XaiJu
caroo

caroo

fanbox


caroo posts

Roxy's Tune Up - Animation Pack Released!

It's ready and it's here!


Roxy's Tune Up is a "Consensual sci-fi BDSM" themed interactive gallery.


Roxy's body has seen some dire wear and tear and she's come in for repairs, replacements, and "diagnostic" tests. Help her to create a new look!


Is Roxy ready for her new body and her mind to be put to the test? Can she endure mind melting pleasure and ticklish torments?


Let's find out!

Roxy's Tune Up



This Pack Includes:

- Roxy has come in for repairs! Customize parts of Roxy like Feet, Hands, Genitals, & Chest and make her look THE BEST!

- 34 Animated Parts - (22 per gender with some shared.)

- 44 HD Quality Video Renders

- 44 Still images

- Kinks Explored Include: Consensual BDSM, Bondage, Teasing, Tickling, Orgasms, Fucking Machines, Gags and Blindfolds, Edging, Body Mod, Pleasure overload, Clit Pumping, and lots of Roxy!

- Other features include being able to change the lighting conditions and UI displays in-game!

And here's some examples of what you're in for:

Female Genital Sample Scenes:



Male Genital Sample Scenes:


How to view and enjoy the Animation Set:

1: An interactive gallery that can be viewed in any resolution at a glorious 60 FPS. (Playable on a Windows PC) <- This is the best way!


2: Video Renders - These are at HD quality at 30 frames per second. <- Best way to watch if you don't have a Windows PC (Provided for both genital choices.)


3: A collection of Still Images (Provided for both genital choices.)



Steps to View:

Interactive Gallery: (Windows Only)


Step 1: Download and Unzip the file "Roxy's Tune Up - Interactive Gallery" directly from here.

Step 2: Enter the folder "Roxy's Tune Up"

Step 3: Double click on the file "Roxy's Tune Up" - It has an icon of Roxy.

Video Files and Still Images:


Step 1: Download the files "Roxy's Tune Up - Videos and Stills" from Mega.nz

Step 2: Unzip the files to a folder.

Step 3: Enjoy.

View Post

Weekly Roundup - Roxy Animation Pack - Part 7

Hi Everyone!


Another short and sweet weekly roundup. But I can confirm that we're in the home stretch for this animation pack!


1: What's New?

This week (and last weekend) was 100% dedicated to working on completing the animations for Roxy and I can say they've gotten a great pass now.


That's about 30 animations over 34 sequences!


And as you can see on the gifs below I've also continued to work on the UI and progression logic. Now depending on the genitals you've chosen the correct UI buttons will either appear or hide.


So some samples of what's to come:


Some data effects offer Roxy waiting for treatment.



An example of the nipple teasers working over her breasts.


2: What's Next?

Next week is getting this animation pack completed and out! What I've got left to do over the next few days includes:


1: A lighting pass to make the scene a little bit brighter.

2: Competing the "Custom" UI and logic.

3: Extra Effects

4: Title Screen Art

5: Exporting Videos and Gifs for the Animation Pack


Thank you all for waiting for this animation set. I know you're gonna love it! :D

- Caroo

View Post

Weekly Roundup - Roxy Animation Pack - Part 6

Hi everyone!


It'll be a short and sweet weekly roundup this week but I have a few animation gifs to show off!


1: What's New?

So this week I spent all of it working on animating in Unity! And in terms of hours spent it was one the longest work weeks I've had in months.


For context. This animation pack is one of my most complex yet. Coming in at about 25 Unique animations.


So far I've animated about 13 of them so there's 12 more to go! Each animation takes about 3 hours to do.


Here's a few samples:


A nipple focused animation:


A cock teasing focused animation:


An intense tickle-milking animation.


(Sorry for the lack of Vaginas this week. They haven't been animated yet! )

2: What's Next?

Next week is 100% more animating. I intent to get all the animation work done. Then it'll be a few extra days for polishing up the animation pack and then 2 days for exporting gif versions and marketing assets.


Current ETA for the pack is the 15th.



Cheers!

- Caroo

View Post

Weekly Roundup - Roxy Animation Pack - Part 5

Hi everyone!


Progress this week was great so allow me to show off how the Roxy Animation Pack is coming along!

1: What's New?

A lot of time this week was Spent on game logic and UI.


Here we can see the current UI aspects. This animation set has many different parts and some are dependent on what genitals Roxy has sporting. So it's communicated in the part sequence UI at the bottom.


Another thing worked on was the UI and interaction for the body part choices that you choose at the start of the animation set. Button animations and making sure the sequence is timed well.


It took a few days to code a few aspects of the logic for this. Including being able to go back and re-select a new body part after the fact!




Animation work only started on Friday this week due to the work on the backend and the UI and extra assets created. but here's a sample of one of the first tickling animations. The Tail wagging is coming along great! Heheh. >:D



But overall it's been a productive week, even if I am getting humbled by the scope of what I've created.


2: What's Next?

Next week is more of the same work in Unity! It'll be more animation work, more back-end logic and more UI polish I have 30/32 animations still to do!


