Meguido's Report #4
Added 2017-04-15 14:11:27 +0000 UTCHello everyone!
It's been a long time since the last one. That last one where we shown Bioasshard in movement. Why so long you may ask? (or probably you don't). Well basically because I'm not progressing the way I'd like to so there is not too much to talk about and also because I didn't see the expected interest in this kind of post. Being public and getting only 3/4 reads (huge thanks to those 3/4 who took the time to read it btw <3) it's not a huge reason to keep taking out an extra time to write down these posts. It may could be just that the patreon system to see the visits is still early alpha and the numbers are wrong...
Anyway, with that rant done (sorry for that :P), it's time to talk about what I've been doing lately.
RTP Ero-Adventures
In here I just did a couple of fixes and research for new features. But the majority of work in here has been made by Versus X. Tomorrow it'll be my day to put in practice the research I've did.
Bioasshard
This is where I've been working almost all the time. You can see what I've been doing in the ScreenshotSaturday of today. To explain it a bit: Everything related to Zombie customization.
I added the first male Zombie, with his LODs (4 in total with even number of materials optimizations so this should reduce drawcalls when the scene is full of them :P). Also made all the necessary materials with their respective material instances so I can dynamically tweak the Zombie's look to make'em different from each other.
Also added morph support (as you can see in the ScreenshotSaturday I added a bit of weight to the Zombie) this way from just one model I can make several different Zombies (still have to test how this would affect animations).
But because morphs editing can't be made while in editor using construction script (this is just absurd...) I had to make a custom "save-system" so I can edit the morphs values while simulating the scene then press just a check button to save every edited value to a custom file. This edited values will be loaded everytime you play. This part made me think that this could open a future (very future) door to some kind of user modding. And because I also can load textures from anywhere in the disk... Ummm... yeah maybe in the future.
Saving editable values to a custom text file also allows me to avoid in some way the permutation errors that still keep happening nowadays in Unreal Engine 4.15.1 while using children blueprint.
The Zombie also has some basic animations added but still lack the programming behind it to make them work.
My next step is to fix (or more like rework) the shooting system to use line-traces to avoid unnecesary bugs with projectile type blueprints. With this done I should focus on adding all the basic programming necessary for the Zombie: basic IA, attack system, damage system and death process.
And I think that's all for now, dunno if I forget something tbh xD.
By the way I've found a topic on ULMF forums talking about why there's no 3D hentai games out there yet (well there are some but nothing compared to the 2D world). I can't wait to have this in a playable state to show it over there :P
Well that's all, see you next time (?)
Regards.
Comments
Hey, Meguido here! I'm glad you like this and thank you for coming here to comment. Also yeah I didn't thought about that. Maybe more people read it via mail and probably patreon does not take that into account. I'd just like to know that people is interested in what I'm writting. Thanks again for your comment! :)
Versus X Studio
2017-04-15 23:06:50 +0000 UTC