Over the past two weeks I've been working on some design and production docs for the Bindmancer! Mostly docs that others can use to help me make assets for it.
Let's get into them:
1: What's New?
The first doc I made was for a programmer, it's based around trying to make the pickups that drop from enemies and treasure a little more physics driven and dynamic. I'll be reviewing how that process is coming on within the next few weeks.
I hope you all had a great new year. On my end it was a very fun and eventful one.
Since the release of the remastered Loona animation set I took a few weeks off to rest. Originally it was supposed to be to just the new year. But I did take a few extra days off and got back to work at the start of this week.
Let's talk about what I've been up to!
1: What's New?
One significant update is that I had to migrate the Bindmancer Build from a 2020 version of Unity, to the newest version of Unity 6.
The Full Downloads for the Interactive Gallery, Videos, Stills, and Gifs of Loonas Time to Shine - Sinful Edition!
A massive project to finish off 2024. I present to you the largest animation set I've ever done!
This 50 part animation set follows a very kinky and consensual BDSM tale as Loona tries her hand at showing up all the Imps at Ozzie's. During which many familiar faces will lend their hand to...
Apologies for skipping on a weekly roundup. A combo of getting busy on the prior weekend and a lot of the progress being game logic and inserting dialogue and the like meant that I just didn't have much to show.
But lets' show off where we're at!
1: What's New?
So the past two weeks has been focused on a few aspects of the pack. Including:
Adding in all the new Part Written Entries and Screen quotes.
This post is a few days late but I had some air-con installs in my home over the week that kept me from work for 2 days. But I did some hours over the weekend to get this roundup out!
1: What's New?
So after a lot of weeks in photoshop we're finally back into Unity!
The export of the new assets into the engine at the end of this week reveals just how many assets there are now.
Previously I got all the hellhound assets into one .PSB. This time I had to make a decision to split out the assets...
A short post this week. Just more or less continuing to work on assets in photoshop. I had a few days out more then I'd like just due to setting stuff up for the house. But I did manage to get the art assets completed for Millie and Moxxie.
Again it doesn't look like much up front. But with these animation packs the characters are broken up into layers and body parts that are used for animating later. So it takes much more time to make these art assets then if the images where static. But in all we got:...
This week has been focused purely on making art assets in Photoshop. So let me run through some of them!
1: What's New?
So to showcase some of the art assets I've worked on this week. (But keep in mind the layering isn't correct because I'm making each asset piece by piece and new assets are just layered on top of the workfile.
Here we have the isolation hood. And a "Tentacle Overload" series of tentacles. The tentacles are spread over 7 laye...
Another week of getting into work after the house move and I've got some more concept work to show you! Let's get into it.
1: What's New?
So this week the main thing I did was sit down and plot out the new segments for this animation set.
The idea will be to integrate some new scenes into the existing 25 set and then add some additional scenes to the end. I want to double the set to 50 scenes in total!
Apologies for being a few days late with the post. It's def an in-between week but I can show off what I've been working on!
Notice: Post disruptions from August 23rd through to September 8th.
I'm moving house on September 1st. Because it's a big house move, productivity might be impacted for two weeks while going through the process of moving. I have arranged for services like internet to switch over on the same day of move-in but the unexpected can happen. So we'll see how it all goes.
I spend the entire week going through the build and bug fixing as many gameplay and UI bugs as I could. I think it was actually a great idea to do so because I took the opportunity to fix and address a few niggling bugs and some bigger ones to.
The end result is a much more enjoyable play experience!
To list them off:
Button plate in dungeon that deactivates some traps now has a sound effect.
Mimic chest bug has been fixed where sometimes its attack d...
For those who didn't see it, the Loremaster Rescue level has been added.
It got released a few days ago but over the past week I've been updating the playable build to fix some bugs. You can now download the latest build over here!
1: What's New?
So the latest build includes a brand new level with the Camp prisoner rescue event.
Progress continues on the Camp Prisoner event. I'm aiming to get a new build out next week. Fingers crossed I can clean up everything for that release!
1: What's New?
This week was spent on both the game logic and animation work to get the event itself completed.
So firstly, for these levels where you rescue a camp-assisting prisoner the objective for the level itself changes. In this instance you have to collect 4 keys around the dungeon and return to the pri...
I've got a nice WIP pic to share this roundup. Let's get into it!
1: What's New?
So this week was spent focusing on getting the art assets completed. I think overall it looks good! Our lovely researcher is very photogenic in her predicament.
In addition to completing the art assets I also get them into Unity and rigged them up to the animator. So we're ready to animate her! :D
It's been a productive week with just a tiny bit to report so let's get into it:
1: What's New?
Work continues on the Camp Prisoner Dungeon Event. For the first half of the week I was in unity working on the game logic.
One cool thing that's going to be added with this new event is that the way to free the prisoner is that you have to find 4 objects around the dungeon and bring them back. I've made a system that randomly spawns the object in the level. Making finding them more randomized.<...
A short post today but work has gotten started on a new event within the dungeon:
1: What's New?
So it's been a while since we've seen something kinky in the dungeon. It was always planned that you would rescue the prisoners in the dungeon that would become those who help you in the Camp. (As they shouldn't appear out of nowhere) So I've started work on designing a prisoner event within the dungeon.
We're starting off with the dragoness who gives you access to the lore gallery.
It's been a bit of a funny week in terms of trying to get work done. We got there in the end but I did had 2 days wiped out due to a 24 hour power outage from a downed powerline.
None the less good progress was made with the loading screen.
1: What's New?
This was was spent making the artwork for the loading screen. I more or less made the villainess artwork.
Hope you had a great fortnight since the last update and enjoyed the new Bandicoot Animation Pack!
This week I've been back into the Bindmancer. Let's talk about the progress:
1: What's New?
This week and a little bit of last week was spent on two things:
1: Bug Fixing:
Looking over the recent feedback I've gotten since the last build and worked on those bugs and issues. A lot to do with UI issues and control. More or less tightening up the game to be mo...
Here you can download and Enjoy the Bound up Bandicoot Animation Pack!
Hi Everyone!
I'm pleased to announce that Bound up Bandicoot is here and ready to download and enjoy!
A 23 Year Old Coco Bandicoot has found herself in a pickle; A devious teasing chastity belt threatens to drive her nuts through ticklish teasing and pleasuring.
Can Coco use her wits to pick the chastity belt in time? Or will the compounding pieces of teasing bondage gear doom her to a very pleasurable fate?
A short roundup but a progress filled one. let's get into it:
1: What's New?
So this week I completed 11 out of the 14 animations for this animation pack.
It's for the most part just the pure grunt work of animating each part. Which takes around 2-3 hours. So about 25-27 hours of animating done this week.