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Inner Circle Update for May 10 2017!

🕑 Added 2017-05-11 06:16:09 +0000 UTC
Inner Circle Update for May 10 2017!

Comments

Kelplover197

With animations even if it's just a simple 1, 2 picture switch 1 being out and 2 being in that would be great. You would just have to decide on how many times it repeats until the climax.

PhatsM

Well shit, I'm all for this then. Giddyup.

Perhaps there's some misunderstanding about the idea for H animations in battle :D. The H chains would still be chains. Instead of a series of still images for a chain there'd be a series of animations.

PhatsM

Animations I could take or leave. Yes, I love to see them, but I'd have to agree with Kurtis above that a chain of 5 unique images that show distinct progression is also very positive. I would take enemy, pose, scene, music, and costume variety any day over animations. The possibility or use of them moreso in cutscenes would be very welcome, however. On the other hand, I am all in favor of conversions to the V4 modelling. It looks world's better than I expected when I already think the models look great. Seeing the two side by side makes me see the flaws as they are now. I feel as if showing me has spoiled me. The way clothing damage in V4 makes Malise's meat spill out through the rips is just too much NOT to ask for more.

I have the same opinion, we like games like final fantasy not because of the graphics or animations

CherryBlossomStorm

I agree with MB completely. Animations are obviously great but I don't know they're worth the cost. My humble opinion: More enemies, more zones, more stuff to explore - more content basically - should be the #1 priority right now. Hopefully things will pick up when this engine is done?

matt7h

Godspeed, Ero. Keep up the hard work!

MB

I'm with Kurtis on this one: I would rather a few different, shorter H-chains than one long one per enemy - regardless of being animated or not. Unless you can figure out a way to 'mass produce' these animations, so that you can pump out new ones like no one's business, then I would say go with the simpler paralax animation method and other more advanced 2D methods that lend themselves to a 3D feel. Along a parallel train of thought: I'm getting concerned with scope creep. It's been a while since the last version, and it feels like each time we take a step towards v0.06, it takes two steps further away from us. Getting the story, game back-end, and production workflow in order is good - helps speed up version releases in the future. But hearing about overhauling the animations and models from the ground up (or what sounds like it), and drastic expansion of chapters, I'm worried about MatM from a project management standpoint. I've never been more excited for an H-game, but I don't want to see you lose the forest for the trees either.

The current playable version takes place over 3 subchapters, but they will definitely get longer as the game goes on. There will definitely be shops and non hostile areas. Some parts of the game will be more nonlinear than others. Most places you should be able to go back to, but some you won't. I'm considering a New Game+ feature though.

QuestionablyInsane

Oh man what a dump of information! So yeah I was going to recommend doing sprite sheets but your way ahead of me on that one. :P One suggestion for loading from one state of armor damage to another is to have a still image of the destruction happening. You could have like a panning shot of a still image of the character having her top torn or whatnot… You could also add some spice to it by having a layer on top of the image with the torn bits flying away… Why I suggest this is that this could be used to hide the fact that you are loading the next armor state in the background… Second option you COULD do is play around with Camera/ parallax mapping. Do simple animations that is the combination of Images mapped to 3D meshes that are animated with bones… This is a bit different to Puppet animations… But not by much. <a href="https://www.youtube.com/watch?v=2d9_S88yAwU" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=2d9_S88yAwU</a> Buuutttt…. Yeah the whole idea of taking a 3D model just to make a 2D image so you could use that image to project on a simple 3D model to animate…. Yeah that’s madness. But I was actually going to recommend maybe thinking about it for your world map… You can do some interesting things with simple camera mapping. This could definitely help if you want to do cool panning shots of scifi cities. <a href="https://www.youtube.com/watch?v=B9r9tKX5olY" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=B9r9tKX5olY</a> Aside from that… Holy deformation Batman! Yeah there is no comparison. Go with Genesis. Sorry you will have less premade stuff available but dang man I had no idea V4 was so bad. If you need a new body suit it’s super easy to just duplicate the mesh and scale it up a bit and then start editing from there… You will also hopefully have very little rigging to do as the duplicated mesh with hold all the data. I also dig how you are doing deformation maps. Are you projecting those on or are you using the UV mapped texture and drawing on the deformation on that. In theory that should keep the deformation in the same place no matter the rigging. As for Sperm effects… Well I’ve been meaning to hit up a buddy on another game with this effect I’ve been playing around with… It’s not perfect but it’ll serve. I’ll send you a copy of the message I give him when I get it composed… I have to Photoshop up a few things and I need to have pictures demonstrating stuff. As for the ejaculation scene I was thinking if you do something like I said with the torn clothing that might be cool. Have like a single image like you have now of the eruption with maybe another layer with sperm particles moving away filling up the screen and having you character animated in the “after sex” oozing phase afterwards… Or you could do something just SLIGHTLY more ambitious of the character arching back at climax and having the sperm on another layer flying out. Anyways Good luck! So glad to hear you are considering animating your game! Fingers crossed!

Wuumaster

On one hand, animations would rock, especially if there are some variations to them to keep them from getting repetitive. On the other hand, if I had to choose between 1 H-attack chain with an animation, or 5 H-attack chains, I think I'd prefer the variety of the 5 over an animation. Just keep the opportunity costs in mind. =)

Tadd Morgan

Animations make such a huge difference, I am very excited to hear you are experimenting in that area!

How many chapters are there in the current version of the game? Will the chapters be same/similar in length or will their size vary? If I'm recalling correctly previously there were talks about stores. If the previous statement isn't based on some bs i dreamed up: will the stores be located in some sort of free-roam areas, without the threat of being raped or ded'd by enemies, in between chapters, or would those areas (if they exist) be part of a chapter? Can you go back and forth between chapter areas - to explore, level, pick up stuff you missed etc.? As for the animations: sounds amazing, even if its only a maybe at this stage.


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