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naelstrof

naelstrof

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naelstrof posts

Animation Technology

Clicky! V
Link to video: http://koboldkare.com/1XOYeWdHhG.mp4
Clicky! ^

A friend of mine gave me some really powerful animation tech.
It reuses jiggly motions, mixes them, and blends between them while just driving some IK targets. It works great to get all these randomly proportioned kobolds to do some fairly consistent animations!
It also totally lets me pump o...

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Multiplayer!

Clicky! V
Link to video: http://koboldkare.com/osfolo.mp4
Clicky! ^

It's a bit of a mess, but multiplayer does actually work! You can make private games, or join public lobbies with other players.
Right now the only way to communicate is with your bodies-- so be nice!

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Reagant Rework

Clicky! V
Link to video: http://koboldkare.com/TiBLc3ZfE0.mp4
Clicky! ^

Took a while, but the reagant system rework is finally done. This means that chemcials can be easily added and removed, they have unique translations for each supported language, they serialize easily, they support heat changes and potentcy, they have very easy drag-and-drop logic to support new ch...

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KoboldKare is on Steam

Clicky! V
Link to video: http://koboldkare.com/koboldkare_com.mp4
Clicky! ^

Hello I'm Naelstrof and I'm working on KoboldKare. Which you can find on Steam here.

It's been on Steam for a while, but I realized its really hard for people to figure that out because I m...

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Kobold Icecream!

Clicky! V
Link to video: http://koboldkare.com/kXfkNQf8si.mp4
Clicky! ^

Icecream is in the game. It makes Kobolds fat!
I first made a pretty subtle blendshape, but one of my users let me know that they could do a much better job. (Thanks Dr. 0range!)
So now you can get some really ...

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...Ultimate POWER! (PostyBirb)

I've been really upset with how most of my social media doesn't support mp4/webm.

As a game developer all of my content is best viewed in motion. Most of the posts I want to make are 10-20 second videos with short descriptions. Which leads to me not posting very often because patreon requires so much pre-processing to get it so I can make a decent post!

I spent the last couple of days setting up an automated post pipeline, which lets me give an mp4 and a description-- And with pre...

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Working showers!

Clicky! V
Link to video: http://koboldkare.com/Ss2vOeuvRv.mp4
Clicky! ^

After making a big mess, showers will actually clean you now!
I'm actually proud to say that this works entirely within existing systems-- Generic usables, generic VFX graphs, generic audio sources, and generic fluid volumes.
This allows for such rapid prototyping and doesn't require any scr...

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Night Monster



Clicky! V
Link to video: http://koboldkare.com/QsIkpSWAxm.mp4
Clicky! ^

Don't stay up too late, or the night monster gets you!
It used to just deal 9999 damage to objects outside (causing kobolds to gib), but now it actually accumulates grabby hands that whisk you to another dimension.

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Kobold Painting!

Clicky! V
Video link: http://koboldkare.com/hS2iHCKrnC.mp4
Clicky! ^

I'm trying something new! I'm posting from a mysterious social media duplicator (PostyBirb!). This is kind of a test so hopefully everything looks okay! If it works you can expect many more posts from me (Though I should probably automate making a thumbnail with a play button and uploading the ...

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Ragdoll physics polish

Video link, clicky! v

http://koboldkare.com/Fw5B88CAGw.mp4 

Video link, clicky! ^

Ragdolls work with penetrators, and seamlessly transition between full-fledged player and total ragdolled physics object.

I'm sure it'll be subject to more polish in the future, though for now it's good enough to pass.

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Control rework, +Graphics

Okay this was a long time coming, after seeing users fumble around with the controls, and with having localized strings available-- I was thinking of adding hints to the controls to pop up.

After studying how other games do it (in particular I looked at Apex Legends). I realized most buttons that need to be pressed are actually displayed on the screen somewhere!

Unfortunately Unity doesn't come with built-in graphics for bindings, so I had to build my own graphic look-up table. It...

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Language Localization!

This was a fairly heavily requested feature, and with the control rework I thought it would be a good idea to finally get it out of the way.

Translations are mostly machine translated, though character dialogue are ignored while dialogue is finalized with them.

If you'd like to help with translations, leave a comment or talk to me in the discord!

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KoboldKare Patch 28.10.2020

This month I've been trying to pave way for full blown multiplayer-- This has so far been a really good decision because it's forcing me to clean up how objects interact, and clean up the structure of things. My code is getting cleaner and easier to work with as I approach actual multiplayer readiness.

With lots of new players in mind, I finally tried addressing the fact that the game has really weird controls. I watched a fair number of people play the game, and they all would try the...

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Volumetric Clouds

http://koboldkare.com/wzaAgS081N.mp4

(Video link above, clicky!)

I implemented this so quickly I almost forgot to post about it.

Using code by Sebastian Lague, and a video that accompanies it-- I was able to create a URP render feature to get volumetric clouds into KoboldKare!

I added cloud shadows to the effect because it's one of the most iconic things about clouds--

The next time the ...

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New Casino WIP

If you noticed the casino is missing in the build, it's due to it being replaced! Firgof is on the task and they're an incredible environment artist who's gone above and beyond with making a believable location in KoboldKare!

