Whew! That was a lot of work, but I've managed to squeeze in the time. I hope you all like it!
One more layer of rope and I'll be ready to start in on animation work. This takes so much time to build that I think I might finish roping up the other girl later.
2021-02-02 05:10:45 +0000 UTC
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New version is up and ready. Your controls have been updated. You can now press control+home to load a new test level, while pressing home will load the original level.
Tie Me Up has no load screens at the moment and it may take a few minutes for the new level to load. The game will freeze during loading.
The new level lacks enemies or items at the moment and only one house can be entered. It's just a quick test of door mechanics and the new assets I bought for level design.
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
This is a Patreon-only link. Please don't share!
2021-01-29 18:59:43 +0000 UTC
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>: D
2021-01-29 18:01:10 +0000 UTC
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Bicep rope binding for the other base body.
2021-01-29 17:32:31 +0000 UTC
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It's a problem with the scripts not loading. There is a Windows Script Debug version on Dropbox, use it if you have trouble running the game.
2021-01-25 19:59:48 +0000 UTC
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Hey all!
Tie Me Up 0.67 is up and ready! Very special thanks to Pontikue, who has taken on the role of Lead Programmer for the project! You can download it here: https://www.dropbox.com/sh/bw6q8w46njpzhvl/AADNu-3_aVSPKWhnCwDAer2Ea?dl=0
The first thing you'll notice is the new HUD, which you can hide by pressing TAB. It's a bit bulky right not and will be tweaked in future versions.
As requested, Bondage Land Mines have been added to the game! Place one on the ground and lead an NPC to it. When they step on it, it will tie them up. Mines work both ways, though!
The Inventory system has been added with a better implementation. Performing actions on the NPCs will now cost items (one item per action currently). Items have a small percent chance of being traps, except for mines and vibrators. Unlike Damsel Dash, trapped items will respawn. There is a rope spawner in front you when you start. The other items haven't been upgraded yet and won't respawn when picked up.
Cheers!
Changelog:
- Added back Player ability to remove stuff from head and crotch
- Run animation no longer happens when tied
- Items and inventory
- Can collect items
- Actions on NPCs cost items (currently one item per action)
- Items have a chance of being traps
- When set off, will tie, gag or blindfold you instead of giving you an item (unlike Damsel Dash, trapped items will respawn)
- Added blindfold effect back in
- Updated readme file
- Added Bondage Land Mine
- Place on ground with R, after a few seconds will activate
- Ties character up to Lvl 6 with a gag when triggered
- Works on Players and NPCs
- Players can no longer pick up items when tied up
- Added new vibrator model
- Added a new HUD
- Press TAB to hide or show it
- Error messages if you don't have enough items to perform an action
- Hint added to indicate when you can tie a character
- Player can select a tie level in advance using number keys 1-6
- Self-bondage
- Can tie self by holding ALT
- You can't add more items to yourself while tied... add them in advance (we'll add cheats later that can bypass this)
- Player movement speed increased
- NPCs will now strike a victory pose when they see you tied up
- Game should work on Mac again
- Psychic bondage powers removed
- Vibrators nerfed
- Each time you orgasm, it drains stamina at a slower rate after you recover
- Gag sounds are back
2021-01-24 08:15:00 +0000 UTC
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New early access version just uploaded to Dropbox!
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
This is a Patreon-only link. Please don't share!
2021-01-22 15:43:40 +0000 UTC
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2021-01-22 15:40:48 +0000 UTC
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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.
2021-01-18 23:53:04 +0000 UTC
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2021-01-18 23:15:51 +0000 UTC
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2021-01-18 23:15:08 +0000 UTC
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2021-01-18 23:14:24 +0000 UTC
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2021-01-18 23:13:36 +0000 UTC
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2021-01-18 23:12:49 +0000 UTC
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The last model looks poor, unless we zoom out and view it from a distance. The lowest detail models aren't meant to be seen from close up when in-game.
2021-01-18 23:11:41 +0000 UTC
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Decimate modifier applied again to further reduce detail for the next LOD.
