This is kind of a continuation of a poll I ran a couple of months ago but I’m currently in the process of remaking the project I started 2 years ago, but I’m running into the fun little issue of feature creep.
Long story short I’m making a spiritual successor to Tainted Elysium. My problem is I’m very much not a good artist and I wanted to do both the body system that TE used as well as a moving chibi style character that actually walks around. Go figure, this is a huge amount of work.
I’m thinking of scrapping the chibi character entirely and making it a bit more text heavy, but it would allow me to dump much more time into the TE body that doesn’t have any real animation (walking, fighting, etc. animation that would break very easily when large body changes happen) as well as other more code oriented features.
Should I scrap the Chibi body system and just focus on the Tainted Elysium style body?
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As I remember there was a lot of body parts features in TE which add additional work to chibi visual, for example: tails, horns, etc. Even if you want to add chibi version I recommend to focus only on TE version before you make alpha release. Chibi version isn’t necessary for gameplay and you will be able to add it later if you want.
I, personally, have no idea how creator of TE made this visual body changes in his game. I think using 3D model could be a much better choice to show visual changes to body, but I don’t know which game engine you are using in your game.
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I’m using godot and a vector shapes plugin. I’ve got it all worked out with a working prototype, so I should be able to get something out fairly soon.
Understood. Yep, looks like it is pretty easy to morph shapes with vector shape plugin. The only problem is that it will be in 2d like in TE. Anyway, we are looking forward for your project 