Monday Update 08/16/21
Added 2021-08-16 12:02:33 +0000 UTCThis week I finished reimplementing Fredrika's light switch mechanic, fixed some issues with game over scenes, and made some slight modifications to the "Smutcube" title card.
As I detailed last week Fredrika's behind the scenes functions are now markedly more complex. Since I was using dynamic lighting previously all I had to do was disable the light to get the effect I wanted. The new system uses two lighting variants with 300 light probes, 6 light maps, and 10 reflection probes each with those components categorized into the showroom's 9 different rooms. When a light switch is hit that rooms light probes, light map, and reflection probe have their data swapped with the "lights off" variant. This should look and feel identical to how it was before, all the complexity should be behind the scenes.
This reimplemented system poses an issue if a sex bot's game over position is in a room that has its lights off, since it will be too dark to see anything. I'm debating on whether I want to expand this into a "feature" and add some temporary dynamic lights to each scene, or just have the sex bot turn on the lights when they use a room. The latter would take some work, so it will probably be postponed to a later update if I do decide to do that.
I also introduced some fixes which should prevent multiple game over scenes from being triggered and moved sex bots who are not participating out of the map so that they don't get in the way of the scene. I'm still aware of some issues with charges that are intended to be one time per scene being charged multiple times, so I'll be taking a look into that soon.
Finally, I added a little bit of flavor to the "SmutCube" title card, I'll leave the exact change made as a surprise. You can now also skip the fade out by clicking or pressing any key during the title card.
Comments
Patrons in leather tier and higher have a drop down menu that they can use to select a scene in older builds. In the current build that drop down menu appears during the night, but others have reported issues with it that I'm currently trying to fix.
SmutCube
2021-08-24 03:23:06 +0000 UTCwhat is the cheatcode for all the scenes?
anelovic
2021-08-22 18:23:53 +0000 UTCI tried the drop down menu at the bottom but either the bots were misplaced or they weren't there at all. But besides those things the game is looking very nice
sauce_boi236
2021-08-18 10:50:19 +0000 UTCThe scene loading cheat needs to be reworked due to changes made to the way game over scenes are loaded. It's a temporary fix, but there should be a drop down menu at the bottom left while playing an arcade night that will allow you to select a scene and a location.
SmutCube
2021-08-18 10:35:13 +0000 UTCI don't know what's happening, but my whole game is acting up and I'm not able to access scenes from the settings and most of the scenes don't work properly. Any idea how to fix this?
sauce_boi236
2021-08-18 07:00:26 +0000 UTCi love the idea of lights not turning off, but turning into a different color like pinkish purple. the ones in strip clubs. The colors affect the girl(s) to become more hard or just making the lewd more immersive.
Tauto
2021-08-17 03:29:42 +0000 UTCI appreciate the suggestion, I know the effect you were hinting at, if we're imagining it the same way it would be a cool effect. I brought up the problems after thinking through the implementation/animation, which brought up the technical limitation. If you pay close attention during horror segments that have flickering lights (I'm thinking of deadspace) they don't really ever go completely off: they rapidly transition between about half way on and fully on. There's a real world technical reason for this, a "failing" light is experiencing trouble receiving power, a "failed" light is receiving no power, if a light goes completely out you don't expect it to come back on. If it does come back from being completely off your brain would try to fill in the gap of how. Animation is kind of like communicating a story to the viewer with the viewer's mind finding a reason for every motion. When a character is animated as walking they don't actually experience gravity, your brain interprets the intermittent downward motion as gravity and the motions of the legs as pushing the floor against gravity. The problem with the baked lights is that while I want to communicate to the player "the light is malfunctioning" your brain will invariably be interpreting it as "someone is fucking with the lights". Just sharing my thought process as to why it wouldn't work out as imagined based on my "expertise" if you could call it that.
SmutCube
2021-08-16 21:54:38 +0000 UTCis that I thought of a more "scary" scenario due to the theme of the game, I didn't think about epilepsy and something that would distract the player
joky costn
2021-08-16 20:45:23 +0000 UTCI think that would require the lights to be able to dim to look correct. With baked lights there isn't any "dimming" there's just on an off. So it would probably end up being pretty distracting/annoying, like being in a room with someone hitting the light switch on and off. In a worst case scenario it could cause epileptic seizures.
SmutCube
2021-08-16 18:02:17 +0000 UTCWhy don't you use this as a feature and add a malfunction effect to the lights? like a "blinking lights"
joky costn
2021-08-16 17:46:24 +0000 UTC