◈ Changelog
◈ Development Roadmap
Here you will find the changelog/patch notes for experimental releases.
[0.5.3-E1]
- Added: Character Preview system to inventory
- Added Item: [Choco Mino Milk]
- Added Item: [Mino Cheese]
- Added Item: [Mino Choco]
- Added Item: [Slime Jelly]
- Added Item: [Bunki]
- Added Item: [Peka]
- Added Item: [Hikabu]
- Fixed: Applied fixes to Command Manager. System was previously failing to expand certain shortcuts. and updated command framework to support p and v operations
- Change: Updated command manager to support additional var calls
- Change: Updated parser to support additional body tags
- Change: Updated handling of p to c conversion and count management. Updated entity manager loading at startup and initialization to match.
[0.4.0-E2]
- Added: Lock on target system
- Added: Death screen
- Added: Slime attack system allowing them to now attack the player. Further improvements have been made to the slime AI and movement.
- Fixed: Issue with player HUD where not all hearts were being displayed
- Fixed: Issue with player HUD where the MP bar scale would fail to reinitialize on second level load
- Fixed: Weapon double trigger. The draw/stow weapon function was triggering on both button down and button release leading to a double trigger. Now the function will only trigger on button down.
- Fixed: Dying entities will no longer register hits or re-trigger on death SFX and VFX
- Change: TAA now has camera mode specific settings for when in world vs when in the character creator. This should allow for greater visual clarity.
- Change: Player can now draw and stow sword while moving
- Change: Player can now draw their weapon with LMB
- Change: Updated gamepad controls - See READ_ME.txt for more details
- Change: Increased camera default arm length
- Change: Gamepad camera analog sensitivity
- Change: Adjusted camera position offset
- Change: Player can now interrupt the draw sword animation to go directly into an attack
- Change: Increased size of slime hitbox
[0.4.0-E1]
- Added: Water Footstep SFX. This uses a new footstep SFX override system. It's genral purpose so that it may be reused elsewehre.
- Change: Falling to your death now resets the Sandbox level.
- Change: Doors will now open and close automatically.
- Player Movement
- Added additive lean to player animations. The player will now lean into sharp turns
- Added additive head tilt. Player will now look in the direction of their turn
- Added sprint acceleration. The longer you go without bumping into things, the faster you go.
- Fixed staircase camera stutter issue. This was an issue with the staircase colliders interacting with the player movement capsule.
- Increased player jump velocity
- Added: New Dynamic Camera System
- Camera will now idle if the game detects the player is idle for 20+ seconds
- TAA graphical improvements. We may need to introduce separate TAA settings for character creation vs when in world.
- Added mouse scroll wheel camera zoom behavior
- Combat Additions
- Added AI Random Roam behavior
- Added AI platforming behavior
- Added: Sword Hover Behavior
- Added: Added basic materials to the player sword.
- Added: Inventory Icons updated to renders. Created automated system for generating equip icons in editor. This offers some speedup to future asset creation as there is no longe a need to manually create item icons.
[0.3.1-E2]
- Added: New player body
- A safeguard has been added to the player initialization process which prevents the player from falling through the world before the map has been fully loaded.
- Added: New shader pipeline
- Added: Lip style options
- Added: Face chin slider
- Added: Face round slider (replaces face sex slider)
- Added: Eye Shadow option
- Change: Rebuilt character creation map
- Change: Rebuilt and finalized test sandbox map
- Change: Created new idle animation for the character creator
- Change: Updated all outfit blends to match new player body
- Change: Updated all eyelash styles to work with new player body
- Change: Updated all beauty mark styles to work with new player body
- Change: Updated all scar styles to work with new player body
- Change: Updated Menu UI SFX
- Change: Temporarily disabled combat while it is being re-implemented
- Change: Temporarily disabled ears while they are being re-implemented
- Change: Temporarily disabled day/night progression
- Change: Updated world skysphere. The space skysphere texture has been replaced with a more neutral but prettier variant
- Change: Dungeon diver outfit re-textured to more closely fit the game style
- Change: Updated Shadow rendering method
- Removed: Lip size slider
[0.3.1-E1]
- Added: Preview environments in the character creator. You can now preview your character in an empty white void or the original study environment.
