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sgthale

sgthale

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Beginning Clothing Customization Part 1

This is cool a update. So basically, I've always been fond of offloading work from myself to the community since I am for the most part a one man team developing this game. So for clothing customization, I will allow you guys to customize the textures of existing pieces of clothing (and more). This is the showcase of the completed tech:

The system borrows from Japanese "doll house" style games where you can customize a character and save that character's settings (hair/eye color etc.) i...

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Bathing Final Touches And First New Hired Modeler!

Bathing is now officially complete. Just like I said last time, I added the ability for Shinobu to pick up the towel and to tell you to get out of the room so she can dry herself:

I too noticed the 1-frame towel glitch. It will be addressed soon. She will tell you to get out just like before bathing:

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Debugging And Preparing For Clothing Customization

I hope you liked the Bathing teaser. It is a small part for what is to come in the v0.5 update. Before I start the clothing customization, I need to clean up some code and ensure bathing is in a good spot. Speaking of, I covered the majority of the towel mechanics that I mentioned in the previous post. Again, the player will give her a towel to signal that bathing is over.

This brings us to today's devpost. The towel:

2019-05-23 08:14:09 +0000 UTC View Post

Bathing Mechanics!

This is the (almost) completed gameplay mechanic for washing Shinobu. Each hair strand has physics that the player can interact with. Additionally, bubbles can form if your hands are soapy.

You can try out everything in the video minus the soapy mechanics right now in Beta v0.5b as a Supporter tier. The next beta v0.5c will have what's in this video and more! Probably coming out in a couple weeks.

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Finalizing Bathing Part 10

Woo. I finished all the core mechanics for the bathing update. I added several fun things for the player to do. To start out, the player can generate bubbles on the top of Shinobu's head by headpatting her with a soapy hand:

Generating bubbles along her hair strands has also been completed and I think it turned out well. Since some hair bones are longer than the others (like her front hair bang...

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Continuing Bathing Part 9

I got a big chunk of the hair washing mechanics finished over the weekend along with some animations.

First off, hair grabbing has been improved as I finished implementing grabbing the entire bone. Short demonstration:

I may add a few more inbetween bones so the front hairs look wobblier.

Next, soap is a new and interactive item. This will be used to make your hands soapy. In VR the...

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Continuing Bathing Part 8: The Return of Hair Physics

Hope you enjoyed what the Beta is so far. It is rough on the edges and not representative of the full v0.5 release, which is normal business for these early pre-releases.

I have begun the last feature for bathing, which will be being able to wash Shinobu's hair. This means that her long wet hair strands must be interactive and able to be washed with shampoo. So the first step was to bring back hair physics.

Physics can be tough. I tried making my own solution since I can easily do...

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Beta v0.5b

Recommended play mode: Mouse and Keyboard

This time you can test out a whole bunch of things for how bathing is coming along. There are a ton of things I still need to add to improve the ease of use for the water valves and doors but here is what you can do:

1.) Open the bathroom door (You can push it by just walking forward or by grabbing the doorknob itself and moving y...

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Continuing Bathing Part 7

The last few days have been mostly bugfixes and improvements as I am getting ready for this weekend's Beta release. However I did include new animations.

This one is idle2:

She will also now occasionally wash her face. Idle3:

Her BATHTUB_RELAX body state where she has her feet up has also been improved and she will now occasionally hum a song....

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Continuing Bathing Part 6

I am deep in implementing a ton of features for bathing. v0.5 will be released June 22nd (due to a potential business trip I may have to take) with the next beta releasing this weekend for supporter tiers which will include everything so far and today's devpost. I may make a new YouTube video sometime this weekend as well.

Today's devpost is meaty since it includes tons of new animations. As I said before, Shinobu's animation system is very complex and is driven by her behavior modules....

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Continuing Bathing part 5

Finally reached a milestone for bathing, actually getting her to jump into the bathtub. I finished several animations but I still have a ton left to do. This is what I did since last time:

To recap, she points to the door so you get out so you don't see her undress (would have been a laborious animation). The way she points to the door is highly dynamic to give her AI a sense of great adaptability. Here is a demonstration:

2019-04-26 08:44:00 +0000 UTC View Post

Continuing Bathing Part 4

I have begun to implement doors for bathing. There were some interesting changes I had to make to the way the game handles collisions.

For starters, the player's hands would always phase through the world. This is problematic for doors because that would allow the player to be able to phase through the door and unlock the other side. So from now on there will be a collision prevention check:

I personally like this ...

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Continuing Bathing part 3

I got a lot of work done in the past few days. I started getting into the meaty part of bathing code.

To start, I made lots of animations for Shinobu. She has 3 different responses to the temperature of the water. When the water is too hot:

When it's cold:

And when it's lukewarm:

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Continuing Bathing part 2

Because I remade her body's 3D mesh from the pelvis upgrade, her old clothes did not fit her anymore. Therefore I had to remake her shirt and panties.

They are currently untextured as I also have to remake the textures but this time I'm going to leave them as is for now until I implement clothing customization which is after bathing. I am starting to brainstorm ideas for how clothing customizat...

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Beta v0.5a

If you've never played a Beta I urge you to become familiar with the latest FULL release of the game first. These are meant to test out bugs and receive feedback.

This is probably the shortest beta I've ever released. There was far too much other stuff to take care of before being able to add to Shinobu's logic. It's recommended to not play this one in VR. I even had to take Shinobu out of this beta because I actually have to redo her skirt and shirt due to the pelvis upgrades (She woul...

