Unreal Engine Re:Rapture [v0.0.2 Fix] [ViatorMessorem]

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What you’ll be able to do in 0.1:
  • move around an interactive 2D map, find events, merchants, and NPCs. (Readiness: 90%)
  • level up skills, unlocking new interaction opportunities (Readiness: 20%)
  • encounter several new hostile NPCs, open to all kinds of interactions (Readiness: 0%)
  • learn all key mechanics in a specially created interactive tutorial (Readiness: 0%)
  • understand the enemy to then use their weaknesses and secret desires they don’t even know themselves, using the Lust Map and Hidden Kink systems! Enemies of the same type and race can have completely different personalities and preferences with new Persona-Enemy System! (Readiness: 100%)
  • try to defeat enemies with much stronger and more lifelike AI, which can feel fear, rising desire, opportunity, and growing rage! Among other things, the AI watches Ami’s actions and takes that into account when making decisions. If the enemy sees that Ami’s actions do not harm them, they’ll be less inclined to swing their weapon! (Readiness: 70%)
  • delve into the extended Close Proximity system, which features flexible interaction between the submissive Taker and dominant Giver. Pose switching, breaking the connection, and role switching. (Readiness: 60%)
  • get familiar with the new principles of Close Proximity and the Seducer's approach to combat! Overstimulate your opponent, draining their strength while bringing yourself pleasure- reaching climax grants Buffs, but be warned: a character who climaxes with low Satisfaction will receive Debuffs! Raise your enemy's arousal to the maximum and force them to climax at that peak, delivering critical pleasure that will leave them barely able to stand, let alone wield a weapon! However, every enemy requires a different approach- uncover their deepest desires to gain an advantage and dominate their primal instincts! Or instead, focus on yourself and create your own Lust Map! (Readiness: 50%)
  • choose your character’s initial genitals. A male version of the Hero will be added in future versions, but that will require adapting all wearable equipment. (Readiness: 100%)
  • encounter the BodyPart system, which regulates Health and Stamina of body parts. It also includes buffs like “wetness,” without which many interactions would be painful! (Readiness: 80%)
  • use the Battle Dialogue System, opening up possibilities to influence the course of battle with Words! For example, you can compliment the enemy, raising their arousal and discovering their fetishes, insult the enemy to lower their confidence (a well-thrown line can even knock them off their feet), or earn Authority over the enemy by making an offering right in the middle of combat, and then, through the same system, trade Authority for a responsive action the enemy will obey! (Readiness: 70%)
  • change Ami’s equipment using the Inventory system with a large number of customization slots, but the key slots are: Head, Body Armor, Weapon. Other slots can also provide useful effects, but they are secondary! (Readiness: 80%)
  • set up an ambush, and then, when an NPC who can appear on a tile of this biome shows up, you can attack them yourself! (Readiness: 20%)
  • prepare your gear for the upcoming battle! Different enemies deal damage with different elements, and armor protects against elements differently! (Readiness: 100%)
  • create your own abilities using the Custom Ability System!
    Find Demonic Runes or buy them from merchants and create your own sets of abilities that match your playstyle. Runes trigger various effects, and the system is tied to the weapon used. The Form of Momentum slot determines the animation, attack type, and which attributes are used!
    Grab a club, insert a few runes from Carelith demons, and raise your own Arousal every time you hit the enemy! Or use runes that deal elemental damage and defeat enemies in fair combat! The system is very flexible and allows you to assign runes both in the Combat part (applying an effect to the enemy) and in the Handle, adding an effect to yourself! (Readiness: 90%)
  • create your own potions from bought and found ingredients, which can have a wide range of effects, even though they are made from 2–3 ingredients! (Readiness: 70%)
  • get acquainted with the Sound Effect system, which selects and reacts to all sounds during characters’ sexual interactions! (Readiness: 60%)
  • see what the enemy is plotting, because thanks to the entities living inside Ami, she has learned to see the outlines of the enemy’s intentions nearby! But be careful — Ami only sees the future as it will be if she doesn’t change it! After every action that directly influences the battle, the enemy’s intentions may change, and their next visible action can become something completely different! (Readiness: 100%)
  • get to know the Counter-Proximity system, which allows you to prepare a counteraction at the moment when the enemy tries to grab and move into Close Proximity! Choose in advance or right in the moment from a wide and constantly expanding range of actions: Allow? Counterattack with a karate move? Maybe seize the initiative? Each of these actions triggers a skill check, and depending on your choice, you’ll need to be stronger or more agile than the enemy — but the result is determined by the familiar 1d20 + X! (Readiness: 50%)
  • Try out the new first-person camera, allowing you to see the events from a whole new angle — through the eyes of any character! (Readiness: 100%)
Many of these systems are already implemented and working, but I can't write 100% readiness because, while the systems themselves are complete, they still need content such as items, phrases, dialogues, etc.

Thank you to everyone who’s watching, waiting, and supporting. Very soon, you'll be able to see and experience it with your own hands!
 
