Now that the Poker card game has been finished, I've started to make the new town. This new town will serve as a way for you to acquire food ingredients and do other activities in an alternative way. For version v0.75, the town will be empty but it will be populated by other resident lolis in v0.8. First, some color improvements:

For a long time I always thought the ...
2020-03-22 02:54:56 +0000 UTC
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Launcher Redeem code: "burger"
Launcher download: http://vivalauncher.stillkill.net/launcher/updates/vivalauncher.zip
To start card game:
- have loli sit down on floor
- offer her a FULL deck of cards
- wait for her to nod yes
- follow directions to drop deck and begin game
Changelog
<...
2020-03-18 21:25:27 +0000 UTC
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At this point, the poker card game is fully finished. I did a lot of polishing to ensure that it is easy to do in VR and keyboard mode. These are the changes:
There are now indicators for what to do during the game. These indicators will tell you what is going on in the game and will display the effect of the last played card. For example, Jacks skip turns, Joker cards act as freebies "extra turn", and Kings will make you draw the number last played on the card pile.
2020-03-15 02:07:53 +0000 UTC
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Sorry for the day late delay. There's 2 big things this update includes. For one you can test out playing a card game with her. You can take turns drawing cards, placing cards, and checking out how cards work in general. Unfortunately I had to disable the actual card game logic as part of this beta but you can do everything related to playing cards with the loli. The 2nd big thing is the release of t...
2020-03-10 06:42:51 +0000 UTC
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All of the pieces are set to play the game, minus the actual game rules. The backbone logic for taking turns is complete and will support multiple players for when the multiple lolis update comes out.
First I added some necessary improvements to the cards. Because there are so many cards, it might be tough to keep track of all cards. So I made an easy way to manage lots of dropped cards. By holding down the grab button, you will suck up all the cards nearby and put them in your hand:
2020-03-06 18:02:51 +0000 UTC
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For the AI logic to interact properly with the new cards, I had to add a few new animations.
One new set of animations is now being able to ask for an item while in the sit down state:

This will be useful for when she needs to receive a card directly from the player. As for the poker card mini games themselves, an icon will appear above all characters who are in the game. The current text...
2020-03-02 17:56:39 +0000 UTC
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The card mini game is taking a bit longer than expected due to the complexity of card handling but the hard part is over. Here is what I have so far:
When the loli is happy, you can present a full deck to start the poker mini game:

She will nod her head if she wants to play. Otherwise she will shake her head if she is angry or doesn't want to play:
2020-02-27 18:05:22 +0000 UTC
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Changelog
- Added happy mode hugging
- Added angry mode hugging
- Tweaked water shader
- Added poker cards (They don't do anything yet, you can find them on the table)
Go ahead and try out the new hugging mechanics. It is pretty straightforward, simply approach her with both hands behind her back while she is facing you. You can make her gra...
2020-02-23 08:44:49 +0000 UTC
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Hugging has been finished and also been integrated to work with the other behaviors. An "angry" variant has also been added to work differently when she is in an angry mood:

When she is angry, she will become slightly embarrassed and will lean back as you approach her while hugging. Hugging has also been simplified to not require any buttons. Merely placing your hands behind her torso in a hugg...
2020-02-22 23:49:56 +0000 UTC
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I got a decent bit done with the hugging. For the showcase today I had to disable some stuff and slow it down for testing purposes but here it is as a WIP:

The hugging was built primarily with VR in mind but also in a way that would work in keyboard mode. How it works is you put your hands behind her from the front and use the grab buttons for both hands. This will make her latch onto you (anim...
2020-02-18 17:58:05 +0000 UTC
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Recently I worked on the headpat expansion for week 2. Here are the new changes:
You can now tell your loli to just sit down on the floor without triggering the chopsticks game every time. Just sit down on the floor and tell her to come here. She will also stand up depending on if you are standing up.

You can now headpat her in this state if you want.
2020-02-13 18:02:44 +0000 UTC
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This beta is available for testing out the following features:
- Added water currents (bring random items to the river to try it out!)
- Improved water shader
- Added underwater postprocessing (dip your head underwater!)
- Added waterfall effects
- Water splashing with items (and your hands)
- Loli splash react behaviors
- &n...
2020-02-10 01:10:15 +0000 UTC
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So I finished bathing improvement mechanics for week 1. This is the showcase of the new mechanics.
The loli can now be splashed by dropping items near her face. When this happens she will splash you back a couple times:

There is a new screen effect as well that will make it seem like you got your face covered in water. If you splash her too much, she will get angry and won't splash you an...
2020-02-07 17:56:42 +0000 UTC
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I had a surprise surgery (small one) in the past few days so I decided to extend week 1 improvements by 2 more days. Regardless I got some work done.
The post processing effects for underwater have been finished and look much better:

