Plans for September! >:)

I'm aiming for a build release this month, I'm trying out something I've not done before (environments as separate add-ons - more at the end) and I don't know how smoothly it will go so bear with me. There will be a few key new things in the build, primarily the near-final voice profiles & erotic vocalization system.

I've been working on this for a while and think it's finally getting to a good place, and it's what I envisioned for the project from quite early on. The core concept is that characters' behavior (breathing, body language, vocalizations etc) should be driven by "how they're feeling". The most important of those driver params for an ero game is probably horniness / arousal / pleasure, and the most important driven results are probably vocalization & facial expressions.

To that end I've been working with VA's to build a dynamic system of lewd girl noises. Using over 100 individual recordings of gasps, moans, screams of varying intensity, characters' breathing & facial expressions will change depending on how aroused they are / how much pleasure they're feeling.

There is a NSFW video clip on redgifs.com & on my Twitter of a demonstration of this system.

https://www.redgifs.com/watch/greedywellwornhyena

https://twitter.com/NaughtySandbox/status/1304102443794477056?s=20

I've tried to make this system look & feel as natural as possible, while being fully dynamic. The erotic vocal samples are selected semi-randomly so the system should rarely play the same sample twice in a short period of time, and vocal samples are organized into 6 levels of arousal, so the amount of pleasure she's feeling should be easy for a player to determine even with no UI elements to tell you.

In the next build there will be 5 "characters" (Profiles) to choose from for the vocalizations, from 3 different VA's so far. In total there are over 700 vocal samples, with each Profile having around 150 samples. This took a while to build and erotic vocal samples is obviously something I can't do myself, hehe, so it was also something of an expensive endeavour. I hope it will be well worth it, and I'll be improving the system and adding more profiles over time.


New builds will also contain a bonus feature (undecided of which support tier yet) which allows players to unlock slider ranges in the Character Creator. A checkbox can be unlocked which will extend every slider by double its initial range. Obviously, this will allow some real fucked up grills to be created, but it's been requested by more than a few people and from a dev perspective it actually is helpful as a debugging tool to test ranges, so I figured I'd offer it if people would like to play with less limits.

When unlocked, sliders will show the extended part in a darker tone, to make it clear what the original boundaries were.

Speaking of Character Creator, I've added a new Brow section since I realized it was sorely missing. Brows vary a ton among people so it should help create a bit more variety in the created characters now. Brows can be moved on all axis, and rotated and scaled too, to create some different shaped eye brows and change the prominence of the brow itself.


The keen eyed among u peeps will have noticed the header images and video clip contain a lush little beach type environment. This, along with the Subway car in the previous post, is a planned new selectable environment for certain undecided Patreon tiers, but they will be distributed as packs separate from the main game.

I'm trying to learn how to package and distro DLC packs since it's an awesome way to divide content, keep the package size of the main game lower, and eventually do bundles and sales and promo etc.

I haven't got any experience in this so there may be some teething problems, but if all goes well the Sept builds should contain these two shiny new enviros.

As a side note, I'm sure everyone's super pumped about the RTX 3000 series announcement. I've added raytracing to my to-research list as a potential graphical option for people with RTX!