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Hello peeps, this month wasn't as productive as I wanted but some solid work got done. I took about a week for some health stuff (think diet/preventative related) where working as I normally do wasn't viable.
So, let's get started.
Looking
A function Naomi's partially had for a long time was the ability to look at things dynamically. But the actual implementation to be usable was never done. Now that implementation is mostly complete, there's some nit picks mostly with some animation stuff. Like the eye twitching (which helps the character appear more lifelike) doesn't work while "looking" so it needs a math-based solution now. And I would like some additional functions for when it triggers.
But the effect works even with complex poses like the above. With constrained limits and such, and the ability to keep the hands in place or not. This should be togglable most of the time like in sex, but it's mainly intended for dialogue scenes. It's just sometimes it's a bit odd, so we'll see.
In the end this should allow me to reuse animations more, and also make stuff like pose mode have more variety.
Environment Traffic
I added an extremely basic spline-based traffic system, this is entirely for set dressing so that while you see cars moving, they aren't repetitive and act somewhat naturally. It's really just moving down the spline at preconfigured speeds, and a simple check so they slow down when they get too close to colliding (most of the time).
The above gif is an earlier version, you'll see some cars blink out of existence but that only happens when you're not looking at them.
This system does some things like randomly change car colors, and randomize spawns.
I do want to use this system for some things like possible civilian traffic, kind of like the shadow people in Persona 5. At least that's the Idea. but that's more down the line.
So, expect at the apartment or other future locations an occasional car or person to go by, adding some realism, maybe thrill...
Blow Job Training Animations... And More!
You guys have seen it for a long time, but haven't been able to see the actual content beyond some older previews. Getting these done was how I spent the end of the last month. Some of these were partially from Kabangeh's work, but unfortunately, they weren't able to continue doing animations. So, I'll be finishing them.
All the gifs are above of most of the animations.
In fact, animations are going to be my sole focus this month. I think I wanna see how much of the animations I can get in a single month.
I believe I can knock out all the blow job training animations at least, but hopefully some cinematics too. Obviously, this doesn't include implementation, that will come later but I will be focusing on it then.
I've said this before but for me, focusing on a single task tends to lead to efficiency doing that task. And I've already warmed up.
About the roadmap
I know I said I'd have a roadmap this month, but I think I'm gonna hold back. I'm gonna do this animation burn, then determine what I expect from here on. One I'll have a chunk of needed work wiped out, 2 it's much easier for me to judge how long implementing these animations will take than making and implementing them.
Animation is now the biggest hurdle to the steam release, and burning through a chunk will give more perspective.
Some notes on animations needed, in order of priority:
Blow job training animations accounts for roughly 60 total animations (I'm missing some factors here like intro and conclusion scenes!), since this activity is progression based, I may not need to do ALL the animations before a steam release. As some may make more sense to unlock later in the game.
First night has already been animated, this is currently the only story-based sex scene until the end of Act 4. I haven't exactly determined if the end of Act 4 is needed for the Steam release. But the end of Act 4 event is actually intended to introduce dress up and role play properly. In the final game Act 4 will not have dress up, it will be focused on random outfits. Act 5 will have it.
The other priority scene is the "Measurements" scene. This one, may take a bit of doing, cause it's more about "Feel" over raw animation, so we'll see how that goes.
Sex Sim foreplay and conclusion scenes are generally simple. For foreplay you can already see their initial poses in the game, and each of those is roughly 5 animations. (Idle, entry, Pace1, pace2, cum) maybe 1-2 more I gotta check my notes later. Either way not a ton of work. Conclusion scenes currently aren't planned to be animated, just poses, the issue is effects like cum and such. I don't exactly want to use the basic system in sex sim I want something more "3D". But the process for that needs to be efficient and not based on simulation (cause that's annoying). And even though I don't plan to animate, being compatible with at least some idle loop movement is ideal. So, we'll see.
Sex Sim has been worked on, and some new positions have been at least partially done, but atm there is enough for a release IMO. Publisher may say different but doing these is not complicated.
Next priority is dialogue scenes, scenes where basically the player and Naomi are talking on the couch or elsewhere, likely used repeatedly throughout the game. These are what the look functions were primarily made for. These don't need much if any animation; it's just a lot of poses and variety really...
