XaiJu
slaen
slaen

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Cat inspired animations!

Well, not really but it looks funny without the other character in the scene. But so I'm cruising through her animation set - these still need some polish but I was able to re-use and re-work a lot of the previous animation set. So polish pass and then the climax animations for this anatomy and that'll be her scenes ready for the build.

Did I do anything else this week? Friday sort of snuck up on me. Oh! I finished her other climax animation set for the other anatomy variant. And I've been trying to figure out the fluid sim stuff to be more consistent and reliable - no luck yet but I'm still digging through videos and documentation so hopefully I can find something that helps!

Alright, back to work.

Cat inspired animations! Cat inspired animations! Cat inspired animations!

Comments

Totally! A lot of this is because I'm still primarily doing early game content. So nothing super fancy yet! But already in game there's the starfish parasite creature. I'm going to do more with that once I get some time. And that has a bunch of the fancy material stuff - the eyeball looks around and the skin pulses and throbs. It's a bit subtle right now but I intend to keep pushing it in the future!

slaen

Oh yeah, so this kind of reminds me what Fenoxo did with Trials in Tainted Space! How the player has a rival that goes through similar major events and is like a shadow version of the player. I've played with the idea of doing this. Combining it with BG3's character creation where the player creates their "guardian" character. Then that character would show up at big key moments and the players' choices would shape their development. This is one of those things that I don't want to mess with until I've sketched out more of the main story campaign stuff. Then figuring out how feasible it would be. Because the scope of this feature would balloon really quickly. So doing a scene + reaction scene would be relatively easy vs. if it's possible to have that NPC as a constant follower that is always interactive changing and evolving... then you lose the ability to be all sneaky with the transformations and scripting behind the scenes.

slaen

Alright, So I mentioned in an earlier post that I'd write about animated textures. Here we go! These textures are both from Borderland 4 and are called "Athame Not Included" and "Voice of The Void". "Athame Not Included" has floating devilish text on the cloth portions of the outfit, glowing eyes, and white hair. Link: (https://www.youtube.com/watch?v=ut9D1wX63Yc) At 0:55, the style is show off. "Voice of The Void" has pulsating glows on the shoulders and boots, glowing eyes, and white hair. I believe that the glowing portions are only on the metal parts of the outfit. Link: (https://www.youtube.com/watch?v=I74V-bkC2nQ&t=78s) At 1:18, very briefly. I can't find a longer clip of that skin texture, I'm afraid. Anyways, my suggestion here is to make certain armors and items appear more mystical and magical by giving them unnatural properties, such as animated textures! Typically, the method used is to make items emit light or to make said item icky. Perhaps, just as you plan to make holy weapons, you could make unholy/demonic weapons, too! Traditionally, angels are majestic and awe inspiring and demons are seductive and aggressive. Maybe if you decide not to go that route with their characterization, you could take that route with their weapons and other paraphernalia! What do you think?

Oscar Wilde

Here's something that I've thought up: clones! Well, a version of it anyway. There was this comic from a while ago centering around a character call Multiple Man, who's power was that he could create duplicates of himself and reabsorb them. Many hands make for short work, eh? Anyways, one the actually cools things written in the comic was that when he'd reabsorb a copy of himself, he'd gain their knowledge, too. With this in mind, He created many different copies of himself, each one walking a different path of life and gleaning distinct experiences. Periodically throughout the comic, one of his multiples would just show up at his office dressed in strange attire and get reabsorbed. What I'm suggesting here is that it'd be interesting for the player or a follower to be cloned, and then for that clone to go off and experience a vastly distinct walk of life that anything that that follower or the player can experience. Say there's a quest that involves getting cloned and the player must decide what to do with said clone. Be it by reason, morality, or practicality, the player must decide to kill it, enslave it, convince it to follow the player, or to let it go and let it live its own life. What creates tension here, is that this clone is just as powerful as the player and hasn't developed any morality of its own: perhaps it'll turn out rotten and make the world noticeably worse. It's the uncertainty that that lack of control of letting it go is what creates the tension. All other options are measures of control: killing it is the most final solution and enslaving it means keeping a constant eye on it and convincing it to follow you could have it end up learning the wrong lessons even under the best of circumstances. If the player choses to let the clone go, the clone is encountered later in the game. The clone has three different possible life paths, each with their unique experiences. For example, a monk, a robin hood-esque criminal, or a scholar. The clone has chosen a name for itself and has lived exuberantly and plans to continue doing so, but has decided to come to the player's aid for a time. Perhaps the plot's events have escalated in some way, perhaps the clone simply wanted to see what became of its creator. This would be the reward for learning to let go and trusting the clone to do what is right. What do you think?

Oscar Wilde

Hope to see more love for the male imp, love that lil fella. Great work!

Drakuld


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