CreatorsOk
vrengames
vrengames

patreon


Experimental Musings

v0.13.1 goes out to the general public tomorrow, which means tonight is mostly bug testing and writing some limited scope features that aren't likely to break anything. While working I had a couple interesting thoughts that I wanted to share with you, and that I'll probably be following up on in the future with some small prototypes.

First, while working on the skin tone consistency problem I had an idea about alternative ways to render everything. A quick aside into computer graphics: when doing ray tracing to render an object (like Daz does) there are a number of different surface effects that are computed, with the main ones being diffuse and specular lighting. The diffuse bit of an object is the part that gives it most of it's colour and corresponds to rough surfaced object which scatter light in all directions. The specular component corresponds to flat, polished surfaces and gives lots of light in a focused direction and not might light in every other direction (like bouncing a laser off a mirror). Different combinations of diffuse and specular lighting produce objects that look like different materials. Concrete is a grey colour with very little specular lighting; plastic has a larger specular component and smaller diffuse component.

It should be possible to have Daz output the diffuse and specular components separately which would let me combined and manipulate them later. If I got all of the values tweaked correctly I could simulate different clothing materials directly inside of LR2. A pair of lace panties might use the same image set as a pair of cotton panties, but look appropriately different. Wet things also tend to have large specular components, so I could tweak a girls body images as things start getting hot and heavy.

Second, I've been thinking about how I can use the text display in LR2 more dynamically to reflect what's happening in the scene. I'm going to have to do some reading and experimentation, but it should be possible to add movement to certain words or sentences. If you've played or watched any Slay the Spire you might recognise the general effect from some of the events that pop up. I'd like to do it dynamically, taking, for example, all of the dialogue a character says and checking what they're arousal is. If it's over a threshold their words start to shake slightly, and as they get more aroused they start to get bigger or move more. Picking out key words and emphasising them via different colours, sizes, or movement, would also be interesting. As an example: Stephanie might fixate on the word "Cum", making it a larger font, colouring it off-white instead of her normal font colour, and making it float up and down like a cloud when she says it.

The prototyping for either of these ideas will have to wait a little, but I thought they were both interesting enough to share and get some opinions from my patrons on!

Comments

She will ride you eternal, shiny and chrome!

Vren

Thanks once again for sharing this insight into the game-making process. Very interesting! My gut reaction to the talk of manipulating the text is "oh lord, unless it is done perfectly than that's going to be hard to read." Don't get me wrong, it could be interesting and go a long way to giving the girls personality and clues to their mood, but I suspect a little will go a long way with something like words that move about the page. Some thoughts: Seeing Stephanie emphasize the word 'cum' the way you describe would be fun and useful the first time. After that, it will just slow down my reading. And if I'm grinding with the ctrl held down to zoom through scenes I have already played, I will probably be furious if I have to wait for a few seconds of animation to play out each time. Concrete suggestions: * Limit the animations to the first second or two the words are on the screen. We'll see the emphasis but it won't be a nuisance when reading. * Maybe test for the ctrl key being held down and skip the animations if the player is clearly not reading the text * Maybe a slider that lets us control how intrusive the word emphasis is * Generally err on the side of making it easy to read

Dubsington

welp if you dont put in upper limits, i just might make the ladies talk in huge text and reflect all the light

retchedegg

Just wanted to say (again, I think) - I love the game thought & design stuff you go through, and share. And far too often there is a total disconnect between adult games and non-adult games, where each genre refuses to learn from things that the other did (or is doing). So yay for bringing some perspective on what you think would be cool for you game over from playing Slay The Spire (love the game). I've been playing video games for almost 3 decades now, and it really does hurt sometimes to see what mistakes get made by content creators making games here simply because they want to create their game/fantasy, but really don't know anything about what makes games (and/or adult games specifically) fun. So the result is a game with a neat plot idea, but an absolute snoozefest (or worse) to actually play.

Scott Snelling

Gotta agree. I already have enough trouble reading blue on blue.

Scott S.

Please don’t change the text as described; it’ll make it much more difficult to read.


More Models and Creators