stuntcock
Content Creator
- Joined
- Jun 5, 2012
ν-13? I've considered that hairstyle a few times, but it isn't really feasible for SDT. If it's simulated realistically then it won't show interesting shapes; the weight of the embedded blade constrains hair movement too much. It's a design which is great for a fighting game -- it can emphasize a sudden knockdown or voluntary reversal-of-direction, or act as a motion trail when the character leaps three meters into the air, it can be pulled into a taut horizontal line by the "gale" of a super-move activation, and it can be controlled by the character herself as part of an attack movement.a crazy as hell yandere who just wants to kill the MC, did i mention she has a huge long braid?
These factors are absent from SDT. Gameplay events don't yield enough acceleration to overcome the inertia of a long+heavy braid; the hairstyle doesn't include much static detail (it's supposed to impress the viewer via animation rather than intricate artwork); the blade would just point down at the ground rather than doing anything interesting (and that's assuming that we can prevent it from clipping through the body, which isn't guaranteed). On top of everything else, the girl's eyepatch is on the "wrong" side of her face - which limits her ability to express emotion during gameplay.
You could probably make the hairstyle "work" in SDT if you dramatically shortened the braid or omitted it entirely, but it's a very distinctive aspect of the character design. You could probably simulate it as-is if you included a permanent wind effect (which would pull the braid into a diagonal resting shape), but this would clash with the remainder of the scene (in which clothing, earrings, semen strands, etc... are obviously not being influenced by any wind effects).