SamSuka
sgthale

sgthale

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sgthale activity

Rebuilding Map Part 2

I got some work done on the map. The goal is to have a large enough piece of land to explore on launch day so you can harvest fruit and wheat like in v0.8. Some old props have been added back in:

T...

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Rebuilding Map Part 1

First off, holy CRAP you guys broke $2k. That's certainly awesome. I had a goal of ~1.8k so I could hire Japanese editors to further narrative elements in the game but it was never fulfilled in the 2 years that I set it. Until now. Thank you all very much. I will certainly start to formulate plan...

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Beta v0.9f Pre-Release

Redeem code: enchilada

[IF YOU HAVE ISSUES WITH THE LAUNCHER]: 1.) Press Start, Type "run", type in "%appdata%", find VivaLauncher folder and DELETE. Then run the launcher .exe again.

If you ...

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Preparing for Beta

[ALERT] Server and website is currently down meaning updates and cards for older versions cannot be downloaded! It should be fixed sometime this week!

I did a lot of stress testing and making sure things work for this Monday the 23rd's Beta release. I have more behaviors th...

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Finalizing Session Saving

I've been bringing back several behaviors back as well as some useful new ones .

First, I added thumbnails to your saved session. They provide a very useful fast way to tell what was played in that session. As seen in the image above.

I took a slight detour with the onsen behaviors to...

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Finalizing Session Loading

I finished a ton of work on the session loading and the new main title screen menu.

For a while viva didn't really have a main title screen. I don't know why I just never got around to it and I liked the simplicity of it. However it was bothersome when you had multiple save files or if you ...

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Continuing Feature Party Part 13

I finished the modules required to bring back the onsen clerk behaviors. Again, it's fully compatible with modding.

There were some things I had to do first before implementing this. Namely a way to create props that do specific behaviors for characters.

For example, pointing to the k...

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Continuing Feature Party Part 12

I'm back from vacation. I have continued to add more features to v0.9 to get it up to speed. One big part that is now complete is giving commands.

Back in v0.8, multiple characters required some way of controlling specific characters. At the time it was done by a hold mouse to select and th...

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Continuing Feature Parity Part 11

I was finalizing everything related to cooking to make it work properly for all kinds of scenarios. To start, I worked out a way for the AI to be able to know where to place things on tables.

When there are lots of items on the table, it's often too silly looking for the character to knock ...

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Continuing Feature Parity Part 10

Cooking recipes have been complete! First let's see it in action:

There were a lot of problems that had to be solved to make it work. To start, let me summarize how the cooking works:

If you ...

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Continuing Feature Parity Part 9

I will be having a Twitch.tv/sgthale custom mod workshop to get people started next weekend July 11th Sunday @ 11AM PST.

Apologies for the late devpost. It has been a very busy week. Also 4th of July is coming. Anyways on to the update!

Regardless I have been working ...

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Twitch Livestream Mod Workshop

If you are interested in making mods, I am willing to host a session to show how to get started writing easy C# mods for v0.9.

I'll be covering:

  • How to write easy custom scripts
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Continuing Feature Parity Part 8

I am still adding back in tons of behaviors to match v0.8.

To start out, I added back in all the idle animations. So whenever the character is idling she will start to do random things.

You c...

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Beta Pre-Release v0.9e

Code: mayflower

Ready! This Beta is the current progress for feature parity with v0.8. it really is starting to feel like the characters are about as smart as the ones from earlier versions (but n...

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Preparing for Beta v0.9e

Beta is ready but there was a last minute bug that I just need to fix and is preventing me from releasing. I apologize for the flakyness but these sorts of things happen. This should be the 2nd and last beta release extension. However I decided to show off what I have implemented and fixed so far...

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Continuing Feature Parity Part 7

I'm going to need 4 more days to really shape up for a release. I had to implement several things to make this release feel more like a polished beta instead of another "sandbox" sort of test. Things that have been brought back:

  • Day/Night cycle
  • A chunk of the onsen map
  • <...

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Continuing Feature Parity Part 6

Took an extra day to write this devpost. Was busy. Anyways, I'm ramping up to reintroduce the onsen map to get v0.9 back up to speed with the older release.

These past few days I was ugprading the assets to the latest Unity version for HDRP. Some shaders were broken and so I had to recreate...

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Continuing Feature Parity Part 5

I finished a lot. I decided to put off hugging before I implemented the following important features. These were in dire need to be brought back to make the characters feel as alive as they were back in v0.8:

To start, character shaders now have toon outlines.

2021-06-01 03:42:48 +0000 UTC View Post

Temporary Fix for Launcher Failure (server is down)

The server has been going through some ups and downs. Some users cannot install the launcher because it cannot connect to the downed server. Here is the latest Beta downloadable below for now.


PASSWORD: items

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Continuing Feature Parity Part 4

Today's devpost is a bit short as most work was behind the scenes enginer framework. Handholding has been brought back and is done. It works FAR much better than v0.8 and is way more physically accurate. Here it is in action:

2021-05-27 06:49:48 +0000 UTC View Post

Continuing Feature Parity Part 3

Handholding in v0.9 is not quite ready to show off yet as I had to implement a few more features to bring it back. Namely, grabbing characters.

It is now possible to grab characters by their limbs. This required a bit of massaging so the physics don't go wonky. Here's an early test:

<...

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Continuing Feature Parity Part 2

As I said before, I am in the process of bringing in all the old behaviors now to make sure v0.9 is everything v0.8 had (minus glitches), and of course to allow mod support (helps me speed up development ALOT).

This week I added back in sleeping. It is identical to the behavior you are fami...

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Beginning Feature Parity Part 1

Now that all the tools are ready; custom characters, scripts, and behaviors, I am going to go on a frenzy adding back in older behaviors into the characters. Characters in the next beta will include built in behaviors that come pre-packaged with the behaviors from the older versions of Viva. Of c...

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Custom Items Mod Tools Release

This is another big part of the game for v0.9 that has just been completed. You can now have custom items. They can have scripts attached to them and can communicate with character scripts. I will be building the regular character behaviors using these new tools for the next beta update so that e...

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Beta v0.9d Pre-Release

Code: items

This pre release you can test out the new item grab mechanics. You can grab onto various contraptions across the map and also test the new pickup behavior on the AMBER ...

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VR Headset Poll

There has been a surge in subscribers. Almost double the amount and thus I need to gauge once again what headsets people use. As I've mentioned before, the latest v0.9 uses OpenXR and greatly reduces binding hassles (no more SteamVR input mapping) and it has so far worked wonderfully. However the...

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Finished Custom Items Part 4

I finished the last part of the custom items piece, stabilizing physics grabs and also allowing the code to be called by your character mods. Here is an example in action:

The finger grip is mathem...

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Almost Finishing Custom Items Part 3

I am almost done implementing custom items. As I said before, the last thing to do is to wire the new cylinder grabbing system and make sure it works properly in the game.

Whenever I add a feature to Viva, I need to make sure it works in 3 different key areas: The player in keyboard mode, t...

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Tech Research: Grabbing Cylindrical Shapes

Today's devpost is a big one and is more technical than usual. I did a great deal of work on the dynamic grabbing logic. As mentioned previously in the last devpost, custom items that the community will make will contain shapes that tell the game how to grab that object. I just finished cylinders...

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Preparing for Custom Items Part 2

I have formulated the system that we will use for custom items. It will be very simple. First, what are the goals?

1.) Easy way to make custom items (for eating, cooking, playing, or throwing)

2.) Easy way to interact with them (grabbing and physics collisions)

3.) Easy way for ...

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