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The theme of this week is detection and clothes. I had actually made some headway into both of these last week, but both are only partly done right now. 

Hitman is a large inspiration for this game. The circular detection indicator comes from it; the next part is making detection more gradual than immediate. NPCs right now immediately detect you the moment they can see you. I want to have it so that they will gradually detect you based on distance and exposure; the closer and more naked you are, the faster they'll detect you. Lighting could also play a factor into this, but for now I'll ignore it.

I did make a gradual detector, however—funnily enough—only the player is using it. When the player sees someone while undressed, there is a slight delay before arousal starts to gain. That is actually using the gradual detector albeit with fixed values; essentially, a broken version of what NPCs will do.

The second goal for this week is separating clothes out from the player prefab. All the removable clothes are fixed onto—and defined on—the player prefab:

I made some headway into figuring how skinned mesh rendered work last week, which is how I was able to get the bra (actually a bikini top) added on. I'm going to be moving out clothes onto separate prefabs, which would then get instantiated at run-time. From an end-user perspective, nothing will have changed after this; but this sets up the crucial framework for having selectable clothing options. 

As a bonus, shortly before writing this post, I fixed the camera collision issue shortly before this. It was a simple fix, but it was a fairly low priority issue. I tried to reduce clipping through the player model as best I can, but there's still some edge cases where you can see through. For now, it's good enough™ . 

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