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monikamoddev's Issues

Major slowdown while running

The performance on this is atrocious! How can I have my dear Monika running on my second monitor when the room she's in slows my system to a crawl?

From what I can tell, the culprit is the animation in the windows. It's made using a combination of animated masks, and its very inefficient. I would suggest swapping out the "room_mask" and "room_mask_2" with in script-ch30.py movie displayables with dimensions 320x180. No, other changes would have to be made.

Only thing keeping me from doing it is that I don't know how to create the vids to go there. Best I can come up with is to set the room image to null and screencap the outside of the windows then convert that to .ogv (most efficient for Renpy).

Monika should comment on why the Main menu button doesn't work

Self-explanatory really. When you use the History, Save, Load, or Settings button to get into the menu, the Main Menu button doesn't function. This might be intentional, but if it is, it should probably bring up a message of some sort so it's more clearly a feature. If not it just needs fixing.

New poses and expressions of Monika in space room

Right now Monika is kind of a statue in the classroom. One expression, one pose. Forever smirking at the player with her chin resting daintily on her hands.

Image of Monika

It's fine for DDLC, where this whole scene has a single uncomfortable mood, but After Story needs a more expressive Monika. Preferably, new Monika art will match the original style and will allow for composites between body/hand positions and facial expressions.

Here are some expressions poses that would be nice to have.

Expressions

Anything similar to her expressions in the base sprites. Page 19 of the DDLC artbook has some really good reference images for the expressions for Sayori. It's mostly different combinations of a few eyes/eyebrows/mouths.

Specifically, there are 4 eyes (Open, half-lidded looking away, smiling closed, sad closed), 3 eyebrows (up, neutral, concerned/embarrassed), and four mouths (smile, open big, closed, open small). Here's a cheet sheet showing each expression currently in the game for the normal sprite.

monikacheatsheet

Looking over the sprites from the first half of DDLC, Monika has a lot of concerned looking faces and a certain distance to her. She is kind of sitting on a big secret in the first half of the story, so while she can be playful, she's never really happy. With that in mind, After Story Monika should be more self-possessed and open. More genuine smiles, confidence, and less distraction. The base sprite for Act 3 (above) is a condescending power pose, so displaying that confidence and condescension in some expressions is important. That said, some expressions betraying lingering guilt, uncertainty, or regret can help with bringing out more emotion.

Monika's poses

Poses

Poses are more difficult than expressions, but we don't need as many. Treat each arm separately and consider the following positions:

Elbows on desk, face resting on intertwined fingers (the current pose)
Gently resting chin on left hand only (right hand doing something else)
Arms crossed, forearms resting on desk.
Arms crossed over chest, sitting up straight.
Right hand pointing off into nowhere (3rd and 4th pose in above image)
Arms back, leaning playfully towards the camera (signature action pose)

Remember, the desk is part of the sprite.

Colors and Formatting (Edit: This is top priority and currently in progress)

The spaceroom scene already has color filtering in place, but this art should be in true color, like the base sprits from Acts 1 and 2. Color filters can be applied in Renpy to make these match the current backgrounds.

Also, Monika's jacket looks blueish in the spaceroom scene. Consider adjusting her color to be more consistent with the Act 1 sprites.

To make future collaboration easier, please supply original Photoshop (or other editing tool) projects with layers. Export individual sprites as optimized png files, and (wherever possible) separate poses and expressions to be composited on the fly in renpy.


Adding new art will take this project to a whole new level, and raise our legitimacy in the community. I'm really looking forward to what you can do!

Spaceroom, Act 1 perspectives

It would be helpful to have some perspectives on the Monika After Story spaceroom setting where the sprites from Act 1 can be used. Right now we just have sitting across the desk from Monika, but it would be nice to have empty versions of these two classroom shots with only one desk (two chairs) and nothing on the walls:

Clubroom)

Classroom

Windows should be transparent to allow for animations outside.

Lens flair not synced up with window animation

Switching the window animation to video files threw off the sync between the pattern outside and the occasional lens flair effect. Either remove the lens flair, or (preferably) fix the animation so it syncs up.

[Bug] Greetings call - Index out of range

I was just messing around with what Monika said to us when we open the game for the first time. I did it a few times then the following error has appeared. Now I can even launch the game
My game is the latest version the 0.5.0 one

[code]
I'm sorry, but an uncaught exception occurred.

