations to ready us for the droves of optional content to come. The first assets to be made were parallaxes to use when the starship is orbiting a world.

Just some of the many glorious new faces appearing in Demo 3~!