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Hello again!The basic stage is completed, as well as the animation viewer and enemy egg spawn, but I've hit a snag with the last part of the update, which is the animation controller.An animation controller will allow players to move forward/backwards on the animation loops, and also change the speed and even pause or change the loop amount for each animation phase.The issue is that I went a bit wild with some of the animations when it comes to the code and logic, and now I have to deal with a lot of different and unique corner cases if I want to let the players dynamically control them. Basically, the ero animations work fine if they are just "going forward" in terms of phase control (phase 0 is the grab, it loops for X cycles, then move to phase 1, loops X cycles, phase 2, etc), but as soon as I introduce the concept of rewinding, then things start to break because my original implementation of the logic didn't anticipate for this haha.All that is to say that I won't be able to release the full gallery update just yet. By now you already know my pattern, so I'll once again set the release date to be at the end of February.I'll continue working to find a good solution to the animation control as I don't want to scrap this feature, so I might even end up adding even more spaghetti code in there to make things just work. And as usual I'll also try to sneak up some more interesting new enemies in the update as well, besides the one that was already planned and can turn people to stone.As always thank you for your kindness and support.Best Regards,Mega

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Nuzza

Excuse my ignorance when it comes to Unity programming considering I've never played around much in Unity, but I do most of my programming in Python, what are your animations stored in as far as being called is concerned? Like what type of variable? If you're talking about looping through the animation I assume it's stored in some type of array of sorts, is it possible to get the length of the array and use the index and out of bound checks to control what animation is playing? That should allow all animations to work with that. I do apologise if I am completely incorrect with how you have programmed the animations when they play out, just thought I'd suggest that considering my experience in Python. Anyway, great progress regardless mate, can't wait for the gallery to be complete!

Vik Virtue

Yeah, I feel a gallery would probably take a lot, if not the most amount of time to work on. No worries about it. But now I'm really interested on that gallery enemy, now that you mentioned what it does, along with those sneaky ones too.

docfly

Honestly, I can't think of many indie H games that had a rewind option on the gallery. Most had loop, speed control, pause, and zoom. Aside from some enemies regurgitating Ayla after eating her, what would a rewind function bring?

Jemmysponz

We appreciate the work you're putting into this!

Lilly Anderson

Mentioning an enemy that can turn Maya into stone. imagine if when petrified, the scene then cuts to this gallery room where Maya is being rolled in as an addition to the collection! Yum!

Mega Blue Ball

Hello! Thanks for the input. Unity has a built-in animator controller which is entirely created by visual design and is what I used originally as it suited my purposes then, so the logic of the animation sequences is dependent on that. Now as for a solution what I'm planning yeah I'll have to implement an array to extract the animations directly into the code where I have mode direct control, it is nothing complex really, it's just that give my usage of the visual designer there are some unique corner cases that I'll have to adapt to.

Mega Blue Ball

Rewind just feels like it would be good to have, there's no special reason for it. And since I enjoy programing, it will be fun to find a logical solution to implement it.

Dirk Dagger

I honestly wouldn't be bothered if animation control was added or not, but by all means go for it if it's something you'd like to add! As always you are working infinitely harder than many h-devs so don't feel bad about making a 2 month update cycle your new normal. Really appreciate all the hard work you put in, trust me, I know just how difficult it is!

Irkenfenrir

This reminds me of another game where your character would be turned to stone and interacted with by the enemies as well. Looks pretty interesting. Keep up the good work.

Strider Kage

Your diligence in working on these issues, learning with each mistake, and giving the audience what they want are some of the best qualities to have in a game developer. I look forward to the completed project. My only regret is my wallet can only give so much to fund your efforts. Keep up the good work! ;)

Tim L Voice

It's cool! How soon gallery'll be in game?

Mega Blue Ball

The gallery update will come at the end of this month, either on the 27th or 28th.