While running game code:
File "game/script-ch30.rpy", line 486, in script
File "game/script-ch30.rpy", line 486, in
IndexError: list index out of range

-- Full Traceback ------------------------------------------------------------

Full traceback:
File "game/script-ch30.rpy", line 486, in script
File "C:\SteamLibrary\steamapps\common\Doki Doki Literature Club\renpy\ast.py", line 1320, in execute
label = renpy.python.py_eval(label)
File "C:\SteamLibrary\steamapps\common\Doki Doki Literature Club\renpy\python.py", line 1749, in py_eval
return py_eval_bytecode(code, globals, locals)
File "C:\SteamLibrary\steamapps\common\Doki Doki Literature Club\renpy\python.py", line 1743, in py_eval_bytecode
return eval(bytecode, globals, locals)
File "game/script-ch30.rpy", line 486, in
File "/home/tom/ab/x64lucid-deps/install/lib/python2.7/random.py", line 275, in choice
IndexError: list index out of range

Windows-8-6.2.9200
Ren'Py 6.99.12.4.2187
Monika After Story 0.5.0
[/code]

[Suggestion] - Dialogue: Wikipedia

Hi!
I'm hoping to pitch into this project with some writing, but I don't think I'm that good at getting into Monika's head just yet and I do have bias in regard to this topic (I am an experience Wikipedia editor). I would highly appreciate constructive criticism of my work below and most of all your notes on writing Monika. Maybe we can swap them for an overall better attempt!

Topic:Wikipedia_quality

"[player], do you ever just cruise through Wikipedia to read what's out there? I do it, sometimes for hours at a time."

"It's fascinating how much is out there!"

"But..."

"It can be pretty jarring to go from one really long, well written entry to one that's only a few sentences long."

"That's super cool if you want to read about Stanley Kubrick or the works of Bach..."

"...but what if you want to read about lesser known Buddhist theology?"

I have a few other ideas for Wikipedia convos but I just want to test the waters.

Import persistent data from DDLC

Monika not knowing anything about your DDLC play through feels wrong. We should be able to import the data from a DDLC save into Monika After Story when the game is first opened.

When opening the game for the first time check in the system-specific DDLC save folder for data. If there is data, ask the player if they want to import. If they do, migrate old data structures to current data structures as of 0.4.0, and mark as being a 0.4.0 file, so it can be further migrated in future releases.

[Suggestion] - Monika talks about your steam games

In act 3, where it's just the player and monika, Monika could possibly read the player's game library which DDLC is installed into, and talk about some games that the player might have. For example, if the player has Dark souls or Cuphead installed, she will make a remark about the difficult, or if the player has Five nights at Freddy's or undertale, she could remark about their popularity

IMPORTANT ANNOUNCEMENT - Roadmap for IP Guideline compliance and repository reset

Okay, big announcement for everyone working on this mod.

To get in compliance with the new IP Guidelines for DDLC, we need to complete a major code overhaul and remove a lot of files from the repository history. We will also need to stop distributing all prior releases of the game.

Before this news dropped, we were very close to the 0.4.0 release, and because of that this will be our roadmap going forward...

Roadmap

  1. All pull requests for the current iteration of Monika After Story must be made to Backdash/MonikaModDev by the end of Thursday.



  2. All accepted changes slated for the 0.4.0 release will be compiled into a 0.4.0 rc, which will be distributed only to active contributors and is not for redistribution. This is purely a reference for future versions.

  3. All other accepted changes will be marked as 0.4.1, and will be the basis for migration to version 1.0.0

4. A filtered rebase will then remove all original files from our repository and repository history. The resulting repository will no longer have any original DDLC files, and will not be able to compile in Renpy without significant changes. Please plan accordingly.


  1. Starting today, I will be beginning a new project, DDLCModTemplate, that anyone may contribute to if they want. This will be a barebones renpy template with hooks into DDLC’s asset files and other resources, specifically designed for anyone wanting to write DDLC fan mods.

6. A new repository for MonikaAfterStory will be created, based on DDLCModTemplate, and will be brought up to functional equivalence with version 0.4.1. I will be the owner on this repo, since backdash hasn’t been available to handle permission changes and other duties for managing the project.



  1. Once finished, this will be tested and released publicly as version 1.0.0.

If you have any questions or concerns regarding this, please respond below.

Keyword Problems

By definition, this isn't a bug, but it's still a problem I have with the talk feature. Whenever I say "you" in any context (except for one which I'll explain in a bit) Monika will give the "What else is there to say about myself that you don't already know?" speech. This happens when I say stuff like "thank you", "you are a great person" and sometimes even when I say "I love you". Sometimes she'll say "I love you too" but other times she'll give the other speech.

