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KoboldKare July ChangeLog 2020-08-07T01:35:17+00:00

Here's the changelog of all the stuff I did in July, I tried to keep it to only interesting stuff, so I've glossed over lots of bugfixes.

This month was mainly to stabilize and polish, starting August I think I'm ready to do another broad stroke of content!

  • Online Substance texture generation, this reduces build size and allows me to craft much more detailed worlds! (Though increases load times significantly.)
  • Reworked penetration physics.
  • Kobolds can now have randomized dick shapes (only has two for now).
  • Arousal mechanics for male Kobolds, gotta shake em a bit to get them excited.
  • Many graphics options were actually bugged and not changing their quality correctly (only High or Off), now all options work correctly.
  • Depth of Field, Panini Projection, and Fov options were added.
  • Grabbed objects now turn transparent (if able to) again.
  • Now there's nipple approximation for attachables, so boob attachments work better.
  • Grabbed "weapons" now aim at the cursor rather than forward. This helps a lot when multi-firing flasks.
  • Input bindings are now serialized and can be changed through a text file within the game's userdata folder.
  • Reworked softbody colliders and settings, they still need a bit of tweaking, but butts should jiggle more and bellies jiggle more consistently.
  • Pumping, plapping, and sliding sounds for penetrators.
  • Disabled dynamic resolution (should prevent some graphics cards from crashing as often).
  • Kobold hue shift! Kobolds right now spawn with a random hue, in the future their hue will be restrained to Kobold species.
  • Fixed a UI overlay that was breaking Reshade functionality, only useful to Reshade users but worth mentioning! (Thank you LuxIsBored!)


I've also handed out KoboldKare access keys for last month patrons! Message me here or on discord (naelstrof#7705) if I missed you!

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Physics tweaking... again.
Physics tweaking... again.more_vert
2020-08-07T01:02:22+00:00
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Physics tweaking... again. 2020-08-07T01:02:22+00:00close

I learned to treat dick penetrations as actual typical collision solving.

Typical collisions, for example with a flat surface and a cube, are solved a bit like this:

Within a single timestep, the first thing that you do is make sure both rigidbodies are not overlapping by depenetrating them, then you apply the forces that would've happened during a collision with the two objects.

Before I was totally just applying forces to keep the Kobolds aligned onto the dicks, this led to slippery, weirdly damped, and inaccurate physics. (The cube in this case would float through the plane, before bouncing way too hard back.) There was also way too many solvers working on different tasks, which led to a LOT of oscillations.

I reworked it-- hopefully for the last time! Kobolds during the depenetration step can snap really aggressively in order to make sure they're aligned properly. Though now, once they're aligned, they're much more stable now!

This let me adjust the aggressiveness of the knot popping as well, I'm much more happy with the results.


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Paving way for Kobold species!
Paving way for Kobold species!more_vert
2020-08-07T00:43:27+00:00
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Paving way for Kobold species! 2020-08-07T00:43:27+00:00close

There's only two types so far, but they have optional balls, and they also now have flaccid animations!

All you gotta do is grab and shake a Kobold around, it'll get them excited.


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Procedural Textures!
Procedural Textures!more_vert
2020-07-23T10:21:58+00:00
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Procedural Textures! 2020-07-23T10:21:58+00:00close

I've been noticing people sharing the game because it's DRM free, but it's a bit difficult to share because it's kinda big (~480mb)...

So I made a mad-scientist choice to literally remove most of the textures from the game-- and I succeeded! Muahahaha!

Your game will now generate the textures itself from procedural instructions which are extraordinarily tiny!

As soon as the game boots, it'll immediately start generating textures for 30-40 seconds. Luckily it happens in the background, and only has to happen once!

This gives me a platform to include an absurd amount of textures without affecting the game size. Which by the way, has been knocked down to 211mb! (113mb zipped!!)

If you want this build, it's available right now on Steam-- and hopefully it's a bit easier to share now as well. :)


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Comments (2)
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User #831121 - 23 Jul 20 12:07
Will this affect the performance in any way? My potato of a laptop can barely handle the game as it is.
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naelstrof - 23 Jul 20 19:25
It will actually improve performance if you set the quality of the textures low! This only affects loading times.
Flasks aim at the cursor now.
Flasks aim at the cursor now.more_vert
2020-07-17T09:52:53+00:00
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Flasks aim at the cursor now. 2020-07-17T09:52:53+00:00close

Flasks now try to stay upright, they also attempt to aim at whatever the cursor is!

Should be a lot easier to aim the flasks, especially when you're holding multiple flasks.


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Comments (2)
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User #54460 - 19 Jul 20 20:01
goood
user avatar
User #831121 - 17 Jul 20 15:04
Thank goodness. Should make things so much easier when using separate flasks of different contents to experiment with the effects.
Fluid mixing
Fluid mixingmore_vert
2020-07-17T09:51:00+00:00
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Fluid mixing 2020-07-17T09:51:00+00:00close

Dragging a flask onto an attachable causes it to draw out some fluid for more accurate mixing! (Currently this includes boobs, other flasks, the grinder, and even fruit).

Finally you can properly load flasks full of fluid from the grinder.

In the future I'm planning on a mixing tank as well so extremely accurate mixtures can be made. Simply fill up flasks as singular units and spray them into the mixing tank in the desired ratio... at least that's the plan anyway.


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Comments (5)
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User #3806146 - 17 Jul 20 09:52
So can we now attach 2 bottles together? Or how do we mix? I'm a bit confused, sorry
user avatar
User #3806146 - 17 Jul 20 09:54
Nvm
user avatar
naelstrof - 17 Jul 20 10:02
It's a bit convoluted for now... All the systems are extremely generic, so flasks currently act as a one-way pump. If they were to instead mix evenly-- it'd make it so they inject fluids into boobs when you attached them. It'll probably change in the future, but now it's a lot easier to milk kobolds by using flasks at least.
user avatar
User #831121 - 17 Jul 20 15:01
But can you attach flasks to cocks?
user avatar
User #22710944 - 17 Jul 20 18:44
bruhhh
Rotate by holding R
Rotate by holding Rmore_vert
2020-07-17T09:41:51+00:00
Post file flag
Rotate by holding R 2020-07-17T09:41:51+00:00close

I implemented a rotation button, it's far, far easier to manipulate objects now.

You can rotate props you're grabbing by holding R.

Tapping R will lock the current rotation as well, a very useful feature indeed!


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Nipple position approximation
Nipple position approximationmore_vert
2020-07-17T09:32:20+00:00
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Nipple position approximation 2020-07-17T09:32:20+00:00close

Now I properly approximate the position of the nipple based on the soft body physics, blendshapes, and bone scaling.

I also do real rigidbody constraints in order to attach stuff to them-- but because they update positions so often, it causes some pretty extreme oscillations.

With some more work I think they'll work and look great, but for now you'll have to forgive if the Kobolds start vibrating from having things attached to them.


