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Hey everyone,

This one's a little different. I'm sharing an early look at a scene from v0.3, but I'm also bringing you a real design question I've been chewing on for days. Your input genuinely matters here. ๐Ÿ’œ

โš ๏ธ Heads up: this is a spoiler. The animation below may be the exact one that ships in v0.3. If you'd rather experience it fresh in-game, skip the link!

๐Ÿซฅ The Scene: A Practical Exercise Gone Wrong

Professor Laroche has the class pair off for an invisibility demonstration. Simple enough: cast the spell on your partner, show your work, earn your marks.

Then it's Sevrin's turn with Arielle.

Instead of turning her invisible, he turns only her clothes invisible. ๐Ÿ˜ˆ

You can see exactly where this is going.

โ–ถ๏ธ Watch the v0.3 Spoiler Scene Here

๐Ÿค” Now, The Question

AI isn't perfect. Minimax H3 is a huge step up from WAN, but it still has its uncanny moments, and that's shaped how I'm thinking about building scenes like this one.

The clip above is technically three animations covering one class period. There are two ways I could present it in game:

๐ŸŽฌ Option 1: Tell It All in Video

Fade outs, a bit of text to set up each beat, then the next video. Repeat until the class is over. H3 carries the entire story, warts and all.

๐ŸŽฎ Option 2: Lean on RPG Maker First

Play most of the scene in 2D pixel art. Students walk to the front of the class, demonstrate the spell on their partners, everything going smoothlyโ€ฆ until Sevrin's turn with Arielle. Then the video plays for the actual exposure.

This could even be an explorable classroom where the scene triggers when you interact with Sevrin.

โš–๏ธ The Trade-Off

Video gives more visual payoff but leans harder on AI's weak spots. Pixel art keeps things grounded, builds tension, and saves the animation for the moment that actually needs it, but it's less flashy throughout.

So what do you think? Which approach makes a scene like this land better? Should I be using RPG Maker more, or is fade-out-to-video the way to go? ๐Ÿ‘‡

I'd love to hear specifics: what pulls you into a scene, and what pulls you out of it?

Thank you all so much. Getting to share works-in-progress and actually talk through design with you is one of my favorite parts of this project. ๐Ÿ’œ

โ€” Morrak Games

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Comments

Naurd

I like option 2 more. You have made great advancements with AI animation and voicing but I can just only watch so much of it at once until the weirdness sets in. I think that applies particularly so when it is extended conversation and regular interactions between people. Also just time and resources wise I don't really care too much about Laroche giving a lecture in full animation. That can be just RPGM text and pixel art. The real work and animation should of course be the lewds.

Alaskan Mohican

Option 2 for me as well. I think using the video for of the "action" moments works better for drawing me in, when it is a conversation or instruction I feel like it is taking away time from more action, even if it's not actually, it's just the sense you get. And I prefer the variety of text, pixel art and animation that builds on each other.