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We’re just gonna dive right into the most exciting highlights from the past month.




Knocker:



We've finally had the opportunity to integrate "IKy Knocker" functionality into our IK-based animation system, IKy Sticky.
Previously, our animations were limited to scenarios where the female character took the lead, such as riding, grinding, or oral.

With the introduction of IKy Knocker, these limitations are a thing of the past. 

Our characters can now get fucked silly from practically any position we’re able to dream up. The floating dildo (soon to be a secondary character) can drive the animation, causing the receiving character to react naturally to each thrust, as if being pushed or β€œknocked” by their partner.



This addition will open up limitless possibilities for future scenes, particularly when we have multiple characters interacting on screen.

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Mods:



We’ve been working hard to open up modding to the community, firstly by laying down the groundwork to allow for easy and intuitive custom asset creation.

To begin with, we’re opening up pattern customization in the upcoming version of Lustbound. This was the simplest mod type to start with, and allowed us to develop the underlying infrastructure for all future mods, enabling easy import and selection of mods while the game is running.

We’ll be providing a preconfigured Unity project with all the tools you’ll need to get started. From there, you can simply export your mods and drag-and-drop them into the Lustbound Streaming Assets folder, making them accessible in-game.

A new in-game menu will allow you to multi-select custom patterns to randomly choose from, and control timing. You'll also find a refresh button, enabling you to reimport new additions without restarting the game.

 

As we became aware that most of our custom tools couldn’t legally be redistributed without requiring modders to own hundreds of dollars worth of editor software, some code refactoring has to be done.

Although rewriting our custom editors is a time-consuming process, we’ve come up with new solutions that mostly improve upon the original tools and require no third party dependencies.

Finally, we’ve been writing in depth documentation for advanced modding, specifically Universal Character support so that you won’t have to break your head over it too much when that becomes available.

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Hair and Clothing Physics:




We've received numerous reports of broken hair physics, and we've identified the root cause of the issue. Although it primarily affects hair card-based models, we've taken this opportunity to add a new, vastly superior system that can be applied to all hairstyles, as well as clothing and accessories.

 

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Texturing Progress:



Estelle's texture makeover is practically done, and she's looking better than ever. Although we don't have in-game renders under proper lighting and colorization pass just yet, we're excited to share a sneak peek with you.

 

She is expected to return to the game immediately after the next tester version!

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Alright, this is is for the quick update! 
Look forward to playing it 😁!

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