Goodbye Volcano High - "The Future of Gaming", The Parody Game of the Beloved Snoot Game Franchise

Considering a bunch of neckbeards in 4chan already made one, i guess not much, it is just that the people behind GVH lack both the talent and work ethic to make a game.
I bet every writer took it upon themselves to be a seething, combative sensitivity reader as well and that's why everyone on the writing team got the boot and was replaced. Showing them the door is much safer than telling them to shut the fuck up and do their job, the latter will count as harassment+abuse.
 
it's really amazingly shameful that some random assholes looking to just mock you already did everything you said you would do and better

Never underestimate the power of sheer autism, after all 4chan made the best pokemon romhack ever made, if not the best pokemon game period. After that, a VN should be no problem.

Which is pretty typical of communists.

Sure as fuck makes Sony look bad using them to reveal the PS5 with. Well, worse.
I bet every writer took it upon themselves to be a seething, combative sensitivity reader as well and that's why everyone on the writing team got the boot and was replaced. Showing them the door is much safer than telling them to shut the fuck up and do their job, the latter will count as harassment+abuse.


It is easy to asume that the people behind this game probably didn't expect game development be like, you know, actual work. This is probably the first time in their lives where they are expected to have something done.
 
It is easy to asume that the people behind this game probably didn't expect game development be like, you know, actual work. This is probably the first time in their lives where they are expected to have something done.
I really don't think it's something like that, it kinda seems there's just nobody really steering their ship at all. I'm kinda getting an impression that there's nobody really controlling these guys, so they're just doing a whole "Yeah..yeah...I'll get on it..at some point."
 
I really don't think it's something like that, it kinda seems there's just nobody really steering their ship at all. I'm kinda getting an impression that there's nobody really controlling these guys, so they're just doing a whole "Yeah..yeah...I'll get on it..at some point."
having actual leadership would mean they'd have someone to blame and label as a fascist though!
 
Halloween newsletter is out. (A)

The two images in the newsletter:
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I'm sure it would stress these artists out to see their liberal work Stonetoss'd:
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best part was it was merely a reaction image in a YIIK thread. Imagine being lumped in with that game/creator for similar vibes. :smug:
 
Durrrrrrrrrrr...
Nah it's just what a fucking trigga does.
Which is pretty typical of communists.

Sure as fuck makes Sony look bad using them to reveal the PS5 with. Well, worse.
Hey i lack talent but work ethic is something you learn by interacting with people.
hm, now that i mention it, makes sense since i bet GVH devs ever talk to anyone outside of twitter.
asslickers on discord doesn't count.
 
More proof you don't hire non-binaries to do a man's job. The parody game released before the actually game. SJW types are fine at a place like Ubisoft where you have someone in management who knows how to crack a whip. Say what you want about their boring busted games but they release like clockwork. Black non-binary muslim transbians do have a place in gaming. Applying textures to grass and keeping their cock sucker closed.

If you have an SJW in charge, you either have a fallout frontier situation, where devs are busy trying to sneak in their kinks instead of working of the game, or a bunch of yanderedevs who don't know how to code, aren't willing to learn because they are too smart to learn, or believe clean coding is a racist structure of the patriarchy. The main takeaway is don't put a danger hair in a project management position. It will never get done because of petty troon and soybitch infighting.
 
More newsletters came out. (A)

How we automated shot integration in GVH! (A)
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They don't go here but they're cool, I swear.
In this newsletter:
🍃 Monthly Dev Update
🍃 Integration Automation Feature
🍃 Freebie: High Res Fang Character Sheet

Marty
Editor in Chief of the Yearbook
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Welcome to the Dev Update​

If you're intrigued by the characters in the above screenshot, then join the club because I too am pining for their aesthetics and overall vibes. I'll save the deets on this squad for another time but suffice to say, they make music too. Their demo is pretty chill, it reminds me of early-era Tectonic Shakes, I'll play it for you sometime.

In addition to this cool crew, there are a whole bunch of new character designs we've got in the works! Should we show them off in a video for you? Respond to this email or talk to us on our Discord if you'd like us to do a feature on our extras!

