[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!
If you've been following on the discord or on twitter, you might have heard I'm doing a collab with Pieces of my Heart, a game by dev Kinky Fridays which I've had for some unrelated client work. They asked if Naomi could be a bonus character and I figured it would be fun!
I'm currently wrapping up the art but you can preview it in the stream above right now!
PSD's will be given to supporters in due time, but for the actual game and gameplay consider purchasing on steam! Besides Naomi it's got great art and some sex sim elements!
Hello peeps, I've been putting a ton of work into a big content push, starting with outfits!
At the moment I have over 20 outfits (There's more than the images above actually) that are ready for implementation. It will still take some time to retopologize some and texture, but the hard part is out of the way really.
Each of these will not only have single versions but variations on design and colors too!
I do plan to start implementing states of undress more properly (the feature has long been there) especially since some of these really need that to be appreciated properly.
Awesome! What else are you working on!
There's still some accessories that I need to make, namely Collars, some head ornaments, and maybe bracelets and ankle stuff. The collar is a particular desire of mine, I even bought a Rope physics asset for it! :3
I'm also working on new animations which will be an alternate position for Cow Girl first, and then a new position entirely! There will be previews for this soon!
And lastly I want to wrap up the Subscribe Star Exclusive character Alex, so there should be progress on that over the next few days I think.
Sorry for the short update but there's a lot to do! Also sorry there's no build just yet, I might be releasing Linux and Mac builds before the month lets out. We'll see depends on if i have any issues, this may be supporter only initially so i can have people test the build to make sure it works at all.
[Public Rough] Our Apartment Build 15: First Public Build, and much much more!
Alright peeps sorry I've been super silent this month, as I said before thats not because I'm not doing anything thats because I'm doing too much! So taking the hours it takes for me to type an update just didn't seem like a good use of my time with everything needed this month (client work and such). But regardless a post is due and better late than never. And a public release is due!
This public release will be kind of lowkey, I'll explain more in a bit there's a lot to go over some of which I should have done earlier in the month but I was in the thick of it before i realized.
[Rough] Build Releases For Windows Will be Public For the coming months!
You've all heard the world wide news about the pandemic, and now days it seems customary to just give shit out so people have something to do, and I know for some people money will be a problem. So from now until I feel otherwise MOST build releases will be public, at least for a couple months. I'll still be doing experimental builds, those will remain supporter only cause those are a mess and public rough builds are bad enough lol.
Rough builds I'll keep public even though it might result in more work for me cause I get really really nit picky when it comes to public stuff. And I'm not even happy with this current build release, there's still so many possible issues. But I made a [self] promise and I plan to keep it, "build goes public this month no matter how I feel about it". So, expect these issues, and please don't give me too much of a hard time about them cause I feel bad enough. But do report issues to me on discord or wherever. All that said for now I'm keeping releases a kinda lowkey which is why it's only windows. I still want to meet certain goals before I do a broader public release so I'm sorry but please be patient if you're waiting on other platforms. Once I at least mostly reach those goals I'll do a slow roll out of Android and WebGL. And maybe test releases of OSX and Linux due to some issues with builds with burst compiler.
Alright so this build was mostly a polish build where I'm trying to better utilize all the stuff I implemented over the past months. To prove it's all what I intended. I still didn't do everything I wanted in this department cause of some mismanagement due to my limited time. So I couldn't get voice acting and some writing as soon as I could have.
Also thanks to Kaitou for some help with some tools related to facial expressions, they're working on some other stuff too to help with dev but I'll talk about that when it's done!
Now lets see if I can remember everything...
Camera composition and post processing improvements to cowgirl and modified missionary scenes, returning post processing to some older scenes. For Missionary and CowGirl you now get multiple alternating camera angles based on the position. See more of Naomi with out having to control the camera! On camera is incorrect, I just remembered... ugh...Speaking of the missionary scene...
Missionary Scene now has proper dialogue and some extra scenery! VA is pending, I was rather late in getting her the script notes T_T. The scene also has Naomi change to various facial expressions! Also there's now sounds and moaning plus some other effects!
Naomi's mouth now moves with moans and it's different per moan! This also blends with facial expressions! Also her eyes might wince with thrusts? I may have added that and forgot to actually implement it...so...FYI I've remade the build 3 times so far while typing this post. I'm...not checking this one...but it's going in my notes. If it's not there look for it next build.
