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sgthale

sgthale

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Preparing for Custom Items Part 1

The beta has been so far a great success in release. OpenXR has definitely alleviated the problems with input mappings and buttons related to various VR headsets. Here are some of the funny things ...

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Viva Pre-Release v0.9c

code: obstacle course

2021-04-04 06:14:17 +0000 UTC View Post

Finishing VR Settings

Good news! The community has started to get their feet wet with the new modding tools! It is certainly miles easier than it was in v0.8 to port over new characters. Here are some of the new models ...

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Beginning VR Settings

The new VR rig has been integrated into the UI system! There is a new menu UI pointer that appears when you use the controllers in VR:

2021-03-28 06:24:23 +0000 UTC View Post

Finishing VR Implementation

Big devpost today. I'm still really happy that we are doing away with SteamVR for the controller bindings. Let me summarize the history behind it with me in Unity:

>Viva Project implements...

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Beginning v0.9 VR implementation

Seems like the last Beta was released properly. Now we wait for people to start the early versions of their mods and get comfortable with the tools.

I've started the VR implementation. I had ...

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Viva v0.9b Pre-Release

Code: avalanche


Build #2 is out now and in a stable enough version to start creating t...

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Continuing Player Interactions Part 6

I did a decent amount of feature additions the past few days. They will be some of the last new features for Build #2. First, some UI changes:

There is now an ACTIVE tab that displays all the...

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Code of Conduct for v0.9

Regular development posts will resume tomorrow. I wanted to talk about the implications of a fully moddable game platform.

As you know, Viva is going to be implementing custom mods for its ne...

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Continuing Player Interactions Part 5

I've been gearing up to release #2 and have implemented a few more quality of life things.

First to finish up the wiggle algorithm from the last devpost, the characters will now attempt to wi...

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Continuing Player Interactions Part 4

There were a bunch of stuff I did in the past few days. I brought back several behaviors back into the game as mods.

First, I brought back the wave mechanic. Currently she waves if you press ...

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Beginning Character Grabbing

I've been dealing with some pain points of development concerning physics. Most of the work I've also been doing is backend work so I don't have much to show today but I will be showcasing funny at...

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Continuing Player Interactions Part 3

The past few days I added necessary features that were needed to fully bring back headpats.

Facial animations were necessary to make the behavior feel more natural. Facial animation shapekey ...

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Continuing Player Interactions Part 2

I've done so much work in the past few days it's crazy. I do have some headpat stuff to show! Let's run through first what I did to the player.

As I said earlier there is a new player charact...

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Beginning Player Interactions Part 1

I have received 130 poll results from the "How comfortable are you making mods?". The results are as follows:

2021-02-11 07:33:22 +0000 UTC View Post

Viva v0.9a Pre-Release Beta

Finally, this is the first public showcase of the upcoming set of mod tools. This pre-release includes everything talked about so far in the devposts and includes 3 basic characters for you to crea...

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How comfortable are you making mods?

This poll is to gauge how many users would be interested in using the new mod tools. I intend to make the code, texturing, and modeling as dummy proof as possible so please do not worry if it sound...

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Finishing Scripting System part 8

The past few days I did tons of bugfixing, code digestion, and eyeballing everything to make sure it is ready for this week's first Beta Pre-Release. I've finished writing the scripting system (not...

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Continuing Scripting System Part 7

I have the new spawn menu ready to show off and a short showcase of features.

First, the custom runtime animation system now supports blending so animations can be blended for more complex ef...

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Continuing Scripting System Part 6

The past few days I did lots of bugfixing and back end code digestion. There are many changes and some new logic to show off.

To finalize the root animation from the last devpost, you can now...

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Continuing Scripting System Part 5

A great deal of progress was done! First some notes on the custom animation system.

The animation import system now supports root translation deltas which means that animations that move the ...

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Continuing Scripting System Part 4

This devpost I don't have much to show visually since I was busy getting realtime modding to work. But things are progressing well. I do however have 1 example of the mod API.

The following i...

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Continuing Scripting System Part 3

I am back from my vacation and I did a few more days of work on the game. I've been working on the UI of the scripting system. Here's how it's gonna work:

The game will use C# for runtime mod...

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Continuing Scripting System Part 2

I got more work done on the editing system for creating characters. I worked on an easier and better way to edit textures and models during runtime.

In the older Viva game versions, clothing ...

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Beginning Scripting System Part 1

Before I start to implement a way to write code into the game, I need to build an easy UI for the player to navigate and use as tooling for mods.

This is where the creation suite comes in. Th...

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Finishing Physics Space Animations

I apologize for posting once every 5 days the past couple times it was Christmas and I had life getting in the way. However I've been working at the same breakneck pace and achieved another milesto...

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Finishing Animation Importing part 2

There was a ton of stuff I had to finish up on the animation importing side of things. As I said in the last devpost, I was having difficulty translating rotations. This has been fixed and now anim...

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Beginning Animation Importing Part 1

I've been very busy debugging and making fbx animations work. The problem I am dealing with is reading the animation data and translating it into a Unity runtime friendly format. Currently I am exp...

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Finishing Ragdoll Editor Part 3

The ragdoll editor is complete and now properly creates a ragdoll from a specified fbx:

I tested ...

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Beginning Ragdoll Editor part 2

I finished some more work on the ragdoll editor and am now working on collisions.

As I said before, the first step in making your character is ensuring the game knows what bone is the corresp...

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