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User #7013268 - 17 Jul 20 21:29
It's the new F.L.U.D.D. hover upgrade.
Settings serialization
Settings serializationmore_vert
2020-07-17T09:12:55+00:00
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Settings serialization 2020-07-17T09:12:55+00:00close

I almost didn't make a post for this, but it's still neat anyway.

Settings are now serialized to json scripts found in your data folder, so finally changed settings stick through restarts.

Unfortunately screen resolution settings don't load until AFTER the unity splash screen. I might finally have to buy a pro license...


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HSV shifted Kobolds!
HSV shifted Kobolds!more_vert
2020-07-17T08:58:07+00:00
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HSV shifted Kobolds! 2020-07-17T08:58:07+00:00close

Kobolds now spawn with a random hue variation, in the future hues will be restricted to certain species.

I'm also planning on there being a random set of dicks and horns that kobolds can get based on their color.


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Comments (1)
user avatar
User #54460 - 19 Jul 20 20:05
coming along very nicely!
Kobold Belly Buttons!
Kobold Belly Buttons!more_vert
2020-07-17T08:53:53+00:00
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Kobold Belly Buttons! 2020-07-17T08:53:53+00:00close

I originally made the Kobolds have no belly buttons for two reasons:

1. Belly buttons are hard.

2. Lizards and scalies don't have belly buttons.


I found out both reasons were wrong!! Things that hatch from an egg form an umbilical cord just like mammals.

I also realized my skill has increased a little, just enough to make an okay belly button!

Hope you guys like it, you can find this in the live Steam build.


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Finished June patron's keys handout. 2020-07-05T21:54:49+00:00

Just finished handing out keys to new patrons for June. Let me know if I missed you and you think you deserve a key!

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Physics Polish 3
Physics Polish 3more_vert
2020-07-05T02:46:18+00:00
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Physics Polish 3 2020-07-05T02:46:18+00:00close

Hit boxes of penetrators now adjust themselves based on how much is visible, so you cannot grab an invisible part of a huge dick.

Also, kobolds no longer instantaneously react to not being penetrated anymore, keeping them from looping an animation right at the tip of a penetrator.

Tomorrow I'll be handing out keys to patrons who haven't gotten them yet! Anyone who has a key can try these updates right now on Steam!


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Physics Polish 2
Physics Polish 2more_vert
2020-07-04T23:30:43+00:00
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Physics Polish 2 2020-07-04T23:30:43+00:00close

Kobolds no longer try to right themselves if there's a big enough penetrator in them.

This lets Kobolds just casually hang from knots. Like so!


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Physics polish 1
Physics polish 1more_vert
2020-07-04T23:14:59+00:00
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Physics polish 1 2020-07-04T23:14:59+00:00close

Trying to prevent issues like this one. (Thanks LuxIsBored!)

I was surprised to find when I came back to physics, it suddenly "clicked" for me. I understood how to write more stable physics solvers, and spent a lot of time polishing the penetration physics.

Now when there's really large size differences, the physics solvers no longer make extreme corrections which used to cause the spazzy physics in the link above.


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Comments (1)
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User #3643041 - 5 Jul 20 03:01
Glad my messing around led to being of help to the project!
Unity Visual Behavior Tree Implementation 2020-07-04T22:40:37+00:00

I used to hate visual programming. Things like Unreal Blueprints are dreadfully slow and very difficult to read. While also being very awful for versioning tools like git.

Though I realized that visual node-based programming is a tool like any other, and for some tasks it's extremely good. (Shader programming, dialogue trees, and maybe AI decision making for example!)

I found this sweet article done by Chris Simpson and it seems like a reasonable way to visualize AI decision making.

I found a lot of Behavior tree implementations, but none of them supported a visualization component.

In general I would advise to NOT re-invent the wheel, it takes a long time, it's prone to mistakes, and someone probably already encountered and fixed issues that you could have.

Though I totally reinvented the wheel and created a new behavior tree system so I could ensure it supported visual programming. (What I fool I am!!)

Using XNode, it's extraordinarily easy to create some nodes and hook them up. Though XNode uses Scriptable Objects (a global static structure) in order to store the nodes and their connections.

Each AI needs a way to store their state, and only use the static structure for the logic. Instead of re-instantiating the graph for each AI, I opted to save their state within a context (something a behavior tree needs anyway to transfer data).

Using C#'s Attribute sugar, I'm able to mark variables as needing to be saved/loaded in the context each time the node is ran.

After a week of spooky serialization issues, context switching problems, and other hard-to-debug issues-- I finally got it!

Here's the above node graph in action:

And below is within KoboldKare.

Each Kobold has its own context and internally uses a visual graph to figure out what to do!

Now I just need to make more complex nodes and then Kobolds will start seeming really intelligent-- maybe.

Since there's a lack of XNode supporting behavior tree implementations, I've packed up and published my implementation here: https://github.com/naelstrof/UnityBehaviorTreeImplementation

Feel free to tell me how horrible it is! Hopefully someone will find it useful. I'm planning on adding a visualization so I can see what a certain AI agent is thinking while their graph processes.

This will lead to enemies, NPCs, and Kobolds all sharing logic for getting targets and doing actions. I'm real excited about it!

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KoboldKare Update 30.6.2020 (AI update)
KoboldKare Update 30.6.2020 (AI update)more_vert
2020-06-30T07:27:48+00:00
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KoboldKare Update 30.6.2020 (AI update) 2020-06-30T07:27:48+00:00close

Sorry I've been so quiet about this update, most of my time was spent trying to home-grow my own behavior tree system for AI. (Technical post soon.) I also spent a lot of time developing a conversation system and dealing with a bunch of bugs that were slightly outside of my control. Anywho I still managed to get some stuff done and I think it's ready to show!

  • A dialogue system! The super market sheep now has dialogue and a tiny completable quest (Press E to talk).
  • Small button prompts appear near the cursor when you're near contextual actions.
  • Kobolds now all have their own player controller, and can walk around, do actions, jump, and are still very dumb. They'll get smarter as development continues...
  • Kobolds will path home when night falls, this currently doesn't happen during the time-skip so you'll still have to gather them up if you're going to skip the day.
  • Unity update to the 2020 beta! This might fix some crashing issues for some people. (This also makes it so animation overrides work again).
  • Music is now used very sparingly, still needs work but now it doesn't just loop the 7 tracks or so over and over.
  • Some minor graphical improvements (floating dust is more dense, soft body physics are more synchronized with character movement, walking dust is now visible (again), some minor character retopology and weight painting).
  • New flamingo character for the casino, doesn't have any dialogue or AI yet, but will soon!

I also spent some time this month commissioning my friends to help with writing, audio design, and some world-building. Over the next month or so their work should start trickling into the game.


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user avatar
User #54460 - 1 Jul 20 01:42
YAY!
Headless Continuous Integration Setup
Headless Continuous Integration Setupmore_vert
2020-06-30T06:21:50+00:00
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Headless Continuous Integration Setup 2020-06-30T06:21:50+00:00close

This won't be super interesting for people wanting to see Kobold boobs but I think it's still worth talking about.

