October report in November (Patreon)
Content
Okay...
I've reworked Judi's skeletal IK system, and now her running animations look much more natural and realistic. Her feet now align properly with the ground, her pelvis adjusts to compensate for height differences, and her weight shifts trigger additional swaying movements.
I've also added more randomization to her movement, meaning that animation cycles will no longer repeat in exactly the same way.
Each cycle will have slight variations, making her movement feel less repetitive and more natural.
I think the overall animation quality looks significantly better now.
I've also updated how Judi holds weapons, both shotguns and assault rifles. Her supporting hand now changes position depending on the weapon's fore-end. I've also fixed issues with her left hand becoming desynchronized while holding certain weapons.
Equipment changes and new stuff
Something that took quite a lot of time, and something many of you have been asking for, is multi-layered equipment. In other words, you can now combine clothing items so that they properly layer on top of one another.
The system now fits clothing in real time, allowing you to combine practically any clothing pieces you want.
However... this process takes a little time, approximately 3–5 seconds. So if I won't manage to reduce this delay until release - keep in mind it's not a bug.
Why? Well, because there are literally invisible cameras flying around Judi, fitting the clothing and adjusting its shape based on whatever she's already wearing.
This system also makes it significantly easier for me to add new clothing items.
There are currently approximately 247 clothing pieces, of which I believe around 60 are new.
I've also added hand protection, with two separate equipment slots: one for the left arm and one for the right.
In addition, I've gone through pretty much every clothing item that covers Judi's breasts and adjusted how it fits. Clothing now sits much more naturally instead of simply stretching tightly around her body. Of course, this depends on the type of clothing.
For example, plate armor no longer perfectly follows the shape of her breasts as if someone sculpted it directly onto her body.
I also fixed... I think... an issue with cloth physics.
Previously, some clothing items with physics simulations would actually reduce the size of Judi's hips and butt to make the physics work correctly. Now the cloth simulation can adapt to Judi's body shape without shrinking her hips or butt, and the collision system also adjusts to her actual body proportions.
I've added a few additional visual effects to clothing as well.
Loose, baggy clothing with a lot of space between the fabric and the body now reacts to Judi's movements, creating a subtle visual swaying effect. I have no idea why the fuck I added this, but okay
Shoulder armor also moves and bounces slightly during movement. The shoulder pieces are currently the most difficult part because their shapes make it tricky to create natural-looking movement at different angles.
So, for now, consider this a temporary implementation. I might revisit it later.
Every item now has its own name. This was another thing people frequently requested.
Honestly? I'm not particularly good at coming up with names, so I had a little help with that. But now every clothing item has its own unique name.
I've also been rebalancing equipment stats and prices, and clothing upgrade system has been expanded:
There are now 5 upgrade grades and 5 tempering levels.
Once you've upgraded a clothing item through all five grades, you can temper it to unlock additional bonuses.
There will be 86 possible bonuses in total. Around 50 are already functional, while the remaining 36 are still in development.
What kind of bonuses?
Additional character stats. For example, let's say you want to carry more crafting materials. You can reroll a bonus on a piece of clothing and, with a little luck, get something like +3% material carrying capacity.
Then you can improve that same item further and increase the bonus to +6%.
The same applies to movement speed, stamina, HP, critical hit chance, and various other characteristics.
Essentially, the system has been expanded so that each clothing item can have up to five bonus attributes that directly affect Judi's stats.
But Horn that means players are forced to wear as much equipment as possible to have better stats - you may say. And yes it's true. That's why I've also added transmog.
You will be able to change visual appearance of every piece or hide it completely.
New crafting materials
I've added several new materials:
Cloth
Leather
Chainmail
Plate Armor
Latex
These materials are required to purchase clothing from Cedric, upgrade existing equipment, or craft new clothing.
Smithing Flux
Used to reroll an equipment bonus, randomly selecting one of the 86 possible bonuses. It can also be used to remove a negative bonus.
Yes, clothing can now have negative bonuses too.
Tempering Oil
Required for tempering equipment. After reaching the fifth upgrade grade, you can temper an item to increase its tempering level. Each tempering process grants one positive bonus and one negative bonus.
Alloying Additive
Used to re-roll the numerical value of an existing bonus. For example, if your movement speed bonus is currently +1%, but its possible maximum is +5%, you can use this material to re-roll that value and potentially get a better result.
Clothing Components
A rare material required for crafting clothing.
Changes to clothing acquisition
You can no longer simply buy every available clothing item from Cedric. Instead, his inventory now changes randomly every in-game day.
However, you can now craft clothing yourself if you have the necessary Clothing Components. For example, if your playstyle focuses primarily on dodging, you can use Leather as a crafting material and see what kinds of equipment you can create from it.
Or you could combine Leather with Latex and potentially craft something that provides bonuses to both dodging and sex damage.
This gives you more freedom to create equipment that suits your preferred playstyle.
Dirt and wetness
I've returned dirt accumulation to Judi and her equipment.
The longer Judi travels around, the dirtier she and her clothing become.
