Updates! (Patreon)
Content
0.6.3 will be a lot about improvements, polish and VR. There are however a couple of new features being implemented as well. Here’s a compilation of our latest additions (both content and features).
Fraenir
We never intended for Fraenir only to have a single skin, so in 0.6.3 we are remedying that by making a couple more!
https://gyazo.com/6a4c9daf8fadc36c6c71518c9610fbb5
https://gyazo.com/6f84da0b59a5ee118baff75c970ddd3b
https://gyazo.com/5a28bc3cff136dc225fd27bb3bed18ea
https://gyazo.com/b251d13ee497bf609c693179f2dd8fce
https://gyazo.com/feb2d095612c689be5f094ea8ddd603a
https://gyazo.com/41fb053b16b2880a20f8c22e91b4b8c8
Ilinír
Expressions
With the futa and herm variations implemented, we felt it was necessary to give Ilinir the ability to express more emotions. Here’s a selection of the new ones being added:
https://i.gyazo.com/58faff260950d45875c5aad4882a08ab.jpg
All these (and more) are added to both default and futa/herm variations.
Hair
We always wanted to give Ilinir some sort of wig from the very beginning, but lack of time made us push it until now.
Here we want to do a “windswept mane” hairstyle that we believe will fit her nicely.
https://gyazo.com/3ca8cf7dfb3488785c175a42b8f33d42
https://gyazo.com/ec7f95ae92680d09e41437162a6aa260
Obviously, the hair is not textured or anywhere near complete, but we’re excited to see how it will all turn out!
(Hair will be optional.)
New features
Wetness & see through
This has been requested several times previously in our forums and at our patreon page. Now we’re finally implementing wetness and see through.
This is what a character looks like with full wetness:
https://gfycat.com/TintedTallChamois
Here’s an example see through together with wetness:
https://gfycat.com/InfantileVastHammerheadshark
These are just two separate sliders than you can configure in the skin settings of the characters.
VR
A lot effort is being put into 0.6.3 to make Yiffalicious better adapted for VR. A new menu is being been implemented with VR in mind, and we’ve integrated Steam VR into the project for better Vive support.
One problem we faced when designing the VR menu was how you’re supposed to select things. Not all VR devices come with controllers such as those that come with the Vive, and we wanted to create something that works with any HMD. For this, we looked at Unity’s VR samples for inspiration. What they do is instead of using controllers, they use the HMD itself and look direction for interaction. Here is a video showing how that works.
After trying out this way of interacting with things we came to the conclusion that it was too cumbersome and honestly quite uncomfortable. Having to look around in this manner causes motion-sickness and is just generally annoying to use. For example, when selecting an option, you’d have to keep the reticle above it for a period of time in order to confirm the selection. This is required since the method lacks precision. So we decided to go with something different.
After doing some more testing, we arrived at the solution of simply using the mouse as input device. It’s something basically every computer has, and while the input is two dimensional, we can still project such input in 3D space.
Here’s an example of what it looks like when used on our newly VR adapted warning menus:
https://gfycat.com/GiantLavishDogfish
Here is the VR menu itself.
Right now, it is brought up by pressing left and right mouse buttons at the same time.
This method feels a lot better to use. It doesn’t cause motion sickness and doesn’t lack precision.
We’ve laid out the foundation of this context sensitive menu and all that remains is just implementing all its options.
Other improvements
We’ve worked a lot on trying to increase the performance in 0.6.3. We’ve thoroughly gone through the code and profiler to find and eliminate unnecessary routines and thus increase framerates. We’re happy to announce that we’ve managed to get a big performance boost when characters are present (compared previous builds) - especially when playing a scene (currently when playing a scene framerate drops significantly).
We’re trying to get out 0.6.3 before the end of the month.