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Hey everyone! I finally came to tell you what I’ve been working on lately.
You know, while I was busy building all the systems, fiddling with the interfaces and everything else, one thought just wouldn’t leave me:

I hate Ami’s model.

I can’t stand the style, and her rig annoys the hell out of me.
Yeah, originally everything was made for anime shading, but since I decided not to go with that — why the hell am I still using a model specifically made for that shading?
Sure, I reworked it a bit so it would function with regular lighting, but in the end, this is not at all what I actually wanted!
And you know what’s the dumbest part? It’s the face. It just doesn’t work with classic facial animation at all!
More precisely, it’s way too limited. It’s really hard to create any emotion without ruining the appearance. That just doesn’t cut it.

So, even though I hate doing it — I redid everything.
Absolutely.
Completely new visual style, new topology, textures, rig, morphs.
For some specific visual improvements, I increased the mesh density in places by about 20-25%, but considering there are only two characters on screen during combat (for now) — it’s not a big deal. Later I’ll add LODs to simplify the models at a distance from the camera — but that’s for later. Maybe I will increase density even more, if I will find that it is not enough somewhere.
Other characters will have the same style ofc.
The transition was radical, but overall, I’m more than satisfied, even though it took me over two weeks.

Let me know what you think of the new style — my eyes are a bit burned out from staring at it for so long. Im preparing a few videos with facial animation demos and something else related to the new model!

Feel free to ignore the hair for now- I’ve put that part on hold, and the hairstyle will be changed as well.
 
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Facial rig test

In these videos, I’m using the same animation set across all characters — which is probably not the right thing to do, but I think it’ll do for now. I'm not a face rig pro tbh, it is a pretty complex and huge thing, but I hope i did well. There still some mistakes, which I will fix later, I don't actualy need to fix em right now.

In the first video, we have Ami with the default makeup, which will be available from the start. It can be removed or replaced piece by piece.

In the second video, we have Yatori, Skrif-girl with her own face and textures, as well as her own makeup and tattoos.

In the third video, it’s Ami again, but this time her makeup is partially replaced and one of the tattoo elements has been added.

Also, sorry for the quality of vids -making a full render is just a waste of time rn
View attachment AmiHRmFaceTest_1.mp4
 
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In addition to the visual style overhaul, the following features were added:

Makeup slots:

  • Eyes
  • Nose bridge
  • Lips
Nail group switching was added (currently only color can be changed, but shape customization is planned).

Tattoo slots:

  • Face
  • Neck
  • Collarbone
  • Stomach
  • Back
Mirrored tattoo slots for:

  • Forearms
  • Shoulders
  • Thighs
  • Calves
  • Breasts
  • Buttcheeks (half-cheeks, to be exact)
Added animated parts to increase realism:

  • A subtle fat layer between ribs and hips
  • Feet (people of culture, step right up) – skin folds triggered by movement of individual toes
  • Additional improvements to breast animation, simulating volume
  • Facial morphs and bones
  • Spine, belly, armpits, wrists, calves- a bunch of corrective functions meant to keep the character feeling alive

    Face adjustment and early foundation for a character editor (face level)
    Right now this system is very raw. I still need to figure out how to make it simple and convenient to use. This system is also important for creating unique enemy faces. But without a proper, consistent approach, there’s a high chance that instead of decent characters, we’ll end up with straight-up monsters — just look at Oblivion Remaster.
    In general, the difficulty of creating a system like this comes down to two major risks:
    • Either you build a face editor with tons of options, and the characters end up looking awful in facial animation
    • Or you build a very limited editor, but animations look good
  • The key is to find a balance here — that’s what I’ll be working on next.
    For now, the facial customization system will remain in this state: all new female characters will use the exact same model, but with faces I’ve pre-adjusted manually.

Bellow you can find a first and very quick animation about feet updates. Main feet rig video is a little too big for f95,you can find it on that post, so it explains a little automatic skin geometry changes for feet sex animations. Post with animation:
 
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On a separate note about thighs:
A slider was added to adjust the clothing height on the hips.
This was done for two reasons:
  • It looks cool
  • It solves the problem of repetitive fat compression when wearing different stockings and other leg clothes
Now the player can set the height within certain limits. I might expand on this feature in the future.
 
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xRoguex

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Facial rig test

In these videos, I’m using the same animation set across all characters — which is probably not the right thing to do, but I think it’ll do for now. I'm not a face rig pro tbh, it is a pretty complex and huge thing, but I hope i did well. There still some mistakes, which I will fix later, I don't actualy need to fix em right now.

In the first video, we have Ami with the default makeup, which will be available from the start. It can be removed or replaced piece by piece.

In the second video, we have Yatori, Skrif-girl with her own face and textures, as well as her own makeup and tattoos.

In the third video, it’s Ami again, but this time her makeup is partially replaced and one of the tattoo elements has been added.

Also, sorry for the quality of vids -making a full render is just a waste of time rn
It's improved a lot, but her face seems a lot elongated... maybe it's just me, seeing the character as it is now without testing the game.
When do you plan to release the next update?
 