VN Dialogue is used less than I sort of expected. But there's still animations needed. A good chunk were done a long time ago, and originally it even had implications for normal chat dialogue, so this does relate a bit to the above. I may kind of rethink this whole thing and how it's setup. Not remove it cause it's important, basically allowing me to skip doing animations for some things. But the setup is very old, and I've learned a lot since I conceived it. So, reviewing what I intended to do before it gets full-fledged use is probably a good idea. This means there isn't only an animation burden but some dev work too...
Additional cinematics, lowest priority, as you can tell this priority list is effectively in order of lewd. Realistically that's just how it needs to be. While the majority of these can't be missing from the steam release, a decent amount could be, possibly at least temporarily replaced with the VN dialogue scenes if needed. Thats why the priority is below that. But when it happens the animations will be produced from Act 0 and forward. Sooner this is done sooner later acts can be produced and released. My goal is to avoid moving forward until everything is done on the previous cinematics at least to satisfaction. Thats 4 acts of animation to finish so we can focus on updates to one act at a time as they come out.
Hopefully this whole run down gives some perspective even though it's not a proper roadmap.
Conclusion
So, like I said, focus this month is animations, we'll see how it goes.
Depending on how it goes roadmap should also be next month.
Also, because I'm focusing on animation, don't expect a build next month. But do expect A LOT of content next build as implementation is focused on after doing a bunch of animation.
Thats all for now, thank you your support! Please share the previews around!
Blender RenderMonthly Update: A little side project to recharge...
Some of you might remember around this time last year I mentioned wanting to do some side projects, last month I largely spent my time doing that. Thing is I still consider myself mainly an artist, so these long bouts of doing almost entirely programing or dev work gets tiring. And I guess around a year is when I tend to feel the itch to do some side work lol.
That's largely the focus of this post but end of the post we'll continue with Our Apartment news.
Forest Project
Is what I'm naming this in general for now. Blender Render
The Concept
So, you might be wondering where this fits in the grand scheme. In short there's a few ways.
This concept isn't one I've been sitting on a long time, as such I'm less picky about it. More open to doing odd things and variety.
This concept has goals for animation and games, both cases involve rendering in Unity (using HDRP). Blender rendering is on the table, but just less likely I think.
This project aims for higher fidelity than Our Apartment, there's no android or web releases planned. But if it does happen at all, it's purely for marketing purposes. This higher fidelity focus means I can experiment with higher fidelity effects.
This project aims to have asset releases, I don't know when but the two main characters here will have their models released at some point. Allowing anyone to make animations with them and modifications. The asset releases may be blender and unity focused only.
Now on to what "Forest Project" is about. Concept size reference The plot summary is basically about a wolf living in isolation in the woods not too far from a big city. While fishing, a girl introduces herself to him, apparently watching him for sometime, she's left the city too to live with nature. Problem is her attire, mere leaves and vines covering barely anything. And thus, the story of the wolf and the curious girl begins!
Quite the simple concept eh? There's a bit more too it of course, and maybe we'll get there in time.
The WolfModeling Ref
NudeFishingCity
Unity HDRP Quick RenderThe Wolf (pending name Kalan) is a character living on his own far enough out the city to not be found, but not too far that he can't get supplies when he needs to. He has multiple visible scars on his body that predate his survival in the forest. In his excursions to the city his clothing largely covers these scars.
He's made his living in a cave constructed into a house not far from where he meets the fox.
The Fox
NudeForest Vines
Modeling RefThe Fox (pending name Naiara) is a character who recently left the city, wanting to escape city life and live among nature. She even wanted her clothes to be of nature, though she lacks the skills to do anything fancy she tries regardless. It's only been a few weeks in the forest surviving off of berries and what hunting she can do. When she stumbles upon the wolf fishing in a lake. Weary of the danger she watches him from a tree for a few days, until curiosity gets the better of her.
Until now she's largely resided in whatever tree suits her.Blender Render
Last Month
Last month (and the past week-ish) I like 95% finished the models for these two characters minus the clothing. I have not rigged them or anything yet and may not for another couple months.
As an FYI the modeling and hair was done in Blender, the texturing in Substance Painter.
