[News] Weekly progress report
Added 2022-05-19 04:04:31 +0000 UTCHello everyone, Corintio here!
Just a quick report about what we've been working on:
Programming
- This week I took a small pause from working on the new gallery mechanics to working on a few functions to allow the characters of the gallery to use the new data tables we are designing for the game. Basically what we had before was a megastructure with all the data our characters have, from the appearance to stats and AI behaviour, and many times there would be a lot of repeated values that we are now grouping on different data tables so many characters can share the same behaviour. For example, guards will all share the same "team", which makes them all hostile to animals and characters from the team "bandit", without us having to repeat some values every time we added a new guard to the game (like Luanna, Henrysson, Matthew, Rulfio, Eira, etc). These data tables are not complete yet, but after moving 22 from our 69 NPCs (no pun intended) to the new one, I'm going back to work on the gallery until most of it is done, which is when I plan to move the rest of the NPCs to the new tables. And talking about data tables, I have added a place in the character customisation to select Kalyskah's kinks, which will directly interact with how much arousal she gets from each pose and interaction played during the simulator:

(The ones on this list are not her canon kinks. The canon ones will be revealed on the next release!)
- Henrique already finished the code that abstracts NPCs when they are outside of the loaded levels. But this week he had a problem on his PC and he'll have to reinstall everything so next week he can continue to bring these new implementations from his test level to the new open world.
Animations:
- Gurpreet, despite the big heatwave that hit India, has finished the new rig. Now he's making some test animations to see how easy it is to work with them. And after this is done, he'll start adding new bones to the knees and forearms of the characters so they won't bend as bad as they were before. Here's one of the examples he did in Blender while testing the facial rig:

- Arthur has improved the skullfuck animations for the cutscene with Henrysson and has also started working inside Unreal Engine to redo the cutscenes up until Kalyskah meets James a second time.
- Sergey didn't work this week, but last week he finished another loop for a spitroast animation, and next week he'll work on more interactions for the toysystem (I don't think the new interactions will make it to the next patch)
Writing:
- Keana and Wade have worked on another quest with Fara and have also written new dialogue lines for our new and improved sex simulator. Lines for situations like when a character is getting bored, when they want to do some interaction, etc. But due to our current budget, I can't really send these lines to the voice actors yet, I'll have to wait until Arthur is done with his work so it will give us some room to move the animation budget to voice acting again.
Level design:
- Ricardo has done some progress with the new landscape material and has also finished the Graveyard Ruins, the bandit camp where James is found, and also Kelhold, with all the vegetation in between these places. It's looking spectacular because now that the map is bigger it does give a better feel that the place is inside of a forest. The post-process effects are not done yet, but they will probably be worked on during this weekend, so next Monday or Tuesday I plan to make a whole post just to show the improvements in this area of the game until then I'll just give a hint and show a bit of progress on the new graveyard ruins:

I hope this helps to clarify a bit of what we've been up to lately. Thank you very much for your support =D