New test build here.
It's a 2v3 scenario with Lucia + Iron Mask versus 3 wrestlers. The sex attacks on Iron Mask is probably a going to be a bit weird because the game doesn't differentiate between male and female yet.
Give it a try and let me know what you think. If all's well, then I'm going to move on from Combat (for now) and start on the Exploration side of ...
2020-04-26 06:00:00 +0000 UTC
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Couple of highlights in the new build:
1) A new base male model! His name is Iron Mask. Nobody cared about who he is before he putted on the mask... (Just kidding, don't have a male head model with all the head animations setup yet)
Here is a shot from the back:

And here is a brief video preview:
2020-04-25 06:40:04 +0000 UTC
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Download here.
Here is another build to test. It features a single 2v2 battle with AI. The selection is pretty wonky on units in a grab atm, so it's recommended to not deselect if you can help it. Otherwise, everything in combat *should* be working right now. Give it a shot and see if there's problems.
Please do take a moment to leave comments and suggestions on how to...
2020-04-18 16:12:26 +0000 UTC
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Click on the picture/link to see a video of a somewhat scripted fight.
I implemented the particle system so we can have squirt particles. Then added cumming animations using the similar mechanic that HR and HRT had. That was the last piece of the puzzle missing from the grabs, and now it is complete.
I then added response dialogues to characters, so they can comment on their current situation. It was something I feel that was missing from HRT that HR had, very excited to bring it ...
2020-04-14 21:28:13 +0000 UTC
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Turn based sex-fighting system is done! Here is a brief overview of how everything (currently) works:
Before I started, I did some research on other turn-based sex-fighting games and their sex-fighting mechanics. However, I feel like the majority of them are meh. This is because they are either a simple “reskin” of the default RPGMaker mechanics, or they fallback to a Quick Time Event (QTE) based system. I find neither systems to be satisfying.
So, back to the drawing board an...
2020-04-07 04:13:39 +0000 UTC
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Finished implementing the Combat Loop with a simple enemy AI. Here is a barely playable combat test to see if everything works correctly. A big thanks to the folks in discord that helped me test out the builds beforehand, so this version shouldn't be too buggy.
NOTE: This is meant to be a test, it is a simple 2 v 3 scenario that doesn't have much else. You have to restart the game to reset. The Grab is disabled for the test because the AI doesn't know what to do with it yet.  ...
2020-03-29 18:17:33 +0000 UTC
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The basic combat loop is now working. If you haven't seen it, click on the twitter video above.
I knew it was going to be troublesome to get the grid <-> world coordinate system working seamlessly, but it turned out to be even more annoying than I anticipated. 100 Problems later, I think I fixed most of the glaring issues.
I also published a design document for the combat system (and only the combat system) here if you are bored: 2020-03-25 00:46:53 +0000 UTC
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This is a screenshot from another game: Divinity II, Original Sin. A great thing about that your characters can move to any position, you can cast your spells with pixel point accuracy, and all the abilities seems to be resolved with radius and distances instead of confining to a grid. So the player felt immersed in the world rather than feeling like playing a boardgame.
This is the mechanic ...
2020-03-16 20:02:22 +0000 UTC
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Here's 2 new sets, the ladies are not naked clones of each other anymore :D
2020-03-11 15:06:57 +0000 UTC
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First not-even-a-demo build is here! Download is attached.
This is a mostly a test to see if the game runs on everyone's machines. Not much of an actual game yet.
To view grab animations, select the purple hair girl, select grab, then select the other girl. Then it should give you a list of choices to pick from. Most of the options in grab do not currently do anything, but Switch Grab, Release for attacker and Reversal, Escape for the victim should work.
2020-03-06 20:00:40 +0000 UTC
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Is now working :D. Just need to fix a couple other things then it's time to start testing the AnimationViewer.exe :P
2020-03-05 20:12:50 +0000 UTC
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Another quick update.
Busy working on the game to get the first builds ready. Did some testing in the Discord first. After some feedback and bug huntering, seems relatively stable. Going for a bigger test next.
Now, don't get TOO excited. The first builds is more like a glorified animation viewer rather than a "real" game. My goal is to make sure the game starts and runs first. The first build probably wouldn't feature much stuff than what's shown above, plus some crucial stuff th...
2020-02-29 05:40:40 +0000 UTC
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Decided to implement the game as "real time" but constraint it to turn based during combat. Made a crap ton of changes. Here is a test of concept.
Testing out twitter. Click on the image(?)/link and it should link to a video.
2020-02-22 05:00:49 +0000 UTC