I think the release date for this project is getting pushed back 1 more week. The body part customization aspect has added more complexity to the project then prior animation sets. So I expect at this point for the Animation Set to be released around mid November.

View Post

Weekly Roundup - Roxy Animation Pack - Part 4

Just now


Hi everyone!


Lots of production work to show off this week as we move from asset creation in Photoshop into scripting and animating in Unity!


Let's get into it!

1: What's New?

So the big overall accomplishment for this week was getting all the Roxy art assets into Unity and ready to animate.


I spent Monday and Tuesday finalizing and neatly naming all the layers, including adding extra layers for effects and the like.


I've also started to work on some of the "Game logic" For the animation set. Namely the body customization options at the start of it.



To talk a little bit about how one gets the art assets in and ready for animating in unity there's a few things that need to happen.


First is making sure the art file you're using isn't so big that the texture atlas can't fit it. I originally had all of Roxy in one file and the image was coming out blurry. The solution was to split the art into 3 new files: The body, the feet, and the background.


Here's the Unity Atlas of the body section:


Once that problem was solved and the art assets where rendering without any loss in quality I then have to go through every layer and assign it to bones in which are used to animate and control the motion and movement of the character.


Once that process is done it can look like this:


The result for this week being is that the assets are in unity!

2: What's Next?

Next week (And the week after it looks like) will be focused on animation! Which is obviously at the core of the Animation pack but it goes to show how much pre-animation work goes into making the assets and getting them imported into Unity.


One of the new challenges of this art pack is that of accommodating multiple body options. Which will result in more to animate. But giving patrons the choice of a boyish, womanish, or in-between option for Roxy I think is pretty neat. :)


Cheers!

View Post

Weekly Roundup - Roxy Animation Pack - Part 3

Hi everyone!


It'll be a short weekly roundup this week but I have a few progress screenshots to show off, so let's get into it.

1: What's New?

All of this week was spent in Photoshop working on the shading and rendering of all the Roxy art assets. Going layer by layer and adding shading, coloring in the lineart and adding some effects.


Which I can say is pretty much 90% done. I've shaded and given some polish to every current asset.


All I need to do now is both neatly sort out the layers and add effects in as well. Need to make assets like fluids, laser beams, etc.


Here's a little mini gallery of different layers arranged in photoshop.




Quite a nice collection of things happening to Roxy. :D

2: What's Next?

Next week is gonna consist of 1-2 days finalizing the photoshop file and then creating the animation set Unity Project.


At which point it'll be a few days of importing and readying the assets for their animations!


I hope you like the way Roxy is looking. :D

- Caroo

View Post

Weekly Roundup - Roxy Animation Pack - Part 2

Hi everyone!


It's a short post this week to more or less update how work goes on the new Animation Pack art, so I'll get to it!

1: What's New?

This week was spent deep in photoshop making the art assets for Roxy.


It goes well, This animation pack is going to be right up there in terms of complexity due to the number of layers it's going to have (but that just means more fun things get to happen to Roxy!)


I've laid out the sequence and it's going to end up floating around 25-30.


Here's two screenshots of the current progress of how they're looking. More work needs to be done on shading and the face patterns but the art is coming up very clean!

I'm also taking the opportunity to show off the different body options on display. From genitals to feet to hands!

2: What's Next?

Next week is once again gonna be spent fully in Photoshop making the art assets for the animation pack.


Then it'll be two/three weeks of animation and game-logic work. My current estimate puts completing this animation set around the end of October to the start of November.

View Post

Weekly Roundup - Polish, Bug Fixes, & New Build Out Now!

Hi everyone!


After taking a week off to recover from a nasty cold I was able to get get back into it this week and bring you a new and fresh build! My recovery is almost complete with just some lingering cough I'll get over.


You can access and play the new build here!


Let's get into the changes:

1: What's New?

This update addresses a number of bug fixes and small quality of live improvements including:


- Adding more animated expressions to the boss monster to be more reactive to hitting the player and getting hit.


- Tweaked boss animations to be a bit more expressive.

- A new button in the options menu that will return the player to the title screen. Progress will not be saved if you're in the middle of a level.

- A new button prompt on the game over screen that will remove the UI and let you enjoy the animation full screen.

- Prisoners that need to exchange a cultist should no longer be bugged to not be freeable once requirements are met.

- If the level exit can't be spawned in the main dungeon area, an exit teleport key will spawn near the level start which will allow the player access to the exit teleporter once they've completed the level objective.


I hope you enjoy all the new additions to the game! :D

2: What's Next?

Next up will be making some marketing materials and doing some more push-outs for work I'd like to get contracted out for the game!


After these tasks are done We're either going to work on the next feature for the Bindmancer, or draw up plans for the next Animation Set!


I need to ponder on it! :D


View Post

The Bindmancer - New Release! - New Game Over Animation!

Download the latest Versions:

For Windows: https://mega.nz/file/AH1CnSrQ#H-j5ImTvUqOGPWgOOe9oTWyy-MPR3nMWaFT1lDQrYu8

For Linux: https://mega.nz/file/RClQFBZR#21KQhi2ZAkU39fdtUAsntC08OG_cX74X79h0pGYVsaM



Hi everyone!

