Rakit Studios

Home of Rakit Studios : Creators of Convenience Wars


CG Background + Characters

After several requests, we thought we would put up a screenshot of the characters with the most complex of the backgrounds.


Does it gel? One thing we can see is a subtle difference between the outlines around the characters. This will be rectified in the final version.



To CG or not to CG

It’s been a little whilst since we last posted an update on here as to how the game was progressing, particularly related to the topic of graphics. The in-game sprites are progressing well and Friday will most likely see the inclusion of yet another Character Friday to the blog. We are in fact nearing the end of the character updates, but that does not mean that we are finished with generating the assets. It will just signify that the majority of character design is complete.

We have a large number of significant characters and that in itself has been a challenge. It was also key to the story and something which wouldn’t have worked with a smaller cast. Recently though, the backend development team, including myself and sbx34 have shifted our attention away from scripting and coding, and focussed on something much less to our strengths. Background art.

We did post a while back that the background art was in progress. Due to circumstances beyond her control, our BG artists time has been very limited. The other problem was that our demand for BGs only seemed to increase. Mix a decrease in resource with an increase in demand and you are left with a recipe for disaster.

So we were left with a choice. Find another artist, use photos, or find some other way to generate backgrounds.

The first was not really an option. For this game we wanted to keep the staff a) local and b) in the family, so to speak. The second didn’t leave us with a good feeling. When you are putting beautifully drawn characters over photos, no matter how well they are manipulated in Photoshop, it never quite seems to hit the mark.

So option three, find some other way to get backgrounds was chosen. Given that it was the most difficult of the three we weren’t hopeful of a solution. I had spent a reasonable amount of time looking into the prospect of using CGI for the backgrounds, but hadn’t had great success finding something that fit well with us.

Blender was the obvious choice for the modeller and renderer, but making the models look toon shaded, or like they had been drawn, was difficult. We found out about the Freestyle addition to Blender, but me being me, I wanted to use an official Blender build and not have to worry about compiling the darn thing every time we wanted to upgrade to fix a bug and ensure that both sbx34 and myself were in sync.

Looking around further I found the blog of StudioLLB. In there, Light described a way they had put together to detect and draw edges using a compositing technique. I downloaded the files and had a play and was suitably impressed with the results. After a little tweaking, we had a test scene which we were happy with. It wasn’t perfect and still had some artifacts on it which needed to be removed, but overall it seemed to function well. Some early feedback from some Ren’Py IRC channel users who are close to the team suggested to us that we were pretty close to hitting the mark. The backgrounds worked and were accepted. This was a huge step.

We have a reasonable number of models from another project we worked on, but there are still a few scenes that we are going to have to model ourselves, unfortunately these are going to be the most difficult, namely the two convenience stores themselves.

Below is a screen shot of our modified version of StudioLLB’s Edge Detection Technique. Once we have tweaked a few things a little further, I would like to release a Blender file to allow others to piggy back off the technique. We added a bloom type filter into the mix to give the dreamier feel to the scenes. As a result of my technique for doing this, it increases the contrast of the image dramatically, so we compensate for that by adding a levels node to adjust the contrast. In the top right hand corner of the setup is a simple switch allowing the CG artist to turn the entire compositing block either on or off. As compositing adds extra render time, it allows the artist to work quickly but still flexibly see how the end result will look.


The next screen shot shows a locker scene. The models were from a set which we had purchased previously and all we really did was to light the scene. This required little effort and the image has had no post processing done in an external application. Everything you see here was done in a single render pass with compositing included. It shows both the outlining from the EdgeNode system from StudioLLB and the bloom effect that we added in ourselves. The scene took probably about 20 minutes to light. There are improvements to be made. We are under no illusion that it’s perfect, but it serves as a good enough test to prove that the technique is successful. I should point out here that there are no textures used in this at all.


We now have a classroom scene. Again, the models were provided from a third-party set which we have purchased previously. sbx34 was responsible for lighting this one and we made use of the volumetric lighting to give the scene that dreamy anime look which I’m personally a real sucker for. We’ve lightly textured some of the items in the room, but not so much as to make the useage of CG overly obvious. There are actually three lights in this room. One is a hemispherical light to give an ambient level so that things which are in shadow are not jet black. The other two are coincident and are used for the sunlight and volumetric effect respectively.