This month's dev updates are all about seeing Volcano High from a new perspective because the character and background art team have been drawing up the gymnasium and the student council office! Seeing more of the school come together is deeply rewarding, plus it's nice to see more of where Naomi spends most of her time (aka... the student council office). The design department's been taking a look at the game's mechanics and creating a thematic throughline with all the interactions.

What else? Integration is back on track (and more optimized than ever), as you'll learn more about in our feature! So! Keep reading!
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Oh sorry, didn't mean to ignore you, ini. This month ini took charge of debugging and our localization validation program (whew, that's a mouthful!) Thank you ini, we appreciate you.
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It's an Integration Automation Celebration!​

Let get into how we've streamlined our integration process. Buckle your butts up because I'm about to take you on a friggin journey. Also, for some 101 in case you're already like "I'm lost, bro." Integration is the process of taking all of the assets our artists have made and putting them into the game (aka integrating them in-engine).

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A shot of our Miro board that makes us look like we're singlehandedly causing shortages of red conspiracy thread


The first automation we've added to our process is in the platform Miro: our programmer Jacob developed a script that reads Sweet Baby's Ink script for the "episode" (we internally call game levels episodes or chapters) in question and automatically generates a Miro skeleton from it. That skeleton includes dialogue, branches, and empty storyboard thumbnails. Originally, our producer Robin did this whole process by hand (he'd copy-paste the script over, shot by shot and draw all the branches... 😭)

Once that's all set up, we open up our storyboards spreadsheet, which automatically populates with our storyboard thumbnails and information, and then we assign the different shots and views (more on views later).
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You won't catch me slippin' on these storyboard showcases: no spoilers here!

Another automation lurks within this spreadsheet: once everything has been organized in there, the spreadsheet spits out a field that gets copy-pasted into the Ink script! It's essentially a script annotation with shot calls and other relevant info.
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Above is what that script looks like once it's pasted into Ink. This lil script allows all the Unity steps I'll mention later to happen, so we love this lil script. 😘 Well we love all these lil scripts.

Every camera cut is labelled as a new shot; that shot is given a number and referenced by the animators when they do their work. As you can see in the previously-mentioned Miro screenshot, that is a lot of shots. And with that many shots, you end up with duplicates. Those duplicates slow down Unity and are honestly just a hassle to deal with:
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Attack of the Reed/Trish clones. Also don't bring up Fang's giant guitar, they're sensitive about it.

The solution? Views! No, not the 2016 album by problematic Toronto-representative Drake. We're using views to classify any shot that contains the same content (ie: background and character) but may use different animations or dialogue. Those shots are assigned a one-time unique View. Each shot is still referenced in the timeline, but think of it as like a "linked image" in InDesign: the system knows how to find it when it needs it, but it otherwise stays out of the way.

We've also got some snazzy new Timeline tools in Unity, like "Ink to New Timeline," which loads up the script information into the scene, and an animation call-up tool that allows you to cycle through all available animations for that particular Spine prefab.

Another neat tidbit? The timeline that gets generated from the Ink script allots a default amount of time for each shot! This is easy to edit and change as needed, but it provides a nice foundation to build from for whoever is integrating the scene is setting it up (*cough* Saleem).
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So much of this process is about... pure, unencumbered trust
Ok. Now that the backgrounds are set, we add the characters. Within each View, a Spine prefab is added, and then the specific character's skeleton data for the scene is slotted in. Once the animations get imported, the character's pose will snap to where it should be to better emulate the storyboards and what's happening in the script.

What's important is referring to the storyboards and adjusting assets in a way that reflects them best. This is where the manual elements factor in to align with the storyboard: the integrator has to manually scale, layer effects like blur, things like that. ✨The artsy, fun parts, if you will.✨

Now it's time for the animations! There's another Timeline Tool in our GVH Scene Tools called "Try Placing Animations" (aren't we all just trying, Unity!), and this places all the properly named animations into the shots they're associated with. Et voila! A little example (minus lip-sync) below!
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Almost the entirety of this process used to be done manually; from importing the Ink script to Miro, to bringing that into Unity, to setting up each shot by hand, it was an arduous and time-consuming process. It introduced human error constantly and was honestly just draining (time-wise... and soul-wise).

So this—among the countless other reasons—is why we love and cherish our programmers. Hope and Jacob put the majority of these automation tools into place, so let this be a love letter to them. These additions have taken the process of integrating a scene from a week's worth of work to a THIRTY MINUTE WALK IN THE PARK.

