XaiJu
femdomination
femdomination

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Almost done with the side turn...

I was hoping it to finish it today, been working now 17hrs, but I can't finalize this tonight. Will be tomorrow.

Let me take you more deep into the creating process:

Some of you guys wants to have A-B loops, but as this is designed, it's simply impossible. Let me give you few examples:

At the start of this scene, the butt of the player is red, as he's been spanked. During the whole time, the color gets back to normal. Or, lights, light intensity changes, light angle changes or shadow casting changes. Objects gets switched on and off. These are linked to timers and event counters. So now, I would have to record every changing game object in every scene, and it's simply task impossible. Like with this scene, the cuffs of the guy have 3 versions, each one of them; static, moving and dynamic (opened).

So, the best I can offer is to "hold" at some stage or having the happy end when you want it. 

One thing what I use are the dummy cubes. Let's say you want to have a door open sound or someone jumping down, the Unity offers very limited tools for it. The accuracy is almost there with all sorts of colliders, and it's a pain in ass to set those up.

So, what I create at the animation stage are lots of invisible cubes, which triggers events. if some sounds should be played, the only thing I watch is the Y-position of the dummy cubes. If the cube having a name "openDoor" has Y-position more than zero, play the sound. And to have these sounds effects... find or create.

So basically every animations has own "cube sliders", like in a mixing table. I think this scene has 20 invisible cubes controlling all sorts of sound effects and blend shapes. One major I use is the master speed. If I see at the animation stage that the created loop is too fast or slow, this cube overrides the Unity defaults.

Another thing comes with the animations. This scene has actually quite long sequencies, both characters doing their own stuff, but building it... LOTS of work. For this scene I used Mixamo "catwalk", and blending it to Move AI captures my wife made, again LOTS of work and cleaning up.

All the player animations are done manually, except the falling. That's again Mixamo, modded heavily, as there are simply no pre done animations for every possible scenario and doing it manually would've been simply bad.

But at the end of this day, I'm quite pleased. Adding the sound effects tomorrow and finally heading to the FD2 exit!

I will release this as a video when done, and ofc, see it yourself in VR with the Alpha 2!

Almost done with the side turn...

Comments

I definitely love the idea of allowing the player to hold or activate via hitting a trigger when the user is ready to finish for the happy ending. Whether that's during the scripted events that happen as you progress through the main story or even in some scene gallery section where we can jump directly into the main action of a scene or event and utilize a hold or trigger activation there. I personally prefer a one hit trigger to activate the release rather than repeatedly hitting the trigger to delay or hold the release as I've experienced in previous releases.

Chris

I hope before that, doing my best!

Jari Vuoristo

Dude you are the best around 😀!! The full game will be epic. Hope in September we get a new alpha😅… only saying that because it is hard to wait.

tim


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