- Added: Dynamic footstep SFX system.
- Added: Swords - Your sword can now be equipped with the G key and swung with LMB. Use it to eradicate all the slimes!
- Change: Slimes can now be attacked with the [Sword] weapon
[0.2.1-E2]
- Fix: fatal error where digesting consumed items would result in crashes.
- Fix: inverted sliders
- Fix: issue where eye choices were not being carried over from character creation into the game.
- Added Slime enemy model to the game.
- Added: New Clothing Set: Dapper - The male clothing set has been replaced
- Added: New Clothing Set: Dungeon Punk
- Added: New Eyebrow options: Added new eyebrow styles as well as the ability to rotate and reposition eyebrows on the head.
- Added: New Eyelash options: Added new eyelash styles and simplified the creation process to make adding more styles easier.
- Added: New Hair Color Gradient Options: Added the option to add a color gradient to any hair style and options to offset and soften the gradient.
- Added: hair melanin slider in order to correct the issue of color options on UI not matching up with the character hair color. It does what it says on the tin and allows you to decide how much melanin you want added to your hair color.
- Added: New Iris Options
- Added: 3 Scar Options to the skin section
- Added: Several beauty mark options to the skin section including a couple freckle variants.
- Added: Eyeshadow options to the skin section with the ability to specify opacity and color.
- Change: Major skeleton rework with future tail animation and combat animations in mind
- Change: Reduced the length of the player characters legs
- Change: Character Creation Outfit Sets - Update to the sections button display.
- Change: Moved skin color (skin, lip, nip, tip) options out of the slider section and into a newly dedicated skin section. This section will be used for applying makeup, scars, and other skin related things to your characters appearance.
[0.2.1-E1]
- Added command scripting framework. This allows for the production of items
- Added TF Item: Taiyaki
- Added TF Item: Moella
- Added various consumable items.
- Added: Event System. Manages triggers for timed events and command scripts.
- Added: Inventory event dialog interface.
- Added: Parser tag support for equip slots.
- Added: Inventory equip system. Slotted equips and items now appear in inventory. Apparel can be equipped and dequipped.
- Added: Player stomach and survival stat calculation for Hunger, Hydration, Energy, AP (Action Points).
- Added: Male character anims. Walk/Run animations will now vary depending on hip size. Wider hips will result in female animations while narrow hips will result in male animations. The automation criteria will be expanded upon in future, along with the option to manually pick male/female anims.
- Change: Improvements to background blur on pause.
- Change: Frame rate capped to 60FPS while in pause menus (inventory, reflection, system, etc.)
- Change/Fix: Small touch ups to the inventory interface
- Fix: I’ve applied some fixes to menu flow from the settings menu as It was previously possible to press the ESC button and return to the game (or E to return to the inventory) while in the settings menu. This would allow you to resume play before properly applying all settings. This has been fixed such that you must now return from the settings menu before returning to play.
- Fix: Sandbox environment fixes, and correcting of broken shadows.
[0.1.0-E2]
- Added placeholder player HUD
- Added Time Manager - This system keeps track of the in-game world time and calendar system and is used to drive the day/night cycle.
- Added Inventory menu to Sandbox (accessible via the E key)
- Added Reflection menu to Sandbox
- Added Sandbox Player Stat Screen
- Added background blur on pause
- Added the console commands "megajump true" and "megajump false".
- Change: The Character Creator confirmation button has now been set up to take you directly to sandbox. For now, this is only possible in experimental builds. Please note, not all customizations are tested.
- Change: Entering menus such as the System Menu or Inventory will now pause the game.
- Change: Main Menu - Minor texture improvements.