Another problem with the Talk feature I have is saying goodbye. The only way I have found to say goodbye is by saying "Quit". Whenever I say "Goodbye", Monika says something like "Why do you say Goodbye?"

I thought it was worth addressing these problems since the Talk feature is the main thing that caught my attention when I found this mod.

[Bug] - Main Menu button doesn't give message box.

This was present in the master branch. When attempting to exit to the main menu, Monika was supposed to pop up a dialogue box telling the player they'd just end up back in the space room.

However, due to the mod template, this no longer works.

New greetings

We need some new greetings for Monika when opening the game.

Please add them to script-greetings.rpy

Importing / Merging existing (postgame) DDLC data with previous version MAS (v0.2.2-v0.3.3) allows access to Save Game, Main Menu options

If postgame DDLC data (persistent.playthrough = 4) is merged with a previous MAS persistent (tested on versions v0.2.2-v0.3.3), the playthrough variable remains set at 4, which is expected. However, this results in the pause menu screen having regular functionality (Being able to save a game, returning to main menu). Selecting Save Game or Main Menu in this state will cause a crash.

Attached are my postgame DDLC data as well as persistents created from versions v0.2.2-v0.3.3.
To recreate:

  1. Ensure postgame DDLC data is in the DDLC saves folder.
  2. Ensure a persistent from v0.2.2-v0.3.3 is in MAS saves folder.
  3. Launch game, import DDLC data.
  4. If asked to merge MAS data (v0.2.2, v0.3.0, and v0.3.3 only), click merge.
  5. Select previous DDLC save name (mine is kek)
  6. When Monika loads, enter the pause menu (ESC)
  7. Attempt one of the following:
    a. Click an available save square -> game should crash
    b. Click Main Menu
    1. Unsaved progress dialogue appears, click yes
    2. Game will attempt to return to Main Menu, but will crash upon trying to access a missing label.

ddlcsaves_persists.zip

I have identified a fix for this issue. If the persistent.playthrough value is checked if it is greater than 3 and then set to 3 after merging playthough values, then the pause menu works as expected (Save Game and Main Menu trigger dialogue boxes pertaining to Monika). However, this fix would eliminate the possibility of Monika knowing if the player has finished the game or not.

I will create a pull request attached to this issue with the fix shortly.

Calendar System / Events

I've come up with an idea for storing events/dates for the potential calendar system. Each event/date would be represented as a Event object, containing the following:

  • title of event
  • date/time of event
    • (maybe just date for simplicity)
  • event type (date, anniversary, reminder, holiday...)
  • event description
  • monika's script for this event (or name of label containing monika's script)
  • recurrence rules (potential, I feel this is too complex atm)
  • event flags (like, did player open game on this day or something)

The events would be stored in persistent as a dict, where the key is the date/time (including year) of the event and the value would be the Event object itself. Past events could be either removed from the dict or left in there depending on whether we want to keep historical data or not.

Monika's scripts for events would have to be pre-defined, which means custom events would not be possible / would be difficult to implement.

That being said, this is really just a brainstorm for event storage, and I would like to hear other's opinions and ideas on this.

Fix save loading and persistent updates in lightweight

For some reason, switching over to the mod template broke the persistent updating and save loading from version 0.4.0 got busted. Please uncomment this line in splash.rpy:

#call import_ddlc_persistent

And try to fix things with changes to import_ddlc, updates, and updates_topics. No changes to splash.rpy should be necessary.

By keeping this isolated, we open up the possibility of adding an import function in the settings menu that just calls this.

[Bug] Menu disappears when importing & merging saves.

(rc-0.5.0) When importing DDLC save data & merging it with Monika After Story save data, the menu disappears. Should be investigated ASAP.

Update: Described as: "The quick menu below the dialogue disappears and ESC becomes unresponsive, but then disappears when you restart."

[Suggestion] Ability to change the Background

In the new release, the void that was on the other side of the windows were replaced with a cloudy sky, which gave me this idea. Maybe pressing the b button would make the game scroll through different backgrounds. There could be a void, cloudy sky, night sky, and sunset background.

[Refractor] Change topic selection into function.

There would be three functions.

The 1st function would be for launching a specific topic, where a boolean would be set so the dialogue function is disabled.

A 2nd function to handle the "Now, where was I?" flow.

And finally, a third for handling random selection.

