I had a little more free time than expected so I was able to add some content to the game.
Here is a "summary" with some screenshots and a video.
I switched the game to third person view.
I don't particularly like the Cloud model I use. I always have trouble importing Genesis 8 models (compared to Gen8.1), probably because their materials are not PBR so I basically have to recreate the shaders in UE (and I'm really not good at it haha).
But I already spent too much time tweaking it so I will keep it like that for now and retry later.
After the v0.1, I was stuck. My goal was still to learn Unreal Engine, making a game being just a way of achieving it.
But at some point, I needed to have at least a basic story to keep everything coherent.
I already knew what gameplay I wanted in the long term, but I needed to write some story to get there, so I spent a few hours on the story and built content around it.
Unfortunately, I'm still far from the main gameplay loop. These last months, I realized that to produce 1 minute of game content, it actually take me days of development. So even the simplest quest requires multiple weeks to finish.
Fortunately, it gets faster and faster as I go along because once a system is built, I can reuse it. But even with that, there's always new stuff to add and it takes time.
I added two new maps to the game.
The first one is the room where Cloud stay sleeping. It's a very small map but it's basically its home for at least the next hours of gameplay.
For now, there are only a few dialogues and some interactions/scenes. I want to add some customization to it but it's not a priority.
The other map is slums (it takes place in sector 3 slums of Midgar for those who played FF7).
It's where the main events of the v0.2 occurs. There are mostly dialogues, but also 2 quests.
Just to be clear, I'm not the designer of these maps. I used some assets from the marketplace and tweaked them for my usage.
Speaking of dialogues, I spent some time working on my dialogue system.
It's easy to use, most of the features are automatic now which saved me a lot of time.
I still need to place cameras and lights for each dialogue though (but switching between them is automated). I may automate these things too in the future if the results are good.
While working on the dialogues, I realized it was really strange to have characters doing nothing so I added 3 things:
- animations: some (not all) dialogues have animations to make characters more alive. Source animations are good, but I implemented them in a really basic way which make them bad, mostly due to transitions (that's also why I stopped adding them at some point).
- facial expressions: I was expecting to found already made expressions, but unfortunately it was not the case. So I imported a bunch of morphs from Daz and made simple loops with them. It's very basic, and I'm hoping I will find another way of doing them. Facial expressions seem cool with LiveLink but unfortunately it needs an iPhone to capture our own facial expressions so I will search for an alternative.
- lip sync: I didn't spent much time searching for a lip sync solution, but it was way too strange that characters were not moving their lips during dialogues. So I added a simple morph to move their mouth and I animated it. Let's be honest, it sucks badly, it actually looks like they are eating something. But having their mouth shut was too strange so I kept this morph.
Working on these three things is basically one of the best ways of enhancing the game right now in my opinion. I actually had to choose at some point if I wanted to work on them or continue to add content, and I preferred to add content. But it's clearly one of my priorities because dialogues are a big part of the game. The good news I that they all are automated and integrated in the dialogue system, which means that when I will work on them, every change will be automatically available in all previous dialogues.
One of the other things I spent time on was the battle system.
I wanted to develop both a turn-based system and a real time system, so I had to make a choice.
I opted for the turn-based system because it's the one I prefer but I definitively want to do a real time system later, so I need to find a way to integrate this in the game (maybe some sort of minigame, or maybe I can simply add some battles in turn-based mode, and others in real time... but it may seems strange for the player).
For now, there is only one battle in the game, and it's not really interesting (only melee attacks).
The thing is, I had no reason to add a battle in this part of the game, so I was kinda stuck. I developed the battle system because I wanted to, but had no way to integrate it in my story, so I just added a simple battle just to have something. If I continue this project, the next map is actually an area with monsters so I will be able to use it.
At this time, the system handle melee attacks (the only thing visible in the game for now), range attacks, magic spells (offensive/defensive; right now, there is Fire and Cure), techniques (Steal), items (offensive/defensive; right now there is Potion and Grenade), stats/xp/leveling. I plan to integrate them in the game little by little.
Now for the "sweet" part, the game currently has 2 sex scenes: one blowjob and another scene with doggy+blowjob/facial.
I thought I would be able to add more scenes, but like I said before, I underestimated how much work is required to produce just one minute of content, so I haven't managed to reach the point in the story where I can add this type of scene. Fortunately, I know I will be able to add more scenes with the next map, even if I’m still a bit stuck with the type of scenes I can add in this part of the story.
Concerning the existing animations, I made them in Daz and exported them to Unreal. They are basic loops. I'm also expecting to get better at them in the future because for now it's basically the first animations I made, so I will probably improve as soon as I'm able to work on new scenes on a regular basis.
I also hope I will be able to use another tool to animate. Blender would be a sane alternative, but I also hope to find a VR solution because it makes posing SO MUCH easier.
I also worked on other things like a travel system (working but its window has no design), a save/load system, and a SMS system, but it's not really interesting to write about this.
And now?
As I said earlier, the game needs a lot of polishing in its current state, and obviously more content.
My priorities being adding more lewd scenes (which need me to progress a bit in the story and also add some other gameplay mechanisms like the affinity/corruption stats) then tweaking dialogues (animations/facial expressions/adding some sort of lip sync).
My goal was to finish this in order to release a v0.2. However, I won't have much free time starting next month so I prefer to make a release as soon as possible, even incomplete, because I'm not sure when will be the next release.
Right now, the packaged game doesn't work well. I fixed all bugs I found on my side, however I'm using a plugin that works well in the editor but not in the release, so I contacted the developer and I'm waiting for a fix.
It's needed for a critical feature, so I need to wait. If I have no response this week, I have an alternate solution, but it will require a few days to redo some scripts.
In the meantime, I'm optimizing the build by reducing textures size and removing unused content. I also need to test the game on an older computer to see if it works correctly.
To end this (already too long) post, here is a short video to give you a better idea of how the game look at this stage.
Provider seems to compress the video in 720p. If you want to see the uncompressed video click here :
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