- Change: Linked Sandbox Day/Night Cycle to the Time Manager.
- Change: Character creation stats data will now be committed to the player character upon build confirmation.
- Change: Update to stat display back-end and CC stat point values in character creator data.
- Change: Set ambient lighting to boost at night in order to provide the player with some added visibility.
- Fixed issue where Hair attachments and tail shading did not match the base hair shading.
- Fixed issue where the stars in the night sky would not appear in build.
- Fixed bug [Luck Stat does not appear in the stat list despite taking the lucky boon]
- Fixed bug [Sandbox ambience continues to play after leaving the level and into other levels]
- Fixed bug [Head size slider in character creation is not reflected in sandbox]
- Fixed bug [Kemonomimi are stretchy when jumping in sandbox post-character creation]
[0.1.0-E1] May 24th 2024 [Above The Clouds Edition]
- Added The Sandbox test environment. The experimental sandbox map is now accessible via the Main Menu. A quick rundown of what we have so far.
- Added AMB module to the audio manager. We can now set and trigger playlists for ambience sounds.
[0.0.5-E1] May 15th 2024 [Chuuni Insanity Edition]
- Added new curse to the character creator [Chuuni-Mania]. It's really a blessing in disguise don't you think? Upon taking this choice you may notice some changes in the displayed archetype descriptions.
- Added choice context. Blessings & Curses now provide some much needed additional context stating what they do.
- I've also added more explicit choice stats. Selected blessings and curses which impact stats will now be taken into consideration when calculating starting stat levels. For the time being this level tally is displayed in the character description window. There will be some re-balancing once the stats come into play in-game. Archetype stats are not currently accounted for.
- Added a display settings toggle for the startup alpha notice message.
- Changed background of the the choice description window to have a slight level of transparency.
- Fixed bug where selecting [Birthday Suit] followed by any build type would result in the player re-equipping clothing.
- Fixed bug where [Magical Affinity] would break the blessings list.
[0.0.0-E5] April 13th 2024 [Manly Edition]
Changes
- Updated Equip back-end. The system has now been ported to C++.
- Updated Player Appearance back-end. The system has now been ported to C++.
- Player Mesh Updates
- Booba
- Increased chest poly density for improved scaling.
- Updated chest scaling to blend shapes over bone scaling. This was done to reduce outfit mesh deforms and avoid self clipping (i.e. scaling issues we were having last month). We also have finer control over the mesh shape at larger scales.
- Increased max chest scale
- Decreased minimum chest scale
- Kitsukana Ear Mesh & Texture Update
- Nyaatsu Ear Mesh & Texture Update
- Bunnjin Ear Texture Update
- Increased overall Ear Jiggle + Gave MaguMagu ears some jiggle.
- Character Creator: Body Sliders have been grouped under a single heading.
- Small UI tweaks.
Additions
- Character Creator: Added scale based chest and butt jiggle variance. The bigger the jiggilier. Inversely, this should prevent men from having jiggly flat chests.
- Character Creator: Added Male player body. Selecting “Male” under Build will now switch the appearance to male defaults. Selecting “Female” under Build will now switch the appearance to female defaults. A confirmation step has been added to warn you selecting either option will discard your current changes to the character appearance.
- Added “Dapper” Outfit set for the male character
- Added “Underwear M.” Outfit set for the male character. Renamed female undewear outfit set to “Underwear F.”.
- Added New Sliders!
- Arm Size
- Shoulder Width
- Hip Size
- Posture
- Waist Size
- Face Sex (Masculinity / Femininity)
- Lip Size
- Added New Palette
- You may now select Lip Color
- You may now select Nip Color
- You may now select Ear floof color
- Added eyelash style selection
- Characters can now blink. Those eyelids aren’t just for show!
- [Limbless] will now replace the player arms with mechanical counterparts when the respective sub-options are selected.
- [Resting Smug Face] now changes the resting facial expression to a smug face. A back-end system has been added to manage expressions.
