Devblog #16: 13 Days Later – The High-Res Journey Continues (And OpenToonz Changed Everything)


Hey adventurers and code goblins! πŸ‘‹

Day 36 (yeah, time flies when you're buried in animation software). 13 days ago I said "2–3 weeks" for the big high-res public build. We're not there yet, but damn, the progress is wild.

The short version: I fell down another rabbit hole, learned a whole new tool, and it's making everything faster, lighter, and better.

The big pivot: goodbye multi-app pipeline, hello OpenToonz

After wrestling with Inkscape β†’ Krita exports for weeks, I finally dove into OpenToonz and learned it properly. Why the switch?

  • Keeps everything vector until the very end (no premature rasterizing)
  • Lets me preview animations frame-by-frame like Aseprite, but still fully vector
  • Built-in rasterizing at export with perfect control
  • One app instead of three = way less friction

Best accidental discovery: the way I'm building spritesheets now is basically identical to how professional tools like Spine package animations. I figured it out on my own because I’m obsessed with keeping VRAM and performance tiny for low-end machines, while leaving room to crank quality later.

The method: Instead of massive sheets full of duplicated pixels, I break everything into shared "blocks" (limbs, body parts, reusable details) and unique pieces. Export one optimized atlas β†’ compose full poses at runtime with minimal draws and almost zero wasted VRAM. Lightweight, scalable, future-proof. I love it.

What actually got finished these past 13 days:

  • Complete revamp of the rat enemy in OpenToonz β†’ full optimized high-res spritesheet exported and in-game
  • Brand-new enemy designed from scratch: all states drawn, animated, optimized sheet exported and working
  • Built a full template library in OpenToonz: pre-drawn body poses and movements for common actions β†’ Now I can grab a template, trace/adjust for personality, and pump out new characters/NPCs way faster
  • Player progress: 4 out of 9 major body state animations finished (the rest are in progress)

The template system alone is going to save hundreds of hours moving forward.

The new timeline: The full high-res public update is now targeting next Friday. I’ve got about 5 more player states to wrap, then final export passes on everything else.

Bottom line: the delay sucks, but the foundation I’m building now is so much stronger than what I had planned two weeks ago.

Back to the drawing tablet – time to toon out the rest of these assets so I can finally drop the update you’ve all been waiting for.

See you next Friday (for real this time)~ ✌️ (Now disappearing back into OpenToonz until the player can properly swing a sword without looking awkward)

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