I can only say about Tits mod, because I made it and tested it on my end with old saves/playing the game from fresh start: I STRONGLY RECOMMEND TO START A NEW GAME TO AVOID ALL SORTS OF BUGS.
Caps, because I know there's some nasty bugs that can happen after you apply the mod and load an old save.
CBM is really an uncharted territory for me. I'm thankful that my mod can work alongside with it, thanks to a compatibility patch made by Memacilebut as for play testing it myself... guess I just got used to simplicity of the base game.
I think this discussion has gotten so big that we may need to move this over to the mod thread lol. I'll repost the links over there so that the focus can be on that topic and not clutter this thread. One last note, I'll try to search to see if there's any chance some of the other dev versions survive through other means because I am genuinely curious if anything is still available or salvageable from those older versions. I'll do my own asset ripping and decompiling and let you know if anything comes out of it.
No need to worry about it, really. After all, until you brought this up I had no idea game was in this state. So I would like to thank you again and also talk about it some more.
For starters, here's a "big discovery". It's big enough for me to ask you/people on this forum to try and find any pre-release version after 0.7.0 and up to release.
So here's what I found: some time prior to release/on release game definitely switched engine versions, changed a lot of stuff internally and also downgraded texture quality. Yeah. I doubt that a lot, if anyone, noticed that. But it finally answered my question while I was working with textures: "Why these have some visible image artifacts, signs of compression, color banding even?". Well, simply because up to some build, prior to release, texture format was "RGBA32 (RGBA 32 bit)" and when it switched to "DXT5" and "DXT5 Crunched". Probably that alone added some level of compression to all assets. So what I'm looking at 0.7.0 are better quality assets. Not by resolution, mind you. Just without compression artifacts. I'd love to see if I can use that to upgrade release version even a little bit, if current engine version allows to use RGBA32. That's the first thing and a request to community, I guess. There's already lots of stuff which I can use from 0.7.0, but I'd like to have as much "HD" assets as possible.
Second thing, obviously, is monster customization. Orc and Goblin spine and customization system were fairly well implemented, to be honest. Maybe to them it looked a bit stupid and just bothersome to implement for each Unique Girl in the game. Remember: each girl+monster combination requires to build a separate skeleton and spine controller as well. So, as I understand it was axed just for simplicity. I made a funny spine demos for both of them with a "3 frames - switch body parts":
As far as I can tell, 0.7.0 was about to axe goblin customization, so I'm using his version from 0.1.1. Orcs in 0.7 still have their full original assets it seems. That's a second thing I wanted to show.
Now, for other graphics. Follow up to previous post with Amilia "concept art", I found out a lot more:
Bianca:
Rune's concept?
And now things are getting a bit crazy. Hidden under a spoiler:
And also attached some of Rooms designs/concepts. Theres' a lot to look at in pre-release assets, especially how rooms looked prior to final design.
Now, what I can do about all of this? Well, let's see:
- I want to test non-compressed graphics on a release version to see if it works and gives a bit more clarity.
- I want to see if it's possible to bring some customization for goblins and orcs back. A lot of code base for monsters was removed, so that will require a lot of work and even more workarounds. Maybe not worth it in the end. But hell, why not?
As a reminder: always keep old versions of the game you're supporting. No one, even developers, can tell if something will be changed during a development.
No need to worry about it, really. After all, until you brought this up I had no idea game was in this state. So I would like to thank you again and also talk about it some more.
For starters, here's a "big discovery". It's big enough for me to ask you/people on this forum to try and find any pre-release version after 0.7.0 and up to release.
So here's what I found: some time prior to release/on release game definitely switched engine versions, changed a lot of stuff internally and also downgraded texture quality. Yeah. I doubt that a lot, if anyone, noticed that. But it finally answered my question while I was working with textures: "Why these have some visible image artifacts, signs of compression, color banding even?". Well, simply because up to some build, prior to release, texture format was "RGBA32 (RGBA 32 bit)" and when it switched to "DXT5" and "DXT5 Crunched". Probably that alone added some level of compression to all assets. So what I'm looking at 0.7.0 are better quality assets. Not by resolution, mind you. Just without compression artifacts. I'd love to see if I can use that to upgrade release version even a little bit, if current engine version allows to use RGBA32. That's the first thing and a request to community, I guess. There's already lots of stuff which I can use from 0.7.0, but I'd like to have as much "HD" assets as possible.