This week I bring you a new update to the playable game build!


Let's get into this weeks progress!

1: What's New?

So this week was spent finishing up the animated game over for the Paladin Boss Battle and I'm pleased to say it's delivered on time!


The preview here isn't showing the full animation, you can battle and lose to the Boss to experience it in full for yourself. ;D


- There is now a special "Game Over" animation if you fail the 1st Boss Battle

- This animation can be viewed in the gallery feature once the Boss has been defeated.


Bug fixes:

- Corrected one of the lore entries in level 5.

- Fixed the capture skill in that you can now capture more cultists once you've leveled up in the same level that you upgraded the skill.

- Fixed some animation bugs associated with the boss battle.


Also; Boss Battle Music!

The music tracks for the boss battle have also been finalized and I think they sound pretty amazing. Give them a listen for yourself! :D

Fight_For_Their_Lives-4


AfterBoss_1-13a - Delivered



2: What's Next?

Next week is going to be a combo of working on some marketing and bizdev items and then working on some bug fixing for the game.


Due to some changes made by Patreon in September that resulted in some people getting unsubscribed I took a minor hit to my income and I need to spend a few days working on some assets to really help compensate for it.


The next thing I want to do in the Bindmancer is integrate the villainess a little more into the experience. Add some more fun personality to the game while you play it!

View Post

Weekly Roundup - Boss Battle Game Over Screen - Week 1 of 2

Hi everyone,


It'll be a very short weekly roundup, but if you haven't already be sure to check out last weeks build of the Bindmancer. You can access it here: https://caroo.fanbox.cc/manage/posts/6575461

1: What's New?

So as you can see. This week I got to work making a custom Game Over screen for the 1st boss battle:



The positing of the Bindmancer is done in such a way to accommodate a 16:9 monitor ratio and for the UI to appear in unobtrusive positions.


I haven't completed the artwork for it as some layers are not fully rendered. But it's getting there! :D


I went for a scene of the Bindmancer getting completely overwhelmed. I think it works well! :D

2: What's Next?

Next week is 100% dedicated to completing this Game Over Screen for the boss battle! It'll have some animation to it and I'm sure you guys will enjoy the end result.


So if all goes well I'll have a fresh build to give you guys next week with this game over in it!


Cheers!

- Caroo

View Post

The Bindmancer - August 25th Build

To Download for Windows OS = Click This Download Link

Install instructions are at the bottom of this post.


For Linux Users: Experimental Linux Version at the Bottom of the Page


--------------------------------

What's New in the Build?

August 25th:

BOSS BATTLE!

After many weeks in development the boss battle is now ready to be played and enjoyed!


Battle the tendril beast and save the Paladin from the clutches of the tower!


Features include a custom 3-stage boss battle.

Unique music tracks for the boss battle level.

A prisoner freeing sequence.

Progression of the story!

You can access the boss level by completing the prior 5 levels and selecting it in the level select screen!


A warning that a fresh save may be needed!


Coming in Mid September:

A unique Boss Battle Game Over Animation.

Finalized Music.

Minor boss battle polishing.


--------------------------------------------

To Download for Windows OS = Click This Download Link

--------------------------------------------


Requirements & How to Install:

Playable on a PC using a Windows OS.

The game will boot up full screen and set to your monitors native resolution.

You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.


To Install it:

Download the zip file

You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

You can run the demo by entering the unzipped folder and double clicking on the file named: The Bindmancer

Common Install Issues:

Delete all prior files from previous versions / public demo if you're installing to the same folder location.

If you don't unzip the contents of the folder, you can't play the game.

If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.

If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.

--------------------------------------------


Key Info for Linux Users:

Download the Linux version from this link

You'll need to add an executable permissions to the file 'The Bindmancer 2023 August 25th.x86_64' to get it to run. The following commands should do the trick:


cd /path/to/the/extracted/files


chmod 100 The Bindmancer 2023 August 25th.x86_64


./The Bindmancer 2023 August 25th.x86_64'

View Post

Weekly Roundup - Boss Battle 1 - Week 7

Hi everyone!


Excellent progress was made this week and we're on track for a new build of the game to be available late next week!

1: What's New?

So this week most of my time was spent in Unity doing the scripting work needed for the prisoner freeing sequence once you've defeated the boss.


That includes things like zooming in on the prisoner when you approach them, making them interactive and the like.


I also added more "Attack Patterns" to the boss battle and its stages and added some extra enemies that appear. I can say with confidence now that the boss battle should be challenging to complete! I expect some players to get a few game overs to accomplish it.


And I also hooked the boss level to the level select screen so its accessible via standard play.


And finally this week I sketched out what's going to be some comic style scenes that will appear as you're freeing the prisoner to give some narrative into that process.



2: What's Next?

Next week is spent working on the prisoner freeing artwork and polishing up what's left to polish for this boss battle. Then I intend to release the new playable version.


After that we'll be getting into early September and that'll be a good 2 weeks of working on some kinky game over art for the boss battle if you fail it. (Until then it'll just be the standard game over screen)


I'm really happy to be getting to the end point of this boss battle. Having a 8 week dev time on a feature is quite large, but it is the first time I've gone and made a boss battle!