I was just running the CI machines near my workstation, hooked up to random monitors, but after a few power outages from the circuit breaker I needed to move things around.

Today, I've finally got them stowed away in the deepest chasms of my house (and most importantly onto a different breaker).

They're "headless" now, which means they have no conventional means to access them. You have to remote in or control them from various commands.

Using a combination of Jenkins, VNC Viewer, Remote Desktop, and SSH, I've got each machine still completely accessible and configurable. They'll be creating builds for KoboldKare for the foreseeable future!

An update post is up next, writing it now.


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Comments (6)
user avatar
User #13116266 - 30 Jun 20 10:07
Very impressive!
user avatar
naelstrof - 30 Jun 20 18:53
Thank you! I still need to figure out why the Mac machine auto unmounts the shared folder, but everything else is totally automated.
user avatar
User #13116266 - 30 Jun 20 19:26
Im not familiar with mac, hopefully you find your fix though! Keep up the great work!
user avatar
User #10755295 - 30 Jun 20 06:24
you forgot the obligatory "i use arch btw" cool stuff though, headless is fun to mess around with
user avatar
naelstrof - 30 Jun 20 18:52
Haha yeah I love Arch, and I am super elitist about it.
user avatar
User #10755295 - 30 Jun 20 19:20
it's good, not gonna lie. i use arch and gentoo btw
Patron builds handed out 2020-06-05T21:40:34+00:00

From now on I'll be using Steam to handle distributing builds. So I'll be handing Steam keys to patrons in private messages in order for you to get your hands on it!

I just sent out a set of keys to new patrons, welcome to the party! If you feel like you should have a key but don't have one, let me know!

flag
KoboldKare Patch 30.5.2020
KoboldKare Patch 30.5.2020more_vert
2020-05-31T01:19:33+00:00
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KoboldKare Patch 30.5.2020 2020-05-31T01:19:33+00:00close

A new KoboldKare patch available on Steam right now! Still lots to do, but I did some world-building and plopped some characters into the scene. I'm going to be working on NPC interaction and AI next. (Sorry, the Kobolds will still be as dumb as rocks for a while).

Also, for those of you who have been having crashing trouble. Try the "without_optimizations" build in the beta tab. It should help.

New Features

  • House has been replaced by some brushwork, it looks a bit nicer but still isn't finished.
  • Basic brushwork for a city has been put in place, it's still a WIP but it should give some stuff to explore and an idea of how some city buildings might work.
  • Two new characters have been made and put into idle poses in their respective buildings. (NPC interactions coming soon!)
  • Audio reverb zones have been set up, different rooms and building locations should have a noticeable difference in audio reverb.
  • Many textures have been replace with procedural textures, they still aren't generating at runtime, but as soon as a bug in Substance's Unity plugin is fixed, we'll be able to have a LOT more high-res textures without taking up lots of data.
  • Fruits all now have random sizes and contain coherent amounts of juices.
  • Kwicc n' Thicc has been replaced by a generic super store, the store re-stocks each day with a certain amount of goods.
  • New main menu, it doesn't have any tessellated geometry or any complex parts. This should make it easier for lower-power hardware to at least reach the options.
  • Penetration physics are now fully physical, this means knots "pop", and more complex physics interactions can be had. Needs a bit more work still, but the physics seems to come up with reasonable solutions.
  • The day night cycle is now linear (before nights used to be about 25% of a full day) This should allow users to stay up later without being surprised at the speed increase.
  • Kobolds now have random proportions! They can be really short/stocky with a big butt, or really lanky and top-heavy. It's all random!
  • Timed the day change during the fade-out so it's harder to tell the game froze while generating kobold proportion meshes.
  • Decals can now affect the player.

Optimizations:

  • Kobold proportion generation has been threaded.
  • Reduced max world decals from 1024 to 256, should help people who had low fill-rate speeds.
  • Animations are now played on physics, this makes them a bit more jittery but it's also required for the physics to work well.
  • Replaced lots of hand-crafted materials with procedural ones, I have yet to reap the full benefits from this but instead of having around four 2k texture maps per prop (~20mb), there'll be a single 16kb file that generates the textures on runtime. This'll let me use a LOT more textures, and a lot more detailed textures without impacting hard-drive space soon.

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Comments (6)
user avatar
User #54460 - 2 Jun 20 02:14
eeexcellent
user avatar
User #11286260 - 1 Jun 20 23:31
Well done for investing and lots of success and really invested and excellent quality
user avatar
User #21799745 - 31 May 20 02:13
Good stuff
user avatar
User #831121 - 31 May 20 03:14
Still working on an in-game way to track what 'products' effects are on the Kobolds, I take it?
user avatar
naelstrof - 2 Jun 20 02:17
Yeah, it's on the back-burner for now. NPC interactions and an audio pass is next.
user avatar
User #831121 - 2 Jun 20 03:15
I'd suggest something non-interactive to start with. Speech-text that greets the player when in NPC 'eyesight', for example.
First iteration of a physics solver for penetrations.
First iteration of a physics solver for penetrations.more_vert
2020-05-13T03:46:25+00:00
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First iteration of a physics solver for penetrations. 2020-05-13T03:46:25+00:00close

I wrote a proper physics solver for making penetrations work! This leads to slightly less accurate penetrations, but now they have a proper effect on the physics of the characters.

Using my friend calculus, I also figure out how much force should be applied based on the girth curves of the dick. This makes the shape of penetrators matter a ton! Their girth, how loose the hole is, and the shape of the penetrator all has an effect on how they "feel".

In the video above you can see how the character properly requires more force to get the knot to "pop" in, and stay in. It also dynamically updates with the soft-body squish/pull effect of the penetrator.

Going to focus more on content in the next couple weeks. Buildings, new items, NPCs, and sounds are all on my immediate list of things to do from here.


You can see these changes on the Steam build right now! I'll write more detailed patch notes in a bit.


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Comments (9)
user avatar
User #9503111 - 20 May 20 22:28
I bit late maybe. It looks like a good idea. And i did try it on steam. Tho it seems that the Hitbox of the dong grows larger aswell. Like it gets bigger now than it did before this update
user avatar
User #54460 - 14 May 20 02:45
this solver thing is very neat and sounds very complicated btw. You know calculus??
user avatar
naelstrof - 2 Jun 20 07:42
Oh my gosh I didn't respond to this comment, sorry! Yeah I know very basic Calculus haha. Derivatives are super useful!
user avatar
User #831121 - 13 May 20 04:26
How are the physics affected if a male kobold is 'enhanced' while penetrating a female?
user avatar
naelstrof - 13 May 20 04:37
They all use the same system, bigger kobold means more intense forces. Though it still needs tweaking. The forces are currently linear, so a really big dong won't have the crazy forces you might expect. Despite this, Kobolds can get knotted and do strange stuff as they try to stand haha.
user avatar
User #831121 - 13 May 20 08:42
I mostly meant, would I have to worry about the penis clipping through the female, leading to them separating?
user avatar
naelstrof - 13 May 20 08:52
It still clips quite a bit if the size differences are extreme, I'm going to be doing a big content pass before I get around to fine-tuning it so there's no clipping... Sorry!
user avatar
User #831121 - 13 May 20 12:47
No need to apologise. I just like to be thorough about such things. Largely because of experience with games by big devs, like Bethesda with Fallout and Ubisoft with Assassin's Creed, and even some games from smaller devs, like Chrome. Makes me very aware of clipping and collision issues. I'm digressing, but my point is don't apologise, there's always a limitation, no matter how unorthodox it is to reach.
user avatar
User #54460 - 14 May 20 02:42
the town needs a strip club that can act as a showcase for different types of kobolds as well as a place to test out various animations. I think it would be neat if the town was populated entirely by sheep people like the one that runs the store.
HDRP Skinned Mesh Renderer Decals
HDRP Skinned Mesh Renderer Decalsmore_vert
2020-04-20T12:14:04+00:00
HDRP Skinned Mesh Renderer Decals 2020-04-20T12:14:04+00:00close

