PhySex - Development Fund - news
infoAbout This Title
hii!
sorry for disappearing again.
as most of you probably know by now, whenever an update gets difficult i tend to go quiet for a while, away from the internet to focus.
the next update still needs more time in the oven, especially the new emotions system.
i don't like making devlogs because every hour spent writing one is an hour i'm not spending on the game itself, but i also don't want to keep you in the dark, especially after you've all been so patient and supportive, so here's a quick look at what I've been spending my time on.
new scene
first, the obvious: a brand new scene.
while building the new scene, i ran into a much bigger problem than I expected: the entire lighting system was static. it worked for simple environments, but it was becoming a major limitation for everything I wanted to add next
so instead of working around it, i rewrote the entire lighting shader from scratch to make it dynamic, faster, and visually appealing.
lights can now be attached to physics objects, which opens up a lot of possibilities for future scenarios.
i know dynamic lights aren't exactly revolutionary when every modern engine throws ray tracing at everything, but these are heavily stylized and well optimized. they run and look great even on older android devices.
the emotions system got replaced
now for the biggest change.
i completely removed the old emotions system.
gone, forever.
the reason this update is taking so long is because i actually had the old version working... but it wasn't good enough. it boiled down to: "play a random animation from the list when X happens, filtered by emotion Y." completely static. single emotion. boring. didn't fit the spirit of the endless customizable sandbox sex-sim we are striving to create.
that caused animations to get stuck, made adding new animations a nightmare, and led to awkward results like the "head wobble" glitch from the prototype version.
so i scrapped it and started over.
the new system is based on a utility AI (a decision-making system that continuously evaluates how a character actually feels instead of randomly selecting animations from a predefined list.)so instead of just "extrovert" or "dominant," characters can simultaneously be tired, embarrassed, excited, submissive, nervous, frustrated, and more. some combinations can produce unique reactions and interactions. for example, if a character is extroverted, happy, and energetic, they may do a little dance. if she's disgusted and bored she'll move away from you. if she's too tired or intoxicated, she may pass out. and if she's crazy, dominant, angry AND energetic at the same time... it's probably best not to find out.
and for the people that value simplicity, there will also be a personality preset library in the future.
Including your favourite cliches like:
dommy mommy
yandere
tsundere
golden retriever
emotionally unavailable
etc.
personalities that can be saved, shared and imported just like characters are now.
the goal is to create more engaging roleplaying scenarios, that will get better and more detailed over time, so you can live out your own fantasies.
the system will be growing with time by your suggestions and ideas, and will also the foundation for a dialogue system later on if enough people vote for it.
voice
emotions would feel meaningless without a voice to accompany them.
a concerning number of you have been politely, and sometimes not so politely, telling me that the game needs moans.
and yes, you're right!
so, meet Lara! she was one of the original PhySex patrons who reached out looking for audio work. she created the alpha sound effects, and now, thanks to your support, she's officially joining the project full-time.
she'll be handling voice work, sound effects and audio in general from now on.moans will dynamically change in pitch, intensity, duration, and style depending on your actions, the character's personality, and their current emotional state.once the system is finished with Lara's voice, I'd love to expand it by hiring as many voice actors as the budget allows, so different personalities and character styles can have their own unique voices.
if you're a voice actor (or know someone who is), feel free to contact me at [email protected] remote applicants are welcome. all genders, accents, and voice types are encouraged to apply.i want to wait until the voice system is finalized, though, because otherwise every design change would mean wasting funds paying people to rerecord hundreds of lines.
what else?
doggystyle is finally happening! although it's still very early.
the biggest challenge turned out to be the character's back.
the old model looked too stiff and broke in a lot of possible positions, especially with the dynamic twerk animations during doggystyle that happen if you grab and move the pelvis. so i ended up redesigning a large portion of the body with proper muscle groups and fat distribution. still plenty of work to be done.
since i was already rebuilding the model, i improved a bunch of other anatomy as well:
this update has touched pretty much every core system in the game, so i'm still figuring out how much of it i can ship without accidentally setting the whole project on fire. there are some things i have not shown but would rather keep them as surprises.
also, a quick disclaimer, your character saves will look a little cursed after updating because of all the body and facial overhauls
anyway, thank you all for sticking with me and making this project possible. i genuinely couldn't be building something this ambitious without your support.
