#26 Flowers and a Moving Character
This week, Mlissa tackled the landscape and revamped the grass, flowers, and various types of outdoor terrain (rock, soil, grass, and road). Subsequently, she began revising the textures of exterior walls and creating her first functional doors and windows that work with the game editor!
Paul continued work on the new character and managed to rig it with a skeleton, allowing us to start animating it. This is a delicate step that requires defining how each bone affects different parts of the character, ensuring that everything appears natural with various possible movements.
Chlo prepared a few mood boards for the game's future logos, and we all discussed them during our weekly meeting. She's also starting to brainstorm the clothing for the future player: she will propose clothing concepts, Paul will handle the modeling, and Mlissa will take care of their textures a true team effort!
Jimmy continued his work on the multiplayer aspect. The creation and editing of walls are now synchronized, and all players connected to a world can see real-time edits. There's still a bit of work left for all editing tools to function in multiplayer, but overall, things are progressing well!
Cllie delved into several game design challenges, such as the object cost system in the editing mode. In a world where everyone can add and remove objects, it wouldn't make sense to spend money to place a piece of furniture and regain money when removing it, for instance. Conversely, in other worlds, players could buy/sell land, only build on their own land, and furniture prices could work differently. Different systems need to be defined to anticipate a variety of scenarios.
Lastly, I continued to enhance the building editor, fixing bugs, streamlining tool usability, and considering the game design and UX choices made by Cllie and Jimmy. Alongside this, I'm gradually integrating Mlissa's work, as she's replacing our old objects and textures with her own. In the upcoming weeks, I'll also be able to incorporate the new character designed by Paul and enhance the appearance editor to include all the new options! Thanks for your support, and see you next week!
[ 2023-08-25 13:02:23 CET ] [ Original post ]
Hello team! Today, Nico is here to tell you about our week. We all continued to make progress in our respective domains, and we will be reunited in Nancy again next week!
Walls, Grass, and Flowers
This week, Mlissa tackled the landscape and revamped the grass, flowers, and various types of outdoor terrain (rock, soil, grass, and road). Subsequently, she began revising the textures of exterior walls and creating her first functional doors and windows that work with the game editor!
A Moving Character
Paul continued work on the new character and managed to rig it with a skeleton, allowing us to start animating it. This is a delicate step that requires defining how each bone affects different parts of the character, ensuring that everything appears natural with various possible movements.
Fashion Parade in the Making
Chlo prepared a few mood boards for the game's future logos, and we all discussed them during our weekly meeting. She's also starting to brainstorm the clothing for the future player: she will propose clothing concepts, Paul will handle the modeling, and Mlissa will take care of their textures a true team effort!
Multiplayer Progress
Jimmy continued his work on the multiplayer aspect. The creation and editing of walls are now synchronized, and all players connected to a world can see real-time edits. There's still a bit of work left for all editing tools to function in multiplayer, but overall, things are progressing well!
Game Design Challenges
Cllie delved into several game design challenges, such as the object cost system in the editing mode. In a world where everyone can add and remove objects, it wouldn't make sense to spend money to place a piece of furniture and regain money when removing it, for instance. Conversely, in other worlds, players could buy/sell land, only build on their own land, and furniture prices could work differently. Different systems need to be defined to anticipate a variety of scenarios.
Bringing It All Together
Lastly, I continued to enhance the building editor, fixing bugs, streamlining tool usability, and considering the game design and UX choices made by Cllie and Jimmy. Alongside this, I'm gradually integrating Mlissa's work, as she's replacing our old objects and textures with her own. In the upcoming weeks, I'll also be able to incorporate the new character designed by Paul and enhance the appearance editor to include all the new options! Thanks for your support, and see you next week!
VirtualSociety
The Virtual Society
The Virtual Society
Coming soon
Indie RPG Adventure Simulation Singleplayer Multiplayer Coop
Game News Posts 36
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
No user reviews
(0 reviews)
https://virtualsociety.co
https://store.steampowered.com/app/1856980 
VirtualSociety is an independent roleplay, life simulation, and adventure game.
Play as one or more characters, create your city alone or with your friends and live the life of your dreams!
And if the life of the average citizen is not enough for you, you just have to build your city, invite your friends, and manage it your way.
The outfits and their patterns, colors, and sizes can be chosen freely so that an infinite number of unique styles can be created.
An avatar on crutches, with a cane, or communicates in sign language? That's possible too!
With non-gendered characters and a fully editable morphology, avatars are fully customizable so that each body shape can come to life on VirtualSociety!
Play as one or more characters, create your city alone or with your friends and live the life of your dreams!
And if the life of the average citizen is not enough for you, you just have to build your city, invite your friends, and manage it your way.
Roleplay and Adventure
From an afternoon of skateboarding to family recipes, a great adventure awaits you!Alone Or With Friends
In VirtualSociety, you can create or join cities alone, with your friends, or open to all.Fully customizable
The outfits and their patterns, colors, and sizes can be chosen freely so that an infinite number of unique styles can be created.
An avatar on crutches, with a cane, or communicates in sign language? That's possible too!
With non-gendered characters and a fully editable morphology, avatars are fully customizable so that each body shape can come to life on VirtualSociety!
MINIMAL SETUP
- Processor: Core i5-7300U 3.5 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 960. AMD R9 280
- Storage: 8 GB available space
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