Fluffrooms 0.2 and a Happy New Year♥ (Patreon)
Content
Hi!
I hope you have a fun day, and a Good start into the new year!
I myself get ready to be with some friends but maybe you find the time to Test out the new release,
Let me tell you what i did and why!
But first you maybe want to start the Download:
Google Drive:
Download - ~1,5gb
I Still was not able to fully fix the dialogue system, so this release is again for you to test how it runs, so its basically like the release from last week, just for testing purposes.
What is new:
-Several bugfixes
-Added the Graphic settings menu
-Using different method for Loading fur (try different settings)
I also got some messages from people not being able to run it at all, for all of those i record a Nice video version of that game on my buddies 4090gtx for you♥
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Now to the Devlog:
For the full release of Fluffrooms the dialogue system needed some fixes, i analized what is happening and my current system still gets confused when multiple characters are speaking,
Now i got deep into the code and i entirely redid the way the Dialogue gets handled.
New Class- HBP-Dialogue
This is a Actor (Can be placed in world),
It holds a Data Table which stores the Dialogue with Branches and has all the informations.
Then it waits for a "call" to start (which can be based on distance or trigger)
When it Started it will read the first line of the Data Table, it searches for the Character which should do/speak something in world and depending on how far away it is teleport everything it needs for the Dialogue scene to where it should be.
This way the Dialogue itself is itsown thing, it keeps track on who is doing what to whom and waits for it to finish until the next line is read.
This is important, because characters do checks if they have stuff (like candy) in their mouths and pushing in things too far makes them "Gag" which stops any talking (if a Speak line is played more than 80% it won't restart)
The dialogue system has to be "Dynamic" to react to such things and to wait or repeat what is needed.
Those images show the Structure a Dialogue Line has
And here is a Example on how a Dialogue Data Table Looks like, it seems a bit confusing but its really easy, you see there are two Structures with one nested into the other one,
This makes it so the "Say" so what the character is speaking is split from all the logic related stuff.
Now i am still not finished, i still have to make sure the new code works as intended, i really just got done with the logic part for the New Dialogue actor Class but the character needs a few more things, like a Event dispatcher which allows the character to say when it is finished, but maybe i do that also into the Dialogue Actor this i don't know yet,
will be something for tomorrow :3
And this also ment that i had to rethink the way Short dialogues like looking at someone and it says something.
This i spilit into a different function, which sits in the "crosshair"
For that i added a "Looktalk" function there,
It checks which tool you have selected, and who you are (love value) and then chooses the closest fitting thing, it also keeps track on what was already said and only repeats certain lines.
Now to the New Graphic Settings:
You see it is much more detailed than the old one, with many settings to adjust the look and feel of the game as well with tons of optimization options.
Please test out if everything works for you (Especially the fullscreen/resolution setting) but you can enable RayTracing for reflections/Lighting and much more.
Also there is a Framerate Counter, it would be helpfull if you told me your Framerate.
Depending on my condition tomorrow, i want to fix the remaining things and get back on working on Harem!
All of those Fixes and Features are directly for Harem itself, everything you play with those test releases are parts of harem itself, so all the testing you do now helps Harem itself!
♥u
Your Furrier,