+15

Four arms

Rekrith 7 years ago updated by suirodnemsa 7 years ago 1

Would it be possible to have characters with four arms?

I'm aware that that could add a huge logistical challenge to the game in terms of model modularity, the configuration of the test chambers, clothing ... But!


What if a second set of arms were possible from a cosmetic viewpoint?

  • Minimal subject interactivity: Subjects with four arms would have them bound just like their first pair, leaving them as largely a visual element; and
  • Basic player utility - four arms would take about or less work than wings would since I imagine much of it can be built off of the existing arm data, but they would need:

    • A swinging animation for while the player walked;
    • A few additional poses for interacting with test subjects so that they weren't hanging limply by the player's side; and
    • Some texturing to make them work with clothing.

This would open up insectoid characters, or insect hybrids (which I admit I have a personal interest in), but would also expand possible models a decent bit.

+1

i know where you are going with this idea, i am on plus with it and just want to point every possible problem with implementing it, better now than dissapoint when hype is big ;3


even as a decoration arms would need whole new animation skeleton, you wanna arms to be simply static and unnatural? or them to pass through objects all the time? its not that simple ;3


second pair of arms have one more problem, where to place them? they need special body shape to look somehow good, change body shape for every species, or make 1 species with 4 arms? it possibly is too much work for small reward.


and to be honest, wings need much less animations, they are behind so pass through danger is minimal and they are mostly static without any animation, you don't expect them to move.


but lets not take my word, lets see fek's opinion

taur have 4 legs so its similar problem but your idea is little less complicated with smaller amount of body shape changes ;3


Why no feral/taur support?

The game is built around a single animation skeleton that is shared by every character in the game, a massive library of programmatic animations for that skeleton, as well as a single bank of body parts that are designed to snap into place with each other on top of that skeleton.

This system allows a pretty good amount of flexibility, but it only supports characters that stand on two legs and adhere to the rough shape of the skeleton. In order to support feral / taur characters, I would need to create (and maintain) an alternate skeleton, an alternate set of programmatic animations, and an alternate library of body parts for each.

This would effectively mean building an entire second game from scratch. The only parts of the game I'd be able to reuse for ferals/taurs are the pleasure/orgasm mechanics and things like movement, dialogue, inventory, etc.

It's simply too much work. There might eventually be some sort of hard-coded interaction that caters to the feral/ taur crowd, but feral characters will not be fully supported.

source: http://furry.science