- Sep 25, 2021
- 133
- 142
So, i just realized it's been a while from my last update, but i've not been sleeping the whole time.
I made some QoL improvements and reworked some of the core mechanics:
- since the project is starting to get bigger i'm grouping things in function library so that i can reuse the code and have a much leaner experience debugging my blueprints.
- reworked the skin material as it was way too flat and lifeless
- also added to the skin material a sort of soft outline to help with readability of the character borders. I still need to refine it as right now is just a generic dark color, but i would like to make it a darker tone of the skintone. My first idea was to just do a simple average of the skin texture, but apparently UE does not have a simple way to calculate the average color of a texture (who know why).
This is an example of the new skin material (Boobs yay!). Which also has some handy features for a more oily, sweaty look and a more matte look. One day i'd like to add a layer to the material to make the idea of sweat droplets instead of just having a shiny skin.
Another required feature i added was to highlight the interactable objects in fron of the player, otherwhise how would you know which objects in a room can be interacted with?
I feel this will sensibly improve the player experience reducing frustration.
I dediced not to highlight people and NPCs in general as they are already lively and the perception of interactivity shouldn't need to be injected.
Here is the comparison between off and on on the highlight
I feel like it's clear enough that the object has something interesting.
I now need to make the widget with "press "E" to interact" to avoid any confusion.
As i said i worked primarily on the backstage:
i needed to extend the functions of the quest system as it was a bit too simple, it still has some adjustments to do but it's working weel (sometimes it spawns characters when it is not supposed to, but i can replicate the behavior so it should be easy to addess).
Also i needed to make different spawn points with different names based on their nature: quest, default or sleep points. All these target points need to be properly addressed and stored for use at the right time.
What are the next steps:
As the project is taking shape we are approaching the first real nsfw scene.
so the very next step is in fact the first nsfw scene:
- code the mechanic of interaction of the scene (i'm thinking of some sort of quick time event)
- build the animations in blender.
Right now i'm thinking to build two different kind of nsfw scenes: the story scenes and the "gallery"/sandbox scenes. So while playing the story of the game you will encounter the new scenes as a sort of quick time event (playable with a single hand). These kind of event won't be replayable or will be in a controlled way as they represent novelty and milestones during the story.
The second kind of scenes: the gallery/sandbox will be an easier approach and will be an option on the normal interaction with the NPC: when you unlock a scene during the story you will find a corresponding scene in the free mode.
I think this wraps what was done and what needs to be done.
Until next, have a nice time!
I made some QoL improvements and reworked some of the core mechanics:
- since the project is starting to get bigger i'm grouping things in function library so that i can reuse the code and have a much leaner experience debugging my blueprints.
- reworked the skin material as it was way too flat and lifeless
- also added to the skin material a sort of soft outline to help with readability of the character borders. I still need to refine it as right now is just a generic dark color, but i would like to make it a darker tone of the skintone. My first idea was to just do a simple average of the skin texture, but apparently UE does not have a simple way to calculate the average color of a texture (who know why).
This is an example of the new skin material (Boobs yay!). Which also has some handy features for a more oily, sweaty look and a more matte look. One day i'd like to add a layer to the material to make the idea of sweat droplets instead of just having a shiny skin.

Another required feature i added was to highlight the interactable objects in fron of the player, otherwhise how would you know which objects in a room can be interacted with?
I feel this will sensibly improve the player experience reducing frustration.
I dediced not to highlight people and NPCs in general as they are already lively and the perception of interactivity shouldn't need to be injected.
Here is the comparison between off and on on the highlight


I feel like it's clear enough that the object has something interesting.
I now need to make the widget with "press "E" to interact" to avoid any confusion.
As i said i worked primarily on the backstage:
i needed to extend the functions of the quest system as it was a bit too simple, it still has some adjustments to do but it's working weel (sometimes it spawns characters when it is not supposed to, but i can replicate the behavior so it should be easy to addess).
Also i needed to make different spawn points with different names based on their nature: quest, default or sleep points. All these target points need to be properly addressed and stored for use at the right time.
What are the next steps:
As the project is taking shape we are approaching the first real nsfw scene.
so the very next step is in fact the first nsfw scene:
- code the mechanic of interaction of the scene (i'm thinking of some sort of quick time event)
- build the animations in blender.
Right now i'm thinking to build two different kind of nsfw scenes: the story scenes and the "gallery"/sandbox scenes. So while playing the story of the game you will encounter the new scenes as a sort of quick time event (playable with a single hand). These kind of event won't be replayable or will be in a controlled way as they represent novelty and milestones during the story.
The second kind of scenes: the gallery/sandbox will be an easier approach and will be an option on the normal interaction with the NPC: when you unlock a scene during the story you will find a corresponding scene in the free mode.
I think this wraps what was done and what needs to be done.
Until next, have a nice time!