NokiMo
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*Mid-March Quicky Update*

Hey Gearheads!

Apologies for the delayed monthly update, but fear not as it's not a reflection of changes happening behind the scenes.  There's a lot going on and some stuff I'm not ready to mention since the timeline is still being worked out, but I'll try to touch on everything.  Expect a more detailed update on or around the 1st of April once things are a little more fleshed out.

Your patience on the Huntress Hole has been greatly appreciated.  I'm not crazy about how long it's been taking to get something out, but I'm thinking it'll be better to try for mini releases of self-contained previews and maybe bringing back some of the performance content to help fill the space between major releases.

The two big focuses are still controls and optimization.  I've been running some control test on Unity 2020 to try to get a better handle on the control system while implementing parts from different examples I've found and making progress.  I'm aiming for a system that can allow different movement options for ideal comfort, work across all VR devices and leave room for future expansion.  A tall order indeed, but we're getting close and I've connected with a freelance VR programmer if we need extra help while saving part of the budget to be able to pay for his services.

With Optimization, I've been looking into different ways to load content and get the environment and characters to run smoother at large sizes.  Our last big road block was loading too many characters in and Unity basically refusing to do anything.  We have some methods around texture atlasing, mesh joining, LOD and animated mesh transfer that we're testing and ready to apply into the build.  With luck it'll allow us to fill out the world without having it run at an unplayable fps, but there will be some give and take while we find a good balance.

We've continued to expand our connections for better and more versatile POV content as seen with the anthro character and the recent Ellie releases.  We also got another crack at Crisis's models with the RE releases.

We've been pushing hard on the bigger projects to get some clean-up done and prep for final versions.  We got the scaling fixed on the sex scene for Azula and are finishing up the compositing for that release.  We got some help from a friend with the Eromancer scene to make it look higher quality overall and are rendering out the desktop and VR dialogues scenes right now.  We're also still tweaking the Korra sex scene to get things tightened up a bit more there too.

There's also been a big push on better displaying the content.  Some of you might have seen the website integration testing being done on discord server.  The goal there being to have a page on the website that displays all the previous releases in an easy to access layout and have the download links be linked to your patron access.  This is just the beginning as once we get that going we can then add subscribestar, direct membership through the site and better graphical representation of the public content as well.


We've seen a dip in the last couple of months.  Not as much as Patreon is showing (that new counting system is all over the place) but significant enough to make it difficult to bring in people officially to get things done.  So it's slowed down the bigger projects (most significantly the Huntress Hole), but I've been chugging along and making sure at the very least the weekend releases keep flowing.  I'm trying to get ahead on those as well which will free up time to really focus on the big stuff.

All in all, we have a ton of things in the works and continue to deliver on our goal of consistently releasing content and continually increasing quality.  This has been a great month and next month should be even better.

Thank you all for the support and I can't wait to show you the stuff we have planned for the near future!


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