Greetings!
I spent most of last week working on the office location and other rooms in that location. These are changes I had been planning for a long time, which came about as a result of my work here and the problems that arose in the process of creating images. Basically, the lighting in the 3D scene was too complex, which meant that rendering the images took too long and the resulting image was of rather mediocre quality. Therefore, I paid special attention to optimizing the lighting in this location and reduced the rendering time by 2 to 3.5 times.
This is very important because there will be a lot of animations and sex scenes here, and rendering difficulties should not limit me. I also made some changes to the architecture of the location, which will again make it easier for me to create images here. You will be able to see all these changes in the game, and they should only evoke positive emotions. I have also already made 54 final pictures of this location and all the rooms available for the movement system.
With the final images of this location in hand, I continued working on the design of the movement system. My initial idea with arrows on the floor, which I wrote about earlier, turned out to be rather ambiguous. While it looked fine in one location, in another, such as the lobby, it looked terrible. There were too many additional elements in the frame, which overloaded the visual design of the interface and made it look cluttered. And this problem would only multiply when I started to extend it to other locations.
Therefore, I decided to return to the standard highlighting of areas when hovering the mouse cursor, which is common in many similar games. The cursor will also change to a different one, as it does now in the game, and a tooltip with the name of the area will be displayed. You can see an example of how this might look at the top.
See you!