October
Added 2023-10-04 21:45:10 +0000 UTCWelcome to October! Here's your complimentary wall of text.
Should be a new version up for Patreons this weekend! Mainly featuring a bit of extra content (in the form of spicy renders) for the Summer Special. And some other stuff as usual. Later in the month, expect a Barrel-focused updated. More on that below.
Also the Silver bonus stuff was updated a while back, but I'm not sure if I remembered to mention that, so I'll do it now.
---
Story-wise the game is inching closer to a fairly significant turning point, which will eventually lead to Goblin Layer being a bit more open to non-goblin relationships. For those who prefer greener pastures, don't worry, there will be more of that as well. I got ideas for at least two more encounters in the Northern Frontier, though, at the moment those are put on ice (hehe) as there's gonna be some questing with Barrel first. Her and GL's joint efforts to avoid getting tracked by a certain government Succubus will play out in the upcoming updates. Just in time for spooktober.
---
Besides that my Blender adventure continues:

I've figured out how to recreate the characters, somewhat decently. (Ignore the neck seams). And now I'm currently figuring how to rig them, hopefully somewhat decently as well. If someone knows any 'anatomically correct' material, plugins or assets that might be come in handy feel free to drop a comment. For some reason most youtube tutorials seem to gloss over that part, it's very strange.

Still some minor things that need to be worked out though.

Now, you might ask, why are you spending time on learning Blender when you already got a way to make and animate characters? Get back you work you lazy dev fuck?
The reason is quality, and actually quantity as well. First of all, The models I work with now are actually kinda janky. You make certain parts to big, the polygons are gonna start showing, you make the shortstacks to short and stacked, and they'll start bending in strange ways. The elbows are too pointy, 2/10, and so on. I end up having to 'film' the animations from certain angles, and pose the characters in certain ways to cover up the jank. My program is a jury-rigged nightmare held together with duct-tape and bubblegum.
With Blender this won't be an issue any more. You can make some real high quality shit with Blender. Smoother models, more natural movement, better light, better shaders, better everything. And physics! Animated hair, thick fabulous hair, animated pointy ears, animated catgirl-tails, fluid physics for... those idyllic forest springs. And massive asset libraries. The list goes on.
Additionally, even though Blender is kinda complicated, you can kinda 'pay to win'. Just like politics. Thanks to patreon I got some dollars that be spent on plugins and other assets, and a good teacher or two, that will speed up the learning progress. For example, I've been testing out 'auto-rigger pro' which def speeds up the rigging process. Though, due to my line of business, certain parts are still gonna need some manual override. Again, in the off-chance that any of you guys got blender knowledge, I'm happy to to hear about any plugins etc you think might come in handy.
Anyway, there's eventually gonna be a big move to blender and render, but until then it's business as usual.
All the best,
Parodos