Hi Goliard!
Thank you so much for your excellent feedback and kind words! Comparing Capsule to such a legendary work as AGS is incredibly motivating!
Regarding dialogue and branching: I deliberately avoided the classic "node-based" approach (a real maze!). Capsule prioritizes a robust timeline system, combined with integrated scene and variable managers. This keeps the interface clear and focused on writing, while still allowing you to create complex, nested scenarios without getting lost in a tangle of lines! If you haven't yet explored the Timeline view in depth, I highly recommend using it to visualize your branching paths! πΊοΈβ¨
Regarding the layer system: Absolutely! When designing the new architecture, a truly easy-to-manage layer system (Background, Props, Characters, Weather, Interface) was a top priority to give you complete creative freedom. It's planned for the final version 2.0. π¬β¨
I'm a huge fan of the Live2D aesthetic! Just imagining characters breathing, blinking, and reacting dynamically on screen gives me goosebumps! Since Capsule uses web technologies, the future integration of a WebGL-compatible puppet system like Inochi2D is an absolutely brilliant idea. I'll be following their development very closely! ππ
However, I want to warn you. It's very complex. First, we would need to create a custom system that no longer defines sprites as characters or anything else, but simply as objects, and that allows for the addition of different layers. A large part of the engine would have to be rebuilt. And only once this custom system is finalized could I even consider Inochi2D.
I want to clarify that Live2D will never be integrated into the engine; This would require lengthy negotiations with the studio responsible for Live2D, as well as a considerable financial investment.
Thank you again for opening up such exciting possibilities. Keep sharing your brilliant ideas!
Best regards,
The Capsule Team πΈ