Cheers!

- Caroo

View Post

Weekly Roundup - Boss Battle 1 - Week 6

Weekly Roundup 156 - Boss Battle 1 - Week 6

Hi everyone, another great week of work done on the boss battle to show off!.


Let's get into it!


Also a quick announcement that the current plan is to release a new playable build of the Bindmancer in two weeks time near the end of the month. So it's coming!

1: What's New?

Animations and Polish:


So the main bulk of work this week was spent in animating and polishing the boss battle.


I did a bunch of things including making the tentacles move out of and into the pits. Added more expressions to the boss and unique zoom ins each time a little boss of the boss is reduced in power.


Tweaked a bunch of lighting as well and overall the boss battle itself is quite tight in design and flow! I want to make it a little bit longer then it currently does if you know what you're doing. But we'll get there.



Music:

So of course a boss battle isn't complete without boss music. We're currently working on some different tracks that play during the level. I've attached the main track that's a work in progress. But more or less it incorporates the past few level themes and ties them together into boss music!

BossTheme1-11_delivery_candidate1


2: What's Next? - Timeline for Releasing the Boss Battle.

I didn't know for sure how much time creating a boss battle was going to take coming into it so now we're at the 6 week mark of work being done on it and there's still a bit left to do.


In my mind there's about 4 weeks left of work to make it feel complete. Which includes:


- 2 Weeks to add in additional artwork and a prisoner freeing sequence that feels good and thematic. There's some additional artwork here I want to commission for it. But I need to sketch it out first. In this 2 weeks I also need to hook the boss battle up to the level select screen.


- 2 Weeks to create a proper boss battle game over sequence. Multiple people have asked for it and I want to make a unique game over for it as well. I'm sure lots of peeps wants to see the boss entrapping the Bindmancer.


So here's the deal: I want a new build to be playable to patrons by the end of the month. I couldn't release a build last month so I think it would be pretty unfair to not release one before this one is out.


So for the next two weeks I'll work on the prisoner freeing sequence and release the boss battle.


And then in the first two weeks of September I'll also make the boss battle game over animation.



Cheers!

- Caroo

View Post

Weekly Roundup - Boss Battle 1 - Week 5

Hi everyone!


I've got some fun animation work to show off. So let's get into it!

1: What's New?

So this week was spent mostly in Unity and its animation software to create the animations needed for the boss battle!


Firstly we can see how the boss looks how that it has some Unity set color to it! I think I still need to play around with the values a little but for now settled on a purple/violet color.


And of course their prisoner encased in so many tentacles.



As we can see on the intro I've got the boss moving to the beat like so many other entities in the game. As well as changing their expressions.



I've made a few more expressions and as the battle progresses I'll add some more as the boss gets progressively defeated.




A good chunk of time this week was also spent making the animations for all of the tentacle pits and their telegraphed attacks.


So overall for now the boss battle is coming together quite nicely!

2: What's Next?

Next week will be more animation work and more refinement of the boss battle as it progresses.


There's other things needing to be done for it to make it fun. More reactions from the boss and the prisoner as it's getting defeated and just general art and gameplay polish.


The event is playable from start to end but some aspects of it are still quite rough, such as freeing the prisoner after defeating the boss. Right now it just sorta happens and there needs to be more to it.


Also need to make proper art for the door asset.


So still 2-3 weeks of work to go I think, but we're over the hump of this feature and I'm excited to get it into your hands this month!


- Caroo

View Post

Weekly Roundup - Boss Battle 1 - Week 4

Hi Everyone!


I've got solid progress to show off for the boss battle artwork! Let's get into it.

1: What's New?

This week was mostly spent down deep in photoshop and in particular rendering out the artwork for the boss monster and her tentacles.


Much like any of the character artwork and my animation sets there's also a lot of layering of assets that should lead to some lovely animation.


There's the boss monster. But also the various states for the tentacles pits that will be part of the battle.


I finished off the week with getting the new assets into Unity and rigging them up.




The Boss is currently greyscale colored so I can use color channels in unity to change her colors and experiment with what might look best!


The prisoner however is fully colored and quite lovely all helpless and within the grasp of the monster.




And here's another lovely shot of the Paladin. Still squirming under the captivity of the devious tendrils.



2: What's Next?

Next week is probably gonna be 100% animation in Unity. I've made the assets that where needed for the boss battle and now its time to give them all some bounce and life!


I hope you all enjoy the progress! Next week we should see some movement in these!

View Post

Weekly Roundup - Boss Battle 1 - Week 3

Hi everyone!


I've got some boss battle progress to report on today! Not as much as I would've hoped to get done this week but I had a few distractions come up out of work. But lets go through what I've done.

1: What's New?

This week was split between doing refined artwork in photoshop and continuing to work on the gameplay logic.


On the artwork side it's a slow start but I'm getting through it. Like many assets the tentacles are going to be rendered in light grey so I can recolor it in unity. So far I've done tentacles for idle, attacking, and exposed. But the big ticket items to work on is obviously the boss and her captive prisoner. I'll be working on that next week!


