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Well finally got the Rev 1 from their website took forever with free megaupload.

Have to say the weapons are pathetic, The shotgun is pretty unreliable and the SMG is worse than the handgun.

I can't unlock the grenades and what not, even on EASY since the difficulty is highly against me I don't have enough time to rack up more points or maybe I'm just bad.
 
Dev update :



Hello everyone!
Time for a new status report. You know, it’s a status report instead of the average dev report, when there’s been progress but all related to the same task/s mentioned in the previous dev report xD.
Anyway, there’s good news on this because finally the Control Rig for the Boss is finished! And not only that but also a few animations were made with a few more yet to be made, and that’s where I’m now, working on those few animations; specifically, attack animations. This Boss requires a few attack animations that will also be useful for the grapple ones.
When I finish these attack animations, I’ll finally be able to come back to UE4 to make some programmings (AI and behaviors for the Boss), then, when I get that working, I’ll have to go back to animations to make the Sexttack ones.
It’s a bit of back and forth with making animations then going back to UE4 to implement them, to go back and make more animations to then again get back to UE4 to implement them. But oh well, I’m used to that already :)
Before saying good bye, here’s a screenshot I thought about posting it on Screenshot Saturday but it was gonna be misunderstood XD. Here’s “something about the Boss” (the rudimentary Control Rig):
unnamed(1).jpg


And this will be it for now.

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

-Meguido
 
Hello. I just new in this game, and i find i cant pick start new game, is there anyone here can help me how to unlock that? Or i need to do something with the mission? Thank you
 
So I got the newest version but the game crash at random like if you go to a door or interact with something the character stays in place and if u open the menu and press Restart the game just closes. I haven't been able to beat mission 1 to 5 to unlock stuff because of that

And after unlocking the SMG and the shotgun.....
 
Is the camera during grabs still awful and too close to get a good view of the action?
 
Is the camera during grabs still awful and too close to get a good view of the action?

I think it improve but I don't know how much since I finally got to play this game just last month, new hardware.
 
Is the camera during grabs still awful and too close to get a good view of the action?

Still very close. Probably the same as the very first demo. If the game allows to zoom out a bit more, it'd be much better.
 
Dev diary time :

BIOASSHARD DEV REPORT 11/26/2021
Hello everyone!
This report was meant for yesterday but ended up today due to some Bio-tasks taking my time to write xD.
Anyway, to the point. I’m finally back on what I like: UE4 + programming :) Finished making the animations needed for now. So I exported everything and imported all into Unreal (had to fix a loop animation that wasn’t lopping as it should and I noticed when it was already on UE).
The Boss is already set in the area, and can already attack and kill Julia (has to make some adjustments to the attack system to make it more versatile and now I can make whatever part of an enemy I want to cause damage).
And now it’s time to expand on the AI before going for the grapple/Sexttack animations. I know this is short in text, but believe me, it’s been a lot of work. More to come in the next report.
Now, I’d like to know your opinion about difficulty for a Boss (especially for RE games). What do you prefer? A challenge? Or something like an average enemy but with more health? Please, let us know in the comments.
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido
 
I don't quite understand. What is "Having goot times without wounds, sex just virgin from mission 1 to 5"
I did my good time

You need to beat time in "Mission 2" Special

1. Kills all zombie crowds trap and save the times like times 0:15 or 0:20
2. No harm outfit or wound
3. No sex or rape like virgin
4. Mission 2 completed times 0:30:06

Reward new Outfits and more

Unawared
1. Few kills some zombie crowds trap and bad times like 0:00:00
2. Harm outfit or wound
3. Sex hole or break virgin
4 Mission 2 completed times 1:00:00 or 50:00

Bioasshard Guides will help you
 
Dev diary time :

BIOASSHARD DEV REPORT 11/26/2021
Hello everyone!
This report was meant for yesterday but ended up today due to some Bio-tasks taking my time to write xD.
Anyway, to the point. I’m finally back on what I like: UE4 + programming :) Finished making the animations needed for now. So I exported everything and imported all into Unreal (had to fix a loop animation that wasn’t lopping as it should and I noticed when it was already on UE).
The Boss is already set in the area, and can already attack and kill Julia (has to make some adjustments to the attack system to make it more versatile and now I can make whatever part of an enemy I want to cause damage).
And now it’s time to expand on the AI before going for the grapple/Sexttack animations. I know this is short in text, but believe me, it’s been a lot of work. More to come in the next report.
Now, I’d like to know your opinion about difficulty for a Boss (especially for RE games). What do you prefer? A challenge? Or something like an average enemy but with more health? Please, let us know in the comments.
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido
I just hope the next dev report is not in Dec 2022
 
Dev diary time :



Hello everyone!
Time for a new Dev report. This one, even if short, is a good one.
There’s been lots of progress made since the last state report. I already implemented a lot of stuff related to the AI for the Boss. To be honest I almost implemented everything for the AI, except for the grappling and Sexttacks, which I need the animations for first.
And that’s where I am right now, working on the grappling animations for now. And you know by now, it’s something that it’s slow for me, especially for this Boss (you’ll understand when you see it xD).
But I’ve also been working on other stuff not directly tied to the AI but related to the Boss himself and his mechanics. Like his special” damage system, different things to happen depending on the current health, etc. And also, some modifications to currently implemented mechanics that expand their behavior for better usage, like for example, the evasion system. Even though these modifications will only be available for the Boss battle for now and later on for all the enemies.
Unfortunately, we won’t be meeting our expectations for the release of this version in terms of timing. Those lost weeks being sick and being unable to find someone to model and animate the Boss, having to make everything myself, has slowed down things a lot. So again, this Christmas will be no holidays for us and it’s now two consecutive years like this
-_-U. Anyways, in case there’s no updates during the days left for this year, we want to wish you all Merry Christmas and a Happy New Year!
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido

And merry christmas :)
 
I love how the updates are good news yet vague enough to also not guarantee an update for another six months or so.
 
Better that than posting release dates and missing them. The amount of whine that causes is rather annoying.
 
New year post o/

Happy New Year from Meguido and Mr.Versus X!
We want to start by saying: thank you for all the support you gave us during 2021!
We hope you people have a nice and sexy 2022 while we work hard on a lot of stuff during this year.
Here is an image with some things we're working on: Can you recognice all of the art/projects there?
With that said, we want to send you all our best wishes for this new year!
unnamed.png
 
Dev diary :



Hello everyone!
First report of the year. But we will start with a Status update.
I’m still working non-stop on the animations. I’m almost done with the grappling ones. Just a couple more and that part will be finished. And then it’ll be time for the Sexttack animations.
And that’s basically it. Not much more to say. That’s why it’s just a status update. It’s not like it’s little progress, because it’s really a lot of work involved for the animations (more than what I’d like it to be, to be honest xD). I also can’t make this longer by showing some pictures or videos since the Boss has to be a surprise ’. So please bear with us.
I want to thank you all for your patience and continued support. We love you people <3
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido
 
Dev diary :



Hello everyone!
Another status update.
I could just copy/paste the previous report and change “grappling” with Sexttacks. Because yeah, that’s the good news: I’m already/finally working on the Sexttack animations.
On the Sexttack animations I’d say I’m about a 30/35% of them left. So, if things don’t go too wrong, I should be able to finish them before the next report.
And this will be it. Hopefully the next one will be a full Dev report.
Please make sure to take care and stay safe <3
See ya in the next report.
-Meguido
 
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 ?
 
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?
 
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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