@The_Doddler

Doddler

As a fellow developer and now that you've finished several games, I'm curious what you think about Unity and the engine you built as an effective way of translating/porting visual novels, both in terms of technical performance (which doesn't REALLY matter, but it still interesting) and ease of use.

Working with unity as a game engine has been a really solid experience. Sometimes it can be rocky with engine bugs or support, but overall a positive experience. Using unity allows me to ignore a lot of the low level challenges you'd normally face with making a game, and lets me focus directly on the logic. It does take a bit to get into the swing of unity's programming style, but it really works well. The whole process is simple enough that generally when it comes to porting a new game I actually start over from scratch and rebuild each of the components, since each time I come up with new ways to make things better or more efficient, and often the requirements change from game to game.
The basic design for a visual novel is simple. The core of the is the Scheduler. The main loop checks to see if the scheduler queue is empty, and if it is, it fetches the next command from the game script and executes it. If the queue is not empty, it simply waits. The queue contains any and all tasks, from loading a texture, displaying text, to waiting for user input. Most tasks can be interupted by user input, so if you click the mouse or are in text skip, it will finalize any interuptable actions, such as transitions, typing text, moving a sprite, and so on and move them to their final state. The scheduler just keeps looping, and keeps executing actions as the queue empties and tasks are completed.
The visual aspect is handled by a scene manager, which handles the transitions and various display layers. There are two cameras in use, one representing the foreground (what you can currently see), and one representing the background (not yet visible content). When playing, the script it will load content into the background layer where it is not yet visible, and then when asked, the foreground will fade out in some way, revealing the new content in the background scene. By this method, we get crossfades annd transitions. Once the transition is complete, the background becomes the new foreground, and the foreground content copied over to the background.
Of course, individual game engines bring various unique requirements. Buriko engine (d2bvsdd, MG's version of Higurashi) has a complex script format, and allows for crossfades and masked regions within individual layers, outside of the standard scene transition process. In Cartagra, the game allows you to specify animatable rectangular regions from both the source texture and destination screen space, to perform complex pans, zooms, and other effects. So the final implementation can vary quite a bit.
To answer the main question then, unity takes most of the difficulty out of the process. I've also had no real issues with performance, though it's simplified by visual novels often having periods of no on screen motion where you can hide frame drops without the user noticing. I've gotten to the point where I can get the basics working over a weekend, which says something about how easy it is to work with.
Liked by: Kouryuu
❤️ Likes
show all
Kouryuu_’s Profile Photo

Latest answers from Doddler

Can ImoPara2's engine actually support emoji, or was the 4/1 gag photoshopped? Seems like one of those stupid vn engine impossibilities.

I made the imopara2 emoji screenshots in photoshop, the engine doesn't support anything quite so advanced. It does support special font characters like hearts and music notes, which get used at points in the script, but you won't see anything quite so silly as the full emoji shots!

Are people allowed to make their own vn's using the Higurashi Steam engine? Cause I've heard that a group is working on porting the Console exclusive arc's using it.

That's pretty surprising honestly. It's not the easiest thing to work with, but I guess if that's what they want to use, that's cool. I don't know what mangagamer thinks, but I imagine as long as they're not making any money from it and it's at least higurashi related, then at least I won't say anything against it. Actually I think it's kind of cool. Modding the games was always on the table after all... it's built with that in mind. I at least wish I made it less cumbersome to work with though!

Thank you for all your work on Da Capo 3. That is my most anticipated game ever from MangaGamer.

I'm really glad to hear that! A number of staff has put a lot of work into it, especially Kouryuu, who spent nearly 3 years working on the translation. I'm really happy with the port, if you played the original and the new versions side by side and couldn't read the text I think you'd have a hard time telling which was the original. I'm looking forward to having people play it... but a little scared at the same time! There's a demo coming out once pre-orders open, which I hope people will take a look at. I hear there won't be too much of a wait before that happens!

Is it true that you've started working for a new eroge localization startup funded by the illuminati?

Ummm, no.

What's the heck with Shuffle! release on Steam? Did MG lost the licensing rights? Is it a new translation? Do you know which version will it be (port from the PS2 version)?

I don't really know any more about this than is publicly available. My understanding is that Mangagamer was originally licensed to sell the game overseas for... geez, has it been 7 years? Anyways, when that ended, it sounds like Navel declined to renew, so mangagamer had to stop selling the game (though the side episodes, which I did ports for both, are for the time being still available). That they ended up going with another company is pretty unexpected though...
I'd be curious if the game's steam sales will be worth the effort... re-releasing old games on steam has been pretty hit and miss. On the other hand, given how many people responding to the announcement not being aware that the franchise has been previously translated, maybe it could work out. And as far as I understand, they are porting the console version to PC.

View more

Wait, you're shifting to web development? Does that mean you're getting out of the cartoon penis uncensoring industry?

Haha, no, this web development is firmly planted in the cartoon penis industry!

I know it's quite a ways away in terms of release date, but, having seen MG provide multiple "HD Remasters" (Rance, Sonahana), is there any hope for SukiSuki being release in something higher than 720p? It's a shame because the original assets appear to be 1440p, and you can see this in the CG rips.

I can answer this one. The game has high resolution assets in it because it really likes zooming and panning over the art and still have them look great. If you wanted to do a high res SukiSuki (and 1280x700 isn't exactly low res), we'd need even higher res assets to make it work.

So now illusion's publishing on steam, the OG controversy company themselves. I'm stoked to see my chinese porn games finding greater acceptance, but I can't help but feel paranoid that we're one new controversy away from it all dying abruptly. Am I just being paranoid doddles?

That's actually a bit of a surprise to me as well. It makes sense, VR is taking off and Illusion has something which I'm sure there's demand for that western companies seem unwilling to touch. Though Illusion was sort of responsible for the last major controversy, I can't really see that happening here. Last time was really a lining up of very specific conditions (and probably had more to do with the name of the game than anything else), I doubt there would be any real risk of a problem.

It's a ways out and you might not be involved, but would you know what the scripting situation for sukisuki is supposed to be?

The game will be running in the original game engine (Majiro). I'm not directly responsible for scripting on the game... but since we have a direct line of dialog going with the Majiro developer solving some issues we've encountered with 'Please Bang My Wife', I've done some basic script insertion and going through the basic motions of preparing it for English release to identify issues that may cause issues down the road. We're currently working on getting those problems taken care of as early as possible. I know vodoka has also recently been working to de-mosaicing the animated h scenes and cleaning them up for use, so all bases seem to be covered. I think in it's current state that once translation, editing, and image work is done, it should be a pretty smooth transition to testing and release, depending on the release schedule around it's completion.

View more

Have you considered using Denuvo as an antipiracy method for VNs?

I've heard about Denuvo, but I'm not sure how much of a fit it would be for VNs. There's been rumors that some companies in Japan are looking at it, but Mangagamer isn't one of those. Mangagamer has been actually attempting to shift away from DRM entirely, so even in the light of a drm scheme that works fairly well, I don't think it's something that would get much of a look.
Piracy is I think quite pervasive in the industry, with some of the largest communities of users obtaining games almost exclusively through piracy. While that's a bit of a shame, our strategy has largely been one of attempting to convert users by increasing value... the hope is that by providing solid products and supporting the users we have, people will feel more inclined to support us directly.
It's taken some time to turn the ship around so to speak, but I think it's really starting to pay off; I see genuine excitement about our announcements and releases, and people seem far more inclined to support us than they would have in the past. I can't say I speak for the company, but personally I don't really see a reason to change directions. At very least, I don't think DRM will need factor into that future.

View more

Language: English