It's no wonder our integrator in chief Saleem is now obsessed with automating everything.

We hope you enjoyed this behind the scenes look at our new integration process!! You can respond to this email or talk to us online (whether it's on our Discord, TikTok, Twitter, or Instagram) about what else you'd like us to show you! Whether it's behind the scenes dev processes or features on the cast of GVH, we wanna hear about what interests you the most so we can show it to you!

PS! Everyone seemed so keen on our Fang Character Sheet that we decided to let our newsletter subscribers have a high-res version 😎 If you end up drawing fan art with this, do give us a tag, will ya?
2021 Wrap-Up, Plus Bonus Holiday GVH Colouring Page! (A)
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Marty
Editor in Chief of the Yearbook

It's already mid-December? Excuse me? Was it not June last week? Whatever you say, dude... guess that means we're closing out our second year of working through a pandemic! Let’s get into it, shall we?

We are virtually high-fiving over the fact that we spent yet another year developing games from our living rooms/bedrooms/kitchens/porches, talking to ourselves, and popping in the laundry in between making TikToks (just me?) We’re not going to lie: it was a hard year, and we are really starting to miss being in the same room with each other, crackin’ jokes and eating Mr. Puffs. Hopefully, by this time next year, we won’t be developing games during an active pandemic, but if we are, just know we’ll still be keeping each other company online, even when things get hard. ✨

Besides the continued complications of working through a pandemic, this was a hard year in many other ways too: rampant inequality in our industry continues unabated, reports of abuse and exploitation remain an industry standard. In 2022 we want to focus energy on using more of our time, experience, and money investing in the many communities we’re a part of, as well as supporting workers-rights initiatives in our fields. Workers make any of the games you play possible, and workers are people who deserve safety, wellness, and fair pay. It should go without saying, but unfortunately, we’re all always having to say it.
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Earlier this year, we announced that Goodbye Volcano High would be delayed to 2022, a decision we went into in-depth here.
Among the many reasons for taking more time (rebooting our narrative, making a game during a still-ongoing major historical event 🙃) was that we are constantly trying to find ways to balance our health with our responsibilities as devs. We weren’t going to push ourselves above and beyond our physical and emotional limits to finish this game for 2021. It just wasn’t worth the health of the team.

Crunch is a common practice in games, and it's one we’re always trying to avoid. We try to find different ways to make things easier on ourselves: lots of vacation days per year, unlimited sick days, emergency funds. These practices are important to the creative/professional processes we’re striving towards—ways of putting ourselves before a product, even though it’s—of course—complicated to do that when you’re working within capitalism.

In April 2020, we started working 4 day weeks (with no effect on salary and without longer days, a couple of common practices we’ve heard about), and even though we temporarily switched back to 5 day work weeks to meet a deadline, as soon as that deadline passed, we unanimously voted to put into place 4 day weeks. Bless the co-op system, truly, where we can all make the decision to improve our health and wellness with what, in retrospect, seems like a pretty easy choice. You can read more about that process and other studios who have made similar decisions in this Game Developer piece, this Casa Rara interview, and this Yahoo article we were profiled for this year.

This year we also developed some really neat systems for making our processes quicker, systems that we hope we’ll be able to share with other devs and artists, whether those artists work in games, animation, project management, or writing! One of the exciting things about having such a hybrid style game (also known as a cinematic narrative/rhythm game/coming of age/interactive movie experience, naturally) is that a lot of these processes can be used in other fields, and we can connect with other creators who are doing similarly interdisciplinary things. You can read about some of our automation systems in last month’s newsletter or in this case study Unity ran on us! So that's the recap, now go wishlist the gay dinosaur game! What? I had to get one last plug in, can you blame me?

We've got other exciting non-GVH projects in the works, but I don't think I'm allowed to talk about them yet. Let me try... █████ ████ ████████. Ya that's what I thought. We'll check back in later, though, k? 😜
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One Last Dev Update for 2021

The past few weeks have seen our programming and design team collaborating on UI and FTUX. The UI in question are our screens and menus, and FTUX, for those who may not be familiar with the term, stands for first-time user experience. There’s a sneak peek above for ya, cuties! Damn… those fire particles really sparkle, don’t they? From the outside, it always feels like magic to watch design briefs become a programming reality.