Fixes
- Fixed height rounding error in character description
[0.0.0-E4] Mar 12th 2024 [Exemplary Archetypes & Player Descriptions]
Changes
- Reduced breast size range to avoid scaling issues.
- Updated Credits Page
Additions
- Added Codecks Page for public development tracking
- Character Creator: Added Futanari
- Character Creator: Added Confirm page
- Character Creator: Added archetype selection
- Character Creator: Added player Character Bio screen
- Ported the dialog parser system to C++
- Ported the entity description system to C++
- Ported the entity framework (formerly known as the actor framework) to C++
Fixes
- Fixed issue of splash screen not appearing in builds
- Multi-line Choice Titles not Displayed Correctly
- [Bakuretsu] Choice Displays Invalid Tags
Sandbox Development
- Completed map wireframe
[0.0.0-E3] Feb 15th 2024 [Face Time, Twin-Tails, Running Into Action]
Additions
- Player Model Updates
- Finalized the player skeleton & redesigned the player face / body.
- Added new Magu ear mesh
- Added new pantsu mesh
- Added new bra mesh
- Added new boots mesh
- Added new shorts mesh
- Remodeled player face
- Retopologized player body
- Added new “Adventurer Shirt” mesh
- Added basic Bunnjin Tail mesh (awaiting textures)
- Re-positioned Nyaatsu ear mesh
- Hair Updates
- Added modular hair attachments
- The attachments system allows you to create “hair style variants” from specific base hair styles. In short, this allows you to switch between various bun, ponytail and twintail attachments where applicable.
- Added improved hair physics for base hair styles
- Added a “Conceal Ears” option exclusively for Magus. This allows them to conceal their ears under their hair
- Eye Updates
- Added Heterochromia toggle for eye color (This may later be tied into another Boon/Bane trait choice)
- Added new eye style option
- Audio Updates
- Refactored the game audio management system and fixed some underlying pointer issues
- Added additional BGM to the Extras audio compendium
- Added additional BGM to the character creator
- Added choice portrait for [Broken]
- Shrunk and symmetrized limiter seal texture for the player mesh
- Fixes
- Fixed misaligned idle pose resulting in bad mesh deformation at large thigh sizes.
Sandbox Development
- Added player movement (walk, run and jump)
- Added IK legs to the player to give a more naturalistic look to moving on uneven terrain
- Added pose system backend to handle pose animations in character creator
[0.0.0-E2] Jan 21nd 2024 [Spectacles, Socks, Tails n’ Tats]
Additions
- The legs, feet and crotch of the player model have been patched up. The player mouth seam has been fixed, and the knee-socks have been remodeled.
- The player idle animation has been updated. I gave the player a confident upright pose. This should give you a better view of your character.
- I’ve added a third outfit option – “Underwear”. We don’t have proper underwear modeled just yet, so for now it will strip you down to your knee-socks.
- Improved the UI responsiveness. Button highlighting and SFX is now present on most buttons.
- Set a more legible color for the positive points on the “FATE counter” and on choices.
- Added visual elements to the player model for the following choices:
- [Kitsukana] now have big floofy tails. I may have to change up how I design outfits so that tailed races are better accommodated.
- [Nyaatsu] now have a tail idle animation. No more wet noodles. I’ll probably try mixing physics with animation when it comes to player movement in game.
- [Bunnjin] now have placeholder ears. Still WIP.
- The [Short-Sighted] choice will now equip glasses to the player (nose pinchers). Additional eyewear options will be introduced in a later patch.
- The [Eat My Wings, Make Me Tame] choice will add a seal to the player back (as depicted in the choice portrait itself). The design of the seal will be cleaned up in a later patch.
- The [Birthday Suit] choice now forces the player out of any worn clothing.
- The [Patches] choice now equips the player with an eyepatch… or two.
- The [Manletus] choice now restricts the player from having anything but the minimum starting height.
Fixes
- Fixed some of visual aberrations which were occurring in the background of the character creator.
