Taking a break + Future plans (Patreon)
Content
Hi all!
The most recent builds mark a major milestone for us, as we're now prepared to start working on the new animation and interaction systems. Up until this point, I have more or less worked continuously for the past 7 years - never taking any prolonged time off during holidays (they were spent working on my projects). So I think it's about time that, if not taking some time off, at the very least do something different for a while, if only just for a week or two.
Dogson will continue to work as usual, but will take some time off later during the autumn. So we'll still have new content and updates for you.
The upcoming major release will implement the new interaction and animation systems, and will probably be the biggest update in terms of new tech and features. So this is going to take some time to produce.
In the meantime, we'll still work on new content and make new minor builds, but as far as new features are concerned, it's all being focused on these new systems. So I hope you'll have patience with us. We'll share progress updates about these systems as they're being made.
A more detailed list of things that we're doing for this major release:
Upgrade to Unity 2019
We're at Unity 2018 atm, and as this version will stop receiving updates, it's about time we move on to another LTS release. We also want to upgrade any 3rd party libs to their newest versions.
This will most likely cause a ton of things needing to be fixed, but in the end it will be worth it as we can enjoy everything that Unity 2019 has to offer as well as improvement and optimizations of the 3rd party libraries.
New physics & IK system
We have big ambitions for our new animation systems, and the current IK and physics simply aren't good enough for that. We want a versatile system that blends both physics and IK while maintaining great performance and having tailored compatibility for the kinds of interactions fans create with our apps. We have evaluated the systems that currently exist for Unity, and come to the conclusion none is up to par with what we want to do. Thus, we'll have to create our very own systems.
So this includes a custom physics engine as well as an IK system built on top of it. The added control we'll have from implementing our own physics engine means we'll have unprecedented control of all the stages in the animation pipeline, making it possible to create great animations with ease and realism.
Soft body dynamics
We already have a soft body system that we started working on some time ago. After we have implemented our new physics systems, we want to integrate this system with it. Also, a lot of polish and optimization will be required. But once all that is done, we'll have a truly dynamic soft body system running in real time for the characters in FurryVNE.
Penetration dynamics
We already have a battle-tested algorithm for doing orifice deformation - but now we want to improve on this. Not only make it more performant, but also make it deform more realistically. We have a ton of ideas how this could be done, but it remains to be seen how these ideas will pan out. So a lot of implementation and testing still remains here.
Interaction editor
It goes without saying, but in order to make use for any of these systems, we'll need an interaction editor where you can set them up. This will take some time to implement.
Our ambition is to make interactions easier and more fun to set up while at the same time offer greater opportunities for what types of interactions are possible to create.
Cloud changes
The cloud needs to be adapted to work with interactions.
Sound system
Audio is something we're taking very seriously. We will be working with a dedicated audio designer this time around, to not only create better sounds but also hook it into the animation pipeline in a way that is more seamless, versatile and customizable.
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More things we'd like to do if we have the time:
Cloth dynamics
We have a system for binding cloth to body, which works OK for tightly fitting cloth. However, cloth that doesn't belong to a specific surface or bone will not work so great (loosly hanging cloth). We want to implement a system that simulates such clothing in real time, so we can have great looking dresses etc correctly deforming as characters move.
Character creator
The character creator is in a good state, but it can always be better. We have been cutting corners, and thus some features are straight out missing. Like being able to create multiple outfits and switching between them is a feature that is missing completely atm. Also, icons and general polish needs to be looked into as well.
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These are the things I can think of on the top of my head, but I'm sure there's more. There's always more. The point is - it's going to take some time. We'll show progress during this whole implementation phase, and we'll continue to create new content builds. But as far as new features are concerned, they're all going to come in a huge clump of savory delight, aka next major.
We've got great things planned for the coming months with new content updates, so stay tuned for that!
All the best.
- odes