af8760 No.30488 [Last50 Posts]
Last thread reached bump limit
Old thread: >>27922
https://archive.is/PWxKh
Everyday Lite is a fantasy themed farm sim with focus on deep mechanics, it will feature cooking, farming, fishing, building, faeries (helpers), over 20 female NPCs (you will be able to marry most of them).
After the official release (15$) all expansions will be free, planned mechanics are alchemy, exploration (more maps) , combat and other crafting systems.
Cooking System and Faerie Village management are available in a vertical slice i released on Steam for free
http://store.steampowered.com/app/759800/Everyday_Lite/
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705726 No.30496
>>30488
Hey anon keep at it! I'm gonna keep headpatting your faries and bumbling around making terrible dishes until they tantrum. I'm really looking forward to where you go! I don't post much but you deserve some encouragement.
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af8760 No.30498
>>30496
Thanks brah
Here have some tiddies!
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af8760 No.30506
My brother worked hard for those, it came out very well
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dd97b3 No.30507
>>30506
they look awesome anon,
may I dare to ask you, what is this game you're working on, if I'm not mistaken is farming related right?
how will the tiddies fit into it?
and btw, the physics look decent, but their shapes do not, if you want to I can share how to make some more better looking tiddies
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af8760 No.30508
>>30507
>how will the tiddies fit into it?
You can't have a harvest moon-style game without marriage
>If you want to I can share how to make some more better looking tiddies
Please do, the female model is in early/mid modeling stage, so if im going to change them it has to be now, otherwise it will end like the male model, which im having to remake
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dd97b3 No.30509
>>30508
well to be honest, when playing stardew valley I often wondering how it didn't have any lewd mods yet
besides the nudity ones, there is plenty of room for ecchi in that game
regarding the bewbs, I was often bothered by how they looked so fake in cm3d2
after extensive fiddling I've managed to find a good balance and formula that works well for most cases
natural boobs hang much more, having more mass on the lower part than upper, also shapes vary wildly and are up to taste
for I example I would prefer still firm, rounder or pointy boobs
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af8760 No.30510
>>30509
the boobs we are currently making are the max sized ones, since if the jiggle work on the melons, should work on smaller sizes, most boobs will be like the ones you described
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3b023d No.30511
File: 615918813eb805a⋯.png (Spoiler Image,938.15 KB,1302x984,217:164,Screenshot_2018-01-20_17-1….png)
>>30498
My friend, I'm not sure that's how boobs work. Even if you are making the biggest sized ones so you can scale it down later and still work with your jiggle physics, your boobs are too close to each other. The circles in which they extrude outwards are too close to each other. You should leave a gap between them. As a breast is extruded, it grows in size. They are tear dropped shaped not torpedos lol.
>>30508
Make sure you use subdivision when you redo it otherwise it will be a waste for you to remake it. The reason you get ugly distortions is because of that bad topology. It's still there. To get good topology you must follow these rules:
<Do not make triangles. Ever. Always use quads unless you are making a pole
<Poles are vertices with more than 4 connections and are used to sow together topological lines of quads.
<limit your usage of poles and make poles in places where the bones dont deform at corners because they have bad deformations.
You may need to brush up on your anatomy. Look up Proko anatomy videos on YouTube. It will make a difference. I modeled a quick torso for you with the main topological paths to show you how the topology should look like. Notice how it follows the muscles.
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af8760 No.30512
>>30511
Not sure if you are aware, but I am not aiming for realistic models, i will be going for 4~6 head tall anime style models, but i will still take your feedback into consideration to improve the models, thanks for the tips.
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3b023d No.30513
>>30512
I tried to show you some realism tips because it looked like you were trying to model a low poly realistic torso: >>30508 You should still adhere to musculature even when doing low poly stuffs. it still makes a difference.
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af8760 No.30514
>>30513
Yes, i know, i don't want the clusterfuck my last model was, im trying to cut the triangles, but i want to follow the reference closely
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3b023d No.30515
>>30514
You are good at modeling the overall shape, but yet you say you still struggle with the topology and deformations. You quiet simply cannot make good shapes and have good topology without understanding where the topology of the shape comes from. A basic understanding of the skeleton and muscles are vital to achieve both. Not just for looks but also mainly for deformations. You don't need to go overboard with studying anatomy but you should definitely dip your feet in the water. It will save you time in the long run. I am still a noob but my work on the Shinobu model taught me that it's just not possible to make good anime models without referencing the human body. I had to redo her twice because I didn't want to learn anatomy. Anime model references are made from human references after all. Just trying to help. I've been following your great project for a long while.
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af8760 No.30520
>>30515
where did you find the muscular anatomy references? simply googled and found them or some specific site?
i really love your shinobu model, just wish you didn't lewd her that much
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3b023d No.30522
>>30520
Use Proko. He has short 10-15 minute videos on specific parts of the body. He tells you first about the bones, muscles, then form. Kind of funny too.
https://www.youtube.com/watch?v=PRM7pT-Yric
I also could not find topology references online in one place. People always want you to pay for them. So I also googled images. These are my only good images for male topology. I recommend you remake your male body and the same time copy the topology of these images. Modeling the shape is easier when you have your topology down. It's not that it's too realistic and muscular, it's that that's how the male body is. You can scale it down afterwards from this topology. Take note of the ring that goes from shoulder to shoulder.
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af8760 No.30523
>>30522
Thanks shinobro, gonna work on the model now
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af8760 No.30524
>>30522
it really looks better now, but only if i add a subdivision modifier
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3b023d No.30528
>>30524
Subdivision is your friend. And useful for mid-high poly count models. If you are worried about poly count, you can always simplify the topology you make. It would be trickier but you can alternatively just do it without subdivision. I don't know enough about your project to make that call. Will there be lots of models? Targeting high end hardware? Etc.
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af8760 No.30538
>>30528
about 40~50 characters in the town, we are going to do some stress tests this week
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af8760 No.30544
Holy shit the shoulders are being a fucking challenge, my reference differs too much from the topology refs, and finding middle ground is being a nightmare. Already did and deleted it twice
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23bf88 No.30546
>>30544
Remember its a giant ring that falls on the shoulders like pic related.
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af8760 No.30549
This is much harder than it looks, but i managed to make the top of the shoulders now
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af8760 No.30552
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23bf88 No.30555
>>30552
Awesome dude now it will be easier to shape it. I would get rid of 1 or 2 rings around the waste. Dissolve them.
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af8760 No.30563
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3b023d No.30580
>>30563
Looks good man. Im not sure about the middle of your pecks on the front side though. There shouldn't be that tiny thin column of quads going up. You may want to simplify it right around nipple level so you get rid of it and make the quads of the breasts change direction from sideways to go upwards. Also you may want to turn on to edit cage mode so your vertices snap to your subdivision surface. Easier to see. I think you have one too many lines of quads on the front going from the crotch to the neck. Look at the 5 point pole on the pevis. See how it is 4th from the middle? It should be 3rd from the middle like the reference. Try merging to center opposite vertices of square to simplify it without having to redo the whole thing. I made a short video about the trick in my thread.
I would totally ignore the dude from the thread. He was full of shit.
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af8760 No.30583
>>30580
Thanks man, you have been a great help
you mean the one who thought i was making up the topology loops? Its funny how he reacted after i shown the reference
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af8760 No.30585
I will make the changes you suggested later today by the way, the image i posted is my progress from yesterday and today's morning.
The face will not deform, this is why the topology there is crap, i am only worrying about the shape, i will be using textures for facial expressions like the previous model.
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af8760 No.30586
>>30580
Finished the head and removed the center line as you suggested, also the edit cage tip makes this so much better, i don't believe i missed it, thanks again
Im trying to simplify a bit more, but so far i can't do it without losing the shape, with the subdivisions it comes under 14k triangles, will probably be 30k~40k with clothes, im satisfied with it, now i only need to place the armature and use shape keys if this topology is not enough for good deformations
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3b023d No.30591
>>30586
WAY better. You'll have enough vertices to play with a collarbone and pectoral muscles. Right now it has quiet the womanly bust and hips. Move the nipple level vertices lower. You can do so easily by selecting multiple vertices and pressing G+G to activate positional sliding. Then move your mouse downards and your selected vertices will slide downwards along the edges it's on. As for the face, even if you say you are gonna slap on textures, your topology is not optimal, especially with subdivision. You can shave off quiet a number of triangles if you do it correctly. I might even say you have more vertices on the face than the rest of the body and they aren't necessary since you don't need a mouth or eye sockets. Definitely half the vertices there. Nose is fine though. Keep that chin pole if you can.
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af8760 No.30595
>>30591
Im not changing the shape further, as it will lose the anime-ish style i move more towards realistic
I will lower the face polys as suggested
Also, should i apply the subdivision mod before or after making the armature?
