body

Mid-August Update

Hey guys,

Apologies for being a couple days late. It’s been a busy week, including my sister’s wedding tomorrow.

Goldie and I have been working closely on Bodyparts. Unfortunately Crimson’s current situation doesn’t afford him much free time for the moment, so Goldie and I are kind of tethered to continuing work on the Body until Crimson can put through the pull requests. Fortunately, there’s lots there to be busy with, and all of it worthwhile, seeing as the Body is such a fundamental system for Carnal Souls.

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August Update

Hey guys,

Recently Goldie and I have been working pretty solidly on further filling out the Body system now that its underlying systems are in place, adding all the remaining parts and describing them via their various interfaces.

This includes lots of lengthy discussions about how we want certain things to behave. Given the nature of each part, most if not all require unique rules and attributes written for them. Testicles, for instance, are quite complex but not the most complicated bodypart. For now I’ve decided we only ever want one scrotum, but it can house any amount of testicles up to 20 pairs. Now, we know we want different types of cum, so the Fluid Type has to be attached to the penis rather than each testicle pair, to avoid indescribable situations with the character ejaculating something resembling¬†Colgate toothpaste.

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July Update

Hey guys,

Body stuff is still coming along. I apologise if things appear slow while we work on this, as it is simply a very large system with lots to consider and build.

Today’s topic of work between Goldie and I has been orifices. We spend hours talking about anal dimensions so you don’t have to. We’ve been working on ways to make it a more three-dimensional thing, so that if they wish, players can enjoy a wide array of anal appearances from cute little rosebuds to big, fat donuts. And, as with everything else, volumes calculated accordingly.

Since we also have in place the basic frameworks to support belly size increases – speaking in this case more relevant to inflation – figuring out if the player’s holes are gaped is important for some realism. If you are, for instance, you’d be considered leaking and lose those inflation contents much faster over time (as well as making a jolly good mess). A higher elasticity causes orifices to recover more quickly, so you can waddle around all bloated if you want to.

Wetness has also been discussed. As for testicles and breasts we already have a Productivity attribute, so in the interest of standardisation it feels for now an elegant enough solution to simply provide a Productivity attribute to anything that can leak or become messy. Mechanically they’ll work differently but as far as our Interfaces are concerned this saves us time and unnecessary complexity.

Today, we’ve officially more or less rebuilt the entirety of the body system in a way that we can proceed with and should now serve as our framework going forward. Crimson now has the unenviable task of merging it into the main branch. This will take a lot of work and some time.

I’d also like to thank everyone for their continued support, both moral and monetary. Things have been pretty tough for me personally lately, but the continued enthusiasm from our community really keeps me going. We’ll get there, and it’s in huge part thanks to you guys and our Patreon supporters.

Until next time!

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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