In addition to the art. Here's what the refined enemy attack pattern logic looks like. Right now there's 9 different attack patterns and where the exposed tentacle appears after an attack is randomized.


Side Tangent: First simple animation using Live 2D


It's unrelated to the Bindmancer and it's not a new animation project. But I did want to show off the first very, very, verrrrry simple animation using Live2D instead of Unity.


Unity is still the program to use for larger animation sets like the ones I release due to the interactive element. But I wanted to learn a program like Live2D as a faster workflow to take pictures and animate them.


This is an example of a just-for-fun heavy bondage pic I did over the past week now wiggling in a repeating loop. My first animation using Live2D.



What do you think?

2: What's Next?

Next week is 100% artwork generation in photoshop. Making the art assets needed for the boss battle! I should have some more interesting art to show off then!


And that's it for this week! A bit of a short post but I hope you enjoy seeing the progress!


Cheers,

- Caroo

View Post

Weekly Roundup - Boss Battle 1 - Week 2

Hi everyone!


It's another short weekly roundup this week but I can show off a little bit of the progress done in unity for the boss battle. So lets get into it!

1: What's New?

So this week was spent doing two important things.


The first has nothing to do with game dev; I did my taxes, the first time done in 10 years in Australia since I returned to my country of origin last year. Australia's financial year starts and ends in the middle of the calendar year so I took the time this week to work out how to submit my own taxes.


Overall not relevant to content here, it did sink some time this week. Thankfully that's all sorted now.


The other thing done this week was time spent continuing to work on the logic and attack patterns for the Boss Battle. Here's an example of alternating attack patterns.




The idea is that the boss will be 3-stages and each stage requires successfully hitting the bosses weakpoint 3 times. So 9 hits in total I think works.


The state-machine logic is almost done but here's an idea of the complexity of the state machine needed to trigger all the relevant objects and things.

There's a lot going on and it's a bit of a head Melter to work it out. But we've gotten there.


2: What's Next?

There's a little bit more of boss logic to do, and then I'll be turning my attention to starting on refined art assets. All the assets currently on are placeholder obviously.


I also need to get into contact with my music guy to see if he wants to work on new tracks.


Cheers!

- Caroo

View Post

Weekly Roundup - Boss Battle 1 - Week 1

Hi everyone!


It's gonna be a short post today but I do have some new work on the Bindmancer to show off. So lets get into it!

1: What's New?

So I decided that it was time to work on the first boss battle of the game. I spent this week working on some design documentation, some very sketchy temp art to get into the engine and also got a start on the game logic.


A few ideas have arisen already for it. Here's what I'm thinking about it so far:



- The boss is going to be consistent with the peril we see the Paladin encounter in the lore entries. (In that she was overtaken by tentacles) So the boss will be a massive tentacle creature that has her in its clutches.


- The UI will be reduced during the boss battle and the camera position fixed so you can see the arena in full.


- The battle will be movement dexterity and puzzle based in that you'll need to hit weakpoints as they reveal themselves.


2: What's Next?


Next week will mostly be focused on prototyping the gameplay logic and event flow. I want to make sure I get how it plays down right before committing time to making the art. That way I should avoid the problem of making redundant assets.


So that's the plan going forward! More gameplay snippits next week!


Cheers

- Caroo

View Post

Inmate Caroo - Animation Pack Out NOW!

It's with a lot of hard work and pleasure that I release my first ever Male centered and femdom focused animation pack: Inmate Caroo!


Inmate Caroo - Interactive Gallery




This 21 part animation set follows a very kinky tale of crime and rehabilitation.


In a sci-fi setting, a young adult male kangaroo anthro called Caroo has been detained by the AI entities known as "Wardens" and we witness how four different Warden models have different approaches to rehabilitating this naughty roo for his crimes.


This work also contains narrative logs written by the talented Draconicon!


This Pack Includes:

- 21 Narratively Linked Animations

- A Secret Bonus at the end of the animation set!

- Written narratives for each part of the animation.

- 42 HD Quality Video Renders

- 42 Still images

- 21 Animated Gifs

- Kinks Explored Include: Femdom, Bondage, Teasing, Tickling, Orgasms, Fucking Machines, Gags and Blindfolds, Chastity, Edging, Body Mod, Pleasure overload, and more!


>>> DOWNLOAD ALL CONTENT HERE <<<


How to view and enjoy the Animation Set:

1: An interactive gallery that can be viewed in any resolution at a glorious 60 FPS. (Playable on a Windows PC) <- This is the best way!


2: Video Renders - These are at HD quality at 30 frames per second. <- Best way to watch if you don't have a Windows PC


3: A collection of still images. + Stills of the written narrative.

Steps to View:

Interactive Gallery: (Windows Only)

Step 1: Download and Unzip the file "Inmate Caroo - Interactive Gallery.zip" directly from here.

Step 2: Enter the folder "Inmate Caroo"

Step 3: Double click on the file "Inmate Caroo"


Video Files, Gifs, and Still Images:

Step 1: Download the files "Inmate Caroo - All Content.zip" from Mega.nz

Step 2: Unzip the files to a folder.

Step 3: Enjoy.


