Important note for Supporters at the bottom of this dev post!
Got a lot of work on the exterior and am wrapping up for an extra-early pre-release demo for next devblog. The past 4 days I spent my time sculpting cliff walls and dressing up the exterior with new props, among other things.
To start off, I modeled grass details...
2018-10-31 08:35:30 +0000 UTC
View Post
I finished making all the materials and shaders for the new props. This includes some exterior props as well. Current exterior:

The textures that I made are high resolution 2k images and it looks really nice for the cactus and plants. Image related:
<...
2018-10-27 08:34:43 +0000 UTC
View Post
I made a bunch of new props for the living room and added textures to them. This room will eventually fill up with stuff that you are meant to play around with. Again I am going for a very traditional Mexican esthetic while trying to stay away from Spanish architecture, which is difficult because the Spaniards conquered the hell out of Aztecs.
2018-10-23 08:23:46 +0000 UTC
View Post
I made some new textures for the chairs, table, and 2 new pots. I'm not much of an artist myself but I do now my way very well around Googling and Photoshop. Occasionally I will make some patterns like the yellow wiggles on the chairs but anything involving textures is usually found online. I am reusing many of the props from my wedding video becau...
2018-10-19 08:57:38 +0000 UTC
View Post
Major Annoyance: gfycat.com recently went through a giant purge and deleted some of my video links in my older posts. I will be going back and restoring them all slowly. Uggh. Going to upload to my Dropbox to ensure they live forever from now on.
From the previous post, the math between a cylinder (cup) and a plane (su...
2018-10-15 08:25:26 +0000 UTC
View Post

+Fixed an issue with Oculus Rift Controllers constantly displaying "disconnected"
v0.2 introduction/controls/guide: https://www.patreon.com/posts...
2018-10-13 03:05:11 +0000 UTC
View Post
Demo was a HUGE success bringing in a lot more people aboard than I thought. There is now a new tier:

If you are currently donating $5+, you can upgrade to this tier.
This tier will serve those who are not willing to wait for the version updates th...
2018-10-12 08:43:29 +0000 UTC
View Post
Download links on front of my patreon.


I had a lot of fun working on this release. Squashed and cleaned up many bugs. Everything should work robustly as I teste...
2018-10-10 09:27:22 +0000 UTC
View Post
Furiously polishing all logic so everything is smoother, faster, and more elegant for the demo release. Today I polished the chopsticks game module which has become my favorite logic module in Shinobu so far. It's just really fun and you really do kind of get into the game with her. I love how I added random animations before she makes a move to ma...
2018-10-09 09:16:42 +0000 UTC
View Post
Progress with VR implementation is going very well. Video demonstrates the options menu which includes toggling teleportation/trackpad movement. The yellow ray for teleportation testing will be improved visually for the demo release since it isn't actually complete yet. Teleportation location identifiers (green/red circles on the floor) will be add...
2018-10-05 10:25:42 +0000 UTC
View Post
I would like to know what kind of VR action you are more comfortable with so I can better gauge the average comfort for the game.