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1f0dfa No.30596
>>30595
Never permanently apply subdivision. Keep it on and make duplicates of that mesh. Store it in a different layer. Use Shift+D instead of Ctrl+C and Ctrl+V to clone because then blender will also copy the armature.
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af8760 No.30597
>>30596
What if i want to fine tune some very specific parts of the subdivision and the snap to cage is not enough?
Also applying the modifier and cutting some of the generated rings would be better in the end than applying only when exporting.
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1f0dfa No.30598
>>30597
You don't want to do that because it will destroy any smoothness in shape, destroy smoothness in deformations, and make dealing with unwrapping and weight painting much slower and harder. When you want to simplify rings, you instead simplify the topology. Its what it's for. I did exactly that at first with Shinobu model of applying subdivision. I have a couple posts noting how it fucked my model up. My current model keeps subdivision and helps me a lot with shape keys like for the face. And its nice because your model exports with subdivision without having to apply it.
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af8760 No.30605
I reverted to the backup i made before applying the subdivision... but i will have to apply it eventually before exporting to Unity because Unity does not import the modifier itself
I will make the armature for now
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3b023d No.30606
>>30605
>Unity does not import the modifier itself
Are you importing the .blend file or the .fbx file? It should work with the .fbx file.
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af8760 No.30610
>>30606
If i remember well when you do it as fbx you can apply the modifier as you export
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af8760 No.30616
>>30606
Yep just tested, it does not keep the modifiers, you probably didn't check out the "apply modifiers" box when exporting and your modifiers got applied during the export process, Unity does not have mesh modifiers, only has shaders
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af8760 No.30620
Hey, this might be the best hand i made so far
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af8760 No.30632
Started the texturing, plenty of misplaced features already, but should be done tomorrow
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af8760 No.30644
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3b023d No.30646
>>30644
Very cool man. I'm sure you'll have an easier time rigging now! Loving the side silhouette of the manly chest.
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af8760 No.30647
>>30646
the butt deforms better, but its still not perfect, the knew and elbow are much better though
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af8760 No.30648
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af8760 No.30650
Do you guys think the eyes are too derpy? Maybe i should being them closer together
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23bf88 No.30651
>>30650
Maybe a little but really it's because the pupils are facing forward too much. Bring the pupils closer inward otherwise you get that 1000 yard stare. Id also make the top of his head rounder.
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af8760 No.30654
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af8760 No.30655
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af8760 No.30671
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af8760 No.30679
hair is finally done, it was much harder than i expected
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af8760 No.30685
Boots!
Gonna make the shape keys for pants+boots tomorrow
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af8760 No.30690
Pants and Boots, it has a shape key to shrink the lower parts of the pants into the boots
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af8760 No.30691
Its looking much better than the previous model, im glad i decided to redo it
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dccebb No.30692
>>30691
>>30691
>>30690
>>30685
Awesome job man. Topology powers unite.
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af8760 No.30695
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af8760 No.30696
Weekly report finished, now to make (or just import) that hat
https://fablesoflaetus.com/report37/
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af8760 No.30711
Jacket 75% done
After that i only need to make the scarf
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af8760 No.30718
jacket done, need to add bones for the scarf, but i think i will do so in another armature so the other clothes are not attached to the scarf armature which has extra bones they will never use
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af8760 No.30729
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af8760 No.30749
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af8760 No.30770
now remaking the female model
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af8760 No.30775
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af8760 No.30778
Instead of going for a straight T-pose im going to make these with a 30º angle on the arms so the clothes are easier to make
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3b31e9 No.30779
>>30778
Bad move anon. You need to consider your rest pose instead based on the types of animations you want it to perform. Will you be reusing animations from Adam(which has a different rest pose) on that one? Make your clothes conform to your model. Not your model conform to your clothes.
A pose is better for putting more detail in the armpits at the cost of much higher deformations if the arms are to shoot up. Consider your animations.
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af8760 No.30781
>>30779
oh shit good point, totally forgot about it
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3b023d No.30782
>>30781
When in doubt, ask questions!
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af8760 No.30785
>>30782
It was a full retard moment, i didn't even had questions in my mind
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af8760 No.30786
Fixed the T pose and started doing the hands, third try already, this is always one of the hardest parts
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3b31e9 No.30787
>>30786
It will help if you start your topo from the knuckles then outward to connect with your fingers. I made the hand topo with the 3 palm reading lines. So it bends at those points. Are those hands different than Adams?
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af8760 No.30788
>>30787
yes, the female hands are much more delicate and detailed
Im starting from the fingers because its easier for me, i already remade those twice
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af8760 No.30791
BIG NEWS
My brother has decided to quit his job and join me in a bit over a month, starting from April 1st yeah i know, its his sense of humor he will be working on the game fulltime
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3b023d No.30792
>>30791
Dam nigga that's a big investment. You are now deadlocked to development. Hope your game does well.
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af8760 No.30793
>>30792
Its our dream job, this is true freedom
i spent my savings, but my brother has more than enough to keep both of us deving for a while
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af8760 No.30796
topology is mostly finished for the female model, i need to make several adjustments on the armature and several things have changed in comparison to the old model
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af8760 No.30800
Next is attaching the armature and checking all movements
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af8760 No.30805
found out the secret for qt anime hands, just make the nails rounder
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32456e No.30814
>>30805
You should watch Prokos video on hand bones. It would help out with your rigging. You posted on the v thread but your finger bones are not proportionally correct. Each finger bone is roughly 1:2:4 ratio big. So starting from the tip of your finger to the palm your finger bones should look like they double in length as they get closer to the palm. Also Im not sure you need those 4 interior palm bones. You do need the knuckle and carpal curve though. Your anime style doesn't need that many hand bones. They would be a waste for a game. Keep in mind that you should build your rig so no vertex is affected by more than 4 bones at a time. Otherwise Unity will incur a performance hit since it would need more memory for the vertex deformation pass as it rolls over to 8 bones per vertex. Don't apply subdiv.
Those are my recommendations.
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af8760 No.30818
>>30814
> Each finger bone is roughly 1:2:4 ratio
I thought it was more like 1:2:3, i will correct it
>4 interior palm bones
I have to check mecanim again, but i probably can delete them
>Keep in mind that you should build your rig so no vertex is affected by more than 4 bones at a time. Otherwise Unity will incur a performance hit
Thats good to know, thanks!
>Don't apply subdiv
Too late! I do need it applied before i export the fbx, if i have to apply eventually i prefer to apply early and use the more complex mesh to make the model more detailed, its harder to weight paint, but i don't mind
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3b023d No.30823
YouTube embed. Click thumbnail to play. >>30818
That's the tricky part about hands! Try looking at your fingers with your palm facing you. Each finger looks about the same size. Now flip your hand over and wiggle your finger, notice how the bottom finger bone suddenly looks ALOT longer. Anatomy. Watch this.
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af8760 No.30828
>>30823
I watched this yesterday, very helpful
After another full day working on this i got this result, the final segment of the fingers have bones of the same size as the middle segment, but if it was a real finger the bone would stop midway, in my model i extend it to the tip of the nails, i still need to calibrate the exact potion of the thumb bones, but for now its fine, i need to finish the other parts of the model
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af8760 No.30840
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198d50 No.30842
>>30840
Hot. If you want better looking in between bust sizes, make the circles around the flat closer to each other. Thereby make the topology grow in size when it expands instead of looking like it extrudes outward.
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af8760 No.30847
>>30842
oh, thanks i will try that
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af8760 No.30849
>>30842
didn`t work well, but i found another way to do it, i will use the breast bones to change the orientation of the breast during the proccess, making it point a bit upwards, making them look more perky
Also size slider is done, i will probably make another for smaller characters
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3b023d No.30850
>>30849
Cool. But you can just use a shape key without needing to make to make it needlessly complex with another bone. That's what blend shapes are for. Here's a quick boob slider I made in 10 minutes to show you that our exact topology allows for breast shape sliders and looks good with in betweens. You just need to get the topology shift right. It's not that hard. Look at the wireframe in my video. It even works with my breast bones before and after for a nice jiggle. I don't actually plan to use this shape key.
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af8760 No.30851
>>30850
well i could try again
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3b023d No.30852
>>30851
It would also be easier with subdivision modifier!
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af8760 No.30855
>>30852
You were right, it was worth trying again
Looks much better now, but i had to change the shape of the max size boobs slightly
Also i still need to smooth the flat version i never used the sculp tools, is it there the tool to smooth surfaces?
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a2aa7e No.30860
>>30855
Looks better!
