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Ilverin

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Dev report :

BIOASSHARD DEV REPORT 2/3/2022
Hello everyone!
A new report is here.
So, as mentioned in the previous one, I finished finally with the animations for the grapples and the Sexttacks as well (yay!)
All the animations are already imported on the game, and solved some orientation problems
(yeah, it’s pretty usual that when importing animations from outside to UE4, you’ll get some bones wrongly oriented). They are now working as expected.
So, right now, I’m configuring the new animations. This means adding sounds, effects (particles), tweaking the length / frame-rate, animation curves (this is to control blend-shapes and/or material parameters) and, of course, AnimNotifies and AnimNotifyStates (where necessary). There I have Mr.Versus preparing a lot of the new necessary sounds (including searching for them in our -bought- sound libraries, copying them outside there, cutting the clips as required and renaming them to know where they belong).
We’re finally (FINALLY!) in the last batch of tasks / stuff to finish this new version. Everything left to do / work on is fully on UE4 (which is what I love xD), meaning no more going back and forth between programming and trying-to-animate lol.
There’s still job to do of course. We have to finish configuring the animations, once that’s done, we have to implement them, then test them in the “battlefield” to see they’re working properly, so we can test out the full battle with the Boss, to be able to finish the Mission (small details like the result screen, make the new Mission accessible from the Mission Menu selector, etc.). But we’re getting very close now.
And I’ll stop here and get back to work ;)
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido

Soon-ish now ?
 

hunter1996

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Dev report :

BIOASSHARD DEV REPORT 2/3/2022
Hello everyone!
A new report is here.
So, as mentioned in the previous one, I finished finally with the animations for the grapples and the Sexttacks as well (yay!)
All the animations are already imported on the game, and solved some orientation problems
(yeah, it’s pretty usual that when importing animations from outside to UE4, you’ll get some bones wrongly oriented). They are now working as expected.
So, right now, I’m configuring the new animations. This means adding sounds, effects (particles), tweaking the length / frame-rate, animation curves (this is to control blend-shapes and/or material parameters) and, of course, AnimNotifies and AnimNotifyStates (where necessary). There I have Mr.Versus preparing a lot of the new necessary sounds (including searching for them in our -bought- sound libraries, copying them outside there, cutting the clips as required and renaming them to know where they belong).
We’re finally (FINALLY!) in the last batch of tasks / stuff to finish this new version. Everything left to do / work on is fully on UE4 (which is what I love xD), meaning no more going back and forth between programming and trying-to-animate lol.
There’s still job to do of course. We have to finish configuring the animations, once that’s done, we have to implement them, then test them in the “battlefield” to see they’re working properly, so we can test out the full battle with the Boss, to be able to finish the Mission (small details like the result screen, make the new Mission accessible from the Mission Menu selector, etc.). But we’re getting very close now.
And I’ll stop here and get back to work ;)
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido

Soon-ish now ?


Hello can you post report from february 18th?
 

Ilverin

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Just realised I forgot to post this here, so there you go :

Hello everyone!
A new report is here.

A short one I guess, but full of good news. So, let’s get to it.
Everything regarding the animations is now done (various configurations, sounds, notifies, etc, etc). They’re implemented and I already tested them all, not in the battlefield yet but on my debug level, and everything is working fine in there.
Mr. Versus finished his task of looking for new sounds and he’s now working to call the new level done, so we can finally test the battle completely into its level.
(It’s funny -or rather not xD- how you can tell in only 4 lines all the hard non-stop work we’ve been doing for the past couple weeks)

Now time for a dev tip, for those of you that are dev-ing as well and/or using UE4. I want to mention something about the USTRUCT. They’re quite a useful container-type variable to save many kinds of info. BUT, make sure you don’t alter its default types too much after you’re using it, otherwise you’ll lose your already configured values getting reset back to their defaults. This is especially dangerous when you’re using the USTRUCT across multiple actors in all the levels. If you’re used to programming/UE4 you’re probably already aware of this, but for those who’re not yet, here’s this tip: Make sure you’re 100% clear on what you want to have on your USTRUCT and then add it all before starting using and changing its default values on actors to be on the safest side. I hope this is useful to anyone reading.

Anyways, this is it for now. I hope the next one will bring better news yet.
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido
 
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Ilverin

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New dev diary, finally the light at the end of the tunnel :3



Hello everyone!

A new report is here.
So, I’ll make it short (this sounds familiar lately xD).

Instead of telling you what I’ve been doing, I’ll tell you what it’s left to do, so you can make an idea:
- A full test of the new mission (this step may be repeated more than once if it’s not at a desirable difficulty, making me tweak it and repeating the test)
- Get everything ready for the release (build it, FCs, etc.)
We’re finally on this point, so it’s really that close now.