This is going to be a more technical post, I was surprised how little information online there is about rendering decals on a skinned mesh.

First off, I'm using HDRP, the fancy new render pipeline for Unity and it has built-in support for decals! These decals are hyper-efficient, though they are a very particular kind of decals commonly known as "screenspace" decals. They work fantastic for static decals on static meshes.

For example for splats on the ground they work great.

Unity's HDRP pipeline allows for literal thousands of these decals without much rendering cost, and it's super easy to implement! This is due to just letting the GPU do all the heavy lifting.

However if you try to render these decals on any non-static mesh...

It shifts around, and warps strangely. This won't work well for KoboldKare since fluids play a big part in the game.

Even Borderlands 3 suffers from this issue, good decals sometimes aren't a priority even in FPS shooters!

I want to do a little better than that, but I also don't want to purchase Asset Store addons. So I had to do some research and thinking.

I recall Valve games having great decals, and wanted to dissect their technique-- here's an example.

You can see the decal is slightly floating off the mesh-- Source games actually copy and extrude the hit part of the mesh. This is an incredibly complex and frankly a brute-force way of adding deform-able decals to a character.

It isn't a good fit for KoboldKare since it drastically limits the number of decals-- and is really prone to bugs and optimization issues.

Doing a bit of google-foo, I found a very good document done by Minion's Art on Patreon: https://www.patreon.com/posts/skinned-mesh-22015350

This is it! Minion uses render textures to store decals on the character, and offloads all the decal projection calculations onto the GPU! This allows for technically "infinite" decals per-character, and just like the screen-space decals it offloads the majority of the work to the GPU.

There's a big problem though, Unity's Projectors don't work in HDRP! This prevents us from using any of the advice or code that Minion so graciously shared, but the strategy is sound-- and it shouldn't be that hard to replicate.

Minion's decal strategy basically goes like this:

  • UV-unwrap a mesh to the screen with a shader, and also draw a decal to it.
  • Render this mesh by itself into a RenderTexture, then blend it onto the character's cumulative RenderTexture.

Seems simple enough! Starting with the "projector" shader, I realized that it's basically the entire texture pipeline but in reverse. Here's what a normal shader typically computes.

It figures out which polygons reference which part of the texture, and projects it into the correct space on the screen.

If we imagine there's a decal overlayed on the 3D screen-- we basically have to do the reverse!

We sample directly from the decal texture, using the projected 3D mesh as UV inputs. And output directly to a mesh that has been unwrapped into screen-space. After a bit of fiddling, it was pretty simple to create the shader. Which you can find below!

https://pastebin.com/sPSCWiBM

(If you notice, it's actually not an HDRP shader, this is explained later).

This leaves us with a material we can apply to a mesh to render a uv-space decal.

So all I have to do is render the mesh by itself to an extra HDRP camera to render a decal on it... right?

A quick implementation and WOW! Calling Camera.Render literally costs 12 whole ms in HDRP. Completely unfeasible, HDRP really doesn't let you "just" render a single mesh. There's lots of stuff going on whenever you try to render a camera..

I looked around and realized there's ways for me to directly draw renderers using CommandBuffers. This also lets me abandon HDRP's shader stack.

With a tiny piece of code like this:

CommandBuffer buffer = new CommandBuffer();
buffer.DrawRenderer(r, decalProjector);
Graphics.ExecuteCommandBuffer(buffer);

This lets me just manually draw a mesh to the screen with a specific shader. HDRP's shaders don't actually work easily in command buffers, so I switched back to a Legacy unlit shader template. Giving that a shot ended up with this...

WOW AGAIN! Complete opposite of doing a full HDRP camera render, command buffers take around 0.02 MS to execute. They're basically free! (provided your graphics card is adequate).

There's one more problem to tackle though, since we're rendering directly to UVs without regard for mipmapping, the edge of the render causes seams to appear.

Since command buffers are so cheap, we just render it four times with a tiny offset each time!

Woo! Infinite skinned mesh renderer decals! You can see a video of the "complete" effect at the top. It's also live on KoboldKare's Steam build so give it a try if you haven't!

I've created a UnityPackage with the working decal tech. I didn't include a shader that actually renders these decal overlays because I totally forgot to include one, but basically any shader with a "_DecalColorMap" texture will get decals drawn to it properly.

It should be easy enough to figure out though. Hope you guys enjoy!


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User #54460 - 13 May 20 01:37
so what are you working on now?
Kobold Ball Optimizations, also Mac Support!
Kobold Ball Optimizations, also Mac Support!more_vert
2020-04-14T04:39:06+00:00
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Kobold Ball Optimizations, also Mac Support! 2020-04-14T04:39:06+00:00close

Kobolds have a lot of complex calculations going on-- They've got IK to dynamically pose their limbs, soft body physics for bounciness, soft body collisions, and they've got 8-10 colliders so that they accurately collide with things.

All of this doesn't matter when you have a massive ball of them. So I wrote a system that finds the 5 closest kobolds and enables all these features. And disables the features for the rest of them.

This allows MUCH larger balls of kobolds, and should make some systems run the game much more smoothly.

Oh yeah and my Mac hardware finally arrived, so I've got the mac build up and running on Steam!

