DevL〇g-Zer〇


Discussing game development in an AVG feels a bit odd, but I'll talk about it here just this once. The only time (not really sure).

 

This game was developed using Unity and solely utilized the Yarn Spinner plugin. When the original development team worked on it, they didn't consider Jscripter's default novel mode; instead, they focused more on presenting it like a new-style Galgame script.

 

As someone who adapts novels into games and Type-Moon fan, naturally, I couldn't accept scenarios where long discussions are wiped clean from the screen after just two lines. Thus, I rewrote TextDisplay myself. There are still some bugs that caught me by surprise; all I can say is that I didn’t have the courage to rewrite everything completely.

 

This project's positioning and style differ from the last one (a data-driven urban legend combat simulator, or in other words, a modern city backdrop akin to The Scroll Of Taiwu/Taikou Risshiden V), so we're not implementing the avatar system this time. The characters and performances can now more closely resemble a traditional text-based AVG. For this reason, we used Timeline for creating performances, which are then managed by a custom-written Manager class that takes control of the Timeline performances using script commands to regulate playback.

 

(The game features 3D scene cutouts with character portraits; camera movements cannot be discerned just from screenshots—please experience it firsthand.)

(Though the experience might not be great.)

 

Another issue arises even when I limit frame rates and logic frame rates: some users may still encounter half-frame delays or advancements in performance due to their computers being either too powerful or too weak (Unity's Timeline calculates animations based on double precision time without logical frames.) This is somewhat beyond my control, but most likely won't pose an issue for most users.

 

As for the game’s unique performances (I recommend experiencing them firsthand (?)), they were also developed after extensive calculations and encapsulated by another plugin. This plugin—which I hesitate to detail as it might spoil the surprise element of these performances—is essentially a wrapper around User32.dll.

 

The card battle game was developed in about two weeks, and the logic is actually complete. However, I didn't have time to write AI, so I made it a performance battle.

 

This development utilized a lot of code from a project a year ago; I found that the modules I wrote were truly low-coupling and could be used directly, which significantly sped up the development process. Thanks to my past self for being such a performance geek and consciously coding this way.

 


(notice the date. It all started around this time. )

Adapting a novel from over ten years ago to fit today's internet environment probably started last November and continued until March this year. But by the end of March when new folders were created, the first 10 chapters had been completed by early May. I am quite surprised at this speed myself (:

In any case, production should slowly progress on days after work when there’s time.

Thank you all.

 

(Translated by ChatGPT, with no revision.)

Devlog Chinese ver: https://www.cngal.org/articles/index/3638

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May 06, 2024

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