An Update on Environments, With Still Much More to Do...
So like I said last month, this month I'm working on environments to prepare for a focus on story content. This is just a general update on how thats been going!
I'm putting a significant time and money investment into this work, cause I'm trying to get it done ASAP so the new story content can begin. It's thanks to you guys support that this is all possible at this speed.
The Outside of the Apartment
So my initial focus is on the Apartment scene, it's needed an outside environment for some time. This will mostly be used for backdrop and certain scenes, and while it looks good so far, it's still quite incomplete with some distant background details and some stuff needed in front of the doors (welcome mats, other junk).
The idea is a relatively average two story apartment setup. The players apartment is in the back corner which means there's a little more privacy than other areas since less people tend to go past there.
The main objects in the scene are custom by me, with minor assets like the bushes, electrical boxes, and the cars are bought assets.
The players car is a vehicle similar to a mustang, why? Cause I love mustangs, and I'll be damned if I won't take the opportunity to render a mustang in a game. Usually I have restraint for this kind of thing but I let that go just this once. :P
This model is also bought, taking time to model a car like this would likely take up a whole month. I've done it before but not this time.
Updates to the Inside of the Apartment
Inside the apartment is getting some updates too with the goal of reducing material and texture use, and improving the overall rendering.
Now the inside of the Apartment the walls, floors and certain other aspects are all combined into fewer textures, 3 sets for the upstairs, downstairs, and windows & doors. This reduces the number of textures loaded, and means I can add more details.
On top of this, I've commissioned some new assets from 3D artist Oddmore (who you should totally follow if you like story driven content and futa). It costs quite a bit more to commission assets than to simply buy them from a store but there's some needs that simply can't be met otherwise. So far I've had them redo the couch model, and the bed. Soon they'll be reworking the computer area as well and some other aspects.
Other assets in the room will be replaced with time, and other assets added. The goal is giving the rooms more life.
The bed also will have various states depending on scene. Variants of messiness and such.
Besides what Oddmore has done other updates include some new assets for the kitchen with reworked cabinets and appliances. And many more updates to come, the appliances may change depending on what I want to budget for, I'm not 100% happy with them due to some scale issues but I'm not sure if it bothers me enough to commission assets instead...
I'm still far from done with updates! Other things I plan is more props, replacing the carpets, and a variety of other improvements.
I do have some performance concerns but optimizations can be made in time as well. For starters I have re-enabled Occlusion culling, as the number of assets processed at a time likely does need to be managed. But we'll see how things go in practice.
In car scene
I'll have a proper less awkward screenshot at some point. But in short there will be scenes with Naomi in the car. I'm setting up a special scene that allows for a scrolling background to indicate driving.
I've always thought "girl in passenger seat of your car" is a enjoyable thing, so I want to recreate that.
I haven't started working on this yet but I will shortly, the café is a critical location for the introduction of the game. I won't say much but know it's why I have to focus on environments for a bit lol.
Once this scene is complete story content will follow.
In other news there is a hotfix I need to release for something thats causing a crash on some PC's and probably mobile devices. I'll need to roll back to a previous date on the repo, cause all this new stuff isn't ready to be in a build yet.
There's also a shader issue on Mac...
I'll try to get a rolled back update out soon, sorry for the wait it's difficult for me to jump around in focus.
That important thing I'm waiting on I'm still waiting on. Sorry for the wait but as soon as I get word I'll begin shouting from the roof tops and releasing the public build.
I just can't talk about it until it's 100% certain! 😩
Thanks for your support peeps, progress is smooth thanks to your support!
Our Apartment Halloween Build 20! State of Undress, New Preset Outfits, Sex Sim Fixes and Improvements, The Return of "Likes", and More!
Hey peeps sorry for the silence this month, part of it was waiting for a certain thing and when that certain thing happens you all will know about it.
But regardless work was done and as I said this was mostly a polish month. Overall you'll find this build much more functional than other builds since the refactor. There's still issues related to the one new feature, and some oddities I discovered after later testing. Nothing major tho, overall I'm pretty happy with this...
States of undress for most clothing items! The majority of clothing items have a secondary clothing state different for each item! I've been waiting to add this for a long time and it was a lot of work on the asset side!
A range of new items and variants! Thigh Squish socks now available!
Clothing will undress during entry! Now you no longer need to undress the character so things look right!
New preset outfits! More options coming soon, but now you can get right into the action with some existing outfit sets. I hope to have the option to save outfits soon, the function is partially there...
Sex sim has gotten multiple fixes to prevent the oddities that popped up after the refactor. There's one or two issues still. Button toggles during grind animation, "come together" showing when only Naomi's bar is high. These will be fixed shortly.
