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nargacu83 profile
nargacu83
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nargacu83
Creating "THEg", a third-person action-adventure bondage game
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nargacu83

from 18 Apr, 2025

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Hello everyone and welcome to the last devlog of the 0.1.5 update!

Yes, last devlog! I am hoping to release the 0.1.5 update next week with the features i am talking about here.

Bags
I made this quick model i made for the handbag, which will be the only and first bag in this update.

It still needs some work to be shown on the character correctly but overall i like the feeling of it. I'm sure it won't be clipping with the clothes, restraints and others wonderful bugs at all. /s

No, you will not be able to store bags inside other bags for now. You think i don't know your cheeky tricks huh? For now, i won't allow it until i have did a minimum of balancing on the items capacity of the character's inventory and the bags.

Inventory
New inventory look
First, the panels on the left side, represents your "containers", the top one is the default inventory you have been using from the prototype, which is what you have on your character. The new panels bellow it are the bags you have in your inventory, they will automatically show up if your character has a bag in it's default inventory.
Another change you might notice from the screenshots and videos is the missing "Restraints" button in the top on the screen and the new "Restraints" panel on the right side.

This panel is now the compact and more convenient way of seeing what restraints you currently are wearing and the new way of doing self-bondage. Clicking on one item inside will only allow you to untie the restraints, yes only untie.

If you want to practice some sexy self-bondage, you have now multiple ways of doing it:
  1. Drag and drop the restraint item on the character directly
  2. Drag and drop the restraint item on the "Restraints" panel
  3. Open the context menu on the item and choose the "Self-bondage" option.

Hopefully these changes and options would make the use of the UI and self-bondage a 
little easier.

Body customization

You might have noticed that the button "Body customization" has disappeared from the Inventory page. Well, i'm scrapping all customizations... is what i would say if i was a sane dev!

Since i'm an insane dev (i know, i know) /s, it was replaced by a single interaction on """mirrors""" in the game's world. I insist on the quotes here because they don't really act like real mirrors, you know, all reflective to show all of your beauty to yourself. This is a video-game damn it, i need to keep my sanity here, no realtime reflections for mirrors, no!

Ahem... Mirrors are going to be placed in places where it makes sense, like bathrooms, walking closets, clothing stores, etc... you get the idea. To interact with it, just go near it and it will show you the interaction for it.
Interaction of a mirror

Main menu
I also wanted to do these modifications for a while, make the main menu more polished and fun by first making the continue button showing you the thumbnail of your latest save which, in my opinion is a nice to know at first glance where you are going to end up by loading the save.

The character will also have the same appearance, outfit, restraints and position as your character in the latest save you made.

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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nargacu83

from 11 Apr, 2025

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Hello everyone! Welcome to the first devlog of the 0.1.5 update.

In the 0.1.4.x updates i mainly focused on implementing the first version of the dynamic position system with the introduction of restraints links. 0.1.5.x updates are going to focus on the interactions with characters and improving the AI along with improvements to the characters movements and camera.

Bags
Let's start by talking about what i have been doing since last update: bags. I wanted to implement bags in the game to allows characters to... carry more items, what a surprise!

Bags are items with their own inventory with different sizes depending on the bag size. They need to be inside of the character's inventory to be worn. If a character has a bag in their inventory, they should be automatically shown on them visually.

Object inspection and stripping

I don't really know how to call that but you will finally be able to look into other characters and objects inventories and take their precious items!

This is going to be an interaction that will open a menu which is going to be like the inventory and wardrobe combined into one, allowing you to take or put items into the inventory of the object and change the clothes of your captive. ;)

AI

I want to make the AI more realistic and challenging. And for that i have a few ideas.
  • Improve the struggle mini-game when they catch you so it is based on both characters stamina.
  • Make the AI struggle when grabbing them making them harder to subdue them. This is going to be the same as when your character being caught by a guard but you are the one catching them.
  • Guards will randomly decide to lock the locker a character is hiding in, if they saw the character entering the locker. This applies to other hiding places and will apply to the player as well, be sure to have lockpicks if you don't want to be trapped hehe.
  • Ability to take the elevator by themselves. (who would have thought!)
  •  Implement of first version of the personalities system so they have their own restraints choices and speech lines based on the personality.

Movements

The characters movements logic, to be specific. There's two problems currently:

  • First, you may have noticed that your character can't really climb anything, not even jump, just like me, what a looser!

So, the idea here is to fix the movement logic for characters to be able to step on small obstacles, like the mattresses in cells for example.
  • Second, the damn AI, if i could, i would spank their ass when they misbehave!

They can't even avoid each other when they really need to, you might think that i would have fixed it by now but nope.

Camera
Preview of the collision issue being talked about.

Ah yes, the infamous camera problem that haunts every video-game in existence.

