Hello, and happy autumn everyone! Here's the latest on our game's development journey.
My recent days have been a whirlwind, both personally and creatively. It's fascinating how summer, particularly near the end, tends to be so busy. Rest assured, I am doing well, and the project is progressing steadily. This brief hiatus provided an invaluable window for reflection, especially after the demanding development phase of version 0.02. Let's dive into the latest updates!
As I mentioned before, there are some changes on the horizon for the dialogue system. To foster a smoother and more engaging experience, once chosen, question/answer options will disappear. This not only improves immersion but avoids the technical snag where one choice could inadvertently trigger multiple outcomes upon selecting it a second time, leading to gameplay confusion down the line. Example of this revised mechanic is in the attachment below.
Now, let's talk about new characters. I'm thrilled to introduce new additions to our symbiotic girlfriend roster!
First up is "Nameless." While I'm usually not a fan of the "fully latex-clad" archetype due to the lack of expressive options, it's a fit for her character. For context, she's a hybrid with a distinct trait pivotal for players exploring the Nox route. Her face, devoid of features save for a mouth, adds an element of mystery and, of course, there is a certain sex appeal to a form moulded to such a singular purpose...


Our second character is more of an assault-type. Depending on the circumstances, her suit shifts between an open state in calm situations and full-on Nox armor mode when in combat. Armed with a spear-shield combo, she excels in both defence and hand-to-hand combat. Picture her defending MC and allies from a tank shell or boldly confronting a formidable Nox creature that even armored vehicles struggle against. I'm excited about the epic cinematic possibilities here. As for her design, while I'm leaning toward luminescent red eyes paired with helmet details to match her red locks, Iām aware of our overabundance of red-haired characters.





Additionally, two mercenaries are set to join the ranks of our human girls. Although their official introduction will likely be later on, teasers in this version will give players an early glimpse. The intent behind their edgy, punk-inspired style (complete with leather/latex, yay) is to reflect their unbridled spirit, uncommitted to humans or monsters. Of course, they will (unfortunately) not fight with bare asses and open tits, so in the future, I will make alternate versions of outfits in tactical gear.


On the technical front, I've been contemplating introducing animations for a while now. Not necessarily restricted to intimate scenes, but possibly short cinematic snippets that set the stage for character entries or pivotal narrative moments. Initially, when I first dabbled in the 3D field, I was thinking about getting into animation, but I ended up gravitating towards static renders. I confess my animation experience is limited (a couple of times I made mega short and scary animations), so this would be new territory.
To be honest, I don't know if animating in Daz will cut it, it's not explicitly built for such tasks. Transferring character designs to Blender for animation is a potential alternative; however, clear guides on this process are proving hard to find. Thankfully, both platforms share similarities in rendering quality and engine principles, so we'll see.
Exploring this avenue is an intriguing prospect, and I will keep you posted. Who knows, it might spark a directorial flair, allowing me to take our static renders to the next level.
Thank you for your enduring support, and stay tuned for more updates!
Jill Valentine
2023-09-08 18:47:08 +0000 UTC