The character artists (one of whom made the header's supremely cute holiday card, but more on that later) have been working on building block additions—things like hand sketches and designs to round out assets needed for new scenes. The scenes in question will be integrated in the new year, but in the meantime, here they are people… 🐰 🎀 𝒽𝒶𝓃𝒹𝓈 🎀 🐰.
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An update that felt like an end-of-year gift to general morale was our newest character artist Max creating a whole slew of Goodbye Volcano High extras based on the team’s likenesses. We’d decided a while back that the dinosonas of any staff who wanted them were gonna be a must, but it’s a totally different feeling to see them all together; it’s so cute to absolutely lose it in a Slack thread over how accurate everyone’s dino is. We’ll show you in the new year; you really gotta see ‘em. Guys, I can’t believe KO_OP and the SweetBaby dinos are all gonna graduate together; I’m gonna cry! Sign my yearbook!
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A FINAL TREAT

One of Goodbye Volcano High’s character artists, Oriana designed our holiday card for us (Sam made it into the gif you see in the header!), and Ramona had the idea of turning it into a colouring page 🥺So here is your special treat: a colouring book page of some of our favourite dinos! Yet another example of this supremely cute and talented group of people coming together to make something wonderful. Literally, I will be colouring this in while I watch those 4K Yule log videos, drink cola de mono (Chilean eggnog), and listen to Vince Guaraldi this weekend, and I hope all you dinos will be similarly cozy and warm this end of year. We’re off as of today, so don’t expect to hear from us till twenny twenny two, babyyyyy 😎

Stay safe, rest up, and we’ll see you in 2022!! Didn’t I hear that a meteor was scheduled to land that year? (Too soon?)
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How KO_OP uses version control to foster better teamwork (A)
KO_OP turned to Plastic SCM for version control, cross-team collaboration, and source code management on their biggest project yet.

Let’s face it: Getting a studio of talented artists and engineers aligned on a single production process is challenging. Those moments when teams are scrambling to track accidental file duplication or overwriting are often the result of mismanaged assets and departmental silos.
Canadian studio KO_OP experienced some of these frustrations firsthand. While Git initially seemed like the right version control platform for their programmers, not everyone felt comfortable using it. This eventually resulted in a general slowdown in production – something they needed to mitigate (and fast) ahead of their massive upcoming release, Goodbye Volcano High.
While searching for a solution that would serve their whole studio, KO_OP selected Plastic SCM Cloud Edition as their new version control system (VCS). Find out what led them there, and what’s changed since making the switch.

The times, they are a-changin’
Rapid release cycles, large file sizes, and distributed teams can become difficult to balance in even the most well-coordinated companies. Workflows can get messy; marked by questions and confusion around who’s working on what part of a project, what changes are being made, and when.
That’s how artists and engineers can end up working on the same file without the other’s knowledge, leading to inevitable merge conflicts. Despite the fact that creative and technical teams tend to work independently, their lines cross more than is immediately apparent. Both are essential through all phases of production, from the initial conception and creation of a game, all the way to its release, revisions, and ongoing updates. This is, similarly, the case at KO_OP’s Montreal-based studio, where all full-time team members are equal owners of the company, and as such, share in key decisions surrounding game design, development, and just about everything in between.
Founded in 2012 by studio director Saleem Dabbous and programmer Bronson Zgeb, KO_OP has always valued a more democratic and experimental approach to their interactive projects. Production highlights like the Lara Croft GO expansion The Mirror of Spirits and the Apple Arcade game Winding Worlds have required a serious team effort, and in turn, equally well-rounded support for their team. As Dabbous explains in the company’s recent Vice profile, “This studio exists to support the people who are part of it, not the other way around.”
At the time, however, the team felt somewhat stifled in their mission. KO_OP used Git for version control, which they found lacked the sort of overarching, panoramic visibility that would help them collaborate more efficiently. While programmers had relied on Git for source code management throughout their careers, the creatives with less technical expertise did not intuitively grasp this seemingly mysterious system. And once the pandemic dispersed everyone, forcing them to work remotely, communication only worsened, errors proliferated, and the team at KO_OP knew that they needed a change.