You can find some of the other minor changes I made here: https://steamcommunity.com/gid/103582791465754107/announcements/detail/2212898452337930174


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Comments (15)
user avatar
User #54460 - 14 Apr 20 21:03
being able to attach bottles to the grinder would make mixing ingredients easier. you could even add the ability to buy upgrades to the grinder. such as extra bottle attachments, more juice output, etc.
user avatar
User #560306 - 15 Apr 20 05:08
THIS. I've been feeling like I should be able to attach the bottles to the grinder to fill them. Maybe have it shut off when the bottle is full so you can swap out (pressure sensor)?
user avatar
naelstrof - 15 Apr 20 06:00
oh yeah absolutely, I want to implement a piping system soon, I just have a few things I need to sort out first. Thanks for the suggestion!
user avatar
User #546330 - 15 Apr 20 22:21
One thing I'm curious about is if we'll get a proper "housing/storage area" for Macro Kobolds, as well as bigger selling boxes for Macro Kobolds. They can get too big to sell, since one of mine had their shaft block their descent.
user avatar
User #831121 - 16 Apr 20 05:26
Grab their head (mouse L) and scroll out to push them down.
user avatar
User #54460 - 18 Apr 20 05:45
I think there should be a pen we can herd kobolds into to sell them instead. Then when the day ends any kobolds in the pen are taken away and we receive money for them based on their value
user avatar
User #831121 - 15 Apr 20 05:38
I wouldn't mind being able to track the effects each different fluid/juice, and combination of, has on the kobold somewhere. For example if you feed something, juiced Kobold for example, to a kobold and go to bed, the next day will have the blank wall in your room change to a board with a note written there saying it causes permanent belly.
user avatar
naelstrof - 15 Apr 20 06:01
I was thinking of a reagent scanner that you can zap kobolds with to figure out what they contain, possible reagent combinations.. etc. I like the idea of an object in the house that keeps track of what you've learned so far though. Nice!
user avatar
User #831121 - 15 Apr 20 06:06
Why not combine the two then? If you test something, you need to scan the kobold you used it on to keep a permanent record?
user avatar
User #831121 - 16 Apr 20 05:30
In hindsight, that sounds a touch over-complicated. I haven't worked on games since highschool, so I tend to think more as an author, with plots and concepts, than a programmer, with coding and interractions.
user avatar
User #54460 - 14 Apr 20 21:01
but why tho, what's the purpose of balling kobolds?
user avatar
User #831121 - 15 Apr 20 05:36
To sell/grind a metric buttload in one go?
user avatar
naelstrof - 15 Apr 20 05:59
https://i.imgur.com/0LoNFpM.png
user avatar
User #54460 - 16 Apr 20 00:17
it makes sense for inanimate objects
user avatar
User #21799745 - 14 Apr 20 04:55
Looks like you could make a big ol' kobold bowling ball with that pile. All you'd need is some pins for the strike.
New build available on Steam!
New build available on Steam!more_vert
2020-04-07T21:59:46+00:00
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New build available on Steam! 2020-04-07T21:59:46+00:00close
  • Eggplants no longer turn into melons on save/load.
  • Macro Kobolds get properly saved and loaded now.
  • Added a tiny tutorial for picking things up, you can't get outside without completing it!
  • Re-implemented goopy strands, this will be a temporary effect as I implement more systems to only make it goopy when it makes sense.
  • Fixed rebinding UI not working when playing the game.
  • Planted kobolds no longer automatically grow to their next stage without being watered. You have to water them each day!
  • Black fade-in is no longer tied to if the game is paused or not.
  • Re-organized the UI so the most important binds are at the top.
  • Linux build is now up-to-date with the Windows one!
  • Upgraded HDRP to 7.3.1, this should increase stability for some.
  • I believe I fixed the Steam Overlay bug that was causing freezes. Let me know if you still freeze with it on!

Builds should be more regular now, publishing builds on Steam is so nice!

I'm going to spend some time setting up some continuous integration for automatic Steam publishing. When it's done I should be able to send builds to everyone who doesn't have the game on Steam as well!


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Goopy Strands are back!
Goopy Strands are back!more_vert
2020-04-07T03:27:46+00:00
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Goopy Strands are back! 2020-04-07T03:27:46+00:00close

During a system re-write they were lost, I got them working again though!

Though I've received a bit of a negative response to it. What do you guys think?


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Comments (6)
user avatar
User #205917 - 7 Apr 20 21:47
I like it, but perhaps you should just add an option to disable it for those who don't like it? :)
user avatar
User #324266 - 7 Apr 20 04:29
Messy is fantastic! I hope to see more like this. Maybe not-as-messy strands could be a toggle feature later. More choice is always fun, if doable.
user avatar
User #886602 - 7 Apr 20 04:22
Well the big problem is that messy is not always alot of people's cuppa tea. I do like the realistic approach to the sloppiness of milking kobolds it's always such a big risk. But it's all in who you ask.
user avatar
User #25246048 - 7 Apr 20 04:29
As Mithane was saying, sloppiness isn't everyone's favorite. If it is possible you could try to make it togglable. I'm not a programmer myself though, so I'm not sure how complicated that would be...
user avatar
User #2863751 - 7 Apr 20 04:28
At the very least the option to turn it on or off would help.
user avatar
naelstrof - 7 Apr 20 05:34
Thanks for all the responses! I think it'd be in everyone's best interest if only a certain breed of Kobold was goopy. Though until I implement the species system, you all might have to deal with some goopiness for a while.
If you're a patron and didn't get a key... 2020-04-01T02:14:15+00:00

I sent out keys to every "active" patron! (These are the folks who have paid for march).

There's a good 30 of you who are recent patrons and just haven't hit the pay period yet, if you're one of these people-- Please message me on discord (naelstrof#7705) or here on Patreon and I'll get you a key asap!


It doesn't matter what you've paid, I'm giving keys to everyone who's helped get this game to be a reality! If you think you deserve a key (as a former patron or anything like that) please let me know!

flag
Steam Release Changelog!
Steam Release Changelog!more_vert
2020-04-01T02:00:41+00:00
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Steam Release Changelog! 2020-04-01T02:00:41+00:00close

I didn't just release the same build, I've made some changes too!

First off is that my Linux machine hard-drive failed. I didn't lose any work-- but this means that the Linux build is going to be behind until I get my machine back up to speed.

I'm planning on buying a work Mac and Linux machine to do some continuous integration, then the builds will be much more even with eachother!

Anywho, here's the changelog:

  • Added keybinding menu, it doesn't save your changes when you close the game, but lets you see all the available binds-- and remap them to other parts.
  • Removed the Melon Juice/Heart Juice -> Dick grow juice reaction.
  • Added a new fruit/vegetable "Eggplant", this is now the source for Dick Grow juice.
  • Added a new reaction: Melon Juice + Eggplant Juice + Heart Juice = Macro Juice.
  • Kobolds can metabolize macro juice to simply get bigger! It's not super useful right now, but it is neat having really really big kobolds hanging around.
  • Added a place to buy fruit from the circus tent. (very expensive)
  • The sun now actually sets! Dark fog settles in before your expiration if you're not careful.
  • Meat giblets now contain a bit of Blood reagent. (they still disappear overtime though)
  • Fixed the fruit splash animation from having a broken shader. (HDRP port problems)
  • Added a graphics menu to turn down the resolution and the quality, this menu will be elaborated on in the future. Should be a quick fix for any potato hardware for now.
  • You can jerk off male Kobolds by simply clicking on their dinguses.
  • Increased base movement speed when airborne, this should make b-hopping much more enjoyable and crazy.

Releases are now being published through steam! If you're missing a Steam key and think you should have one, please contact me either on discord (naelstrof#7705) or here on Patreon!


