The cathouse tale team


Gameplay is Online! | The Cathouse Tale Team on Patreon

It has been a longer and much more frustrating road than we expected getting this version ready, but v0.6 is finally online. There's a lot to say, but I'm going to try and keep it to a quick account of what we've accomplished with this version, what problems came up, and what that means for v0.7!

This version is all about getting the basic foundation of our gameplay system up and running. There will be a lot more to it than just interactive sex scenes, but those scenes will be the core of the game, the main feature, and we knew we needed it working asap, both to give you all an idea of what we're aiming for and to give us plenty of time to improve it and build on it.

The core idea with our sex scene gameplay is that it should be easy to just let it run and enjoy the action, and easy enough to get a "happy ending," but if you want a challenge, it's available. The gameplay we've added now is a simplified version of what we're planning to implement in the final game based on the idea that, as a talented sex worker, you can easily drive most people to orgasm, but the real challenge is in giving them the best orgasm of their lives.

So the first big feature is having interactive sex scenes at all. But this system relied on another feature we knew we wanted, and that proved a lot more difficult to implement. We've developed a new system for giving you direct control over the models, so you can make the models thrust with the motion of your mouse and get a responsive, personal experience rather than just playing a loop. Making that happen in a way that looked realistic required a lot of new inventions, and we're still improving on it.

Making that feature work well did hold us up for quite a while, but it wasn't the entire reason it's taken this long. Once the basics were in place and we started putting the project together for shipping, we found an endless procession of problems coming up with our plugins, changes in Unity, and just about every minor issue with staff's personal problems and features going haywire for little or no reason. It was, frankly, maddening.

But we did come away from this ordeal with one lesson. We've been neglecting the foundation of our game. In our struggle to rush out new versions quickly while we're still building the fundaments of the game, we've let the code get so messy that anytime you add or fix anything, two other things break. We need to work on preventing not only the bugs that you can see, but the ones so bad you don't see them because we have to take a week to fix them or it's unshippable.

So v0.7 has a lot of content waiting to go into it, but we're also going to be taking the time leading up to its release to clean house. We're looking into ways we can make sure to get it out quickly even with all this going on, and we definitely don't want to take too long after the delays v0.6 had, but it's because we're sick of those delays that we're going to take the time to do it right, now.

v0.6 does have some bug fixes in it, of couse. v0.5 had been another attempt at rushing a release and it came out very buggy, and we believe we've fixed the worst of those, especially associated with viewing sex scenes. We've also worked on improving lighting and load times.

When you open the game, you'll find we've incorporated the gameplay with a small incentive system. We want it to feel like a game, and at least similar to what is to come, so you now entertain clients to earn experience, which in turn unlocks the sex scenes with various NPCs as a reward system. You can track what's available in a second page in your tab menu. We're hoping this makes the game feel a little more engaging than if you just flick through the scenes like a gallery and leave, though we do expect players to be disappointed that it's not quite as easy to access NPC scenes immediately as before. We hope you'll humor us as we take this first step in making CHT actually play like a game!

We've still got so much planned, and I've written too much already. Keep an eye out for more previews and news coming up soon! And in the meantime, we sincerely hope you enjoy our prototype gameplay. Thank you all for your support and patience!-Lithier

www.patreon.com

[Unity] - The Cathouse Tale [alpha2 v0.6.5] [The Cathouse Tale Team]

It has been a longer and much more frustrating road than we expected getting this version ready, but v0.6 is finally online. There's a lot to say, but I'm going to try and keep it to a quick account of what we've accomplished with this version, what problems came up, and what that means for v0.7!

This version is all about getting the basic foundation of our gameplay system up and running. There will be a lot more to it than just interactive sex scenes, but those scenes will be the core of the game, the main feature, and we knew we needed it working asap, both to give you all an idea of what we're aiming for and to give us plenty of time to improve it and build on it.