[0.4.0-E2]
- Added: Lock on target system
- Added: Death screen
- Added: Slime attack system allowing them to now attack the player. Further improvements have been made to the slime AI and movement.
- Fixed: Issue with player HUD where not all hearts were being displayed
- Fixed: Issue with player HUD where the MP bar scale would fail to reinitialize on second level load
- Fixed: Weapon double trigger. The draw/stow weapon function was triggering on both button down and button release leading to a double trigger. Now the function will only trigger on button down.
- Fixed: Dying entities will no longer register hits or re-trigger on death SFX and VFX
- Change: TAA now has camera mode specific settings for when in world vs when in the character creator. This should allow for greater visual clarity.
- Change: Player can now draw and stow sword while moving
- Change: Player can now draw their weapon with LMB
- Change: Updated gamepad controls - See READ_ME.txt for more details
- Change: Increased camera default arm length
- Change: Gamepad camera analog sensitivity
- Change: Adjusted camera position offset
- Change: Player can now interrupt the draw sword animation to go directly into an attack
- Change: Increased size of slime hitbox
[0.4.0-E1]
- Added: Water Footstep SFX. This uses a new footstep SFX override system. It's genral purpose so that it may be reused elsewehre.
- Change: Falling to your death now resets the Sandbox level.
- Change: Doors will now open and close automatically.
- Player Movement
- Added additive lean to player animations. The player will now lean into sharp turns
- Added additive head tilt. Player will now look in the direction of their turn
- Added sprint acceleration. The longer you go without bumping into things, the faster you go.
- Fixed staircase camera stutter issue. This was an issue with the staircase colliders interacting with the player movement capsule.
- Increased player jump velocity
- Added: New Dynamic Camera System
- Camera will now idle if the game detects the player is idle for 20+ seconds
- TAA graphical improvements. We may need to introduce separate TAA settings for character creation vs when in world.
- Added mouse scroll wheel camera zoom behavior
- Combat Additions
- Added AI Random Roam behavior
- Added AI platforming behavior
- Added: Sword Hover Behavior
- Added: Added basic materials to the player sword.
- Added: Inventory Icons updated to renders. Created automated system for generating equip icons in editor. This offers some speedup to future asset creation as there is no longe a need to manually create item icons.
[0.3.1-E2]
- Added: New player body
- A safeguard has been added to the player initialization process which prevents the player from falling through the world before the map has been fully loaded.
- Added: New shader pipeline
- Added: Lip style options
- Added: Face chin slider
- Added: Face round slider (replaces face sex slider)
- Added: Eye Shadow option
- Change: Rebuilt character creation map
- Change: Rebuilt and finalized test sandbox map
- Change: Created new idle animation for the character creator
- Change: Updated all outfit blends to match new player body
- Change: Updated all eyelash styles to work with new player body
- Change: Updated all beauty mark styles to work with new player body
- Change: Updated all scar styles to work with new player body
- Change: Updated Menu UI SFX
- Change: Temporarily disabled combat while it is being re-implemented
- Change: Temporarily disabled ears while they are being re-implemented
- Change: Temporarily disabled day/night progression
- Change: Updated world skysphere. The space skysphere texture has been replaced with a more neutral but prettier variant
- Change: Dungeon diver outfit re-textured to more closely fit the game style
- Change: Updated Shadow rendering method
- Removed: Lip size slider
[0.3.1-E1]
- Added: Preview environments in the character creator. You can now preview your character in an empty white void or the original study environment.
- Added: Dynamic footstep SFX system.
- Added: Swords - Your sword can now be equipped with the G key and swung with LMB. Use it to eradicate all the slimes!
- Change: Slimes can now be attacked with the [Sword] weapon
[0.2.1-E2]
- Fix: fatal error where digesting consumed items would result in crashes.
- Fix: inverted sliders
- Fix: issue where eye choices were not being carried over from character creation into the game.