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Comments (2)
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User #9306627 - 3 Apr 20 16:17
great update! i was wondering when you would add height-related chems! one thing that's been on my mind for a long while - will there eventually be a way for the player to drink/use any juices?
user avatar
User #11286260 - 26 Apr 20 04:58
You don't understand how much I enjoy the game's really funny and really invested in everything.
Steam Early Access!
Steam Early Access!more_vert
2020-04-01T01:03:00+00:00
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Steam Early Access! 2020-04-01T01:03:00+00:00close

KoboldKare is now available on Steam! Please wait for me to send keys to all my current patrons, it might take me a while but I'll get keys out to everyone in a bit. Please be patient with me!


All future builds will be distributed through Steam for a while, and I'm going to have to change Patron rewards in order to comply with Steam's service agreement. I'll make sure you guys know the changes in advanced.


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User #10199287 - 1 Apr 20 01:08
Super Epic 🤩
KoboldKareBuild13.5.zip
KoboldKareBuild13.5.zipmore_vert
2020-03-10T01:48:54+00:00
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KoboldKareBuild13.5.zip 2020-03-10T01:48:54+00:00close

I was trying really hard to release to steam as the next build, but the trailer I released is reeling in some people and I'm not ready to release to Steam yet! Here's the changes for this build:

  • Added basic quality settings for lower-end hardware.
  • Male kobolds can be jerked off now by left clicking on their dick.
  • Male kobolds can cum, and their cum amount depends on their dick size.
  • The grab system was reworked a bit to be less buggy. There's still a few known bugs that should be ironed out for the Steam release.
  • I accidentally reduced the max speed when bhopping, it'll be faster when I release on Steam.

Here's a the build for download: https://drive.google.com/open?id=1KumZLztZrKJxEVHMg5a5S-Xyh4YB2iVz


No torrent this time, and I promise the next build will be on Steam I hope!


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KoboldKare Imminent Steam Early Access!
KoboldKare Imminent Steam Early Access!more_vert
2020-03-09T23:24:44+00:00
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KoboldKare Imminent Steam Early Access! 2020-03-09T23:24:44+00:00close

The game is in a state where I think it's almost ready to go on Early Access for Steam! Builds from now on will be using Steam as a way to distribute builds and updates.

When it's ready, all current patrons will get a free Steam key as a thank you for supporting me to get this far! (Yes that includes everyone, including the Cuties!)

I've made a new trailer for it so it's a bit more representative of the game in its current state, you can view it above!


Once it's released on Steam (it does cost money) this will change patron rewards. I will release details about that soon. (They shouldn't change much, but they'll definitely get a bit more complicated.)


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KoboldKare is like Harvest Moon, except instead of growing and selling plants-- you're growing and selling naked Kobolds!

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User #3564027 - 16 Mar 20 14:16
Can't wait!
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User #21439815 - 10 Mar 20 06:02
I don't know why but the sound effects got me laughing my ass off
KoboldKareBuild13.zip
KoboldKareBuild13.zipmore_vert
2020-02-27T22:50:11+00:00
KoboldKareBuild13.zip 2020-02-27T22:50:11+00:00close

I'm sorry it took so long, I honestly was writing up a big post about how porting to HDRP wasn't going to work. Despite being out of preview, Unity keeps pushing project-breaking updates to the render pipeline. It was crashy, glitchy, poorly documented, and isn't performant.

....but I really wanted to use it because it would allow me to push Linux and Mac builds-- I ended up downgrading my HDRP version to 7.1.8, which was a version that most packages supported, and things got a bit easier.

I spent the past couple days porting all the shaders, particle systems, and materials over to HDRP. And I think I got it! My project is in a state of disarray, but it made a build and seems to work. Let me know what you guys think! Here's a changelog:

  • Complete graphics replacement with Unity's new HD render pipeline. This should allow for Linux and Mac builds soon! Also it will murder your frames while only looking marginally better! Given more time, I'll be able to utilize HDRP's features more elaborately.
  • Reimplemented inflation mechanics, they still need to be locked behind gear, but I was busy with the HDRP port so you'll have to deal with it if you don't like it!
  • I probably broke everything during the porting process. Please be patient with me!

Here's the downloads: You do not need to use torrent software, it's optional! This google drive link is a direct download of the build.

mirror1: https://drive.google.com/open?id=10Qmx2jLRJEIty757jT50M8DXjXTg1DbT

magnet link: magnet:?xt=urn:btih:bd755a9f7779763e4e8f0d9f241ed05278e0610e&dn=KoboldKareBuild13.zip&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce

The next build I'm going to target a Steam release, now that I can make Linux and Mac builds hehehe.


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Transitioning to HDRP
Transitioning to HDRPmore_vert
2020-02-01T08:59:24+00:00
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Transitioning to HDRP 2020-02-01T08:59:24+00:00close

There was a couple assets I've been using that don't support Linux or Mac, with the release of the High Definition Render Pipeline in Unity 2019.3. I've been working on updating the game to work with it. It does come at a cost (framerates), but it should work fully on all platforms!

Here's a tiny video of some of the refraction, planar reflection, and volumetric lighting.


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User #3564027 - 3 Feb 20 11:10
That fling made me laugh
Free Naked Kobold Playermodel Pack for everyone!
Free Naked Kobold Playermodel Pack for everyone!more_vert
2020-02-01T08:48:16+00:00
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Free Naked Kobold Playermodel Pack for everyone! 2020-02-01T08:48:16+00:00close

Get it here: https://gum.co/wxdO/patreon

Sorry for no KoboldKare updates in January, I'll make a few progress posts detailing why in a bit. (it involves pushing for Linux and Mac support).


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User #21439815 - 1 Feb 20 08:55
(King Arthur) On 2nd thought let's not go to Camelot tis a silly place. . (Knights and Squire's) Unanimous agreement noises.
Kobold Player Model Pack sent to Kobolds and above. 2020-01-24T03:34:13+00:00

I sent free codes for the Kobold Player Model Pack ( https://gumroad.com/l/wxdO ) to Kobold tiers and above.

Let me know if you should've got one and didn't, Cuties and Double Cuties will get a code in the next couple weeks.

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Inflation is back in.
Inflation is back in.more_vert
2020-01-14T23:41:01+00:00
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Inflation is back in. 2020-01-14T23:41:01+00:00close

Got around to fixing the blendshapes, and cleaned up the math so bellys can bulge again.

In this demonstration the nozzle was hacked to output much more flow, inflation would normally be locked behind gear that has enough output to do so.


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Left 4 Dead 2 Kobold Playermodel
Left 4 Dead 2 Kobold Playermodelmore_vert
2020-01-08T21:04:14+00:00
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Left 4 Dead 2 Kobold Playermodel 2020-01-08T21:04:14+00:00close

A Zoey and Rochelle replacement for Left 4 Dead 2! Part of the Kobold Playermodel Pack (https://gum.co/wxdO) It supports the bile shader, full view models, flexes, and even has vgui overrides for when they get downed.



