BIOASSHARD UPDATE 3/20/2026 (Patreon)
Content
Hello everyone!Here I am with a new report.
Since the last one, I’ve been totally focused on animations. But also made some other things, like the one we showed in the latest Screenshot Saturday, that is adding new gameplay options…Some of them were highly requested (like the “Belly Mode”) while some others, well, you’ll have to wait and see what they do and what they are for.A new one I can tell you about is the “HUD” option, which allows you to turn ON or OFF the entire screen UI so you can enjoy the views without any interface element disturbing (you can also just turn it OFF only during S*xttacks).Another thing I’ve worked on is in adding new effects to the enemies (not only visual but sounds as well) like one for when a dismemberment happens and also for when they die.Also, small fixes were done to some enemy clothes’ weights, where some vertices weren’t weighted to the correct bones and here comes a good new feature of UE5: You can edit weights directly inside the engine (and it’s pretty stable I must add) without having to go to a DCC and reimport back in the engine.Mr.Versus X, on the other hand, keeps on working on the new areas which are looking visually stunning, at least for me. And it’s making me having to work harder to try and get everything else at the same level.Then, last but not least, in the animation side I’ve not only been doing character animations but also weapon ones. Since the addition of the new Julia model, some animations for the weapons like the reloading ones, were totally wrong, so got them fixed.And, finally, got to the main time-consuming part which is the S*xttacks animations, including the grab ones. And here you can understand why it took so much time since the last report; I made a total of 195 animations just for the grabs (that is taking into account the different body types for the average Infected).Along with the animations, I’ve also been tweaking some S*xttack system code, making it cleaner and reuniting it all into a single “container” unlike before that it was spread out through multiple classes and actors (I don’t know what I was thinking back then to make it like that, honestly 🤣). Hopefully, I’ll be able to fix that bug I’ve been unable to reproduce but has been reported that is where the enemies are desynced/detached from the player during the animations, since I should be able to better control what happens during the whole process now.But not only did those kinds of animations, but the facial side of them as well. I mentioned it in the past, that the characters didn’t have facial animations yet until I figured out a system to use them properly… That’s also being worked now. More than 30 facial animation captures have been done and more are in progress.I want to show you something before wrapping this up, so it’s not only a wall of text.
And that’s it! I hope you like it, and we’ll be seeing in the next report.Much love everyone 💖Until next time 😊.-Meguido