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It's improved a lot, but her face seems a lot elongated... maybe it's just me, seeing the character as it is now without testing the game.
When do you plan to release the next update?
Yes, I sometimes get that feeling too. Anyway, in 0.1 there will be a small facial customization system- you’ll be able to adjust eye height, chin, nose, etc. The foundation is already in place, but I’ll be implementing it last.


As for the next version, I already posted on Patreon that I’m forced to temporarily reduce hours spent on the game in order to restore my budget, which I’ve successfully burned through. So I will work on a game 3-5 hours a day until I earned on miniatures enough to work fulltime. I’ll be working on miniatures- maybe preparing rough drafts for future assets along the way.


Given the workload described above, 3–4 months is the best-case scenario. Releasing versions with unfinished systems and features right now would only harm the project.
 
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not a lot of comments here but this is looking very interesting, seems like high quality work.
Thank you, people don’t fully grasp the concept yet- which is fair, since there hasn’t been a self-contained version so far. Just early tests and prototypes to gather some interest and help me stay motivated.
 
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1751433489315.png 7.2.png

Project is alive №1237


Hi everyone, I wanted to let you know that development is ongoing and soon I will post several updates about some really cool things: Sensual System- a progressive emotional and sound system. Bodypart System- the essence of the combined combat system. Proximity attack, Wetness transfer, Undressing, and a bunch of new Quality of Life features, such as an internal encyclopedia for learning controls and mechanics at any time in the game, Specials Hub- a centralized menu, Intensity.

In general, a lot of work has been done since last month, including technical (optimization) and visual (updated shading), etc. Thank you for staying with me, I’m looking forward to the release of Ver. 0.1!


*Pic- just to grab your attention, this is a mini I made as part of a collaborative project a couple of weeks ago. Later, I plan to use some of her clothing elements as assets for Re:Rapture, so in a way, she’s still connected to the game:)
 
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Deleted and Reworked Mechanics

*The video showcases a new seamless approach to animating the transition into Close Proximity, as well as a QTE variant based on differences in stats and parameters. (Only now I noticed that in the video, the second QTE trigger point ended up in the same spot as the first one — though there are actually 9 randomized positions.)

Foreword:

So, friends, it’s time for another big post. You don’t have to read it — it’s just my musings, summaries, and analysis of the implemented mechanics. I’ve prepared a series of sequential posts about mechanics. It was translated into English using online translators — the text was just too long.
Let’s start with what I’ve gotten rid of.
I love deleting mechanics. Few things compare to the feeling when your game objectively becomes better. Unlike adding new systems (which might still fail), deletion is always a step forward. You have to overcome yourself to take that step — it's hard, but because of that, you feel relieved. And if a replacement is needed — you’ve already thought of it, because otherwise you wouldn’t be touching anything.
The main point is: you know things will become cleaner and more correct.
When doing something entirely new, you rely on old stable concepts, yet still walk through a minefield.
Let’s get to it:
  • Hard ** and Soft ** were completely removed and replaced by a new system. In the past, they were different ways to trigger Close Proximity based on certain conditions, relying on dynamic randomness (taking into account both enemy and player parameters under current conditions).
    They’ve been replaced by a Quick Time Event (minigame, hereafter QTE), the difficulty of which depends on incoming parameters — how high your stats and Stamina are compared to the enemy.
    Ultimately, I don’t want to see any randomness in such moments at all — QTE is a more honest method. Though it affects the pacing by its existence, you won’t have trouble completing it if you aim to meet the required conditions (e.g., Stamina difference).
    Besides, QTE is always a game between you and the game. Either the player succeeds and wins, or fails and loses. The AI itself can’t directly affect the QTE, naturally, but it can trigger it for the player.
  • Old animations have once again become invalid. In fact, they became invalid back when I changed the game's visual style in May.
    Instead of the old method with screen fadeout and selecting a starting pose and role, there is now a new variant with an improved skeleton and seamless animations, i.e., no screen fading or teleportation — everything happens directly within the animations.
    It’s a heavier way to produce animations, but it has colossal advantages that I’m willing to sacrifice for. You’ll soon see the difference.
  • The “Neutral” Style category has been removed. It’s now fully moved into a new submenu within the “Specials Hub” — a centralized menu for additional actions, which I’ll describe later.
  • Previously, I showcased the Custom Ability System. All abilities outside of this system (regular script-based attack/defense abilities) have been completely removed.
    They will be replaced entirely with the Custom Ability System functionality.
  • Since Close Proximity now works differently (no longer purely dominant or purely submissive cases), the Dominance parameter was frozen and will likely be replaced with a different approach.
    This area is currently “in the dark” — I’d rather not delete the Dominance scale, but it will definitely be fully reworked. I’m not focusing on this for now, as I’m working on other aspects.
  • Aggression has been moved to secondary parameters and is becoming part of the Persona System.
  • The Stability parameter has been temporarily removed. Its functions have been partially transferred to Stamina.
  • The Desires Panel and the old Desires mechanics have once again been removed. You’ll learn what replaced them later.
  • Some of the bars have been moved to other secondary panels, which are triggered separately, for better organization and to declutter the interface.
I constantly find things to delete, change, improve, or fully replace.
Re:Rapture is a living project that does not stagnate at any stage, trying to squeeze the maximum out of a mechanic I’m too reluctant to remove.
Does the mechanic work poorly? It gets axed.
Nevertheless, I’ll now again be stepping away for a week to work on miniature modeling.
(For the first time in my entire career as a 3D miniature artist, in collaboration with another artist, we earned zero. Apparently, it’s hard to work with soul on something your soul is no longer drawn to.)
I’ll have to try returning to miniature work for the next event, to be able to continue working on Re:Rapture.
Otherwise, progress will slow down significantly in the long term, because I’ll have to look for studio work — something I really don’t want to do, since I wouldn’t have enough time to work on what I truly care about.
 
