/kemono/ - Kemono

Fluffy Anime Girls

Mode: Reply
Name
Subject
Message

Max message length: 20000

Files

Max file size: 30.00 MB

Max files: 5

Captcha
E-mail
Password

(used to delete files and postings)

Misc

Remember to follow the rules

[ Return / Catalog / Bottom ]

(390.00 B 32x32 wca.png)
(391.00 B 32x32 standing.png)
(371.00 B 32x32 sleep.png)
(396.00 B 32x32 eata.png)
(389.00 B 32x32 allfours.png)
What exactly puts a kemono in kemonodev? Other than vrai libbie all I can think of is https://github.com/furrtek/Kemochi
(339.65 KB 1920x1080 unfinished.jpg)
I've been working on a game for a while, but suddenly I want to throw it away and make a kemono game instead. Kemono doesn't really work with the game I've been working on.
>>1131 Mind if I ask what your current game is?
>>1137 It's an isometric shooter game. https://trashchan.xyz/agdg/thread/123.html#1553 For a while now I've wanted to do for Rune Factory what Stardew Valley did for Harvest Moon, that could make a good kemono game. I want to allow the player to always be in a "party" with an NPC, so you could adventure and play minigames with your kemono friend.
>>1139 I'd still say you're onto something with your isometric shooter granted, I have not been keeping up with trashchan's /agdg/, and I don't know shit about Rune Factory, but it's your decision. Just don't get too fond of dumping projects to start new ones, as it quickly turns into a bad habit and becomes a great way of not finishing anything.
(2.65 KB 252x128 zoologist.png)
>>1188 The main reason I put projects on the shelf, and I would assume it's the same for most people, is burnout from working on the same thing for weeks/months straight. It would be an interesting topic to discuss how to solve that but it tends to devolve into "le discipline, motivation doesn't matter" or something equally useless, as if you don't need the motivation to care. I plan to work on 2 projects simultaneously so I can switch between them and see how that affects me. >I don't know shit about Rune Factory It's a combat RPG with a day/season cycle, you have a home and can farm on your backyard and date/marry NPCs. I'm not actually a big fan of it, but I see potential in a similar game, and it seems perfect for a kemono game. I tried to add Zoologist (from Terraria) into Stardew Valley, but the NPC mechanics are so limited that it just made me want to make my own game instead.
(328.77 KB 1280x720 screenshot0.png)
(843.10 KB 1280x720 aryan space program.mp4)
dead board ): anyways i was shocked how ksp has been out for over a decade and nobody added funny animal people to it. so i embarked upon a journey to do it myself, though some ponyfag made a mod to turn the kerbals into ponies, and i have been heavily using its source code. tbh i probably wouldnt have the skill to do this without the pony mod. instead of making leebait, im gonna try to make kemono-style kerbals. my ideas for species are: >cat >rabbit >otter (these 3 can use the same head mesh) >wolf >dog (border collie) side note: i think i discovered the reason nobody has made funny animal kerbals: looking at the code it literally takes byte arrays of a mesh and builds the mesh at runtime inside the unity engine (instead of, you know, just loading a regular model file from an assets folder). had to write my own converter for my models. thankfully all i have to do now is make the models, and write code to assign species, hair, etc
(509.13 KB 1280x720 screenshot1.png)
>>1851 finished all the models, but now i have to code in the species and variants. i finished the cats (male = left, female = right)
(453.30 KB 1280x720 screenshot2.png)
rabbits
(495.91 KB 1280x720 screenshot3.png)
otters
(478.26 KB 1280x720 screenshot4.png)
(homogeneous) wolves
(406.15 KB 1280x720 screenshot5.png)
(526.73 KB 1280x720 screenshot6.png)
collies (and bonus goats) thats all for now. i think i will have their last names determine their species, and their first names determine their looks
>>1858 How do you fuck up doggie cheeks so bad? Have you ever pet the dog on the chin with both hands? They're supposed to be sleek and scratchable, with the chin flowing into the cheeks and cheeks gently turning towards the nape (usually with small parallel tufts at the ends, but I like it more without those). Those inverted tufts that can't decide if they're hairbobs just make the whole head shape look weird. There's a reason why furfag artists put them on wolves when they want to make them look scruffy. They CAN be made good, but not in 3d and definitely not with a solid mesh.
(425.08 KB 1280x720 screenshot7.png)
>>1859 kinda surprising that someone who fucks dogs doesnt know their dog breeds. collies have a "mane" that goes downwards. even though i know youre just concern trolling (youre obviously the bestiality-posting fag who got upset his shirou mpreg got deleted), i wasnt pleased with the tufts so i made it look more like fur

[ Return / Catalog / Top ]
Delete
Report