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August Progress Update (Part 3)!

🕑 Added 2017-08-04 20:49:56 +0000 UTC

Comments

They'd be a lot more technically viable. We'd still need to do armor damage entirely in 3D. There's the option of animating liquids in After Effects but it'd be mega time consuming. They do something similar to that for animated H visual novels. But yeah, that's the direction I was exploring with that v0.05 animation.

Honestly these progress updates are more interesting than the game.

Rather than having combat H animations, would cut-scene animations be too difficult to do? The end of v0.05 was partially animation, so is this direction you were already heading? I imagine running an animation for each section of the game instead of potentially each encounter would be easier to create. Or did you already mention all of this in a previous post?

as good as info you give on your progress there is so far nothing new to download (no offense) so ill just cancel my pledge for a while untill i see a new download on the way . good luck on the progress . great game and i enjoyed every reles so far but its been a bit too long a wait :) . I will surely be back that is a promise tho.

I had a post a couple months back about the issues we need to overcome for animations that might give some answers. Outside the time requirement needed to make the animations, we'd need to be able to do liquid and armor damage entirely in 3D (this may be possible after the artwork overhaul) and create a really advanced caching system to be able to load all that image data on the fly, We'd also need to be able to cache while updating the graphics, which is something we can't do yet.

Kerryberry

I think you should do it after switching to the new engine you mentioned earlier. Is it possible to utilize it for H animations?

Subjectivity

Every new update that mentions a breakthrough, new artist or new technology being used, I always hope "Please say this means animated H attacks!" but apparently that is way more complicated than all these other advancements. It looks so good, it just kills me that they won't move!

I would worry about progressing to a 3D game engine with your next game. You have a good start with the current Malise and the Machine. Trying to overdo it on the first try will just leave you guys burnt out and hard on cash. Not to say that you shouldn't be looking around now and learning if that's what you want. But to overhaul the current game engine another couple times or more, that might not be feasible. Malise and the Machine has great artwork compared to other H-games I've looked at, interesting plot and considering it's originally all based in ...RPGMaker... of all things.

Honestly battle H animations would be easier with a 3D engine, but that presents a whole new range of tech issues (increased hardware requirements, etc)

Well, it's not the workflow yet. It's what I'd like us to progress to after scaling some learning curve. And yeah, that's a thing I want to work toward. This would allow me to animate easier, but it wouldn't resolve our tech limitations. The problem there is that we'd need to cache and play a lot of frames dynamically. Might work out but we're not ready to commit to it.

Mav

Sounds like you guys are having some success with the new workflow/tech. Does this mean that in combat H animations will be a thing in future versions?


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