The core idea with our sex scene gameplay is that it should be easy to just let it run and enjoy the action, and easy enough to get a "happy ending," but if you want a challenge, it's available. The gameplay we've added now is a simplified version of what we're planning to implement in the final game based on the idea that, as a talented sex worker, you can easily drive most people to orgasm, but the real challenge is in giving them the best orgasm of their lives.

So the first big feature is having interactive sex scenes at all. But this system relied on another feature we knew we wanted, and that proved a lot more difficult to implement. We've developed a new system for giving you direct control over the models, so you can make the models thrust with the motion of your mouse and get a responsive, personal experience rather than just playing a loop. Making that happen in a way that looked realistic required a lot of new inventions, and we're still improving on it.

Making that feature work well did hold us up for quite a while, but it wasn't the entire reason it's taken this long. Once the basics were in place and we started putting the project together for shipping, we found an endless procession of problems coming up with our plugins, changes in Unity, and just about every minor issue with staff's personal problems and features going haywire for little or no reason. It was, frankly, maddening.

But we did come away from this ordeal with one lesson. We've been neglecting the foundation of our game. In our struggle to rush out new versions quickly while we're still building the fundaments of the game, we've let the code get so messy that anytime you add or fix anything, two other things break. We need to work on preventing not only the bugs that you can see, but the ones so bad you don't see them because we have to take a week to fix them or it's unshippable.

So v0.7 has a lot of content waiting to go into it, but we're also going to be taking the time leading up to its release to clean house. We're looking into ways we can make sure to get it out quickly even with all this going on, and we definitely don't want to take too long after the delays v0.6 had, but it's because we're sick of those delays that we're going to take the time to do it right, now.

v0.6 does have some bug fixes in it, of couse. v0.5 had been another attempt at rushing a release and it came out very buggy, and we believe we've fixed the worst of those, especially associated with viewing sex scenes. We've also worked on improving lighting and load times.

When you open the game, you'll find we've incorporated the gameplay with a small incentive system. We want it to feel like a game, and at least similar to what is to come, so you now entertain clients to earn experience, which in turn unlocks the sex scenes with various NPCs as a reward system. You can track what's available in a second page in your tab menu. We're hoping this makes the game feel a little more engaging than if you just flick through the scenes like a gallery and leave, though we do expect players to be disappointed that it's not quite as easy to access NPC scenes immediately as before. We hope you'll humor us as we take this first step in making CHT actually play like a game!

We've still got so much planned, and I've written too much already. Keep an eye out for more previews and news coming up soon! And in the meantime, we sincerely hope you enjoy our prototype gameplay. Thank you all for your support and patience!-Lithier

f95zone.com

Finally Ready! | The Cathouse Tale Team on Patreon

At this point, I'm ready to say v0.3 was a little bit cursed. I've never seen one task get so many delays every single step of the way, for so many different reasons, ranging from family disasters to miscommunication to dental complications to countless display and game engine errors... but it's finally ready. We've all been going through a lot of headaches just trying to get to the point where we could finally release the customizer in a basic, playable state where you can mess with making a character, see it walk around, and see it have sex. I know it seems like it took a long time to you guys, but to us, it felt like an eternity. But it's done. It's finally done. It feels so good just to say that.

It doesn't have everything we wanted. The more things went wrong, the more we compromised on extra features we wanted to work in there. I'm pretty proud of the work I've done on a new scheme for randomly generated colors, but actually implementing it would've tacked at least another day or two onto the release, and with how this has been going, who knows how long that could've ended up actually taking. The new walking animations also ended up having more problems than expected, and we had to revert to the old, cruddy ones for now. We hate how long it's taken us, so everything that would take any time at all to implement and wasn't absolutely essential to our main goals for v0.3 has been pushed off to the next one.

It's our hope that this will have been the single biggest hill to crawl over in the development of the game, though. If we'd known it would be this bad, we surely would have tried to divide it into two or three updates somehow and do other stuff in the meantime, but then it's possible it would have taken even longer to reach this point. The customizer itself is working and looks decent. Next, we'll be able to work on tuning it and gradually expanding it to actually have more content.

