{"id":845,"date":"2025-04-09T01:27:51","date_gmt":"2025-04-09T08:27:51","guid":{"rendered":"https:\/\/lithier.com\/w\/?p=845"},"modified":"2025-04-09T01:27:51","modified_gmt":"2025-04-09T08:27:51","slug":"dev-journal-big-moves","status":"publish","type":"post","link":"https:\/\/lithier.com\/w\/2025\/04\/dev-journal-big-moves\/","title":{"rendered":"Dev Journal: Big Moves"},"content":{"rendered":"<p>So last we spoke, I needed a break from working on the Interp-Theory Mind, the new system for controlling how NPCs process what&#8217;s happening around them and make decisions. Project Wild One v0.08 introduced the first big chunk of that system, and so far I&#8217;ve been getting some positive feedback on it! But it was a pretty huge undertaking and I needed to work on something else for a while before I was ready to work on the next big chunk of it. When I announced the new release, I mentioned I wasn&#8217;t really sure what I&#8217;d be working on next, but I wanted something nice and different that I could hopefully put out as a quick and easy release.<\/p>\n<p>Since I started working on PWO, my mental list of things I&#8217;d like to add or change has only grown longer and longer with time&#8211; I always come up with ideas faster than I can implement them all properly, so there were tons of things I&#8217;d love to do with this time. But I know that, while in the long term the ITM system will make the game better for everyone, it doesn&#8217;t make for a very exciting or flashy update, and the game still doesn&#8217;t have a lot of appeal for new players as it stands. I wanted to find something that&#8217;s really going to draw in new players and raise the profile of the game, and when I was going down the list, I realized there was one thing that would do that better than anything else, and I&#8217;d just recently heard that it might be easier to do now than I&#8217;d ever thought it could be before.<\/p>\n<p>I started experimenting with it, and I was surprised how easy it was to get started and produce a decent result. But I knew that before I committed a lot of time and creative energy to full production, I&#8217;d need to go through and check the full pipeline, to make sure the final result would work well in Unity. I had to work through a lot of issues and experiment a lot with how to get better results, but after a month or so I managed to confirm it would work well enough I could be confident in the final product and start actual production.<\/p>\n<p>Since then, I&#8217;ve been learning the ropes in DaVinci Resolve to make my own basic animations for Project Wild One! In retrospect, this wasn&#8217;t the best choice for a fast update just because I have to develop a new skill set from scratch for all this, both for working in a new application and for making proper animations myself in general. For that matter, overcoming my own self-doubt and pushing through to finish the work is always hardest when it&#8217;s a new pursuit I haven&#8217;t proven myself in&#8211; it&#8217;s hard to really be confident about the end result. I&#8217;m still pretty anxious about how folks will like it, but I&#8217;m hoping that even if it&#8217;s not the highest quality, it&#8217;ll do a lot to punch up the visual aspect of the game.<\/p>\n<p>I&#8217;ve found in playing other erotic games that even the most rudimentary visual elements can do a lot to increase the &#8220;impact&#8221; or the &#8220;excitement&#8221; of particular moments, to let you confirm at a glance that certain things are happening before you read through all the prose and the details. I want to be able to capture some of that magic myself, and I&#8217;ve struggled a lot with how best to do that without sacrificing the flexibility and open-ended design of Project Wild One. I&#8217;m hoping the system I&#8217;ve landed on will manage to accomplish that with a somewhat abstracted but bright and colorful approach!<\/p>\n<p>It&#8217;s been a series of challenges both technical and creative to get these animations to a point I&#8217;m happy with them, and I still have a lot of doubts, but I&#8217;ve finally got enough of them done I&#8217;ve been able to put together <a href=\"https:\/\/www.patreon.com\/posts\/126267003\">the first series of examples!<\/a> It&#8217;s been ages since I had new art previews to offer on the Patreon, and at this point I&#8217;m not even sure which is easier between commissioning work and making it myself, but I definitely feel a lot more nervous showing this stuff to others! The first previews are available right now, and as I finish more animations there&#8217;ll be a lot more to show off before it&#8217;s all ready to ship in a new version.<\/p>\n<p>The system I&#8217;m developing should be pretty flexible in its possibilities for adding more and more animations long term, but for now I wanted to start with something a little &#8220;mix and match&#8221; for different pieces so I could at least have a basic animation for all of the most common erotic actions. Make animations for the various anatomical pieces and a suggestive but abstract background animation for what&#8217;s &#8220;happening&#8221; between them right now, that sort of thing. I do think there&#8217;s tons of room to expand this down the road still, but right now the priority is just to cover as broad a range of actions as I can without too much work. It&#8217;s already ended up taking longer than I wanted for this update, so at this point I&#8217;m debating on which planned additions I can push off to some other update just to get this one out sooner.<\/p>\n<p>Working so much on animations has been a really strange experience, but it&#8217;s definitely been a big change of pace, which has been great. I&#8217;m starting to think about the ITM again in the back of my head, which is a good sign I&#8217;m feeling better about getting back into it. I&#8217;m hoping to find a good cutoff point for making animations, maybe pack a few random extra bits into this update, then ship it so I can get back into the big stuff! I still want to get the NPC control system fully established before I think about taking a break from PWO development to look at other pursuits, like some sort of port for MVOL. There&#8217;s always so much to do and so little time!<\/p>\n<p>That&#8217;s about the state of things for now. The big challenge for this one has mostly been fighting my own self-doubts about trying to &#8220;play artist,&#8221; and trying to keep it all up to the same standard I maintain with the rest of my work. It&#8217;s tough! I hope you guys will like it. For now, thanks for reading!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Since I started working on PWO, my mental list of things I&#8217;d like to add or change has only grown longer and longer with time&#8211; I always come up with ideas faster than I can implement them all properly, so there were tons of things I&#8217;d love to do with this time. But I know that, while in the long term the ITM system will make the game better for everyone, it doesn&#8217;t make for a very exciting or flashy update, and the game still doesn&#8217;t have a lot of appeal for new players as it stands. I wanted to find something that&#8217;s really going to draw in new players and raise the profile of the game, and when I was going down the list, I realized there was one thing that would do that better than anything else, and I&#8217;d just recently heard that it might be easier to do now than I&#8217;d ever thought it could be before.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[12],"tags":[8],"class_list":["post-845","post","type-post","status-publish","format-standard","hentry","category-dev-journal","tag-news"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/paRhev-dD","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/845","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/comments?post=845"}],"version-history":[{"count":3,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/845\/revisions"}],"predecessor-version":[{"id":848,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/posts\/845\/revisions\/848"}],"wp:attachment":[{"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/media?parent=845"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/categories?post=845"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/lithier.com\/w\/wp-json\/wp\/v2\/tags?post=845"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}