UPDATE!
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This month I've been working on creating a default body template for all characters which has (unfortunately) been a lot more work intensive than previously anticipated, but rest assured progress is being made, as well as a more.. Interesting loading screen for use in all future updates (its far more LEWD, you'll see what I mean).
As for this video in particular, here's a showcase for the new dialogue system I whipped up that's going to be in *THE* upcoming Unity port of Battletits. As you can see, I've emulated a few aspects from RPGMAKER MV's dialogue system, whilst also incorporating my own.
I've yet to incorporate any bust management for individual characters, but, as you can probably tell, all model work for characters is still VERY WIP but it is far more crisp than previous versions, even the most recent. Since this is going to be something I'll likely have to stick with for perhaps the majority of future updates I'd like to have something which I can really finetune and perfect as much as possible without needing to do constant reworks etc, something which is really too time consuming when there is an entire GAME to create!
As for what else I wanted to say, yes, making the actual GAME itself is back on; I finally feel comfortable enough with Unity and C# to do the things I wanted to do last year but couldn't due to lack of experience or knowledge with Unity, C# and programming and developing in general. For a bit of exposition, months or perhaps even a year ago, this dialogue system would've taken me a lot longer to complete, as it stands right now, this whole segment, was finished in what felt like a considerably short space of time, time enough to dabble a bit in other work that needed to be done in the meantime.
So, hopefully from hence forth things will be a lot more fluid in the development department, I have working prototypes of both Combat and Dialogue now, as well as the public working sex prototypes and character creation (which will be reworked), so really all that's left is the new high detail character models, design, overworld/map access for players and integration of all these features together. I've also spent some time clearing out redundant/old/unused files and materials from the folders that might've been causing optimisation problems or simply taking up too much space, causing issues with folder bloat size etc. Hopefully this may have fixed some issues elsewise as well, feels good having cleaner folders at least but it's still not 100% even now. Something that's gonna be ongoing until I pump out the first initial release I think.
Given time, things could be back on track rather nicely for a preliminary release of something for Unity with some actual gameplay in it. Also sound. I very much neglected sound in the recent sex segment uploads and am considering adding it in a future update, unless people would just prefer I get on with the rest of the game and neglect all that other stuff until a more convenient opportunity presents itself. For now, I'm just riding the high of constructing my own dialogue system in a different engine that works with a variety of inputs, can use different fonts, colors, UI, etc, and can potentially provide a lot more FLAIR which I found to be sometimes lacking when playing RPGMAKER games. I want to take as many elements of Battletits[RPGMAKER] that I liked and try to bring them over to Battletits[Unity] whilst trying to stave off the problems of before, but also bringing a sense of variety and customisation that I always wanted to include in the RPGMAKER version but simply couldn't. You're gonna potentially see a lot more features here, that you wouldn't have done so otherwise so if you're still keeping up with all the updates, I appreciate it
I really hope our collective patience pays off and we get to see something truly wonderful come out of all this.
Good tidings! Let me know your thoughts (if any) on the sound thing. Vampson signing off.