February 12th Update (Patreon)
Content
Along with some general bug fixes.
The spell ring now has some icons to show what each element is what direction, and some visual and audio feedback to let you know your input was entered properly. The chimes I'm using now sound a little bit too serene, but I like having an aural way to tell you've entered input.
I also went in and add spell effects to a few spells, and set them up to work with the new system. Most of them still need animations, as with the default animation they're all basically instant cast.
I set up the first combo attack. It works well enough, its a straight ahead attack good for a target(s) directly infront of the player. Its a three hit combo that each hit gets progressively stronger.
I did hit a little hitch with it. I tried to make the animations fast, so that the attack had some punch to it, and not a lot of input lag. I feel like it ended up having a lot of disonance, though, as most of my animations don't have this kind of punch. We'll see how it works out, but its something I'm gonna wait for feedback on.
So with all this combat stuff done, I was ready to get back into doing some lewd animations, but ran into a problem. The incubus character was never set up with super flexible knees, as I wasn't really worried that I'd need them.
When I showed that preview image, the pose did indeed need more deformation than I had allowed for. So I had to go back and fix the knees by adding corrective blendshapes.
Old knee bend:
New knee bend:
So now everything looks a little better when its deformed. During this process, I did manage to somehow break the model, and get some ugly deformations even when she wasn't posed.
I was finally saved by some intervention from Adeptus Steve , but it looks like the actual animation will have to wait until next week!
At any rate, that's about it for this week!
Thanks for your support, and as always I'd love to hear any feedback, or questions!