>sculpt tools
Anon I keep bringing it up not to bother you but because you are doing it wrong. You wouldn't have to smooth out individual triangles if you kept your subdivision modifier on. I like to use the smooth vertices button in the tools panel sometimes. But you really REALLY want to keep subdiv and save days of work. You will be making lots of other little changes and take 4x longer every time with worse accuracy. You virtually don't gain anything in terms of precision. Let it do the hard work for you. Transfer your weights over to the backup and fly nigga.
Also you may want to consult your bone count in your body. If you post pics I can help you simplify it. I say this because I remember seeing 4 bones for the spine which is overkill. The less bones the easier and faster it is to animate. Unity even sometimes recommends 2 spine bones.
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af8760 No.30864
>>30860
Other than the boobs and butt bones all others are used by Unity's Mecanim, i made sure to even give them the same names they have in there
Shape keys done, now to texture
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af8760 No.30865
I fucked up
I fucked up
I fucked up
I fucked up
I fucked up
I fucked up
I forgot to mirror the important changes i did to the left hand, i will now have to redo all shape keys to be able to mirror it
2-3 days of work into the trash
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a2aa7e No.30866
>>30865
Anon Jesus Christ did you also apply the mirror modifier??!? Do this:
Delete the left half of your body vertices without fucking up your shape keys. Simply delete and don't switch to another shape key while in edit mode. Then add your mirror modifier. Remember you can still have different shape keys for both halves without having them be affected by mirror modifier if you use vertex blend for it.
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af8760 No.30868
>>30866
How many times do i have to say that i must apply the modifiers before exporting to Unity?
I cannot have a single modifier other than the armature one when i make the fbx, Unity does not know what a modifer is, if i export half character with a mirror on it Unity will see only the half character
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3b023d No.30869
>>30868
Have you tried just applying it for the export and then undoing that to continue working on the model?
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af8760 No.30872
>>30869
You cannot apply modifiers if there are shape keys on the model
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af8760 No.30873
well fuck found a crash on Everyday Lite, now i have to fix that too, and my brother will be busy working 12 hours a day in his job this week, so no work on our game, still 3 weeks before he leaves his shitty job.
I guess im going to have a setback week
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3b023d No.30874
>>30872
https://lollypopman.com/2016/08/09/addon-shapekey-helpers/
Half of Blender's other powerfulness comes from addons. The downside is that sometimes they only work in certain versions. This one apparently works in v 2.68~. There is some other addon that does the same but also is version locked. I say it's very well worth it just for exporting stuff.
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af8760 No.30875
>>30874
oh, this is nice, i will check later, thanks
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af8760 No.30876
well since i can change the base shape more anyways i decided to add something
VERY IMPORTANT
support for stockings!
I think i will make it at B
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3b023d No.30879
>>30875
To be honest I didn't test out those addons to bake out the modifiers. None of them worked out of the box the problem was a lot more complex but I spent the day figuring it out. I should probably tell the others in the Blender Stack Exchange.
>>30878
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af8760 No.30880
My internet is very unstable, seems like the modem is dying, it was super hot earlier and i turned it off for a while until it cooled down, but seems like it is fucked
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58d0b3 No.30888
>>30488
Any plans to add polygamy and a CK2 style inheritance system?
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30a443 No.30890
>>30888
only a few girls will accept polygamy like the elves, and there will be no kingdoms to inherit, we are thinking about procedural children that age and help in the farm, but that won't be on the first release
Didn't get much progress today... food poisoning + headache, tomorrow i should finish the texturing on the base female model
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d5cd6f No.30892
Ready to start making Sasha's face
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d5cd6f No.30904
finally decided on the eye shape for Sasha
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58d0b3 No.30905
>>30890
I wasn't thinking about having kingdoms to inherit, more like kids wanting to stay or leave the farm(some get sick and tired of the farm and leave for better job opportunities, others like the farm and decide to stay), and you can choose which ones to inherit the farm in your will.
Also, I was thinking more of a family tree system implemented.
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d5cd6f No.30906
>>30905
depends how hard it will be to age all characters, i don't want everyone to be "forever 17" this shit breaks immersion
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d5cd6f No.30912
We have decided how the town will be, it will be similar to the ref images i posted at
>>30903
But with a less modern and more fantasy theme, buildings of white stone and grown wood (wood will be grown by a dryad instead of chopped from trees) with canals of pristine water running through all of it, with decent versatility and fishing spots in the entire town.
During the summer the girls will mostly walk around in swimsuits and swim in the canals or simply refresh themselves sitting in the ledge with their feet on the water
During the winter the surface will freeze and you will be able to walk all over the frozen canals, the girls will ice skate over it
We are going to need more water-based monstergirls now
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d5cd6f No.30914
Still doesn't looks good...
Gonna make them larger then see what else it needs to look better
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f8ed38 No.30915
>>30914
>Gonna make them larger then see what else it needs to look better
Those eyes look a bit far apart but maybe it gets fixed when you make them larger
Good progress, also I like the look and shape of the eyes
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127e33 No.30916
>>30914
Texture is good but you need to make eyes bigger, closer to nose, and fix that weird head shape. Look at online pictures of toy doll heads. That's the kind of round head shape you want. You may have to fix the topology for the head.
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d5cd6f No.30919
She looks derpy as fuck, not sure how to fix
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d5cd6f No.30920
Got the eyes closer together and lowered brows, looks fine now... i think
Its only from the front, from other angles look better
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1587b8 No.30922
>>30920
looking good anon
were you thinking of implementing different features, or maybe like a modular face thing
so you can, you know, make other characters more easily or maybe in-place textures for expressions?
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1587b8 No.30923
>>30912
>We have decided how the town will be, it will be similar to the ref images i posted at
oh and for fuck, these fucking awesome for a setting, can't wait to see the develop anon(bros)
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d5cd6f No.30924
>>30922
My first priority is give each character a distinctive look, i hate samesafe characters
>>30923
My brother got really excited when i told him my idea, he wants to push at least some of the town out during 5/5 demoday, i will see if i can plan some buildings by then along with a few characters even if the demo will be just Adam walking/cutting grass
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d5cd6f No.30925
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d5cd6f No.30998
Just bumping my thread back up since the board got nuked by a clown
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d5cd6f No.31049
trying to figure out how to hair
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d5cd6f No.31062
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d5cd6f No.31100
Where is the board admin?
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f2c662 No.31114
>>31100
there was none for the past 7 months. I have claimed the board, will do some cleaning up and reach out to try and improve the place
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Post last edited at
d5cd6f No.31183
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d5cd6f No.31202
Texturing the hair took way longer than expected
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d5cd6f No.31230
Sasha Boreas
Age: 52 Laetus years, 16 in Earth years (A year in Laetus lasts 112 days)
Race: Human
Marriageable: Yes
Personality: Energetic and Radiant
Favorite Food: Basically anything with potatoes
Native of Mistri, previously part of Valvalia which became Pollan territory for a few years, Sasha’s town was attacked by the goblin horde that plagues the continent after the fall of Scarlon, during the attack she and her mother were embarked into a merchant ship used as emergency refugee transport, but the ship was destroyed in a massive storm before it could reach the safe harbors of New Vinlarr, Sasha was the only survivor and was dragged by a mysterious creature to the beaches near the town of Edengrall. She was rescued and quickly accepted by the villagers, she now lives in the tavern and helps around as much as she can, despite losing everything dear to her she is able to smile and be cheerful when others are around, suppressing her sorrow, her biggest fear is being seen as a burden.
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dacc6d No.31231
>>31202
Why the pointy left tooth?
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d5cd6f No.31232
>>31231
Because energetic girls have cute fangs
Comfy mode Sasha achieved
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c83f0e No.31233
>>31232
>Because energetic girls have cute fangs
fair enough
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d5cd6f No.31236
Bra and short jeans, still gonna do the size key shapes
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d5cd6f No.31241
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d5cd6f No.31242
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d5cd6f No.31243
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d5cd6f No.31255
Sasha default clothing done
I will make a few more characters before making winter clothing for them all
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d5cd6f No.31264
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d5cd6f No.31280
Meet Elly, she is a good girl and she likes to read books all day and night
making her wings tomorrow
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f97246 No.31281
>>31280
Is her mouth open or are those just her lips?
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d5cd6f No.31284
>>31281
lower lips, they are naturally colorful and glossy because of her species
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d5cd6f No.31301
Now i need to fine tune the weight painting, specially on the hair
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c3d6a2 No.31303
>>31301
I think you got too many bones there Anon. Use less hair bones by making the bones NOT evenly spaced. Bone density should increase the closer to end of hair strand. Also your head wings dont need 4 sets of bones. 2 max. Remember, the less bones the easier to weight paint and faster to animate. I suggest removing 1 set from all wings on each side.