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Despite some minor tweaks compared to the previous stylization demo (in Blender), the character here in UE5 looks nothing like they did in Blender or Substance lol.
Alright, to be honest, I changed a lot to the base using sliders (morph targets)- the foundation is still the same- and it's fine.

But that doesn’t change the fact that, damn it, you never really know how your stylized character will end up looking under Blender’s lighting model versus UE5’s. :mad:
(The hair also needs to be reworked, but that’s a matter for later.)

1752805473555.png 1752805482677.png
 
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IfYouWontMakeMemesAboutYourGameThenNoOneWill_N1.png

Announcing Something Again


Before continuing with the mechanics, I’ll make a small announcement, so...
Announcement:

All the changes I make to the project affect the speed of releasing the new version.
I don’t want to release a bare-bones, unfinished version.
Too much time is spent working on a functional UI and its integration with the mechanics.
There’s still a long way to go before version 0.1, given the number of tasks I’ve set and the development budget challenges.

My combat framework allows me to do a fucking somersault.

I’m announcing a Rogue-like side mode- if players like it, it will be developed alongside the Story-driven RPG part, working under slightly different rules.

That’s all I wanted to say for now.

I really want to finish it in 2-3 weeks, but that depends on the success of the miniatures event.
Stay tuned for further posts.
In the next post, I’ll talk about the introduction of the Bodyparts System, around which almost all mechanics are built now.
 
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*On Patreon, I think the text turned out more readable*


*In the video, you can see how various character stats are woven into a compact and concise UI block. I’m showing how the stats look as they change and how they are labeled. It is not the final version, but it's functional. More details below.
So, the Bodyparts System is a massive system that has become the heart of the game’s combat system. It's the connecting bridge between fight and sex, the thing holding the entire concept together. Let me start by saying—this system isn’t scary in itself. It’s not hard to understand in-game, because it’s intuitive.
Now that I’ve made clear how important this system is, let’s break it down.

Physical traits
Characters received body parts according to their physical traits. For standard characters, these are:

  • Head/Mouth
  • Spine
  • Breast
  • Arms
  • Legs
  • Butt/Anus
  • Vagina or
  • Penis
*Arms and legs are grouped into one slot—this is a game convention and a necessary one. Otherwise, it would lead to imbalance or I'd have to spend too much time mirroring poses and animations. Overall, it's an unnecessary gameplay complication.
Vagina and penis replace each other in practice.
Each body part has 3 parameters: Health, Stamina, and Wetness.

*Quick aside—you might now be thinking: 3 parameters… 7 body parts… That’s 21 stats, and there are two characters, so that’s 42 stats! Madness! The developer must be insane! That’s an absurd amount—absolutely unacceptable unless the goal is to torture the player. Of course, the player won't be dealing with 42 numerical values. I worked hard to design around this, which was the hardest UI/UX challenge I’ve ever faced.
The numbers are completely removed for these parameters. The player never sees them in combat (only outside of combat, during upgrades).

Instead of numbers, I use verbal descriptors—for example, each body part’s Health is described with four words that reflect how the character feels: Fine, Winces, Enduring, Suffering.
This dramatically
reduces mental load, keeping the experience intuitive rather than mathematical. Damage is also represented in words and rough percentages. This was a hard decision to make, but it’s exactly the kind of solution I was aiming for—less math, more sensation and emotion.
Additionally, for even faster understanding, colors and Progress Bars are used.
Let’s quickly go through the three parameters before moving deeper.



  • Stamina determines how tired a body part feels. It’s simple—if arms are used during the Close Proximity phase, arm stamina is consumed. Stamina recovers slightly at the start of a turn if the body part wasn’t used that turn.
  • Wetness is a resource that protects us from unwanted damage. Almost all interactions in the Close Proximity phase involve friction. Friction causes pain and damage, and Wetness prevents that by ensuring smoothness. Wetness is a number (for the player—a word), an accumulating resource with 4 tiers—the higher the tier, the better the protection from friction.
  • Health determines the pain threshold of the body part. If a character experiences friction at the start of a turn, that body part loses some health.


Now, with the basics covered, let’s go deeper. Different poses and interactions consume different resources.