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Continuing Bathing part 1

I solved the problem of how to fill the bathtub model with water. I took an interesting approach. First I extracted 4 layers out of the full bathtub model like so:

Each layer has the same number of vertices, 20. Then I imported this wire mesh and ordered each layer by height. Now when I fill my bathtub, I simply linearly interpolate between each layer to build a water surface. And it worked ver...

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Beginning Bathing

The bathroom is back! I'm genuinely really excited to start working on this because I've had a huge itch to create the ability to bathe Shinobu. There are a lot of things that need to be done but I got a lot of work done over the weekend. So let's get started.

To start out, I purchased a license for Substance Painter.

This is a program that is used to create textures and PBR materials on ...

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Finishing Pipeline and Model Optimization

I finished fixing all the animations and began importing them back into Unity. Using humanoid instead of generic animation armatures helped a lot and am making good use of the benefits it provides. Because I had a ton of animations, I used my old Blender python script that allows me to automate all of the exporting by filename, left/right mirror anim, frame count, etc. Here is some jargon of how it looks like:

2019-03-29 09:08:50 +0000 UTC View Post

Continuing Pipeline and Model Optimization

I am continuing my model's shape and deformations. This weekend I started weight painting each bone for the new pelvis, feet, and legs. The results are really really good! Let's start with the foot. It is now controlled with a way more intuitive rig which will allow me to make animations much faster and better. Demonstration:

The deformations are also vastly improved thanks to the awesome new f...

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Beginning v0.5

v0.4 was really fun. I managed to patch the game for Oculus users a day after it's intended release. And now I continue working diligently on the next update, v0.5! Hello to any new Patrons!

I usually don't like changing the feature schedule. Voice acting was a very rare exception, but the plan for v0.5 is as follows:

1.) bathing

2.) sleeping

3.) clothing and/or rain

Cooking has been pushed to v0.6 to make room for sleeping. I have started bathing. Bathing will w...

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Shinobu Project v0.4 release [Download link at bottom]

Big thanks to everyone who helped fund this game for what it is so far. I had a lot of fun contacting Japanese studios to find a voice for her.

If you look in the game's exe file, there is now a Saves folder with a single save.shino file. You can take pictures of the polaroid frame and when you Save & Quit, it will create a shareable save.shino file that you can use to share and load other people's scenes. It's in a very early stage and it only saves polaroid frames for now.

<...

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v0.4 Trailer released!

Stay tuned for late Sunday night PST.

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Beginning Weather

The last scheduled item on the todo list for v0.4 is weather. I've been working real  hard the past week trying to write a volumetric shader. It was a very difficult problem because performant volumetric rendering is a tough egg to crack. However, I think it came out very well! First attempt:

The approach actually comes from a SIGGRAPH 2015 presentation on how Horizon: Zero Dawn made their...

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Beta v0.4c

 If you've never played a beta release, I urge you to first become  familiar with the latest controls from the most recent full demo  tutorial first.

This Beta includes the new voice and sound system. I've also enabled all behaviors so you should be able to try all of her sounds out.

A new feature however is the ability to save and load your polaroid frames when exiting the game. This was a feature that I need testing on. Simply take pictures using the camera on the...

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Continuing Voice and Sound Implementation

I have continued to add sound to Shinobu. Currently she now has all the sound lines for:

  • Headpats
  • Cheek kissing
  • Handholding
  • Scaring
  • Proximity
  • Cattail Interactions
  • Throwing
  • Wearing Hats
  • Polaroid Frame reactions

I am almost done with it I just need to add it to the last remaining behaviors like chopsticks.

The past few days I setup a cheap foley studio in my house to record more sounds for the ...

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Beginning Voice And Sound Implementation

The poll results for feature schedule change was 8 for nay and 22 for yey. So I have begun implementing the voice lines! I finished a big chunk of the preparations required to start putting them into my code.

To start, the production studio gave me one 17 minute long .wav file that included all of the voice lines. I went in and cut each sound out and saved them to their own file. A grand total of 338 reusable sound effects:

2019-03-02 10:48:33 +0000 UTC View Post

Voice lines completed ALREADY! Feature schedule change?

The voice lines have been delivered to me already! All 17 minutes of non stop Shinobu sounds. They were so freaking generous they doubled the amount of lines per action that I asked for! I am now considering pushing back sleeping to v0.5 to implement this instead in time for v0.4 release. What do you think? Implement VA sounds now or continue with the feature schedule?

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Improved Headpats and First VA Sound Lines

I have improved how headpats work. I wanted to improve them because they were very clunky and were also my very first behavior that I wrote 7 months ago while I was learning Unity. The current (now old) version of the headpat system had some annoyances. For starters it was hard to tell what constituted as a soft or rough headpat. The region that you also had to be near was also very small. And it made your hands red/green. All of this has been addressed in today's showcasing.

To start o...

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Beta v0.4b

If you've never played a beta release, I urge you to first become familiar with the latest controls from the most recent full demo tutorial first.

This beta includes the new head poking, tummy poking, huge animation overhauls (smoother transitions), new music blending, and the new multi-tasking support. Go ahead and try the following:

1.) Give her a donut

2.) Call her to follow you at the same time (F)

3.) Look at how she eats and walks at the same time

4.) Poke ...

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Finished Tummy Poking and Hired Voice Actress!

I finished tummy poking. You can see its current full glory in the video above. If you poke her once she will simply crouch and protect her stomach but if you keep poking her stomach she will start laughing. This can be used to make her happy when she is angry. She dynamically reacts and protects the side that you poke for added realism.

Near the end of the video you can see a revised feature schedule for v0.4. As you can see I did not include "playing catch" or "weather". I removed pla...

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