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d5cd6f No.31304
>>31303
I tried less bones on the wings, but when i test on pose mode it looks like crap
Elly will be a very timid girl and her wings movements will be an important part of her body language like covering her eyes with the headwings when embarassed
As for the hair im using only one bone chain for hair strand except for the long part which uses 3, middle, left and right, are you saying i should only have one bone chain for the long part?
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c3d6a2 No.31307
>>31304
Well then you must have not painted proper weights. The thing about weights is that it doesn't have to be rigid weights with hard cutoffs. If you paint it with a wide smooth falloff, you can achieve a bendy smooth curve deformation instead of a sharp angle deformation. This is how you can fake in between bones. Im not sure about your hair strands but what I mean is place them in a way that looks like they double the closer they are to then end if the strand. So instead of _*_*_*_* you would do _***__* this is easier to animate realistic physics driven strings and stuff because it looks like it percolates movement downward. More bones is not always better.
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c3d6a2 No.31309
>>31307
Stupid formatting meant to say do
@-@--@----@--------@
Instead of
@---@---@---@---@
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582126 No.31310
>>31301
I made you this sketch hopefully it's useful but it's a more ideal rig for the wings. Your model currently has 72 bones for wings which is absurd for a simple game character and would be a nightmare to weight paint the wing roots. Remember you should keep vertex deformations to max of 4 bones. You would run into almost 8. This approach is only 26 bones and covers all the important parts in <= 4 bones per vertex. Body language will be easier to achieve with this and will be 100x faster to animate. Rig bones shouldn't necessarily line up with the bones themselves. They can represent groups of bones.
As for your hair, it's really cute but I can't see it very well to make a sketch for it. However I do also see too many bones. You have 3 bone chains with about 11 bones. That's nuts man. Instead use 2 bone chains with 6 bones.
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d5cd6f No.31311
>>31310
I will lower the bones on the hair, but the wings are out of question, i need the mobility on them
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582126 No.31312
>>31311
If I can't convince you to help you then so be it. But your mobility will be animated better and faster with a simplified skeleton. Consider this last thing: your rig is using more than twice as many bones than the Skyrim dragon and has 6~7 bones per vertex.
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d5cd6f No.31386
Our trees will change daily with this system, the leaf color will also change slightly every day
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998207 No.31388
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998207 No.31403
Finished several variations of small modular branches, this time i will place them in varying angles instead of doing two billboards in the same axis for each branch end
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998207 No.31409
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5bc6d8 No.31412
>>31284
shes not supposed to have a hole in her right wing is she?
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998207 No.31413
>>31412
thats the hair clipping
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998207 No.31418
Expanded the shrine isle/lake and made it into a temple isle and lake
It has a tunnel to climb up from the water
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998207 No.31422
My bro improved the shader and i improved the leaves, also added more branches, each tree has 3800 triangles
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6f9c84 No.31436
Looking at references, but still can't decide on a style for the tree houses
They can't fill the entre platform as there will be bridges and people will need a bit of space in the platform to walk between two bridges
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6f9c84 No.31470
Grass & Leaves demo, we didn't manage to optimize it, so be careful when looking at the trees, your GPU might complain
Also the buttons get glitchy sometimes, we are looking into it
https://drive.google.com/open?id=1jCdZmiAvpkKiuSMX7qaQ21ymtvILXOZ5
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e77a45 No.31486
>>30876
Wut? Why cant they be of varied length?
Or you're not going to make dress-up?
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6f9c84 No.31490
>>31486
it requires extra 3 rings on each thigh for each length, if it was just the shape keys i would do more, but i don't want to fill the models with a thousand polygon rings in the legs
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2fdd2d No.31520
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2fdd2d No.31591
Haven't posted in a while, but we have been working on the game every day
By the way, tomorrow is the one year anniversary of the Friday Report
https://fablesoflaetus.com/report53/
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2fdd2d No.31609
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f0002b No.31612
>>31609
Looks good but the bridge and stairs seem a little out of proportion. You should model with dimension reference so you get consistent measurements. Put a little dude in there for size comparison. That bridge practically has no railings and looks like it's ~5 feet wide.
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2fdd2d No.31615
>>31612
the bridge is large, the ropes are closer to head height
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2fdd2d No.31641
Treehouses done, overall designs of Forest District and Aqua District are mostly done
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2fdd2d No.31658
Remade the central building in the Aqua District
Before and After
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2fdd2d No.31665
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f0002b No.31667
>>31665
It's coming along nicely. Are these models for a minimap or the actual full map?
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2fdd2d No.31668
>>31667
Actual map, but very simplified, i want to test moving around and doing some parkour in the city before making more detailed versions
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2fdd2d No.31675
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2fdd2d No.31677
First two floors are the museum part, last two will be filled with books
Also roof garden like in most buildings
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2fdd2d No.31709
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9ee72b No.31710
Just wanted to say that I'm really liking the direction this game is taking. I check back every few months (or so) and the last thing I remember seeing was the cooking demo. This has come way farther than I would have thought and when you end up releasing it, you can at least count me buying it. Keep it up anon
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2fdd2d No.31711
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2fdd2d No.31714
Now to remake the lighthouse and the floodgates
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2fdd2d No.31721
Remade the lighthouse
Now only need to make the largest district
The Port/Market district
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2fdd2d No.31740
Playing story of seasons after work now, it was the only harvest moon-like game i haven't played before
So many ideas to st-take inspiration from!
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2fdd2d No.31756
Im getting so many ideas to add like a part-time job system similar to SoS ToT, but on steroids, still im not going to let feature creep delay the game, i will pile those ideas on the todo list and add them later as free updates
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2fdd2d No.31764
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2fdd2d No.31765
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2fdd2d No.31770
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2fdd2d No.31791
Inn done, has 6 rooms, attic, kitchen, laundry room, storages, large tavern, games room, plenty bathrooms and innkeeper room (tower)
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2fdd2d No.31792
And the bridges to the Community Center and the Library
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2fdd2d No.31793
River with water reflections
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2fdd2d No.31810
Shopping district will basically be like this, each building is a shop, total 10 buildings with two floors each
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2fdd2d No.31816
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2fdd2d No.31819
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2fdd2d No.31825
Transfer to Unity was (mostly) without problems! Just need to fix a ton of small graphical glitches, mainly faces with flipped normals
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2fdd2d No.31838
There is not such a thing as a half A press
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2fdd2d No.31850
Finally finished the new terrain, remade the entire terrain mesh using my brother's terrain system, it is made to allow procedural generation of props and objects based on the terrain type/biome, so filling the map will be much easier later on
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2fdd2d No.31854
Added a few more details, im satisfied with the terrain now, time to check collision boxes
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2fdd2d No.31855
Huuuum, maybe it needs a skybox now
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2fdd2d No.31888
character animation is suffering
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1d640c No.31890
>>31888
Yeah unitys animation system is trash for dynamic logic driven changes. Its only good for static immutable logic. If it ever gets complicated I suggest you do your transitions entirely in C# without any animator node connections. I did it for Shinobu and a couple work projects. Headaches were saved.
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2fdd2d No.31891
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2fdd2d No.31894
>>31890
Talked to my brother about this, we will use your suggestion, he will program it and i will get the clips
But for 8/8 demoday we will still use the current placeholder system
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2fdd2d No.31950
almost finished remaking all collision meshes for the buildings, and my bro is remaking the bridges on the treehouses to make them move and shit
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2fdd2d No.31973
Looks like we won't be finishing the dynamic rope bridges for 8/8, we will be use simple long planks as placeholders
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2fdd2d No.31984
fixing small glitches on the city meshes, mostly ready
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9ee72b No.31985
>>31891
That image really irks me for some reason.
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2fdd2d No.31993
We had to make the dynamic bridge building system spawn simple planks for now, we didn't finish it in time, but at least you can get on the treehouses with those
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2fdd2d No.31994
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f0002b No.32006
>>31994
0/10 Just kidding
That looks super comfy and looks like you put in a lot of work in it. It can definitely blossom into a pretty fucking cool RPG adventure thing. Something within the scale of a PS2~PS3 game (considering modern software and the size of your team). I love the variety of buildings within your town and that you can walk inside all of them. I really do like how there is a calm peaceful comfy shrine outside. The river flowing throughout the entire town was a nice touch. Felt like a hotel pool with the bar at the center.
Now for real criticism: I agree with the other Anon that you could have done better planning out your houses with simpler shapes first. I feel like the main town buildings are too close to each other and some buildings feel disproportionally small and claustrophobic inside. Height:Width measurements are sort of erratic. This would have been corrected if more testing with the player running around to get a better feel. That's all I got. Good luck. Keep on trucking.