A more sustainable solution for all
While working on Goodbye Volcano High, KO_OP finally turned to Plastic SCM. As a Unity studio, it seemed like an obvious step. Plastic SCM is a version control system that serves to refine workflows and enable smooth collaboration without compromising on performance or branching and merging capabilities. Perhaps most importantly, it ensures the team’s reliance on a single source of truth.
Migrating from Git was strikingly simple and straightforward. KO_OP’s team appreciated Plastic’s detailed documentation, which provided best practices and other methods for efficiency. “Plastic showed [us] how to set up a branch model at a much more granular and effective level than what we were used to,” says Dabbous. Its approachable and visually rich tools appealed to artists and engineers alike.
Before making the switch, KO_OP’s artists relied on programmers to bring assets into their projects safely. Now, thanks to Gluon, a user-friendly GUI and workflow, just about anyone can pick up the files and handle large binaries without much oversight or deep knowledge of branching and merging. Developer Jacob Blommestein refers to this as “a surprise for artists [who could] just add in their .psd files. The versioning was transparent.”
At the same time, writers on the narrative team gained visibility into project status, whereas developers were taken with Plastic’s branching visualization. “Plastic is easy to parse and much easier to navigate than Git,” shares Dabbous. “People can jump around the project in ways that won’t be destructive.”

Creative collaboration across the tech stack
To better integrate Plastic with other vital communication tools (think Slack and Jira), KO_OP’s programmers have even started working on a series of DevOps tools. As Dabbous puts it: “We felt we should take the next step and improve collaboration across the board.” That drive, paired with the newfound ability to rapidly reuse code, refine it, and keep track of KO_OP’s other interdependent systems has been a turning point for the team.
Plastic’s unique approach to version control, ultimately, provided KO_OP with the perfect occasion to reboot and redefine their production line in a way that goes far beyond project planning. It offers the capacity for open communication and quick iteration to get to market fast. The team’s alignment to a unified workflow has since served them well in preparation for Goodbye Volcano High’s hotly-anticipated release. Everyone is now more aware of what others are doing and how their own work fits into KO_OP’s shared vision, operating less like a series of independent contributors and more like a connected group of likeminded people.

Looking to equip your team with the tools to do your best work together? Try Plastic SCM for free. Or, read the full case study to learn more about KO_OP’s experience with Plastic SCM.
Marty also did a podcast about the game. (A)

Unpacking a Big Box of Feelings with KO_OP's Community Manager Marcela Huerta

Tue, 07 Dec 2021 05:00:00 -0500​

Good...morning? Night? Who knows, it's dark when we wake up and dark before the workday is over. Perfect weather for gaming though, wouldn't you say? Spencer and Jamie kick things off by hopping on our hoverbikes and gliding across the vast expanse of Sable, an open-world exploration game about a modest, mysterious desert society and finding one's place in the world. Sable was developed by Shedworks and published by Raw Fury, and it's available now on Steam and Game Pass! Then we're joined by Marcela Huerta (she/her), community manager for worker-owned game studio KO_OP's upcoming apocalyptic coming-of-age dinosaur love story, Goodbye Volcano High! Join us as we learn all about a different kind of working culture that KO_OP is working to normalize, then go deep on the surprisingly emotional heft of this fall's cozy breakout hit, Witch Beam's Unpacking. Follow Marty on Twitter: https://twitter.com/marsmella Check out KO_OP Mode and get hype for Goodbye Volcano High: https://www.ko-opmode.com/ Listen to Spencer's favorite Stardew Valley Lofi Beats to Study To: https://youtu.be/scRoJCsy6dA Side Quests Black Healing Fund is a growing, volunteer-run initiative that exists to provide low-income Black folks in the Tio'tia:ke / Montreal area with discretionary funding and resources that contribute to mental health and wellness. blackhealingfund.com/donate Resilience Montreal is a non-profit day shelter offering food, a place to sleep, clean clothes, and support to anyone in need, with the goal of giving people a safe, supportive environment to spend their time. To donate, email resilience.volunteer@gmail.com and check out their website at resiliencemontreal.com About Pixel Therapy New episodes drop every other Tuesday. Learn more at pixeltherapypod.com or follow us on social media (we're most active on Twitter!) @pixeltherapypod. We're proud members of the But Why Tho? Podcast Network: visit ButWhyThoPodcast.com for everything pop culture in an inclusive geek community! If you like what you hear, please take a moment to rate us, leave us a review on Apple Podcasts (or your listening app of choice) and subscribe! Want more? Unlock monthly bonus episodes for $2/mo at patreon.com/pixeltherapypod

