Look who's talking [Engineering build 0.3.2ap]
Added 2021-08-07 15:20:54 +0000 UTCMy apologies for the last update not having a changelog accompanying, today's post includes a consolidated changelog for both this and the previous build.
[Changelog]
Mechanics:
+ Dialogue! - Yet another step on the long journey to reach feature parity with SDT. This update (or, more correctly, the previous update) introduces dialogue to the game! HOWEVER, there is a catch. The game does not currently ship with any dialogue by default (I simply haven't had time to write any). The good news is that the dialogue system is compatible with the same format as SDT, so if you have any SDT dialogue files just stick them in the "Dialogue" subfolder of the content directory and Hyperdeep should detect and load them in as options in the in-game menu. Not all of the "trigger" keywords are supported just yet (e.g., HD-chan does not yet have the ability to spit/swallow in any meaningful way, and so the "cum_in_mouth" trigger is as of yet unused), but these will gradually be introduced as HD-chan becomes cleverer.
Let me know what you think of the speech bubbles. I was excited to implement dialogue like this but I can never be sure if something like this ends up being more annoying than it is cool. I think I'll probably add the option for more traditional dialogue boxes in future regardless.
Customization:
+ Pubic hair - Another customization element that really should have come along sooner. Currently uses 2D decal textures, meaning that you can add your own by following the tutorial in this post using the prefix "pubichair_". I've added an additional example image to the folder linked in that post so you've got something to work from.
+ Added one dress: "Bodycon" - Weight painting dresses is really difficult so it took me a long time to make one that doesn't look terrible.
+ Stockings are back!
+ Added one necklace: "Lace choker" - This is a tiny little addition on the surface but represents a pretty significant improvement in capability under the hood. In short, previous iterations of the game required each clothing or accessory item to define exactly one main component: either a "static" or "skeletal" mesh (it's not important what these mean), in this build clothing and accessory items can now each contain any number of skeletal meshes, static meshes, and decal textures. This means that clothing items can be much more sophisticated now, or conversely can consist of just a texture painted onto HD-chan's model, like this new lace choker.
+ Added one pair of shoes: "Perfume heels" - These have been sat on the back burner for ages but I've finally put them in. I think they look pretty chic.
+ Added four new accessory categories: "nipple (left)", "nipple (right)", "facial piercings", "bellybutton" + 13 total accessories - Range of piercings for you edgelords, plus those "X" nipple pasties that I've been wanting to implement for ages. Fun!
Misc:
+ Designer menu camera can now be panned up and down while not in "focus" mode.
Comments
It was this one https://www.undertow.club/threads/dynamic-girlfriend.5603/ https://www.undertow.club/attachments/cgma_dynamicgf_1_8_1-txt.37764/
Firrebo
2021-08-12 13:35:36 +0000 UTCThis is something that's always been in the back of my mind, but because of the restrictions of the Android platform wrt shaders, animation, etc. (and the fact that HD is technically more complex than it might appear on the surface) it will probably be a pretty big job to get an Android version working satisfactorily. For example, HD-chan currently has almost 200 bones, but the limit for mobile platforms (as far as I can tell) is 75. It's not impossible with workarounds like splitting the mesh into separate parts, but it will be tough. For that reason I wouldn't hold your breath on an Android version coming soon. I definitely have it in mind for the future though.
HYPERDEEPdev
2021-08-11 00:47:28 +0000 UTCCould you send me a file that isn't working for me to have a look at please?
HYPERDEEPdev
2021-08-11 00:38:11 +0000 UTCBollocks! Didn't even occur to me that it would struggle to load in a simple text file. I must have cocked something up somewhere. Will look into it and issue a fix probably early next week. If you get the chance could you link/send me the dialogue file in question for me to test?
HYPERDEEPdev
2021-08-11 00:37:43 +0000 UTCI’ve put a selection of dialogue files from SDT in the dialogues folder but they’re not being seen by the game.
Christopher Hall
2021-08-08 12:05:29 +0000 UTCNow only thing i need is support for Android! I love writing dialogs and play around. But i am on the move most the time. So Android support would be super awesome.
Scrattys
2021-08-07 18:54:37 +0000 UTCI tried loading in a quite big Dialogue File (eg. 1270 rows, 142kB in size) and the performance hiccups were, huge. I get that this is the first implementation, but even starting the game took a while longer.
Firrebo
2021-08-07 15:45:38 +0000 UTC