BleuRaven's Projects
Now the issue is with development and testing. When I work on the digestive system, I need to play in a level that loads the digestive system as a sublevel. If I try to play directly in the sublevel, the game breaks because the script with the data does notβ¦
Ok it fully done I can continue the digestive system animations and sounds. :>
249 debug levels updated to remove the old script and update the data.
249 debug levels updated to remove the old script and update the data.
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Cobble have an heart too. :>
Progress: before continuing with the other sounds, I wanted to finish the heart triggering and synchronization in multiplayer.
About heart triggering, the BPM will now adapt to the character's activity and actions.
Here in the video, it adapts to the player's gain and stance.
For Talas, it will adapt to his actions and situation, whether he lies in bed, walks, or tries to stomp a micro, etc.
For multiplayer, the simplest way would be to send a request at every beat. But that would produce a lot of network traffic.
Instead, I use some math to calculate a deterministic heartbeat using the BPM and server time. Then I progressively resync the local heartbeat by adding or removing time between beats. You can see the resync in the video debug menu.
That way, I send zero network requests and the heartbeats remain perfectly synchronized.
Progress: before continuing with the other sounds, I wanted to finish the heart triggering and synchronization in multiplayer.
About heart triggering, the BPM will now adapt to the character's activity and actions.
Here in the video, it adapts to the player's gain and stance.
For Talas, it will adapt to his actions and situation, whether he lies in bed, walks, or tries to stomp a micro, etc.
For multiplayer, the simplest way would be to send a request at every beat. But that would produce a lot of network traffic.
Instead, I use some math to calculate a deterministic heartbeat using the BPM and server time. Then I progressively resync the local heartbeat by adding or removing time between beats. You can see the resync in the video debug menu.
That way, I send zero network requests and the heartbeats remain perfectly synchronized.
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Small update: with the new gameplay interactions, it will be possible to interact with the digestive system as GameMaster.
So I reviewed the DynamicMeshMorph system (used to animate the digestive system) a bit, to make render detection usable when the player has no collisions.
So the render now updates when you play as GameMaster in Talas' digestive system. Before, it was updated only once every second because the player was not detected.
I also added some optimizations from the collision update to the render update, like the priority system and section render splitting, which now also works for shader sections.
So I reviewed the DynamicMeshMorph system (used to animate the digestive system) a bit, to make render detection usable when the player has no collisions.
So the render now updates when you play as GameMaster in Talas' digestive system. Before, it was updated only once every second because the player was not detected.
I also added some optimizations from the collision update to the render update, like the priority system and section render splitting, which now also works for shader sections.
β€6π₯2π1
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All that techs just for Talas Digestive System. :>
(Spoiler if you don't want to know the true environment shape)
(Spoiler if you don't want to know the true environment shape)
β€10π₯°4π1
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Progress with audio zones and ambiances variations.
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Poll for v0.4.9
Just a reminder that the vote ends in 2 days! :3
https://www.bleuraven.fr/posts/12793964
(Repost in the correct chanel)
Just a reminder that the vote ends in 2 days! :3
https://www.bleuraven.fr/posts/12793964
(Repost in the correct chanel)
π₯4π1
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I worked on my interaction system to make it support hold interactions. This will be used in the digestive system to interact with the flesh walls.
Before, the system focused on simple interaction triggers, but now I manage the action type and interaction state to know who is holding an interaction, whether the player needs to release a previous interaction before starting a new one, whether a VR player can press the same button with both hands, etc.
I also updated the gameplay sounds to give better feedback for the actions.
Before, the system focused on simple interaction triggers, but now I manage the action type and interaction state to know who is holding an interaction, whether the player needs to release a previous interaction before starting a new one, whether a VR player can press the same button with both hands, etc.
I also updated the gameplay sounds to give better feedback for the actions.
π₯2π2π1
BleuRaven's Projects
I worked on my interaction system to make it support hold interactions. This will be used in the digestive system to interact with the flesh walls. Before, the system focused on simple interaction triggers, but now I manage the action type and interactionβ¦
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That also works in multiplayer and VR of course.
