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fdnbgonds profile
fdnbgonds
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fdnbgonds
Making kinky games!
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fdnbgonds
Project design goals:

1.  Tie Me Up will be comprehensive.

I’d like to have few limits on how you can tie a character up.  I’m planning on adding a wide variety of restraints and positions.

2.  The game will follow the community as the community follows it.

If you have a suggestion for something you’d like to see, I’d like to hear it!  I can’t guarantee what will be implemented, but I’m hoping to eventually get as much stuff in game as I can.

3.  Everything has a purpose.

Bondage games lie on a spectrum between purely aesthetic, where the bondage elements are largely visual, to purely functional, where the bondage elements have a direct impact on gameplay.  I want Tie Me Up to lean as far functional as I can.

4.  The game is pure fantasy.

Tie Me Up doesn’t depict BDSM as it exists in real life.

5.  There will be no violence.

I'm not the idiot who made Rape Day.  Tie Me Up is a game about sex, which is not the same kind of fantasy as violence.  As a general rule, if it’s acceptable in BDSM in real life, it’s acceptable in-game.

6.  The characters are people.

I really enjoy writing.  I don’t want characters in game to be just some random NPCs wandering around, I’d like them to have personalities and identities.

7.  Everything is a two-way street.

What you can do to them, they can do to you.

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fdnbgonds
Public post
So after working on guns for a while, it's become clear that it's going to be more work than I thought.

I'm going to need to redo the player controls and UI in order to do this.  These are changes that were scheduled to happen regardless, it's just going to be easier if I do this now.

Next month I go for a retreat where I'll have more time to work on this.  I'm hoping to get this working before then, but if not, the retreat gives me plenty of time to work.

Guns will be a major part of multiplayer and this will be a big step forward.

Cheers!
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fdnbgonds
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Hey everyone!

So there's been a lack of activity from me for a long time now.  I just finished reading everything I care to on Unity and multiplayer tonight.  I'm burned out and have been for the past couple months.

I'm going to hop back in the saddle next week.  There are some serious bugs to fix and some more modelling work needed to finish off the graphics updates.

I'm sorry this took so long.  I'm going to make good use of everything I've learned.

The currently roadmap is to finish the graphics updates, do a complete overhaul of the UI, player hud and loading/intro screens as well as player controls, create the Itch.io and Steam pages for the project, then dive into multiplayer.

I will likely start work on the offline version first, starting with weapons and basic gameplay mechanics.  As soon as I can, I'll take it online.  This will allow me to start fleshing out what gameplay will actually be like and begin work on the new AI that will allow you to play both multiplayer modes offline or coop with friends.

This will be the start of a change in how I develop TMU.  Instead of a strict focus on backend work, I'd like to put more emphasis on frontend user-facing content, so we can finally have some actual gameplay and not just proof-of-concept tech demo kind of stuff.

Thank you everyone for sticking with the project, even though it's been a long time without an update.  I couldn't ask for a better community.

Cheers everyone!
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fdnbgonds

Multiplayer Document

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fdnbgonds

Script: Escort Me To The Dungeon (sidequest)

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Script: Something Wicked This Way Comes (sidequest)

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