"Likes" have return! The hidden factors the flip Naomi's switch are back! But this has causes some balance issues so the bars may raise WAY too fast right now, and too slow in other cases. The function is fine, the value increments are the problem.
Pose mode has gotten improvements! The panels now slide in an out, and you can adjust Naomis "wetness", Heart Eyes, and other stuff.
New Scene Menu Functions! You now have a flash light and have the ability to disable the background to make it a solid color! Disabling the background is also added to the outfit customization!
Other things I forgot!
About The Public Release
I'm very sorry but some things changed and I'm waiting for something to happen before I release the official public release. I'm being ab it selfish in this, but I need to make sure this public release has the best impact! In due time I plan make Our Apartment a full time project, until now I've largely avoided making too much money from this project. And I intend to keep that until I fulfil some obligations. But still I need to plan ahead. I still need to be able to live and pay people.
But holding off on the public release is it's more about making sure a certain thing with the game gets promoted properly for the most long term benefit! :3
I'm really sorry about the delay! Thank you for your patience!
About The Couch
Just a reminder I do have people working on this, but it is dependent on Our Apartment at the moment.
About Patreon Rewards
I've been behind on these cause I've been focusing on dev, I promise to catch up soon! It's all tracked. If I owe you feel free to message me though!
I partnered with 16 other devs and artist to offer a big bundle! If you haven't bought Our Apartment or some of these other games in the bundle take a look! There's 30+ fantastic games $100+ value for half off!
At this point the major features I needed are in place and functional. But all this time for a variety of reasons I haven't focused on story. That changes after this month.
There is some story work being done, and one way or another the initial chapters writing will be complete. And this change in focus means a few things.
I'll be focusing on the games environment, there will be a revamp of the apartment space (same structure new assets), new locations, and fantasy locations.
There will be a focus on dialogue animations for Naomi
2D art for some side characters
More art posting than build posting for a bit
A possible period where I'm just writing.
A focus on the final gameplay loop and related features (Saving, loading, daily system, etc)
Most new updates for builds will be made by people I commission. It's difficult for me to shift from art to programming and back so thats why. This is a big art focus really.
Builds will soon no longer be numbered with "b" in increments they will become actual version numbers to better show the state of the game leading to v1.0.
This will culminate in a second final public release (After this next one when the "thing" is ready) for the game that will be called a "demo" and a return to focusing on content (New story, outfits, and sex sim). That final public "demo" will include a chunk of the story and the daily system loop, but the full game will have a cycle of, Story > Daily System > Story > Daily System that will allow expanding the story over time until we hit established goals.
Do keep in mind though free public releases won't end entirely, I have other projects that will be running once Our Apartment hits it's content stride. There's gonna be a lot.
Uhhhh what else...
Not sure, I think I reached that point in the post where I'm too tired of writing to think lol.
This might sound like a weird poll but it's an issue I've encountered where a compromise must be made.
In short I've been considering a nicer thigh high solution for some time. Where instead of the thigh high sitting above Naomi's skin it would squish against it. This requires the sock be merged with Naomis model,
You can see an example in the above image where the Left would be the new, and the Right would be the current.
...but this brings some issues.
It's a bit hard to go into details why but the short of it is, specifically in sex sim with the "disrobe" menu "removing" the socks/Legs slot item makes Naomis entire body vanish. This has to do with the method of how clothing removal is handled. So in short I would need to remove the "remove socks" button.
And while there may be a solution for this, in the interest of moving forward and into other features like the main game loop, and the already existing issue of "state of undress". Solving this problem is "out of scope".
So I'm left with a compromise.
Change the way thigh highs work so that they're merged with Naomis model, but remove the ability to remove socks/leg slot items entirely for sex sim.
Leave things as they are.
Another benefit of the former is it entirely resolves clipping issues. No longer struggling with the legs or toes clipping through the socks. This also works for transparent socks too with a slightly different model, there's still a clipping risk but slightly more manageable.
I also have a somewhat similar question with the werewolf outfit where I move that item to the "body" slot and remove parts of her arms and leg mesh so Naomi's fingers no longer clip through her paws. If I do the changes for thigh highs this would likely be done too.
But also understand the vote on this poll won't be the final say. There's several other possible issues too, like "skin" items. For example the golden flakes effect likely wouldn't work with this new concept. The golden flakes would sit above the socks I think. So there's a possibility you might not be able to have golden flakes and socks on. And this has broader implications.
One final option is "why not both?", which may solve the "skin" item issue but you still can't remove socks cause while it might work for the current socks it won't work for the thigh squish socks... Unless it's considered a "body" item instead of a "legs" item...Then it won't be removeable but you'd get weird stuff like two layers of socks...?
