Quick Update, Current Status of Projects and Plans going Forwards..
Added 2023-12-11 14:58:20 +0000 UTC:: Detailed Text Update ::
Hello everyone! I’m not dead, and have been busy working on projects.
[And as you probably know by now (if you’ve been following me for a while) is that Radio silence in my case usually means I’m either busy working on projects, or I got RL stuff going on (or a combination of both!) and this case is no exception.]
I was forced to hastily relocate to another location following a rather disastrous socio-environmental catastrophe, which was quite an extraordinary experience in and of itself.. For a long time I was just sort of stuck working within the confines of my situation until I managed to persevere and find a more permanent solution and I’m back in front of my work Computer and ready to proceed again once more!
Current status of Active/Planned Projects (in the near future/present);
Since first desiring to undertake these two projects, my spectrum of knowledge and expertise working with Untiy has since increased. Thus, Going forward, here is what I wish to do;
Interview with April –
Unabridged-
Interview with April was originally designed with a rather hodgepodge selection of my then limited knowledge of working within 3D environments. Since then (and with the help and advisory assistance of some helpful helpers as well as eager independent experimentation) I’ve gained a more proactive knowledge towards working with 3D within the confines of unity where it concerns 3D models.
To elaborate, the base models I used for Interview With April were mostly designed to be used in blender only and for rendering purposes. In order to make them ‘Game ready’ I had to almost strip the entire bone rig (technical term) in order to have it actually somehow usable in the game engine. As it is, all animations are also done in Keyframes and not with any Avatar systems, which is also why they might appear slightly janky/not amazing.
If the original models were re-repurposed by me I could improve the blender->game experience and make it so that these models can essentially use IK and such in game, which would greatly improve both ease of use for animations, allow importing animations and make animating a little bit easier overall potentially. They could also (theoretically be made more fluid and it wouldn’t look so janky, then again these models have humongous thighs (lol) which does make animating a bit difficult because I have to take massive thighs into consideration with each movement).
The avatar system would also mean that other models could easily be adapted to use the same animations and structure provided that its been adapted to do so which would most likely take far less time to do.
It would also mean fabled BLENDSHAPES (aka weight sliders/body sliders) could potentially be imported in, still trying to wrap my head around the complete blender > unity pipeline but I’ve definitely learnt a lot more than I knew back in March/April.
I also want to expand on the wardrobe functionality as right now it’s a little bit light in terms of what I’d like to implement.
Abridged:
As it currently stands interview with April will most likely need an overhaul/revamp to ensure that it has the best possible output in terms of ease of development/optimization, performance, visual fidelity, overall quality and both universal (and niche) sex appeal.
The models will likely need to go through the restructuring process (again) because the in game models as is are still lacking somewhat in terms of versatility and ease of use - DESPITE me pruning them down in the past and trying to optimize them to be more usable within Unity.
If I start afresh with the Blender > Unity optimization process with my newfound knowledge I would potentially be able to make some fresh progress, make new animations that look better, are more interchangeable because they use Unity's avatar system, and can incorporate things like motion tracking/ready made animations for humanoid rigs.
I would probably and potentially like to include some new (and other) additional models (where appropriate) and include Blendshapes to allow for manipulation of body shapes(Body sliders) within game.
As it currently stands, some of these models are an expense which I would have to manage in terms of budget, so this process would most likely start either this month or mid/late January as a guesstimate.
Battletits -
[No longer called "Battletits (X)", sorry for the confusion lol]
Because of what I perceive as the over saturation of AI ART in sexual content and it’s lack of ease of use (for me) in incorporating it into the structure/terms in which I wish to use them, I am rescinding my desire to work exclusively/semi-exclusively with AI Art going forward. I have no doubt of the veracity and power of AI art in certain situations such as the speed at which it can create backgrounds or high definition art pieces but in creating Models which I can work with and animate it poses more of an issue to work with than say something I can custom make and add stuff on top of as in Battletits [RpgMaker]
I’m also brushing up some new 2D models for the various bodytypes now, though things are still too WIP to show at the moment.
For either of these projects a release date for something new will probably be (unfortunately) around perhaps March/April time. Winter season usually cuts into my workflow somewhat so this has been taken into consideration among all the other things I am currently having to deal with at this time.
The systems and ideas for Battletits (even in Rpgmaker form) have always been ambitious, and going forward I no longer wish to sacrifice the integrity of my well being for either of these projects solely, so release dates for anything substantial regarding either of these two projects will likely be around march - may timeframe, this gives me a bit of wiggle room in terms of developing something that feels nice and operates in a good way and isn't just *another* mess when it comes out.
Other - Extraneous projects -
In order to further brush up my skills working with Unity and to branch out my skills and abilities I've also been proactively designing and branching out into making games that are not solely in the NSFW territory in the time that I've had to spare.
I won't abandon my ideas or projects in either respective industry if I wish to pursue them, and it is at this current point in time I feel the need to branch out in order to exercise my creative integrity, and not just stick to exercising my skills and abilities in one specific area/industry.
In the context of undergoing projects that I desire to be SFW/Commercial in nature I will be working undera different Alias/Studio Name, whom you can follow here. I will be posting WIP stuff, gameplay teasers and new things here and there that are SFW in nature under that account.
I have a few projects in the works, but mostly at the current point I'm examining areas working within Unity that I'm not so proficient in and working through my deficiencies slowly but surely, I want to be as proficient as I can possibly be in this field so it is very important to me that I be extensive and thorough.
I hope this is understood and it comes with no bad intentions, I never intended my only avenue of design to be exclusively NSFW so I hope all of you can understand where I'm coming from.
The different account name/alias is so that I don't have to worry about some minor/someone more reserved but still potentially interested in my games stumbling upon a gigamount of fetishistic pornographic content so I thought it would be more prudent and professional to keep separate my SFW and NSFW accounts, lol
As usual, sorry for inconveniences (if any) and I hope this message finds you all well!
Peace! - Vampson.