Desva:
With many of the assets places, lighting tweaked and ambiance added - things are really starting to come together:
Lenchi:
Lenchi has been bringing all of the teams ideas alive one piece at a time.
Here were some positions added:
Overworld model for little Jay, one of Klaudias bunny boys:
Here she overhauled the whole thing to match Jay and the customer from one of the cg’s:
Also his unique piercing:
CUMAGEDDON IN THE MAKING
Initial ideas for pickups
The small ones are a size suggestion for the actual in-game asset - and they underline the transparent parts of the design. The memo would be closed and then automatically open up when picked up (and then vanish, like other pickups). We could think about only adding a very small "glint" effect on them so they're not as obvious as other assets.
Lit vs unlit:
First try of the overworld icons!
Here is the progression for the lockpick mini games overhaul:
More variations for different kind of pick up items:
More neon signs, plants and other decorative items:
Combined efforts of Lenchi and Less making a little comfy scene with Zoey:
Here is a little glimpse for one of the newer corners”
Bear:
Here is transition between the item being static then picked up:
Little animation for the pinup:
Alpha version of the lockpicking mini game before Lenchi upgraded it:
The animations are done by Ena and then they are usually added in to the game by Bear and Desva. Here is some more action added around the building to really show how many clients are getting their fill with Klaudia’s bunnies:
Ohm_Ena:
A little bit of a poledance loop provided by Klaudia for a change
"Notice" animation, for example npcs who see Zoey naked etc.
Loop for the stripper "take-pic-of-boobs" -pose
Here's two swiping-cleaning animations, one for wall/mirror/window
Fainting-when-too-much-awooga -animation
Simple pickup
Rummaging on the floor
Animation for one of the bunny boy, Jay’s, scenes:
The sweat loop for the sweat layer (also coupled with foreplay loop in the preview), was fairly straightforward to use paths and just weigh them into underlying meshes!
Parallax for the background for extra depth c: also realtime jiggles in action
Samuel Moura
2024-11-03 19:18:42 +0000 UTCVinick
2024-11-03 06:59:26 +0000 UTCAnduo Games
2024-11-02 20:57:09 +0000 UTCVinick
2024-11-02 07:26:11 +0000 UTC