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2fdd2d No.32008
>>32006
thanks, changing buildings proportions is still possible if needed, i will only know for sure how much space i really need when i start making interiors
Also nice find, i will fix that inverted normal
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544ec3 No.32040
Fixed all holes and inverted normals that were found during the demoday, including >>32006
Now i will start finding animation clips for Adam or improve the textures/materials
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544ec3 No.32051
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544ec3 No.32052
Iam not satisfied with the current state of the Ladrasil and the Ironwood trees, it indeed look silly to have trees under a large tree, i will remodel all of it into a huge Banyan tree, with the ironwood trees becoming roots to support the much longer branches that will extend over the temple lake, the tree will also have roots covering the community center, creating a fusion of marble and wood
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544ec3 No.32094
Now to turn these 160 curves into meshes and merge them into a single mesh....
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544ec3 No.32111
UV mapping is hell
UV mapping is hell
UV mapping is hell
UV mapping is hell
UV mapping is hell
UV mapping is hell
UV mapping is hell
UV mapping is hell
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2e0f83 No.32116
>>32111
You are probably doing something wrong. I dont recommend using curves to make trees because the baked out meshes cause that twisting you saw earlier and that makes it a pain in the ass to unwrap. I like to use skin modifier with subdivision. Much easier to make and edit branches. And the result is easier to set all top facing edges to mark as seams.
Basically if you have trouble with unwrapping, you are doing something wrong. Check topology and method.
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d809c2 No.32121
>>32116
im not referring to the tree, but in general
Im usin triplanar for the tree, so there is no need for UV there
Even when it goes well it is a boring process and i hate it
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d809c2 No.32130
Proper materials make it so much better
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d809c2 No.32136
God damn it, this shit never ends
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45cb15 No.32137
Looking forward to seeing the city once it's properly lit.
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d809c2 No.32138
>>32137
By next demoday should be done
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d809c2 No.32148
Climbing the tree is entertaining even with this clunky movement, should become actually fun when my bro finishes the new movement system with ledge grab and shit
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7182a8 No.32149
>>32148
>that CPU time
Did you put a mesh collider and that insane mesh?
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d809c2 No.32150
>>32149
All buildings and the tree have a simplified version of it as a mesh collider, i can simplify them more, im just afraid of making spots where the character would fall into a mesh or meet invisible walls
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d809c2 No.32155
The city is getting prettier every day, and i still have plenty textures/materials to add, not to mention details like flowers and shit
And one day this tree will be covered in leaves and vines
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d809c2 No.32158
building bridges, 12 more to go...
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b143ac No.32160
>>31994
I just got around to playing the demo. The level design is great. Tons of interesting places to explore. It'll be nice seeing this one come together.
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d809c2 No.32161
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d809c2 No.32171
90% of the materials have been replaced, only a few left
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d809c2 No.32174
Finished replacing the default blender materials into UBER shader materials, i will try to change the style from realistic into slightly more cartoony eventually, but for now they will remain as they are
Next step is to add some ambiance sound and start looking for pretty skybox scripts (i found some with inbuilt weather system, look neat)
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d809c2 No.32184
Bro is making progress on the ledge grabbing
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d809c2 No.32185
City is textured and looking good for now, i will change my focus back to the characters
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d809c2 No.32199
Say hello to the new Adam!
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1770af No.32208
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d809c2 No.32209
>>32208
Now lets go back 1 year ago meet the first version of Adam to compare
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f0002b No.32212
>>32209
>cringeeeeee
Real men cringe at their current work to improve further.
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d809c2 No.32243
No more empty blender materials
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d809c2 No.32251
Making long hair is harder than expected, this looks like shit, will probably have to redo the texture
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933445 No.32277
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d809c2 No.32278
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d809c2 No.32287
Gave her glasses, now the hard part, clothes
Im going for a mix of Rorona and Pamela (doll), using the top parts of Rorona (simplified) and Pamela long skirt
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d62aec No.32300
>>32287
this girl's face looks like shes seen some horrible shit in her life, I think its a combination of the eyeshadow/liner color making it look like some heavy ass bags under her eyes
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d809c2 No.32301
>>32300
Those are her eyelashes, they are thick
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d809c2 No.32306
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d809c2 No.32309
finished rigging, now the shape keys and uv mapping
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d809c2 No.32337
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d809c2 No.32342
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d809c2 No.32345
Solved the shoes problem by giving more work to future-me, they will require a special walking animation, i will deal with it later
Now time to texture the frills!
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d809c2 No.32365
Frilly frills done
now time to uv map Sasha's clothes and everything will be ready for Unity... probably
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d809c2 No.32366
Elly with her clothes and using Sasha's
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d809c2 No.32393
Finished Elly's alternative haircut, now need to remake her cape's rigging, i didn't work well in Unity
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d809c2 No.32445
The Proportion modifier script is taking a while so i started making veggies while my bro work on it more
Lowpoly carrot with flower anyone? Harvesting seeds on our game will be less complicated than in most Harvest moon-like games, no need to buy the seeds every time or make a "seedmaker" machine, just don't harvest the thing and wait it sprouts flowers and the flowers will turn into seeds after a while
This baby has 64 triangles, so having huge fields of veggies will not be taxing on the graphics
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fb817d No.32446
>>32445
I would round out the super sharp end of the carrot with 1 loop. If you need to keep it 64 tris then get rid of the flat circular top of the carrot.
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d809c2 No.32450
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d809c2 No.32456
Proportion modifier script is (almost) up, my bro is still fixing issues with it, but i could increase Elly's model to her actual ingame size with the current version, she will look a bit taller in the game because of her high heels
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fb817d No.32457
>>32450
Yeah that looks better. But now that i think about it, would you ever see the bottom of the carrots if they are planted in a field?
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d809c2 No.32458
>>32457
Yes
if you glitched under the map
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d809c2 No.32468
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d809c2 No.32473
Turnip, ok now that i have 3 crops lets see if i can learn how to animate the growth of these babies
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d809c2 No.32480
>having to change texture layout and UV map on all the plants for the third time already
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d809c2 No.32489
Plants done, now gonna try animating the girls
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d809c2 No.32502
Animating characters now, each will have an unique idle animation
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9da0dd No.32508
Why does it seem like there's everything but gameplay in this project? It looks like an art project of neat things but the game is missing.
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d809c2 No.32509
>>32508
Because my brother doesn't post much and he is the programmer
Just wait for 11/11
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d809c2 No.32510
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d809c2 No.32511
Made Idle animations, gonna refine these later
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410a0b No.32518
>>32510
This is going to implode my autism, I'll be spending 17 hours just aligning the cursor so things are in neat rows and as close to one another as possible
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d809c2 No.32522
>>32518
Don't worry, my bro is making a grid system, when you place a plot near another they will be in the same grid, if you place it far away it makes a new grid
This way you will be able to have different plot grids in different angles
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d809c2 No.32523
Time to start the next girl, a milf Foxgirl, and next her daughter
My inspiration for her is adult Serval
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d809c2 No.32524
I think i captured the calm and mature aura on the eyes
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d809c2 No.32530
Configurating cloth physics is a fucking pain in the ass
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d809c2 No.32536
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d809c2 No.32538
First demoday version ready
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d809c2 No.32539
My brother is trying to add grass on the demo, i don't have anything that i could add in time for the demoday, so im back to making the third girl, the Innkeeper Reiko.
Improved her, looks more mature now, but something is still missing...
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d809c2 No.32540
I got it, instead of shrinking the whole iris i should instead make it squish to make it round, looks way better now
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d809c2 No.32547
Bro added grass back into the game! Now works on the new terrain system.
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d809c2 No.32548
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d809c2 No.32550
Is this just my bias or is she turning out better than the previous girls?
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9ce82e No.32555
>>32547
>>32538
you should probably make the running/armspeed swing animation about half as fast (while keeping actual movement speed the same), looks like he's awkwardly shuffling everywhere
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d809c2 No.32557
>>32555
I got a big animation pack and will start switching the animations to it after the demoday, these are placeholder
I will also get some swimming animations
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d809c2 No.32564
Gonna try a mix of western and eastern dressed for her clothes, a simple kimono is too boring
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d809c2 No.32565
She gonna have 9 tails in game, they will be 9 copies of this one.
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d809c2 No.32574
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d809c2 No.32613
Finished rigging the clothes, gonna UV map it now
Then i will make her some shoes and a fan, Reiko will be finished much faster than Sasha and Elly were, the character creation pipeline is speeding up
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9ee72b No.32620
What are the expected system requirements for the demos? I'm not sure if it really matters at this stage in development but I only get 25-30fps at 1080p on "Fastest" settings with a gtx860m. It's not the greatest card, but it can run beefier games at higher frame rates. It could just be Unity, I dunno. Again, I don't know if it really matters at this point, I just wanted to give a heads up.