- Added Slime enemy model to the game.
- Added: New Clothing Set: Dapper - The male clothing set has been replaced
- Added: New Clothing Set: Dungeon Punk
- Added: New Eyebrow options: Added new eyebrow styles as well as the ability to rotate and reposition eyebrows on the head.
- Added: New Eyelash options: Added new eyelash styles and simplified the creation process to make adding more styles easier.
- Added: New Hair Color Gradient Options: Added the option to add a color gradient to any hair style and options to offset and soften the gradient.
- Added: hair melanin slider in order to correct the issue of color options on UI not matching up with the character hair color. It does what it says on the tin and allows you to decide how much melanin you want added to your hair color.
- Added: New Iris Options
- Added: 3 Scar Options to the skin section
- Added: Several beauty mark options to the skin section including a couple freckle variants.
- Added: Eyeshadow options to the skin section with the ability to specify opacity and color.
- Change: Major skeleton rework with future tail animation and combat animations in mind
- Change: Reduced the length of the player characters legs
- Change: Character Creation Outfit Sets - Update to the sections button display.
- Change: Moved skin color (skin, lip, nip, tip) options out of the slider section and into a newly dedicated skin section. This section will be used for applying makeup, scars, and other skin related things to your characters appearance.
[0.2.1-E1]
- Added command scripting framework. This allows for the production of items
- Added TF Item: Taiyaki
- Added TF Item: Moella
- Added various consumable items.
- Added: Event System. Manages triggers for timed events and command scripts.
- Added: Inventory event dialog interface.
- Added: Parser tag support for equip slots.
- Added: Inventory equip system. Slotted equips and items now appear in inventory. Apparel can be equipped and dequipped.
- Added: Player stomach and survival stat calculation for Hunger, Hydration, Energy, AP (Action Points).
- Added: Male character anims. Walk/Run animations will now vary depending on hip size. Wider hips will result in female animations while narrow hips will result in male animations. The automation criteria will be expanded upon in future, along with the option to manually pick male/female anims.
- Change: Improvements to background blur on pause.
- Change: Frame rate capped to 60FPS while in pause menus (inventory, reflection, system, etc.)
- Change/Fix: Small touch ups to the inventory interface
- Fix: I’ve applied some fixes to menu flow from the settings menu as It was previously possible to press the ESC button and return to the game (or E to return to the inventory) while in the settings menu. This would allow you to resume play before properly applying all settings. This has been fixed such that you must now return from the settings menu before returning to play.
- Fix: Sandbox environment fixes, and correcting of broken shadows.
[0.1.0-E2]
- Added placeholder player HUD
- Added Time Manager - This system keeps track of the in-game world time and calendar system and is used to drive the day/night cycle.
- Added Inventory menu to Sandbox (accessible via the E key)
- Added Reflection menu to Sandbox
- Added Sandbox Player Stat Screen
- Added background blur on pause
- Added the console commands "megajump true" and "megajump false".
- Change: The Character Creator confirmation button has now been set up to take you directly to sandbox. For now, this is only possible in experimental builds. Please note, not all customizations are tested.
- Change: Entering menus such as the System Menu or Inventory will now pause the game.
- Change: Main Menu - Minor texture improvements.
- Change: Linked Sandbox Day/Night Cycle to the Time Manager.
- Change: Character creation stats data will now be committed to the player character upon build confirmation.
- Change: Update to stat display back-end and CC stat point values in character creator data.
- Change: Set ambient lighting to boost at night in order to provide the player with some added visibility.
- Fixed issue where Hair attachments and tail shading did not match the base hair shading.
- Fixed issue where the stars in the night sky would not appear in build.
- Fixed bug [Luck Stat does not appear in the stat list despite taking the lucky boon]
- Fixed bug [Sandbox ambience continues to play after leaving the level and into other levels]
- Fixed bug [Head size slider in character creation is not reflected in sandbox]
- Fixed bug [Kemonomimi are stretchy when jumping in sandbox post-character creation]
[0.1.0-E1] May 24th 2024 [Above The Clouds Edition]
- Added The Sandbox test environment. The experimental sandbox map is now accessible via the Main Menu. A quick rundown of what we have so far.
