Hey guys!
I wanted to post this a few days ago, but we ended up finishing the Charger's FX and SFX, so I made a video to show his animations off.
This is definitely the best opportunity yet to use the character FX framework that we developed for the H system. While I'd love a person to work on FX as their primary job, I find it pretty enjoyable. I'm getting pretty comfortable with the workflow and have developed a nice rhythm with LewdK, our SFX developer, so I expect some good things in the future.
We were working on the last release up until the very end of August, but we've got quite a bit of other new stuff to show off from the last few weeks.
Topics for this Update;
TMX, Mr. KH, and I have all been really busy with this guy for the past couple of weeks. Not only has this guy required a lot of FX, but for him to function well in game we've had to upgrade our AI, movement, and collision systems significantly (see below). Admittedly, it would've been quicker to get the Splicer Boss into the game first, but we've needed to break the mold on these things since working on the Vioreaper, and it just never got done.
We plan on using the Charger first as a boss, and then later as a common enemy, but likely with a slimmed down skill list. We may also make the boss version bigger, and I've even tossed the idea around of giving him a rider for a really unique boss fight (Onyx would be able to knock the rider off and they'd fight independently).
Here's the skill list that we have mostly working in-game and will make it into the next release:
So, as mentioned above, Mr. Kittyhawk has had to put a lot of work into upgrading AI, movement, and collision systems to better accommodate non-human and especially large enemies.


The idea for this enemy originated when someone suggested we add a club stage. I realized that would work really well as a module for the Red Light location, so here we are :D.
She will behave sort of like a succubus, with charm and whip attacks. We may have a boss version of her as well.

We've tossed around the idea of a female Splicer enemy for a bit. Something I decided would fit the role for the faction's planned story would be a submissive groupie-type female -- they are basically thralls to the gang.

The Splicer Pitbull is one of a few attack dog designs we have planned -- I have designs for one for each faction actually. They key will be to give them unique attacks to vary them up. Limbo did a bunch of variations of this guy (we can add more than one potentially), so let me know which ones you like the best.


Back-end work doesn't get a lot of fanfare, and AltairPL has really come through recently with his work on the database, especially in getting the most recent release ready. I added a couple screenshots above (right click > open image in new tab to see full size) to show off some of the capabilities that we now have.
In addition to these, he's added and fleshed out an audio database, an input icon database (for different controllers / keyboards), and databases for consumable items, power-ups, and currencies/resources.
I spent some time writing up details for AltairPL and Mr. Kittyhawk regarding stats, damage formulae, and further design philosophy for attacks and combos. It's a bit of a deep dive, but I figured I'd share it here for those who are interested, and to highlight how this stuff integrates into our RPG framework.
Something to keep in mind is that this all was designed with the possibility of adding additional player characters in the future. That's out of scope, but if demand warrants it as the game comes together then it's something I'm open to, and is something I don't want to preclude by designing ourselves into a corner now.
An important goal here is to construct a system that will work with additional player characters, should we choose to add them later. If we do, those characters will possibly use ranged primary weapons (Onyx uses Knuckles, a melee primary weapon). So, we need a system that accommodates that.
For this section, we will use keyboard controls for examples.
Basic damage formulae (output end only):
Additional notes:
In general, attacks performed with the Z key will use Weapon Damage, while attacks performed with the X key will use Unarmed Damage.
Throws, grapple attacks, stomp, jump kicks, and the sliding attack all use Unarmed Damage. This may differ in some manner for Onyx, as a way to make her playstyle unique.
Weapon attacks will generally have a linear attack area in the forward direction, and will be high damage due to receiving the effect from Weapon ATK. Some weapon effects (such as a gun that freezes enemies for example) will only apply to weapon attacks.
Unarmed attacks will be tailored toward crowd control, but will naturally be lower damage due to not getting the bump from Weapon ATK. Weapon combo finishers and Smash attacks (attackins requiring player to hold a button) will generally have larger area-of-effects designed to push or keep enemies away from the player character.
Player character stat curves will be designed to highlight their playstyle.
Some notes:


TK finished up the genitals rigging for FemCop early in the month, and spent some time streamlining his workflow so this process won't be as painful on future female enemies. We've been experimenting with ideas for her attacks, and Limbo made a whole mess of concept poses. She will likely be an agile fighter with a shock baton, and will make sudden dodges and attacks that reposition her.



TK has been knocking off the rust out of his Marvelous Designer skills, and has been working on clothes for the 3D version of the Chain Splicer. I included a couple of early WIP shots above as well as the 2D version as reference for what he'll look like once completed. We'll probably mix and match this outfit with the Thug's to generate a few different common fighter-type Splicer enemies, such as melee weapon and gunner versions.

Uber's back at working on liquid simulation for H finishers! He's building on the previous progress by focusing on optimization and different emission techniques.
In the GIF above you'll see an optimized simulation that balances quality with polycount. These simulations get baked to alembic files (the same stuff the new Doom games use for liquid), which are basically flipbooks for 3d models in the same way spritesheets are for images. Having high poly models can bloat file size quickly, especially when the simulation needs to last up to 10 seconds or so. Quality loss comes across as sudden unnatural changes in the shape, which you can see a bit of on the left side, but is acceptable I think. Depending on our needs, we can also cut simulation framerate to lower file size futher.
The second area of focus is emission -- that is, how the particles are generated. Uber made a network in the past week that works quite well for squirts and streams that exhibits the same properties as the other recent simulations, which gives us a method of simulating external cumshots and the like.
Mistah Eff
2020-10-01 13:37:11 +0000 UTCJamie C.
2020-09-23 07:57:30 +0000 UTCHentai Nerd!!!
2020-09-22 06:56:34 +0000 UTCVenus
2020-09-22 06:00:40 +0000 UTCSpeedyshamrock
2020-09-22 03:56:32 +0000 UTCMangoFishSocks
2020-09-22 03:50:41 +0000 UTC