Also related to audio there's now some more audio triggers to sex sim, and some incorrect sounds were fixed! Idle animations will mow have some subtle breathing that changes based on how aroused Naomi is!
Arm Socks Added! I hated to go this month without at least some kinda outfit addition. So I quickly added these and I'm quite fond of them! Their textures are based on the sock textures so you get a bunch of options! Oh side note the wolf outfit has been shuffled a bit for less jank.
Tutorial and "Coming Soon" Added! This is for new peeps. Some people expressed confusion in the past so I hope this helps a bit! Check the question mark on the main menu!
Player Name input now supported! This was implemented in the past but now there's a UI for it! It's not utilized much beyond subtitle names, but I'll be sure to include this in non-voiced dialogue. You'll find this in the settings!
Arousal now increases slower! Still not final but the pace should now feel less absurd.
Sex sim has changed some of the test dialogue to actual dialogue based on some additional conditions. It's only a few for now but I commissioned a lot more!
The Noise post process effect is now more subtle, dunno why it was tuned that high in the first place.
While the snapping for the "Gropes" is still there for now, the snap should be less extreme due to the resting poses in the background being closer to the animation positions. And if it breaks you'll get less terrifying results!
My primary focus this build was Dildo, Missionary, and Sex Sim I've so far ignored the other scenes but they will get attention very soon. I want to give some of them loops and stuff so they're more interesting for what they are. So if those scenes look jank for now thats why, sorry.
There are some issues with 4K display resolutions, use the UI slider in the settings to fix this.
Click buttons too fast may result in the game breaking, i mitigated some of these issues but more may exist.
There's an issue where I think the pull out animation won't play fast enough, I'll return to this issue soon.
There may accidentally be some awkward facial expressions, Naomi's skinning on her lip is just not right.
Overall skinning for clothing has not be updated yet, I'll be back on outfits soon.
Probably a ton of other things I forgot about or didn't consider :/
Are you getting closer to working on The Couch?
Yes but I'll have to run a poll on an issue first relating to The Couch's story. In short, The Couch's original story was effectively around the ending of Our Apartment with the whole impregnation and other bits to it. At the time I did it cause Our Apartment was a much more far off concept so I figured it would be fine.
But now I'm uncertain about that, so expect a poll on it soon.
I talk more about that later...
Are you Finally in "Content Focus" for Our Apartment?
I think so, or I'm going to try to be. As I've said before at this point i feel like the bigger features and functions i need i can't do myself. There's still things i can do, but thats building on existing stuff I made.
What i really want to do now is stretch the legs of all this stuff I've made and constructed to prove all the content that can be made with it. I'm constantly looking at outfits, positions, possible dialogue for Naomi, etc., I really want to try this stuff out so there's more to see. Normally i'm terrified of doing something then having to do it all over again. But after this month i feel the system works as i need it to. It's a lot of work to get it all in there, but it's all feasible.
So if i can stop fixing everything, maybe content focus is where I am. At the very least maybe i can just work on some animations and other stuff and not look at the unity project for a little while. Then i can go back on an implementation binge instead of trying to do both.
Whats else is happening right now?
Well Marvelous Designer had a sale so i bought a year of that again, I haven't had MD since November last year, so this is good timing cause i can do some outfit stuff! I only got a month of MD9 last year and that had really good features Dx.
Also besides the VA lines for missionary I asked for a bunch of other stuff. I plan to have some dialogue not have voice acting but they will have verbal quips to enhance it a bit. I also asked for some new sex sounds and moans and such, kissing too.
I have people working on programming stuff but I don't like talking about that stuff until it's complete or at least implemented to some degree. Just know the Outfit System needs to be reworked and the "Demo" needs it's systems for the proper game.
From "Preview" to "Demo"
So far as you guys have seen build's are simply numbered by release not versions. Thats because right now the game is a mere scene viewer. There's no actual end game for it's setup, nor is it setup like a game.
Eventually that will change and we'll transition from the scene viewer to the actual game structure. From there we'll work toward a "demo", this is something I wanted sooner but I'd rather pace myself than rush it. The systems are in progress and one way or another they will be done.
I may take a break on making a big push to get the demo done, or at the very least, I'll get it done mostly with third party help so I can focus on content stuff for a while. I gotta learn to off load more :/.
I'm at that usual point where i feel like I'm forgetting something so i just sit here for too long. Except this time I fell asleep.
So thats all for now, expect more posts soon and polls and such.