Early Modeling and Ref SetupLate modeling (before sculpt)Scale comparison
T
Early ModelingAfter Sculpt, target mesh density, before bake and normal map
hey will probably be rigged before I do any clothing, and maybe an animation or two may exist before even that. Just depends, I may not do the clothing myself.
The FutureUnity HDRP Quick Render
This might be the last you see of this project for a little while, next time will either be a animation or a different little thing. I've mentioned before that there's an objective for a kind of smaller project similar to Our Apartment that I would use as a template to release content for characters but that blends in with Our Apartment stuff so it's kind of hard to plan that out.
Ulterior Motives
Another reason I wanted to get these models done is a bit of practice, you'll note the hair cards here are quite robust, and that's cause I'm using newer hair tools. Now that I've learned these tools I will either end up using these tools to produce more hair styles for Naomi using existing textures and such, or I may end up redoing Naomis hair entirely.
Just depends, again, mostly on how much time I want to spend on the process. But I now have a solid pathway to new hair items soon!
Hair before TexturingHair before Texturing
Originally I wanted to do full particle hair for this project but we'll see, I may come back to that.
Back to Our Apartment!
With this done I' m ready to return to work on Our Apartment, I know I said I'd have a roadmap soon and I will. Gotta do that story review stuff and things. And then there's the asset skinning updates I need to do to stop all the clipping, I dunno maybe I'll skip that just to get to the steam release sooner.
End of this month I plan to have a road map and some animation previews, possibly a build.
Thanks for your support and patience, feedback on this side project is appreciated!
Monthly update: I would have a release but I keep running into issues...plus other updates
I wanted to make this update earlier this month but I also wanted to release a build. I came "this" close to doing the release like 8 times and kept finding issues. The biggest one was this horrid thing...
Thats is not the gif breaking, that is the games lighting breaking. At first I thought it was a mobile issue then I find it's a general issue!
Took a while to figure out what was wrong, and report it, basically for now there's no smooth day transitions.
Then after some other failures I was gonna do a release yesterday then...
Alright easy fix, then I go back to taking some screenshots for this release, and somehow sex sim animations are just busted. No idea what happened, I give up.
Just thing after thing man. I might just wait until later this month. I've been at this release since around Christmas.
So, for now, I'll just give some development updates.
I've taken a break for a few days to chill out a bit, and will be back to work this week.
Something I Missed
Before I managed to spend half this month just getting a build out. Initially, I realized something I missed, this pertains to localization.
I haven't thoroughly tested localization for story dialogue, the main issue there has been that dialogue can change, and I need to ensure the system is not easily broken by some simple updates (cause the default localization is by words). I will do that testing now, then make further localization announcements perhaps with a public option for languages the publisher isn't supporting.
Just depends.
Cinematics
Beyond that work is focused on cinematics, implementing scenes like first night and more.
One function needed is a way to view previous lewd scenes, so stuff like "First night" can be viewed at any time. I also have plans to return some old scenes that have been missing but now added in proper context to the game.
That stuff is the main focus besides that localization issue (And getting this fucking build out which fixes some critical bugs).
A little focus on Writing
Another task on hand, I need to get back to focusing on some writing stuff. The writer has been working on things in the background basically Act 4 and beyond stuff. I've just been letting them do their thing largely, but besides checking up on that I also need to get a bunch of content ready.
Like for example the content around the cyber pup stuff, so that the animations and environments needed are outlined. This is largely post steam launch stuff tho.
Thats all for now
I just wanted to make AN update, I should have a proper update next build release on plans for the year and state of the game, etc. maybe a roadmap to follow.
I haven't done a roadmap yet cause last time it felt like a jinx, and while I'm not a superstitious person I also believe I have more success not talking about things too soon. It has nothing to do with last time (losing the programmer), doing that also gives a sense of a accomplishment for no work.
I have a similar mentality about monthly updates, I talk about what I accomplished and no more. Not what's planned, not the full extent of what i want to do. You all will see that if I manage to do what I set out to do. While it sucks from a marketing standpoint, it keeps me motivated to ensure I have things to talk about every month that's not "X plan is progressing".
I'm always worried about how certain my plans can be, maybe I can talk about more after the steam release when I can make more guarantees thanks to the income from that.
Anyway, I hope that makes sense for you all. Next update will be around the end of the month.
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