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#ProjectJK I've made some optimizations to the character's observation behavior by adding linked eye movements. Now it won't just be blankly turning its head anymore.
26,481 views • 6 months ago •via X (Twitter)
16 Comments

It’s cool to see how adding small details like blinking or breathing really help make a character feel alive. Great job as always!

😆

man you a chief now that is fireeeeeeeeeeeeeeeeeeeeeeeeeeeeee

生动!👍

Super cool! Have you considered adding micro eye movements slightly left and right as your character focus their gaze?

@TasteAdultGames That's a really good suggestion, thanks!

I think I saw it done in GFL2 if you want a reference :D

Will be there realistic animation reload (normal, empty, tactical) including +1 bullet in chamber?

This isn't a hardcore realistic simulation game — it's a fun anime-style beautiful girls TPS. With only a small team of two or three people, we unfortunately won't be able to spend a lot of time on this part.

Still ok^^

How many team members are developing Project JK?

So far, including the animator who just joined the team, there are a total of three people.

Are you all working at full strength? Or Teamates are developing it after work? And I wonder how long it's been since you developed it

I'm the only one working on it full-time. The other two team members are developing after their regular jobs (including weekends). Music and voice acting are fully outsourced. As for the development timeline — I was solo-developing everything for almost 3 years before officially bringing the team in. However, during that time I was mostly laying the groundwork and foundations for the project (models, planning, etc.). The formal core development work only really started after that period.

Thank you for your answer! I thought the quality of the project was pretty good, so I was wondering if a how many people were developing it!

I'm glad you like this work! Since you're also a developer, you should understand better than most people how much time and effort goes into creating something like this during the production process. And precisely because of that, I prefer to treat it as a hobby and personal creation, slowly polishing it, rather than turning it into a job. At least up to now, it's not a commercial project. Fortunately, none of us needs to make a living by making games. Precisely because there's no commercial pressure, we can instead spend our time polishing the details. I hope that in the end I'll be able to create a work that truly satisfies myself, which would also count as fulfilling a small personal wish.
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