*Example:
During Close Proximity, a character might be leaning on their arms—so arm stamina is used. If another body part experiences friction—it will lose Health and Stamina.
This brings tactics into the Close Proximity phase.

*Important! If you are in a pose that uses a body part with zero Health or Stamina, that pose will drain your MAIN Health and Max Stamina instead! You’re free to take that risk—but of course, mistakes are costly. Likewise, you can intentionally cause negative effects to your opponent…
But we're all civilized here, no one would do such a thing...
By the way, when I mention Main Health and Main Stamina, I’m referring to specific stats—these are the Health and Stamina of the Spine. The Spine's stats are the core values during combat.

You can freely switch between poses, but the effects of your current pose apply only at the end of the turn.
Each pose is unique, meaningful, and more than just visual flair. That’s how chaos becomes order.


Lust Map
Now let’s touch on a part of the Persona System (which I’ll discuss later), specifically the Lust Map.
The Lust Map defines how a character feels about their own and their partner’s body parts. One character might love being touched on the hands, another might hate it. One may love their vagina but dislike their chest.



The distribution of LustMap is fixed—we always have the same number of Craved, Loved, Faint, Disliked, and Hated parts. But this inner distribution is randomized. (The player customizes their own Lust Map before facing an opponent.)

Why sex?

What is sex? I have no idea—feel free to write your own theories.
But my guess is that it almost always involves mechanical interaction between two or more body parts. But mechanical action alone brings nothing beyond a physiological bodily response.

What really matters are the psycho-emotional exchanges, which in real life arise from a wide range of factors: comfort, thoughts, words spoken by a partner, the level of the relationship, a sense of safety, visual satisfaction, e.t.c.
Of course, in real life that can sometimes be even more important than physical closeness. But implementing all this in a game — and in an RPG, where balance and exploit-free progression are key concepts — is no easy task.
Still, within the vision I have, we take a piece of that realism and adapt it.

In Re:Rapture, sex is also the interaction of body parts, as well as psycho-emotional exchanges. Nature itself tells us that this is right and necessary — and precisely because it’s needed by nature, we derive pleasure from it.
The measure of that pleasure in Re:Rapture is called Satisfaction. Satisfaction can be lost or gained through sexual actions or by being in certain positions.

*Example:
A character
Loves their own penis and Loves their partner’s vagina—they will gain a strong Satisfaction bonus if the pose involves Penis-to-Vagina interaction.
If the pose involves
Hated own hands and Hated partner's Breast—it will bring no Satisfaction, or even reduce it.
If it involves
Faint own feet and the partner’s Faint mouth, it will provide a moderate Satisfaction gain.
Of course, Satisfaction gain or loss is individual. One character may enjoy a pose that the other dislikes completely.

Why Satisfaction?


Satisfaction determines whether a character will get a buff or debuff at the moment of Climax. I’ll talk about the buffs/debuffs later—but for now, know that you definitely want high Satisfaction at Climax. The higher it is, the stronger the buff.
Enemies also have Satisfaction, and in a standard hero build, you’ll want to avoid giving them too much of it. Of course, if you are not playing as a Seducer who aims for enemy's pleasure.

Satisfaction can be a powerful weapon.

If you manage to raise your opponent’s Satisfaction high enough, and they reach Climax in that state—they will experience Rapture! (Ha! Didn’t see that coming, huh?) and won’t be able to continue fighting. The enemy will request surrender.

Alternatively, if they Climax with extremely negative Satisfaction, they’ll experience a Nervous Breakdown and also be unable to fight.

After each Climax, Satisfaction shifts slightly toward neutral. This means combat becomes harder, since Climax at high Satisfaction (not max) grants a strong buff.

Let’s say you’ve found the opponent’s weak spots and now it's time to hold them in one pose—victory is close!
Sure—but your own body parts will get tired…
And if you ignore the opponent’s condition, they will also start feeling discomfort—and the same pose will eventually give them less, then no Satisfaction, even if their body normally likes it.
But at the start of the fight, you know nothing about the enemy’s preferences (Lust Map). You’ll need to deduce it by observing their reactions—to words, to poses, to teasing touches outside Close Proximity, and to actual Close Proximity poses.
The enemy’s Lust Map will be filled in a dedicated UI window, and soon you’ll know their most important traits and how best to approach them.

But more important than pleasure is physical survival and comfort.
Which brings us back to Wetness—in the next post!

I can’t wait to finish with the introductory stuff and get to the cool things this system has revealed to us.
 
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DLC before the release and I already hate myself for this step.​

Finally I'm done with it and no matter how it will goes- I'm continuing to work on the game. BTW I wasn't actually stopped, I was fighting with Procedural animations, to set up a lot of cool things, I won but it is still one of the hardest thing to develop properly. Also lot of other things were added, as the Da'akini Stones (not Daemonic Runes) (yep, I solved the issue with the vague climax effect creatively by making Climax a part of buildcraft), and other things. Core is alive, but yet I still want to make it nearly perfect for the stage, so the Rogue Like mode itself will be playable a lot, not just for mechanic checks. I'm also not done with the Bodypart System Posts, yeah.

