New Engine for Forbidden Fantasy: Bloodlines

A few weeks ago, I spoke with OppaiMan and f1r3 about the format of the FF2 project, and we concluded that some changes to the project's scope could be beneficial. We concluded that if we had a ratio of 75% classic VN renders in conversation scenes and 25% cinematic renders, maintaining the animations and creating a lean, user-friendly system for casual players.
With this in mind, we spent the week exploring ideas, gathering references and concepts, generating ideas, while creating a sort of GDD and simultaneously generating tests. This week, we'll continue this process, and as soon as we have something to share with you, we'll create a post explaining everything. We'll gather feedback and create an MVP to share with the community.







A WINDOW OF OPPORTUNITY to Change the GAME ENGINE
Considering the possible changes in the scope of the Forbidden Fantasy 2 project, we realized that Renpy has several limitations for creating minigames and other applications. So, I spent the week researching the pros and cons of various game engines that are more robust, can improve game quality, and are cost-effective alternatives for the company.
In my view, there's a window of opportunity to reevaluate the game engine we're using. Renpy is the best alternative on the market for a pure VN, but when it comes to a mixed VN with minigames, a battle system, and RPG elements, the situation changes completely.
After several analyses, we decided to test Godot for Forbidden Fantasy: Bloodlines.