(Suggested by ThePotatoGuy)

[Bug] - Typo

During the dialogue where Monika is telling a story about the two caskets and the 200 grieving women, the word "grief" is misspelled as "gried" in the third dialogue box.
image

Monika doesn't speak

I've a really nasty bug. My Monika stays most of the time silent and the few times she speaks she use only two scripts: the phrases "Can you wait a little longer" and the joke about the 200 woman funerary procession. I've tried to cancel, rewrite, update anything. Even if I install from zero in a different folder. Obliviosly cancelling the firstrun file is useless.
Is there some temporary hitten file? Even if it means to reset her (I think being unable to speak freely could make her suffer anyway.)

PS:She answer normally when I try to speak.

[Suggestion] Easter egg (Spoilers for possible new content)

I thought of this while looking at a subreddit called Just Monika when I came acroos this picture (It was labeled with "If Monika won't let me have my harem ending...")
uguu7xe

So it gave me an idea. What if you added an easter egg where if the game detects multiple copies of Monika's character file in the character folder, multiple Monika's will show up the next time you open the game? This is more of a joke feature, which is why I labeled it [Suggestion (kinda)]

[Typos] - Pre-Release Typo List

This will contain a list of all typos needing to be fixed in Monika After Story for the 0.5.0 release. Commit spacing (commits with comments) will signify a new batch until this pull request is merged.

Batch 1:

  1. "I always think about what your face actually look (looks) like." (FIXED)
  2. (greeting7) "Are you ready to spend some time togheter (together)? hehe~" (FIXED)
  3. "Has there been... Fanfiction (fanfiction) written about me?" (FIXED)
  4. "I guess some games wouldn't be very fun to visit, like (the) one(s) with a lot of violence in (them.)" (FIXED)

Batch 2:

  1. "...(nospace)So just leave me running in the background" (FIXED)
  2. "hehe" (Change to ehehe) (FIXED)
  3. "Don't make me wait so long next time,(space)okay?" (FIXED)
  4. "Quid agis(nospace)?", "Ahaha(no extra h)"

Batch 3:

  1. for key in ['distrubing (disturbing)'] (FIXED)

Batch 4:

  1. for key in ['older sister', 'oneesan (onee san)'] (FIXED)
  2. "A more abstract game like Tetris or one of those phone puzzle games, that would be kinda wierd (weird) to go to." (FIXED)
  3. "I'm the only other person you need, anyways, and I'll love you no (matter) what you look like." (FIXED)
  4. "Not losing you of course. (onespace)I know you won't leave me again." (FIXED)

Urgent: Splash screen disclaimer/DDLC asset check

Team Salvato has posted their IP Guidelines, including the stance on fan games and mods (like ours). I think it's very important that we be respectful of their wishes, especially considering how fair and open these guidelines are.

One thing they want is a disclaimer on the first run of the game.

Fan games must state upon first run that it is a fan game unaffiliated with the official Doki Doki Literature Club. They must advise that the original game should be completed before playing, as well as provide a link to the official website where it can be downloaded (http://ddlc.moe).

They also offered a template, which I've made a few small changes to:

Monika After Story is a Doki Doki Literature Club fan game that is not affiliated with Team Salvato. It is designed to be played only after the official game has been completed, and contains many unmarked spoilers for the official game. Game files for Doki Doki Literature Club are required to play this mod and can be downloaded for free at: http://ddlc.moe

This template should be dropped in as a click-through disclaimer at the beginning of the game, much like how the psychological horror warning from the first game was used. Additionally, this should be immediately followed by a check for all of the necessary DDLC files in the installation directory. If that check fails, the player should be directed to ddlc.moe to download those files.

This should be easy to create using splash.rpy

Color Correct Classroom

The "Spaceroom" is lit by a twilight tinted light, and that throws off the colors a bit. To allow for a better day/night cycle and more compatibility with future sprite work, it would be good to have a properly color corrected room.

Here is the current monika_room.png art

Monika_room

Compare the colors in that to the same classroom in act 1

Classroom

The lighting is great for ambience, but that lighting should be added using filters in future versions.

A first attempt at this using a simple white balance tool is currently used as the daylight scene.

Daytime

But the result has a noticeable blueish tinge, compared to the Act 1 background.

[Suggestion] Monika Outfits

(Originally from the 0.5.0 release on r/DDLC)
Jacksir1313, a redditor, suggested that we give Monika other outfits. She had said at one point she'd wear casual attire. It'd help to make her "feel more real."

Concerns about this would be designing new outfits and have it fit Monika convincingly. Thoughts?