P.S. there's finally a discord! i'll make a proper post about it in the next few days.
hii!
sorry for disappearing again.
as most of you probably know by now, whenever an update gets difficult i tend to go quiet for a while, away from the internet to focus.
the next update still needs more time in the oven, especially the new emotions system.
i don't like making devlogs because every hour spent writing one is an hour i'm not spending on the game itself, but i also don't want to keep you in the dark, especially after you've all been so patient and supportive, so here's a quick look at what I've been spending my time on.
new scene
first, the obvious: a brand new scene.
while building the new scene, i ran into a much bigger problem than I expected: the entire lighting system was static. it worked for simple environments, but it was becoming a major limitation for everything I wanted to add next
so instead of working around it, i rewrote the entire lighting shader from scratch to make it dynamic, faster, and visually appealing.
lights can now be attached to physics objects, which opens up a lot of possibilities for future scenarios.
i know dynamic lights aren't exactly revolutionary when every modern engine throws ray tracing at everything, but these are heavily stylized and well optimized. they run and look great even on older android devices.
the emotions system got replaced
now for the biggest change.
i completely removed the old emotions system.
gone, forever.
the reason this update is taking so long is because i actually had the old version working... but it wasn't good enough. it boiled down to: "play a random animation from the list when X happens, filtered by emotion Y." completely static. single emotion. boring. didn't fit the spirit of the endless customizable sandbox sex-sim we are striving to create.
that caused animations to get stuck, made adding new animations a nightmare, and led to awkward results like the "head wobble" glitch from the prototype version.
so i scrapped it and started over.
the new system is based on a utility AI (a decision-making system that continuously evaluates how a character actually feels instead of randomly selecting animations from a predefined list.)so instead of just "extrovert" or "dominant," characters can simultaneously be tired, embarrassed, excited, submissive, nervous, frustrated, and more. some combinations can produce unique reactions and interactions. for example, if a character is extroverted, happy, and energetic, they may do a little dance. if she's disgusted and bored she'll move away from you. if she's too tired or intoxicated, she may pass out. and if she's crazy, dominant, angry AND energetic at the same time... it's probably best not to find out.
and for the people that value simplicity, there will also be a personality preset library in the future.
Including your favourite cliches like:
dommy mommy
yandere
tsundere
golden retriever
emotionally unavailable
etc.
personalities that can be saved, shared and imported just like characters are now.
the goal is to create more engaging roleplaying scenarios, that will get better and more detailed over time, so you can live out your own fantasies.
the system will be growing with time by your suggestions and ideas, and will also the foundation for a dialogue system later on if enough people vote for it.
voice
emotions would feel meaningless without a voice to accompany them.
a concerning number of you have been politely, and sometimes not so politely, telling me that the game needs moans.
and yes, you're right!
so, meet Lara! she was one of the original PhySex patrons who reached out looking for audio work. she created the alpha sound effects, and now, thanks to your support, she's officially joining the project full-time.
she'll be handling voice work, sound effects and audio in general from now on.moans will dynamically change in pitch, intensity, duration, and style depending on your actions, the character's personality, and their current emotional state.once the system is finished with Lara's voice, I'd love to expand it by hiring as many voice actors as the budget allows, so different personalities and character styles can have their own unique voices.
if you're a voice actor (or know someone who is), feel free to contact me at [email protected] remote applicants are welcome. all genders, accents, and voice types are encouraged to apply.i want to wait until the voice system is finalized, though, because otherwise every design change would mean wasting funds paying people to rerecord hundreds of lines.
what else?
doggystyle is finally happening! although it's still very early.
the biggest challenge turned out to be the character's back.
the old model looked too stiff and broke in a lot of possible positions, especially with the dynamic twerk animations during doggystyle that happen if you grab and move the pelvis. so i ended up redesigning a large portion of the body with proper muscle groups and fat distribution. still plenty of work to be done.
since i was already rebuilding the model, i improved a bunch of other anatomy as well:
this update has touched pretty much every core system in the game, so i'm still figuring out how much of it i can ship without accidentally setting the whole project on fire. there are some things i have not shown but would rather keep them as surprises.
also, a quick disclaimer, your character saves will look a little cursed after updating because of all the body and facial overhauls
anyway, thank you all for sticking with me and making this project possible. i genuinely couldn't be building something this ambitious without your support.
P.S. there's finally a discord! i'll make a proper post about it in the next few days.
Comments (0)