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Woo. I finished all the core mechanics for the bathing update. I added several fun things for the player to do. To start out, the player can generate bubbles on the top of Shinobu's head by headpatting her with a soapy hand:

Generating bubbles along her hair strands has also been completed and I think it turned out well. Since some hair bones are longer than the others (like her front hair bangs compared to her long back hair), my system tries to provide enough bubbles to cover the entire surface of the hair bone. Here is me generating bubbles on her small hair bangs:

It's kind of wonky trying to do it outside of VR but what I am doing is basically grabbing her hair and pulling it back and forth in a brushing motion. After a few short brushes, bubbles will form on her head and the bubble meter will go up.

The same thing is done for the long hairs like so:

The bubbles are also attached to the physics of the hair as well:

To fill the bubble meter you only need to wash 4 hairs, just to keep it simple. One of the absolute last things I need to do to move onto the clothing customization, is animate her washing the bubbles off by herself. The player can clean his hands by dipping them into the water surface like so:

I'd like to add water drops and maybe some splashing later on as they collide with the water surface.

When the player is ready for Shinobu to get out of the bathtub, the player will hand her a towel and she will again signal him to get out. After that she will be back to her fluffy dry hair mode and the rest of the game mechanics will be available.

I now have enough material to create a YouTube video this weekend. It will be recorded in VR like usual. That said, I do need to spend 1 day polishing the bathing mechanics for keyboard and VR users. It's sort of difficult optimizing seamless physics experiences for keyboard and VR users because they differ greatly in the variety of motion and control of the character. One spit polish I did recently was improving the detection of objects to pick up. The area that objects must be near to be picked up has been extended to the fingertips of the player. This makes it far easier to pick up stuff. Pickup indicators have also been finalized and will now properly show up for all items. Demonstration:

Make sure you are subscribed to my YouTube channel to catch the video when it releases. I am aiming for this Sunday.

Stay tuned.

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