May 1, 2018

[Update] A node-based editor in Unity

As I announced in my previous post, we were considering a switch to Unity, mainly because of the Live2D support. So I've been poking around, trying to assess whether the Unity framework and C# was for me. To be honest, I think if I'd tried it a few years ago, C# would've turned me off. But I figured, I have so much experience in programming, and I wish to go into business as a game developer, I can't just stop at the difficulty of a new language. Plus, I learned Python so easily that it encouraged me to take the plunge.

So I need to recode everything I've done for Project Conversation in Unity/C# and it's probably be tedious and boring (rather than actually challenging, since I merely need to translate scripts from a language to another). But first I had to recreate a visual novel-like gameplay, and that's when I realized Unity allows one to do something very cool--you can program the editor itself! If you remember my works for RPG Maker XP, you should know that I like to hijack the system to make the game designer's life easier, like I did with my Balloon System or the Party Interaction System. So the mere possibility of messing around with the editor was the ultimate argument to win my heart, I guess.


Thus, the first challenge I set myself was to create a node-based editor to make it possible for me (and more importantly, for my partner) to write dialogue scenes in a simple, visual fashion. I know such a system already exists in the Asset Store, but it's paid, and I don't like how it works, and I couldn't just build a game for someone else's scripts and call it mine anyway. So I gathered my courage and well, I made it. It's quite crude by the time I'm writing this, but the basic concepts are there. You can create dialogue boxes, connect them in the order you want them to appear. And more importantly, it all converts into game logic which make the scene unfold exactly like you've set it up when you run the program. To be honest, I was surprised it actually worked (almost) at first, with so few bugs. :p So I'm quite proud of my work. :)



So, unless I run into a huge problem, you can expect Project Conversation to go to Unity. :)

Apr 22, 2018

[Update] Project Conversation's first mockup screen

So, I can finally show you what the game might look like, or at least what you can expect from the interface.


First thing you may notice is that the girl is gorgeous. :) I was already in love with that character before she even had a face, but now I am even more. :p But enough eye candy already, let's talk a bit about the interface elements.

  1. Whenever it's your turn to submit a conversation topic, you may choose any of them among those you have previously unlocked (as long as your conversation partner has something new to say about it).
  2. You are also required to choose the tone you want to use for that segment of the conversation, among 8 possible tones (for instance, "Teasing" in orange is a combination of "Hostile" in red, and "Casual" in yellow). This will influence what your character will say, and in turn, how your conversation partner may respond.
  3. The objective gauge depends on the conversation situation, but the general idea is that you have to reach an objective before it fills up. In this case, you have to follow the trail of topics that the girl is giving you, in order to reach a particular topic that's not on your list yet. Each time you choose a topic, the Annoyance bar will fill according to how far you're straying from the path she has in mind. So, by cross-checking what the girl chooses to talk about, and how annoyed your own choices make her, you should get a pretty good idea of where she wants the conversation to go! (well, at least that's what the game will be expecting from you :p)
Note that this is a Ren'Py screenshot, and well... I'm a bit annoying with my changes of heart, but I think we're going to move on to Unity. The main reason we may want to do that is because we wish to animate our characters using Live2D, and there's a Unity plugin that allows full support for it. So, if all goes according to plan, our game should be GORGEOUS.

I will be posting about a more in-depth overview of each game mechanic later. Don't hesitate to leave a comment to tell us what you think about that first mockup screen, and Blueroze's beautiful art! :)

Apr 10, 2018

[Update] Project Conversation underways!

Okay, so I've been itching to tell about this for weeks. I can't say there's much to see yet, which is the main reason why I've been waiting to make a post in here. But what I can't show yet, I can already tell quite a bit about.

Perhaps you remember me trying my hand at Ren'Py about one year ago, messing around to create a prototype of a conversation simulator. It was a timid attempt at impressing the game-making community, and it didn't work out as well as planned :p, but I wasn't just putting up a style exercise. I was intent on building a whole game out of it.

And that's what's going on in my life right now.

I've paired up with the talented Blueroze, who turned out really enthusiastic at the game I had in mind, and we're in the process of building it as I write this, stone by stone. The programming is actually well ahead, so I'm waiting on my partner to produce a few screenshots (no pressure, mate). :p

So, what's the deal? Project Conversation, as we're uncreatively referring to it, will tell the story of a scout camp taking place on a fictional island, off the shore of Brittany, France. So yeah, you'll get characters with French names, baguettes and cheese, obscure French songs at the campfire. And strange phenomena that might be explained by local folklore. Maybe.

Gameplay-wise, it will revolve around three main concepts:

  1. Topic navigation, where each conversation is essentially a maze you and your partner try to walk by taking turns at submitting conversation topics.
  2. Mood management, where you get to choose your tone at each topic, which in turn influences your partner's mood, and the way she will react.
  3. Memories making, where each conversation goal you manage to achieve lets you bond deeper with each girl, and improves the chance that her artificial intelligence finds you good enough to be her lover.
That's right—you're looking at the early development stage of a next-generation dating sim! Forget the routes, forget the branching plots, forget the hours of reading through hundreds of endless, boring dialogues, just to wake up every now and then for an obvious choice before going back to sleep again. This time around, you will actually be required to think, to feel, to read between the lines, to adapt your decisions to each situation... and to live with them!

No screenshots yet, but you'll be seeing more of Project Conversation very soon! :)

Apr 9, 2018

[Review] Doki-Doki Literature Club

Hi guys,

Wow, it's so dusty in here *grabs a spider web* I wonder if there's still anyone visiting anymore. Anyways, for those who read this post, you'll be happy to know that I've found an illustrator. You know what that means? THAT YOU'LL SOON BE SEEING AN ACTUAL PROJECT OF MINE!!! Didn't expect that after all these years, eh?

