For the images Workload i could give you my files and free programs needed to use them and the configuration setting to import/export from each other.. after that all depends on your skills with those programs.. so if you want to make content faster you could do it.. and if im away for some reason someone else could continue it..
Most of my files are template based so you just need to load the template for ( icons / equdoll clothing / action clothing / and so on.. ) so its like make an item or mod a existing one load it in the template then render and its done..
If paired with (very) limited guide, this could be useful if you have a system setup, even without any serious skills, someone could continue. You'd also have to write a simple step-by-step guide on how you add new items/character or perhaps better yes, provide links that helped you get there. This was at the very least the system will not be 101% dependent solely on your input.
For the code i noticed a few lines in the Dev version with "pyt_eqdoll" and after looking up the code.. i was thinking cool already thinking for the future and preparing stuff there..
but of course its not implemented a equipment doll system now but since those lines where there i decided to move things on my side so you would get content when its ready..
( and for me to mod something on the latest version for my rchar since i want her to swap clothes and be able to see the change in either equipment screen or rendered actions )
No, equip doll is plainly the sprite we add to the equipment screen paired with positioned slots. To change the clothing on sprite or to change the sprite based on equipped item simple function would have to be written paired with adding new fields to items data file(s) and relevant loading func. Depending on complexity of design, whole thing can take from 10 mins to 10 hours but I doubt it'll be more than that (the only way that it will is if we decide to build OW like doll which will require careful positioning of clothing, possible re-sizing and layers), such system is still not very hard to code in but will take time to get write through trail and error.
As for the numbers of rchars it does not matter.. once every template is done it will be like morphing the char face/swapping hair style/adjusting body type.. ( i got a large content library to do so.. or mod something that you want.. ) all done i a few minutes with sliders.. and you will get another char.. then its around 3-10min to render 1 image for that new char ( and im only using cpu render witch is slower than gpu renders )
Well, if it's like you describe, it can be very cool indeed. Just out of curiosity, how hard would it be to render body (skin), eyes (pupils) and hair separately for each pose/sprite for 5 or 6 random chars? Of recolored in Ren'Py, they could also offer a bunch of options...
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Sailor First..
![](http://s20.postimg.org/4thklbpmh/Sailor_Full.jpg)
Let me know if something is wrong
Didn't we decide to split the suits into bits? This is excellent regardless of that
![Smiley :)](https://www.pinkpetal.org/Smileys/DarkB/smiley.gif)