Otherwise, I don't have much to comment on other than how much I'm liking the ambiance. I'm sure the world will start to get more lively once you start adding more dynamic stuff. On that note, maybe having the characters' eyes and hair move around would make them look more lifelike. I am curious what all of the tree houses will be used for, but they are fun to climb and run around on.
This has been somewhat stream of consciousness, so sorry if it's a little jumbled. All in all you're doing good, keep it up!
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d809c2 No.32621
>>32620
We get 60 fps on our notebooks, we didn't knew it was so intense for older machines
It will probably get heavier once we add fish and bugs (as physical interactable objects) and leaves on the large tree in the middle of the town (using grass tech), so older machines will have to use lower specs unless we can find more stuff to optimize. My brother is getting white hair from stress with the grass system optimization already.
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d809c2 No.32629
Just need something on the neck and a fan for her to hold
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6a261d No.32630
The game is looking great so far, i can't wait to pirate it
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d809c2 No.32631
>>32630
I will put the pirate version on Pirate Bay myself
But all characters will have a pirate eyepatch permanently in this version, i can't wait to see the complaining on the steam forums when people who pirated say they can't remove them
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ca36a3 No.32632
>>32631
Thanks for the heads up.
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d809c2 No.32635
Shape keys are very useful indeed.
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d809c2 No.32641
>Had a dream where the game suddenly became popular and a ton of people started to follow the development
>Notice it is a dream, get disappointed, dream shifts into something else making me forget i am dreaming, then go back to previous dream with bigger numbers this time (more followers, comments, etc...)
>This happens at least 3 times the same night
Why is my brain bullying me?
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d809c2 No.32647
Karen hair basic shape done, now to add volume
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d809c2 No.32648
Final touches before UV mapping
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d809c2 No.32653
Textured and rigged, now clothes
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d809c2 No.32657
Forgot to do the rigging before doing the chest size shapekey, i hope i don`t regret it tomorrow
Well this is her bust size btw, much more modest than her mother`s
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090c75 No.32660
>>32657
Don't forget to add some thicc milf hips and big milf nipples for this foxy lady.
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4af622 No.32661
>>32660
This is the daughter bro, she won't be thicc, scroll up for milf
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82a39a No.32662
>>32661
Sorry my dude. I missed like a week or so.
That is some nice milf there sir.
You are both doing the work of god here.
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4af622 No.32666
>>32662
There is more to come brother, we have plans for more than 20 monster girls
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4af622 No.32676
Some of the currently planned characters: (in order they will be made)
Meru - White Sheep Girl
>meek loli, scared cat
>supplies village with white wool
Fuko - Black Sheep Girl
>smug loli, trickster
>supplies village with black wool
Mint - Dryad (marriage possible, expects faithfulness)
>Builder, can manipulate living trees to shape into buildings and furniture
>Takes care of the Ladrasil, magical tree that keeps the town barrier)
Marie - Vampire (marriage possible, accepts harem)
>Towns' doctor
>Dresses like a nurse, likes to act cute and flirty
>Her bite can apply antibiotics, anesthetics, anti-coagulants or healing substances
Tiana - Faerie (marriage possible, accepts harem)
>oldest and most powerful faerie
>can become human-sized
>very smug
>lets you access the Faerie Village feature once you gain her trust
Momo - Cowgirl (marriage possible, expects faithfulness)
>has a dairy farm
>sells SPECIAL milk
>shotacon
Bianca - Elf (marriage possible, accepts harem)
>Tailor, loves working fabric and making cute outfits
>extremely lewd and lazy, specially when drunk
>dresses her brother as a girl
>to marry her you need to play hard and refuse her flirting until love/friendship are capped, she will not respect you and refuse marriage otherwise
Lucca - Elf (male)
>conflicted shota, suppresses the gay
>good housekeeper, takes cares of the daily shores
>constantly harassed by sister
>wants a male role model (he wants an Aniki, no lewds)
<Might require a special model
Lumina - Mothgirl (marriage possible, REALLY expects faithfulness)
>very fluffy
>very soft
>likes doing house chores
>loves baking
>yandere
Shizue - Undine (marriage possible, expects faithfulness)
>temple miko
>permanent waterwalk, calmly walks by the temple lake
>sweeps leaves that falls on the lake as if she was doing so in land
>can't actually swim (never learned, never needed)
>afraid of diving underwater
>powerful hydromancer
<Will require special movement script
<Will require special pathfinding (waterwalk)
Nina - Lycanthrope
>loli form during day to save energy, very sleepy
>adult form by night, strongest melee fighter
<Will require a special script and some base model modifications to make her transform, low priority
Aria - Spider Girl (fluffy jumping spider) (marriage possible, expects faithfulness)
>the actual nurse
>helps the vampire
>drunk with coffee
>likes to dance
>can use her thread to close wounds, she also sells her silk
<Will require a special model and animations, very low priority
Ceruli - Mermaid (marriage possible, expects faithfulness)
>very outgoing
>makes sure the fishes in the city canals are healthy
>likes to fish (without a pole or net)
<Will require a special model and animations, very low priority
<Will require special pathfinding (aquatic)
These are the ones i have more planned for (personality, appearance, role, etc..)
Other planned girls (mostly still without name): Lizard Girl, Lamia, Bunny Girl, Squirrel Girl, Slime Girl, Cat Girl, Otter Girl, Horse Girl, Centaur, Monkey Girl, Oni, Cyclops, Ghost, Scylla.
Others (no romance for these): Dwarf (blacksmith, in my universe dwarves are constructs, basically robots), Granny (the last surviving founder of the village, she is very old, and very grumpy)
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4af622 No.32679
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4af622 No.32685
Looks much cuter with horns and ears for some reason
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4af622 No.32690
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4af622 No.32695
Added Fur, now a summer dress
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4af622 No.32697
Made her a summer dress, like all other clothes it has a breast slider so that other girls will be able to use it too
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4af622 No.32698
Added Ribbon tiara, next cute sandals
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4af622 No.32702
Sandals modeled, need to make the texture
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4af622 No.32706
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4af622 No.32711
Drills done, now to make the clothing recolors
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4af622 No.32717
6 Models done, now gotta configure the hair for the newest 4 girls, give them idle animations and animate all extra parts (wings, ears, tails)
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4af622 No.32720
Fucking hell my blog got all fucked up during this update, im trying to fix it
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4af622 No.32721
Seems like wordpress 5.0 fucked everything up, those hardworking indian tech supports are working on it
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4af622 No.32725
Gave Meru a slight tan to make easier to see her facial features and finished doing hair physics for the girls
No idea why the recording became so dark
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4af622 No.32726
Nevermind i guess my monitor glitched when i opened the mp4
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4af622 No.32761
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4af622 No.32762
All ears, tails, wings, etc.. are now animated, each girl has an unique idle animation
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f0002b No.32801
>>32762
I like the black sheep idle. Did you do that one?
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df57e3 No.32802
>>32801
Yep, i made them all except for Adam's movement animations.
https://assetstore.unity.com/packages/3d/animations/heroic-traversal-67802
But we still haven't implemented all of them, like the ledge grab
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df57e3 No.32804
Making Momo the cheerful and hardworking Cowgirl
She will be Fuko and Meru's guardian
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df57e3 No.32805
We gonna make an additional boob size modifier just for her
And she will sell special milk in her ranch
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d6051c No.32807
>>32805
>boob size modifier
Does this mean we'll be able to change her boob size in game or something else?
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df57e3 No.32809
>>32807
This is a tool we use to modify the base model. We have these modifiers to allow clothes made for one of the girls to be useable on others, we want the girls to be able to gift clothes to each other, so i make sure all clothes can fit in all girls.
The new modifier is required to increase the boob size further, this time based on bone proportions instead of shape key, this way i don't have to remake all previous shape keys.
Also one feature we want to add in the far feature is aging, like having the lolis grow up, this will be a second use of all those modifiers.
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b49928 No.32812
>>32809
Thanks for the explanation.
>Also one feature we want to add in the far feature is aging, like having the lolis grow up
>aging the lolis
You sick monster. that actually sounds like a really cool feature, keep up the good work
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df57e3 No.32855
Now the most important aspect of character design... ahoge placement
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865575 No.32870
WTF does this have to do with a farm sim? Where are the tractors and seeders and harvesters and shit? How the fuck do you harvest canola with a furry?
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df57e3 No.32876
>>32870
>Furry
Also did you ever play harvest moon or rune factory at all? This is not a german simulator
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865575 No.32878
>>32876
>I don't know the difference between an RPG and a farm sim
Yes, that's the point. A farm sim simulates farming. Harvest moon is an RPG whose setting is a farm.
