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RegulusNSFW
RegulusNSFW

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Documentation, documentation, documentation... Hscene

Heyo everyone... there's not a whole lot to really go over this week. Unfortunately it's all pretty behind the scenes. Documentation, and communicating with various contributors. I can't really just show off the specifics, but I might be able to at least go into my process a bit. This might be a bit of a yap post, but if you're interested then read ahead!

In terms of writing up documentation, some of the most time consuming would be VA documents(which was this week), and Translation. The main reason for this is... well... compared to the other kinds of work, there's less room for "improvisation". The actors (or translators) need to really understand what is happening and what characters are feeling. Especially in the case on in-game segments with Starbreed. Most of the dialogue isn't standard "conversation". They often relate to things actively happening on screen like reactions, or instructions. It basically means I've got to really pick through the dialogue, and note context in a lot of it.

Thankfully this batch of VA is by far the smallest batch, so I was able to get it all written up and sent out in a timely manner. Some characters, (like Pigman) literally only had 1 line.... sweet doc...

Overall something I would typically do for a document, is get a recorded playthrough of the unvoiced level, then tag the timing of each line (if shown). I still write context around the lines, but the gameplay footage is a good fallback in case my descriptions leave some to be desired, and also help with timing (With Starbreed being on a rail system). A lot of the time, the characters are reacting to, or explaining things on screen as they happen, so context is especially important in Starbreed's in-game dialogue.

An example of Nika's Document.

NOTE: This is just my way of doing documentation. This is by no means a recommendation on how to do docs ahah.

I will say.. one nice thing about laying all the dialogue out on Google Docs is that it will show me any spelling and potential grammar errors. (Unity's Inspector doesn't.) ahhaa.

Then there's the case of Hscenes. Recording footage, and contexts.

It's all simple enough, but between recording the footage, copying the appropriate text over, setting up the proper formatting (text color, bold, etc), and quality assurance on the docs, the week zipped by pretty quick.

If there's one thing this project has taught me it's that maybe I should expand the core team a bit for the next project... ahah. Any rig animators out there wanting to take the reigns from me? :P.

ANYWAYS... lmao. Something else in the works, is a surprise Hscene. This should be the last animated Hscene in terms of development. By getting a certain amount of Data Chips, you unlock the "Clone", which allows you to make credits depending on your Brothel Stamina remaining between levels.

This clone also unlocks an Hscene. It's still in the works, but it will feature M and F Aether.

With that, next week is going to be focusing on SFX documentation. It's been quite a while since the last batch of SFX, so there is a lot to cover on that end. Hopefully it will be a little faster than the VA docs, and I can continue on my larger list of additions/fixes.

Thanks again everyone! I'll catch you then!

-Regulus

Documentation, documentation, documentation... Hscene Documentation, documentation, documentation... Hscene

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