When you open the customizer, you'll probably notice pretty quickly that there aren't a lot of options in it right now. There's a full wolf setup, 90% of a horse model, and a few parts for avians and reptiles. This wasn't a matter of laziness, or a matter of how much time we had-- we've been fine tuning and fixing so many weird little issues that every one of these assets has already been changed or redone multiple times. This is our starter set, and it's just as much a group of examples for us to test and adjust as needed as an introductory pack for you to see the customizer's potential. We plan to load this customizer up with tons and tons of models in the future, but right now, we're still making too many changes to waste time on extra pieces that might have to be redone. Hopefully we're just about done with that stage of the customizer's development, though.

Besides walking and having sex with the new model, we've managed to work in another treat on the side. Our new animator, Sonny, cooked up a fresh animation between Fenrir and Chloe. Just a simple loop right now, but we think it's a pretty fun change of pace, and we're looking to expand it a bit later. You may notice in that scene that Chloe's breasts are behaving in new ways: we're upgrading to new breast physics (which can also be applied to jiggly booties and such) that should let us make some much more interesting and realistic animations moving forward with, potentially, lots of cool stuff with bouncing and interacting with hands/clothes and so forth. We've got a lot more content cooking up, but again, we just want this version done and in your hands. Maybe with this version number behind us, the curse will be lifted and everything will go much smoother from here!

We've got lots planned for the future. If you've been looking at our preview posts, you've seen tons of stuff that we've been developing but isn't in the game yet. And we've been making up more still in the meantime! But a lot of it has been stuck waiting, whether because it required this system to be fully working first, or just because it would take more programming man-hours when those were at a premium working on the final stages of getting the customizer functional. It's been a huge bottleneck, but we're finally past it.

I'll get into more details later, but as a very loose idea of what we're interested in working on in the immediate future (no promises, just giving you guys an idea of our direction from here): lots of new animations, especially with the player/client, but also featuring Holly and Solomon; a revamped environment with tons of new rooms, new furniture, a larger area to explore; dick size customization and more models in general in the customizer; a comprehensive color generation system in the customizer both for you to use and for nicer looking clients; and the first touches on the new gameplay system for sex itself, to make sex scenes more interactive and, eventually, somewhat challenging.

We've got so many things we've been putting off just trying to get this one done, there's easily a dozen smaller things I haven't mentioned, and we're all excited to finally get the chance to catch up on making proper content again! We think the next version is going to be a lot more exciting for you guys, and a lot faster coming around than this one was. That said, this update, with all its twist and turns and heartache, was probably The Big One, not because it took so long, but because it marks such an important development for the game. It doesn't look like much right now, but I think the customizer will become the pride and joy of our game in the long run as we start to really fill it out. It's hard to love it right now after what it's done to us, but someday, before too long, I think we all will.

We all appreciate your patience with us as we got over this hurdle. I do feel like some of the delays were failures we should have been able to prevent, and I'm working on making sure we're better organized and better focused for the future. One way or another, things will be better from here on. I just hope we'll be able to start having fun with it again now that we're on this side of the hump. I hope you enjoy playing around with the customizer when you have the chance! We're fairly sure we've packed in a couple things nobody's ever done before...

www.patreon.com

Get Ready... | The Cathouse Tale Team on Patreon

Hello, everyone! Lots to cover today! We finally got our repository working properly again and got our new members up to speed, so we've started focusing on the core functionality of the game to get the super basics up and running! There is still a mountain of stuff to be done just getting the project fixed up and running the way we want it both on the face and behind the scenes, but right now we're putting everything into just making a playable copy of the game again.

And it's coming along great! We're setting goals and pushing to keep making progress every day, and Wolvalix has been pumping out new content like crazy to make sure we've got decent animations for you all. We've run into a lot of setbacks along the way, and it looks like just about all our old animations for clients won't work with the new project, but Wolv wanted to replace them all with higher quality stuff anyway! That's in the works right now and we're not sure how much, if any client animations will make it into the coming release.