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Physics :>
Now with the new interaction changes I can do that.
Now with the new interaction changes I can do that.
π₯4π1π1
I progressed with my rig generator.
If you followed the devblog, you know how the rig generator evolved.
- I started with a simple rig generator for Talas.
- With MMVS v0.4.0 I added an option with several presets for multiple characters.
- Later I redid it to make it modular with layers of executions. (Every layer adding more logic to the rig.)
- Then I moved the layer execution to node execution. (Making it possible to create groups of nodes and manage branches of execution.)
And here I did new base to manage nodes with properties. For the moment I added a simple property boolean, string, etc.
Currently every execution node applies changes to the rig with static properties.
Now it will be possible to manage the properties with nodes as well and add more logic with data combinations and conditions.
The next step will be to redo all execution nodes to use the new data nodes and properties.
If you followed the devblog, you know how the rig generator evolved.
- I started with a simple rig generator for Talas.
- With MMVS v0.4.0 I added an option with several presets for multiple characters.
- Later I redid it to make it modular with layers of executions. (Every layer adding more logic to the rig.)
- Then I moved the layer execution to node execution. (Making it possible to create groups of nodes and manage branches of execution.)
And here I did new base to manage nodes with properties. For the moment I added a simple property boolean, string, etc.
Currently every execution node applies changes to the rig with static properties.
Now it will be possible to manage the properties with nodes as well and add more logic with data combinations and conditions.
The next step will be to redo all execution nodes to use the new data nodes and properties.
π₯3π1
MMVS v0.4.9 Poll Result
Hello!
The vote for the MMVS v0.4.9 is now closed.
And the winner is... AI Improvements with 49.4% of the total votes!
Please read the full post for more details here: https://www.bleuraven.fr/posts/42453485
A big thank you to everyone who participated in the vote and helped shape the direction of MMVS for update 0.4.9!
Hello!
The vote for the MMVS v0.4.9 is now closed.
And the winner is... AI Improvements with 49.4% of the total votes!
Please read the full post for more details here: https://www.bleuraven.fr/posts/42453485
A big thank you to everyone who participated in the vote and helped shape the direction of MMVS for update 0.4.9!
β€5β€βπ₯1π₯1π1
That took more time than I expected, but I made big progress with the nodal system for my rig generator.
Basic nodes like booleans or how data is transferred between nodes are not included. I really need to create everything from scratch.
- Here, the first image is an old executable node with static properties.
- The second image is the new executable node with pins for property types.
- The third image is the same node but with connected property nodes or data-merging nodes for the shape.
Basic nodes like booleans or how data is transferred between nodes are not included. I really need to create everything from scratch.
- Here, the first image is an old executable node with static properties.
- The second image is the new executable node with pins for property types.
- The third image is the same node but with connected property nodes or data-merging nodes for the shape.
β€9π2π1π₯1
I'm making progress, but I still can't work on MMVS at the moment. I really need to update my tools for Unreal Engine 5.8 because other people are waiting for them. x_x
- I need to update my Blockout Starter Pack.
- My Blender for Unreal Engine addon.
- Then finish the rig addon.
- Then I need to start an MMVS bible for concept arts and additional artists.
- Finish MMVS v0.4.7 with the vore update, of course.
- And the devblog, which is very late.
This is just to keep you informed about why everything is slow at the moment.
- I need to update my Blockout Starter Pack.
- My Blender for Unreal Engine addon.
- Then finish the rig addon.
- Then I need to start an MMVS bible for concept arts and additional artists.
- Finish MMVS v0.4.7 with the vore update, of course.
- And the devblog, which is very late.
This is just to keep you informed about why everything is slow at the moment.
π«‘5β€4π3
BleuRaven's Projects
I'm making progress, but I still can't work on MMVS at the moment. I really need to update my tools for Unreal Engine 5.8 because other people are waiting for them. x_x - I need to update my Blockout Starter Pack. - My Blender for Unreal Engine addon. - Thenβ¦
"Blockout Starter Pack" and "Blender for Unreal Engine" done.
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