Hello everyone! Let's get straight to the point...
As my skills develop, I try to update and improve game assets, as well as add various tools to make them more complex. In this update, I seriously worked on the spy hideout.
Let me start with the fact that the main hub that you have seen for a year looked boring and had terrible lighting, although the main map in sandbox mode looks pretty good, something had to be done about it.
Initially, I was inspired by old creaky wooden buildings on the edge of the world, which are illuminated only by the light coming through the window of a dusty room. I did not abandon this idea.

I completely reworked all the assets of this map, and also improved the lighting and post-processing to achieve an acceptable picture.
Also, after making numerous changes to the AI systems, I decided not to leave them idle. Now the shelter has agents who are doing their own thing. I threw out the wooden mannequins, because who needs them if there are a bunch of girls to experiment on.

In addition to visual innovations, I worked on expanding the functional rooms. The game needs customization systems and I wanted the player to explore the rooms and learn about new possibilities, and not just poke at the interface to do something.
The first thing I changed was changing hairstyles, now there is a room available in which you can do this. You just need to go to the mannequin to choose the one you need.

I replaced the old unsightly hair with new models, and I was also helped by a good shader that draws the base of the hair, cutting off the edges of the tips, making them less like tubes, and also draws a small volume of hair on top of the main model, which gives them a little roughness and dishevelment.
This is a pretty good option since I can't afford photorealistic hair with simulation due to the large number of characters on the map.
I tried to put an end to the issue of asset randomization and worked on a new tool that returns the selected color to all systems working with colors. This is what the "Color Dropper" became, for now it is used only for coloring hair, but in the future it will appear in all systems that redefine the color of assets, be it clothes, gags, etc.
You can choose the main color as well as the detailed shade. After choosing a color, it is saved at the top of the panel so that you can use it without manually selecting the color.
Among other things, I started working on the vault card index and personal dossier, which controls the appearance of the game character, as well as everything related to it. The card index can also be found in one of the rooms of the vault.
From the toolbox you have access to a personal dossier, for now it only has a choice of the race of the game character and tells a little about the race you have chosen. Later, all the settings of the characteristics and skills of the character will be available in this panel.
In addition to the functional rooms, a room with all the necessary equipment for hostages was also added.
And also a small interrogation room, for those who like a closer acquaintance...
Another major innovation was a complete rework of the photo mode: - Updated appearance of the photo mode.
If you use a keyboard, you can now enter the photo mode directly from the game by pressing "P", no need to go to the menu.
Control of transitions between camera modes has been slightly changed.
Now the "ESC" and "Face Button Right" keys on the gamepad are responsible for the back button, which allows you to exit the interface transparency mode, camera settings mode and photo mode with just one button.
Settings are distributed in the corresponding tabs.
Added the "Lens settings" tab, where you can adjust the focusing distance, as well as enable depth of field.
Added a separate tab for post-process effects with new effects.
I also didn't forget about your wishes. Added an armbinder in two colors (Black/White). It has a purpose for the hands, like regular ropes, but you can't put it on over the ropes on your hands, and also put other restrictions on your hands while the armbinder is on.
Nipple clamps won the vote, but they had to be temporarily excluded from the build, I will add them in the next fixes, sorry.
Fixes:
Fixed collisions of some assets.
Fixed a bug in the grass shader. Sometimes grass could be displayed without a material.
Fixed camera exposure in the hostage location preview.
Fixed registration of gags with new assignments in the hostage location preview. Gags with some assignments could not include themselves in the assembly for no reason.
Fixed gag sounds. Some types of gags could not make a sound when resisting.
Friends, I haven't been working on fixing the previous version yet, but now I have enough time for it. From the beginning of next month I will be switching to a new development branch and I need to prepare as stable a version as possible. Get ready for the fact that fix updates will be released two to three times a week, over the next couple of months.
That's all for me. Enjoy the game everyone!
Fullpower79
2024-10-02 12:52:18 +0000 UTCNanney Teasford
2024-10-02 10:03:07 +0000 UTCRiko
2024-10-02 08:10:01 +0000 UTCNanney Teasford
2024-09-30 19:01:26 +0000 UTCFilip
2024-09-30 18:57:42 +0000 UTCNanney Teasford
2024-09-30 18:03:03 +0000 UTCFilip
2024-09-30 17:34:23 +0000 UTC