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Update Only:
(requires LifePlay 2.0 Stable or later)
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Linux:
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Change Log:
This is the second update of the five-update v3.0 Interaction and AI Overhaul. It will get rid of the whole 'visual novel' feel of gameplay and move towards a truly 3d lifesim gaming experience:
- Taking any action with a building will now actually 'zoom in' to the building's interior (i.e. the interior presets added back in Beta 1) where you can see your character and NPCs doing things, i.e interacting with that building's furniture and other objects. There's a button to go back to the city map when you want to go somewhere else of course.
- Controllable full 3d camera for both normal interaction (i.e. taking an action with a building) & during any scenes triggered, so that gameplay can flow smoothly between a normal activity and a triggered scene. No more of the 'watching the city map & progress bar, interrupted by random visual novel bits' feel.
- Male and female poses & animations for many furniture & objects added so far in the game (sit on chairs, lie on beds, jog on treadmills, etc) so that characters don't just spawn inside the 3d building and stand there awkwardly.
- A few random NPCs spawning at any location you go to, doing random things, talking to random people and interacting with random objects. The sophisticated AI logic and dynamic NPC schedules will come in Beta 3 and 4.
- WIP stuffs and Transitional Issues as This Update Is Just the Second Part of the Wider Five-Update Overhaul: gameplay-wise it will start to feel like the full 3d lifesim experience that 3.0 is aiming to be, just without the AI logic to make sure NPC's current location and action make sense. The scenes will no longer be 'visual novel-esque but instead blend smoothly with the normal interactions and the sex scenes, but because I will still have to go through the hundreds of existing lpscene scene scripts to add new API functions for things like headtracking and walking towards a certain character (will do this in Beta 3 or 4), some scenes may feel a bit 'awkward' for now (characters making wrong eye contact, characters teleporting in, etc). No navmesh (basically invisible pointers on the ground to tell the AI where it's safe to walk on) yet also, so characters will teleport between object interaction points for now with no walking in between yet. Not a huge variety of daily activity animations yet also, these will come in the future.
- The rest of the March commissions from patrons and contributors
- Bug fixes and other improvements