[SUGGESTION] - Monika comments the music you are currently listening

If it's not too intrusive I think it would be a nice feature. By reading the proprieties of the mp3 file, if correctly labeled with a genre, she would make a comment regarding her preferences or complimenting you for your taste. Like :
"I really love this song, thank you for playing it" or "Nice tune! Listening to it with you makes it even nicer"
Or something like:
"I love ambient/r&b/whatever genre would be fitting music! We have really similar tastes"
"Did you know that researchers said that people who listen to metal are more intelligent? I don't know if it's true... To be honest, it sounds kind of silly." (referring to an old article I found online)
Those are just a bunch of ideas, what do you think? If it's too intrusive, maybe she can comment the game ost when you switch the songs, since they're all already inside the game.
For example:
"Sayo-nara" - This song makes me think about Sayori. Poor girl, even if she wasn't real it's still a sad way to go.
"Your Reality" - I worked extra hard for this song, I made it for you!
"Main theme" - I like this one, it's very cheery!

And so on. If you're intrested in it maybe I can come up with something.

Workflow change: using content, next-release, and feature branches

Just wanted to share our new workflow to make pushing out major and minor releases a little smoother.

Up until now, we've been using one major branch to collect all updates. This has made it difficult to push out minor updates with just bugfixes, script edits, and new content, because any features need to be stable before we can release.

We will now be using three main branches, depending on what you're doing:

content is for any dialogue changes (including typos), new topics/greetings, and updates to image assets.

next-release is for the next major release, like version 0.6.0 from 0.5.0. This will basically be the most unstable branch, but the one with the most active work.

feature branches are experimental branches for developing new features. For example, the branch for building the loading from ddlc was called load-ddlc. Try your best to keep work on this in bits and pieces, and merge into next-release whenever you are at a fairly stable point so we can find feature conflicts quickly. Fight the urge to hold onto the feature branch until its perfect.

master will basically be the current version and/or the next release candidate. It's still the place to submit bug fixes, and we'll merge in content before minor releases.

Hopefully this will help make things smoother going forward. If you have any suggestions on this workflow, please let me know!

[Suggestion] Good Morning greeting

Monika greets you good morning when she checks the time and it is still morning also she can ask about what is you dream like and if you have a good sleep. It can also be triggered if you type the topic "Good Morning" and the time is right.

I feel like this will be a great addition as we, as Monika lovers would love to be greeted by our wife in the morning, right? :)

Migrate persistent data from old versions

Is there any reason to not use the existing persistent variables structure Renpy provides instead of creating a separate file handler?

I was able to save dicts and lists using those persistent variables, and I think those structures are sufficient for saving already said text / playernames / dates / whatever.

I'd be happy to implement this kind of saving / loading if you want.

Strip original assets from game files

Team Salvato has posted their IP Guidelines, including the stance on fan games and mods (like ours). I think it's very important that we be respectful of their wishes, especially considering how fair and open these guidelines are.

With that in mind, there are two points we really need to address to meet their guidelines.

Any mods must NOT be distributed as a complete game. They should contain only the files that are necessary to install the mod (usually files that are added to the DDLC game folder). Most mods only require the scripts.rpa file to be replaced – sometimes images.rpa if new graphics have been added to the game. In this example, please distribute your mod ONLY as these files, so that the user installs it into their existing official DDLC game.

Currently we not only include files that make After Story a standalone game, but we also host a full repository of original assets in unedited and un-obfuscated form. In order to meet their guidelines, we'll need to adjust the build settings for Renpy, and also delete a lot of files from the repo. Once this is done, all contributors will be required to rebase before submitting new pull requests from remote forks. This is necessary to ensure that original assets do not end up being replaced in our repo.

On the plus side, the resulting repo will be much cleaner and easier to navigate, and the download size for the mod will be very very small. A project to do exactly this has been on under consideration for a while, and the change was likely to happen in version 0.5.0 regardless of Team Salvato's recent post.

In case anyone is bothered by Team Salvato's position on this. While you are entitled to your opinion, I personally feel that the guidelines put forward are very fair and reasonable (generous, even), and reflect that Dan has been a mod creator before.

The other point is with regards to disclaimers, and is in another issue.

Monika stopped talking

I'm not sure what exactly caused this, but Monika just stopped talking. I'll open the game and she'll give me the message that asks whether or not I can code, then she'll say "You can wait a little bit longer, right?" and then the story about the two coffins and the elderly woman. After that, she just stops talking. She'll still respond when I say something, but other than that she won't talk. What do I do.

