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They are unstable builds! They have more issues than the versions you can get with the Subscriber tier. They contain the latest features i talk about in the devlogs.
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Hello everyone! Welcome to the second and hopefully last devlog of the 0.1.5.8 update.
This week, I have decided to put the armbinder and gag harness work on hold in order to concentrate on AI behavior and improvements. I will resume work on these next week.
AI Schedule
The NPCs can now have a unique schedule to follow that defines their main behavior.
The schedule has a set of tasks the NPC has to do in a sequence, at the moment i have made two tasks: Patrol and Relax.
The patrol task is what you already are familiar with, the guard will follow a patrol path but with the addition of being tied to a specific area and allows me to easily easily set the number back and forth the NPC has to do.
The relax task introduces a new Relaxing state for characters to make them "relax", do stuff that makes them a little more alive and make them more vulnerable so you can sneak up on them or just escape more easily in some cases. ;)
In order to release this update next week, i only made them just sit on the closest chair and wait a random amount of time between 10 to 60 seconds, if you are lucky, they might sit in a chair in the cell you are being kept in!
I have uploaded a video down below showing you the scheduling system in action, showing Madison taking the elevator to go to the other floor, doing only one time the patrol path, then relaxing on the chair before going back underground to do another patrol.
Restraints
This week i reworked the restraints system a little bit. It needed some improvements in order to be a little easier to work with and prepare the ground work for the more complex restraints relationship that is coming.
It will also allow me to optimize the game a little bit so i can reuse the same padlock visual for the gags, since it is essentially at the same place, no need to have extra geometry and use your precious resources on it for example.
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!
Hello everyone! Welcome to the first devlog of the 0.1.5.8 update.
Restraint: Armbinder
Since the last update release, i have been working on fixing issues, talking with artists and modeling stuff. ;)
I know i said that i would not make any more restraint until the new character rig would be here but... i really wanted to have the armbinder done, it was a matter of life and death!
Ahem... Basically the idea is that the character can't get out of it without help, that's why i chose this design of the armbinder with the straps going around her neck instead or another common designs where it's just going over her shoulders.
Struggle input mode I thought i'd use this update to implement a requested feature by people. Introducing Struggle input mode, a setting that allows you to choose how you to struggle for your character.
Move to struggle
This is the default option that requires you to move to struggle, basically use your movements buttons like "WASD" keys or joystick to struggle.
Hold to struggle
This option needs you to keep one of your movement keys button or joystick pressed/held and the character will start to struggle for you.
Auto-struggle
This option is for the lazy ones that don't want to play the struggle game, which i have to be honest i don't know if i'll keep it.
For both the Hold to struggle and auto struggle, you still need to change your body control (head/arms/legs) manually. And no i'm probably not going to improve the speed or efficiency of the struggle for these two modes, if you want to get out faster, you need to do it yourself. >:)
AI
I haven't started working on the AI stuff yet but in this update, i'm going to make the AI have some kind of schedule system for their assigned "roles" so to speak.
For example a guard can do it's patrolling once or twice and when it's done, go to the bathroom or the break room, do the action they wanted to do like eating, drinking or tying themselves up for a little while. ;)
Or an NPC at home could watch TV, smokes a cigarette, eat their dinner, sleep etc... If you are the one breaking into their homes that is.
Basically allowing them do different things to have a pattern based on their assigned "roles".
I don't think i will have the time to implement a lot of "roles" in this update but i will at least try to do the patterns for the guards so they take the elevator more often, allow them to change floors to patrol.
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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