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the_architect

the_architect

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Developer's Diary #82

Hi folks !

I hope you had a nice week. I'm now working on the last sequence planned for the next release. This one involves some special effort as I'm adding "anatomy features" not present in the original characters, hence requiring a lot of work in raw modelling, rigging and texturing. Real time 3D limits the level of detail, but I hope I can make it in par with the prior 2D games.

I don't want to set a release date yet because the time needed to complete this kind of work is har...

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Developer's Diary # 81

Hi folks!

I hope you liked the latest release!

I'm already working on content for next version, when a few encounters will wait in the new campus area. Your character karma will start to make more difference during the interactions, and each side will have its perks. New characters and another new environment is also planned for the next version...

There is already a new "interactive animation", like the "video recording" one (Unity's rigging system is great to do that style...

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Lust is Stranger [v0.3.1]

Hi folks.

Here's the build of version 0.3.1. I'm changing the version pattern (again) to use "release.major.minor.patch" numbers as it's more well known by most people than simply adding the labels PREVIEW/RELEASE.

By increasing a minor number, it means this version has not a lot of new content compared to the last one. I just added the last batch of stuff I had planned when reaching this point.

There's a new "Settings" screen in the main menu, where you can configure some s...

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Lust is Stranger [v0.3-PREVIEW] Mac / Linux

Hi folks!

Here are the Mac OSX and Linux builds of v0.3.

As always, these are provided as "experimental" because I don't have the platforms to test them myself.

[DOWNLOAD]

LiS-v0.3-PREVIEW-linux-experimental.zip 

LiS-v0.3...

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Lust is Stranger [v0.3-PREVIEW]

Hi folks!

Here's the v0.3-PREVIEW build. This one has A LOT of stuff tinkered under the hood, but I hope the amount of new content is fair enough for a release.

It features new characters, a new area to explore, more interactive content and scenes. I have most of the base tools ready now and I'm getting used to the new workflow, so I hope I can speed up content creation a bit from now on.

You can use saves from the previous release but I strongly suggest trying to not rely o...

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Status Update

Hi folks!

Just a quick status update here. I finished the planned PREVIEW release content a little earlier than expected, which means I might not be able to release it today. 

Does that make sense? Yes, because in the free time I decided to add another scene that were planned only for the posterior RELEASE version. So it may be delayed for 1 or 2 days, but now it will include a cool (hot?) follow up scene to Brooke's quest.

Sorry about that !

See you soon,

P...

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Developer's Diary #80

Hi folks!

Sorry for the lack of news last week. I had some technical issues, but it's all okay now.

I finally started working again in actual content and I plan to release a PREVIEW build by the end of the week so you can check the progress. It will feature several new characters already integrated with the new rigging system animation and new scenery.

Hair and boobs physics are still experimental and you'll be able to configure it (along with the models mesh "enhancement" i...

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Developer's Diary #79

Hi folks!

This week I spent some time working on the character model an animation framework. 

First, I managed to make all current characters use the new Unity rigging system, allowing me to use cool stuff like real time inverse kinematic animations. It's taking a fair amount of work to convert the animations I already had, but my workflow will be a lot easier as I won't need to convert animations made in Blender anymore! This will not only boost content creation speed, but m...

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Developer's Diary #78

Hi folks!

I hope you liked the latest release ! I spent last week working on another environment  to be added in the next PREVIEW build. This is an exterior environment, bigger than the previous ones, which meant a whole new challenge with stuff like geometry shaders for wind, dynamic LOD meshes and other fun stuff to learn!

The idea is to reproduce these sets as close as possible while keeping the game as lightweight as I can (not only for the player, but also my development...

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Lust is Stranger v0.2-RELEASE [Linux-OSX]

Hi folks !

Here's a Linux and a Mac OS X build of the latest release. These are completely untested and I can't give much support for them as I don't use these platforms myself.

If you wish to try your luck, here are the links:

[DOWNLOAD]

LiS-v0.2-RELEASE-linux-experimental.zip 

2021-03-22 18:13:15 +0000 UTC View Post

Lust is Stranger v0.2-RELEASE

Hi folks!