Second thing, obviously, is monster customization. Orc and Goblin spine and customization system were fairly well implemented, to be honest. Maybe to them it looked a bit stupid and just bothersome to implement for each Unique Girl in the game. Remember: each girl+monster combination requires to build a separate skeleton and spine controller as well. So, as I understand it was axed just for simplicity. I made a funny spine demos for both of them with a "3 frames - switch body parts":
As far as I can tell, 0.7.0 was about to axe goblin customization, so I'm using his version from 0.1.1. Orcs in 0.7 still have their full original assets it seems. That's a second thing I wanted to show.
Now, for other graphics. Follow up to previous post with Amilia "concept art", I found out a lot more:
And also attached some of Rooms designs/concepts. Theres' a lot to look at in pre-release assets, especially how rooms looked prior to final design.
Now, what I can do about all of this? Well, let's see:
- I want to test non-compressed graphics on a release version to see if it works and gives a bit more clarity.
- I want to see if it's possible to bring some customization for goblins and orcs back. A lot of code base for monsters was removed, so that will require a lot of work and even more workarounds. Maybe not worth it in the end. But hell, why not?
As a reminder: always keep old versions of the game you're supporting. No one, even developers, can tell if something will be changed during a development.
"We are aiming to release the 0.1 version around August"
"The 0.1 version will feature three characters: a dwarf warrior who plays the role of a tanker, an elf archer who deals repeated damage, and a human priest who uses healing.
Race and occupation are fixed.
In the previous work (MBM), the newborn baby grows as time passes, and then breast milk is used to grow the body shape, but in this work, I would like to apply this in reverse.
We plan to breastfeed and grow the newborn, and the shape will grow with the passage of time and accumulation of experience."
Same reason as with MBM. Add more stuff - more work, need to consider more character poses and stuff. I believe that's why orc/goblin extended customization was cut from MBM in the first place. If you're talking about more growth states - yeah, that's just more time and resources to spend.
Same reason as with MBM. Add more stuff - more work, need to consider more character poses and stuff. I believe that's why orc/goblin extended customization was cut from MBM in the first place. If you're talking about more growth states - yeah, that's just more time and resources to spend.
Yeah, i know... I'm just complaining for the sake of it tbh, it's just that is weird how a lot of japanese games have lolis or barely adults girls and hardly ever have more mature women.
I know there are some games with more focus on that but ,idk, it always feels like a missed opportunity.
i also would like them to work on MBM a bit more and add more to what they already delivered instead carving out a whole new thing...
but its the same as always, for example poring made "attack it! devil legion"a pretty interesting game but instead of working on the balance and more levels/characters theres always this point in development where people realize they made a mess they cant fix anymore and start anew...
but god damn the stuff complex breeding alone brought to the game...real shame they switched to a new project too :/
Okay, so a bit of an update on Tits mod "Missing outline issue":
I can tell that it won't be fixed completely until there's a proper working mipmaps solution, but it really doesn't help with gameplay when you can't see highlighted character's parts. So here's what I come up with as a possible workaround: highlighting shadow texture only. When you point the cursor on character, their shadows gets slightly darker, like in original and on click there's a subtle green tint instead.
Here's a short video demonstrating two characters with an applied workaround (girl) and current V2 non-fixed (woman):
Any thoughts? I can make this a slightly more noticeable, but then shadow texture will be 'whiter'. As I said, it's a workaround to just get a visual indication character is selected with a currently broken system.
I also can implement it in such way:
Option 1: Whole shadow usage.
Option 2: Part of the shadow as outline.
Like in original - Green is selected, Orange is when character is not selected, but pointed on and white-ish is not selected or pointed at all. It just depends on the alpha channel intensity I'm going to think about before implementation for the next release of the mod.
i also would like them to work on MBM a bit more and add more to what they already delivered instead carving out a whole new thing...
but its the same as always, for example poring made "attack it! devil legion"a pretty interesting game but instead of working on the balance and more levels/characters theres always this point in development where people realize they made a mess they cant fix anymore and start anew...
but god damn the stuff complex breeding alone brought to the game...real shame they switched to a new project too :/
It would've been cool to see the dev build modules off MBM like sending your carefully bred monsters out to pillage for shit but alas, the porn game of my dreams is a long way off.