Game thing: the complex animation system (Patreon)
Content
Since this is taking longer than I thought to have everything pretty and ready to show, I'd at least talk about the system for show what I call "complex animations" in the game.
The system consists of a complex viewer object (where the characters, backgrounds and such are drawn) and the complex animation player object (which is where the buttons that you'd use to trigger animations from).
Each animation is a data structure that contains the sprite index (which in Game Maker are a collection of individual images), an array that's the same length of the animation (which holds sound effect IDs so sounds can played on a per-frame basis) and a transition function. Here's an example:
The arousal and edge values count up the player's arousal and edge but I'm still not sure how that will be implemented (if at all, I don't want it to get in the way of getting off)
There's also the background sprite which I may or may not use to set the background on an animation-to-animation basis... but it's there if needed!
The transition function is called each time the animation's current frame is the last frame in the animation. It decides what should happen next.
So, since this is in a game and it's not a video, I want to take advantage of the unique things an interactive experience can deliver:
-The player has control over animations in sequences that make up a lewd scene.
-There's stuff in the complex animation that can react to other stuff
-A looping animation can have multiple variations to make it more interesting to watch (the game would pick from these at random when the loop is playing)
There are FMVs that will be used to go from one sequence to another (and these lewd scenes would begin with an FMV and end with a climax FMV). So it's not completely super duper interactive but the player can decide when to go to the next sequence or to go back to the previous (and also there would be a separate FMV for going to the previous sequence! Like some a$$ or pu$$y to mouth stuff if the current sequence is penetration and the previous sequence was suction)
Basically, I want to make a compromise between interactivity and comfort. I want the player to enjoy what's on screen without having to worry about anything but I also want the experience to be something that's justifiably an interactive experience and not just a video. Obviously it leans more towards the video side of "videogame" but I'm cool with that.
For some reason, I can't attach a video in the attachments. Not sure when that was changed because it was working a few days ago when I started writing this post.
So for now I guess I'm using google drive for videos. Here's a link to a video showing some gameplay (I'm putting it in bold so it can get your attention!):
https://drive.google.com/file/d/1xo2lQuk9UhmjD08yMdT3mxOtX6tGDJzx/view?usp=sharing
Here's a video of the climax:
https://drive.google.com/file/d/1SlmDUDKmC_0rl1Wd4hrDxuA5xl2xNnGS/view?usp=sharing
Like, the character animation for everything is almost 100% done, the fluid is all tested (the second scene near the end just needs to finish baking). But there's a lot of small things to have a nice, pretty, proper looking demo.
Originally I thought it'd be neat if it was c_m and p_ss at the same time but I know that WS is a big turn off for people (I saw my raptor/parasaur video getting some nice numbers on e621 until it was hit with WS tags which... it wasn't actually WS, it's male squirting but I don't want to argue with the admins about it since it's clear, thin and comes out in large quantities). So instead it will just be c_m (but still thin but it's shaded white like c_m so the tag police can't say it's something else).
Oh also I should talk about the balls. I've been experimenting with some cloth sim techniques and found a pretty good solution for more physically accurate balls.
This is identical to the method I used for the more accurate p*nis physics in a previous post but simpler because there's less bones to worry about. There's bones that copy the location of vertex groups of the physics mesh and bones that stretch to the location of those bones (and then the bones on the character mesh copy the transforms of the bones that are being influenced by the physics mesh)
Anyway, I think I'll just finish up the climax video, render that and that'll be the animation for this month as opposed to polishing up all the other animated stuff, rendering it, processing it for the game etc etc... which will just take awhile. I'd like to continue working on this dumb game thing but eh. There's more important stuff to do (like working on the deep dish animation)