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Ported 4 m/f (futa) animations over from HR and adjusted the demo animation that was made recently.
Turns out, there is not many to port over ... because 1) there's not that many futa animations in HR in the first place, 2) out of those futa moves, many are ported to HRT, and I'm going to port HRT moves over in the future, 3) there are many oral moves too, but I'm not ready to do those just yet.
2020-02-15 20:54:59 +0000 UTC
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Attached a .mp4 version. The gif is just a preview. Turns out Vimeo's ToS prohibits nudity. Tried pornhub next, but the embedded video doesn't work on patreon. Bummer.
Here is a demonstration of the pussy stretching + belly budget with various insertion sizes. Note that the length of the insertion is set to be longer than the actual penis model length. This is to make the stretching effect more visible.
This is implemented with in-game animation drivers that calculates the blend s...
2020-02-13 01:11:48 +0000 UTC
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Extra extra large stretch test - this is probably the largest insertion size I'll support. Going to experiment with the belly budge next.
2020-02-09 03:29:14 +0000 UTC
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The new engine supports blend shapes. One of it's application is to make the pussy stretch when inserted. Here is a simple test to demonstrate it's effect.
Had some issues exporting the blend shapes from blender, as that is a completely new workflow. But that is resolved now.
2020-02-09 03:27:11 +0000 UTC
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Here is the the first look at some of the ported moves from HR. Note: still lots of things todo: face expressions, fill the holes in hair, physics, etc etc.
Ported over all the selected h_(f/f) and humil_ moves. 14 h_* moves and 3 humil_* moves in total.
Originally I considered porting all the moves over from HR. But decided against it because 1) some moves are redone in HRT, going to port HRT moves over in the future as well. 2) the automagic retargetting system I setup to port t...
2020-02-05 03:45:02 +0000 UTC
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2020-02-01 06:29:08 +0000 UTC
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Quick peek at some additional animations added to the game!
2020-02-01 06:18:08 +0000 UTC
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2020-01-25 21:10:09 +0000 UTC
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Here is catwalk C. Which, hopefully is the a mix between the best parts of A and B.
2020-01-25 21:05:38 +0000 UTC
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Tried a couple of animations, along of which are 2 catwalk animations. Which one do you like more?
I need to figure out whats the best way to attach videos to patreon posts, but for now, 2 imgur links:
A:
i.imgur.com/TCjANFu.mp4
B:
2020-01-23 07:32:36 +0000 UTC
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The new body mesh + rig is working now, looking to post some short animation videos in the future.
I used to use the screenToGif to capture the animations and post the animation clip as a gif file. It has an easy to use interface and works well. However, the gif format introduces very noticeable artifacts and gets really big, even for simple clips. So I am looking for gif alternatives.
Suggestions are welcome!
Here is an example of what I meant. Here is the gif version of th...
2020-01-21 04:42:14 +0000 UTC
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Putting things together, here is the result.
Also, turns out I got screwed by blender's crappy subsurface scattering implementation for yestoday's post. I use blender to pick the colors then exports the model to the game. But blender's crappy SSS implementation changes the material's base color in a very unexpected manner (and probably, incorrect manner). Which causes the exported material color to be off from what I expected, so the results were weird.
I fixed the problem a...
2020-01-16 00:04:59 +0000 UTC
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Implemented a new shader effect, subsurface scattering, that is very important for rendering "plausible" skin. Here is the final result: (ignore the seam at neck + eyes/eyebrows)

Without this effect, here is what the skin looks like:

But this picture isnt exactly representative because even in pr...
2020-01-15 01:25:31 +0000 UTC
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That wasnt even it's final form! Decided to implement a more physically based hair shading model instead of only mocking with anisotropic lighting. Here is the result:

Whats really nice about this shader is that it has 2 rather intuitive material parameters that you can use to further control the hair highlights. I really wish I have the slider UI implemented so I can show a gif, but alas, I do...
2020-01-07 07:04:53 +0000 UTC
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Worked on the hair shader some more, here is what it looks like now:



2020-01-03 00:25:00 +0000 UTC
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Hope everyone had a good holiday. I begin working on in-game rendering. Here is a before/after for the hair.
WARNING: spooky floating head ahead.
This is the final product with hair shader:

This is with the default shader:

Here is with the default shader + normal map:
2020-01-01 22:45:56 +0000 UTC
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Simple renders done in blender to get a feel how the head looks like when viewed with lighting.
2019-12-28 17:21:30 +0000 UTC
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