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these errors are related to how I'm able to do a smooth dissolve & texture crossfade that a layperson can't tell from transparency while still rendering everything in deferred: the past/present states are on the same mesh and rendered with the same material
you probably noticed that Varya’s head is Ioana’s head, but did you know that Trofimov’s face is also Ioana’s? I had to tweak blendshapes & make a bunch of new face animations for TCO so that Trofimov and Varya wouldn’t be obviously samefacing all the time 😂
this scene has literally hundreds of trees & props, consistently clocks in at 600-800 draw calls. the secret: you can have basically infinity objects -- as long as they're the same mesh with the same material. turn shadows off stuff in shadowy areas for high score
it's really funny to me that most people who encounter this game are going to be people who don't know me at all and so the marriage of THIS play with THIS aesthetic is going to seem arbitrary as hell. well I stand by it, I think it rules
it's kinda weird that all the major design decisions for The Cherry Orchard were determined by choices made for RSA, from character designs to key art. I dreamed of directing TCO for over a decade but never like this, as if I just woke up and accidentally made vaporwave chekhov
added even more ridiculous shininess to my procgen eyeball shader
the trick for really selling this as kinda transparent without actually using transparency is that there's an outline mesh set to a desaturated color that kinda matches the background and setting its dissolve at a slight offset, like some very unusual form of antialiasing
the eyes in The Cherry Orchard are from a shader I made for Red Star Azimuth used only for Valentin/a's eyes. The unnaturally brightly colored specular is meant to subtly indicate their supernatural powers but I guess it's just a stylistic thing in TCO (or they all have powers?!)