Our Apartment Build 19! From Behind Sex Sim Scene! Pose Mode and Facial Expressions! Cum Decals are back!
Holy moly two builds in one month! New content too!
This build adds the "From Behind" Sex Sim scene, and a new Pose Mode!
There's also some improvements to various things, like for example UI fixes, and fixes to the SSAO effect.
You've seen the animations and now they're in-game! Do understand the balancing for sex sim is still broken but everything does work! I even brought back cum decals which had to be shelved for a bit due to the broad asset changes.
Cameras have been configured but some of the effects seen before are not there yet.
Oh you'll also notice the Balls have improved physics, there might be some issues in some places but the effect is generally nicer.
Under certain circumstances animations may desync, this has to do with the "speed" differing sometimes. If this occurs you can fix it for now by turning off "move" adjusting the "Speed slider" then enabling "move" again.
So until now there have been "pose" scenes, I've decided to change this and expand it a bit and will expand it a bit further in the future.
All "pose" scenes besides "birthday" are now consolidated into a single "pose mode". In this mode you can change poses at will, and see preset camera angles related to the pose. Same as sex sim you can toggle the free camera and undress as normal.
You can also change Naomi's expression and look direction!
This is so you can get a better look at your outfits and such, send me screenshots of your favorite combinations!
Apparently there may be an issue where the cake in the birthday scene does not go away. So FYI about that issue for now.
From here on I'm focusing on polish for the public release, so here's what you can expect.
Outfit saving in some form.
"State of undress" for most items.
Asset improvements to further reduce clipping between items and Naomi's body
Item descriptions and more thumbnails
VA implementation for MM
Reimplementing gestures for "3 Weeks"
Improvements to UI function and design
Improvements to settings
I'll ofcourse also be working on builds for other platforms as well.
[Experimental] Our Apartment B17: URP Build! UI Revamp! New Variants! Time of Day Switch! More!
Hey peeps, sorry this is so late, I just had more issues on the asset side to fix than I expected. So I started later on implementing things than I wanted. This build is considered experimental cause there may be critical issues I'm not aware of. And several critical issues were found already. As promised though some test builds have been released public on the discord, Android and WebGL currently more soon.
Some quick news Hypnolab is released on steam to some unfortunate technical issues with a VR device we don't own causing most of the negative reviews DX. I'll be spending some time at the start of this month doing fixes, which isn't what I planned, this really sucks in general but I need to help make it right. So expect some quiet after this post. But if you have a HTC Vive or some older VR devices, and like hypnotism and trippy/fantasy scenes, maybe give it a shot and leave a review.
Back to Our Apartment...
It is critical that I get feedback on these builds, there's already issues but more info is better! Now lets go over whats done and whats missing...
Whats done, whats new!
Alright I'mma try and list all this off as best I can without missing things.
Now rendering with URP! This was a massive change but it's all functional, and comes with a ton of improvements to shaders too! Performance seems better across the board! Android build on low is at least stable 30fps, max appears to be 50 but i need to uncap somehow. There's a few visual downgrades since i can't use my old shadow asset, but I expect things to improve over time!
New agnostic "profiles", the systems that govern Naomi's arousal, Likes, and certain stats are no long hard coded, and now pull from a "profile" of sorts. This is to prepare for similar projects with different characters (Sorry I've been slow on this).
Converted majority of sex sim code from bolt to written code! This also means the majority of functions are isolated making testing and adding new scenes easier! Also means if I need some help I can hire someone. There may be some performance improvements because of this! That said though there is some glitches, I need to more thoroughly test this and iron out issues.
Completely revamped outfit system, and outfit UI! The new UI is in, using a system that lets me add descriptions and set other information per item! There's no icons right now, I'll work on that this month, at the moment it's just too huge a task (I need like maybe 150 thumbnails or something). Same with descriptions, those might be left out for a bit, but if you have descript ideas for items let me know! There's some new features added too, and more slots, states of undress is functionally missing at the moment but will be added next along with outfit saving.
Preliminary X-Ray toggle! I've been wanting to do this for a long time but I needed some better options. Thankfully the move to URP made this a lot easier. You can now see how deep you're going into Naomi! Next step is adding a symbolic womb with "filled" indication and maybe impregnation indication >:3.
Preliminary day and night toggle! A quick add but I wanted to test possible issues with time of day lightmap switching. You can currently do this at any time! Right now it's just "evening" and "night" but expect "Morning" and "Afternoon" options and maybe others too (Like a lights off late night version?)
New Outfit Variants! I've added a bunch of new variants to existing outfit items. I think you'll enjoy them! I forget how many I added, maybe 20 or so. One of them features Belgerum.
