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Aug 03, 2025 01:07 pm
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The MiniLog - Charming Chambers N' Chests
Hi everyone! Today’s update brings in some welcome fixes and additions.
Repetition hurts dungeon quality, especially when it concerns feature rooms. It’s not only the case that seeing the same rooms over and over diminishes their value. To a greater extent it also hampers the navigability of dungeons, and limits the amount of variety you can have in a given level as each tile placed pushes you closer to the dungeon’s max size.
To resolve this issue I’ve introduced a tile limit parameter. We can now specify the number of times each individual tile can appear. How does this benefit generation, I hear you ask? Basically, if a tile can only appear a fixed number of times per level, once the limit for that tile has been reached, the dungeon generator will be forced to pick from the remaining set which have yet to reach their limit. This forces the generator to use the full breath of our tile set rather than repeating the same tile placement over and over. This in turn ensures that across multiple generations, each level should feature a similar level of variety.
I’ve already notice a significant improvement in generation quality. There are less endless hallway levels. The appearance of rarer tiles is more predictable.
That being said, there are layers to repetitiveness. Later I will need to tackle repetitiveness across multiple levels. We’re currently sitting at around 20-30 room tiles, and I think to have a multi-level dungeon remain interesting across multiple runs I should be aiming for around 90-100, though this is before evaluating the potential replay value puzzle rooms could hold.
Zoning & New Areas
Alongside this addition of tile limits, a few bedroom, dorm rooms, and hallways later -- the first real sub-zone has begun to take form. At the moment it's just a dorm/barracks area, but I intend to add more rooms which will spruce up the zone. I was thinking this zone could be the “living space” for whatever demonic denizens call this dungeon home. I’m considering adding a lounge, and bathrooms, which themselves could link to a bathhouse or training yard.
I wanted to show this off because it adequately demonstrates this biome idea I’ve spoken of in previous updates. Once we have more prison tiles, sewer tiles, and garden tiles, I’ll be able to do a similar thing there.
Room Decoration & Variation
Thanks to your generous support I was able to get my hands on some new assets which integrate nicely into the target aesthetic. I've gone and made stuff like desk clutter, shelf clutter, and beds semi-randomized, therefore, there will be some minor differences each time a room, desk or shelf pops up. A lot of the clutter (i.e. money, weapons, potions, bottles, etc.), I do plan to make lootable later. This is a part of what will be worked on in the run up to 0.12.0-A.
Better Chests
No longer will you need to worry about being flash banged when opening a chest (that woud make for a funny trap). I made an improved animation with some extra SFX. It’s quite wondrous if I do say so myself. We also have some variant chest modes to work with. I'll either link chest design to loot grade or location. It would be good if I could convey to the player whether or not a risky to reach chest is worth their time.
Pink Fluid Fixes & Additions
The TF fluids were found to be harbouring some bugs. Peen length reduction was not being made completely visible to the player, and voice pitch / modification was found to not be working due to an error in the script. These issues have now been fixed.
The fluids have also been rebalanced to ensure the various changes move at a similar rate. Prior to this, hip and thigh changes were developing far too slowly. Additionally, there is now some progression. In the case of male characters, certain changes won’t occur until peen length has been reduced to a certain level. This does mean you can now tank most changes by maintaining a large enough shlong. I’ll come back and refine this in a later update.
As for additional changes, I’ve rounded out the feminization status effect with waist size reduction, nip size increase, and face feminization. It is now a complete genderbender. Finally, the innate Magu trait has been factored into the status effect.
Additional Changes & Fixes
Updated the bullet impact VFX to be more in keeping with the game style.
Updated potion bottle design. I've wanted something like this for a while. Different potion sizes are now a lot more distinct in appearance.
TF sewers now feature platforms which are totally safe and you can totally use to avoid the pink liquid. Totally.
New TF sewer room tile.
New library sub-room tile.
Bullets are now less likely to phase through surfaces they’ve been set to collide with.
You will no longer get stuck and soft locked when running into the corner of a physics door.
Player description in the character creator and reflection screen is no longer broken. Shorthand tags used only for the player are not recognised by the new tag detection introduced in 0.11.0-A. The tags have now been updated to use the regular format. Note, tags visible in the Short reflection description are just placeholder. The system is working as intended.
Minor changes to entrance and prison design.
Coming Up
It’s time for a clean-up and optimisation pass. I recognise there’s definitely a disparity in quality between some of the older and newer rooms, as well as inconsistencies in texture style, lighting, and models. Like I did for the last major sandbox map update, I’m going to strive for unification and consistency.
As I’ve mentioned earlier, there will also be new loot and weapons coming in. This is all in anticipation for what I want to be focusing on next. That being combat, crafting and cooking. These are all tied to one another. Combat improvements, monster drops, new mobs, crafting and cooking. After the clean-up phase, that’ll come next.
There are a few other things on my radar which I may get to in the next update or update after. Save slots (mostly for character creation atm), the controls page, haste potion, and torch animations. Next update will drop in a couple of weeks, so my hope is that I'll have time to make some headway on other things.
That's all for now. Thank you all for joining me today. I wish you all a lovely rest of your weekend. Till next time~
The new rooms look nice. Interestingly enough the first thing I noticed was the wooden floor, since the endless tapping from the stone tiles suddenly stopped once I entered. Was an interesting small detail. And yes, the platforms are Totally safe. Makes it Real easy to avoid the liquid ;)
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The new rooms look nice. Interestingly enough the first thing I noticed was the wooden floor, since the endless tapping from the stone tiles suddenly stopped once I entered. Was an interesting small detail. And yes, the platforms are Totally safe. Makes it Real easy to avoid the liquid ;)