Hey folks. Unfortunately for the game development, it was another busy week at work. I did manage to get some work on the hair done.
Results from the poll showing a pretty strong preference for the simple hair shapes with blendshapes. I think that'll be a good way to get some solid customization without a tremendous amount of work.
I don't have much else. Have a good week. Let me know what you think.
2018-08-13 18:24:48 +0000 UTC
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Option 1 - The basic hair, pretty much as it is now. Only color customization.
Usable on older graphics cards. (DX9)
Done now.
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Option 2 - The Standard Hair. Requires DX11 graphics cards. I hate the styles as they are now. I'd go through and recreate all the basic ...
2018-07-30 09:18:09 +0000 UTC
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Hey folks. Great feedback on the survey about surveys. I'll be working on another one to get your feedback on possible implementations of the hair, since that versioning issue completely broke what we had before.
Getting the hair working is important for the way NPC's are created. They're all made using the character creator, and so when the hair system changes, I have to re-export every NPC save file so that they can be loaded properly. Which is a decent amount of work...
2018-07-23 11:27:41 +0000 UTC
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I dunno, maybe it's baby blues, (My 2nd daughter is 2 months old now) but I'm not feeling great overall.
This project has been in development for over two and half years now and has been my only "hobby" really. I was hoping that with this last pubilc build the project might finally "find an audience."
I was all but begging folks privately to send feedback. There was some good stuff too. A lot of criticism, but nothing was mean. A lot of requests went ig...
2018-07-16 18:15:37 +0000 UTC
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Heya folks.
This week I spent a fair amount of time hunting down feedback from last weeks public release. I got some good stuff, including a brief review by Shades, which is linked on the main page.
Based on that feedback it was really helpful to know where to focus time on. I've updated the post-processing and did another pass over the manor exterior.
I also updated the character shader, so now the layers show up more like I had originally intended. It should pr...
2018-07-09 11:38:53 +0000 UTC
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So excited for this upcoming public release. I've been working through bug fixes and more quests this week.
I'll be tracking more than just quests in the quest system. Things like quest items are just added within that system as that makes it easier to implement and doesn't clutter up the UI.
I still need to wrap up a few bugs and the quest for the female sexual interaction. That will take a bit of work, but it will be very worth it.
2018-06-05 04:02:47 +0000 UTC
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Heya folks. I got a little bit done for last weeks missing update and continued on with that work this last week. My new personal situation is still in transition, so my focus is pretty scattered. I expect that to remain the case for about a month.
What I've been focusing on is writing some quests. I'm trying quite hard to keep them simple, but no so simple as to be boring. There's a fair amount of inter-connectivity between several of the NPC's and their initial ...
2018-05-28 22:31:27 +0000 UTC
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New build for $5 Patrons here.
This week I was very busy. Last week I was set up getting into sexual interactions via the dialogue system, this week I set up getting out of them.
NSFW Video. (wait for it)
...
2018-05-14 21:50:14 +0000 UTC
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Working on integrating the sexy times into the dialogue. Also, having different dialogue options depending on the stance you're in. Normal Stance is Converse, Combat Stance is Taunt, Sexy stance is Seduce.
Each stance will have it's owned assignable dialogue tree. This week was spent setting up passing variables between the dialogue system and the other character scripts so I could manage the dialogue trees to do different things based on the anatomy, arousal, etc of the character ...
2018-04-23 12:40:15 +0000 UTC
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Mmmm, sexy sexy dialogue trees. Oooh. Aahhhmm. Anyway. . .
This week was spent on quests, dialog tree and NPC personalities.
I've got the quest system working quite well. I am very pleased with it. I have a few types of triggers that are very easy to set up. One type simply needs you to be in a certain area and you'll get a screen pop-up to interact with an object. Another type requires that you actually notice something and click on it. &n...
2018-04-16 13:00:57 +0000 UTC
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Holy shit, actual objectives! This week was spent getting the quest tracking functional. It was not as clear as the dialogue system instructions made it seem, so I spent a bunch of time slogging through *really* old demo scenes and smashing my face against the keyboard trying to parse through the code, but it works now!
I've been spending a bunch of time (for months) thinking about the various quests I want to have and how to implement them. Of course I want to have a good st...
2018-04-09 11:47:14 +0000 UTC
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Hey folks, another preview build is out today for $5 Patrons. Get that here. Build notes are more or less here.
It includes full save games now. That's what this week was spent on, ensuring that all the perceptions that ...
2018-04-02 15:12:19 +0000 UTC
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Here are they ways that NPC's can perceive you in Vizier's Shame. This is based on the Big 5 personality model with facets.
Some terms have been altered or combined for simplicity.
Bold "traits" are given a value. The value relates to a descriptor relating to that trait.
/// EXTROVERSION
/// Friendly :  ...
2018-03-29 15:20:55 +0000 UTC
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I spent this week simplifying the NPC gear equipping and allowing for that gear to be looted after the NPC has been killed/knocked unconscious.
Ultimately, I want armor to take damage and show it. But that'll take some more work. The defense level doesn't do anything yet either, but that'll be tied into the armor damage.
I also implemented some appearance stats into the Dialogue System. This will help go with the preferences that NPC's have and if you're the...
2018-03-19 17:18:45 +0000 UTC
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Vigilance Light is done. Thanks to MowtenDoo for creating the tower.
2018-03-18 10:08:19 +0000 UTC
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Alrighty friends, it's time to get kinky. I'm building a list of fetishes. What do you want to see in Vizier's Shame?
