Sunday, October 29, 2017

Gigolos and Tarts



      As announced in the last update, work uniforms were being worked on for the next core release. Sprite changes and pregnancy edits have been included in this update, so there are no holes in these additions~


Lactation edits are also making decent progress to completion, so the next release is still looking bright. Along with these additions, bugs are still being found and quickly patched as they are noticed and brought up.

Friday, October 27, 2017

The Core Updates



      Since most of the core was finished, most of the game-breaking bugs seemed to be easily fixed, and a few new tester systems were pushed out, expanding on the core systems. One of them including a job branch and even a male fertility system to match the female cycle script. Even with both devs having full time jobs and my recent false-labor hospital trips, the fixes and updates seem to be going smoother than expected due to having the core set up ideally.

--Features being worked on for next release--

Alternate options to main story sex scenes.
Skip feature for cut scenes.
More client content for the prostitution branch.
Expanded internal shots.
Option to disable internal shots during sex scenes.
Sub-npc content, including Ash and Betty profiles/story.
Updated lactation support.
More to come...


Wednesday, October 18, 2017

The Core



      For the last few months, Paws and I have stated that we want to get all the system bits
and main scripts done before we make a major release on the game, which we have nicknamed 'The Core'....Well, we are pleased to announce that we have completed the most basic level of the release...

While there are still SOME systems to put in, they are all npc-related, and would be better to get added in together with the new character designs. The major ones are all complete, and the beginner town + surrounding maps are done. There is a bit of saucy content in the core, but most of this will be added in through future releases.

But the main 'tutorial' quest line is complete and most of the base house systems are fully operational. Most information on the game mechanics can be read about in the library in town.

Sorry for the long wait, we hope you all enjoy the core. As always, keep us notified on the bugs and issues.

Monday, March 13, 2017

Chatty cats on Discord

Hello everyone! I bet you were real excited with all those news before, right? Well, lucky for you, we decided to offer you some release until the first official release. So, we made a Discord server! Just make sure to play nice, porn industry leaves us tired of pants off action after working on the game, so keep your butts covered. Take note - we don't guarantee it will be sfw. This is a porn game chat we're talking about. Just- Just no dick pics, kay? Kay. Use the widget. See you there!

Monday, March 6, 2017

Possible Animated Bits



      Alright, been an experimental week for the game. First up, Lucy and Lucas have had their expressions altered.

Originally, I made the faces pretty much the same for both sexes, mainly to keep the numbers associated with them the same for both. However, this neutralized both of them. I ended up editing them so that Lucas keeps a more stoic face for the most part, and Lucy has slightly more exaggerated facial changes.This is to better emphasize the player gender, so the faces better fit what somebody of their sex might react like.

Now, something else I have been curious about. Animations in the old Collars were pretty much out of the question. Buuuuuuuuut with the new Collars, it is a possibility. While this would be cool to add to the game, it also adds a bunch of image files. So, the main question is: Is the possibly bigger size add-on worth the visual pleasure of animated bits? To clarify, the actual scenes might not be animated, but internal views will be. I was planning on making the bits to flow with the actual scene. For example, teasing the player with the tip will be more visually apparent and add to the detail of the scene with the internal bits. I've come up with an example of how this will look with a cumming scene. If this is something that would be worth it, I will be editing the parts up and making it better for in-game use.


With this in mind, let me know what you all think of this.

Saturday, February 18, 2017

Body Shop



      Basic core set up takes a while, and it gets tedious real fast. Thankfully, I have been working on the scripts and visuals together. While the scripts and mechanic bits still need a little tlc, I have gotten almost all of the player profile bits completed. These bits include:

Pregnancy stages. [Futa and Cuntboy not pictured]
Base outfits. [Changes to match season, example shown is Lucy's spring outfit.]

Test version of a notebook page. [Which will keep track of and update information on npcs.]

Not displayed are other player parts, visual game pieces or cut scene parts.


Things to remember. For the notebook, relationship level with npcs will only be open as long as they are not enslaved. Once that happens, any recorded stage with them will be replaced with purple slave states and this can not be undone. Fully breaking a collared npc will take time, skill and probably certain house upgrades. This can be sped up if you have more research done on the npc, higher quality items, etc.

Also, it was mentioned above that a cuntboy player will be able to get pregnant. While this is possible, the risk will be greatly lowered in comparison to the female and futa counterparts. Probably because the testosterone levels make it an uncommon occurrence. Past a certain stage in their pregnancy, the player will be unable to wear normal clothes and their base outfit will be replaced with maternity wear. [Special secret outfits could be made stretchy, so pregnant players may still be able to wear certain ones.]

Aside, from the visual parts, everything else is just script and setting testing. It's boring, and doesn't really have anything to show off for previews, but it's the most important bit.

Along with this, I might start working on small sex scenes. Mostly for sub-npcs or random hookup events, so nothing that requires a serious design for other characters just yet.

Monday, January 30, 2017

Updates



      While Paws is busy designing the maps and getting everything visually perfected, I am setting up all the base systems at once, trying to tie them into a neater bundle than the last. Since this is from scratch, organizing it will be less of a hellish nightmare and everything will be easier to mesh. After getting the system bits and maps done, we will be drafting new NPC designs. We wanted to save the fun bits after the core was done, as to not get too distracted.

We have been reading some comments, and changes have been made according to them. For example, the bulky HUD is now half the size it was in the demo, and of course the needs decay has been toned down to fit the actual pace of the game. Certain bugs in the demo, such as the key and hunger meter issues, have been noted. This system has been altered in the actual game, so it should be working now. The cooking system is FULLY finished, so we nipped that down fast. Other similar systems are still in the making, given their ties to other core game bits.

There are probably going to be minor changes done to some of the player expressions. Also, the player's base outfit will be different in the actual game, and Lucy has hers finished as of now. Lucas still needs his to be designed. A lot of the same systems have been put into the game, including the menstrual and weather systems. Similar to the needs HUD, I am playing around with menu settings to see if I can make certain systems more accessible or easily examined, but I won't say anything else on this unless I can get it to work.

Long story short, we are preparing for the exciting parts of the game by getting the important parts set up first. With that, there's not a lot of previews to show you yet, but if Paws is feeling particularly generous, she may have some map samples soon for all of you.

Sunday, January 1, 2017

Happy New Years!



      Fitting for the game, New Years Day is probably the perfect time to launch the demo. Which we have. Now, there are some things to keep in mind with the demo...

1. - The game will not have you play in Noras house. This was drafted as the perfect 'testing map' for some of the main features.


2. - There are features that are still not covered in the demo, especially ones tied to the npcs. Such features include the relationship system, the construction system, item gathering, etc etc etc...


3. - It IS a demo, and therefore critique this early in the development is heavily recommended. There are more experimental parts, such as a needs HUD I made from scratch, that will have more added to them in the actual game, or will be smoothed out.


4. - The main features are either very tiny or heavily exaggerated. Again, it being a demo, the systems in there are only a taste of the full features that will be developed in the real game. The needs fill up WAY faster than they will in the real game, only because it's made that way to better test them out in early gameplay.


With all that in mind, let's hope the new remake starts off on a good foot!