Now I properly approximate the position of the nipple based on the soft body physics, blendshapes, and bone scaling.
I also do real rigidbody constraints in order to attach stuff to them-- but because they update positions so often, it causes some pretty extreme oscillations.
With some more work I think they'll work and look great, but for now you'll have to forgive if the Kobolds start vibrating from having things attached to them.
2020-07-17 09:32:20 +0000 UTC
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I almost didn't make a post for this, but it's still neat anyway.
Settings are now serialized to json scripts found in your data folder, so finally changed settings stick through restarts.
Unfortunately screen resolution settings don't load until AFTER the unity splash screen. I might finally have to buy a pro license...
2020-07-17 09:12:55 +0000 UTC
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Kobolds now spawn with a random hue variation, in the future hues will be restricted to certain species.
I'm also planning on there being a random set of dicks and horns that kobolds can get based on their color.
2020-07-17 08:58:07 +0000 UTC
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I originally made the Kobolds have no belly buttons for two reasons:
1. Belly buttons are hard.
2. Lizards and scalies don't have belly buttons.
I found out both reasons were wrong!! Things that hatch from an egg form an umbilical cord just like mammals.
I also realized my skill has increased a little, just enough to make an okay belly button!
Hope you guys like it, you can find this in the live Steam build.
2020-07-17 08:53:53 +0000 UTC
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Just finished handing out keys to new patrons for June. Let me know if I missed you and you think you deserve a key!
2020-07-05 21:54:49 +0000 UTC
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Hit boxes of penetrators now adjust themselves based on how much is visible, so you cannot grab an invisible part of a huge dick.
Also, kobolds no longer instantaneously react to not being penetrated anymore, keeping them from looping an animation right at the tip of a penetrator.
Tomorrow I'll be handing out keys to patrons who haven't gotten them yet! Anyone who has a key can try these updates right now on Steam!
2020-07-05 02:46:18 +0000 UTC
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Kobolds no longer try to right themselves if there's a big enough penetrator in them.
This lets Kobolds just casually hang from knots. Like so!
2020-07-04 23:30:43 +0000 UTC
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Trying to prevent issues like this one. (Thanks LuxIsBored!)
I was surprised to find when I came back to physics, it suddenly "clicked" for me. I understood how to write more stable physics solvers, and spent a lot of time polishing the penetration physics.
Now when there's really large size differences, the physics solvers no long...
2020-07-04 23:14:59 +0000 UTC
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I used to hate visual programming. Things like Unreal Blueprints are dreadfully slow and very difficult to read. While also being very awful for versioning tools like git.
Though I realized that visual node-based programming is a tool like any other, and for some tasks it's extremely good. (Shader programming, dialogue trees, and maybe AI decision making for example!)
I found this sweet article done by 2020-07-04 22:40:37 +0000 UTC
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Sorry I've been so quiet about this update, most of my time was spent trying to home-grow my own behavior tree system for AI. (Technical post soon.) I also spent a lot of time developing a conversation system and dealing with a bunch of bugs that were slightly outside of my control. Anywho I still managed to get some stuff done and I think it's ready to show!
- A dialogue system! The super market sheep now has dialogue and a tiny completable quest (Press E to talk).
- Small b...
2020-06-30 07:27:48 +0000 UTC
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This won't be super interesting for people wanting to see Kobold boobs but I think it's still worth talking about.
I was just running the CI machines near my workstation, hooked up to random monitors, but after a few power outages from the circuit breaker I needed to move things around.
Today, I've finally got them stowed away in the deepest chasms of my house (and most importantly onto a different breaker).
They're "headless" now, which means they have no conventional means...
2020-06-30 06:21:50 +0000 UTC
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From now on I'll be using Steam to handle distributing builds. So I'll be handing Steam keys to patrons in private messages in order for you to get your hands on it!
I just sent out a set of keys to new patrons, welcome to the party! If you feel like you should have a key but don't have one, let me know!
2020-06-05 21:40:34 +0000 UTC
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A new KoboldKare patch available on Steam right now! Still lots to do, but I did some world-building and plopped some characters into the scene. I'm going to be working on NPC interaction and AI next. (Sorry, the Kobolds will still be as dumb as rocks for a while).
Also, for those of you who have been having crashing trouble. Try the "without_optimizations" build in the beta tab. It should help.
New Features
- House has been replaced by some brushwork, it looks a bit n...
2020-05-31 01:19:33 +0000 UTC
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I wrote a proper physics solver for making penetrations work! This leads to slightly less accurate penetrations, but now they have a proper effect on the physics of the characters.
Using my friend calculus, I also figure out how much force should be applied based on the girth curves of the dick. This makes the shape of penetrators matter a ton! Their girth, how loose the hole is, and the shape of the penetrator all has an effect on how they "feel".
In the video above you can see h...
2020-05-13 03:46:25 +0000 UTC
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This is going to be a more technical post, I was surprised how little information online there is about rendering decals on a skinned mesh.
First off, I'm using HDRP, the fancy new render pipeline for Unity and it has built-in support for decals! These decals are hyper-efficient, though they are a very particular kind of decals commonly known as "screenspace" decals. They work fantastic for static decals on static meshes.
For example for splats on the ground they work great.
