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The way I plan logic modules for Shinobu's behavior helps me visualize the required assets and logic. I also start with big ideas and work on them in terms of importance. So far there are 2 completed logic modules: headpats and playing chopsticks with her. Both are enclosed with a green box in the image above. I use draw.io to prototype logic in a fast way (always subject to change, never 100% representative of the implementation). Animation assets are blue arrows. If the blue arrows have a green outline, they are complete. If they have a red outline, they are not complete. The flow of the graph is standard, follow a node as it splits under different circumstances.

As of right now I am working on the kiss module which will let the player interact with her by kissing her cheeks or her head. I wanted to make sure that Shinobu was very dynamic so for every logic module there is a happy and angry set of logic paths. This makes her behavior and animations change for the same actions but also multiplies the amount of animation assets that I have to do by 2x. Furthermore I want to make sure that the player can interact with her in any current body state that she is in (standing, sitting, laying on floor, etc.) This also multiplies the mount of animation assets that I have to make by however body states there will be. Currently there is only standing and sitting on floor. Luckily most animation assets can be copy pasted into different root spine transforms.

After the kiss module is complete, I will be working towards a demo which I can hopefully release on 8/8/18 (probably not VR though). The project is nowhere near finished and there is hardly anything to do right now. I am open to ideas but the focus of the simulation is just to hang out and "take care" of Shinobu. Some ideas that I have brainstormed in order of decreasing interest (for me):

Feeding donuts.

Have her cook food for you.

Welcome home hug (some animations already complete).

Have her write you a dynamic drawing.

Go out on a walk.

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