Hello everyone,
First of all, I wish you an excellent year 2025!
I'm reaching out today to give you an update on what's planned for this year and to provide an overview of the upcoming projects.
The current structure of the Dismembering Framework cannot accommodate the many changes planned. That's why I'm completely restructuring it. This overhaul aims to integrate highly requested features, some of which are partially described below.
In the preview, you can already see this new system in action. It is still experimental and lacks some effects like blood and stump models, which will be added later. The two dismemberment systems (procedural and pre-rendered assets) work in synergy, enabling even more detailed dismemberment. However, this new method, based on NPC cloning and node manipulation, is more demanding on the game engine, and the ragdoll can sometimes be less precise. Therefore, I plan to add parameters to limit the number of severed limbs in a single cell by automatically removing the oldest ones.
New conditions will be created, and the structure of JSON files might change radically. A system of "dismemberment stages," mainly for blunt weapons, will be introduced.
The MCM will be completely revamped to allow defining, for each race, the body parts that can be dismembered, along with other additional parameters. Moreover, a host of new varied parameters will appear. Given the theoretically unlimited number of parameters this MCM could contain, an independent storage system from the save files will be implemented (it is already quite functional).
I have also started envisioning the best way to integrate a live dismembering system. I have concluded that the best thing to do would be to design a mod focused on localized damage management. This mod, for which I have not yet found (nor sought) a name, would primarily aim to modify the damage dealt based on several criteria yet to be defined. There would also be speed or attack penalties depending on the damaged limbs. Like my other major mods, it would be fully customizable via an MCM and, like the recent Next-Gen Decapitations, it would use the Dismembering Framework API when a limb's health drops to zero. In other words, developing this mod independently of the Dismembering Framework mod has three major advantages:
Development and debugging will be easier.
Players who do not wish to use the DF can still benefit from this mod.
Compatibility with the Dismembering Framework will always be ensured via the existing API.
I will continue to create new assets for creatures as initially planned. Regarding NPCs, these will be unique and very complex assets used particularly for blunt weapon dismemberment. Significant modeling work is therefore required to achieve a satisfactory result.
I plan to improve and finalize Sanguine Symphony by adding at least one major new feature that I've had in mind for a while...
I also have some ideas for new gameplay-related projects, but unrelated to dismemberments. I might look into them once the previous objectives are completed.
As you can see, 2025 will be a busy year for me with many challenges to tackle. If some things take time, it's because every development I undertake these past months involves direct changes to the game engine, without documentation or tutorials, each line of code potentially bringing its share of complications. Additionally, my (very) recent discovery of C++ doesn't make things easier, but it only makes the challenges more interesting!
I want to thank everyone who supported me in 2024 and those who will (or will continue to) in 2025. Your support is essential, and every contribution greatly helps me dedicate as much time as possible to all these projects.
Feel free to leave a comment if you have any suggestions! ;-)
See you very soon!
Auctor Lucan
2025-05-08 07:17:31 +0000 UTCSeb263
2025-04-19 11:32:55 +0000 UTCConnor Smith
2025-04-18 18:28:03 +0000 UTCSeb263
2025-04-13 15:14:22 +0000 UTCdkoscarp
2025-04-13 14:49:07 +0000 UTC*47mode
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2025-02-12 02:46:10 +0000 UTCTyler
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2025-01-23 14:28:44 +0000 UTCJoe
2025-01-23 14:04:24 +0000 UTCDavid Ryno
2025-01-22 08:53:14 +0000 UTCSansolo omni
2025-01-16 22:08:16 +0000 UTCSD
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