The same effects are also enabled for other bodies of water such as the ones outside of the house:
2020-02-03 17:56:30 +0000 UTC
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I have started to revisit the bathing mechanics to flesh them out more.
To start, I received complaints that sometimes dropping the soap in the tub would be very difficult to recover and in most cases be lost completely. So I spent some time to add buoyancy to items. I wanted to make sure that it was calculated in a realistic fashion so it looks good. Normally the buoyancy force is proportional to the volume of water displaced. Meaning the more submerged an object is, the more force it ...
2020-01-30 18:35:50 +0000 UTC
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As I said in the previous post, week 4 game improvements for v0.75 will be left for the community to choose what to do. This means that you get to choose what existing aspect of the game you'd like to see improved with 1 more week of development time. An example can be choosing "Horses" and commenting "Make the loli have her own horse to ride with". Another could be choosing "Cooking" and saying "Have more recipes!". v0.75 will already come ...
2020-01-27 22:49:42 +0000 UTC
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The release of v0.7 was a bit rocky and I had to release a few hotfixes to address some problems. But it should be in a playable state now. Shout out to Eidensz and asdfghjk for working with me to find bugs to squish at the last moments.
One of the reasons it was sort of difficult to have a ready to go stable release on day 1 was because of the paradigm shift the game went through for handling objects. Since its inception, Viva Project has managed item handling in a very traditional sta...
2020-01-23 17:54:21 +0000 UTC
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It's here after 4 months in the making, 5 betas, and a whole bunch of testing to make sure TONS of new behaviors, activities, and items work properly.

As always, download the 4 parts below and open with Winzip or 7Zip to extract the complete game.
I will be on high alert for potential disastrous bugs. Please notify me on Discord or here if you need help with anything.
...
2020-01-19 09:15:34 +0000 UTC
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The past few day I've been addressing physics issues that have caused objects to fly away when layered on top of each other. This was caused when the player held an item and tried to squash some other item with it.
The only solution to this problem is to convert the player's interactions to be completely physical. Kind of like Boneworks. Instead of setting the position and rotation of the hands at a particular desired spot, I now apply forces to the hands (which are now rigidBodies) to ...
2020-01-15 17:42:45 +0000 UTC
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This will be the last pre release before the full release. The big changes are:
Changelog
- Loli now throws eggs when angry
- Loli can now have substances poured on her head
- Loli can mix substances in the mixing bowl
- Added more item sound effects
- Full blown world serialization (Saving and quitting will now save ...
2020-01-12 10:02:23 +0000 UTC
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Sorry I wasn't able to write this up earlier in the morning I had some stuff to do. Anyways, I have more work ready to show off for release.
I spent a lot of time with asset serialization for the game saves. There was a lot to be done to ensure everything is saved properly especially for the more complicated items like bags with items inside and character settings. So that took up a chunk of the past 4 days.
For new behaviors, you can now anger the loli by pouring substances on he...
2020-01-11 01:31:11 +0000 UTC
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Hope you had a good break for New Year's and Christmas.
I have started where I left off, preparing for release. This will be where I improve existing mechanics and make things feel more well rounded.
To start, I have implemented full world persistence.

This means that all items have been serialized into the save file so you can load up your play through session and keep everything you did before. In the older...
2020-01-06 17:34:57 +0000 UTC
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I have decided to take a slight detour from the TODO schedule list to make a v0.75 version. This version will take roughly 1.5 months and will be adding features to most existing activities (sleeping, bathing, etc.). The purpose of this half update will be to properly digest and polish behaviors so they feel like they have a bit more depth to them.
An example would be expanding the things that the loli does if she is bathing and you bring in a camera, she gets angry. Another idea would ...
2019-12-30 01:08:33 +0000 UTC
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I will be away from my PC from 12/24-1/4. However I may still drop a devpost but at an unusual rate (Usually every 4 days but it might be a bit more). I just released Beta v0.7e for Supporter tiers so you can test out the cooking mechanics.
Coming back full force like usual after this short break. So stay tuned.
2019-12-24 05:37:23 +0000 UTC
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This beta includes everything seen in the latest YouTube video about cooking. I managed to polish it a teeny bit today and fixed some old bugs but it's still in a polish phase. This means there may be awkward bugs and/or weird loli movements. These will be ironed out leading up to release. There will be a short cooking tutorial in the full release but for now you must know this to make a p...
2019-12-24 05:33:54 +0000 UTC
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I'm working on a Beta before Christmas later tonight that includes everything in this video. There are a ton of things I have to improve until the full release. The polish phase begins now. There will be one last beta a week before public release after new year's.
Merry Christmas.

2019-12-23 18:26:40 +0000 UTC
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The last few days I've been refactoring lots of code to allow the loli to chain tasks together. This is pivotal for cooking because there are LOTS of different branches in logic with different tasks that need to be completed first. The first working test is below:

By pointing to the kitchen, she will attempt to do some cooking. The logic is as follows: Prioritize mortar and pestle and look for ...
2019-12-21 21:03:52 +0000 UTC
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The oven is functional now. By placing raw pastries inside it, a meter will appear on the pastry and fill up until it is fully baked:

If you leave it in for too long it will burn up and disappear, effectively failing the baking. I'll be tweaking timing values to make sure it doesn't burn up too fast.
2019-12-17 17:57:43 +0000 UTC
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Another big chunk of the cooking mechanics has been finished.
Dynamic cutting with the knife is in. It cuts a new mesh depending on the rotation of your knife and the intersection plane:

I'll be working on having proper fruit interior textures for each fruit so you can see the cores of the strawberries, blueberries, and cantaloupes. Mechanics wise, cutting fruit will allow the player to multiply the amount of fruit...
2019-12-13 17:54:22 +0000 UTC
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I got a decent bit done with cooking. The dynamic knife fruit cutting mechanics will be ready to show off next devpost.
First some improvements.
Up to this point, all items had a certain way of being picked up. The camera for example would always be picked up to face a certain way because it's a camera.

This made picking up certain objects weird (especially in VR) because they would sometimes rotate 180 degre...
2019-12-09 17:29:12 +0000 UTC
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