I tried this first, but found it really hard to recognize/remember [random-glyph] as "hello". Better if it's readable, even if unrelated, to make looking it up in the blab-o-dex easier. I may add a letter to separate conversations, so "H2" instead of "31". Still figuring it out.
dukope
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Love this so far. Great work! Two suggestions:
1. I have a really hard time using the crank for rewinding. Would much prefer that to be on the B button, with the current popup menu options just stuck in the system menu.
2. Paging through all the dialog notes when retrying is a bit of a drag. It'd be nice if the B button could immediately dismiss without paging through like A. Or maybe put the notes above Elena's head so you'd need to jump to read them in the first place.
Cool idea. The generator is a means to an end though - to create a diverse martian population for the game's mechanics and settings. I'd do things differently if the focus was on build-a-face. Not that it couldn't work but it'd be a different game.
For the mouths, you're on point. I haven't shown it yet but each mouth has 3 versions: em/oh/eh, which is just barely enough for animating speech.
I didn't know about that and it's almost exactly what I want. When did that get added? Clever hiding it under a single-option "Generate" submenu.
It even supports svg shapes and exporting sub-layers alongside containing groups. Definitely the best way to do multi layer exporting.
I still need the positions and structural hierarchy so it's not quite enough for the Mars case but I'll put it in the toolbox for other projects. Thanks for pointing it out :)
The system itself does support species like that but I haven't loaded it up with much yet. It's more-or-less based on some ideas from Papers Please, where what you really want is to define some criteria, then generate papers (or a face) that explicitly matches or does not match in interesting, non-confusing ways.
Interesting. For Obra Dinn I felt the outlines were key to legibility and wanted them to be as clean as possible. Which meant the relatively art-heavy burden of marking each object with a special color to define how it should generate edges. You wouldn't get that with realtime video of a live scene, so you'd need to tease it out of depth&color. That's how most 3D edge detection works anyways so it's not really a problem, just a little less precise than what I wanted.