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Roxy's Beasts & Other Mini-Games - Update

Recently I have been thinking my models & rigs are fairly close to a final version which I am comfortable with before porting them to a game engine.
I have been building an optimal rig to work with for a long time now, and feel close to being able to work smoothly with few bugs and good functionality for animation.

One of the biggest concerns I have for my content is the length of animations & story-depth of individual characters. The latter will be much harder to create, but creating longer animations should be much easier when porting my characters to a game engine. 

to make things short, I'm planning to transfer all my animation workflow into Unity when my rig&model checklist is complete

Speed, content frequency & workflow

Rendering animations frame by frame (in maya) takes a very long time. But when porting everything to the game engine, it uses a real-time render which is practically instant. Aside from that, there are some shaders which are much more advanced and easier to use in game engines (such as cum & liquid mechanics and vfx)

Aside from rendering, one thing that made the animation process much longer were bugfixes for my rig based on different complex types of animation. For example fellatio/pussy sex scenes, each needed unique updates for joints so that everything stretched correctly with minor clipping
Thankfully my rig has reached a stage where that sort of thing is minimal now. I think the increase in optimization is not very noticeable yet as I have mostly been busy creating characters, doing commissions and irl part-time stuff
Once everything is ready in the game engine, I'm expecting to be able to post much better & longer content!

Checklist before transferring to a game-engine

After recently updating my models to a high-poly version (since I made Thyra) I have observed the functionality of the rig and applied various volume controls, and new base pose and other advanced stuff to move the more detailed body correctly. So right now, the only 'optimal' model I have right now is the female base model, with the futanari & femboy models in need of updates to closer match the fem base (including UV's).
The main reason these bodies need to be so similar is so that procedural textures can be shared among them. I'm thinking into the future so that my games may have certain sliders for randomization/permutation for NPC faces & body builds (and possible character customization) both for modelling & texturing
I have a list of things needed to be done to the model & rig, which mainly involves adding detail in places that need it (such as more detail between the cleavage for bulge mechanics, and the pussy so that it can be tweaked to various shapes) and optimizing the functionality (eg volume controls on the knuckles to deform correctly when bent)
Another game-specific thing required is the re-rigging of the innie-outie x-ray model I made a while back, which didn't function correctly because of maya shaders and model compatibility (and should work like a charm in Unity)

It may seem like I'm doing going a bit overboard with updates, but considering that I'm preparing the characters for large penetration, bulging & inflation animations. I want to be sure that they don't look janky with big clipping issues, and still look smooth and round when stretched out

How things will start out

Although I will try to balance creating animations & game progress. The first goal of any game in development is to get to the stage where the game itself is playable so that you know what to include from your design & what to leave behind, and also get to a bugfixing phase asap

What you can expect on the first version of the game will probably be a single animation with the minotaur and female which can be controlled with button overlays, like the old test game I published. And it will gradually move on from there

One thing I feel like I will definitely need when starting fully on game development is another helping hand (either in 2D art or programming). I have been doing my best to get Patreon/SS funds at a reasonable stage to start, but I think it will be a while till I get there. So I will probably need to focus on putting more animation content out with the game-engine before starting on the coding and UI aspect.

I feel like most people will begin supporting the game once they actually get a chance to play it, or at least see gameplay of it!

extra words

I honestly doubt anyone will have time to read all this, so I just want to say that I love all of you guys. Thank you again for supporting me and how much patience you have shown.
I try not to share too much personal stuff, but it has been pretty tough. However it will never be enough to lower my motivation for all these projects!
I can't wait to share what I have to the world and its exciting to think we're inching closer to it each day

Comments

No problem I’m just chilling so take ya time. 👍

wedemboyz 1017


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