Update (Patreon)
Content
Most important part out first - I'm still working on In A Twist.
If you're unaware, a few weeks ago I posted a video of what the cloth physics looked like. They were bad, simply put. And that was one of the highest quality real-time cloth simulators I could find. (While I got it on sale for ~30$, it normally costs ~140$). The pertinent part here is "real-time". That means the position of the cloth is determined in between frames, which is the only way one could make a game out of it. Other forms of cloth simulation take hours to do the math. This does it in ~1/60th of a second, so it's a bit rough. The field of cloth simulation just isn't far enough for a game where you actually give a girl wedgies it seems.
As such, I held a poll where I asked what people wanted me to do, and the answer was largely "switch to 2D" (It got more than double the votes of the runner up, and had more votes than the other two combined). So, that's what I'm doing.
However, 2D has some unfortunate limitations on what it'll look like during development. For 3D, I could download one of the many models available, download some unrelated animations, and because of how all this stuff words, have it look okay. You don't need me to tell you that's not how it works with 2D.
To be frank, with 2D, it's going to look like dogshit until I can commission someone to do the animations for it. I've spent the past few weeks trying to come up with an alternative (using some code to make 3D models look like pixel art, simplifying the lighting to make it look 2D, etc.) and none of it looks any better than if I had just animated, like, a cube myself. So, that's what I'm going to do.
I've animated before (this and this), so I won't have to learn how to do that, luckily. Other than that, I'm going to make a game design document, maybe have a few polls in the discord, and hopefully post post the doc and one of the animations here by next Thursday.
Anyhow, until next time! Stay frosty