Credits:

This Animation Set was made with the generous and contracted help of:

Draconicon = Who wrote the narrative log entries.


I hope you all enjoy this new set! :D


- Caroo

View Post

Weekly Roundup - Inmate Caroo - Week 5

Hi everyone!


I've got some fun animations to show you this week. Let's get into it.

1: What's New?

Progress this week was pretty good owing to some longer then usual hours spent on the animation pack this week.


The first point of order was going through the art asset files in Unity and linking them up to animation bones.



And as you can see. There's a LOT of bones: One of the most complex multi-character rigs I've made.


But all that setup is well worth it and I've been animating for the past few days now.


Here's two examples of the current work:


The first is the starting scene with Caroo in his prisoner uniform looking all cute and concerned for what's to come:


I think he's looking quite cute. :D


And the next scene is midway through Caroos first rehab session with Warden 55. Who's using a pair of tickler drills on his arches:




Looks like with the way the toe binds work the poor roo can't move his feet away. What a shame for him. >:D


So in total for now I've completed 6 out 21 animations. Only 15 more to go! XD

2: What's Next?

So my real push goal is to try my best to get this animation pack completed by the end of next week.


I'm finding the animation work pretty time intensive though. At the moment they work out to about 2 hours each so I have 30 hours alone on the animations. I'll be putting some extra hours in this Sunday.


I can guarantee that at the worst case scenario the animation pack will be released before the month is ended.


Once this new animation pack is released It'll be back onto the Bindmancer and getting to work on the Boss Battle.


Cheers!

- Caroo

View Post

Weekly Roundup - Inmate Caroo - Week 4

Hi everyone!


It's been another solid work week of progress so let me show you what I've gotten done!

1: What's New?

My work this week was focused in two parts. The first three workdays where spent completing the art assets in photoshop for the characters: Finishing their shading and rendering.


Then the last two days of the work week was spent both preparing the Photoshop Big file for export (The multi-layer file used to import into Unity.) and then importing said file into Unity.


Which was ultimately successful without much issue. Here's a screenshot showing every layer of the files overlaid in the engine.


Two fun facts about this Animation Set:


1: I believe It sets a new record for number of layers and objects for an animation set. Even more then Loona's Time to Shine. (Lots of different tools are used on the roo boy >:D )


2: There where so many layers that I ended up exporting the assets into three more data-manageable sub files: One has Caroo's Head and Body, one has his feet, and one has the warden bots. They where split into three this way because layering wise those are clean cut-off points!


I got a very, very minor start on making the animation files (But not yet bone animating) and here'san example. (Masks for things like Iris's are not in yet)


Caroo in waiting:



( The lighting is currently a hold over from the Loona set. So Caroo will be better seen in the final version.)


So overall we're well setup for getting right into work next week.

2: What's Next?

Next week will be a combo of laying out all 21 parts of the animation set and linking them to the progress buttons so it can be played out start to end, even without bone animation.


Once that's done the next step will be to rig up the assets to bones and start the process of bone animation to bring all the parts to life!


My current estimate and hope is that there's another 2 weeks left of work on the animation set. But lets see how far I get during the next weekly roundup.


Cheers!

- Caroo

View Post

Weekly Roundup - Inmate Caroo - Week 3

Hi everyone!


A productive week of head-down and working hard as art assets are getting done. Let's take a look!

1: What's New?

So this week was filled with getting a start on the rendering work (colors, shading, etc) on all the art assets for the animation pack.


As it stands I think I'm about 60% through that part of the process and it'll take 3 more work days to get through it all. Here's some samples of progress so far:




I haven't made the Iris's or effects yet though which is why I'm being particular in showing off faces this week.


But I think it's coming together. We can see that Caroo's orange/yellow body pops against the blues of the bondage and background.


And the Warden Bots are looking cute to!


Once the art assets are completed in photoshop, it'll be a case of exporting them to a new Unity project and getting them ready for hooking up to animation UVs and Bones.

2: What's Next?

Rendering work on the art assets and then preparing them for Unity is the main target of next week.


Apologies if progress looks slow. The hours are being put in, it's just making layered assets takes longer then if the image was completely flat and static.


Cheers!

- Caroo

View Post

Weekly Roundup - Inmate Caroo - Part 1

Hi everyone!


As this week was almost completely spent on grinding on art assets it'll be a short post. But I'll share what I've been up to!

1: What's New?


At the start of this week I completed the sketching out all the scenes and fleshing out the narrative design doc.


I also hired a writer to create all the narrative logs for each part! :D


A warning that overlooking them is a spoiler for the upcoming animation set content. But if you did want to spoiler it you can see all the sketch works here.


After that it's been about an additional 24 hours of work so far to complete all the linearts for the animation pack assets.


I've said this before in prior weekly roundups when I work on animation packs but when it comes to making art assets for animations it's about 4x the amount of time and work to make all the assets as opposed to if the image was flat.



This is because you need to "Layer" each and every body part you want separated and able to move independently. Which in the case of Caroo is well over 100 assets. And then add another 50 for the Warden Bots.


All those overlapping line arts are to account for movement.


