The last week has been fruitful, at least in regards to the quality of the sex scenes in-game.
The previous system consisted of a bunch of still frames (jpg) packed into a binary file and forming a very crude type of animation. It worked, but it was slow to load and a brute-force effort at best.
I've since updated the system a bit, though, finally figuring out how to successfully play video files with SDL2 in a useful way. After that, it was a matter of tweaking the structure of the bin files that contain the animations (cleverly named 'VID' files, go figure) and re-writing the tools and scripts used to create said files.
I also tweaked the in-engine system for handling the scenes to make that a bit less crap, as well.
The results are dramatically better and far less resource-intensive (less VRAM used, less disk space for the VID files, etc.). What this means to the end user is that the game will be slightly less obviously shitty, so that's nice.
How the in-game system works is you move back and forth between animations using the mouse or keyboard. Basically, you watch a clip until you want to watch the next one, then click to move forward, etc.. Nothing fancy at all, but it'll work for my purposes. Here's a small demonstration of the system in action, using a stand-in VID file:
On an unrelated note, I've also finished the dialogue for one of the girls, meaning I've finished approximately 25% of the dialogue in the game. As mentioned in the last post, I've scaled things back a bit.
The previous system consisted of a bunch of still frames (jpg) packed into a binary file and forming a very crude type of animation. It worked, but it was slow to load and a brute-force effort at best.
I've since updated the system a bit, though, finally figuring out how to successfully play video files with SDL2 in a useful way. After that, it was a matter of tweaking the structure of the bin files that contain the animations (cleverly named 'VID' files, go figure) and re-writing the tools and scripts used to create said files.
I also tweaked the in-engine system for handling the scenes to make that a bit less crap, as well.
The results are dramatically better and far less resource-intensive (less VRAM used, less disk space for the VID files, etc.). What this means to the end user is that the game will be slightly less obviously shitty, so that's nice.
How the in-game system works is you move back and forth between animations using the mouse or keyboard. Basically, you watch a clip until you want to watch the next one, then click to move forward, etc.. Nothing fancy at all, but it'll work for my purposes. Here's a small demonstration of the system in action, using a stand-in VID file:
On an unrelated note, I've also finished the dialogue for one of the girls, meaning I've finished approximately 25% of the dialogue in the game. As mentioned in the last post, I've scaled things back a bit.
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