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ggz's Introduction

GGZ Cutscene Collection

This is the source code for GGZ Cutscene Collection, a VN-style implementation of the cutscenes of the defunct (mostly) mobile game Guns Girl Z (AKA Houkai Gakuen 2), the predecessor to Honkai Impact 3rd, by MiHoYo. Data for the cutscenes, including scripts and assets, were acquired from the GGZ cutscene interpreter project, which is also a great way to experience these cutscenes as more of a normal webpage.

Screenshot

Building

Assets and data are not currently included in this source code, so even though the project can be built, it will not run. The assets and data are huge and I do not own them, so finding a way to package and distribute this content is something I will look into in the future. For now, while you can view the source code, you can't do a lot else with it.

The Cutscene Interpreter and Engine

This project is essentially a stripped-down web-based visual novel engine. It reads script files and interprets the "instructions" to recreate the cutscenes from the game. There is potential to turn the basic engine into one that can arbitrarily read script files provided by users to make custom VN-like games, and this is an avenue I may explore in the future.

Credits

Thank you to the Hoyostans community for retranslating the game. If you helped in the retranslation effort and are not credited here, please contact me.

  • Mister Spaceman
  • Demonbanex
  • Bun Bun
  • Max
  • Darkmiz

Open source software used:

Art/assets/content provided by:

ggz's People

Contributors

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ggz's Issues

Make engine less opinionated

This may be best done as a fork, then I can backport the changes and create a compatibility system for the GGZ data.

Things needed to make the engine less GGZ-data dependent:

  • Sprites should accept image directory -> folder data, instead of ID -> Index. So calls to Render.sprite() should be like Render.sprite("center-left", "kiana", "001") instead of Render.sprite("center-left", 101, 0). (For GGZ data, add a compatibility/translation layer.)
  • Separate instructions for CG (dip into comic mode) and BG. (For GGZ data, BG commands will be treated as CG commands most of the time.)
  • Add an API for creating custom offsets defined by users, in addition to CSS. Probably should be a separate API that gets bolted on to Render.
  • Everything should be namespaced under the same global object, maybe VN, so VN.Render, VN.Scene, etc.
  • Move relevant engine bits off of window and setup and onto the aforementioned namespace.
  • Figure out how to package the UI up for re-use.
  • Add commands to the custom scripting system for running arbitrary JS, piping to parts based on decisions, decision pints, fullscreen text readouts, the curtain, audio commands, time delays, etc.

Refreshes crash the whole thing.

I should make refreshing force the engine to completely restart. I can do this by deleting session storage when a refresh starts.

Message log/history.

It shouldn't be too hard to create a message history, but I don't want to make the UI too cluttered and the chapters are short.

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