Unreal Engine The Simulation [v0.0.2] [MoC_MoC]

MoC_MoC

Newbie
Game Developer
Jul 7, 2024
22
55
81
I'm using the UE5 Skeleton, just with some more bones and a new Control Rig.
 

MoC_MoC

Newbie
Game Developer
Jul 7, 2024
22
55
81
Sorry, I'm not quite sure what you mean (but this could be me being an amateur dumbass :D )
There is only one UE5 Skeleton and you can't use a PP Anim BP on a Skeleton, only on Skeletal Meshes.

Then I thought you would mean the Skeletal Mesh, which indeed has a simple and advanced version, but I don't use these models, since they are just the UE Mannequin.

Do you just mean the NPC models I use? Sorry for the inconvenience... :|
 
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MoC_MoC

Newbie
Game Developer
Jul 7, 2024
22
55
81
Hey my friends.
Today's the day!

Version 0.0.2 is out now and ready for downloading.
Learned a lot about animating in this update and I hope you can see it. (Next to a lot of other stuff, which will unravel in the next updates)

DOWNLOAD
Win
: - - -

My recommendation for this update: Christy, at night, cloudless. Hits the vibe for me :)

Here's the changelog:
v0.0.2 - The Weather Update
You don't have permission to view the spoiler content. Log in or register now.

Love ya!
 

CN47

Newbie
Jun 27, 2021
43
37
118
Overall (UI/Animation/Interaction) look and feel is too smooth, too good as compared to any other 3d games here, probably a perfectionist working on this.
Definitely looking forward to where this goes (y)
 
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Markisd

Newbie
Mar 29, 2023
22
18
117
Hey my friends.
Today's the day!

Version 0.0.2 is out now and ready for downloading.
Learned a lot about animating in this update and I hope you can see it. (Next to a lot of other stuff, which will unravel in the next updates)

DOWNLOAD
Win
: MEGA - PIXELDRAIN - -

My recommendation for this update: Christy, at night, cloudless. Hits the vibe for me :)

Here's the changelog:
v0.0.2 - The Weather Update
You don't have permission to view the spoiler content. Log in or register now.

Love ya!
Don't forget to update the tags. Good luck with developing this game!
 
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youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
8,765
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TheSimulation-MOCMOC-0.0.2
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Snak108

Newbie
May 20, 2020
25
109
172
Not much of a game, but excellent graphics, good animation, great character models. It's kind of like a tech demo without much tech though. Eye light attenuation needs to be reimplemented (although reduced from the default absurd values) because human eyes actually do adjust to the available light. The sun/moon/clouds moving and weather are conceptually cool, but time should only move forward (you click sunset because what's-her-name is waiting for sunset, sun moves clockwise; later you click midnight and sun moves counterclockwise - wrong, keep it moving). Most of the clouds, atmosphere etc seem SDK out-of-the-box. Cool, but not implemented in a meaningful way.

Which brings me to my next point: time, weather, none of it matters. She's waiting for sunset. Boom, here's your sunset. Makes no difference, she's still "waiting for sunset". Sounded from the changelog like weather was a big deal, but it has absolutely no impact on routines or anything. If it's not fundamental, then why is it prioritized above any sort of gameplay? Rain doesn't even make the characters wet. That's just annoying. raindrops need to be reconsidered (translucency, distance, etc). If something is implemented in a game, it should be given more consideration than "a thing exists, I want to put it here". Otherwise, it's subject to critique, and where does it end? You're going to end up implementing the higgs field if you keep this up, and there will still be no actual game.

First thing I noticed (switched to 3rd person view by hitting V) is that animation and movement is good, but in 3rd person, the character's vertical head movement is inverted. You look down (mouse up in third person) and the character looks down, and vice versa.

All characters need to have more constraints around how much their heads can turn. It's excessive and off putting when they bend unrealistically without having to turn their body in any way.

Cool footprints in the sand. would like it to be meaningful. Overall, interesting. I'm torn between "another one" and being hopeful. Either way, good job.
 

MoC_MoC

Newbie
Game Developer
Jul 7, 2024
22
55
81
I'm torn between "another one" and being hopeful. Either way, good job.
Hey my friend. Thanks for your comprehensive feedback!
I'm not gonna lie, that post felt like some punches to the face to get a "good job" at the end. :ROFLMAO:
Of course you are right with all these points and I already have them on my screen.

As I get through your post the main point for me seems to be "Make it meaningful" and I'm absolutely on your side. For example a feature that impacts NPC behavior on rain (Searching for shelter) is already in testing. Same thing with the time feature. They can go to work, have free time or sleep. But it's still missing set pieces, animations and of course testing.

I hope you can forgive me, when I'm posting early versions like that, that contain more look and feel features. More is about to come! But i'm aware of your critique and you are absolutely right. :)

Cool footprints in the sand. would like it to be meaningful.
Thanks! For now this is the only feature which I was not considering developing any further (except for more realistic footprints, since they leave long lines, when the characters walk slowly). The only thing that came to my mind right now was track reading? For a stealth mechanic? But I'm interested if you had something in mind?


First thing I noticed (switched to 3rd person view by hitting V) is that animation and movement is good, but in 3rd person, the character's vertical head movement is inverted. You look down (mouse up in third person) and the character looks down, and vice versa.
I'm not sure, if I'm on the same side here. First, the main reason why I implemented the system was, to prevent first person clipping, so you don't look inside an empty forehead.
Of course I could invert that behavior in 3rd person, but If my view is downwards, shouldn't the player head look downwards too? That's at least what it feels while running around. While in animations I don't feel it yet. I think I will test that... and add a setting for the player to decide... :)
 

mascudi

Newbie
Feb 10, 2023
49
48
94
Hi quick question Did you buy those models and rig them? and how did you learn all of this, cause i myself want to make an adult game but i dont find any tutorial stuff related to adult unreal engine games. And one more question i hope you dont mind, how much time did you took to learn from scartch? :)