That's right, the coming release! We're gaining confidence with every day that we'll finally have a fresh, playable product for you coming up real soon! It'll be missing a lot of features, but at bare minimum we'll have you able to explore the new lobby, check out our new models, and get up close and personal with a bunch of high-quality animations Wolv has made between the coworker characters, including a lot of the classics you've already seen in movie clips

Those are the big features we're aiming to nail down, but the guys have been working hard at improving the game on every side. The code has been converted and streamlined to be easier for everyone to work with, Glovebox has been doing amazing work with our props, environments and textures, and Wolv and Invertex have been doing some amazing things with the game's lighting. I never thought lighting could make such a huge difference until I saw the improvements they've made! If the screenshot above isn't enough for you, here's a little clip we were throwing around of how things are starting to look in the lobby: https://my.mixtape.moe/sbieuc.webm

Now, the project has thrown lots of obstacles in our way, so we're not going to be surprised if we have to jump a few more unexpected hurdles before we can get this in your hands. Right now, our tentative goal is to get all the basic content I mentioned above in the game and ready to play by May 1st. That's not a promised release date, but that's what we're aiming for, fully expecting that something may go wrong and push that out some. This release will not be a strong representation of everything we're planning to do with the game, so much as proof to ourselves and you all that we're finally producing again, and a great chance to finally put all the work we've done in you guys' hands again. And if you'd like to see a little of that early, check below!

But first, I do have one other tidbit to follow up on. Last time I introduced you to Nebekenzer and Invertex, two of our new programmers, without whom I would not be bringing you all this awesome news right now. They've been amazing. But we do have another name on the team that you guys haven't heard much about. He wasn't able to add his part last time, but I finally got the chance to talk with him!

Miwas assisting with programming for The Cathouse Tale a long time ago, and has more recently returned to lend a hand in a more prominent role-- once he can. He's recently taken an injury that restricts his computer use, so he hasn't been a big part of our recent work, but hopefully will be a much bigger part of the team once he's recovered. Mi is a Canadian IT graduate, currently working for a software development company. He's got two years experience in programming professionally and works in Maya on the side as well! He plays lots of video games and is a big follower of esports, as well as a furry! He actually worked on a furry game with JasX for a time before, but it didn't work out in the end. His fursona is a lynx, as seen over here! http://www.furaffinity.net/view/15935547/

It's fantastic to finally have a proper stable of programmers, and while the list of problems that still need fixing is still prodigiously long, after seeing these guys get to work, I'm getting super excited to see what they can do with the game! At this rate it looks like I'll even be getting to finally do my own original job on this game before much longer xP

That's all the big news, but I do like to share some treats every time I post, and today I've got one big one! Wolv has been experimenting with a simplified client that lets him plug basic animations into a quick .exe file just to let you guys see what he's working on up close, rather than just giving you a movie preview. It's still got a lot to work on before we've got it where we want it, but I think it's a much better way to let you guys see what's coming!

Check out our mini-demo!

Please note, this is very much a work in progress! You'll have to use Alt+F4 to close the application. Hopefully this will be the first of many you'll see like this, just as a small bite of the content that will be available in the game that's easier for Wolv to crack out on his own without having to mess with the project as a whole to put something interactive in your hands. You can press space to try toggling our new depth of field blur on and off, which is a new feature we're experimenting with that actually feels pretty snazzy, I think, and you can press F1 to toggle a camera centered on the character's face. We're also playing around with lots of options for how the camera is going to work, and I think the final results may be a huge improvement on the experience. For now, if there's any confusion, you should use right-click together with WASD to navigate the space with your camera by default!

That should about wrap it up for today! To recap, the project is on its feet again, and we're super tentatively aiming to have a basic, playable game ready on May 1st! We've got awesome programmers to back up our awesome animator, and a mini-demo just above for you to see how damn beautiful they've already made the game!

All your positivity and moral support has been a huge help getting us here, guys! It means a lot that you've held out hope for us through our troubled times, and it looks like that's finally about to pay off! Part of me is still waiting for the other shoe to drop, but as long as we've got this team, I think we can power through anything that comes up. Thank you, everyone! Stay tuned!