- Added AMB module to the audio manager. We can now set and trigger playlists for ambience sounds.
[0.0.5-E1] May 15th 2024 [Chuuni Insanity Edition]
- Added new curse to the character creator [Chuuni-Mania]. It's really a blessing in disguise don't you think? Upon taking this choice you may notice some changes in the displayed archetype descriptions.
- Added choice context. Blessings & Curses now provide some much needed additional context stating what they do.
- I've also added more explicit choice stats. Selected blessings and curses which impact stats will now be taken into consideration when calculating starting stat levels. For the time being this level tally is displayed in the character description window. There will be some re-balancing once the stats come into play in-game. Archetype stats are not currently accounted for.
- Added a display settings toggle for the startup alpha notice message.
- Changed background of the the choice description window to have a slight level of transparency.
- Fixed bug where selecting [Birthday Suit] followed by any build type would result in the player re-equipping clothing.
- Fixed bug where [Magical Affinity] would break the blessings list.
[0.0.0-E5] April 13th 2024 [Manly Edition]
Changes
- Updated Equip back-end. The system has now been ported to C++.
- Updated Player Appearance back-end. The system has now been ported to C++.
- Player Mesh Updates
- Booba
- Increased chest poly density for improved scaling.
- Updated chest scaling to blend shapes over bone scaling. This was done to reduce outfit mesh deforms and avoid self clipping (i.e. scaling issues we were having last month). We also have finer control over the mesh shape at larger scales.
- Increased max chest scale
- Decreased minimum chest scale
- Kitsukana Ear Mesh & Texture Update
- Nyaatsu Ear Mesh & Texture Update
- Bunnjin Ear Texture Update
- Increased overall Ear Jiggle + Gave MaguMagu ears some jiggle.
- Character Creator: Body Sliders have been grouped under a single heading.
- Small UI tweaks.
Additions
- Character Creator: Added scale based chest and butt jiggle variance. The bigger the jiggilier. Inversely, this should prevent men from having jiggly flat chests.
- Character Creator: Added Male player body. Selecting “Male” under Build will now switch the appearance to male defaults. Selecting “Female” under Build will now switch the appearance to female defaults. A confirmation step has been added to warn you selecting either option will discard your current changes to the character appearance.
- Added “Dapper” Outfit set for the male character
- Added “Underwear M.” Outfit set for the male character. Renamed female undewear outfit set to “Underwear F.”.
- Added New Sliders!
- Arm Size
- Shoulder Width
- Hip Size
- Posture
- Waist Size
- Face Sex (Masculinity / Femininity)
- Lip Size
- Added New Palette
- You may now select Lip Color
- You may now select Nip Color
- You may now select Ear floof color
- Added eyelash style selection
- Characters can now blink. Those eyelids aren’t just for show!
- [Limbless] will now replace the player arms with mechanical counterparts when the respective sub-options are selected.
- [Resting Smug Face] now changes the resting facial expression to a smug face. A back-end system has been added to manage expressions.
Fixes
- Fixed height rounding error in character description
[0.0.0-E4] Mar 12th 2024 [Exemplary Archetypes & Player Descriptions]
Changes
- Reduced breast size range to avoid scaling issues.
- Updated Credits Page
Additions
- Added Codecks Page for public development tracking
- Character Creator: Added Futanari
- Character Creator: Added Confirm page
- Character Creator: Added archetype selection
- Character Creator: Added player Character Bio screen
- Ported the dialog parser system to C++
- Ported the entity description system to C++
- Ported the entity framework (formerly known as the actor framework) to C++
Fixes
- Fixed issue of splash screen not appearing in builds
- Multi-line Choice Titles not Displayed Correctly
- [Bakuretsu] Choice Displays Invalid Tags
Sandbox Development
- Completed map wireframe
[0.0.0-E3] Feb 15th 2024 [Face Time, Twin-Tails, Running Into Action]
Additions
- Player Model Updates
- Finalized the player skeleton & redesigned the player face / body.
