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This one is huge. After almost 2 months of research and nonstop work, we're finally here. The minor 0.1.7 update of Kiss My Camera is live. Let's dig into the new features and development news.

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  • 5 new characters. 2 secret characters and 3 vote winners chosen by you.
  • 2 new lewd scenes. POV and Backside pose.
  • Action Zones. Now you can pose the girls, choose emotions and actions. This feature will evolve into some deeper mechanics later.
  • Patreon benefits. The log-in feature and tier-specific content are finally here. Press the login button and get additional content for your tier.
  • 3 Halloween sets. 3 packs of clothes that are not related to any character. Right now we have more than 50 clothes in total. Yay!
  • Locations. Now you can choose the background of stories. Some locations will affect the story due to their setting. This feature is under development and will show itself with the next major update.
  • Writing overhaul. I'm not so good at writing, so I asked for help and now we have brand new dialogues that feel much more alive than ever before.




Oh, did I mention that now we have 2 awesome artists and a coder that speeds up everything several times? Yeah, we're growing baby. Check the in-game credits section.

Also, this update contains a lot of small fixes and conceptual work under the hood. Physics is now fixed. Game design research is done and I know how to build a proper game cycle here. Code architecture things are solid and now I have a clear vision of the future of the game.

What's next?

I'm done with the web. This was a good experience with JavaScript, Phaser, and all the funny web stuff, but I need more scalability. So I'm returning to the Unity that I know much better. Here are some reasons:

With JS I need to make everything from scratch, while in unity you already have all the systems to run the game in minutes rather than days with bare JS.

Any device support is great but it doesn't work. I spend more time making the game work on devices that are not even used by players (according to analytics) than making the game itself. So I better choose unity which works on fewer devices but it is stable af. Also now I can make APK files so no more mobile browsers pain with assets compression.

The main reason is that the industry already has some consumption patterns like downloading games and playing it on PC at the weekends rather than any time accessibility in a mobile browser. And my little web game experiment proved that.

Also, I have to spend like 1/3 of all game income on amazon hosting to provide everyone with terabytes of content at any time in every world location. While I can just make one unity build and it will spread everywhere for free.

Do you know any JS game developers? Me too. So it's easier to build a production with unity coders and unity pipelines rather than to invent everything by myself.

So, this was my emotional burst on why you should not use web in some complex game development. Moving to further plans.

Further plans

1. As you might get it, we're porting our game on unity, and that's good news. All the web services to provide you tier benefits will remain. The web browser game version will be replaced with PC and APK builds. Mac and Linux will come later.

2. Mod support as the foundation of the new game engine on unity. I will strive for the player's ability to create content for other players. It is essential for a game like ours. Imagine custom stories, characters, clothes, and game mechanics. And all of this is accessible in a few clicks like in a mod browser with ratings while we're not in Steam. Not only content mods, but also logic mods that can deeply enrich the game.

3. Deep character editor. We'll cut every character into pieces and it will be very easy to assemble your own. Btw over time, we had to move away from using other's characters to eventually get on Steam. But don't worry, all the characters will exist as mods with their stories and we'll still make polls for the new characters but it will be something like "clothing and body parts set inspired by some already existing character".

The next update will be web and local 0.1.9 and mostly be about new visual content, while I'm working on the unity port. I plan to present you unity version as a major 0.2 update.

Stay tuned and thank you for all the support! This all won't be possible without you.

Happy Halloween! 🎃

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Offline version on Itch.io for Windows 

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Comments

Evan Noll

Dos it not work on iOS?

Crime

Yeah, iOS refuse to properly render scenes. This is also one of the reason why we're moving to unity

ufgze

i can't connect to the game?

john

Very nice game!!! I miss one little detail, an johnny skin color editor that would be great.

Nathan Martinez

Damn doesn’t even work on iOS, welp once it works I’ll purchase the best tier