CH1.016


At last, we have a new update, though it's not the long-awaited Chapter 2. Let's break it down.

The standout addition is the incorporation of onomatopoeias in the dialogue scenes. Their implementation proved to be more challenging than expected. Not only because they're handcrafted and some are animated, but also due to technical and programming hurdles related to the final rendering. Additionally, I chose to skip subtle camera movements in these scenes. From an artistic standpoint, I believe such movements should be purposeful, not just for the sake of it. To be honest, I'm not completely satisfied with the outcome yet.

On a different note, I spent several weeks experimenting with Unity's default Rigging system. Based on this, I attempted to craft my own animation tool, aimed at easing animations for intimate interactions. Despite my best efforts, it didn't pan out. While I did gain a solid understanding in this area, it felt like too much time was invested. However, I recently stumbled upon a third-party software that has revitalized my animation process. I still need more practice with it, but I'm excited about its potential.

On the other hand, I've been using bone-based facial structures for my characters, but I've recently ventured into facial and expression modeling in Blender. Upon reflection, it seems I'm pouring immense effort into multiple domains simultaneously, like programming, 2D art, 3D modeling, animation, and more, especially for a non-commercial project...

Lastly, given personal, familial, and work commitments, I might not be able to release updates as frequently as I'd like, at least in the near future. While I can't commit to specific dates, I don't intend to restrict myself to biannual releases or even think of dropping the project. I just wish there were more hours in the day...

Until next time.

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