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Garry's Mod Kobold
Garry's Mod Koboldmore_vert
2020-01-08T20:58:47+00:00
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Garry's Mod Kobold 2020-01-08T20:58:47+00:00close

An Alyx and Kleiner replacement for Garry's Mod, as well as a proper playermodel with view model. Part of the Kobold Playermodel Pack (https://gum.co/wxdO).

Respects player color and works online!


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Half-Life 2 Kobold (Alyx replacement)
Half-Life 2 Kobold (Alyx replacement)more_vert
2020-01-08T20:51:18+00:00
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Half-Life 2 Kobold (Alyx replacement) 2020-01-08T20:51:18+00:00close

A fully fledged Kobold replacement for Half-Life 2 and all of its episodes. Part of the Kobold Playermodel Pack (https://gum.co/wxdO).

Here's a little more spooky scene showing off all the expression the Kobold can take: https://vimeo.com/383500832



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Comments (6)
user avatar
User #26221264 - 8 Jan 20 21:24
Hell, yeah Im gonna support you.
user avatar
naelstrof - 8 Jan 20 22:33
Thanks so much ❤️
user avatar
User #21799745 - 9 Jan 20 04:07
This looks pretty good, especially with the kobold doing nearly the same gestures as Alyx would. Also appreciate the option to choose between a clothed or unclothed kobold, unless that's just for Sven Co-op?
user avatar
naelstrof - 9 Jan 20 05:09
Thanks for the interest! The effort taken to port the Kobold to so many games ended up being way more than I expected. It's not super hard to add a dressed version (most of it is texture editing). Though I probably won't do it unless interest is high. Sorry!
user avatar
User #21933012 - 9 Jan 20 04:52
those mouth flexes have no right to be that good
user avatar
naelstrof - 9 Jan 20 05:12
Thank you so much! There's small improvements I've made since this video, if you can tell the eyes are totally not hooked up. The newer version blinks and adjusts eye shapes based on where the kobold is looking.
Sven Co-op Kobold
Sven Co-op Koboldmore_vert
2020-01-08T20:45:47+00:00
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Sven Co-op Kobold 2020-01-08T20:45:47+00:00close

Part of the Kobold Playermodel Pack (https://gum.co/wxdO), includes a dressed and naked kobold for Sven-coop. Respects player color and also replaces all view models.


This model and all of the view models work in the original Half-Life as well.



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User #21799745 - 9 Jan 20 04:09
Good stuff
Kobold Playermodel Pack 2020-01-08T20:40:36+00:00

I just finished adding a Kobold to a bunch of different source games, and I zipped it all up nice and tidy here: https://gum.co/wxdO

I'll be handing out free keys to my Dragon tier, I'll show some of the stuff I did here though!

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KoboldKareBuild12 (Hotfix) 2019-12-18T22:03:34+00:00

I fixed most the problems that build 11 had, this is probably the last update before the game is on Steam.

  • Saving and loading fixed, kobolds no longer break and hearts, dildos, and melons all get saved properly.
  • Grabbing and interaction bugs were squashed, hopefully you can't proxy empty flasks, and hopefully they don't get stuck in your hand anymore
  • Added an options menu with mouse sensitivity options.
  • Added Unity Analytics with an option to opt-out.
  • Selling something containing DickGrow reagent no longer causes an error and fails to sell.
  • Fixed a critical bug that caused some users to crash on the main menu.

Here's KoboldKareBuild12.zip:

https://drive.google.com/open?id=1ohx39IpcZt9aRY3WjTFyLP-5UaEVVPkt

There's also a torrent file attached for those who prefer downloading via torrent.

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Comments (8)
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User #9306627 - 19 Dec 19 16:08
will you only be updating the game via steam in the future? if so, what about people who do not have steam or those that would like to keep their closed-door interests private? also, very impressive work you have done here so far!!
user avatar
naelstrof - 19 Dec 19 19:25
That's a very good question. For now I'm probably not going to support those kinds of people. Though once the game is closer to completion, it probably wouldn't be difficult to release on another platform. Thanks!
user avatar
User #9661530 - 1 Feb 20 08:18
Kobolds with a nozzle attached to their nipples get stuck in your hand VERY easily. Like, one in three get stuck or so. ...also there was a glitch I can't replicate. I got a kobold's breasts absolutely gigantamundo and when I picked her up, we both instagibbed. I, uh, laughed quite a bit.
user avatar
naelstrof - 1 Feb 20 08:41
haha, yeah the nozzle bug should be fixed in the next build. As for the gibbing, you can't stay up too late or the night monsters get you (represented by dying instantly currently),
user avatar
User #9661530 - 1 Feb 20 09:48
Thanks for fixing that nozzle bug, in advance. Really annoying when trying to milk a bunch of kobolds, heh. That instagib, though, wasn't at night, it was in the middle of the day.
user avatar
naelstrof - 1 Feb 20 10:25
Oh dang haha, yeah hopefully I'll get stuff like that ironed out...
user avatar
User #9661530 - 1 Feb 20 21:58
It's no big deal, I can't replicate it anyway.
user avatar
User #2924927 - 28 Dec 19 09:37
some of us have alternate accounts for those closed door interests
Softbody Kobold Physics
Softbody Kobold Physicsmore_vert
2019-12-18T09:11:04+00:00
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Softbody Kobold Physics 2019-12-18T09:11:04+00:00close

VertEx-motion is a great Unity addon for soft body physics. Here's a demonstration of some of the forces at work displayed as cyan lines.

It works with any physics object! Other kobolds, yourself, and even penetrating objects bounce things around.

I did have to fix a bunch of problems with VertEx-motion though, had to buy the pro-version and tweak a couple things to get it to work.


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User #15299426 - 18 Dec 19 13:53
:)
Minor Alchemy
Minor Alchemymore_vert
2019-12-18T08:55:21+00:00
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Minor Alchemy 2019-12-18T08:55:21+00:00close

Mixing melon juice and the stuff that gets grinded out of hearts creates a completely new reagent! This reagent has a particular effect on male Kobolds. Careful on how you mix it though, an unbalanced mix causes some breast growth too...

This might not hold true for the future, but for now you can mix the two reagents in any way you see fit, the systems in place allow you to mix it in the grinder, in beakers, or in Kobolds themselves with various results.


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User #15299426 - 18 Dec 19 13:52
xD
Kobold on kobold penetration!
Kobold on kobold penetration!more_vert
2019-12-18T08:42:50+00:00
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I've amped the interaction system so you can grab different parts of the kobold and it reacts mostly how you'd expect. Right now when they're "done" they spawn a heart, which could be sold or ground up for reagents.


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User #15299426 - 18 Dec 19 13:51
lol xD
KoboldKareBuild11 Release! 2019-12-17T00:33:07+00:00

Hopefully this one isn't horribly broken, though you can finally penetrate Kobolds now! KoboldKare is officially a sex game-- WOO!

EDIT: I broke milking, and I broke the fade transition that happens when you sleep. I'll push a hotfix soon!

Here's the list of changes, the download links are below.