- Added new Magu ear mesh
- Added new pantsu mesh
- Added new bra mesh
- Added new boots mesh
- Added new shorts mesh
- Remodeled player face
- Retopologized player body
- Added new “Adventurer Shirt” mesh
- Added basic Bunnjin Tail mesh (awaiting textures)
- Re-positioned Nyaatsu ear mesh
- Hair Updates
- Added modular hair attachments
- The attachments system allows you to create “hair style variants” from specific base hair styles. In short, this allows you to switch between various bun, ponytail and twintail attachments where applicable.
- Added improved hair physics for base hair styles
- Added a “Conceal Ears” option exclusively for Magus. This allows them to conceal their ears under their hair
- Eye Updates
- Added Heterochromia toggle for eye color (This may later be tied into another Boon/Bane trait choice)
- Added new eye style option
- Audio Updates
- Refactored the game audio management system and fixed some underlying pointer issues
- Added additional BGM to the Extras audio compendium
- Added additional BGM to the character creator
- Added choice portrait for [Broken]
- Shrunk and symmetrized limiter seal texture for the player mesh
- Fixes
- Fixed misaligned idle pose resulting in bad mesh deformation at large thigh sizes.
Sandbox Development
- Added player movement (walk, run and jump)
- Added IK legs to the player to give a more naturalistic look to moving on uneven terrain
- Added pose system backend to handle pose animations in character creator
[0.0.0-E2] Jan 21nd 2024 [Spectacles, Socks, Tails n’ Tats]
Additions
- The legs, feet and crotch of the player model have been patched up. The player mouth seam has been fixed, and the knee-socks have been remodeled.
- The player idle animation has been updated. I gave the player a confident upright pose. This should give you a better view of your character.
- I’ve added a third outfit option – “Underwear”. We don’t have proper underwear modeled just yet, so for now it will strip you down to your knee-socks.
- Improved the UI responsiveness. Button highlighting and SFX is now present on most buttons.
- Set a more legible color for the positive points on the “FATE counter” and on choices.
- Added visual elements to the player model for the following choices:
- [Kitsukana] now have big floofy tails. I may have to change up how I design outfits so that tailed races are better accommodated.
- [Nyaatsu] now have a tail idle animation. No more wet noodles. I’ll probably try mixing physics with animation when it comes to player movement in game.
- [Bunnjin] now have placeholder ears. Still WIP.
- The [Short-Sighted] choice will now equip glasses to the player (nose pinchers). Additional eyewear options will be introduced in a later patch.
- The [Eat My Wings, Make Me Tame] choice will add a seal to the player back (as depicted in the choice portrait itself). The design of the seal will be cleaned up in a later patch.
- The [Birthday Suit] choice now forces the player out of any worn clothing.
- The [Patches] choice now equips the player with an eyepatch… or two.
- The [Manletus] choice now restricts the player from having anything but the minimum starting height.
Fixes
- Fixed some of visual aberrations which were occurring in the background of the character creator.
[0.0.0-E1] Jan 13th 2024 [Unreal Edition]
- First Release
- Version Reset: Following the version reset, our version naming scheme has been updated to improve clarity, and make it easier to track releases. The version name is split into three parts.
- 0.0.0-E1
The first part indicates the public release version number. New experimental builds will match the latest pubic release version rather than having separate versioning. This way it’s clearer which public version experimental releases follow from. - 0.0.0–E1
The second part indicates the version type. We have -A for alpha and -E for experimental releases respectively. - 0.0.0-E1
Finally, we have the sub-version number. This is only present on experimental builds. This number will increment with each experimental release, and reset back to 1 at the start of each public release.
- 0.0.0-E1