Here's a couple of screenshots of the new casino (in progress)! Hopefully we'll have something to show by next update. 

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Daytime 8 WIP

Another track that's in progress by the amazing 1029Chris, hopefully you'll hear it in game soon!

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Player is now a Kobold.

http://koboldkare.com/hbAVCNFBsR.mp4

(Video link, clicky! ^)

Players used to be a special object that I hand-tuned to feel good to move around and interact with the world, and had a fraction of the features of a typical Kobold.

This becomes a problem with multiplayer because that means that players would be restricted to not interacting with each other, and it was another object that required specia...

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Infinite decal tech.

http://koboldkare.com/pSNnarrkgK.mp4

(Video above, click!)

On the transition to URP, I lost the ability to use high definition individual decals. Though I realized the way I was doing decals on skinned mesh renderers are capable of working on anything...

I whipped up a strategy where I re-use the atlasing done for lightmaps to map decals onto the world. They can be horrifically low pixel counts, but...

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Multiplayer tests

(That's a video above, patreon isn't smart enough to embed it, sorry! Just click the KoboldKare button.)

Here's a link to the video just in case: http://koboldkare.com/1NusuSYs1k.mp4

I've been avoiding it this whole time because I thought it would be too much work, but it turns out it might not be so hard after all... Here's a video of two working networked kobolds!

I'm convinced it won't be too dif...

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KoboldKare Update 30.9.2020

 Last month I was discovering a lot of users were completely unable to play the game, some of them even had VR-ready modern hardware!

I made the difficult decision to downgrade to Unity's URP pipeline. This means no more volumetric lights, ambient occlusion, and some other fancy effects.

However, this means even integrated, and mobile hardware can suddenly play the game reasonably! It took a while but I think I'll be sticking to URP for a while.

  • Casino...

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KoboldKare's Vimeo account was deleted! (Whoops!)

My bad, I didn't realize they didn't allow for kobold titty. I'll be spending time setting up a different way to view all the videos I've uploaded in the past. (I've got archives of each one, it'll just take a while for me to dig them up.)

Gosh it sure would be nice if Patreon allowed me to upload tiny mp4s.

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KoboldKare Patch 31.8.2020

New Features:

  • New genitalia variations (equine flared, tapered).
  • You can now freeze grabs by holding m1 then pressing m2.
  • Tails can be grabbed and pinned just like any other limb now.
  • Added various sound effects, UI prompts to help indicate which buttons can be pressed.
  • Kobolds now start flaccid, messing with them in any way will get them excited.
  • Two new sound tracks, music will stop when you go to bed now.
  • Ad...

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Physics locking/freezing.

Got a feature good enough to show off, still needs a lot of work, but it's good enough that I put it in the recent build.

Basically any item you can grab and hold with mouse 1, you can then also press mouse 2 to "freeze" it.

This includes things like Kobolds, dildos, and their limbs! You can freeze any number of items, and you can press "q" to unfreeze all of them.

There's some pret...

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KoboldKare July ChangeLog

Here's the changelog of all the stuff I did in July, I tried to keep it to only interesting stuff, so I've glossed over lots of bugfixes.

This month was mainly to stabilize and polish, starting August I think I'm ready to do another broad stroke of content!

  • Online Substance texture generation, this reduces build size and allows me to craft much more detailed worlds! (Though increases load times significantly.)
  • Reworked penetration physics.
  • Kobolds can now h...

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Physics tweaking... again.

I learned to treat dick penetrations as actual typical collision solving.

Typical collisions, for example with a flat surface and a cube, are solved a bit like this:

Within a single timestep, the first thing that you do is make sure both rigidbodies are not overlapping by depenetrating them, then you apply the forces that would've happened during a collision with the two objects.

Be...

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Paving way for Kobold species!

There's only two types so far, but they have optional balls, and they also now have flaccid animations!

All you gotta do is grab and shake a Kobold around, it'll get them excited.

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Procedural Textures!

I've been noticing people sharing the game because it's DRM free, but it's a bit difficult to share because it's kinda big (~480mb)...

So I made a mad-scientist choice to literally remove most of the textures from the game-- and I succeeded! Muahahaha!

Your game will now generate the textures itself from procedural instructions which are extraordinarily tiny!

As soon as the game boo...

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Flasks aim at the cursor now.

Flasks now try to stay upright, they also attempt to aim at whatever the cursor is!

Should be a lot easier to aim the flasks, especially when you're holding multiple flasks.

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Fluid mixing

Dragging a flask onto an attachable causes it to draw out some fluid for more accurate mixing! (Currently this includes boobs, other flasks, the grinder, and even fruit).

Finally you can properly load flasks full of fluid from the grinder.

In the future I'm planning on a mixing tank as well so extremely accurate mixtures can be made. Simply fill up flasks as singular units and spray them into the mixing tank in the desired ratio... at least that's the plan anyway.

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Rotate by holding R

I implemented a rotation button, it's far, far easier to manipulate objects now.

You can rotate props you're grabbing by holding R.

Tapping R will lock the current rotation as well, a very useful feature indeed!

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