Devlog #20: Animations
Greetings and salutations,
While I'm waiting for my new PC to arrive, I thought it would be a good idea to give everyone some idea of the scope of the animations I'm working with.
Below, you can see a rough version of the spreadsheet I'm using to track the animations. There are about 9 variations of doggy style, each of which needs to be keyframed for the male and female characters, so about 18 animations for this one position. Cowgirl has upwards of 27 variations, or 54 animations: 27 for the female and 27 for the male. At the moment, I'm planning about 250 different animations.
The reason so few are marked as finished is that I'm abandoning the models I've been using for the majority of the project, and restarting using different models. While I really liked the look of the models I was using, export times for them are a major bottleneck for the project. It takes up to 1 hour to export a single model, so about 2 hours to get male and female models into Unity. Once into Unity, there's another bottleneck: in Unity 2019, in which I started this project, it took another hour to import each model. Under 2021, it takes just a few minutes, so that has been a godsend.
Once imported into Unity, the animations for the female need to be marked for events. Events on the animation allow me to communicate with the code base of the game.
There are skin contact events, penetration events, sucking events, and ending events. The skin contact event is used to trigger a sound effect of skin hitting skin, say when the characters are doggy style and the male has just thrust, so his thighs/hips are slapping against the female's butt. This sound effect is altered based on the speed / intensity of the animation. The penetration and suck events are what they sound like, and the end event lets the code base know that the animation has ended. This allows me to switch to a different variation, if the player has selected that option.
Once they are set up on one animation, the times and names of the events can be copied to all the others, but it is still a time-consuming process.
I think that's about it for now. Thanks for your interest in Battle Succubi, and thank you for reading if you got this far. My new PC should be coming before the end of the month, and I hope to get one updated version up before then.
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Battle Succubi
A rogue-like where you do battle as a succubi and level up by gaining mojo from "volunteers" captured in battle.
Status | In development |
Author | Satisficing Itch |
Genre | Role Playing, Action, Simulation |
Tags | 3D, Adult, Erotic, Roguelike |
Languages | English |
More posts
- Devlog #28: Still kickingAug 12, 2024
- Devlog #27: New EnvironmentsMar 09, 2024
- Devlog #26: Environment UpdatesJan 21, 2024
- Devlog #25: A look back and a look aheadDec 31, 2023
- Devlog #24: Game jam and animationsDec 10, 2023
- Devlog #23: Latest VersionOct 25, 2023
- Devlog #22: New Version OutOct 09, 2023
- Devlog #21: Unity ShenanigansSep 27, 2023
- Devlog #19: Assorted Bug FixesAug 29, 2023
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