-Lithier

www.patreon.com

Fixed up! | The Cathouse Tale Team on Patreon

Alright! We'd originally planned to upload a second update just a couple days after v0.1 went out, but it was true there were tons and tons of issues that needed to be addressed in the game, and we didn't want to ask you guys to download big files over and over for small improvements. So we pushed that date out a little and packed in lots of small but direly needed improvements to make the game overall a much more playable experience! Here's the full patch notes from Tex:

--The Cathouse Tale: Alpha2 v0.2--

Changelog:

-Player/Client scenes now available through the Tab menu!

--Currently one animation available, but should work for any combination of characters.

-New Sex Scene Camera!

--Has two modes, Focus and FreeFly.

--Focus mode allows you to focus the camera on different characters as well as parts of their body. Pivoting around that point of interest.

--FreeFly mode allows you to freely fly around the area and direct the camera yourself entirely.

--The modes can be shifted between using the Shift key, more details about the controls will be shown to you during gameplay.

-Improved performance 2-3x in some cases by fixing an issue with Unity UI calls and a few other small things.

-Disabled water in Lobby area temporarily, as it is a very poorly coded Unity asset.

-Herm option enabled in customization screen

-Zoom capability in customization screen using Scroll Wheel

-Vertical Pan capability in customization screen using Right Click

-Ear Tufts will now be colored the same as your pattern color

-Horn color can be controlled by the "nose" icon for now, as it doesn't control anything else on scalies

-Tongue is now colored the same as your genitals and pads

-Color randomization has been tweaked to give a lot more varied results

-Basic tail physics implemented on Player and Client characters

-Some penis collision implemented as well for client scenes.

-Created level loading animation to let users know what is happening

-Anti-Aliasing (SMAA) , Realtime Reflections, Bloom and AO can be toggled in the options menu now.

Fixed issues:

-Black screens issues fixed

-Various Chat glitches fixed

-No more spawning outside the buildings

-Spooky Evelyn no longer haunts the top of the fountain at random ocassions.

-Loading time improved slightly

-Tweaks to various loading transitions to make them less janky

-Camera position now remains the way you had it before you went into a scene.

v0.2.1 Minor fixes:

-Client characters still having sex in bedroom after ending scene and going there

-Same issue with NPCs fixed

-Evelyn invisible during her scene with Rebecca

-Small glitch with Reptile tail physics

-Sex scene state not being reset if loading different level during it

-Doorways not setting their state correctly, preventing you from re-entering areas

-Risk of error while creating Client list due to Player data not being loaded yet.

-Solomon, Evelyn and Rebecca not having their camera target areas setup.

-Static reflection on right-side windows in Bedroom

-Fixed bright flickering light spots

Enjoy!

-Tex

In the meantime, I've been drafting a lot of concept docs for the game's future and trying to get some good discussion going on our long term goals and what we can responsibly commit to doing and actually follow through on. These plans can still change, of course, but I want to make sure we have a much stronger idea of what we can and should be doing in the future, so we can start laying a strong foundation now and not waste any more work than we have to on things that might be replaced or obsoleted later.

The client anim we've got in game now is still pretty rough, mostly because the penetration itself is more of a placeholder process. Right now Wolv is working on some really sexy new content that we think you guys are gonna love, but later this month he's going to focus on overhauling the player/client models to bring them up to current standards and make it easier to animate them interlocking in various ways. I should note this is different from the rigging issue before-- the rigs are staying the same, but it's time the models themselves got a facelift to ensure they're compatible without collision problems.

Other than that, Delta has taken over getting our new forum up and running! We were really disappointed to find out that the original forum hasn't just gone into lapse, but was actually deleted when the account went into delinquency! So we're going to have to start from scratch, but I'm taking care of the hosting this time. We'd be honored if you guys would join us again in creating a small community for The Cathouse Tale! This is still sort of an early peek, so it's not much to look at right now, but we're hoping to expand it soon!

