SakeTami
fdnbgonds
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Tie Me Up Design Goals

On the modelling side, I'm getting closer and closer to starting in on the new animations, which I'll start once I have all the models I need.  The new models will run much better on lower-end machines when they're finished and implemented in-game.

The current animations won't work with the new models.  They're keyed to the old models.  The new models won't even be the same thing as they'll be implemented as LOD groups.

I'll roll them out bit by bit as I finish the new animations.


That said, I think it's time I shared some of the project's design goals.  Tie Me Up is basically the bondage game I've always wanted, but never really got to play.  There are others out there, but I always felt that each one was lacking something.  It's like you can have X and Y, but not Z.  In this other one, I can get Z and Y but not X.  I want this game to be everything I've wanted to see in a bondage game without much compromise.

These are the project's goals:

1.  Tie Me Up will have a ton of animations.  I don't want to be very limited in how I can tie up a character and I want to see a lot of variety in-game.

2.  The game will follow the community as the community follows it.  If people have suggestions or ideas for what the game should become in the future, I want to hear.  I can't guarantee that I'll be able to implement every idea, often due to technical limitations (including myself, there are only two people currently working on the project and it is pretty ambitious).  Ideas I reject I will give reasons for rejecting.  Ideas that are not implemented in the near future may still get added later on after the commercial release.  This game isn't just for me, it's for everyone else as well.

3.  Everything has a purpose.  There is a spectrum of bondage games, ranging from aesthetic-oriented (where the bondage is just graphics) to functional-oriented (where the bondage is integrated into gameplay).  If you can take the bondage elements out of a game without effecting gameplay, then it leans toward aesthetics.  I have nothing against games like that, but I really prefer games where using certain items or performing certain actions isn't just a matter of personal preference, there are reasons to do certain things.  If a character in-game is gagged, it's not just because we wanted to.  It's also to keep her quiet so she doesn't attract unwanted attention from other NPCs patrolling the level.

4.  The game exists as fantasy only.  The game doesn't exactly feature depictions of consent, safewords or other essential features of bondage in real life.  For that reason, I want to have anime-style characters and I want the game to have a sense of humour.  It shouldn't take itself too seriously.

5.  There will be no violence.  I'm not the idiot who made Rape Day.  This game is about sex and violence just isn't sex.  If it isn't acceptable in real-life BDSM, then it isn't acceptable in-game either.  There may be a few exceptions, such as the Pounce action coming in the future, but I prefer to have as few exceptions as possible.

6.  The characters are people.  Each character will have a name, a description and a backstory written for them, as nothing is sexier than personality.  After the commercial release, I hope to eventually make a single-player story mode to add a plot to the game.


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