Improvements to male avatar customization and new options! Color selection is now much larger in tabs to make getting the right color easier. There's now Color presets for human and non-human appearances. Hands and head have adjustable transparencies.
New male "bits" options! Wolf bits with various levels of fur, animal heads from Hunt and Snare (Also on Steam), ALL MALE BITS ARE COLORIZABLE!
Reformatted main menu planning to transition into "Day screen" functionally not a big deal, just setting up for the future. Appearance may change.
"Low Quality Shader" and "Sun" toggle to help improve performance on lower end platforms.
Quite a few things from sex sim, jizz decal effects are not re-added for now. Head petting is disabled (GASP!)cause for some reason Naomi looks horrifying. Some jizz buttons work incorrectly.
I removed a lot of options from the settings menu due to how massively different things are handled now. They will be re-added over time.
I have not added the new "From Behind" animations yet, that should be in the next build in maybe a week or two.
Warning to people who play the current build, if you acess the missionary scene. It will break the 360 camera until you reload the game.
Light map changes doesn't change indirect lighting so the rendering isn't quite right.
Occasional odd behavior from sex sim buttons.
Android: Will crash if quality set to medium or higher, if you do this and it crashes, uninstall or clear the app data. You may need to do this to get the build to run at all the first time.
WebGL and other platforms: some materials broke and didn't add proper spec map, making some materials look like a mirror.
There's probably more things but they'll be fixed very soon.
I've basically met all my goals, I just need polish and more variant outfit items and the "From Behind" sex sim scene. Everything from here (Besides the full public release) is a beeline to "Demo" meaning a focus on story content and related functions. The Day System and general event triggering is needed to be completed. Along with more saving functions for outfits, and story progression.
It's been a long road, and with the release of Hypnolab once thats stable, I may shift to focusing more fulltime on Our Apartment rather than splitting my time outside of projects I have a generally lower commitment to. I really want to move forward to faster development from now on and I just need to find a path to make that feasible without overworking a more than I already do.
And thanks to everyone supporting on SubscribeStar, Patreon, and itch.io it seems viable that I might be to give this the focus it needs.
Huge'ol Update Post! Development Progress & Build Status, Whats Coming This Month, and Broader Public & WebGL Release!
Alright this is gonna be a LONG one... I hope people actually read these but regardless it's there.
The short of it
So before I get into the long of it, let me get some main stuff out the way. First off I'm writing this post after being satisfied with what I was able to do with the refactoring on my own. That said the refactoring is not complete, I'll get into that more later in this post. But while the game is mostly functional, certain things haven't been reimplemented, or have odd critical bugs to be worked out. These issues are beyond my own programming ability, so this month I'm hiring Kaitou to fix these issues and add/re-add features I didn't have time for.
I went HAM on this for the past two weeks and I need a break, so after this post I will make some updates but they probably won't be "development" related until after at least the 15th and that also includes builds I think. I am going to try and schedule some updates related to music and other stuff in the mean time. But I think after typing all this today I'm just gonna be done for bit.
I know people are really eager for a new build, but I promise this whole thing was absolutely nessecary and hopefully the rest of this post will make that clear.
That said, I'll start test builds soon, the first will probably be $5 and up tiers only, then all supporters after that. Reason being I expect the build to have too many issues given how much was redone. Given my goals, and my deadline, I anticipate a lot of builds this month and even if you're not a supporter you should join on discord if you want to test builds closer to the very end of this month.
And before I get into further specifics here's my promise for the month. By the end of this month one way or another, there will be a full public release and WebGL release. This absolutely needs to happen for reasons I won't get into, cause I don't like talking about things unless they're already done or an inevitability, but you can probably guess what I mean. Anyway this public release may or may not include the new sex sim content or new outfit variants. It depends.
Oh and I know some people are waiting on certain rewards, or they need to get back to me on what they want. I'm sorry I'll be on those soon and I'll talk with you about those. Right now I'm on multiple serious deadlines and actually stuff like the voice lines I tend to commission in bulk.
Oh and some side news, one of my client projects Hypnolab VR is hitting steam! So please check that out as a ton of work was put into it, and cypress has been awesome and very patient. And honestly a lot of development on Our Apartment wouldn't be possible without his project.
Also small reminder about my new personal website sac.moe!
And now that the basics are out of the way lets get into it...
The long of it
Alright so as I said the last two weeks have been a HELL of a lot of work. The true work didn't begin until after my last post about completing the move to URP.
Actually a short bit about that, I still had some issues to fix but over all I'm happy with the results. The few things that need to be fixed is issues with some transparent clothing items that don't support dithering yet. But that may just be a simple move to the Uber Shader. I also added some stuff like if you move the camera too close, and you you end up culling Naomi's body, you'll get a flat shade on the culled area now.