And I won’t extend any more, since I want to get back to work (I’m that excited now!)

Please make sure to take care and stay safe <3
See ya in the next report.

-Meguido
 

ChupacabraGonzales

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I don't know what to say anymore. I tried out modded Fallout 4 for the first time recently and it made me think that progress on this particular project has been so slow that it's starting to show its age. There are so many other works that fit a similar niche, the only thing this one has going for it is association with a strong IP.

Unless they employ some massive visual overhaul of the player character or some revolutionary new mechanics, systems, animations I really won't keep my hopes up for this game.
I'm just afraid all we're gonna see is just another level, one, maybe two (three if we're lucky) new enemies, another variation of the missionary/doggy position added to basic zombie enemy and some new firearm. I honestly doubt that would justify such a long wait. If the devs are serious about this project and want to gather financial support they better put out a good proof of concept.
 

PaNiq

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I don't know what to say anymore. I tried out modded Fallout 4 for the first time recently and it made me think that progress on this particular project has been so slow that it's starting to show its age. There are so many other works that fit a similar niche, the only thing this one has going for it is association with a strong IP.

Unless they employ some massive visual overhaul of the player character or some revolutionary new mechanics, systems, animations I really won't keep my hopes up for this game.
I'm just afraid all we're gonna see is just another level, one, maybe two (three if we're lucky) new enemies, another variation of the missionary/doggy position added to basic zombie enemy and some new firearm. I honestly doubt that would justify such a long wait. If the devs are serious about this project and want to gather financial support they better put out a good proof of concept.
An example of the many other works you talk about?

I've tried many games and there isn't all that many that come close in terms of animation quality. Also worth mentioning the physics and the textures in this game, they're pretty damn great and there's not many similar games like you say there are. You can't expect the characters to look like they're taken out of a PS5 game, it's an h-developer not a triple A studio.

It's first and foremost an hentai game, therefore the developer should focus and work on that aspect first, then the game aspect later. I know the community is probably divided about this but that's how I feel at least.
 

ChupacabraGonzales

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An example of the many other works you talk about?

I've tried many games and there isn't all that many that come close in terms of animation quality. Also worth mentioning the physics and the textures in this game, they're pretty damn great and there's not many similar games like you say there are. You can't expect the characters to look like they're taken out of a PS5 game, it's an h-developer not a triple A studio.

It's first and foremost an hentai game, therefore the developer should focus and work on that aspect first, then the game aspect later. I know the community is probably divided about this but that's how I feel at least.
I'm saying as a Hentai game it is unentertaining.
The most fascinating mechanic is the inflation after repeated grapples.

The game was innovative when it first came out, but the devs are working on multiple projects simultaneously, it has slowed down the release schedule to the point where it's 2022 and you can barely tell the game apart from the 2019 version. It's still the same thing with minimal improvements.
Meanwhile look at other games like Too Much Light, the closest thing to this game I can think of. I know it's a Unity project while this one is Unreal, so can't really compare them toe to toe, but that game has a single dev working on it, standalone fappable character, slightly less interesting sex animations/defeat system, but more customization options, including mixable outfits and some body sliders, the gunplay is almost identical too.
 

Mikufanboy

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I'm saying as a Hentai game it is unentertaining.
The most fascinating mechanic is the inflation after repeated grapples.

The game was innovative when it first came out, but the devs are working on multiple projects simultaneously, it has slowed down the release schedule to the point where it's 2022 and you can barely tell the game apart from the 2019 version. It's still the same thing with minimal improvements.
Meanwhile look at other games like Too Much Light, the closest thing to this game I can think of. I know it's a Unity project while this one is Unreal, so can't really compare them toe to toe, but that game has a single dev working on it, standalone fappable character, slightly less interesting sex animations/defeat system, but more customization options, including mixable outfits and some body sliders, the gunplay is almost identical too.
I think you're being a bit too much here after mentioning H game mechanics and then Too Much Light yet still thinking they're a better choice. Changing clothing is not as big a difficulty as doing actual sex poses and systems that involve hentai, which biosasshard is certainly superior as you understood it to be. Not to mention Too much light H game has a bunch of boring shit like walking around aimlessly and collection trash when I just want to progress before my boner dies. That game needs a gameplay overhaul.

And to VersusX developer's credit, they made a huge leap from when they started, removing the stupid DRM that they placed was a sign they could change unlike most devs that never learn (Even if they were a bit defensive about it at first), as well as having created the models needed to create an entirely new Jill model which takes a ton of work, any model/rig creator can vouch for that. I don't mean the ones that use some old ass Illusion soft character creator or DAZ studio preset. I will agree their progress has been really slow, especially if you compare it to Japanese developers who are the actual competition and exemplary status western devs should strive to emulate. That being said, they did put an order for hire to 3D model creators so it's clear where help can be achieved. It's been awhile since then...
 
