I've permanently disabled payments, and deleted all patreon tiers.
My discord bot that gives exclusive access to channels broke for the last time. AGH. Maybe this is a lot of my own fault for designing a verification system out of a house of cards. Though over the years I've gained some opinions of Patreon.
Patreon's payment model is antithetical to game development because I'm in a constant fight with obscurity. I want to show my work with the world and Patreon forces me to hide ...
There's a number of users who upgraded to dragon/kobold membership in order to get their hands on a key, but unfortunately I've already handed them out!
Patreon makes it very hard for me to be transparent as it requires me to hide adult content behind membership, I've made a mistake by making it seem like you could upgrade to get access.
For those of you who did try to upgrade, you shouldn't have gotten charged as I had it set to only charge you at the start of the month. I've als...
Been a while since I've been able to sit down and update all my social media. Thank you all for being so patient with me! Here's a sneak peek at the game Archival, Eugene, and I have been working on.
It's a game like Hitman, but instead of eliminating targets, you CV them.
I've been seeing my friends make really cool gift art to each other, and it inspired me to make a quick game jam involving my friends!
RockHardCafe is an experimental sex game with advance penetration physics, where you control a cast of unique characters to fuck the cute red dragon boy, Benneq!
I've found out that its within the partner agreement for me to be able to give keys to anyone who's made an equivalent purchase, even if it's not on Steam.
Itch.io also officially supports this, if you own the game on itch and also want it on Steam, head to your purchase page and click the request key button!
Feel free to hand it out to friends, or redeem it for yourself. Have fun!
Been a long while since an update has hit the public branch.
KoboldKare has been a project that has been in constant turmoil as I learn more and more about game development.
I realized at some point that I was using my technical ability as a crutch to avoid doing art.
Instead of just spending an hour or two making some fun clouds, I'd overengineer the problem into oblivion trying to make "technically correct" clouds via raytracing and tearing into the render pipeline to g...
I'm finally kicking things into gear again, I've got some big changes in the works that make me more comfortable and excited to work on the project again. Meanwhile me and Raliv have worked on a new iteration of the penetration tech found in KoboldKare, and I'm going to dump a big writeup I did on it! If you want to see an article without massive gifs, check out the same article hosted on my website here: https://k...
I'm finally fully recovered from Covid (gosh that was months of coughing), and I've got lots of stuff to talk about the current state of things.
I realized that I absolutely do not have the resources to keep Firgof fully employed, and we don't have a producer to keep us on track. Unfortunately this means letting Firgof go, and things are going to slow down. Sorry Firgof!
I've recently made myself a new fursona, many of you might not care about this, though it's an important expres...
Sorry for the delays, and lack of communication, I took a two week break to visit family and friends.
--and caught covid... Ugh! I'm currently quarantined and recovering, and I'm doing OK. Luckily the vaccine made it not as severe as it could have been. I could talk endlessly about my opinions on all this, but I think that's not productive to anyone.
I've noticed that I'm just spinning wheels with KoboldKare, and felt like I needed to refocus myself. For the past month I've been working on a game jam with a friend: A game called Chastity Catastrophe!
The goal for the game is to make a really managably sized game in a resonable timefra...
2021-11-01 06:38:24 +0000 UTCView Post
This took a long longer than I expected, though this is the first build that has zero paid assets in it!
Despite the majority of the work being spent ripping out paid assets, there's still quite a few changes that I'd love to share:
Steam Audio: Instead of messing with my home-grown reverb system, KoboldKare now uses Steam Audio for some awesome realtime audio reflections and reverb. This does take a decent amount of CPU, and can be easily disabled in the Audio options menu....
2021-09-18 04:17:45 +0000 UTCView Post
We're still hard at work on this patch, it's a pretty major one. I would post some patch notes, but I think it's a bit misleading. Hopefully we'll have it done this month. Meanwhile I do have a few things to show anyway!
The final part of the puzzle, I wanted to make sure that sufficiently large penetrators could work their way all the way through. It's still not completely done, as it's difficult to predict exactly where the tip of the penis is for cum spawning purposes. Despite that, the deformation is enti...
2021-07-21 07:44:45 +0000 UTCView Post
The next thing I focused on the penetration tech is that I wanted it to support multiple penetrators. I wrote a cute circle packing algorithm that's deterministic so I can do it every frame with any number of varying girthed penetrators. It's not perfect, and the illusion will be broken once you...
2021-07-21 07:38:05 +0000 UTCView Post
Major penetrator rework, it's difficult to cover everything that's changed in a single post so I'll probably just split it up into a bunch of tiny posts. This post focuses on the fact that penetrators now have unique triggers that can be used to play plaps, pops, and squishes.
Raytracing is awesome because they're GOOPY! I'm using a technique described by Sebastian, it's not optimized enough for an infinite amount of goop-- though it does allow the space to be infinite. In the futur...
2021-07-20 06:13:15 +0000 UTCView Post
Finally an update is here! This update focused on equipment systems, delivering content more deliberately, and code cleanup/refactoring in preparation for open-source.
Here's the change log:
Terrain and grass was vastly optimized, terrain details no longer render in reflection probes or Mirrors. This was an improvement of 30ms during reflection probe updates. And slight performance increase on mirrors. Terrain will have some mismatching layers while we clean up some of thes...
2021-05-21 20:04:02 +0000 UTCView Post
Sorry for no updates this month! One of the outlets in my basement decided to melt, and it knocked out one of my routers. Luckily the house didn't catch fire (though the wall paint is a good shade of brown now).
No data was lost, and there was very little damage. Though my continuous integration was completely knocked offline, and needs to be reconfigured.
I replaced the outlet, and I've replaced the router. Development should continue smoothly from here!
Since the map is so scarce on content right now, I've added jump pads leading to and from most major areas of the map. I've also increase the spawn rates of all fruit, and put the majority of them within reach. Hopefully that'll tide everyone as we push more content into the map!
Because animations are physics based now, it helps to have them do a little ritual before they start, so that their limbs are roughly in the right position without getting caught on stuff.
@uniform_vixen showed me an example of how dicks can have stages of flaccidity. They were even nice enough to share their flared equine to be used directly in the game! The other dicks have recieved similar touchups, so ea...
2021-03-21 23:25:20 +0000 UTCView Post
Finally stabilized ragdolling. Here's a demonstration that shows a good portion of the new map too! (Don't worry, she's fine!) This required a huge amount of experimentation, here's a list of fixes I had to employ for Unity ragdoll jitter: 1. Calling `joint.autoConfigureConnectedAnchor = fals...
2021-03-21 23:05:30 +0000 UTCView Post
Here's the patch notes for all the changes in February:
Kobolds can face directions during an animation, it's really bad for NPCs but players can nod and look places while playing animations.
Fixed a large number of memory leaks. (Derivatives no longer uses Linq, strands allocate all memory needed up front, reusing physics collisions, no longer pass array copies for grabs, adjusted how components are searched for usables.)
NPC kobolds no longer have hover-hands, ...
2021-03-02 06:58:42 +0000 UTCView Post
Kobold animations! A collection of animations I've made for the game, they still need a bit of polish, but so far it's a ton of fun to create them. It's also pretty fast! Though try to ignore that the hands aren't facing the right way, a bug I introduced rotated them funny. I'll be spending the next mont...
2021-02-02 05:24:31 +0000 UTCView Post