After that I also mentioned I updated some assets, I still need to update the skinning on those assets to match Naomi's updated skinning. I also fucked up her arm bone weights cause I changed how many twist bones she has. Dumb mistake, I shoulda known. I'll probably just roll back that change and deal with it. So yeah a good deal is needed with reexporting.
And thankfully the 100+ prefabs and 100+ asset item's for the UI to read will update automatically thanks to Unity's new prefab variant setup. Speaking of that, GOD THAT WAS A LOT OF WORK. But it's done and I shouldn't need to do it again besides the few asset items that need to be made for the player Avatar.
But understand that besides redoing all the prefabs I had to make and organize a "item" file for every, single, item in the game. It was a lot of work and I didn't even get to making icons and descriptions yet.
So after all that...Outfit UI
I started working on the new Outfit UI, I already had a mock up for it I just needed to program it. Instead of using bolt I decided to write it myself since I already had a concept of how and that would allow a commissioned programmer to more effectively extend it if needed. That all went successfully, the game now loads a list of game objects that work with the new costume system and equip and mask accordingly. You can see it working in a test scene in the image above. which also includes me franticly trying to avoid anything too NSFW lol...
Unfortunately the first critical issue came up where for some reason the costume asset loses it's references to what is pre-equipped causing a null-reference error. I don't think this is related to the UI stuff but it should be resolved without much issue I think as refreshing the asset list in play fixes the issue it's just a weird thing with startup.
Next as I said earlier each item needs a description, a thumbnail, and some need banners for collabs. That will be quite the under taking on it's own but I think I have a concept for a process that should simplify things.
While I'm on outfit UI the Avatar UI got an update too, this I started and finished just yesterday rather than doing it immediately after the outfit UI. It will have a similar tabbed selection for various slots at the top, then color selection at the bottom with a similar tabbed UI so the palette can be larger making selection easier for smaller screens.
As mentioned before color selection is now a global property meaning all possible future dick options will now have custom color selection. And while working on the next part I'll explain, there's support for color presets too. I dunno if I'll have the ability to save presets anytime soon, but that would be nice.
This UI is not properly implemented yet, only stuff that works is based off Naomi's outfit stuff, but that will be a job for Kaitou.
Also once the overall UI is finalized I will be commissioning a proper UI design, I've been holding off all this time due to how much could change.
Agnostic Character Properties and The Future
So I said last month that the "Refactoring" taking place required replacing some aspects of bolt code with written code. But as I started this process I gained some confidence and decided to replace as much as possible with written code. I did this for several reasons...
Written code can be faster than bolt, so I want to use bolt more as a design tool than a foundation.
I wanted a custom inspector view I can use to more effectively test sex sim
Using written code allows for me to commission work more effectively as references and relations can be more clear, and they don't need to learn or know a separate tool.
Bolt is not fully compatible with some things I want to use like DoTween, and also post processing adjustments required dealing with code as well. So it's not ideal for some aspects
Bolt 2 is coming and actually converts nodes to actual written code, so this makes integration and use more natural. In the long term this should be highly beneficial, and its better if as little as possible needs to be remade for when Bolt 2 comes to a full release.
Overall my confidence with written code has increased a lot as I understand VS tools and have a a bolt graph to reference. Bolt nodes look pretty similar to written code in a lot of ways so converting wasn't too hard since i already knew how I wanted to do something
My main limits in programming is methods relating to math is less experimental and visual, and I'm mostly programming by ear. I have a good sense of these things but not enough knowledge to know the best method for every particular thing. And stuff like "coroutines" which are a simple toggle in bolt have a lot more layers to them in written code and the way my head works is I need to know what the result needs to look like then I can guess the rest. I just lack good examples or enough examples for things I'm trying to do.
But despite all that I got a ton done.
First I worked on the inspector, thanks to an asset called Odin inspector this is easy, but I'm using it minimally due to time and knowledge limits. The above is only part of the inspector. The key here is now all aspects of Sex Sim and the game will be character agnostic. Meaning it doesn't need to be Naomi, I can take any character and provided I have the animations and certain other bits they'd work just as Naomi would.
This is a long term thing that ultimately won't be used in Our Apartment specifically. But for that you should keep an eye on or support here at Subscribe Star. Progress on this is extremely slow I know, but with so many critical things to do myself I can at least make tangential progress on Alex content. Really sorry about this!
Anyway this also solidifies some concepts thats existed previously. Naomi has long had an H level, in-fact originally it was even in The Couch but the code never existed to use it. In current build releases upon fulfilling certain conditions Naomi's "H Level" will rise to a max of level 3. As a result arousal rates will increase, she blushes easier, and gets sweatier easier, and at level 3 gets heart eyes. Other aspects like dialogue and facial expressions can be affected too.
