A while ago I asked if anyone would be interested in taking a quick survey for me and y'all seemed pretty interested, so before I go to bed, here's my EXTREMELY early game development survey! This survey's results will have a significant impact on the game at its eventual launch so feel free to be as honest as you wish!
I appreciate y'all taking the time to read this! I'm now going to pass the hell out 😌
Layering plans for Mobject Paradise and how colors will (hopefully) work without making too many files
Putting this under a cut because this is slightly long lol
The main goals with Mobject Paradise are simple when it comes to the pets itself. The two goals are to A. Use as little layers/files as possible and B. Have a good system that allows for more genes to be implemented without having to hand recolor. This is a diagram as to how layering will work, as shown on a generic leafbeast.
Genes depending on if they’re for limbs or the body will go on their associated layers. For example, if layer 2 has Piebald, above layer 2 the file for piebald will show. Layers 1 and 3 are grouped, meaning if a body gene is used, it will technically go on Layer 1 instead of two files for Layer 3. Layer 5 is simply for facial features such as eye/nose shape and eye color. Layer 4 may also be grouped with Layer 2 in the case we decide to add some genes that change the coloration of the horns, although we don’t have any planned right now. For now it remains its own layer, doing its own layering things.
The goal with colors is simply to have its own hue, saturation, and brightness system. There will be a pure red (#FF0000) base for each file that uses colors which can change colors based on the colors coded for it, determined by a unique H/B/S code. For example, I have a simple circle in Kleki I’m using to make this example.
To make a raspberry color, brightness would be at 50 (default), hue -21 and saturation 34. It would mean less files would have to be made for each color and gene combo, meaning more colors could be added on as needed. The goal is to have 100 colors when the pets are finally coded. This is in a very early stage though and I still need to take the time to figure out the logistics of code that I need to make this before I can do things, but this should hopefully create a decent system.
Either way I hope this feeds the Mob for now. I don’t have much to update on given I’m starting work soon and I’m going to be very busy the minute I get back from vacation on July 7th. This is a passion project of mine and I’d love to get it more on track than a ton of art tests soon.
Here’s an unfortunate event in the history of ToiletPaper FunTime. Before all the beautiful art, the wonderful music, and the actual gameplay; we had this (which is obviously a huge problem).
Looking back on this now, it’s nice to see how much progress we’ve made over the past year.
If you want to see the game in all it’s beauty, you can download it now (FOR FREE) on the Google Play store and the iOS App Store!