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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 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.
Fullbody look of the sweater textureCloser look of the sweater texture
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!
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!
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.
First link to the anchor pointLink connected from the anchor point to the character's wrists ropes
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.
Before adding reflection probesAfter adding reflection probes
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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