I don't necessarily have any idea how I'm going to implement some of this, but I'd like to have a solid list of things that people want. Possibly I'll set up a poll for implementation order. Here's what I have so far:
"Male Body Type", ...
2018-03-15 14:06:20 +0000 UTC
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I bought a pretty complex inventory system this week. It allows for all kinds of neat stuff, from banks, looting, crafting, equipment management, stat management, etc, etc. So far I am quite happy with it. The documentation could be better. It's taking a little bit of time looking through the code to figure out specifically how some stuff works, but overall it'll save a ton of time.
Also tweaking the character controller a bit so it's more responsive. I was getting piss...
2018-02-26 14:09:23 +0000 UTC
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I've remodeled the Manor and my frame-rate doubled. It's not furnished, but I think the real issue came down to how the walls and everything else was constructed, with a 3rd party addon. I think that addon was blowing out my render queue. Forcing the creation of new materials and new draw calls for each wall. Blech. Now the whole thing is just modeled in Blender, and there's minimal unneeded vertices and only a few materials total, one for each surface type. A...
2018-02-19 18:35:51 +0000 UTC
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Let's go play outside.
Everything here is a work in progress.
This week I bought "World Creator" an environment creation tool. It's well worth the money for the time it saves and the things it creates pretty easily. I've been working with it, trying to create "another dimension" where you and yours hail from.
In order to have some consistency for what's visible from the starting location, I also put together a world map:
2018-02-12 16:42:00 +0000 UTC
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Hey folks. Worked pretty tirelessly this week trying to get the other two tiers of uniforms done. Very happy to have these completed. They of course work for all the body types/ customizations. These three outfits should be enough to get through the initial training section of the game.
I also implemented / refined simple breast and simple chest buttons. So instead of ha...
2018-02-05 13:45:54 +0000 UTC
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I'm pretty excited about the progress this week. Clothing is working fantastically. I was having a bunch of issues before with the base body clipping through clothes, but that's fixed! I was able to sculpt and complete the Tier 3 Uniforms for the Vizier's Intelligence Service, as seen in the turn around above. This is based on the concept art which has been visible to $3 patrons:
2018-01-29 11:24:58 +0000 UTC
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Vizier's Shame - Main Theme
Original Music by Infestient
2018-01-29 11:18:25 +0000 UTC
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Fair amount of new Patrons! Welcome folks. I look forward to hearing your thoughts about the progress of the game.
This week was spent on putting together a new intro scene for the game. A section of that scene is complete and available for play by $5 Patrons here. I hope that it's engaging.
Also, I've hired a composer and the title track is being developed. A WIP sample is availa...
2018-01-22 16:31:24 +0000 UTC
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To my Patrons: This is a post that I can link to from elsewhere or copy/paste from. It also serves to let you know what I am looking for, and provide any feedback.
To interested artists: I'll start out by assuming that you know nothing about the game here. It's a 3D 3rd person game that is openly and explicitly sexual. If you don't want to associate yourself with what can comfortably be called porn, I don't expect to be hearing from you.
<...
2018-01-19 06:06:42 +0000 UTC
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Preview Build for $5 Patrons here.
New material system! New "fluids" system! New preview build!
Check out the very nsfw video on pornhub here to see the fluids in action.
I am quite happy with how it turned out. Getting fluids that actually stick to th...
2018-01-15 12:06:40 +0000 UTC
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Happy New Year folks.
The last two weeks have been fairly intense. Outside of holiday stuff, I think I have the new procedural materials from Substance Designer fully integrated into the project.
Making changes to the color and textures on the character now requires the material to "rebuild" the textures, which can take a moment after the change. This isn't ideal, but it's also not a huge deal.
To help make the change a bit more worthwhile, I've added freckles. &...
2018-01-01 15:52:08 +0000 UTC
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Yea! Spraypaint that skin wall. . .
Substance Designer is fricken awesome. It took a bit to get figured out, but it was totally worth it.
Good news is that it's going to be so much easier to make amazing textures going forward.
Bad new is that I'm probably going to have to redo the character creator to use the new Substance ProceduralMaterials instead of the custom shader that I wrote.
Good news is that it will be way more versatile, extensible, maintainabl...
2017-12-11 14:10:50 +0000 UTC
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This week has been focused mostly on the . . .fluids. The above image is painting onto the character. This means that the . . .fluids can be added to the character and say there without having to create new objects and attach them to the character. By painting on a texture . . .fluid performance doesn't have a significant impact.
Of course the . . .fluids above are pretty rough. I'm working on a Substance in Substance Designer that will allow for much smoother . ...
2017-12-04 20:56:06 +0000 UTC
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Lots of things going on this week.
First - I'm introducing a new reward tier. The $3 tier will give access to see a lot of the behind the scenes things that I'm getting from concept artists, environment test etc. It's usually rough and dirty. I'm also going to start launching some polls. This tier gets to vote there.
Second - I've got some art to share for the aforementioned tier. Working with and critiquing concept art and environment art tests is fairly ti...
2017-11-27 17:34:11 +0000 UTC
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Preview Build for $5 Patrons Here.
Hey folks. I had wanted to get this build out before I went on the 2 week hiatus, but there were a few issues that I needed to get wrapped up first. Glad to have that out now.
During the hiatus, I was intending to work on hiring some concept and environmental artists. Unfortunately, that did not wo...
2017-11-20 16:54:53 +0000 UTC
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