So the post that maybe is not supposed to be here, but I think it's okay as it still have something regarding Re:Rapture yeah?
And to be honest, not mentioning this event here might have been unfair, because it is also about some in-game content.


Those of you who print miniatures probably already know about this platform. Right now, together with an old colleague, I'm running an event where we’re offering .STL files: 4 miniatures and 3 busts (2 miniatures and the busts based on them were made by me). One of the miniatures is directly connected to my game, Re:Rapture.


Additionally, once our Frontier reaches the $1000 milestone, all backers will receive an exclusive bonus for Re:Rapture — a special sword called Promised Wrath, with a unique game mechanic, plus a few extra options for the miniature itself. Yes, it’s a limited DLC before the game and its playable build are out. I know, it sounds ridiculous.


But hey — how else am I supposed to fund development heh?

So here's the link, if you are interested:

Picture shows only a goal content.

Milestone.png
 
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Hello everyone

It’s been quite some time since my last update here. Once again, I’ve been rethinking the game design. I’ve gotten rid of a ton of junk — things that once seemed crucial and irreplaceable, but only after throwing all that garbage away do you realize you can move forward without it.

Body Parts System

For example, I’ve been gradually dismantling the recently created body parts system — almost entirely.
First, I removed HP as a redundant duplicate of body stamina, merging the two into one value. Then I froze the “Moisture” parameter. And eventually, I threw both systems out altogether.
What remains is only the conceptual link between body parts and actions.
As a result, over 30 variables related to body parts were completely eliminated — and honestly, I don’t feel like we lost anything. The changes were widespread and meaningful.

Gameplay Tempo

I’ve worked hard to speed up gameplay.
Overall, I expect an average battle between equally matched opponents to last around 10-15 turns.
The approach to stamina recovery has also changed: now it’s an active action performed through a quick minigame, while passive recovery has been greatly weakened.
The overall flow of combat has become much faster and more dynamic.

LustMap

The LustMap concept has been completely reworked.
There are no longer predispositions toward specific body parts — this greatly reduces cognitive strain.
Instead, I merged the Desire and LustMap systems.
Now, instead of 14 visible parameters for the player and another 14 for the opponent, there are only two: the most desired body parts of the opponent And yours most Desired — literally what they currently crave.

Sexual Combat

The sexual combat system has also undergone significant changes.
Every creature now has a number of Climax Charges — representing how many times they can endure climax before collapsing from exhaustion and losing the will to fight.
This number depends on Endurance: every 5 points grant one additional charge.


Each climax triggers the effects of Da’akini Climax Stones currently equipped — for example, restoring health, stamina, or causing other, less trivial effects.
So climaxes are not just a path to victory or defeat — they now directly impact the flow of battle, giving them intrinsic value.


Climax buildup is now tied to Arousal.
For every 1 point of Arousal above 100, you gain 1 point of Climax.
Returning to the new LustMap system: different positions generate Arousal depending on which body part is currently desired by the opponent.
By acting in accordance with their desires, you can bring them to climax quickly — but it’s not always worth it, considering the effects triggered by Climax Stones.

Satisfaction

Previously, Satisfaction was directly linked to LustMap — doing what the opponent liked increased their Satisfaction.
Once it reached its limit, the opponent experienced Rapture, allowing the player to cast a special spell and win in a way befitting the Seducer class.


Now, LustMap is tied to Arousal, not Satisfaction.
So what determines Satisfaction now?
It’s influenced by you - a Player, your character and the opponent’s personal traits and fetishes.


By “you,” I literally mean the player’s skill.
In the test build, a new system has been implemented — a minigame where you directly control your character’s movements.
Depending on your performance, the result is combined with your character’s proficiency in that specific body part, and the outcome is compared with the enemy’s experience level.
The less sexually experienced your opponent is, the more Satisfaction they’ll gain from your experienced actions.


Each Sex position will have its own minigame — though their general logic will be similar.
Currently, only one is implemented: for the Missionary Vaginal position.
Difficulty may vary dynamically — for example, based on the opponent’s physical traits like Elasticity, Tightness, Softness, and Regenerative Ability.
Some of these parameters are dynamic (changing during battle and Minigame), while others are static.


Perform these minigames efficiently, and you’ll quickly push your opponent’s Satisfaction to the limit — but that’s not an instant win.
During Rapture, opponents connected to a deity gain temporary power and may become extremely dangerous.
That’s why, once you drive an opponent to that state, you must quickly cast a special spell via the new Spellcasting System to achieve the best possible victory outcome.

Close Proximity

Balance has been reworked here as well.
You can now enter Close Proximity at any time, but the worse your condition compared to the opponent, the harder the minigame will be.


Once in Close Proximity, you can choose whether to transition into another position, throw your opponent over your hip, pin them down, or lift them.
These are Root Positions — key stances from which different actions become available.
The Root system is cyclical: moving between them allows you to eventually return to your starting point.
Currently, there are around 10 Root Positions, with transist animations with more planned.


