SamuZai
PumpFactory

PumpFactory

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PumpFactory posts

Recent Updates

For those who aren't in the discord, here's some of the recent work that has been done. We've pivoted to a more realistic style in favor of better looking muscles. The next demo will be designed around character creation and is currently my sole focus.

Keep up with progress here: https://discord.gg/j2Cfdfn8DA

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Cyborg Skin NSFW

A build with the dress & panties hidden for the cyborg skin. This will be able to happen organically in future builds.

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Candy Workout Demo

A demo involving a Bulk Bot named Candy and workouts that she can perform.

Mouse and Keyboard are supported, but use of a Gamepad is strongly recommended.

Extract the downloaded archive to obtain the app files.
The Mac and Linux builds have not been tested locally and are not guaranteed to work. Permissions to run the app must be provided manually for n...

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Resume Notice

After long being paused, this page will now return to charging those who are pledged to it. This is in preparation of the upcoming demo, which is set to release on October 1st. If you're not expecting to get charged, be sure you remove your pledge before the end of the month!

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Almost There

A less refined demo will be released here by the end of the month. It will have three workouts: preacher curls, shoulder press, and tricep pushdown. A public demo with a bit more polish and a few more workouts will be released a week or so later.

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Candy Demo Customization Menu WIP

Now onto making the workout portion of the demo; then polish and release

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Candy Lip Sync & Animation Test

made some goofy shit to test lip sync and really dial in the animation editor's features. Lotta bugs to work through but it's functional enough to make anims for the demo

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Toon Raven

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The Bulkinator

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Engineception

What are some workouts ya'll wanna see in the next demo? I'm aiming to have at least five. Comment with your favs and I'll make a poll.

You can keep track of progress here: https://trello.com/b/yQS8D6Fv/bulk-out-development

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Still here

Been hard at work creating some tools to make the dev process a little easier, and to allow for mod creation from inside of the game itself. The tools are getting close to the point where I can start putting together another demo! Hurray!

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Bulk Out Concepts

Starting work on this project again for the summer. I posted a bunch of the concept art I've made for it on the discord if you're interested.

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Moving Forward

Hey guys. Been a while, I know. 

Where did I go? Well, I'll try to keep it brief:

I reached a point in my work where I was no longer motivated to continue. The pressure of explaining myself and making more empty promises kept me silent, for a lot longer than I expected. When I first conceptualized "Strains", I was still in the mindset of creating a muscle focused game, and so I...

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Things are coming together

After months of arduous coding and experimentation, mixed in with creating an entirely new model, everything's starting to come together. A lot of what you see here has been made and shown off before, but I can assure you it's an entirely new system, with performance and optimization that absolutely bodies anything I'd created previously. There's still some things left to do before I can start ...

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Brief Update

So the big news here is that I discovered a workflow for creating much more highly detailed characters, and naturally I had to take advantage of it for the game. The renders you see were done in Blender, but even so, much of the detail in the textures and polygons will carry over to Unity nicely. Unfortunately this venture has halted progress on the next release. The pay off will be worth it in...

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Development Of The Next "Demo"

First off, I'd like to give a big thank you to all the patrons that have come and gone since the inception of this project. So much has changed over the course of what's been about 3 years. But despite the new directions I've taken, many of you have stuck around, even through lack of content and the like. It's been a big help, and I've been able to make working on this project the primary focus...

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Clothing Improvements

Knowing the kinds of crazy outfits I'd like to create for this game, I decided to hunker down and build a much more robust clothing system. The outfit here is mainly a concept that I'll improve upon at some point. It would've been unusable in the previous implementation.

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Progress Update

Been doing a lot of tweaking to the model, trying to create a more natural look. I think the results were worth it. 

Still facing some issues with the rigging on clothing, but once those are resolved, I'd like to put together a render test for you guys to download. It'll be a good way to test performance as well as get a feel for how the demo is going to look. I'll likely create some...

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Clothing Test

Implemented a system for clothing.  The clothes still need some detailing work, but muscle growth works nonetheless.

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Muscle LODs

Building a system that can add more polygons to areas of the model that have more muscle mass. In the previous demo, once a muscle group got too big, the fidelity of the model would begin to falter. This aims to alleviate that problem partially, and to also give the model a much cleaner silhouette with consistent shadowing when bulked up.

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New Veins

First implementation of veins with the new visuals. The texture being used is something I threw together quickly for testing. The final result will have a lot more density at maximum pump level.

 I also wrote a completely revised version of the system used to control muscle groups and their functions. It came out a lot more compact and simplified, which I'm pretty happy about.

...

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Body Rig Done

Mesh body has been rigged. I'll still need to rig the face, and create blendshapes for it. Being as this is a more realistic style, I'll be doing some research on how to achieve the best results.

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Hair System

Been working on a hair creator and a method that converts blender hair into something useable in-engine. Also started work on a custom solution for realtime hair physics, and the results were surprisingly pleasing. I think it will work quite nicely for characters with long hair, such as the one from the last demo.

Improvements will hope to include better looking roots and perhaps a way to...

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Model 6 Edits

Been touching up the model in ZBrush, which is apparently the industry standard for sculpting realistic models. It definitely allowed me to fix a lot of the anatomy and add way more detail.

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Model 6 Render 1

Been learning about texturing workflows and realistic rendering. It's a lot to take in, but here's my first attempt.

Was rendered in-engine. The only downgrade during gameplay will be less polygons, leading to a rougher silhouette.

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Model 6 Base

Working on a new, more realistic model. Still needs to be textured and such.

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*Updated Tech Demo*

I updated the files on the tech demo post. I made a few optimizations, which seems to have it running a lot smoother. Let me know if it runs better for you!

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Hypertrough Tech Demo

Controls:

WASD to walk around

Left Shift to spawn Hoses

Left Click on a hose to select it. Left click on the character to inject her with the selected Hose.

Right click on a hose to remove it.

Press the Delete key to remove all hoses.

Press the Spacebar to do a nice little flex animation. Hold Spacebar to keep the flexed pose.

Us...

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Rendering Test

Controls:


Camera Rotation - Mouse Movement

Change Light Direction -  Left Mouse Button / Q + Mouse Movement

Camera Zoom - Mouse Scroll Wheel / Plus & Minus

Pause Animation - Right Mouse Button / P

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Looking Swole

Almost got everything up to snuff with the new model. Currently working on clothing systems again, which is always a nightmare. But it should turn out much better looking this time around.

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