2020-04-20 12:14:04 +0000 UTC
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Kobolds have a lot of complex calculations going on-- They've got IK to dynamically pose their limbs, soft body physics for bounciness, soft body collisions, and they've got 8-10 colliders so that they accurately collide with things.
All of this doesn't matter when you have a massive ball of them. So I wrote a system that finds the 5 closest kobolds and enables all these features. And disables the features for the rest of them.
This allows MUCH larger balls of kobolds, and should ...
2020-04-14 04:39:06 +0000 UTC
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- Eggplants no longer turn into melons on save/load.
- Macro Kobolds get properly saved and loaded now.
- Added a tiny tutorial for picking things up, you can't get outside without completing it!
- Re-implemented goopy strands, this will be a temporary effect as I implement more systems to only make it goopy when it makes sense.
- Fixed rebinding UI not working when playing the game.
- Planted kobolds no longer automatically grow to their next stage with...
2020-04-07 21:59:46 +0000 UTC
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During a system re-write they were lost, I got them working again though!
Though I've received a bit of a negative response to it. What do you guys think?
2020-04-07 03:27:46 +0000 UTC
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I sent out keys to every "active" patron! (These are the folks who have paid for march).
There's a good 30 of you who are recent patrons and just haven't hit the pay period yet, if you're one of these people-- Please message me on discord (naelstrof#7705) or here on Patreon and I'll get you a key asap!
It doesn't matter what you've paid, I'm giving keys to everyone who's helped get this game to be a reality! If you think you deserve a key (as a former patron or anything...
2020-04-01 02:14:15 +0000 UTC
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I didn't just release the same build, I've made some changes too!
First off is that my Linux machine hard-drive failed. I didn't lose any work-- but this means that the Linux build is going to be behind until I get my machine back up to speed.
I'm planning on buying a work Mac and Linux machine to do some continuous integration, then the builds will be much more even with eachother!
Anywho, here's the changelog:
- Added keybinding menu, it doesn't save your changes...
2020-04-01 02:00:41 +0000 UTC
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KoboldKare is now available on Steam! Please wait for me to send keys to all my current patrons, it might take me a while but I'll get keys out to everyone in a bit. Please be patient with me!
All future builds will be distributed through Steam for a while, and I'm going to have to change Patron rewards in order to comply with Steam's service agreement. I'll make sure you guys know the changes in advanced.
2020-04-01 01:03:00 +0000 UTC
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I was trying really hard to release to steam as the next build, but the trailer I released is reeling in some people and I'm not ready to release to Steam yet! Here's the changes for this build:
- Added basic quality settings for lower-end hardware.
- Male kobolds can be jerked off now by left clicking on their dick.
- Male kobolds can cum, and their cum amount depends on their dick size.
- The grab system was reworked a bit to be less buggy. There's...
2020-03-10 01:48:54 +0000 UTC
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The game is in a state where I think it's almost ready to go on Early Access for Steam! Builds from now on will be using Steam as a way to distribute builds and updates.
When it's ready, all current patrons will get a free Steam key as a thank you for supporting me to get this far! (Yes that includes everyone, including the Cuties!)
I've made a new trailer for it so it's a bit more representative of the game in its current state, you can view it above!
Once it's r...
2020-03-09 23:24:44 +0000 UTC
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I'm sorry it took so long, I honestly was writing up a big post about how porting to HDRP wasn't going to work. Despite being out of preview, Unity keeps pushing project-breaking updates to the render pipeline. It was crashy, glitchy, poorly documented, and isn't performant.
....but I really wanted to use it because it would allow me to push Linux and Mac builds-- I ended up downgrading my HDRP version to 7.1.8, which was a version that most packages supported, and things got a bit easi...
2020-02-27 22:50:11 +0000 UTC
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There was a couple assets I've been using that don't support Linux or Mac, with the release of the High Definition Render Pipeline in Unity 2019.3. I've been working on updating the game to work with it. It does come at a cost (framerates), but it should work fully on all platforms!
Here's a tiny video of some of the refraction, planar reflection, and volumetric lighting.
2020-02-01 08:59:24 +0000 UTC
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Get it here: https://gum.co/wxdO/patreon
Sorry for no KoboldKare updates in January, I'll make a few progress posts detailing why in a bit. (it involves pushing for Linux and Mac support).
2020-02-01 08:48:16 +0000 UTC
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I sent free codes for the Kobold Player Model Pack ( https://gumroad.com/l/wxdO ) to Kobold tiers and above.
Let me know if you should've got one and didn't, Cuties and Double Cuties will get a code in the next couple weeks.
2020-01-24 03:34:13 +0000 UTC
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Got around to fixing the blendshapes, and cleaned up the math so bellys can bulge again.
In this demonstration the nozzle was hacked to output much more flow, inflation would normally be locked behind gear that has enough output to do so.
2020-01-14 23:41:01 +0000 UTC
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A Zoey and Rochelle replacement for Left 4 Dead 2! Part of the Kobold Playermodel Pack (https://gum.co/wxdO) It supports the bile shader, full view models, flexes, and even has vgui overrides for when they get downed.

2020-01-08 21:04:14 +0000 UTC
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An Alyx and Kleiner replacement for Garry's Mod, as well as a proper playermodel with view model. Part of the Kobold Playermodel Pack (https://gum.co/wxdO).

Respects player color and works online!
2020-01-08 20:58:47 +0000 UTC
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