As I wrote on the latest post, I'm publishing the first RELEASE tagged build now that I finished all the basic sub-systems needed in the game (save/load, trophies and gaming data interface).

This first release has 3 trophies to track progress, but if you have been following the PREVIEW builds then you won't find much new content (just a quick follow up to Brooke's quest and another main quest scene). If you didn't played the latest PREVIEW or just want t...

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Developer's Diary #77

Hi folks!

I hope you liked the latest PREVIEW build. Last week I delved into Unity's new rigging system and it seems amazing! I can now animate characters directly inside Unity editor instead of exporting it from Blender, which makes the workflow a little easier.

I'm now porting the trophy system because it's the last item I wanna have into the game before making the first RELEASE build. This game won't be as linear as GRH, so it won't be feasible to always add the "continue next ...

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Preview Build v0.1-PREVIEW-03082021

Hi, folks!

Here's another PREVIEW build !

In this one you can check a handful of new systems and interfaces. You can now save games, check items, stats and more! There's also the beginning for another character quest and some new mechanics to try. It's not that long, because most of the time were spent writing new systems, but there's a bit of skin to be found at the end of the content!

Dialog text is still a bit rough at the moment, and the save system still lacks the auto ...

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Developer's Diary #76

Hi folks!

A quick status update! I completed a lot of work on the UI information subsystem of the game, and now you can have a nice view of stats, items and characters pressing ESC to pause the game. 

I decided to add the new save system to the list of tasks for the next preview build. It's already done and you'll be able to save the game anytime while exploring the scenarios in the pause UI. However, saving during cutscenes and interactions is VERY complex, so the function i...

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Developer's Diary #75

Hi folks!

Now that player character control is in a nearly acceptable state, it's time to work in other basic systems: game data structure and UI.

You might feel some HnS2 vibes this time! I'm bringing the D.I.C.K system back to this project. It provides a simple but efficient game balance for actions / consequences. Characters will have their own stats, and you'll be able to collect pieces of info about them which will help you on your 'quest'. Finally, the old school inventory o...

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Preview Build v0.1-PREVIEW-02092021

Hi folks!

As I said in the last post, I'll start posting preview builds before the first "official" release. I've been working on character control and environments these last weeks and, if you wish, you can now check how these new systems work in this preview build.

This preview adds the standard WSAD first person control and 4 new environments that will be populated with characters and interactivity later. I also changed the choice UI mechanic to make use of the keyboard instead...

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Then let's do this...

Hi folks!

The poll chose the parody, so let's get this thing started.

The release schedule for this project will be probably a bit different from the prior games. The universe has several interesting characters, so my initial idea is to try to work at first with parallel story lines. This means, the linear release sequence of GHR won't fit this time. I'm planning to post more "open" roadmaps and post "partial build" releases between "official" release versions. The idea is to allo...

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Here's the poll

That's it, folks. I'll let the final decision in the hands of the patrons.

As I posted, after a time updating my tools and trying new stuff I have two projects I decided to work on: the 3D parody project and the HnS sequel 

Also, remember my plan is to...

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One last tech-demo and a final decision

Hi folks!

Yes, another tech demo! As I posted before, I'm still struggling to decide to what kind of project to commit next and this one I'm posting today is another one that I'd like to do. I have this idea of making another direct sequel for the HnS universe, using the mechanics of HnS2 (D.I.C.K system / semi-linear progression / mini-games). In this demo you can have an idea of the setting and the planned main characters. I already integrated the new UI/scripting systems from the pri...

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Fear, uncertainty, and doubt

Hi folks!

I've been squeezing work hours these latest days, but I managed to complete an environment and a template introduction objective for the 3D project idea. I'm annexing a quick build with the added content in this post if you want to check it out.

I know I've been taking a lot of time to start up a new project for real, but the truth is that I'm still very uncertain about which direction to go. I'm not sure if this realtime 3D model framework will be feasible, especially w...

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Story? Which story?