2021-01-18 23:08:32 +0000 UTC
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To improve performance further, I apply a Decimate - Un-Subdivide modifier to the model to simplify the geometry even more.
As a rule of thumb, models for mobile use should be below 2,000 tris, but PCs can handle more. I've got this model down to around 5,000 tris, which will run much better than the high-detail versions.
2021-01-18 23:07:23 +0000 UTC
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I've selected Face Orientation to check the normals. Faces make up the surfaces of a model, upon which materials can be rendered to make the model look less like digital clay and more like rope. Faces, however, are one-sided. If I see blue, then the normal is facing the right direction. If red, then the normal is backwards and needs to be flipped.
2021-01-18 23:03:05 +0000 UTC
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Shade smooth applied to ropes. Before you could see the faces that make up the structure. Shade smooth changes the way the model is rendered, but not the geometry. This gives it a smooth appearance without any performance cost in-game.
2021-01-18 22:58:08 +0000 UTC
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Low detail version uses the same curves as the others, but each curve has a circle attached to it as a bevel. This makes for a round shape that follows a path.
2021-01-18 22:55:01 +0000 UTC
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New build can be found here:
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
This is a Patreon-only link. Please don't share!
2021-01-18 00:05:05 +0000 UTC
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New build can be found here:
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
Again, this is a Patreon-only link. Please don't share!
2021-01-15 16:20:26 +0000 UTC
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I've decrease steps from 16 to 5 on this version. Much better tri count, but the ropes are now distorted.
When computers render models at a distance from the camera, they render all of the mesh that's visible to the camera. A 200,000 tri model will be rendered the same no matter what the distance is. But if you're far enough away, you won't be able to make out the detail on-screen even though your graphics card is in fact rendering the entire thing.
We can take advantage of that. If we zoom out on this model and view it from a distance, then it doesn't look too shabby. Most of the flavour, half the calories.
2021-01-14 17:07:43 +0000 UTC
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It doesn't look as good as the previous one, but it's not too different.
The game's ropes look good, but only because the details are actual mesh topology. It's about as detailed as you can get. But high detail like this means a slower framerate, especially on lower-end machines. There's no way around it. You can have high detail but worse performance or less detail and better performance.
2021-01-14 17:01:53 +0000 UTC
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The tri count on LOD0 is pretty high, which will require a fair bit of power to render, especially if there are a lot of objects on screen.
Each LOD (level of detail) has progressively simpler geometry, making each one easier to render than the last. The game will choose a version of the model based on the distance the model is from the camera.
For LOD1, I decrease steps viewport in the screw modifier from 16 to 10.
2021-01-14 16:54:14 +0000 UTC
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New build can be found here:
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
Again, this is a Patreon-only link. Please don't share!
2021-01-14 16:46:35 +0000 UTC
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You can find early versions of the game here. Please note that these are provided as is. They'll be buggy, they'll be missing features, they can even have less stuff working in them than the regular public builds.
These are literally put together during development. For various (development) related reasons, we tend to disable or enable things, we add things, we remove things, we test things and just in general terrorize the poor Secretary. Heck, right now in the current build (0.67e) she's trapped in purgatory. We've got a crack team of interdimensional doms looking for her. She'll be back for the next public release.
Cheers!
Please don't share this, it's meant to be exclusive to Patron members! : P
https://www.dropbox.com/sh/hefrwvwp484xa61/AADanl5hFG5o-PxiZly9aSK8a?dl=0
2021-01-13 14:48:48 +0000 UTC
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Bridged edge loops.
2021-01-10 01:42:01 +0000 UTC
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I've selected and erased the extra geometry, which leaves a gap.
There are other gaps in the ropes, but I position them so that they won't be visible in-game when a character is wearing the rope model.
In some cases gaps can't be hidden from view, so I'll have to bridge them.
2021-01-10 01:38:44 +0000 UTC
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Edit mode view of new model.
Because Blender's Screw modifier uses whole numbers for segments (you can't do a half-segment), there will be some overlap (such as the mess at the top of the vertical ropes). This generates unnecessary faces that we don't need. The more complex the model, the slower the game will run.
2021-01-10 01:35:23 +0000 UTC
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