Now this has been solidified into a "likes" system agnostic for any character. If something a character "likes" occurs H Level will increase, I even included the option for those "likes" to be weighted, but it's not in use yet. In fact while the functions to increase H level exist, the conditions to trigger if a "Like" as occurred is not setup yet. But thats based on values that are already setup, it's a relatively simple thing I think.
You'll also note other "stats" that affect a variety of things set by a "Base Stats" profile. I won't take time to explain what each stat means but they affect sex sim obviously. I also made sure the image above didn't include Naomis configuration. ;)
The player also has their own stats.
Here you'll find aforementioned color presets, player stats set by profile similar to Naomi and global material settings. You'll also see "current" values which was excluded from Naomi's image, current values are just the dynamic changes for a particular scene. These values will change as currently they are extremely unbalanced.
Ofcourse the player is agnostic too.
After getting this setup, I went through the task of replacing bolt code. As I went one thing just lead to another where in the end the only thing part of the Sex Sim not bolt is Audio and "Petting" functions.
This was largely done to simplify references, to me it didn't make sense to try to awkwardly dump some aspects into bolt especially when a lot seemed perfectly feasible to be done in code.
The scary part is a had to do a lot of this, somewhat blind cause up until now the sex sim gameplay has not had a test scene. And stuff was so fragmented making a test scene was difficult. So I actually had to write all this stuff, and assume the way it read would work based off what the bolt nodes were supposed to do.
And thankfully I was mostly successful once the test scene was actually made.
There's some issues, but arousal/blush/sweat ticks work, most of the buttons work to activate animations. Most issues relate to the lack of coroutines and some of the "timers" I use to check for "likes". But the foundation is quite functional.
After confirming things are where they should be even if they don't work ideally this is the point where I pass off the work to Kaitou. Part of the reason I did this myself is because originally I built it, and I would be the best to make the conversion. On top of that describing my goals is complicated. It's much easier to make something badly so someone can see what I'm trying to do or see it as it's working currently and rework it to be proper. So thats basically the plan.
My expectation is over the next two weeks while I'm taking a break from Our Apartment he'll be fixing things up and making sure stuff works the way I intended. Then after finishing my other work I'll get things wrapped up for the public release. Then in the future I'll transition some more things from bolt and make more things agnostic.
Here's some other things I did as well:
The "soft object" script which makes the bed deform was moved from bolt so it can use global shader properties and hopefully more quickly apply the world space position values. This is also a hopefully more agnostic method.
I started using a new settings asset and the dev has been very helpful, next build should have various resolution settings and other things built in just fine. Do expect a more limited array of settings though that will expand over time as I learn how URP works in this regard. This is less because of refactoring and more that the old settings simply don't work anymore cause everything is completely different.
Probably other things I'm forgetting in the fog of my work habits...
Whew that was a lot, what can I expect this month again?
Like I said one way or another there's going to be a public release. And if things go as planned there will be a lot of test builds made probably not until after the 15th. I will release some here, but most will be on the discord.
Some supporters will get updates on Music made, I'll try and make some samples for everyone else.
There's other stuff and polls I've been meaning to make for a while but I either end up lost in work or burnt out so I don't get to them! DX
Uh, there's probably something else I meant to say here but I've been writing this post for like 3 hours and the brain dump is emptying. Thats why these things always end abruptly...
I think thats it for now? Maybe I'll make another post later if I remember...
Whelp thanks for your support peeps! Seriously, I'm able go through all this thanks to you peeps. Which might read weird but I know what I said.
Because of rampant internet censorship, I decided I would rework my site as a simple to update mastodon instance. So you can now get updates without the BS!
Some public updates will be posted there exclusively, usually stuff already posted here! I'll also work on expanding it more as well to maybe include other content like a dev feed or something.
If you don't have a mastodon account, consider making one on https://lewd.network/about which is run by my host Kupaa Networks. As I've said before Kupaa is very freedom oriented so supporting them helps us all!
Because of the new asset changes and other goals i decided to focus on the URP conversion first. I've already done this once as a test so it was easy enough. And in the mean time I also made multiple improvements.
I really want to be able to hit low end platforms and while SRP is a major step to help with that I also wanted to make some shader updates as well.
So first, I took what was originally 3+ separate shaders and made them all into a single "Uber Shader" which given how SRP handles materials now this should be very effective.
On top of this the Uber Shader now supports a "low quality" mode which excludes a lot of the more advanced shader features for more simple ones. Gradient maps, standard blinn specular, and basic ambient light (optionally) instead of reflection or light probe based. The current concept is certain quality levels or a setting will automatically change specified shaders to this setting.