Within Close Proximity, each position and sub-position may leave some limbs unoccupied.
If you have a free hand, you can attack — dealing damage to the opponent’s health — or attempt to undress them via a separate minigame.
Complex clothing may require multiple successes to remove it depends on Unravel Points of the Cloth.
Both striking and undressing cost 2 AP.
Looking ahead, I should note that having a free hand is also critically important for casting spells during Close Proximity and Sex.

The bottom character can use Struggle to reduce the top’s Stamina.
When the top’s Stamina reaches zero, the bottom can either break free or reverse positions.
Thus, Stamina becomes the key resource in grappling combat — previously this involved many scattered resources, but now it’s centralized and intuitive.

I’ve created procedural animations for Undressing and Attacks during Close Proximity — they were functioning reasonably well, however, animations are currently disabled and require further programmatic refinement, which I’m not working on at the moment.


The bottom can struggle, strike, bite, or strip the opponent — while the top can change positions, exit Close Proximity, or initiate sexual or conversational actions.
Both can also use phrases that grant various effects — from arousing lines to commands that manipulate the opponent.
This is part of the developing Authority System, which is technically functional but still awaiting balance.

Conclusion on Sexual Combat

Your goal as the dominant is to bring the opponent to climax while their Satisfaction is at its peak — but to avoid triggering their current desires, which raise Arousal faster.
In other words, you must deliver the greatest pleasure possible before the opponent climaxes.


This approach feels both elegant and rich in nuance.
Of course, a lot of balance work remains — particularly around the interplay between Arousal and Satisfaction — but overall, these changes make gameplay more vibrant and consciously engaging.


You can watch animations in many games, but to participate in them directly, and consciously — that’s something rare, though I may be wrong.

Also

The emotional system and the sound system have been reworked into a new format, but for now they still require some polishing.
The UI is also undergoing significant changes. Some aspects of the UI are still unresolved, but in one of the videos you’ll be able to see fragments of the new Character Control. I could have shown you a screenshot before all the new changes — back then, there were lots of UI animations, technically fast and responsive, but still, it annoyed me and was probably objectively bad.


Full camera freedom has been added in both third-person and first-person views. However, the first-person view will be further improved in the future, as there are tricky aspects that require special attention.




Epilogue

It’s a shame how much time I’ve wasted on mistakes — but all of it was experience, and that experience will eventually pay off.
Right now, my main focus is on building a stronger connection between the player and the character’s actions, so that they grow and develop together.
At the same time, I’m reducing cognitive load without sacrificing depth.


Next, I’ll talk about the new minigames — which are also designed to eliminate randomness from combat — and show some short demonstrations.
Some of them still use old animations incompatible with the current skeleton, but I can’t afford to fix that yet. I’ll show them as they are.


Thank you all for your patience and attention.
Please share your thoughts and expectations — your feedback means a lot to me.

*
Most of the sounds are sourced from the library.
They were edited and processed by me, but remain the property of .
Other sounds are used under a free license that does not require attribution.
 
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Minigames Pt. 1. Breathing

Let me show you a few of the minigames. There are six in total, and you’ve already seen one of them. It’s also quite likely that some of them will be changed later. Let’s start with the simplest one: Breathing.

The goal of this minigame is to catch the right moment to exhale — it’s not clearly visible, but you can learn to feel it. First, you hold F, then release it at the moment between the Yellow and Violet glow.
If you release it at the perfect timing — purely by instinct — you’ll get 100% of the result. Releasing it a bit earlier or later isn’t a big deal, but the effect will be weaker.

The final result is converted into Stamina you regain. Currently, this is the main way to restore stamina, and it costs 2 Action Points. Passive stamina regeneration has been reduced to a minimum.

The worse your Heartbeat, the faster the minigame becomes.
Heartbeat is an invisible parameter that reflects the character’s current condition — literally the sum of your Health and Stamina percentages. If both are low, your Heartbeat worsens, and almost all minigames become harder.
At low levels, you’ll also hear the sound of a rapid heartbeat.

Why I did it this way

I've always been annoyed by waiting for stamina to recover. It breaks the rhythm and forces you to stand still, waiting for the game to allow you to act again. I wanted to make this process active — but not boring.

A simple “restore stamina” button felt too routine.
Adding randomness for the sake of drama was even worse — it all just came down to luck.

That’s how I came up with the idea of a minigame.
At first, it was just a simple slider where you had to release the mouse button at the right moment to get 100%, 50%, or 0%. But that turned out too mechanical and predictable.

Now the minigame includes a pinch of randomness that actually depends on the player — their attention, reflexes, and sense of rhythm.
In my view, it’s an elegant and fast solution — far better than just waiting for stamina to refill on its own.

*I just discovered that Patreon no longer gives me an option to upload video on it because my page is +18. So I will send videos uploaded on youtube if there are no nudity. So for videos with nudity or even SEX I will be using something different...

