Introducing May White. Even though the animations look fake, I think they make it more expressive.

Introducing May White. Even though the animations look fake, I think they make it more expressive.
Some mean dialog from Dante Santos, the next character. I've used facial blend shapes alongside the animations to make it feel more immersive.
The introduction dialog for Sadie Brooks.
I've written her with an overly cautious, fake-outgoing personality in mind.
I've been writing the introduction dialog for one of my characters, Mira Kurogane.
I've been thinking about how their nationality would affect their dialog style and culture.
As I'm working on chatting with characters, I made the characters move their mouths while talking.
To talk, they repeat the "A" and "O" shapes in a loop, which seems to look reasonable.
I've started to add the relationship system that will affect trading, favors, and teamwork.
I'm thinking about how to implement a chat system that blends social mechanics with learning about a character.
I added some sweeping security cameras.
Even though they don't do anything, I think they give a subtle feeling of being watched.
If you have the code to your safe, it will now display it as a note on top of the dial UI.
I think mixing the modern UI with the torn paper gives it an industrial feel.
In trading, the characters now acknowledge whether the item is valuable for the player, not just whether it's valuable for them.
I also animated the safe code dial UI! I'm thinking more and more that animated UI is about making it up as you go.
I made it so you can drag the safe code dial with the mouse. I think it's a lot faster and more precise!
I'm working on the UI for entering a safe code. Analog safe dials are strange, aren't they?
I added navigation so the contestants can move to their designated room. The hair spring bones are acting funny, so I will try switching the implementation.
Since item trading is so important, I spent some more time working on the UI!
The other contestant can also counter-offer their items now, based on an algorithm.
I'm thinking about adding a button to reject items you don't want, potentially upsetting them.
I've been working on a system to trade items and information with other contestants.
You offer an item, and the other contestant offers one of their own items.
At some point, I will create a relationship system which will affect whether contestants accept trades.
Working on the first challenge.
I added an interaction wheel. Does it look cool?