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One common feedback about our games is that they are really big file size wise for relatively small games and demos. So, we are aiming to resolve this with future visual novels, including Sunny Day Jack and SleepyTime Jack.

Instead of exporting a completely new sprite sheet for every combination of outfit, hairstyle, and accessory, characters are now built from multiple layers that stack together (body, clothing, hair, accessories, etc.). The game combines these layers in real time to create the final character.

There are two big advantages to this:

1. Much more flexibility for future content

This makes it significantly easier to add new outfits, hairstyles, and accessories later on. Rather than creating a full set of sprites for every possible combination, we can add new pieces that work with the existing character layers. This gives us a lot more room for future customization and DLC options.

2. Better use of storage and memory

Without layering, every hairstyle, facial expression, outfit combination would require its own full sprite set, which multiplies the number of files quickly. With layered sprites, we only store the individual parts. That will keep download sizes smaller and reduces the amount of data the game needs to load.

It’s mostly a technical change behind the scenes, but it gives us a lot more room to expand character customization and gives you all smaller file sizes going forward.

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Comments

MagicSoi Sauce

Ohhh, I'm curious about if there will be a noticeable difference in transition with the sprites with the layering. Sounds interesting