2018-10-01 09:05:10 +0000 UTC
View Post
Very excited to share the first screens of the first pass at implementing VR.
I first attempted to setup my VR environment on my Linux laptop but that proved to be fruitless since my laptop is not that powerful and I didn't want to sear my leg from the heat. So I will be working on my desktop for the VR portion of the development. My current setu...
2018-10-01 08:55:16 +0000 UTC
View Post
I was a bit busy the past couple days but nevertheless made some progress. This weekend I will be starting implementing HTC Vive Controls.
Tiptoe logic was the last part of the donut module that needed to be implemented. So this completes the logic module. I had to do quiet a few things to make sure everything looks good. For starters, her body r...
2018-09-29 10:00:21 +0000 UTC
View Post
Code for picking up objects is now far more robust and bug free. And so I had time to start the angry donut logic where she runs to you to steal your object. This means that when she is angry, she will not beg, she will steal. Video 1 shows the current unfinished ...
2018-09-25 08:31:45 +0000 UTC
View Post
I got stuck in a rut solving some more pickup logic problems.
However it is finally starting to shape up and there are more new behaviors to show. There were A LOT of bugs I had to fix related to hold object permissions. Before I show a video of the new behaviors, the following images are the errors I had to work through:
2018-09-21 09:02:23 +0000 UTC
View Post
Before I add more stuff, I need to ingest and digest the new logic into the codebase. There are lots of things that need to work with each other including a permissions system for handling if an animation or logic module is allowed to play. Permissions are just flags for "is left/right/both hand(s) available?".
One example is the alternate idle a...
2018-09-17 08:41:53 +0000 UTC
View Post
It's never easy. Particularly because this eating logic added yet another level of complexity to the possibilities of what you can do with Shinobu combined with the other logic modules. My goal is to continue writing as neat as code as possible to reduce bugs and eventually trim away at some minor possibilities. 2018-09-14 09:03:25 +0000 UTC
View Post
I finished the last body_angry_jealous and body_angry_tip_toe_reach. [alternate view] Videos...
2018-09-10 09:00:18 +0000 UTC
View Post
I made 2 new animations recently: body_stand_happy_donut_last_bite and body_stand_happy_beg. Videos hyperlinked. The first animation will be used for the last bite that Shinobu takes b...
2018-09-06 08:27:30 +0000 UTC
View Post
The past few days I began planning out exactly how Shinobu's donut behavior will work and creating animation assets for it. I want to make sure that her mood affects her behavior. So this is how it's going to work: When she is angry and the user presents a donut (by holding it up to her or becoming visible), she will become jealous and glare at you...
2018-09-03 07:56:02 +0000 UTC
View Post
Still working on migrating and re-animating all hand animations with the new hands. I tweaked the hands a bit since they still looked off. Hands are kind of hard. Especially while trying to figure out topology. A great way to fix weird looking hands that I learned is "go for the fingernails". 9 times out of 10 it's the fingernails fault. And it did...
2018-08-30 08:03:30 +0000 UTC
View Post
Covered a lot of work this weekend. To start off, I implemented donuts. I built the donut as shown below:

I made the golden chocolate because it's Shinobu's favorite second to a French Crueler. However, in the future I want to make Mexican style pastries...
2018-08-27 09:03:18 +0000 UTC
View Post
In most games, including AAA titles, characters usually pick up objects in an unrealistic fashion. That is, the object either disappears/teleports to hands/or lerps towards their torso. I decided to give Shinobu a realistic way to pick up objects because I wanted her AI to feel smart. The brute force approach would be to raycast a million tim...
2018-08-23 09:11:00 +0000 UTC
View Post
We have a logo now! And the icon .exe for all future free demo releases:

Additionally, the title of this project has been changed to Shinobu Project instead of Shinobu Project 2 because the first one was never (and would never) be released. Happy Sunday!...
2018-08-20 07:18:11 +0000 UTC
View Post
Got a metric buttload of work done today (because it's Saturday). I put in about 9 hours of work today. I finalized her new eyes and began writing the pickup logic module yay!
At last the eyes are complete. Again going from bone based deformations for pupil rotations to a shader based animation was worth it but a lot more work than I thought. A q...
2018-08-19 08:54:02 +0000 UTC
View Post
I spent some time fixing her hair as it needs to be poofy and flexible. The hair had physics already but it was too stiff to tell and glitchy as all hell. Gif below showing the glitch:

The first problem I found was that there were too few bone...
2018-08-16 08:01:45 +0000 UTC
View Post
The switch from using bones for eyes to using a shader was a lot more work than I thought. The problem was that the bone placement for the eyeballs before had placement optimized for that squashed eyeball bone placement. And I have 54 animations that need to have all the bone positions corrected. Blender does not offer a built in solution to mass e...
2018-08-14 09:03:00 +0000 UTC
View Post
Demo day was a big success thank you all who participated. The majority of the short playthrough videos you guys shared involved throwing her off the map. Was amusing. I am back on development. Working on revamping Shinobu's head mesh.
Her current head mesh was cute but I don't think it had the right Shinobu feel. Namely she did not have enough o...
2018-08-11 09:28:15 +0000 UTC
View Post
After an enormous amount of bugfixes and improvements I'm not even gonna go in depth for each because there were too many:
+Fixed legs and torso syncing at all
+Player can now make Shinobu move to location with space bar (demo purposes)
+Looking up her skirt now stops her in place
+Fixed headpat forces not being calculated by Ti...
2018-08-08 07:18:29 +0000 UTC
View Post
Fixed a bug with leg animations not syncing with the torso. Video 1 shows the fix in action. As she lowers her hands, her torso must sync with the legs, so the legs very minorly speeds up to catch up with the torso. This is not a trivial task because naturally we as thinking animal...
2018-08-05 07:04:07 +0000 UTC
View Post