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Money Shots


Since my last devlog, things have gotten a bit messy in more than ways than one. First, my apologies that this devlog does not have an update for the game attached; unfortunately I broke a few things while testing out some ideas and importing the particle system I had developed and shared in the previous devlog. I've fixed everything with the exception of one major issue, which is shown in the screenshot below.


Somewhere along the way I messed up the weight painting on the waifu mesh and there is now a very unrealistic and ugly angle jutting out from her hips and/or waist when she's in certain positions. The good news is that I maintain multiple backups of this project as I work so I am confident that I still have a copy of the unbroken mesh in a Blender file that I can export and use to replace the existing one. Thing is, these backups need to have their libraries built by Unity which takes the better part of a day given how many files exist in the project; so, the next time I am able to just let my computer run and be left untouched for a full day, I'll give that a go and this should be fixed. I've checked and v0.3.1q (the current public version) does not have this issue, so I'm pretty sure that this happened when I was testing out some new concepts for stockings and I just noticed it too late to revert the changes when I had the chance.

Aside from that, things have been going well. I've fixed all other known bugs and don't see anything else that'd stop me from publishing an update to the game client before the end of the year. I've added quite a few new stockings and other outfit items, fixed several bugs that were present in the current public version, and rebuilt the entire eye contact mechanic from the ground up to make things both more realistic and easier for me to manage as I continue developing the prologue. I'll cover all of this in the next devlog, but for now, let's focus on the other mess I've made...

I'll be the first to admit that I spent a shitload of time on this, but I am also very happy with how it has turned out. Not only are the results more realistic than they were in the prototype, but this version is also far more performant and easy to work with. Each of these scenes has it's own settings for how much randomness to add to the angle of each shot, at what speed the particles should move, how thick each shot should be, and various other tweaks that can be leveraged to ensure that the results for each setup work well. The results are just a little bit different every time due to some RNG, and the mechanic allows you time each shot with the left mouse button or to opt for an automatic mode; right click resets everything so you can go again.

You may also notice from the clip above that I've added a school uniform for Marin, which will be available soon along with the Meru character. On top of that, I already have plans to leverage this new particle system for applying sunblock and suntan lotion to waifus laying out by the pool, which should make for some interesting interactions.

I hope to have the weight painting issue fixed by the end of the week, but if not I'll definitely have it ready by the new year, and I'll be sure to have another devlog ready with details covering everything that's new as well as anything new that's been worked on.

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Comments

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(+1)

This is nice. I look forward to it.

(+1)

Thank you and happy holidays!

(+1)

Happy holidays too, friend. :D