Dream Select Studio v0.8.3 beta released!


If you are having issues with character collisions, check out this post!

https://heazhan.fanbox.cc/posts/10209383


Character

- Improved character animation and physics

- Added customization for character collision size

- Added controls for character strength and time scale

- Enhanced character health parameters

- Added ability to save character values and collision size

- Deleting a character or device no longer deletes linked objects

- Added character simulation states (strangulation, drowning, blunt trauma, external trauma, cardiac arrest, coma, etc.)

- Added collider for finger

- Added pain-specific animations by body part

- Added walking animation preset selection

- Added reset function to restore character health state

- Characters with shoulder bones now apply shoulder angle correction for more natural arm movement

- Added new characters: Fubuki, Secretary, Manami, Azusa


BlendShapes

- neutral BlendShape is now always active in all situations

- Added faceBlue BlendShape for skin discoloration during drowning

- Added neckCompression BlendShape to represent neck constriction during strangulation

- Added diaphragmaticSpasm BlendShape to depict abdominal contraction during asphyxia

- Added tongue BlendShape to show tongue protrusion


Import Functionality

- Relaxed character creation requirements (support for some models without shoulder bones, or with fewer finger joints)

- Fixed misaligned fingers in imported characters

- Characters now spawn at the cursor's initial position with a preview indicator


Devices

- Added 2 new strangulation devices (lifted posture, lying posture)

- Added Ziptie device

- Added 2 exclusive restraint devices for the Pool map

- Added a new type of rope for hanging devices (soft rope)

- Unassign characters or devices without deleting them


Restraints

- Added blindfold and cloth gag

- More options for resizing and repositioning restraints


Tools

- Formerly known as “modes”, these are now referred to as “tools”

- Added Focus Tool to fix the camera on a character and toggle between first- and third-person views

- Added Weapon Tool for equipping various weapons (currently only 1 melee weapon available)

- Added settings window for tool options

- Added options to adjust force and hide rope in the Drag Tool


Maps

- Added Pool map specialized for underwater simulation

- Some devices are restricted to specific maps


Graphics

- Shader adjustments and improvements

Files

Dream Select Studio v0.8.3beta2.zip 199 MB
47 days ago

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Comments

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(+1)

It would be better if the rope that is tightened and constricted at the neck could be freely selected to tighten the body parts, such as the abdomen, head, ankles, etc., which would provide more playability for the game. Thank you for your review.

(+1)

does the neck compression blend shape have to be enabled somewhere or is it automatic?,cause i used the normal characters in the game,not from the import character,but the neck compression cant be seem

Im not sure if im playing right. But i cant seem to start anything at all in the game. The K key is set for most functions and yet nothing is being triggered. Almost like nothing is binded to commence the activities promised. Could you help look into it?

(+1)

Let's gooo! We love to see it!

The new tools are awesome, and the ziptie, with the right time scale, does practically work as a selective animation tool.

The reactions to hits with the wrench are really cool, and I'm really excited to see other tools such as the taser and the thrown objects from 0.7 come back in full force!

I feel like you could easily combine forces between the taser of before and the ziptie into a shock collar that you can lock and unlock like the garrotte. The patch notes for next update about ragdoll transitions and the ability to get back up would make this feature especially cool, maybe just an animation that gets layered over the walking or standing anims when it's a smaller shock, up to the highest tier causing some kind of knockout animation akin to the shock animations from dying light?

Either way, you've easily proven to be one of the most committed developers I know of, so I trust this project in your hands. Please don't get burnt out, though! Please pace yourself and remember to take breaks so you can come back with renewed vigor!