The current camera has major a flaw when it comes to collision detection: If your character is too close to a wall, the camera will be inside of the wall and will completely ignore the collision of the wall which creates visual glitches because it conflicts with the occlusion culling optimization system, which to explain simply, is a system that dynamically hides the 3D objects visuals that are behind another to avoid rendering objects the player is not seeing anyway.

I'm going to fix that in these updates.

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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nargacu83

from 21 Mar, 2025

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Hello everyone! Welcome to the third and hopefully last devlog of the 0.1.4.5.

Since the last devlog, the game had a lot of changes, i couldn't make last week's devlog simply because i was in the middle of a lot of changes and didn't want to show an unfinished mess.

I will try to release devlogs every friday from now on, i'm sure you aren't against some good news when starting your week-end. ;)

Let's begin!

Development tools

I recently changed my code hosting server, i was previously using Gitlab. While it is a nice service for free, it has it's limitations and issues especially for a project like this.

To fix that, I now have my own code/assets hosting server running something called Forgejo, something similar to Gitlab but lightweight and personal because i could manage it myself.

If you aren't on the Discord server already, i have a text channel called #development. This channel is a way for me to be more transparent with you by showing you everything that is being worked on every day.

Example of a message posted in the #development channel


Leashes and links

I think this system is the most difficult system i have to implement for bondage will have about 75% finished. This took a while to get done but i wanted to have a "solid" system i could use for the dynamic position system as well.

You are now limited by within 3m around the attach point of the leash, for now it will be 3m for all leashes but i'm planning on making it customizable from 1m to 4m with the scroll wheel and d-pad maybe.

The character will start to follow you around as soon as you created the leash. You can check out the videos to see how it looks. :)

AI

A small change i made here is that any tied up NPC will stop struggling as soon as they see the character who tied them up. This makes characters more responsive with what's around them and therefor making it feel a little more immersive.

For example, you have tied up the wonderful Madison, one of the guards in the underground floor, she will stop struggling when she will see you.

Clothes

I know my texturing skills aren't the best when it comes to clothes, i am working on improving that, this is a first dedicated texture for sweater clothes specifically.
In my opinion i prefer this texture to the older one and that's normal because the older texture was meant to be a general fabric like texture, something i can use everywhere that have a fabric material.

UI

Tooltips and context menus weren't sized correctly or even not placing in the correct places sometimes, this time i made sure they show up where they need to be! I also took the time to animate them a little bit so they feel smooth.

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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nargacu83
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Hello everyone! Welcome to the second and short devlog of the 0.1.4.5 update.

Game Engine upgrade

Most of the time i spend this week was to upgrade to project to the recently released major update 4.4 of the Godot Engine, i have been following the development of this one closely because it had changes much needed for the game. Official implementation of the Jolt Physics engine, Physics interpolation, Jiggle physics, Look at feature and automatic compatibility mode are the main ones.

Restraints links and leashes

Since i was busy making the upgrade, i only added the distance limitation that will constrain the character attached to it around the attached anchor or character, it also counts for when you are making the connection, so make sure you have your captive in range. ;)

There will be more information on them next week as i want to finish this damn system and make it as easy as possible to apply, remove links and make character follow the leader of the leash.

Collars
Early look at the rope collar

The idea behind collars is that you can leash them, link them to anchor points and  it can affect the willpower and stamina of the character who wears it. This will mainly depend on the collar itself, a tight collar will make the character longer to restore their stamina because of the pressure it adds on the throat, an elegant one or wider will not affect it. ;)

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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nargacu83

from 09 Mar, 2025

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Hello everyone!
I hope the optimizations of the last update were useful for some of you.
Let's get right into it!

Restraint links: part 2

So the first part of this system was to allow restraint links between restraints on a single character.

The second part of this system adds two things, leashes and anchor points. You see, these two share the same principle, it limits the movements of a character linked to it.
For example, connecting an anchor on the ceiling to the wrists ropes should create a strappado!

Area system

I have been improving the way characters are tracked in the world. This is a really important part of the game. It's a way for me to know where characters are and what other things are present in the same area.

For example, i am using this improved system to have an area to identify each room: cells, offices, kitchen, warehouse, etc...

I am already using it to identify areas where the captives are allowed, which means that guards will now chase your character outside of the cells and bring them inside of one once your character is caught.

Small changes

I also added reflections probes to the scene to make everything actually reflect the environment instead of looking all dark.

I recently changed this method to use A few updates ago i replaced it with Lightmaps, lightmaps only does lighting, not reflections, so i had to add them manually to have roughly accurate reflections with a lower performance cost.
New generic document model + texture

Now, the different documents and notes you can read in the level were kind of difficult to spot and just white planes. So i have made a proper model with a generic enough texture to help identify it as a document at first glance. The texture was surprisingly simple to make.

That's all for this week!

If you want to ask questions, share your thoughts, follow the game progress or just talk with us, join the Official Discord Server!
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nargacu83

from 02 Mar, 2025

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