The last scene is unfinished, but is the beginnings of the outside of the Yuudai-Mart store. This is our own model. I’m responsible for most of the modelling at the moment and we will see this scene unfolding as we move forward. Putting tons of products on the shelves is going to prove troublesome, but hey, we’ll give it our best shot. You will notice in this render there are some artifacts on the roof. These are as a result of the edge detection routine in the EdgeNode system, but with a little tweaking, we can remove them.


So please, give us your feedback on how you think these early renders look and let us know if you are interested in learning more about the technique once we have finalised and tweaked it.

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Character Friday : Risa Minase

Yay! It’s time for another Character Friday, showcasing another character from our upcoming Visual Novel, Convenience Wars. The idea is to whet your appetite and get you going all gaga over the awesome artwork that aliasvegas is producing. Today it’s the turn of Risa Minase.

Risa Minase is 22 and works at Yuudai-Mart, along with Yukito, Oni, Sakura and Satoshi. She’s had it tough, but that’s only made her stronger. Risa is pretty well guarded and runs the store with precision and efficiency. The store owner Mr Osamu, leaves the day to day running of everything to Risa. To Risa, working at the store is very important to her, and doing a good job is even more so. She has a soft spot for Satoshi, but that can surely only last for so long.

That’s it for now. More details to come soon 🙂

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Rakit Studios Christmas Party! – Convenience Wars First Real Outing!!

OK, so wednesday we had a nice little party at Rakit Studios HQ! It was a very small affair, and to be fair it would have to be since we cooked our three guests an absolute myriad of Japanese cuisine. If you’re not interested in the fabulous food, scroll down further to read about the games first real outing. We started off with some Sushi. Granted I’m not a fantastic Sushi roller yet, but everyone seemed to enjoy it. Then we cooked some Tamagoyaki, which went so quickly we couldn’t actually get a photo.

Veg Sushi

Next we served up some Chicken deep fried in Panko breadcrumbs. Oishii! Of course I consumed mine with copious amounts of Bulldog Sauce!

Chicken Deep Fried in Panko

Next was some Tempura vegetables, Sweet Potatoe and Mushrooms, again sorry no photos. Too delicious!

Unfortunately, we had at this point taken about 3.5 hours to munch our way through various foods and snacks and had to get on to game playing, however two members of the Rakit team cooked up some nice Taiyaki for dessert.



But of course the most important thing to discuss here was not our love for Japanese cuisine. It was to discuss the first real outing of the game. Yes, the three lucky guests played through the demo so far. The route they took lasted a good 45 minutes. We started off with the in game voices enabled, so our guests got to hear our ‘fabulous’ voice acting. As we had only recorded a small portion of it with voices, that didn’t last long. Aliasvegas then came up with the bright idea of us doing the voices live. I have to admit, voice acting live for over half an hour was pretty exhausting, particularly since I did all the male characters and Aliasvegas did all the female characters. One thing to note is that people are much more likely to verbalise their internal thoughts, especially when it comes to laughing, if they have voices to listen to.

So at the end of it, what were the comments? Overall it seemed our testers were pretty sad when the end came. The cliffhanger we had placed at the end was not particularly significant and so this was very encouraging to us. Having people want to play more even when there was no one in any real danger, proved to us that we can conjure up the right level of suspense. The second point was that they felt they would be much more likely to play through it if we did put the voices throughout the whole thing. Obviously that will take considerable effort on our part, but we kinda had the same feelings on the subject anyway.

The humour and premise was seemingly well received and this was again further encouragement to us that we had the setting about right. It was very interesting hearing people talking about the decisions they were about to make. How they thought the character would react to certain situations was interesting, even if it did leave me wondering if we hadn’t made him vanilla enough.

Looking at the length of the demo so far, I would think that we will hit at least the 1 hour mark for the demo. To me that seems like a pretty good trailer for the rest of the game.

A big thank you to our testers! We had an awesome night with your guys and will have to do it again soon. Once again, any thoughts, comments, questions or suggestions are very well received.

Thanks and Merry Christmas,

cbx33 – Project Coordinator