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Question... given the strict limitations set on assets here, would 3D be viable under any circumstances?

To give an example, even a simple background rendered from a single static camera angle is going to incur a number of runtime-loaded assets: separate objects/props, multiple textures and different materials, etc., all things that could be drawn reasonably into a single background image if it were instead 2D. If a reasonable attempt was made to emulate what is presently allowed with drawn 2D assets--single camera angle limited to zooming/panning, mostly static background elements or a simple looped animation (nothing dramatic like time-of-day relighting, etc), and a sole character comprised of a single mesh with a looping idle animation and one gesture-- would this be acceptable?

I ask because 3D modeling and texturing is within my present range of abilities, but not drawing, and I would be working solo for this.

Additionally there is the smaller matter of simple sound effects associated with on screen text being rendered to the screen, aka "babbling", and whether or not these would count as GUI sounds or take up the single SFX slot. Thanks!

Hi!

I'll start with the simplest question: the babbling would count as the 1 voice actor.

Regarding whether 3D would be viable: yes, but using the 3D modeling as a tool to achieve a "flat" result.

For the background, what you'd have to do is build your models and set up the scene in whatever software you'd use (Blender, etc.), and then export it as a single 2D render. Many VN devs actually use this process as part of their workflow (here's an example) so as long as the 3D scene is actually not in the game, that'd be okay!

Same thing with the character sprite: model them and then export as a .png or whatever.

Hope that helps!