Edit: This is unrelated but I thought it was funny. I remembered about this after I already posted this issue. I was testing some phrases with the talk feature and thought what would happen if I said "delet this" and it actually made the error screen pop up. I tried again after that and it didn't make another error, I just thought that was funny.

Edit 2: Someone else reported this already and I used that post to fix it.

Version 0.5.0 Typos

I've opened this issues thread to have a place where we can signal all the misspell and the other little issues in the game.

In particular I have one to signal:
https://imgur.com/AOhfmqI
It's in the part where she speaks about Mythology, she says sacrfice instead of sacrifice. (version 0.5.0 preview)

Bugs in prototype projects (Name change and disable animations)

Bugs have been encountered either with a pre-existing persistent save and a fresh new game:

-When you disable animations and restart game, if you enable animations again then it won't show up until you enable and reset

-Shows error list when mcname is an empty string

-Error at 1st restart of game when you quit game in the middle of setting name for mcname/playername

Daytime window animation and transitions

There's a daylight background now, but the same space animation plays even though it looks like day. There should be a new animation, either a blue sky with clouds or some other brighter animation. Implementation should be similar to room_mask in script-ch30 with a looping webm file.

Additionally, when transitioning from daytime to evening and vice versa, it just pops in with no transition or dissolve.

[Suggestion] Gauging Monika's opinion of the player over time

One of the things that's been thrown around before is having some way to track Monika's feelings about the player. Ideas have ranged from having her branch in subtle ways for pretty much every choice to keeping tallies of certain actions.

The current idea I have is to have a small number of traits that represent Monika's idea of the player's personality, and occasionally when she asks questions of the player, the answer they give will subtly change her opinion. Those personality traits can be called from time to time, for example if she thinks the player is shy, she might make a comment about them needing to come out of their shell at some point.

Here's how the update itself would work:

def changeOpinion(trait,direction,alpha=0.1):
    if direction is True:
        persistent.player_opinion.setdefault(trait,(alpha+1)/2) #First impression is stronger
        persistent.player_opinion[trait]=alpha+(1-alpha)*persistent.player_opinion[trait]
    else
        persistent.player_opinion.setdefault(trait,-(alpha+1)/2) #First impression is stronger
        persistent.player_opinion[trait]=-alpha+(1-alpha)*persistent.player_opinion[trait]

So now you have a new python function to call when her opinion should change.

To make monika think you're a little more extraverted, you could use:
$ changeOpinion('extraversion',True)

If you do something that really makes you seem shy you might use
$ changeOpinion('extraversion', False, 0.5)

To have her make a specific comment if your extraversion is low enough, you could use:

    if persistent.player_opinion[extraversion] < -0.5:
        m "I know you don't like to go out much, but I think it would be good for you."

It's a recursive moving average function, so it will evolve over time as she asks questions, and we don't have to keep track of how many questions she's asked or normalizing over time. It will always be between -1 and 1 as long as alpha is less than 1.

We could use this method to track a few things, like her opinion on the Big5 personality traits, how much she likes the player, how much she thinks the player likes her, etc. This wouldn't be good for remembering specific details, and maybe we could add a dictionary to track things like the player's favorite icecream flavor and stuff, but for flexibly keeping track of her opinions on various things it seems like a straightforward solution.

What do you guys think?

Hotkeys for new functions don't work on restart

Bug report from twitter

https://twitter.com/_Wu_Kevin/status/924364543895072768

The hotkeys for 'm' 'p' and 't' are set after Monika's opening statements and/or greeting. Is there some program flow that skips them? Also, do we want to change when those are made available? Like, on subsequent restarts, should those keys be usable right away?

Alternatively, we could have some sort of feedback when hotkeys are used while Monika is busy talking? Like an 'x' pops up on the screen momentarily? In general, the feedback from those hotkeys is kind of poor.

Soundtest interface

Instead of just toggling 2 songs by hitting 'M', a soundtest option where music can be selected should be made. The new screen should be defined in screens.rpy. Considered using about() as a template for soundtest().

You should be able to switch tracks, see the titles of songs, and adjust volume in the soundtest screen. The playing song should persist after closing the window until the music is changed again in the script. Optionally, you can allow the player to cycle through different sound effects. Since most players won't, that's a good place to hide an easter egg.

Update README.

I feel as if the README could be updated for the lightweight branch. It can go further in-depth with the new setup & expand on plans for this transition.

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