XaiJu
SlamT
SlamT

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Your Scene Preferences

Hello,

This question might be too soon to ask as many of you might have not played Repairman 2 (RM2) all that much yet.

RM2 was built entirely different than say Massage Girl, Call Girl or Playroom. It was similar but a much more advanced version of touch/reaction than Thieving Maid and Be Rough. It was essentially like those two minus the annoying sub-scene loading and even worse back end creating work. 

There is a trade off however. 

With RM2 Its more immersive as you can directly influence the model by what you do to her. Touch here she reacts 1 way, touch somewhere else she reacts a different way. The problem is you are limited to how many "stations" or "poses". Because I need to turn on and off everything otherwise if you touch her hair in the kitchen she will fly into the bathroom and play that animation. It gets very complicated when you start introducing many "stations" 

Playroom has like 10 stations with lots of different poses but the interaction while still quite immersive isn't as deep but you have lots to do and play with.

I'm rebuilding Thieving Maid and going with the Playroom build style but for the next scene which will I'm hoping be brand new everything I want some input. 

Do you like Immersive but limited Stations and Poses 

or do you like

Lots of poses and stations with less immersion

Another thing I've noticed is some of the more popular Creators are making very basic scenes but more frequently than myself. 

Would you rather I create more simple scenes but with more frequency

or 

Keep doing the complex all encompassing type but not as often

Feel free to comment below also.

Thanks in advance.

Comments

Hilarious! Although I do understand its not an art form, (for obvious reasons haha) but hey, when your creative muse strikes, its hard not to answer the call! lol

Tiny dancer

Thanks for kind words. Feel free to leave a review on the HUB. :) The plan is to phase in more stations but I'm in the middle of a new scene that will lots of stations. Of course I couldn't keep it simple and I developed a new touch system and am writing a new script. It went from a big job to a massive undertaking. LoL

SlamT

Yeah, took me a while to get this one (busy as hell these days) but. Again, good to see you pushing the envelope, maestro. This is an important direction to take the medium as the interactivity is so high... That immersion! At first I was "meh" because its not obvious how much is going on here... Looks like, what, 3 stations? But the interactivity is so much more fun when you understand how it works! Still, believe it or not, my mind goes to "hmmm but what if you could have BOTH amazing interactivity and an incredible diversity of stations"... But yeah, before you say anything i know. GREEDY! Haha but seriously, amazing work as always. You're so inspired. :)

Tiny dancer

Try turning off the environment.

SlamT

FL this one i can't play my computer is too slow all your others work well

david j mccusker

Sorry visual clues are too much work and will slow down the game as even more items and code would need to be added. Plus pop ups break the immersion. Easier if you just read the damn instructions. ;) once you get the jist it's pretty straight forward.

SlamT

Hey thanks for the feed back. Couple things. Can't use action grouper in paid scenes. I use Logic Bricks extensively and it works by turning on and off relays and triggers. That's where it gets complicated. Need to turn off and on many many things when I build these scenes. Just the sounds has probably over 60 logic Bricks. In RM2 there are a pile more for each station. It's doable just lots of work. I've come up with an easier way to scale it so should help expanding the scene with new stations.

SlamT

I made a video tutorial for you. Did you see it?

SlamT

"But I’m partial to choosing video tutorials over the written. (ADHD 🤦🏻) " Really? I'm also an adulthood ADDer - but I vastly prefer written tutorials for more complex stuff. Mostly bcs I with written text, I can more readily control the input-flow, I guess (easier to skim-read/scroll to re-read somthing, or find a specific section rather than fast-forward through a vid etc). For me "people are major-league distractions" - so much irrelevant input to filter out, and they take forever to give you the information you need, when you need it ... Vids are great for getting a quick overview if you're totally new to a subject - or in situations where "showing" is easier than "describing", like when you want to make a finer point about the effects of a specific set of morphs or similar. But tbh, I have to admit I've rarely watched an entire video tutorial from beginning to end. I find myself getting impatient with the narrator very quickly - or get annoyed if they throw in too many digressions and commentary (or if they have a peculiar accent ...)

CaseEP

Another suggestion, if I may? I very much appreciate your effort to create "intuitve" interactivity - but ... my problem is that I'm a lazy bum. Especially when I eager to test a new scene ... or when I "have other things on my mind than reading the f**king manual". WIth your style of interactivity, where user-triggered actions are initiated mainly by touching bodyzones , there's the slight problem that on the one hand, I have to read the manual to know which triggers are active in a given "station", and what action they are triggering, while on the other hand, it's a lot easer to understand the manual if you've already played the scene. On my first playthrough, I was stuck in the initial stages of the doggy animation in the kitchen bcs I didn't know I had to touch her LEFT buttcheek with my LEFT HAND to progress with the animation, and to KEEP the left hand there to speed up. I quickly found out that grabbing her hips "made stuff happen", but only after exiting VaM and reading the releasepost again did I understand - the problem is not so much discovering what triggers are there, but "knowing what control features are possible". Any monkey will be able to suss out that touching triggers stuff - but if they don't know beforehand that "touching once" and "touching & maintaining contact" makes a difference, many will not find out. And if they don't know that thrusting speed can be controlled by touch, they won't even think of looking for that feature (speed control) in that context (touch-triggers), much less find out that length of physical contact controlls the desired feature (thrusting speed). TL;DR - Intuitive controls are great for immersion, but this monkey here could use some more equally intuitive in-scene visual cues ... ? Bcs the need to periodically pause the scene and go back to "studying the manual" runs a bit at cross-purposes to the desired immersion that was the reason to use bodyzone-triggers (rather than a phalanx of buttons & sliders) to begin with. P.S.: Visual clues within the scene could be as simple as a textfield parent-linked to a buttcheek that says "touch here, moron" or "keep your left hand here to speed up grinding" and that vanishes/deactivates after a while - or could be as sophisticated as a custom piece of cloth displaying the help-text (might be possible to switch between different texts by fiddlling with alpha-values and the rendering-cue, similar to the new multi-preset makeups ppl have recently published)

