Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Content

[Last Edit: 07/18/20]

Hello dear patrons,
After many days of works (and tears), here is a small video showing (or trying to show) the autonomy system driven by motives,  the path finding system using a navigation mesh and the local avoidance system to avoid dynamic obstacles. The navmesh is used to find a path from one point to another in the world. It relies only on the static geometry (terrain, trees, buildings, etc...). To deal with dynamic obstacles (characters, vehicles, etc...), I've created a simple local avoidance system that detects obstacles on the path and push the character on the left or the right to  move around the object.
In this video, I've used the Top Down view/control mode. It's not finished yet, but already gives KT some kind of "Sims 3 feeling".

The next prototype will be released soon. But, there are lots of things that still need to be done to reach the state I was expecting. That's why I've decided to release it as is, a bit... raw, even for a prototype. All online features will be disabled, some objects, lots and clothes as well. All clothes show lots of clipping since I've modified the bodies but not the clothes yet. The world is the least advanced feature. Many buildings are missing (the bakery, barber shop, pet shop, etc...) and the others aren't finished.

But, don't worry, I'll release updates every 2 weeks until the prototype reach an acceptable state. One of the most important missing feature is the Socializing system. This is my current priority.

Before releasing the prototype, I need to fix some problems with the Build. As usual with Unity, there are unexpected problems that show up in Build that aren't present in the Editor. This is especially true when using the IL2CPP backend. Depending on Murphy's law, this can be fixed in a one day or one week.

I'll edit this post to keep you informed on the progress.

Files

Previews only

KT Basic AI and Local Avoidance.

Here is a short video showing the non playable characters AI system. It's based on a motives system similar to The Sims 3. The Pathfinding relies on a navmesh generated from the static geometry and a local avoidance system to avoid dynamic objects. There are not many interactions available yet in town, so the characters don't do much.

Comments

Crowangel Gaming

thankyou for all the work you do, i know having tried asking many current animation makers to make some content for KW ts3.. that the 'focus' seems to be on ts4.. i too have that game and lots of mods for WWhims.. but since ive been back to ts3 with your mod, lady666.. K69, amra and mike 24 as well as masters work.. it has been so much better than ts3.. aside from the sex stuf being able to go from place to place without agonizing loading screens is great.. I hope you continue as long as you can and MORE animators get a clue where the true fans are.. i'll be upgrading my pledge soon as covid stuff gets bit more settled and as i said to k69 keep making and i'll keep paying

Leo Driscoll

This is very cool, also like how the truck rocked when your character brushed it on the way by.

Anonymous

TS4 does have the better local graphics, but, TS3 still has an open world feel to it, aka, no loading screens to visit the neighbors. Comparing KW to WW, WW has it's shining points, but lacks so much more that KW has offered for years.

Oniki Kay

That's why KT is an open world too. The only loading time will be when going from one town to another. Vieilleville (EP2) will be the next available town.

Oniki Kay

Yes, it's a bit unreallistic and should be fixed. This is because the characters don't use the Physic system when routing while the cars always use it. This means, whatever the velocity and mass of the physical object are the non physical object is always "stronger" and pushes the physical object.

Lergondo

so hows it coming on this project?

Crowangel Gaming

very impressive.. im here mostly for your KW work but this is quite interesting too