princess ✨💕🌈💖🎉🌟
@princessgirlsoft.bsky.social
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princess.computer makes games at @girlsoftware.bsky.social currently working on Unholy Vengeance Girl Jessica 🔞😷☣️ im sleepy and i got covid brain damage so be nice ok
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nooo dont marginalize me i'll have to become an independent artist and kiss beautiful women every day haha noooo
things are moving fast i was not expecting to make both scripted sequences in 2 days and then make a whole storyboard animatic in 4 hours lol
ok ive accepted that the remaining cutscenes need to be fully animated so we're gonna work on those simultaneously during external playtesting, which means my next task is general cleanup & bug fixes to prepare for what should be the final round of internal playtesting. lets go
were watching the jessica 2 end cutscene storyboard animatic in the discord and youre not allowed to see it
i learned how to do a fun thing with the camera
anyway its not the most important thing right now. worst case we will either stay in 2018 forever or update to 2020 for jessica 3 and adjust the physics to make it as close as possible. i just dont wanna give people the kingdom hearts 3 experience where the third game randomly feels different/worse
in my experience the answer is always something weird like "the physics didnt change, the engine just reverted the import settings for all your models so their mesh colliders are inverted" or "you have to turn off Experimental Time Travel in the time settings"
as far as i can tell PhysX is still the default and Unity Physics and Havok are both like DOTS-only packages you can install as of 2019.3, so i dont *think* theyre in use but something definitely changed along the way... maybe i'll try the earliest version of 2019 and see what happens
i ask because jessica 1 is made in 5 and for jessica 2 we moved to security-compromised 2018 and while i dont mind the extra step of applying a security patch to every future build, it would be nice to use 2020+ for jessica 3 without giving players that "new sequel new physics engine" experience
weird question but does anyone know how to make unity 2019+ physics feel like 2018. switching the solver from Projected to Temporal helps but not entirely, collision data is different and i cant find any explanation beyond "they changed it" so idk if theres other settings i should be looking at?
how do i get the unity security alert on my bluesky profile
repurposed the old tutorial zone to make sludgetown a little bigger. i think sludgetown is special and deserves it
hopefully by december we should be on the cleanup phase, which will continue indefinitely until we decide its time for external playtesting
this part is all spoilers so i cant show anything. theres a scripted sequence to unlock the final zone, another scripted sequence to complete the final zone, an end cutscene, and probably a credits cutscene. we will be posing models and making creative decisions and it might take all of november
ok everything works and im normal now. moving on to the endgame phase
jessica trilogy is the spiritual successor to butt quest
has anyone ever looked closely at the keyboard in jessica. i think i knew it was russian jcuken but i never really stopped to admire the texture
the perks are already implemented and tested, we only have to design & script the interface. after this we can move on to the fun stuff (endgame cutscenes, minor bug fixes, level cleanup)
getting started on the last of the special npc interactions, the upgrade shop... the idea is you can spend any excess collectibles on perks like quadruple jump, fireproof, etc. so its just 9 things divided into 3 groups but we havent decided if theres a skill tree or just different costs or whatever
im debugging merchants. can you spot the error
i swear when this is done the rest of the game is gonna be so easy