CaseEP

A suggestion/question, if I may? You talk above about the problem of "context" when working with user-triggered animations - though, instead of "context", you use the word "stations". ["Touch here she reacts 1 way, touch somewhere else she reacts a different way. The problem is you are limited to how many "stations" or "poses"."] So essentially, it boils down to the fact that the same trigger "touch head/ass/legs" has different meanings in different "contexts" or "stations" - if I understand correctly, a different "station" could mean a different physical place (Kitchen vs. Bed), or it could mean the same place, but different poses (doggy in Bed vs cowgirl in Bed), or it could even mean "same place, same pose, but different animations" Correct, so far? 1) My first thought is that I'm surprised that you've encountered so many difficulties that you've felt a need to "turn on and off everything"? I'm not a scene creator, but my impression was that with the tools available now - VUML/ActionGrouper, plus LogicBricks (including StateMachine LogicBrick), it should be possible, at least theoretically, to have the same trigger initiate different actions, depending on different context? Is it more a "human" problem of dealing with the complexity? (ie keeping track of all the possible states/actions etc) If that's the case, there's only one known reliable solution -> automation. Humans cannot be made reliable - that's the whole reason computers were created to begin with, not speed of computation. And that would mean it would be wise to contact other scene creators (I'd specifically recoommend XRWizard and TGC - their scenes may be less interactive, but they're certainly no less complex) about "scene logic workflow strategies" and also talk to plugin developers about maybe creating tools that help manage workflow - specifically JayJayWon & AcidBubbles (now that MacGruber is out). 2) Or is it less a problem of scene complexity, and maybe more a problem of VaM reacting in surprising ways? VaM's trigger system is notoriously brittle; triggers unpopulate for lots of reasons etc. If so, one more reason to contact plugin devs, as they have the best grasp of how and when stuff is updated, about "serialization" (when a "jsonable" thingy is written to an actual string, or a string is read from file and integrated into the actual scene that it currently running in memory) What I would say is that immersion is always good, but interactivity is only one tool to achieve immersion - I know that other creators who strive to achieve better immersion work more with user-independent strategies - eg TGC has a strategy of layering what he calls "microanimations" on top of the "main animations" (move a hand to different places randomly, wiggle butt etcetc - little movements that don't require a change in posture/pose)

CaseEP

[] continue making them all and don’t stop the immersive stuff. It’s fine if it takes longer. We accept that and patiently wait on the return our investment brings. -insert creepy Mr. Burns tagline- EXCELLENT

Blake Snow

That’s a loaded question and one I don’t think I have clearance to make. But since you asked. In my opinion, there are not too many “actual” immersive scenes out there that get it right. It takes a little practice to get the hang of them. But that’s just part of the learning curve. Which is the same when you talk about any new game. It takes some patience and tweaking of personal play style to get dialed in. But the reward for syncing up is a feeling that you simply won’t find in basic scenes. Not to take anything away from those at all. They are amazing on their own. I would just hate to see you guys not making that type of content. Maybe giving a bit more in depth guide to bc help myself and others to get the mechanics just right. You give a detailed listing now and nothing wrong with. Just my own two sense so take it with a grain of salt please. What comes to mind is a video of you guys taking us through those steps. But I’m partial to choosing video tutorials over the written. (ADHD 🤦🏻) I did not see a selection that fit my answer entirely. So here it is below

Blake Snow

Let's hope so. I'm not going to get excited until I've seen a demo with a working animation system. Don't want to dump on Meshed - but he left a lot of stuff half-finished with 1.x ...

CaseEP

From what I heard VAM 2.0 will get the best performance from multicore CPUs.

SlamT

Call Girl is a masterpiece. Usually I have to tweak things here and there on anything I download. Call Girl is one of the few where I've made zero changes because everything is perfect right out of the box. Sets the bar high for other content creators, that's for sure. My vote is all-in-ones with plenty of stations, and take all the time you need to make 'em, SlamT.

Cervantes

i have a 6700k and a 2070s but the CPU is to slow for high fps i can manage about 17 to 19 fps. Just need to buy a new CPU but need to go to the dentist first. As soon i have been there i am gonna get a 5950x AMD CPU

Hun73rdk

Did you try turning off the environment? Maybe try that Give Me FPS plugin. That helped me for GangBang Girl.

SlamT

What you got? I have a Zen 3800X & Radeon 5700XT driving a Quest1 and I mostly manage to stay in the 30s-40s with the scenes from SlamT, TGC & Vihper. Though I'll admit, it's constant fiddling.

CaseEP

i need a new pc ,my pc puking over those scenes hahaha

Hun73rdk

I don't see that you're slower than other scene creators eg. Vihper, TGC or XRWizard. Quality takes time, don't worry about it.

CaseEP

I think Call Girl is perfect and the type of content that I love. More stuff like that would be great.

Nitram


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