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I had a surprise surgery (small one) in the past few days so I decided to extend week 1 improvements by 2 more days. Regardless I got some work done.

The post processing effects for underwater have been finished and look much better:

The same effects are also enabled for other bodies of water such as the ones outside of the house:

Speaking of, in the process of porting the same logic to big bodies of water, I added water currents so items can now float and follow the long winding rivers:

The river had a little bit of tweaking to look better and now sports foamy regions as well (not shown above but below):

This looks especially good in areas like the waterfall which by the way has new waterfall effects:

But anyways, back to bathing. The new splashing behaviors will be as follows:

1.) Splash the loli by moving your hands really fast on the water or dropping items hard near her

2.) Loli will react to the location of the splash

3.) Loli will be able to splash back if angry

Splashing may be difficult to do in keyboard mode but I will be trying my best to make it work smoothly. Currently this new module is in the asset phase. I need to make animation assets first so I can hook them up to her logic. Here are some new animations I'm working on:

So in the next 2 days I'll finish up writing the splash back behavior and animations and move onto Week 2: Headpat improvements. On a smaller note, the loli's hands have finally been fixed and no longer have black disconnects:

Changelog:

  • Loli's hand mesh disconnects have been fixed
  • Added water currents
  • Improved water shader
  • Added underwater postprocessing
  • Added waterfall effects

More headpats coming up. Stay tuned.

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Comments

Anonymous

I hope you are well again Amazing job! The features look great. I am happy if I can experience this with VR in the future. Take care of your self, health always comes first.