Anyways, in the meantime, I've been thinking about posting reviews of games I liked. So, today, you're in for a special treat. It's called...



Ok, so this is a bit awkward, because Doki Doki Literature is actually very hard to describe without utterly spoiling the experience. From reading the description on its Steam page, you might think it's just another regular, overrated dating sim. Well, it's not. Definitely not. It's all a set-up. The game actually tries very hard to make you think it's dull and harmless, and it just makes it all the more effective at what it does.

Which is—take your sanity from you.

Believe me, this game is the work of a mad genius. If Frankenstein had made a video game, it would have been this.

I know what you're thinking right now—yeah, right, like a game could be that disturbing, I've played Slenderman, I've played Amnesia, I've played Layes of Fear, I've played Outlast, I can take the cute girls, dude, bring them on! Well, that's the mindset I approached Doki Doki Literature Club with, and frankly I ended up more disturbed than I cared to admit.

Because no matter all the horror games you've played, there are things you haven't seen yet. Take it from me. Mad genius, I'm telling you. And that includes genius.

So, heed the many warning signs that have been placed on your way to the game, and if you think you have it in you to see it to the end, then by all means, be my guest. You won't regret the journey.

So, why should you play Doki Doki Literature Club?
  • Because it's a unique experience
  • Because it's free
  • Because sanity is an overrated commodity anyways
  • Because the developers have poured their heart into it (and probably sold their soul to the devil at some point), and they deserve a thumbs up :)
Stay tuned for more reviews, and news on my latest project to come! :)

Sep 6, 2017

War Wind Sprites Rip

This is an ooold stuff from an ooold video game called War Wind. A few years back, I found a way to extract all sprites from the game's archives, and I posted them online on a different blog, and now people are asking for it again. So, here it is. :)



War Wind Sprites (as separate images)
War Wind Spritesheets

Jul 21, 2017

Update on the Conversation Simulator

Following a comment I got on a forum regarding my recent Conversation Simulator, I devised a new condition, which is actually the exact opposite.

Instead of trying to reach a specific topic in the best way she can think of, Kiyomi will now try to avoid it at all costs. But, following as previously, she will still try her best to pick a smooth transition from the topic you brought up. So she will do her best to come up with the best compromise between a topic that is close to yours, and one that is as far as possible from the target topic.

In termes of gameplay, it makes for a greater challenge, since unlike the previous version, Kiyomi will never ever bring up the target topic on her own. So you have to try and narrow down the "area" she seems to be steering away from to guess what the target topic might be. Once you know what the target topic is in the fixed condition, you can play around by trying out topics you know to be very close to it, and see how smoothly Kiyomi tries to steer the conversation away.

The links were updated, enjoy. :)

Jul 9, 2017

A Conversation Simulator in RenPy

Hiya! Missed me? Well, I'm back, baby!

I've dropped RPG Maker and found a new toy: Renpy! Actually, I'm surprised so few people use it. It turns out Python is A LOT similar to Ruby, so RPG Maker scripters should feel at home. Plus, there's a nice set of tools for debugging and stuff, I'm really enjoying myself so far.

Anyways, to the point.

This is not exactly a project, or more precisely, it's a demonstration of a script I could use in a future project of mine (as well as me tinkering to see how far I can get with RenPy).

This is a conversation simulator. Now, don't get me wrong, it's not like you get to type in what you want to say and the computer answers. But, rather than choosing between a few dialogue options (which is how it's classically done), you get to choose what topic you wish to discuss, among a number of them (20 in this demo). Nothing groundbreaking so far.



It turns interesting when the computer answers. You see, the conversation is two-way, and the person you talk with will also pick a topic in turn. Of course, the computer doesn't pick at random (which would be pointless). Actually, the NPC is anxious to discuss a topic in particular, and the idea is that you score points if you manage to get the conversation to that topic. But since the NPC doesn't want to make a harsh transition, they will always try to come up with a topic which is relatively close to the one you picked, and yet drives the conversation toward the desired topic. And it's the only clue you're gonna get.

In short, it takes conversations in role-playing games to a new level. It's not about choosing between a few predetermined lines, which are always obvious by the way, to get what you want - but rather, it's some sort of mind game where you have to read between the lines, and use everything you know about the NPC to understand what they're trying to tell you.

I hope you'll enjoy the concept in its current form, though I have quite a few ideas to make it even better. For now you just have to exhaust all topics to find the right one, but in a real game situation, you would have a limited number of tries before the NPC gets tired and walks away. Also, you would start off with a limited number of topics, and unlock them one by one, as you get to know people/places and events occur. So the first conversations would be easy to handle, while you could very well end up with dozens of topics, and have to tread carefully when you're in a critical event with just 3 tries. Also, what you can't for now because there's just one NPC to talk to, is that she has a personality. That is, she has her own favorite topics, and the one she'd rather avoid. A different NPC would make different picks in the exact same situation.

I've prepared 2 situations, with the exact same scripted dialogue. The difference is that in one, the girl wishes to discuss a predetermined topic which is always the same, so once you've found it you can try different approaches and see how she tries to draw closer to it. In the second, though, the desired topic is chosen at random, so you can put your guessing abilities to the test!

The point of this demo is not to put up a challenge. You will find it's pretty easy to reach the desred topic, mainly because there are too few topics. You have to imagine how complicated conversations could turn with about 40~50 topics, and a limited number of tries for each.

Anyways, here's the download link. Don't hesitate to let me know if you like the idea and how you'd like to see a full game based on this system. :) Cheers!

Download PC version: http://www.mediafire.com/file/xc41cfcma2h4428/Test-1.0-pc.zip
Download Mac version: http://www.mediafire.com/file/48mzab68mnsrn8q/Test-1.0-mac.zip