Hi.
After a very long time, the biggest changes in the project are finally finished and the next steps are coming fast - so lets go fast here too!
Current Progress
Finished Reworks
The illumination rework on all Waifus currently ingame is finally complete, making the style of lights and shadows uniform between all of them.
For two last Before/After, check out the last two Waifus updated: Naamah the unlucky succubus and the mysterious Ofelia.
New Lenses
I recreated the Camera in Hidden Waifus from scratch, with a new implementation that provides smoother zoom (including zoom to cursor position) and smooth movement by all supported input (mouse, keyboard and gamepad).
This new implementation was made to be separate from the code of Levels and any other part of the game, to eventually become it's own add-on for Godot, with a lot of options for configuration and integration to InputMap.
For now this camera is focused on PC inputs, but adding mobile interaction (like screen drag) would not be a hard task - after all puzzle games are perfect for mobile devices, and this camera is made for this genre.
Next Steps
Scenario Rework
There is not a complete list of what will change yet, but we've got some interesting points to follow:
- Convert level lights to black and white textures (simple optimization)
- Recreate furniture according to new perspective
- Keep colors and saturation on the scenario style
- Start implementing new areas with placeholders
New content
As mentioned some Devlogs ago, new characters are coming to the game along a very important feature: poses.
In regular gameplay characters will have fixed poses, but this will be one of the aspects that can be changed in the Randomizer.
Atop of that, new items and levels will finally be worked on - along a neat new surprise that will only be revealed when it is ready. :3
Shadows
I have not yet found the perfect solution for shadows, both because of geometry questions (where the "fake 3d" style screws me) and because Godot's solution ... sucks!
Since the game is fully 2D, the regular shadows would completely ignore the 3D illusion intended on our art-style, so that is a no-go.
Using CanvasGroup to combine overlapping shadows in a single element has a terrible drawback: all shadows must have the same opacity (defined in the CanvasGroup) or it does not work.
The solution lazy gamedevs push into everything nowadays, shaders, are exactly what I'm trying to avoid in a project meant to be simple.
For now there is no definitive answer on how shadows will be implemented on the game, so it will be have a low priority on the list.
Those last weeks were intense, both in the work done and in problems to solve in my life - enough to delay this post by two days! The best part of this project is just at hand, but for now until the next Devlog!