So, as per usual in the quest to make something I think you'll all enjoy I've gone and made a lot of work for myself. XD

2: What's Next?

Next week is 100% working on the art assets in photoshop. Now that I've done all the line art and separated everything into its own layers the coloring pass comes next!


Be interesting to see how far I get by next weeks roundup.


Cheers!

- Caroo

View Post

Weekly Roundup 144 - Prisoner Exchange Peril - Released!

Hi everyone. I hope you've been having a great week!


The latest build of the Bindmancer is now available to download and enjoy! I hope you all have a lot of fun with it.


Download the newest build here!

1: What's New?

The 3rd week of development was the charm, a lot of time this week was spent just on polishing what was there, and we now have the newest gameplay flourish added to the game: Prisoner Exchange Perils.


The player can opt to put themselves into the punishment peril rather then punishing a captured cultist to unlock the rewards associated with it.


Be careful though as prolonged entrapment saps away willpower!


There are five different alterations on the peril in terms of things happening to the Bindmancer and face bondage and expressions. So lots to see!


In addition I've also updated some of the puzzle icons to use arrows instead of keyboard keys. I think it works better.



Also for the sake of consistency I've also updated the prisoner "Decide their Fate" UI section so that you have to choose which fate manually by pressing the "F" key to change the option, and then hit action as always.


This will also put a stop to you not getting the option you wanted because the decision switched before the UI did.


And finally I've added the Sybian punishment art to the gallery!


A number of other smaller quality of life and gameplay fixes where also done this week and placed into the build. You'll have to play the game to see where they are!


Go on and give it a play! :D


2: What's Next?

Next week is going to be a week off production to catch up on some marketing and admin work. So I might post late next week on some ideas I have brewing around for a new animation pack.


Otherwise it's things like updating my itch.io page and steam pages. All quite time consuming and needed.


Thank you all for allowing me to have the extra week on the feature. And I hope you enjoy the new additions to the build! :D

- Caroo

View Post

Weekly Roundup - Prisoner Exchange and New Bindmancer Peril - Part 1

Hi Everyone,


This week I got started on a new feature that compliments and builds upon a lot of existing design and content. Lets get into it to learn more!

1: What's New?

So this week I got started on a new feature that links together a few existing design systems as well as delivers on some new kink content: Prisoner Exchange


Right now the only way to free prisoners is to engage directly with them and solve an associated puzzle. And for the sake of variety it would be interesting if we could have some prisoners that are freed through the capture and punishment of cultists.




We'll still have plenty of puzzle-solve prisoners. The idea here is to increase gameplay variety of what you encounter in the dungeon!


When you encounter these prisoners, you'll need either capture cultists on the map and placer them into the connected punishment devices.


OR


If you don't want to capture and punish cultists (You want to be a more pure and good Bindmancer) you can instead opt to take on the peril itself and withstand it long enough to overtake and disable the trap through your magic.




This is the art I've done in Photoshop this week for getting the Bindmancer onto the Sybian. I'll be making a few extra peril and bondage assets to ensure some randomized variety.


This new feature also links well together with the new skills and level-up system as two attributes will be used: Cultist Capture Capacity and the Bindmancers Endurance to withstand the peril.


It also gives capturing cultists more utility and reasons to do so in general. So overall I think when this new feature is in-game it'll give you all something new and kinky to witness, as well as more gameplay!

2: What's Next?

Next week will be focused on getting the Bindmancer Heroine peril art into Unity and Animated, as well as coding the logic for entering into and escaping that self inflicted peril.


Let's see what I can get done by the end of next week!

View Post

Weekly Roundup - April 14th - New Bindmancer Build Released!

Hi Everyone!


A new build is available to play! You can check it out over at: https://mega.nz/file/8TtmxSJZ#Y8kBaMxnzIdalhvTGklRh5ELgwCjyLFDjfulI-BPpKk


This new build includes =

A Completed Pass of XP, Level-up, and Skills Systems

- An xp, level up, and skills system is now implemented including associated UI. Including artwork of the Bindmancers clothing getting upgraded along with skills.

- Dungeon UI has been modified with new icons for the options, gallery, and skills menus.

- The restart level button has moved from the dungeon UI screen into the options menu.

Requirements & How to Install:

- Playable on a PC using a Windows OS.

- The game will boot up full screen and set to your monitors native resolution.

You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.


To Install it:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: The Bindmancer


Common Install Issues:

- Delete all prior files from previous versions / public demo if you're installing to the same folder location.

- If you don't unzip the contents of the folder, you can't play the game.

- If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

- Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.


- If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.


View Post

Weekly Roundup - Player Progression - UI Screen Art Pass

Hi everyone.


It's a short update this week but a heads up that I'll be releasing a mid monthly build of the game on April 14th. That new build will include the added art to the skills system as well as polish focused around the skills system.

1: What's New?

So what I got in this week was the finalized assets for the Skills screen, in addition to animating these assets.


What I've done is associated each of these six skills to a unique piece of clothing on the Bindmancer. As the player levels up the skill the clothing will get more intricate and kinky.




Narratively I like the idea that the Bindmancer is making a "trade" of sorts with the dungeon itself. To grow more powerful she's placing herself in more danger as her clothing starts to resemble bondage gear.