You can see the difference between the highest setting and lowest setting in the images above as a concept. At the moment the current plan is the lowest setting also makes the lighting only affect the main character. I also plan to see if I can disable reflections on all relevant objects as well.
I recently bought an asset to help with settings management so hopefully that goes well!
On a final note player customization options are now global properties, so that should allow me to more easily make character colors universal between a wide range of clothing items without the game needing to figure out what item is equipped. Maybe I'll have a solution for preset colors for some options (like a base color setup for certain dick types). Haven't gotten to implementation yet.
Asset updates and prefabs
Next big thing I'm currently working on is updating assets and making new prefabs. I've been doing some things the "wrong" way for a while so i decided to fix that and no i need to basically remake all my prefabs for the updated outfit system. Yay...
This has been boring and tedious but I'm on track to get it done soon. In short i used to group multiple clothing items into a single prefab but now i can't do that anymore.
As a side note i decided to make Naomi's base body model more "final" and updated her skinning some to help with deforms around the legs (hopefully allowing more extreme poses in the future without odd deforms). As a result though more clothing may clip through Naomi, this will be fixed in due time and I'm making sure that when i make these fixes they propagate easily.
Another thing is stuff like Naomi's hair, wolf ears and tail were formerly perpetually a part of her base rig, with the new mesh assembling tool this shouldn't be needed and the ears can be only on the specific item adding the bones to the base rig at run time. I'm hoping this won't require reexporting every single animation I've made so far. God help me if thats the case. But in the long term this should allow more versatile and freely moving clothing items. Like for instance physics on the name tag on the collar item, varied tail options etc.
Once these assets and prefabs are worked out I'll start implementing the new outfit system to make use of all this.
I don't know how much work that will be but i hope it all gets done before the end of the month. If it goes well I can do an experimental build this month.
Besides that I need to get settings working, originally i was working on this before doing the asset stuff but I hit a bit of a wall. Thankfully the dev of the asset has been very helpful and once I finish the assets and prefabs I'll return to this cause it's very critical.
The UI updates also affect the player avatar customization as well since that needs a revamp.
Then, once ALL of that is done, I need to remove some bolt functions incompatible with webgl. And probably replace some bolt nodes with normal code. So hopefully that goes well.
Only after all of this is wrapped up will I work in implementing the new sex sim scene and additional outfit variants.
Lastly, I've commissioned some stuff so expect some updates on Music and maybe something else soon.
Thats all for now peeps, thanks for your support! More updates soon...
Mid Month Update! Upgrading to Unity 2019 LTS, URP, New Outfit UI, and New Animations!
I have some big news I felt was worth making a quick update post about what to expect the rest of this month and next month!
Migration to Unity 2019 LTS and URP
First off some notes about the move to URP in Unity 2019 LTS. While there is some variance it does seem confirmed that URP will provide a big performance benefit to Android, though it's much bigger for newer devices than older ones. But I think the benefits will become more apparent at scale, as what drew me to SRP in general was the improved handling of materials.
The problem is in the move to Unity 2019, and SRP I may lose acess to some things, and it may cause problems and I may have to redo some stuff. But the redoing is inevitable which I'll explain in a bit. Just know overall this is an undertaking but one that will benefit the project long term, and any setbacks should be temporary.
Initially I planned to make this move in a month or two, but it looks like I'll be doing this along side other things over this and next month. This is because there's already one big other change I need to do, so I might as well do it all at once.
New Outfit UI and Q-Costume Integration
Up until now the UI has worked and EIREXE did exactly what I asked him to do, but now the outfit selection has grown larger and the issues with that UI are shown. And on top of this the issues with what I use to merge skeletons Mesh Assembler has shown it's issues too.
I first noticed this in another client project hypnolab but Mesh Assembler has a serious performance issue that is part of why android has been so bad. Note both test builds I sent out used Q-costume not mesh assembler. Mesh Assembler takes as much as 20% of the performance impact each frame.
Now I've been avoiding talking about this cause I wasn't sure when or how the issue would be solved. But thanks to Kaitou the system has been reworked to support Q-costume, there's still some limits, but for now i can start implementation.
I mentioned earlier there's something thats going to take reworking and this is it. I have to redo most of Naomi's current character setup. Which impacts a wide range of things, this is why i figure it's best to do it all at once so I don't need to touch this again by migrating stuff later. All these things are seriously connected, but it's worth it.
This improvement comes with a few benefits available right now.
Better performance overall
A new UI with tabs and bigger buttons
The ability to set outfits for dialogue scenes
The ability to select preset outfits from the outfit selection UI
Outfit items should overlap less if i don't want them to.
