Hey guys, time for an update! It's been a while since I posted but that's because I've been super busy getting this update ready. A whole lot of changes will be taking place here, along with some dialogue to make it fit a bit better with the interaction scenes.
I also combined the rigs that were previously separate characters, so this can basically get rid of the spawning system and possible misses when the character doesn't hit the right triggers due to lag/performance issues/bad coding (probably).
I've created two combined rigs with both combined characters now, one for interaction scenes and one for the main scene where most general activities take place. I was originally planning on holding off on making the main scene rig for a couple reasons:
- I have to convert all animations from the separate rigs to the combined one, this will take some a couple hours at least
- I have to basically remove the spawning system since it's now run by animation (and should work much more consistently). Hopefully shouldn't take too many hours
- I have to convert all of the UI to now work with the combined rig instead of having separate ones, so that will take a good amount of time
- some animations will look a bit wonky since I have to make custom animations for certain actions
Now the reasons why I decided to go with it now:
- I have made all customizations easily accessible with the combined rigs, so makeup/lipsticks/clothes choices are all easily changed now. This can also be transferred to new characters made.
- It should make calling in characters simpler, much less code will be involved. This can also be used with new characters as well.
- I can use different camera options for different animations, so they will be tied specifically to the combined rigs viewpoints (say if you wanted to play in first person). I'm not planning on doing the main scene camera options yet but it's now an option for later.
- The amount of animations I can have the combined rigs do is significantly higher than before, since they are tied to each other now.
- sounds can specifically be tied to animation keyframes (like footsteps or other strange sounds)
- Clothes options transfer between scenes now that the rigs use the same customization options. The separate rig didn't have the same kind of slots for materials (like tattoo or eye makeup slots), so now those can be transferred.
- I can easily add new bones to a combined rig for different options (I added a couple to the boobs for later scenes where they will be bouncing a lot more).
So I figured the benefits outweigh the time cost and I'll just get it done now.
The big part of the 0.1.5 update will be the
interaction scenes. I'll be starting off with two scenes that will have 3 different levels of interaction for now. Makeout/Handjob. The different camera options are already set, the animations seem smooth enough, and I'm making a whole host of options to go along with it. I'll add much more variances in the animations later on (like different HJ styles or what she does when you press an option).
View attachment 1921700
Keep in mind, the below screenshot is just
one makeout dialogue tree. Writing out a single tree takes a ton of time, so that's why I'm only doing three levels for now.
View attachment 1921653
The only major issue I have right now: clipping.
This is the bane of my existence. I think I have a decent way around it, but it involves using transparency layers in Unity. It works almost perfectly but the only issue is when the object overlaps with itself the object becomes see-through when it shouldn't be (like Raven's arms crossing). I'll fix that in another update later on, if anyone knows how to make a custom shader in Unity to display meshes by Z order I'm all ears. I just don't want to spend a ton of time fixing small clipping issues when I can get out more content (plus a ton of other things to fix instead).
So that's the main updates for now, below are some screenshots of the new options coming. In terms of content it will be a good amount more than previous so thank you for your patience!