This new art will be present in the April 14th Build coming soon.

2: What's Next?

Next week will be the last dedicated week on the new skills system feature. I want to polish it up as much as possible which includes some Dungeon UI assets like the EXP Bar.


After that I think I'll move onto a 2 week period for the rest of April focused on making some more kinky art to put into the game. We'll see what that turns into!



Cheers!

- Caroo

View Post

The Bindmancer - New Playable Build Available!

Hi everyone.

I'm pleased to announce that the first pass build for the new player progression systems have been released!


You can download it here:

https://mega.nz/file/gfMnUZ7T#4TgPauMDntA5F_BFimWkqK4NlzLjf82NQxy-2YdfDL8 - A fresh save game is recommended.


Important Note: While these gameplay systems are currently fully gameplay playable. There is some key UI art missing that I couldn't get in time for the end of month build I do my best to release.


I'm working on that artwork right now and should have it and a second build with this system ready to experience in 1-2 weeks time!


What's Next?

I'm currently deep into photoshop making kinky equipment art assets that display on the skills and powers UI:


So work will continue to blaze on that until they're in-game in early to mid April.


For those who download and play the first build with the new XP and skills systems I hope you find these fun! :D


Cheers!

- Caroo

View Post

The Bindmancer - February 24th Build

To Download for Windows OS = Click This Download Link

Install instructions are at the bottom of this post.


For Linux Users: Experimental Linux Version at the Bottom of the Page


--------------------------------

What's New in the Build?


This update focuses on polish and improvements to many visual aspects of the game, mostly to do with animations.


The new additions include:

Visuals:

- Updated Player character movement sprites. There's now new sprites for each "Other Step"

- Extra animations for the wall and door prisoner type.

- Extra animation for getting free of the golems binds.

- Extra shield shimmer on the suspended prisoner when the crystals imprisoning them are destroyed.


Gameplay and UI:

- Updated the gallery with two new lore entries - Slime Monsters and Doorway Prisoners.

- Improved the gallery when a section has nothing to show.

- Added a "Are you sure?" window to the options menu exit game button.

- Added a "Are you sure?" window starting a new game when you have an existing save file.

- Swapped the "Continue" and "New Game" buttons around so continue is the highest of the options.

- Added additional sound effects around the game.

- Health and Willpower States act correctly between levels now. You start each level with full health.

- Slimes can now spawn at any of the three sizes instead of all starting at the smallest.

Completing floor 5 and starting a new floor wont crash the game now. It'll just repeat floor 5.


--------------------------------------------

To Download for Windows OS = Click This Download Link

--------------------------------------------

Requirements & How to Install:

Playable on a PC using a Windows OS.

The game will boot up full screen and set to your monitors native resolution.

You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.


To Install it:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: The Bindmancer


Common Install Issues:

- Delete all prior files from previous versions / public demo if you're installing to the same folder location.

- If you don't unzip the contents of the folder, you can't play the game.

- If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

- Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.

- If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.

--------------------------------------------


Key Info for Linux Users:

Download the Linux version from this link

You'll need to add an executable permissions to the file 'The Bindmancer - Sep 3rd.x86_64' to get it to run. The following commands should do the trick:


cd /path/to/the/extracted/files


chmod 100 The Bindmancer 2023 Feb24.x86_64


./'The Bindmancer 2023 Feb24.x86_64'

View Post

Year of the Rabbit Exhibit - Animation Pack!


Interactive Gallery

It's with a full months worth of hard work and a lot of pleasure that I release this new Animation Set called the Year of the Rabbit Exhibit.


This 12 part animation set follows Judy Hopps, Lola Bunny, and Lop undertaking a very, very kinky and consensual BDSM-themed exhibit!


Are these lovely bunnies ready for what the exhibit has in store for them? Lets find out!

This Pack Includes:

- 36 Unique Character Animations displayed over 12 narrative parts.

- A Bonus customization feature at the end of the animation set!

- Written narratives for each part of the animation set.

- 24 HD Quality Video Renders

- 12 Still Images

- 12 Gif Animations

- Kinks Explored Include: Bondage, Teasing, Tickling, Orgasms, Fucking Machines, Gasmasks, Chastity, Edging, Body Mod, Pleasure overload, and more!


And here's some examples of what you're in for:



How to view and enjoy the Animation Set:

1: An interactive gallery that can be viewed in any resolution at a glorious 60 FPS. (Playable on a Windows PC) <- This is the best way!


2: Video Renders - These are at HD quality at 30 frames per second. <- Best way to watch if you don't have a Windows PC


3: A collection of still images. + Stills of the written narrative.


Steps to View:

Exclusively the Interactive Gallery: (Windows Only)

Step 1: Download and Unzip the file "Interactive Gallery_zip" from this post's attachments.

Step 2: Double click on the file "Year of the Rabbit Exhibit"

Step 3: Enjoy!


All Content, including gifs, video games, still images, and interactive gallery:

Step 1: Download the zip file from mega-upload.

Step 2: Unzip the files to a folder.

Step 3: Enjoy!

View Post