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As for the flasher, I meant someone who dresses normally but sneaks a flash(pulls down her top) so the other person will briefly see her breasts or under her skirt for example. Teasing in other words
Artificial Academy had something like this. It had to do with the personality and the current stats/state of the character IIRC.
This game already has the love/lust/corruption system, so I think it would be possible to implement this for certain personalities once they hit a certain level combination.
 
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randomname2243

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Artificial Academy had something like this. It had to do with the personality and the current stats/state of the character IIRC.
This game already has the love/lust/corruption system, so I think it would be possible to implement this for certain personalities once they hit a certain level combination.
That's what my questions or the game's personality reminded me of. The best game. And personalities have subtle details and don't connect with some other personalities. Their poses(during intimacy) also change to show their personality. Such a cute game, lot of concepts are in my mind
 
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Spy Land Cat

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May 8, 2025
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Thanks for the detailed response, I am interested in game design and have computer science experience but sadly I never started learning game design.
Once I start learning unity,unreal and basically the concept, I can mentally image how an NPC works. l like to use analogies to real world examples to things that I want to understand better.
As for the flasher, I meant someone who dresses normally but sneaks a flash(pulls down her top) so the other person will briefly see her breasts or under her skirt for example. Teasing in other words
That's the mindset.
I thought the flasher you mean is someone in a trench coat, flashing at strangers in the middle of the night, the very stereotype one.
Well, I think the Shock event UI isn't needed anymore, at least in this case. This will need to write a condition script inside the interaction UI, to check when the NPC MC is facing, which will trigger a flashing event, usually starting right after the UI window is spawned, so the NPC will take the first move. Though this will need a plan for how this event should be displayed, by flashing, does the NPC need animation to pull up her top seamlessly or drop her skirt? Or just make certain clothes disappear for a moment. The seamless animation can be very hard to achieve, since wear/remove clothes is one of the toughest, time-consuming animations to produce. I'll mostly just hide every layer of garment on the part she wants to show, since this will be a lot easier to do in animation, scripting, and achieving the same result.
 
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Spy Land Cat

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That's what my questions or the game's personality reminded me of. The best game. And personalities have subtle details and don't connect with some other personalities. Their poses(during intimacy) also change to show their personality. Such a cute game, lot of concepts are in my mind
These concepts are good.
 

randomname2243

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That's the mindset.
I thought the flasher you mean is someone in a trench coat, flashing at strangers in the middle of the night, the very stereotype one.
Well, I think the Shock event UI isn't needed anymore, at least in this case. This will need to write a condition script inside the interaction UI, to check when the NPC MC is facing, which will trigger a flashing event, usually starting right after the UI window is spawned, so the NPC will take the first move. Though this will need a plan for how this event should be displayed, by flashing, does the NPC need animation to pull up her top seamlessly or drop her skirt? Or just make certain clothes disappear for a moment. The seamless animation can be very hard to achieve, since wear/remove clothes is one of the toughest, time-consuming animations to produce. I'll mostly just hide every layer of garment on the part she wants to show, since this will be a lot easier to do in animation, scripting, and achieving the same result.
Why exactly wear remove clothes is hard exactly? Explain it in simple analogy. It has do with moving clothes(and all of their bones if they have) and the character (hands most likely) at the same time? Just a question
 

Spy Land Cat

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Why exactly wear remove clothes is hard exactly? Explain it in simple analogy. It has do with moving clothes(and all of their bones if they have) and the character (hands most likely) at the same time? Just a question
Because usually the topology of the clothes mesh and skin mesh can be constructed differently, when moving both meshes from a bone, if their weight is not perfectly distributed, mesh intersection can happen, like the skin penetrating the clothes. And since the clothes need to be removed from the mesh, both skin and clothes mesh will likely need to use a different bone structure to have this effect happen. The clothes will need an unhealthy amount of bones to manipulate every part of the clothes so that they won't intersect with the skin while making the wearing/removing clothes animation.
There's another way, using physics in 3D software, but it is unlikely to play it in the game engine, except to turn it into an Alembic file, which I have never used before.
 
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randomname2243

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Because usually the topology of the clothes mesh and skin mesh can be constructed differently, when moving both meshes from a bone, if their weight is not perfectly distributed, mesh intersection can happen, like the skin penetrating the clothes. And since the clothes need to be removed from the mesh, both skin and clothes mesh will likely need to use a different bone structure to have this effect happen. The clothes will need an unhealthy amount of bones to manipulate every part of the clothes so that they won't intersect with the skin while making the wearing/removing clothes animation.
There's another way, using physics in 3D software, but it is unlikely to play it in the game engine, except to turn it into an Alembic file, which I have never used before.
Can't clothes and body(weight, height) be dynamic so it will never clip through in theory? Question also applies to hair clipping through body or clothes
And those bones you mention, the programmer would trial and error until he never encounters the clipping issue I bet? Because I can understand the amount of bones since it mirrors real life
 
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this game needs graphics setting.
IIRC the main reason it doesn't is the dev has either a laptop or an older computer and defaulting to low was the only way they could avoid crashing. They were apparently going to build a new computer at some point, though.
 

Spy Land Cat

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May 8, 2025
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Can't clothes and body(weight, height) be dynamic so it will never clip through in theory? Question also applies to hair clipping through body or clothes
And those bones you mention, the programmer would trial and error until he never encounters the clipping issue I bet? Because I can understand the amount of bones since it mirrors real life
The only way I think to make them dynamic is by importing different weighted skin meshes and clothes in variations and changing them dynamically between them. But this can be complicated to implement and will result in a multiplying workload. The most effective way to remove mesh interaction is to have the part of the skin turn transparent if clothes are atop it, but not in the case where clothes will need to be worn and removed.
Having every bone on the clothes do the line trace on the opposite side of their normal may do the trick. For example, if the line trace hits the skin mesh, it'll maintain a distance not to intersect with skin, and if it hits nothing, it will turn into ragdoll stats and later bake them to .fbx. Still, I won't spend time on this experiment since this concept is not very polished and may not be workable.
 
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randomname2243

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The only way I think to make them dynamic is by importing different weighted skin meshes and clothes in variations and changing them dynamically between them. But this can be complicated to implement and will result in a multiplying workload. The most effective way to remove mesh interaction is to have the part of the skin turn transparent if clothes are atop it, but not in the case where clothes will need to be worn and removed.
Having every bone on the clothes do the line trace on the opposite side of their normal may do the trick. For example, if the line trace hits the skin mesh, it'll maintain a distance not to intersect with skin, and if it hits nothing, it will turn into ragdoll stats and later bake them to .fbx. Still, I won't spend time on this experiment since this concept is not very polished and may not be workable.
I personally would take the time and have the "high road"(the ones that increase workload) of these problems. But i understand the situation and i thank you for the explanations even when some concepts are unknown to me at this point.
I shall leave you to it, i think i wasted your time enough already
 
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weightwatcher

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Jul 6, 2017
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I personally would take the time and have the "high road"(the ones that increase workload) of these problems. But i understand the situation and i thank you for the explanations even when some concepts are unknown to me at this point.
I shall leave you to it, i think i wasted your time enough already

If the models and the clothing all share the same base mesh it's very easy, but a lot of work.
if they don't share the same base mesh... its very time consuming on top of being a lot of work.
 

PepsiispeP

New Member
Aug 8, 2020
7
0
This is odd, maybe try WINRAR?
I have tried Winrar as well, it didn't work either. All attempts to open it so far: Windows Explorer; Didn't work | 7zip; extracted the game, I could play it, but didn't have any animation | Winrar; same result as 7zip
 
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