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df57e3 No.32880
>>32878
You should know that harvest moon is both of them, same with Everyday Life.
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865575 No.32881
>>32880
>someone put something stupid into wikipedia so that makes it true
Well I guess gamergate was evil nazis hating women and harassing them with death threats right? Seriously, what part of farming is simulated exactly? Absolutely nothing.
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df57e3 No.32885
>>32881
Are you blind or just stupid?
>>32761
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865575 No.32886
>>32885
What does that have to do with farming? That's not simulating anything, and it is a gardening game not farming.
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df57e3 No.32888
>>32886
>What does farming has to do with farming?
You got your (you)s now to go to bed
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865575 No.32890
>planting 10 carrots by hand is farming
wut
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f0002b No.32904
>>32890
Sounds like farming to me.
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865575 No.32905
>>32904
Sounds like gardening to anyone literate.
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df57e3 No.32935
Momo overalls work in progress (need pockets and shit)
The final boob multiplier is still not applied btw
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0c5bb3 No.32936
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df57e3 No.32959
Gave her clothes more detail, just need to finish weighting the overalls, making the small breasts version and then i will give her gloves and boots
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df57e3 No.32993
Modeling finished in 8 days
Need one more day to make the clothing textures and another to configure all items on Unity and add the extra boob slider
She should be done in a total of 10 days, if i keep this average i will have all girls done by july 2019, then i can make animal models like chickens/alpacas and more crops
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df57e3 No.33040
Momo done and inventory progress
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df57e3 No.33041
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df57e3 No.33054
Working on Marie the village doctor, she is a vampire, in my world vampires are a special type of homunculus engineered to serve as doctors and nurses, they are able to inject various kinds of antibiotics, coagulants, anti-coagulants and anesthetics though their fangs, they also can make very advanced diagnostics though tasting the patient blood.
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df57e3 No.33066
Until late February we will be traveling, its for a family thing, we will still have a 2/2 demo, but progress will slow down a lot.
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fbc92e No.33189
I am sorry guys, but we won't be submitting the demo this time
We could not finish the new cooking system in time and we have no time to make anything playable
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9cada7 No.33242
Reforming the town while my brother do the UI components for the cooking system
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210ede No.33272
We made a very hard decision, we will scrapping about a month of development by remaking a third of the town on top of the aqua district reform, we were dissatisfied with the previous structure of the city, we will be switching to a much more functional design, the largest difference will be the removal of the Ladrasil tree and the tree houses, which will be replaced by normal buildings
With this the city canals are no longer clogged with branches and roots and will be used by small NPC boats
The tree will be remade much later during development in another location after my brother finished his leaf tech based on the grass tech that will allow rendering on millions of individual leaves
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210ede No.33276
Now every building will have a proper purpose
Edengrall 2.0 will be function over form
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210ede No.33284
The improved cooking system is about halfway done, my brother is making the UI right now, the ingredients have been converted into xml and the recipes will be converted into scripts for easy modding
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210ede No.33286
Made a crane and ballista, right now they are just decorations, but will be used for minigames in the future, it was fun making those, i needed to do something other than UV mapping walls, it was too boring.
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b45d20 No.33288
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4e3646 No.33291
>>33288
Will require a special model, so she won't come out soon.
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4e3646 No.33293
Added two cannons, finished the wall, and remade the central building (community center? i never actually gave it a purpose) into a proper town hall that takes only 1/3 of the space leaving a large open area in the middle of the city for the much needed town square
The defenses right now are just decoration/lore,but i wanna use them for minigames in the far future
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7deb16 No.33357
We are finally back home, now we can focus on work all day, expect more progress soon
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7deb16 No.33369
School basically done, but im not satisfied with the building shape, looks too weird
Also listing ingredient effects while my brother implements the system that i will use to turn those into xmls
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ef68b9 No.33375
Reformed that ugly ass building
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ef68b9 No.33383
Last two new buildings, the school and the apartments that will replace the tree houses
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e9f878 No.33384
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ef68b9 No.33392
>>33384
thanks man, little messages like this mean more than you think.
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4d700a No.33394
>>33392
How about disparaging remarks?
I could give some, if it'll help.
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ef68b9 No.33395
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e9f878 No.33398
>>33394
so whats the project about
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ef68b9 No.33399
>>33398
We want to make the next step in farm sim games, what harvest moon and games of the type should have become if they cared about innovating, i want to do everything those games refuse to, including:
>Deeper mechanics (like the cooking system which will become this next demoday)
>Marry the milfs (we are still discussing harems), almost every NPC will be a girl you can romance or a loli you can adopt, no sex scenes tho, we want to make a wholesome game
>A world that can exist without the protagonist, we are planning events that happen if you are there or not, and characters will remember those. We want to make the best AI we can for this.
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ef68b9 No.33400
Fixed the roof textures, gonna work on walls next
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e77a45 No.33405
>>30488
Checked and shit, that's not bad. RT!
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e77a45 No.33406
>>30880
Please poaste moar anon, we're waiting for updates.
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1bdf8a No.33412
>>33399
you have intrigued me deeper, so each character has a schedual, what all characters do you have, or are you just world building at the moment.
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ef68b9 No.33414
>>33412
Right now we only have 8 girls (6 marriageable and 2 for adoption, i want to have 20 at launch
The Ai is not implemented yet, we are going to use a task based system instead of fixed schedules, this will allow the characters to react more realistic to different situations, example:
Task - retrieve dry laundry - would be low priority, take the laundry at the end of the day
Event - rain starts
Task - retrieve dry laundry becomes a urgent priority, the npc drops whatever she is doing to get the clothes before they get wet, unless she is already doing an urgent task
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4ea8a7 No.33415
>>33054
that doesn't sound very sanitary
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ef68b9 No.33416
>>33415
Its fine, everyone in the town is very clean :^)
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ef68b9 No.33420
We should have some gameplay to show in a few days, but for now here some more Edengrall, i fixed the walls
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e9f878 No.33421
>>33414
so the ai would be like the sims or minecraft comes alive, i can do some quick character designs if you want.
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ef68b9 No.33422
>>33421
if you got some character ideas i don`t mind listening, but i already have more than 30 girls planned
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e77a45 No.33424
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ef68b9 No.33427
>>33424
Thanks, collider meshes almost done, looks like i will be finishing the town reform this week
My brother got pneumonia so gameplay development is going to be slower this week
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6f0262 No.33428
>>33422
i was more going for drawing up character ref sheets
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ef68b9 No.33429
>>33428
if you wanna draw some cute clothes that are easy to model i will gladly look at it
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9898d9 No.33433
>>33429
what's your list of characters; I'll keep clothing simple, but unique.
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9898d9 No.33434
>>33429
or are you wanting outfits
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ef68b9 No.33435
>>33433
Right now i have
Sasha, the energetic blonde human girl
Elly, the timid succubus librarian
Reiko, the fox milf, genius and good in everything
Karen, Reiko's daughter clumsy, but hardworking
Meru, sheep twin (white), meek girl
Fuko, sheep twin (black) smug bully
Momo, cowgirl, takes care of the sheeps
Marie, vampire, the town's doctor, but she likes dressing like a nurse
Planned
>>32676
There are others, but they don't have planned traits/personality yet
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e9f878 No.33437
>>33435
i will dig around the non complete ones for the moment, the lycanthrop serms neat
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e9f878 No.33438
>>33435
lycanthrop rough sketch
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ef68b9 No.33439
>>33438
My idea for Nina is deadpan loli with a summer dress and spats, in night form the dress basically becomes a shirt
She will also be quite thin on the adult form, A cups and just some butt, thighs won't be extra thicc
The named girls are pretty well defined in my mind already
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856712 No.33440
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ef68b9 No.33441
It took 8 hours to do just the last two buildings
But the reform is finally complete, now i just need to fix the terrain since the town shape changed
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e9f878 No.33455
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ef68b9 No.33470
I am remaking the terrain in blender now, instead of using the primitive editor my brother made, he created a script that will convert an .obj into a map object with the materials being biomes, this way making the whole island will be much easier and faster.
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f0002b No.33472
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ef68b9 No.33474
>>33472
Everything looks like a dick if you really want it
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e9f878 No.33476
>>33474
nope, my dick looks like a pretzel.... mini pretzel.
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ef68b9 No.33484
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ef68b9 No.33485
This is my dream... and i think i can achieve it
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1578a8 No.33489
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1578a8 No.33491
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1578a8 No.33507
Reform done, just need to fix a few textures
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1578a8 No.33508
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1578a8 No.33509
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e9f878 No.33522
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1578a8 No.33523
>>33522
And shit only gonna get bigger after the release
I want to make more islands after i finish this one
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e9f878 No.33526
i see you do alot of work in blender, did you ever think about using Armory
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1578a8 No.33529
>>33526
Nah, Unity has more features, also my brother does the heavy engine work, so he gets to choose the engine.