Hi folks!

I hope you're having a nice Holiday. I'm sorry for the lack of updates and contact during December, but day job has been holding me hostage to a crush routine like I've never seen before.

I was able to work only in the new scene script system that will help a lot in the next project, but I'm also still very conflicted about the direction I wanna give to it. During this time, a quick review of what's popular in the "industry" clearly showed me that the narrative aspect is...

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Status Update

Hi folks!

Just a quick status update here. The last days of the year are always rough to me as my day job demands spikes real high, being difficult to find time even for a quick info post. 

I hope I can pick up again with a "pre-production" of what's next very soon!

I'll keep you updated.

Peace!

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Tech Demo 3 - Cutscene / Exploration System

Hi folks !

Here is yet another tech demo (getting near to a game demo status now).

These last days I completely rewrote the dialog system I used in all my previous game to a new kind of "cutscene" system. With real time 3D models I can finally integrate things like camera angles, animation blended head track/ eye track and even a rudimentary dynamic "lip-sync" so the characters can stop talking telepathically and actually move their lips and jaw during dialog.

The cutscene s...

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Okay... I'll bite...

Hi folks!

Just a quick post here just to say that I'm investing in the format of the latest tech demo. 

I'm now converting my old code base from GHR for the new 3D system to update the UI tools that create the game flow. My idea is to the new game work like an expanded version of the Goons Raid Her mechanics, with more freedom for exploration and a little less linear progress.

I think I can post another demo soon.

See ya !

Peace!

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Tech Demo 2

Hi folks !

I've been diving a lot into Unity real time 3D tools these last days. The lightning baking tools for ambient occlusion / indirect lightning is really cool. Also, the Cinemachine camera framework is amazing!!

So... I tried to put some baked lighted environments together with real time lightning on characters to check if I could make it look fairly good. This new tech demo is the result, where you can move around a 3D environment using the same 2D "feel" of Goons Raid Her...

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Keeping up the R&D

Hi folks!

I've been doing a lot of experimentation these last days, and also upgrading all my workflow software that has been frozen since the beginning of GHR.

I already have a LOT of ideas, which may sound great but it's also problematic. It's hard to dive a little deeper into one idea while you think how could also be great doing the other ones in your mind.

I dig the idea of making another parody. But at the same time I'd like to try a little less into the line of linear...

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3D or not 3D... That's the question... [Tech Demo]

Hi folks!

I always been curious about working with a real time 3D system and this tech demo is the result of a couple o weeks messing with the third dimension Unity offers. Main main goal was to make a proof of concept of a very basic character clothing system and learning a bit about Unity's real time illumination system. I don't plan to use player controlled character movement in a 3D game yet (it's a huge pain to make it right), but to build scenes with characters than can be much mo...

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Mission Accomplished ! What now?

Hi folks !

That's it ! Another project done ! 4 in the bag !

It's a major f-ing relief! I was pushing 2 years working on that game, and the longer it takes the bigger its list of problems grows. And worse... It becomes boring...

Each minute you spent playing with those characters are result of hours of work and messing all that time with the same base assets, story and mechanics become less and less joyful. I couldn't be more grateful for the patrons support, and it helps me...

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Goons Raid Her v1.0.1 - Max/OSX

Hi folks!

This is a patch release that fixes the most serious bugs reported for the prior version. If you never found any serious problems in v.1.0, then you won't notice any differences beside a small change in the "Properly Trained" trophy. I might release another patch if more nasty bugs show up on this version.

Mac/OSX version is also here. As always, labeled "experimental" because I don't have the hardware to test it. Mac users usually tell me they need to adjust execution pe...

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Patch, Mac/OSX and Inspiration

Hi folks !

Hope you're enjoying the complete release! I already "collected" a set of bugs that calls for a patch release. It will probably be released in a couple of days at most.

I also apologize Mac/OSX users for the delay, but the idea is to release the Mac version already patched with the latest fixes. The release will be available very soon in the same post of the patch.


Finally, just for fun... There's no creation without inspiration, you can't write without...

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