Outfit items can now have physics attached to them and extra bones
And I'll also mention some future benefits that are work in progress...
Ability to save outfit sets so you can load them later
Automatic clothing removal when needed (like during penetration)
Unlocking clothing items
Thats all I'll say for now about future stuff.
This feature has been largely why I've been delaying a big public release and more active promotion of the project. Once this is implemented, Kaitou should be working on the full gameplay loop for the final game and we can begin proper version numbering.
There's some other issues to solve before this can become a proper game, and hopefully I get those matters handled! DX
The new sex sim animations are in progress, I've already finished a few of the animations needed. I should add a checklist to the Trello soon... I promise to post previews soon when I have enough but until then I do post bits in the supporter section of the discord.
Expect that during or post animation completion for this month it will be a heavy development focus to implement the new outfit stuff and migrate to improved Unity features. And you can expect the project to change quite a bit. After this is done I'll be comfortable with a big public release and push towards the proper game!
Hello peeps, on a whim I decided to port Naomi's shaders to URP in unity 2019.3 to see if there are significant performance advantages. Maybe I did this cause I needed a distraction....
Anyway there appears to be benefits! But I need to confirm!
Please download this build on any device you have especially low powered devices and let me know how things go performance wise.
Quality ranges from 1-3 or 1-6 the higher number being the highest quality.
You may see flickering where Naomi turns completely black in the "standard" build, this is an issue I'm aware of but doesn't appear in normal builds. It's an issue associated with shadows.
Please send screenshots on the discord or in the comments!
This demo has touch controls so you can move the camera. Yes I'm aware the touch controls are better than current build releases, just know this system is... different I didn't need cinemachine integration so i just downloaded it from somewhere. ಠ_ಠ
[Experimental] Our Apartment B16: 48 new outfit items added! Deffered Rendering (SSR support and toggle), Basically no other updates lol.
I said this month was gonna be outfits and outfits it is! The resulting tally is 48 new items and I haven't even started doing variants yet! But these additions come with some stipulations at this volume.
The skinning was a basic job no real fine tuning, so there's DEFFINITE issues. There's gonna be clipping, and some ugly stretching.
They don't have undress states yet, I know I'm sorry. Especially for the leotard outfits, trust me that hurts me too...
Some outfit options may clip into others due to me not testing every combination, and being unable to limit certain combinations. It just is what it is.
You might find it disappointing some combinations aren't possible but like I've said I have people working on a new outfit system that may resolve this. I won't announce anything further until there's usable progress.
You may notice some items are missing from previous previews, they're coming, but I had to draw the line somewhere.
I'll polish these items over time, as well as add variant textures and wrap up the outfit options I made but skipped. But for now they'll be pretty rough.
Now with this done generally don't expect massively different outfit options for some time, the exception being collaboration outfits. In those cases I may add a unique outfit option. For the next several months the focus will be new Animations, and then back to gameplay focus, outfits are closed for the most part now outside polish and mild texture work for variants.
Deffered Rendering is Back!
Older builds supported deffered rendering and then at some point that broke and I stopped using it which limited some feature use. But now Screen Space Reflections are back, and there may soon be other rendering improvements too like with lighting and such.
So look forward to that!
Ok now that we have new outfits what's coming with animations?
As I said before phase 2 of the content focus is new animations and poses. For the next month I will continue to not PERSONALLY work on new features and functions to the game and instead focus on more content.
First you can expect an alternate position to the Cow Girl scene
Then there will be a new sex sim scene which I think will be a form of Doggy Style.
There may be an alternate position for the Doggy Style animation but it depends on time.
Some new animations may not be sex related.
Unless something I feel is critical comes basically all of next months updates will be animation related. I do not know if I'll have enough time to get the content into a build though. It's hard for me to gain perspective of work load sometimes. But I'll know when I feel about half way.
Whats up with dialogue and audio?
Waiting on updates as far as writing goes, but as for VA I commissioned some work last month that I've yet to implement. In short I have a pretty solid sound library I need to use. So probably when i get to implementing the new animations I'll mess with the Sex Sim sounds and implementing VA for the missionary scene.
Anything else new?
Not that I'm ready to say just yet, I did make some extra money from a bundle sale, so I'm itching to pay for programming work for the game, getting the websites back up and other stuff...
But these things are largely not within my immediate control, and I'm not ready or feel like I need to just take that control yet. Nor do I really want to do that in general.
Also I feel like talking about things early jinxes it for whatever reason.
Oh, uh in other news I know I keep saying I need to run some polls, I'll get to that sorry DX
Whelp thats all for now, Thanks for your support peeps!
And if you have any suggestions for variants of existing outfits please feel free to say so in the comments!