Some more screenshots from GVH's Discord server, some old and some recent.
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Is it really the end of the world for the dinos? Nah, some emotional breakthroughs will take care of the asteroid.
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Some people noticed that KO_OP changed the message you get if you try to join the server, although I don't know to what extent.
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They claimed that the reason they took down Wall Stella from the press kit was because Sage (the one on the left) wasn't publicly announced yet...even though you can still see Sage cuddling up to Stella next to the campfire in the trailer, which was also in their press kit.
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Another new image, which is most likely Fang's bedroom, and KO_OP posted a tiktok of Fang eating noodles in there.
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Naturally, people photoshopped Fang into the image and had a little fun.
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I was wondering why plastic would try and advertise themselves by sponsoring such a shit game.
Then I saw their website:
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This honestly seems like they're creating far more work than is even remotely necessary for the sake of having a visual novel.

Two things came to mind when looking at this gif:

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1: Mass Effect. I guess that's just the game that comes to mind when I see dialogue options like this.
2: Dear god those stills are bad. Particularly trish's "I don't know what to say so my mouth is just hanging open" thing.

The fact that this is the part they show probably means this is the closest to complete they've got any dialogue. Which is fang's face moves, and then it instantly cuts to trish before you even have time to read the dialogue. And absolutely no lip flaps.

The dinosaurs are gonna go extinct long before the meteor hits.
 
Can't quote, so @Activelo
a hybrid style game (also known as a cinematic narrative/rhythm game/coming of age/interactive movie experience, naturally)
Christ, they added even more bullshit to the genre list!? It's a Choose Your Own Adventure VN. Just call it what it is instead of this adjective salad of nonsense.
Good God, that one GIF showed me more about what to expect this game to be than any of this trite.
Another new image, which is most likely Fang's bedroom, and KO_OP posted a tiktok of Fang eating noodles in there.
>no dino nuggies
>no meateor pizza
>instead chooses to eat goddamn ramen noodles
>literally watching blank nothingness on tv

You have to try real hard to suck out any possibility for a personality from a character like that, and boy did KO_OP pass with flying colors in that department.
This honestly seems like they're creating far more work than is even remotely necessary for the sake of having a visual novel.

Two things came to mind when looking at this gif:

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1: Mass Effect. I guess that's just the game that comes to mind when I see dialogue options like this.
2: Dear god those stills are bad. Particularly trish's "I don't know what to say so my mouth is just hanging open" thing.

The fact that this is the part they show probably means this is the closest to complete they've got any dialogue. Which is fang's face moves, and then it instantly cuts to trish before you even have time to read the dialogue. And absolutely no lip flaps.

The dinosaurs are gonna go extinct long before the meteor hits.
See, that shit's bad, but lemme ask you this: how is there somehow stuttering in this scene when all Trish is doing is bobbing her head? I can't be the only one who's noticing that, right? Or is this an "artistic decision" to make it more "movie-like" because this game is so deep and cultural and atmospheric maaaaaaaan.

...also how in the fuck are lip flaps gonna work for characters whose mouths are modeled in Unity
(Insert rhetorical "Why is this game 3D at all" comment here.)
 
Ya know, if the animations were somewhat smoother this wouldn't be so bad. Again, I haven't seen any VN games that had actual animations in them, so they could have banked on that part easily...but this looks like amateur hour at best.
 
Ya know, if the animations were somewhat smoother this wouldn't be so bad. Again, I haven't seen any VN games that had actual animations in them, so they could have banked on that part easily...but this looks like amateur hour at best.
There's a reason why a lot of VNs aren't animated even though there is the ability to make them these days. Honestly if GVH was just a VN I think it could really make use of the characters being 3D models to give it a lot more variety in scenes and expressions that you wouldn't get with 2D but instead they're using fancy words to say that they're a discount Telltale or LiS clone.
 
And absolutely no lip flaps.
From what they said, I think they plan on adding the lip sync after recording the dialogue. in which case, why don't they do that first before animating anything?
 
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