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hhh7773

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I'm saying as a Hentai game it is unentertaining.
The most fascinating mechanic is the inflation after repeated grapples.

The game was innovative when it first came out, but the devs are working on multiple projects simultaneously, it has slowed down the release schedule to the point where it's 2022 and you can barely tell the game apart from the 2019 version. It's still the same thing with minimal improvements.
Meanwhile look at other games like Too Much Light, the closest thing to this game I can think of. I know it's a Unity project while this one is Unreal, so can't really compare them toe to toe, but that game has a single dev working on it, standalone fappable character, slightly less interesting sex animations/defeat system, but more customization options, including mixable outfits and some body sliders, the gunplay is almost identical too.
Eh, as much as I'm interested in Too Much Light, its gameplay just doesn't manage to snag the same feel at all. As slow as the progress has been on this game, its made huge strides since its original unveiling, and is pretty singular in both the way it plays, largely emulating RE 5, not to mention the actual animations involved. As far as I understand it as well, it is actually multiple people that work under the label, but each game is largely the work of one person, though I could be wrong as I don't generally keep up with the patreon, kinda just treating this game as a nice treat every several months to a year more than anything really. Still, personally both as a game, and a hentai game I think its pretty stellar, theres definitely room to improve but the guts for something unique and amazing is definitely there, and not even to say Too Much Light is bad, its just a VERY different type of game in the end, with really the only thing the two share being third person shooters with zombies. Both have shown pretty slow development, as I think theres been maybe one or two new animations in the case of Too Much Light since its original debut as a wave survival game. Its more of a case just to show how dreadfully slow it can be to build a 3D game from the ground up, even if you use assets its still a fuck ton of work in the end.

While I certainly understand falling out of love, or interest with the game, I can't really agree that its necessarily outdated by current standards, as in all truth, the third person shooter market for Hentai games is largely untapped save for a few names out there that range from just shit, to being decent games but low in ambition or relatively weak when it comes to being an actual game on top of a hentai game. Its a challenging balance to manage, but thus far this games done it pretty strikingly well compared to most I'd argue.
 

Ellu Fishi

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Another interesting game is section 7 project unknown created by MATEYDEV. Check it😉
I'm surprised no one have talked about it here yet, the guy does make *really* good stuff, both in graphics and animation and gameplay.
 

duck666

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I'm surprised no one have talked about it here yet, the guy does make *really* good stuff, both in graphics and animation and gameplay.
Never heard of it until now. Can you can make a thread about it with links?
 

Kernog

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Never heard of it until now. Can you can make a thread about it with links?
It took some time, but I found the game's Patreon:

Also, I really like the new animations. I hope that we will get more monsters, like the boss and its minions, instead of zombies
 
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duck666

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No news yet? Wasn't the game supposed to be out now?
The latest update is out. Check their blogspot page that you can get to by following their patreon --> googe doc --> blogspot.

EDIT: I'm getting some consistent crashing happening in the first arena you get locked in. It's always when I'm close to finishing the arena (i try to kill everyone there, not just run out). I suspect it's more of a time-thing.

In addition, with the additional weapons, I feel like that more inventory space is now a MUST.

Maybe we can have like 9 more slots that are on our hotkey (1-9) and 9 other that are not...?
 
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abiroyon

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The latest update is out. Check their blogspot page that you can get to by following their patreon --> googe doc --> blogspot.
For some reason I thought it was already April and when I saw the March posts I thought they were old posts. Need more sleep. Thanks!
 

hhh7773

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The latest update is out. Check their blogspot page that you can get to by following their patreon --> googe doc --> blogspot.

EDIT: I'm getting some consistent crashing happening in the first arena you get locked in. It's always when I'm close to finishing the arena (i try to kill everyone there, not just run out). I suspect it's more of a time-thing.

In addition, with the additional weapons, I feel like that more inventory space is now a MUST.

Maybe we can have like 9 more slots that are on our hotkey (1-9) and 9 other that are not...?
Eh, I can understand that in a sense, but considering the source material its emulating, I doubt you'll see that happen. Though, I would be happy to in the full game get a storage box either in maps, or for between missions similar to RE5. Resident Evil has always had inventory management as one of its staples, so I don't see that being really something added to or taken away from here with the raw inventory size, but I'd be up for it if it works well, or they just wanna add an attache case similar to RE4. Item Box would definitely be super welcome in any regard.
 
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