Mid-June Update

Hey guys,

Lately our primary concern has been to get Goldie’s work on the body system reviewed and merged into the main branch. This requires everyone, usually. The toughest part about everyone working in their free time is trying to schedule time together across three different timezones, so that’s been taking some time.

Goldie and I have had several long conversations about the intricacies of the body system and its behaviour, attempting to find the right balance between level of detail and functionality. With that in mind there have been some changes: The ‘Chest’ minor region has been removed altogether, as it didn’t provide enough to warrant the complexity of building it in. Muscularity and Fatness have both been deferred to the major upperbody and lowerbody regions, meaning you can have a very fat and curvy lower body, or perhaps treetrunk muscle thighs, with a smaller upper body. This is much simpler overall than attempting to track fatness/muscles on a part-by-part basis, which would in itself provide no real benefit for the amount of insanity it would need to function. In fact a lot of information has been offloaded from the minor regions and into major regions. I think this still allows a great deal of customisation, but is much more sane as far as structure goes.

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June Update

Hey guys,

The Body system is now nearing completion. Goldie’s had some serious workload from her job lately, but we’ve still managed to make some good progress. As the system is reaching it’s final stages, today I’ll mostly be talking about all the cool things it does.

Firstly, it does math. Lots of math. Figures and formulae are in place that allow it to calculate the total volume of any and all parts the character might have. Almost all parts have scaleable dimensions, meaning you can grow or shrink them, and the system then calculates that part’s volume, weight, absolute and relative size. This also allows us to provide a reasonably accurate figure for how much your character weighs. Relative volumes, for instance the volume of your breasts compared to the volume of your underlying body, are how the game also decides how to describe your parts. It won’t describe your sixteen-inch-long cock as enormous if you also happen to be twelve feet tall (a five-foot NPC might, though.)

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Mid-May Update

Hey guys,

So, as before, work continues on the Body system and progress continues to be made. Goldie, who is now on the forums here, has been working extremely hard along with Crimson on it and I think it’s safe to say the system is now functioning. It still needs testing as well as more capability and part logic added, but the underlying framework is coming together.

In the most recent Dev Diary I asked Goldie to talk a bit about the Body system, as she’s much better equipped to get into the nitty-gritty of it.

Goldie:
“Let’s start from the hard requirements – we need some way of being able to interface with the Body as part of a PlayerCharacter, and we’ve already constructed a Facet GetProperty system which is being used by the UI and the battle mechanics to get and set properties already, and is a good place to hook in the Director and Producer functions. So it would be ideal if we didn’t have to make a second interface for the Body parts – those should really be able to be communicated with via the same API.

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May Update

Hey guys,

This past month has been pretty much end-to-end with crappiness; if you’re interested or just morbidly curious I’ll add the details at the end of this update. Despite that there has been progress made, and things are evening out again now.

Goldie’s been focusing hard on the body system. As most of you know it will be another big step towards having functioning content in the game. However, it has a long list of requirements and as such requires careful planning; there’s been a lot of hours this month spent with all of us working out the details and how to build it. I’m happy to say that many of the big, hard questions have been answered and the plan for it is starting to take shape. There’s already a lot of parts of it built already; math for different body parts is already written, most of the intricacies are laid out, we know where everything goes and what affects what else.

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Mid-April Update

Hey guys,

Sorry for the delay. My main monitor, which serves as my primary art workspace, died. Was up a long time trying to fix it, but I fear it’s bit the dust. Just glad I got the game background image for Mistress Woodshank done before it happened. Goldie was away for a week, and (unrelated) my life rather fell to bits. So, while it’s not been a massively productive few weeks, with the exception of my workspace, things are on the mend. I’ve also been trying to give up smoking. Down from a pack to 2!

Anyway. I’ve updated the body system map, after some discussion with Goldie. The body system is one of the biggest puzzles to solve in terms of system design – it’s complicated, and needs to have capacity for change built-in. It also has to be cleverly organised so that the rest of our systems, like the director, don’t need to do a lot of work to get the data they need. It also preferably needs an interface built into the Unity editor, which will allow us a much greater ease in debugging later.

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April Update

Hey guys,

So, first up, work continues on the checklist for the next update. Crimson is currently focused on the UI, constructing a scripting hierarchy for various things and fixing the bugs introduced with the new designs. He’s also been getting the inventory screen functioning again, since work in other areas broke it. Goldie has been chipping away at a more finalised version of the battle logic, something that we can build on and add to. Various things have been fixed and several major pull requests successfully merged. To paraphrase: Work goes on, progress is being made.

Goldie and I have also been looking closely at the body ‘simulation’ system design. Admittedly we’re both eager to work on that, not only since it will be another huge step towards content, but also because a clever system there will allow us to do all manner of cool and hopefully sexy things. It will be the thing we focus on after we push the next update.

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Mid-March Update

Hey guys,

A lot of time was put in by¬†AnonDev2 recently creating a new character API, and by Crimson merging it into the main branch. Now that that’s done, we’ve been moving forward on the system which concerns itself with calculating damage and other numbers in battle.

The API in question is a clever idea of Crimson’s that AnonDev2 (who shall henceforth be known as Goldie) has been working on. It’s a level of abstraction that allows us to easily generate facets (health, stamina, resistances, things like that) without weighing down the system with properties we know they won’t need. For example, one NPC might not need health and other battle-centric stats since it will never be in combat, while a feral Canen or other monster won’t need sets of data necessary for simulating their physical body. It’s very light and means we only ever create what we need. It also means tht if we want to rewrite how a part works, the interface that the rest of the code uses doesn’t have to be rewritten. We can do drop-in replacements using the same API to be able to to do testing, if and when we need to.

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March Update

Hey guys,

So, as we move our focus to the battle systems in order to finish the groundwork there, this has meant bringing our newest devs up to speed. As talented as they are, they’re still new to Unity, and newer still to the advanced systems Crimson has built within it. So, understandably, almost all of the work recently has been learning and teaching. Lots of it. I can’t understate the effort I’ve seen everyone putting in to learn and/or teach these systems. I’ve been trying as well, but my basic understanding of programming only takes me so far.

Under construction currently is an API for how characters access their attributes. Specifically, allowing the game to elect how and what components to create. For example, if a particular character doesn’t need to engage in battle, then there’s no need to provide them with health or weapons, allowing more characters to be created using less memory. This also ties loosely with plans much further down the line for the generation of NPC’s.

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Mid-February Update

Hey guys,

Few things to talk about today, including some stuff I’m really happy about. :)

The Director

The Director system, something I began designing about a year before the Indiegogo campaign, has hit a major milestone. The team have put in a lot of work recently, and I’m happy to say that the Director is now passing every one of our tests. It’s an entirely scratch-built markdown language designed to make writing for our game as fun and as creative a process as possible, by offloading logic from code into raw text. This allows writers a much greater degree of control, as well as making scenes highly adaptable. I think the syntax is solid and understandable, but obviously the major test will be once we start accepting writing from you guys (something which is now closer than ever.)

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February Update

Hey guys,

January turned into quite the busy month. Most of my time has been spent briefing our new dev and making sure everyone stays up to date and connected with each other, as well as ensuring everything in the design documentation is clear (and being there to clarify when it isn’t). AnonDev also brought their friend along and they’ve proven extremely useful. With new team members and a lot of Unity-teaching going on recently, there’s been a large focus on the Director (as this is the module AnonDev and Friend are tasked with currently). Since we’ve set up our own private development chat server there has been a lot of work and learning¬†happening.

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