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May Progress Update!

🕑 Added 2017-05-03 04:11:04 +0000 UTC
May Progress Update!

Comments

Renmaru

Try reading the other comments, James Gallagher already asked this and got an answer.

Good stuff, but when is next build?

Thanks! I'm glad the effort was noticed :D. One of my favorite modern directors is actually Neill Blomkamp because of how good he is with incorporating accurate near-future technologies into his stories.

That's pretty much our current workflow for painting. I even have automated masking and alternate material/clothing versions implemented into my custom render manager :D. Our basic issue with armor damage is that to achieve the same high detail we do with masking/painting, we'd need character and clothing models with more appropriate or higher geometry in order to achieve good morphs. The solution (re-creating the characters with a better base body as well as some parts of the clothing) is a time consuming one, though it'd likely be worthwhile in the long run and end up saving a lot of time even if animations weren't to make it into battle scenes. This is something I'm considering as part of the artwork overhaul as well. How experienced are you with modeling/rigging? Feel free to message me if you want to talk more about it :D.

Subjectivity

That background story material is so much more deep, clever and scientifically accurate than it needs to be. I remember reading some IFLS articles about the possibility of using lasers to knock particles away from their anti-particles when they pop into existence at the quantum level for a fraction of a second, and how it could eventually make Star Trek fabricators possible, and that was a lot like the ARIS system. Not something I expected in a porn game, and the writing in this was already very high quality. This is going to be much more interesting and better written than most big budget non-porn games. I am very excited! Having a scientific basis for the ideas presented in sci-fi makes a big difference to me. I was hoping the hair section might offer multiple hair styles or even colors, like when they change clothes, unless changing their hair requires a big overhaul in which case I doubt it would be worth it.

QuestionablyInsane

Yeah I remember you saying a while back how RPG maker was too limiting to allow you to do some ambitious stuff, hence why I was asking you if you were planning something big now that you don't have those limitations with your shiny new game Engine. : ) .... And yeah I totally understand having your models as they are now and having to edit all the images in post would be a very tedious and impractical if you needed to edit a ton of frames. I would like to offer 2 small bits of knowledge that I hope will help: First, use multiple character models for different damage levels. You are probably doing this already but I thought this was worth mentioning. The advantage to this is then you can minimize clipping by deleting the bits of the mesh that are covered up by the armor and you don’t have to worry about the body protruding during animation. Secondly if this is too hard there is a trick I use for my still images that gets rid of clipping mostly. Do two renders: One as you would normally render the image and then one where you hide the character that is wearing the armor. Now in Photoshop layer the normal image above the floating armor image and add a mask to the normal image… Now go to the mask and draw over all the clipping spots in the image with black. This will have the image underneath show through that has the armor doesn’t have a body clipping though. It doesn’t take too long to do this and I’m sure you could come up with some kind of action that could speed this up even more. Lastly… As far as battle torn armor and whatnot… I would love to hear your issues. I have a ton of suggestions on rigging and modeling and whatnot. : )

Wuumaster

Still appreciating the high quality, still trying to be patient for the another playable release (and associated H-content). Amusingly, the battle theme makes killing heroic Gul'dan especially epic.

Yup, it's bugging me as much as it is you! Once the story is finished, getting a playable version out will be our prime goal. We're at the point in the story where if we don't have it sorted we'll simply need to redo a lot of stuff later, which I'm really trying to prevent. I basically didn't expect the story to take nearly as long as it has (admittedly, it's turned out a lot better than I had hoped, so that's good at least).

Improving animations and potentially extending them to battle artwork is something I'm going to take some time out to research during the artwork overhaul. Having our own engine would greatly increase the possibility of it being technically feasible (with RPG Maker the memory limitations made it completely impossible/impractical). The big problem would be the workload. Among some other issues that would need sorting out, having to paint armor damage for every frame for all the battle artwork would be impractical, so I'm considering some options there. Basically, removing the need to manually paint as much as possible would be pretty critical.

KatakiSenpai

We haven't had a playable version of the game in forever. Any idea when that is going to happen?

Very cool music Battle :) Great Work (top 10 favorite best battle theme :D )

Gaia Chong

good job!!! I like the work you guys present

QuestionablyInsane

I really like where the battle theme is going! I think this is a good compromise between the simpler original Battle music and the complex remixed version. There is just one thing I worry about and that is how it mixes with everything in the game. You said that you wanted to change the theme to add some energy (Which you totally nailed btw) Just wondering if a highly energized song will mix well in every scene that uses the song? It might get a bit detracting. But never mind me... Just putting a bug in your ear in case this aspect was overlooked due to EVERYTHING else you have on your plate. Aside from that... I know you can't promise anything due to then having to commit to too much work... But all this talk of being able to render faster and moving to a new engine... It sure has gotten me maybe unrealistically hoping that the heroins will be animated in the future of this game... Anyways., Really looking forward to the next demo of this game and get a chance to feel your guy's hard work. :)

Justa Badge

Your music is fantastic.

Whats the estimated time for an actual demo with new enemies?

dudman

Awesome! I can't wait to see the next demo! This is gonna be great (And could be buggy... But great!) I'm happy to be a patreon on this project for a while!

I wish to see some screens of new content, with new enemy / bosses and maybe alies .

Awesome job guys! It is so exciting and enjoyable watching all your hard work take shape into something really special.

Great job! Can we get an estimate on how much longer it will take to get v0.6 released?

FloundericiousWA

I love what you've done with the RPGMaker VX engine and expanded code base. The art, gameplay, sound, etc are all great! I have to say though...the h-content on cutscenes is jarring. It's a little played up and in your face during gameplay but it is way over the top in the scripted scenes. I honestly wish you had a mild-to-wild slider for choosing how extensive you want the cutscenes h-content to be...thinking eggs scene...just eeeyuk.

matt7h

Dope af. Great to hear such a good chunk of info regarding progress, and you guys are doing a great job from what i can tell. Excited as ever to see how it looks when it's finished!

Guys! Your project are awesome! But, why you create your own game engine? Its a lot of no need work. Why you don`t use exists game engines with very good performance, and rapid develop like: cocos, unity, love, defold etc... I was lead and CTO in several game studios, and we use private engines only in very rare projects with unique mechanics. In other cases we always use Unity and Unreal 4. People want Game, not Game Engine. ;)

I had no problem playing the gifs google drive. Everything looks a lot more sleek now though, I really like it!

BoogerBrigade

Looks great! The audio is a bit grind-y on headsets, but sounds fine on speakers. Any news on the next release schedules?


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