  • Chemistry! You can mix love juice and melon juice to get purple slurp. There's a few new reagents in this patch: Love Juice, Dick Grow Juice, and Boob Shrink Juice (non-final names).
  • Penetration! You can purchase dildos, or move male kobolds into female kobolds to penetrate them. Play with one enough and something might happen!
  • Softbody-physics overhual, Kobolds react to objects that hit them, with jiggling tits or otherwise.
  • Interaction polish, you can only multi-grab objects of certain types. So you can no longer grab a kobold when you're trying to feed it something. You can also use mousewheel to push and pull objects with leftclick.
  • New UI, it's not final but it's definitely better than before. Press tab to show your money.
  • Kobold physics were completely re-done, they're no longer just a big cylinder. They're covered in capsules, interaction zones, and softbody physics.
  • Smaller build size! Optimized some file sizes, cut some things to get a smaller build.

I'll make some posts about some of the tech I added this build in some future posts.

Google Drive Mirror: https://drive.google.com/open?id=1NuWbchazjZBKSDZDiO-0QsiVfckykFJr

Magnet Link (requires torrent app): magnet:?xt=urn:btih:d798aff10e9ee40a4b83e7b2d81fb881630ac377&dn=KoboldKareBuild11.zip&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce

A torrent file is attached as well. If you don't know what these are, click on the Google Drive mirror above! Soon I'll have Steam up and running so people don't have to deal with this...

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Steam store page approved! 2019-11-23T00:29:42+00:00

https://store.steampowered.com/app/1102930/KoboldKare/


You guys reached the goal of 100$ a long time ago, but I found out it's a LOT of work to get a steam page going... Regardless, here it is!

Feel free to wishlist it so you can know when it's released and ready to be played. The next public build will probably be distributed on Steam. I'll try to get keys for everyone when I can.

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Comments (6)
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User #560306 - 6 Dec 19 01:14
Another Steam (NSFW) Patreon funded game (Breeders of the Nefplem) uses the Alpha and Beta key system for it's private releases. Not sure if that would work for you but it's a thought.
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User #26221264 - 26 Nov 19 22:28
As much as I love this game. Im afraid it wont stay on steam long, though I hope it does.
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naelstrof - 28 Nov 19 21:30
Only time will tell, I doubt the game will get removed.
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User #2863751 - 26 Nov 19 22:49
Nice page! Would you have any insight for fellow creators wanting to get on Steam?
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naelstrof - 28 Nov 19 21:36
Hardest part to getting on Steam is having a game that you can put on there. If you've got a game, all you need to do is fill out the paperwork and develop a press kit! It takes some time but there's little reason for the Steam team to deny your game if you jump through all the hoops.
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User #2863751 - 3 Dec 19 16:26
So you just need to have something playable, I take it? Also, what's a press kit?
KoboldKareBuild10 Hotfix 2019-11-17T07:34:26+00:00

I updated the game to fix some of the major problems.

  • Adjusted hitboxes so Kobolds don't phase through streams as easily.
  • The dynamic IK drifting now has a small force pulling it to neutral, this should prevent Kobolds from sinking through the ground over a long period of time.
  • Player character rotation isn't FPS dependent anymore, man it's really easy to accidentally make fps dependent code.
  • Fluid transfers are now much more consistent, and have a thicker hitbox.
  • Grinder doesn't spill overflow, and works more consistently.
  • You can now purchase a 5$ flask (so you can fill it with a fluid to sell).
  • Fixed the "Low" graphics setting, so you can run it on potatoes a little easier.

I updated the previous build post to have updated download links to the hotfix build. It is KoboldKareBuild10.

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KoboldKareBuild 10! 2019-11-15T07:56:24+00:00


This took me forever, I started to seep into feature creep, but I reigned it back in... and I'm back to where I started basically haha.

Here's a changelog and below you'll find the downloads.

  • Completely reworked pretty much all code to be more modular, in the future this will allow for intricate machines and pipes.
  • Added Advanced Interaction, you can now intricately manipulate objects, press buttons, and not accidentally pick up a bunch of stuff (kinda).
  • Multi-core IK system for all Kobolds, this is really heavy CPU stuff in order to dynamically IK every character. If you got CPU cores, the game is going to use them.
  • Fluid streams are super neat looking now, and are less buggy when transferring fluids.
  • Kobolds can spawn as either sex, males are pretty non-functional right now and are permanently excited.
  • Atmospherics/Volumetric lighting, as well as tree/brush optimizations. Looks cool and is more optimized.
  • Added a shop-keep that currently yawns and has their jaw permanently open as of now.
  • Fixed a lot of character controller stuff involving crouching or walking over tiny obstacles.
  • Added a much more detailed home, still is a WIP though.
  • You can attach nozzles to things like boobs, not much purpose yet but it's pretty funny.
  • I broke blood decals, will fix later.
  • Added tons of menus and general polish.
  • Almost everything uses buttons/switches to operate now. Need to figure out how to make a button the bed make sense to sleep.
  • Buffed the crap out of money and starting money, there shouldn't be any reason to grind, the features are hard enough to discover as it is...
  • Switched to forward rendering, this comes with anti-aliasing benefits and transparency effects.

Here's the download link:

https://drive.google.com/open?id=1B2eR_FBHybUtmZg7YudOy-F5tv2980Mo

and a magnet mirror: magnet:?xt=urn:btih:7bc7a8d06fa403c3bc5348e148eee44bde74198c&dn=KoboldKareBuild10.zip&tr=udp%3a%2f%2ftracker.opentrackr.org%3a1337%2fannounce

And you can find a torrent file attached if those don't work for you.

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User #8032330 - 15 Nov 19 07:58
Fantastic! Been keeping up on the discord with your updates and have been eagerly awaiting this new build. Good work as always.
Digital Dragon Goodies
Digital Dragon Goodiesmore_vert
2019-11-01T05:03:30+00:00
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Digital Dragon Goodies 2019-11-01T05:03:30+00:00close

Still no build this October, the next build should be ready mid-November... Hopefully...

To make up for it, I wrapped up a piece of tech and sent it to all Dragon members! (Check your messages.) It's called Penetration Tech, and it is a procedural animation system that handles deformation for both a penetrator (a dick) and a penetratee (an orifice).

Here's a video of some default Mixamo animations with the Penetration Tech applied. It'll look a little better in-game due to extra soft-body physics and such.

See this link for more videos, images, and more detailed info: https://gumroad.com/l/ReVTB

It's mainly useful for lewd animators or game developers, though some people might think it's neat...!


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Washing Kobolds
Washing Koboldsmore_vert
2019-10-16T04:19:03+00:00
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This is inspiring me to actually have a "dirty Kobold" mechanic, washing the Kobolds down might be pretty satisfying.


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Comments (3)
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User #236759 - 16 Oct 19 07:29
would be fun if they reacted to the watering/washing x3
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naelstrof - 16 Oct 19 09:50
It's for sure on the way!
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User #236759 - 16 Oct 19 11:06
nice x3
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