Rain washes the dirt away and makes both Judi and her equipment wet.
People often complain about the sounds in the game - that some are missing or don't sound natural. And you've repeatedly pointed out certain sounds that you really want to hear but aren't there.
Well, I got the hints. Loud and clear.
So I've spent some time working on the sounds you've been asking for.
Clothing sound effects
When Judi walks or runs, the equipment she's wearing now produces sounds based on its material. Each clothing type has its own sound characteristics.
If you're wearing a full set of plate armor, you'll hear the sounds of metal plates moving. If there's chainmail somewhere in your equipment, you'll be able to hear the chainmail as well.
The same applies to Latex, Cloth, and Leather.
This should make movement feel a little more immersive, especially when wearing heavier equipment.
Water and environmental interactions
I've also improved water.
Well... water now reacts to footsteps and gunfire. It still doesn't make Judi wet when she enters it, though. I'll just wait until someone points that out...
Grass now reacts to Judi's movement and gunfire as well.
It's a relatively small addition, but it makes the environment feel more interactive and immersive.
These effects are completely optional, and you can disable them in the graphics settings because they do require some additional processing power.
Loot system changes
There's now more loot overall, and I've completely rebalanced the drop weights and probabilities.
Why?
Because the expanded equipment system introduces bonuses that can increase the amount of loot you receive or improve the quality of dropped loot.
To make these bonuses work correctly, I had to rebuild the loot distribution and drop weight systems.
Optimization
Shadows should now be recalculated less frequently instead of being updated every single frame.
I've added a separate graphics setting that reduces shadow update frequency based on the distance from Judi. This should help weaker GPUs avoid being completely overwhelmed by shadow rendering.
Ray tracing overhaul
(Game is being developed on dx11. All RT features require dx12 and are experimental added simply to enhance visuals for those who have higher-end systems)
I've almost completely reworked the entire ray tracing system. It now looks significantly better...
And it's also about twice as demanding.
I've added proper sky lighting, improved light scattering, better reflections, and fixed several issues that previously prevented certain reflections from rendering correctly. Shadows from light sources are now smoother and look somewhat similar to Lumen, although the system is more demanding.
Overall, ray tracing looks much better now and behaves more like a proper, fully featured ray tracing system.
I will probably keep trying to optimize it because, while it looks great, it's also fucking demanding.
I might even look into some NVIDIA plugins or modules to improve performance.
On AMD GPUs, the current implementation is practically unplayable, so I'll be focusing on optimizing ray tracing and DirectX 12 performance, particularly for NVIDIA hardware.
For now, however, I've finally managed to make the ray tracing system look the way I always wanted it to look — visually impressive and actually noticeable.
Since I managed to optimize the game and achieve approximately 120–150 FPS on Inferno, I've also added a few more graphical features.
There are now optional cloud shadows.
I've added cloud quality settings for lower-end GPUs.
And I've brought back volumetric fog rendering.
It's still quite demanding, but it adds a lot to the atmosphere.
UI improvements
Now, moving on...
People frequently told me that the UI was shit. And, well... I'm not exactly going to argue with that. That's why I've continued working on it little by little.
I've taken the criticism into account.
As you may have already noticed, I completely redesigned the main menu previously, and now I've also updated the clothing and equipment UI.
At this point, I wouldn't even call it a rough draft anymore.
I think it's already much more intuitive, functional, and visually appealing than the previous version. And hopefully, you'll like it more too.
Of course, I'll still be drawing and adding custom windows, frames, and decorative elements to bring the design closer to the visual style of the new main menu. But I believe this version of the UI will be received much better.
And if that's the case, I'll continue redesigning the rest of the interface in the same direction.
What I'm working on right now and what's planned next
I've started updating one of the locations to prepare for three new quests.
Cedric's quest
The first quest is a very small tutorial quest involving Cedric.
It will explain what you're supposed to do with armor, how the equipment systems work, and where you need to go. It'll be somewhat similar to Amelia's shotgun quest.
Nothing particularly large, but it should help players understand how clothing, armor, and equipment progression work, and what materials they need.
Sophia's map quest
She'll give you a piece of paper and a pencil, and you'll go out to draw your own map.
Yes, I'm also need make map system.
This will be another relatively small tutorial quest, designed to teach players how to create their own maps of different locations.
Another quest involving Sophia
There's also a second quest planned for Sophia. This one will be considerably larger and will continue her existing questline.
I already have a plan for it, but I still need to create a separate location and translate quite a lot of dialogue. So I'll be gradually working on that as well.
Book of the Orphan
And then there's the Book of the Orphan. All that lore and information contained within it... Some time ago, I mentioned that the book would eventually receive thematic illustrations.
Well, an illustrator is currently working on those. Once there are more illustrations ready, I'll show them. But the work is already underway.
I also fixed a few bugs that I had personally introduced.
So... that's where things stand right now. It's only part of what I wanted to implement.
I'll most likely release the update sometime this month and then immediately continue working on the remaining features and content.