**Graphic quality on videos is set on Low, it's just a quick looks, not presentations.


VA pack:



SFX pack:

 
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Minigames Pt. 2. Spellcasting

Next minigame — Spellcasting Challenge.
In the world of Re:Rapture, magic is the manifestation of attention from the Gods, who cannot see our world directly but can sense people connected to them through a Thread. Many wield the Thread, but only to the extent they have earned it. The resource of this Thread is limited. Lord Keinsvale distributed these powers among his closest allies, but during the Demonic March 30 years ago, in desperation, divine gifts were also granted to lower-ranking commanders, which eventually caused the web of Threads to spread throughout the country.

However, owning a Thread is meaningless if a person does not know the gestures and body positions. Since the Gods cannot see our world through the eyes of ordinary wielders but can feel their bodies, signals can only be transmitted through the body.

The most outstanding Threadbearers, who had the honor of seeing the First Witness of God, created their own spells by combining gestures and various body poses. The Gods memorized these combinations and fulfilled the Threadbearer’s requests. However, each God demands their own price for granting a will.

By entering Spell Mode via the hotkey, all available combinations from your current pose appear in the top right. Therefore, available spells differ depending on your pose: standing allows certain spells, lying on the ground allows others.

Pressing R starts the minigame, where you must hit the rhythm with correct button (Q,W,E), increasing your score. The more accurate you are, the higher the score and the greater the final effectiveness of the spell.

Ierdis’ spells are usually sexually themed, while Keinsvale’s spells are geared toward combat. In sexual positions, everything works similarly: if with a Ierdis spell you press an enemy’s hands to the ground with the Ierdatrix Tentacles, the Keinsvale spell will burn the enemy’s face, inevitably destroying their erection.

Additionally, each God consumes different character resources. For each gesture (QWE symbol), Keinsvale takes 10 Stamina, Ierdatrix takes 10 Arousal, and Aartatis consumes 10 Health — a lot, but that is the price, not his fault.

All spells require at least one free hand, either left or right. If both hands are somehow restricted, or you occupy them yourself, the spells will be unavailable.

Why I did it this way

When creating the spellcasting system, I considered that I didn’t feel any sense of involvement from just pressing a button to cast a spell. Click — effect — done. And for most games, that’s actually enough, because there are other engagement factors: character movements, the landscape, special conditions. Some games approached this with more creativity, like Arx Fatalis.

Overall, I didn’t want to add randomness and was looking for a way to diversify and increase player involvement without creating something mechanically complex. Pressing QWE in timing is quite simple, and the instant animation feedback, as it seemed to me, gives the mechanics a bit more richness.

Additionally, the limitations of this kind of magic are obvious: I can create spells that are only available in a specific pose and easily explain why they are only usable there.

Of course, all animations are still in a testing phase; I don’t have the capacity to fully polish them yet. Plus, in the video, some old animations are still used — specifically, those designed for the previous character skeleton (so the character looks… odd during them). The special effect animations are sparse, but in the future, I will make sure everything looks as it should.

Epilogue

Thank you for your attention, and please do share your thoughts. Ahead of us, there are three more minigames:

  1. Blocking and Parrying
  2. Undressing the opponent
  3. And finally, I will talk about my latest development, which will continue to evolve for a long time — the interactive sexual mechanics, where you will, to some extent, directly control the character depending on the pose.
Once again, thank you for staying with me.

Credits:
VA pack:
SFX pack:
 
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You can obtain the Blocking ability. When you use it, you gain a buff that lasts for one turn.
If an enemy attacks you during that time, the world freezes for a moment and a very quick minigame begins — you must press your circle exactly when the enemy’s circle overlaps with yours.
If you succeed, the enemy’s attack is completely Blocked.

It’s worth noting that this ability is part of the Custom Ability System, meaning you can modify it using various Daemonic Runes.
For example, if you enchant this skill with several damage Runes, a successful block will also inflict all that damage back on the enemy.
However, be careful — each Rune increases the stamina cost of the ability by +5.
Also, when you use Blocking, you only receive one charge, meaning if the enemy strikes you twice, you’ll only defend against the first attack. But Blocking Form Of Momentum Costs only 2 AP, means, you can use it twice on your turn to get Two Blocking Charges instead of one.
It’s best to use Blocking against skills with long cooldowns or big Stamina loss/ High Damage.

And most importantly:
The worse your Heartbeat, the harder this minigame becomes. Unlike other minigames, the difficulty increase here is very noticeable.

Why I did it this way
I had already implemented Blocking before — it worked in the simplest way possible: you activated it, the enemy attacked, and you automatically blocked part of the damage.
And that was exactly the problem.

I wanted to give Seducers an ability that could completely negate damage, but such a simple skill would’ve been either totally broken or completely useless.
So the options were limited — either make it chance-based or reduce incoming damage based on some stat.

And honestly, while chance-based defense can work for the player, imagine how frustrating it would feel when the enemy randomly blocks your attack and you can’t do anything about it.

That’s why I created, once again, a quick minigame — to bridge the gap between Character Abilities and Player Skill, which is, without a doubt, one of the key goals of all minigames in Re:Rapture.

Obviously, animations here are still broken, Im leaving this part of work to the end, when it will be important for development.

Credits:
VA pack:
SFX pack: