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Working on the minotaur a bit this week.  Updated his materials and textures, added some blendshapes so he can have facial animations, and fixed some of the weighting bugs in his rig.  Also started on some new scene animations as you can see in the video.  

I bought some "adult" sound fx packs and I'll start adding those into scenes when I can find the time.

Started working on the spellcasting system.  There's a bunch of problems to solve to get things running smoothly.  This first version I wanted to test out something similar to Oblivion's casting systems.  There will be a dedicated casting hotkey that will allow the player to cast spells without having their hands ready, or while having a regular weapon equipped.  There are plans, if this works well, to add in modifiers to the casting strength of spells based upon what the player is holding.  So if the player wants to play a pure mage character then they would leave their hands empty or else equip a spellbook or staff which then their spells would all work at full power.  If they had a sword and shield and were wearing heavy armor they could still cast spells but they would be at a reduced power level.  But that's the initial direction right now.  Any thoughts or feedback?

Files

mino_wip1.mp4

This is "mino_wip1.mp4" by DevFeign on Vimeo, the home for high quality videos and the people who love them.

Comments

Artem

Oh my... Poor girl) I think you should also implement some sexperience system - when a character gets such a huge insertion without being ready, they should suffer HP damage, or even "die". While other, more experienced character (or used some magic) would be fine and survive it.

Artem

The minotaur is really cool. I'd play with his balls swinging phase though, shift it just a bit and maybe it will look even more realistic. (unless you have used some forst body physics solver in the Engine for that).

slaen

Lol, I was hoping no one would notice that yet. You're totally right with the timing of the balls. I'm still getting the hang of secondary motion animation and I'll polish this when I get some time. I'm pushing most animations away from using the in engine physics because I can't ever get them to look consistent. I've tried the "fixes" to make them frame rate independent but those don't seem to work for whatever reason. So if someone's computer is lagging at all then things get really floppy, but if things are cruising along everything starts to get a little too firm and stiff.

Artem

Will the minotaur "interact" with the male MC too?))