I wanted to have more news for you guys about the future of the game and what we're going to be doing with the Patreon, but folks were a bit burned out after rushing that last deadline, and after pushing this new content through, we're only getting into a real discussion now. I do want to make sure you're all informed as soon as possible on what you're getting into, so I'm going to be pushing to get decisions made one way or another and bring you more info as soon as I can!

Thanks, everyone! I hope you like what you see in v0.2!

-Lithier

www.patreon.com

The Cathouse Tale

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Our First Advance Release! | The Cathouse Tale Team on Patreon

Hello, everyone! Today marks the start of our new system for releasing game content, as v0.2.2 is ready to roll-- but we're giving access to our mid-tier patrons before the rest of the world. On July 12th, we'll release this content publicly, but until then, our $12+ tier patrons will have exclusive access, as thanks for their generous support. If you can't afford to support us at this level, I'm sorry for the inconvenience. We'll still be giving plenty of previews for our lower tiers, and the game's content will still be completely free once a month has passed. In the meantime, if you're curious, stick around and I'll talk about what we've added and changed in this version, along with some news about ongoing development!

We're trying to roll out all of our rewards as quickly as we can, and in this version, that means three new things, starting with cheats. This is only a starting package, and we plan to expand on it later, but right now you'll be able to play with a number of amusing features resizing parts of the model, both sexual and non-, as well as go straight to any sex scene in the game without having to search through dialogue trees. We're still discussing other possibilities, but we're always open to suggestions on new cheats we can add!

The big general addition with this version is the revamped Chloe and her new scene with Fenrir. You might have seen a preview of this scene already, and this is just about the same thing, though if you pay attention you may notice some subtle improvements in the in-game version. Dialogue has been added for her, and modified a little elsewhere. And for other rewards, we've also added a credits screen has been added to the game, and the in-game plaque is back to recognize some of our biggest supporters! Besides that, we've been adjusting lots of smaller things to try and improve the game, chipping away at our mile-long to-do list. Inv has put together a full list of changes for your perusal!

V0.2.2 Changelog:

-New NPC added, Chloe the bunny!

--Give her a talk and see what she's been up to...

-Basic First-Person Camera added to all sex scenes. Press "F1" to enter first person of whoever you are focusing.

-NPCs around the Cathouse now pay a bit more attention to you...

REWARDS:

-Command Console implemented that will allow "cheats" for $7+ Patrons to use.

--Open it by pressing the Tilde key (above your Tab key). You will need a password to access the cheats.

-Credits roll added to Main Menu, including the names of all $15+ Patrons.

-Names of $25+ Partons added to plaque that can be found near the Elevators.

Minor Changes:

-Reduced free fly camera collision size.

-Coded multi-material blending shader to support new Substance workflow, will allow us to create environment assets faster and better.

-Changed chat interaction buttons to remain consistent size

-Various bug fixes

This update may feel a bit light, but we are focusing a lot of our time on an overhaul of the customization system to really bring you an amazing level of customization!

Besides that, things are still going well developing the player/client overhaul. Wolv has some fantastic models in the works, and I'm going to have a lot of juicy previews to share with you guys in the near future. I'm really excited to get my hands on this system myself. We're going to base all of the models for the player and the clients off of the same basic model and rig, but we're getting a lot of mileage out of ways to modify the body to be plumper or thinner, muscular or soft, bony or sleek, and controlling all of this as well as general size section by section. If anything, I'm worried at this point that there will be too much customization available! We're also discussing making up a set of presets, developing a sort of specialized randomizer that's weighted toward attractive overall builds, or both.

We're not sure yet if the overhaul will make it into the next build, as we want to make sure it's stable and working well before we try to replace what we've got, but I'll keep you updated as we transition from design to integration and development.

Thank you for your support, everyone! It means a lot to us that you'd put money into helping us succeed and make a living developing this game, and today's update is a big first step toward saying thanks to a lot of our biggest supporters! I hope you enjoy!

-Lithier

www.patreon.com


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