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1578a8 No.33542
Cooking Tools
>Sink+Knife+Mortar&Pestle for raw preparation
>Jars for conserve preparation
>Big Stove with Pan and Pot (they count as different tools)
>Small Stove with Steamer
>Stone Oven for baking
>Stone Grill for barbecue
Total 7 cooking tools (up from 4 the previous cooking system had)
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e9f878 No.33555
>>33529
thats fair, plus unity has huge support.
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1578a8 No.33564
89 ingredients implemented
it has been a long week phew
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1578a8 No.33588
Making the recipes into xml now while my brother implements the effects.
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1578a8 No.33612
Still nothing to show
Recipes.xml has 9139 lines, and it is only 60% done
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8d954c No.33615
>>33612
You should write a script to make it less tedious if you haven't already, especially if you already have the information in another format. You're not filling out a massive XML by hand, right anon?
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1578a8 No.33626
>>33615
I make up the effects on the spot based on a set of rules and templates we set up, but sometimes we have to add new types of effects, so yes
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1578a8 No.33638
The system won't be finished by demoday, we still will post a demo, but it will be incomplete and quite broken
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544a4f No.33659
>>33612
>9139 lines of XML
Sweet fucking Jesus might as well code the engine in XML too
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544a4f No.33660
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1578a8 No.33662
>>33660
at least it is not hardcoded now :^)
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90e7b1 No.33666
>>33660
Shouldn't you cut down a little on the scope? The town seems pretty big for a farming game. When you said it was going to be on an island I imagined it being like Harvest Moon: Island of Happiness where the town would grow as you progress, but having such a big town off the bat seems a bit much.
Is there going to be a farm outside of town where the player lives? Letting the player plow just any piece of dirt seems weird. You should also add a grid system for placing down objects and tilling the ground. That way things don't get too messy and clip into other models.
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1578a8 No.33670
>>33666
>scale down
No
>Is there going to be a farm outside of town where the player lives?
You will be able to build your farm anywhere outside the town, but you start renting a room at the INN
>Letting the player plow just any piece of dirt seems weird
Why?
>You should also add a grid system for placing down objects and tilling the ground.
We already have a grid system for plotting, the building will be integrated with this
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90e7b1 No.33672
>>33670
>No
I didn't say to scale down on what you already have, just to not have too big of a map. The maps you posted above all seemed to have too much empty space between areas which I think should be reduced to not only save time for you but also make traversing the world less of a hassle for players.
>You will be able to build your farm anywhere outside the town, but you start renting a room at the INN
Will there be any consequences for farming without a proper farm that would incentivise a player to build one? Like monsters that destroy unguarded plants and not being able to build on land you don't own?
>Why?
It would create a mess of tilled dirt everywhere. If you want to have certain stuff hidden in the dirt like in some Harvest Moon games, you should just make a separate tool that doesn't leave any marks on the environment. Maybe a shovel could work.
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1578a8 No.33675
>>33672
We are going to do the larger map areas only after finishing the gameplay mechanics, no need to worry there
>Will there be any consequences for farming without a proper farm that would incentivise a player to build one?
The player will have access to all his (local) inventory chests from (reasonable) distance while inside his farm or the city, this alone will make you want to have one, and there will be nasty little critters to eat your crops (or chickens) later if you don't at least fence them later
>It would create a mess of tilled dirt everywhere
If the player wants he can do it, there will be a tool for removing tiles easily later, they also degrade if you leave them for too long without a crop
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1578a8 No.33840
Got too tired of filling xml files, so i started the 9th girl.
Meet the local glutton Yui
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1578a8 No.33848
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ae2cb4 No.33872
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ae2cb4 No.33889
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16646e No.33890
>>33889
You seem to be missing 3 "can marry" there anon...
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ae2cb4 No.33891
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ae2cb4 No.33895
UI overhaul starts today, this is the sample tooltip we are planning
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ae2cb4 No.33913
Brother is now finishing the new tooltip functionality (layout is done)
Time to work on the new inventory window
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ae2cb4 No.33923
New inventory window, the sort buttons are not implemented yet
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ae2cb4 No.33942
new inventory and tooltips, sorting is still not implemented
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ae2cb4 No.33948
New UI, i hope it is good now
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c0409f No.33949
>>33942
should make the tag filter a drop-down menu
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ae2cb4 No.33952
>>33949
there are over 200 tags bro
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c56323 No.33955
>>33948
Are you still open to feedback on it? It could use some flourishes and adjustments but I don't want to waste time making a mock up if you're content with where it is.
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ae2cb4 No.33956
>>33955
We started the next window, but i will listen to you, if it is something i can do fast i could do it
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17e219 No.34023
We got some progress on the cooking system, still glitchy though
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17e219 No.34098
Tools done, but its hard to see the details i worked so hard to make with the default Unity materials
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7d1184 No.34111
City expanded, there is now Momo's ranch, Guard towers, fences, more roads, an elevator, the cemetery and a small terrain overhaul with more hidden paths and tunnels.
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7d1184 No.34125
Finished the planned content sheet, this will be mostly for our future backers, since we want to keep the development fully transparent.
https://docs.google.com/spreadsheets/d/1mgQ0ETc6YJ4n8Jg-RQHmo8oEVY3t8tXoPfEusqLMOds/edit?usp=sharing
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6d3e7a No.34127
>>34125
>Marriage
>Children and Parenting
>No E.T.A.
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0339ef No.34129
File: 77d1a37d82a4d38⋯.jpg (Spoiler Image,5.59 MB,4978x3500,2489:1750,77d1a37d82a4d380516b7abd7a….jpg)
>>34111
Good to have you back!
The complexity of cooking, the large world, and the girls all make this project very appealing.
Have a farmgirl.
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7d1184 No.34132
>>34127
SOON™
>>34129
We never really left
Very qt
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b7cf41 No.34133
File: 7ed5eee64ec1451⋯.jpg (Spoiler Image,4.4 MB,4978x3500,2489:1750,__original_drawn_by_kantok….jpg)
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24dd83 No.34134
>>34127
>>34132
just like real life
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7d1184 No.34140
Cleaned up the faerie, thanks to vectoranon on the agdg thread
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b7cf41 No.34143
>>34140
now we're cooking with gas
glad you took the time to finish it
Fix those letters and it will be very nice
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7d1184 No.34147
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7d1184 No.34156
End of the year demo here, now you can cut your own grass!
https://fablesoflaetus.com/cooking-demo/
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f057a1 No.34180
I finally got around to actually playing the thing. I'm very impressed by the size and complexity of the town, and that the girls are all visually distinct from each other.
I'm looking forward to the actual farming, but I completely understand the importance of getting the girls right.
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2dcd93 No.34185
>>34180
Thanks anon, i really want to give them life soon, but first we have to do farming.
Their AI will be our major priority after we are done with farming and grass (some crops will use the grass system)
Farming + Cooking + AI + Economy should be enough to be called a game for early access until we can get the other stuff done
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2dcd93 No.34223
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55038f No.34234
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2dcd93 No.34235
>>34234
Yeah i had to hold back a lot to not be rude on the answer.
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2dcd93 No.34236
Working on Tiara the Faerie Queen (she is the icon of the prototype)
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2dcd93 No.34241
Tiana model's is almost done
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2dcd93 No.34248
Are you ready for harvest-able wheat fields that extend all the way to the horizon using our grass tech?
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eb15b8 No.34250
>>34248
No, but I am ready to walk trough the flower field with Anna while holding hands
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2dcd93 No.34253
>>34250
I see you like big girls
for you
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b193e4 No.34329
>>34235
Get use to it, m8. Game-dev is full of these whack jobs who are just baiting for a reason to get outraged and you'll do yourself more harm by playing into their hands than.
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45bd3b No.34336
>>34329
>Go to the Butterlord forums to release my inner idea guy in the suggestions
>Check the threads
>Where are my sword maidens and stronk female characters
>We wuz kangs, gibe black african faction
>Racis ppl hurt muh feelings on multiplayer
I got two warnings from my replies already, and i regret nothing.
Oh yeah and i haven't posted here in a while, we are finishing the new crop system, not as deeeeeeeeeeep as the cooking system, but its pretty good
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45bd3b No.34340
I don't tolerate censorship, so i will be fucking off, dunno about my brother, but he never posts updates here anyways, follow us in the blog if you want to keep up with out stuff.
https://fablesoflaetus.com/
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