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Knights College 2, at Rossi's request, has had all the standing drawings redone.

Rossi asked us to redraw all the standing drawings for Knights College 2.

He said, "There are a lot of things that bother me when I look at them now, so I want to redraw them with my current drawing ability.


I liked the standing pictures of Knights College 1, so I asked Rossi, "Is it okay if I don't have to redraw them?

I said, "I don't think you have to redraw them. I said, "You don't have to redraw it.

But when I saw the redrawn Grantley, I said to him, "Oh, I'll have it redrawn.

I thought, "Oh, I'll have it redrawn. This is definitely better!

It's true that Mr. Rossi's drawing ability has improved a lot in the past two years, hasn't it?

The graphics in "2" are going to be very different from those in "1". (In a good way).


In addition, we have also changed the way the face graphics are displayed.

Until now, we had prepared face graphics for each character separately from the standing picture, but in "2" we have changed the way the face graphics are displayed.

In "2", the same facial expressions will be shown in the lower left corner of the screen in conjunction with the standing picture.


There are several reasons.

1. If we redrew the standing pictures, some of the characters would have very different facial expressions from the ones in the "2" version.

  →2. Then, do we have to redraw all the faces?

2. The number of files of the face graphics in the previous game was too large (several thousands of PNG files), and the game data would become bloated and build up.

  The game data became bloated and the build time was unusually long.

3. adding 4 new characters will surely aggravate the problems described above.

  →The standing picture linking method solves this problem by allowing the use of the compression function.

4. The company was concerned about the opinion that there was "too little change in the standing pictures" in the previous work.

5. Both the standing picture and the facial expressions change, so the screen becomes more dynamic and dynamic.

6. We wanted to try a new way of doing things (this is the biggest one).


...... and that's pretty much it.

Well, there is a possibility that in the future we may revert back to the independent face-grazing method of the previous work.

But I think we will probably continue to use the same method with standing pictures.


Some may ask, "Why do we need face graphics in the first place? Some may ask, "Do we need face graphics in the first place?

I think it is absolutely necessary.

As I mentioned before in the production journal, it is better to be able to display the main character's face, and it is also better to be able to show the main character's face in erotic and event scenes.

I think it is better to be able to show the main character's face, to be able to show facial expressions in erotic scenes and event scenes, and to be able to show the main character's eyes.

In the case of a novel game, the viewer's gaze is focused almost exclusively on the text, so it is better to have facial expressions as close as possible.

In the case of novel games, the line of sight is almost always focused on the text, so having facial expressions as close to the text as possible reduces the amount of eye movement.


Therefore, displaying facial graphics is a prerequisite.

In "2", the same facial expressions will be displayed in conjunction with the standing picture. This is what I was talking about.


One more screen shot!

This is New Scheat.

This is the default expression.


This person (dragon) has changed a lot compared to "1".

In the first place, I had drawn most of the standing picture and face for Scheat in "1", so I asked Mr. Rossi to draw all of them.

Now I asked Rossi to draw all of them.

His body is more rugged, his angles are sharper, and his clothes and patterns have changed.

It's quite a makeover, but it's more sexual and attractive.


Incidentally, in terms of the storyline.

In "1" he didn't interfere much, but in "2" he does.

In "2," he is involved in a big way!