Check it out! Official announcement trailer for my next game. The title and the trailer give you a pretty good idea about the gameplay.
Following the Spiderweb Software school of game development, I’m trying to reuse as much of Himeko Sutori as possible. But this being a completely new game, all of the menus, ActionScript, and UnrealScript are different. So are the levels. And I made all new textures and meshes for kitbashes to make my buildings with consistent texel densities and a reduced-palette pixelated look. But I was able to use the same sprites and music, and the textures from the particle effects, so at least I didn’t have to redo those I guess.
Also, this game makes frequent use of dynamic lights, so I force the game to run in DX11 for improved performance. And DX9 support is disappearing for good. New hardware will only run it via emulation. So I had to rewrite some things to work with DX11. Whenever @Coldscooter starts working on UE3’s C++ I’ll have some pointers on how to run borderless windowed with DX11.
What else do we have here? Steamworks integration. Controller support via Steam Input. On-screen keyboard too if you run in Big Picture mode or whatever UI is replacing it. Cloud saves.
I’m making character portraits and promotional art with help from Stable Diffusion. It’s churning out stuff MUCH faster and cheaper than doing it myself or hiring an artist. It does have a tendency to produce details (or sometimes entire compositions) that make no sense and I have to rework those with Photoshop or inpainting or photobashing, but I still think the results are a much better option for someone with my budget.
I think it’s coming along pretty well. If you have any questions, feel free to ask.