Focaboor
Member
- Jun 1, 2022
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I'm definitely going to be adding more characters over timewould love a cute mouse girl.
it's missing an animation pathway for characters catching their breath or laying defeated, trying to catch their breath.
Thank you for sharing this update with us!You must be registered to see the linkshas just been published onYou must be registered to see the links, and it's a major milestone
Happy new year!
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A summary:
- Modding support for Android is finally here
- A per character outfit library system: define multiple outfits for each characters and switch between them at the press of a button (well, two presses
). E.g. a boxing outfit, a tribal outfit, a pirate outfit, etc - each with its own custom set of wearables, colors and material properties. Copy / paste whole outfits between different characters (and across human body types too)
- New game mechanics based on character weights (inferred from appearance)
- Upscaling (FSR/FSR2) for unlocking extra performance (both on Windows and Android)
- Reworked lighting in all stages to fix the dark, high contrast shadows that looked bad and made it hard to see under certain angles
Changelog
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- Actions:
- New actions / animations:
- Lying on the side actor and target kissing actions (intermediary contest stage will come separately)
- Character editor idles
- Wearables and appearance:
- Wearable combinations can be saved as outfit presets on each character. This makes it easy to have a lot of options and switch between them
- New wearable: Loincloth (this one's a bit buggy, you will see a bunch of clipping with it; some I might be able to solve, some not)
- Updated all characters to the new save format. Added a few example outfits to a few characters. You can use Update default characters' appearance under Options to get the changes. You should resave your characters too, just in case, since the save format has changed slightly (backwards compatibility has been maintained however). Please do a back-up first, just to be on the safe side
- Game mechanics:
- Character weight based mechanics: character weights now have a direct effect on the effort that goes into certain actions that have to do with lifting or pushing. E.g. Being on the bottom will require more effort to dislodge an opponent on top, proportional to the top's weight that's above 2/3 of the bottom's weight (but if the top is lighter than 2/3 of the bottom's weight, no effort penalty is applied). In general, it's considered an actor can easily lift 2/3 of their body weight (no effort penalty), and needs additional effort for anything above. Higher weights also get an effort bonus when executing actions where weight would naturally advantage them (e.g. test of strength, tit fighting and chest bashes). To balance this, all characters receive a stamina regen bonus that's inversely proportional to their body weight. As such, lower weight characters receive a higher stamina regen bonus. The mechanic is on by default, but is optional and can be turned off in any of the character's stats panel and on the stage selection screen
- When Disable strict genital requirements is active, Hump becomes an option for characters with vagina and no penis for prone_fuck and standing_behind_fuck; reverse_missionary_fuck will also be allowed for vagina / vagina under this condition
- Other:
- Added FSR/FSR2 upscaling. If enabled, mobile always uses FSR + TAA, while Forward+ (full featured) uses FSR2 (with TAA disabled)
- Reworked lighting in all stages to fix the dark, high contrast shadows on the characters bodies, as well as to improve mood
- Smooth out camera option available under Options. This vastly eliminates the low amplitude motion that occurs during repetitive animations due to the camera being tied to the characters' position / pose
- Character weight calculation
- ALT+ENTER toggles full screen mode universally throughout the game
- Resolution can now be changed when in full screen - the options are no longer disabled
- Can use spaces instead of underscores to search in the action weights editor
- Removed the "" intent from the action weights editor, as it is player only and concerns letting the opponent take the initiative (i.e. changing its weight makes no difference)
- Allow loading mods from the user:// folder also
- The File Manager included under Options now supports extracting .zip files. Specifically for Android, it also allows importing files from the device storage (select using the native Android file picker)
- Guard against wearables / body part ids having been removed (e.g. as a result fo a mod being uninstalled)
- Guard against wearables having the wrong surfaces against the current wearable definitions (wearable is discarded in that case)
- Further refactoring covering character loading and appearance data. Disentangled and isolated support for old, deprecated character file formats, so the code does not pollute the logic for loading the current format (making development and maintenance easier), and can be easily removed. Fixed a few issues loading old character files (and since no one has complained that they couldn't load their pre-v0.6.6 characters, the code can probably be removed soon)
- Further refactoring covering the character selection screens
- Switched to using Gradle build for Android, resulting in an approximate 80MB file size drop
- Fixes: disabled switch actions in the gallery; fix some issues with missing intensity parameters on expression events; fixed several dialogue misspellings and inconsistencies; fixed a few corner cases when the action would soft lock and loop; fixed character stats tampering not detected when stamina/arousal regen value changed; fixed orgasm conditions for anal when the target has no penis; fixed a few missing checks that could lead to issues; fixed certain animations not looping in certain circumstances
Thank you for sharing this update!You must be registered to see the linkshas just been published onYou must be registered to see the links, finally bringing Tournaments
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A shorter changelog this time, however belying a lot the appearances in terms of under-the-hood complexity. This release is somewhat different, in that I have focused on a singular, large feature. Normally I am able to split things up and have more variation with regard to what I deliver, however this one has been pretty monolithical - and I wanted to provide a good, fully functional implementation. There are still things that need adding or need more work (e.g. medals, rewards, quick playing matches taking into account character stats, better character randomization output, etc.) - however they are not fundamental, and they are pretty granular, so I can address them over the next releases.
Speaking of the next releases - I will get back to the usual a-bit-of-everything sort of release. I hope v0.9.1 doesn't disappoint too many people with its singular focus, but if so then I'm really sorry. There are a few fixes and potentially slightly better performance that might still make it worthwhile, even if you don't care about tournaments.
- Game mechanics:
- Tournament game mode. Set up a tournament with between 3 and 18 participants, either picked from your predefined characters or randomly created based on a specific body type. Your selected character automatically becomes part of the tournament roster, and you are able to play their matches hands-on (as long as they have not been eliminated, and as long as you open the tournament using that same character). You can also watch any other match, or quick play it (this settles the match, giving it a random outcome). The tournament is saved between play sessions, so you can safely exit the game and find it in the same state when you next reopen it. It does not advance on its own, giving you the option to settle all matches in any order you like, while either playing, quick playing or watching them. Once all matches have been settled, the gold / silver / bronze medalists are presented
- Other:
- A lot of under the hood changes to support and accommodate the tournaments. These changes also have the role of making future development and expansion easier and more versatile, and in some cases might also slightly improve performance already. Two major changes stand out: the CharacterView - a component that can display a character as part of the UI, and control and animate it on demand (which is now used wherever you see a character outside the gameplay itself); and the CharacterLibrary - functioning as a hub for character management and single source of truth; loading, saving, updating and character progression are all now routed through the CharacterLibrary; random names are also assigned through the CharacterLibrary
- Names are now enforced to be unique during character creation. Upper/lower cases no longer differentiate between two otherwise similar names (e.g. a character named AnniE will overwrite a character named Annie). This creates safety when it comes to saving and managing character files (this stems from the fact that on Android file names are case sensitive, while on Windows they are not)
- Fixes: fix for junk material information left for various outfit wearables causing those outfits to disappear on load; fix crash on selecting a hair after generating a character without hair; fix lock due to infinite loop if trying to generate character for body with no eyebrows present (e.g. Brenna); fix able to save empty string name for an outfit; trim edges to remove spaces and other non printable characters in the outfit name