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

Dec 19, 2024
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Hello everyone, and this next minigame is dedicated to undressing your opponent. Undressing an enemy is useful for both warriors and seducers. You can remove almost any piece of clothing — the most valuable targets are the enemy’s armor, underwear, and any items that enhance their abilities. Each piece of clothing has a certain number of Unravel Points, which represents how many times you’ll need to complete the minigame to remove it. You can think of it as the complexity of that piece of clothing. Tearing off a T-shirt is much easier than untying every knot on a corset or removing the many parts of a cuirass. However, most clothing usually has only 1 Unravel Point, which serves as my balancing mechanism.

Once you choose which item of clothing you want to remove, you’ll start a fast-paced but tense minigame that represents your struggle with the opponent.

In this minigame, you must hold down the mouse cursor on a frantic little circle that constantly tries to escape from it. The worse the opponent’s Heartbeat (Stamina + HP), the easier the minigame becomes. If the circle turns black — you’ve lost your chance. If the radial progress bar fills up — you win and destroy one Unravel Point from that clothing item. When an item has no Unravel Points left, it gets removed, exposing that part of the body for further interaction.

You can also remove your own clothing without the minigame, and always successfully on the first try. Clothing isn’t destroyed when removed; after the battle, your character will automatically put their lost gear back on. Attempting to remove clothing costs 2 Action Points and 20 Stamina.

Keep in mind — it’s best to attempt this when your opponent is already exhausted, since if they’re in perfect condition, the minigame can be very difficult. Another thing worth mentioning is that an undressed opponent will passively increase your arousal — but never above 100. In the video, I’ve temporarily disabled the procedural animation for undressing because I haven’t yet updated the code to work with the new skeleton type.

Why I did it this way
Once again, I was searching for a balance of pacing, but this time I wanted a struggle within the minigame itself — something that would fight against the player’s sense of control. Undressing was always meant to be an important element of combat, but before, the player could only Destroy the opponent’s armor (fighting) or force them to remove it on their own.

Now, this mechanic has gained much more depth. The tactical possibilities of removing an enemy’s clothing are quite significant — and rarely explored in games. Usually, clothing in games is just a static source of stat bonuses that you don’t have to think about and it's totally fine, but...

In Re:Rapture, armor also serves as a barrier against sexual actions. No matter how well you defend yourself, you can always encounter someone who tries to strip away that advantage and other advan. Even as a warrior, it can be strategically beneficial to deprive an enemy of their defensive equipment.

But thanks to the minigame, this won’t become an overpowered or spammy strategy. My goal in game design is to create an ecosystem where each player action has a different level of effectiveness depending on the encounter.

Oh, I almost forgot — there are still some minor issues with input detection and holding the button. I’ve postponed fixing that part for now. As you can see in the video, there are moments where the cursor gets stuck in one spot.
 
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Dec 19, 2024
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Key and Very Important Changes

Hello there! Let’s go over the very important changes, and then we’ll move on to the Sexual Mini-games. After that, I’ll talk a bit about Enemy Psychotypes and the four Behavioral States.

1. This decision was not easy, but in order to speed up gameplay, simplify balancing, and improve dramatic pacing, Action Points have been removed entirely. You now have only one action of any kind per turn. Some actions remain free, such as entering and exiting a mini-game, and leaving a Pose.
2. The Climax parameter has been removed, and Arousal has been redesigned.
This was done to reduce the number of parameters players must constantly monitor.
Now Arousal fulfills both roles:
The arousal gauge has a semi-static milestone indicating the level at which a character gains an Erection and becomes able to use Penis-based poses.
As before, no Erection -> no access to such poses — but in the future a “preparatory pose” tier will be added, shifting the balance again.
A character reaches Climax immediately once Arousal hits its maximum value and then loosing Arousal.

3. Previously, characters had a limited number of Climax Charges, defining how many orgasms they could withstand before losing due to exhaustion.
I liked the concept of limited climaxes, but it lacked logic — both from a game design perspective and a realism perspective.
Now:
If a chaacter loses all Climax Charges, they lose the ability to gain Arousal.
This does not prevent them from participating in sexual actions, nor does it imply instant defeat — because an opponent’s desire to engage in sexual actions depends not on Arousal, but on their current Behavior (details later).
Ierdis spellcasters will need to be more careful, since their Arousal is the main resource for their magic.
However, Da'akini Climax Stones remain unchanged — Climax still triggers the magical effects of the stone used by the character.

4. Arousal balance changes.
The Seducer’s primary objective is still to push the enemy to extreme Satisfaction values and then trigger a Climax at that stage.
Achieving Satisfaction is now entirely the domain of Sexual Mini-games and Micro-events (more on that later).
But Arousal on the way to that Satisfaction — is mostly our enemy.
Meanwhile, the opponent will actively attempt to accelerate reaching their own Climax.
This creates a tense struggle for control, and we must keep the opponent’s Arousal within safe limits.
Waiting for Arousal to drop naturally used to kill gameplay intensity — and currently, it still does… but! Now Arousal drops faster each turn in which no increase happens.
Meaning:
Just 2–3 turns of preventing Arousal gain are enough to escape a dangerous threshold.
This creates space for repositioning, catching breath, or changing stance without losing advantage.

5. Passive Stamina drain and passive Arousal gain from simply being in a sexual pose have been reduced to very low values.
This provides a larger interaction window inside Sexual Mini-games.
Entering a pose still costs Stamina.
So, as implied by the announcement of Sexual Mini-games:
Sex scenes outside mini-games are now a state-transition stage with new available actions, not a direct win condition.
Next post will be about Sainata- the first ritual Sexual mini-game.
Right after I'll take a little nap.
 
Dec 19, 2024
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Sexual mini-games Pt. 1. - Sainata

Well then, let’s finally move on to the Sexual Mini-games.

This is a rather complex design process, because you have to account for the feeling of physical contact, interactive control, logic, avoiding overload, atmosphere, the sense of control and freedom, and the balance of mechanics. And of course, everything has to be animated — overall, it’s a very labor-intensive task.

But… I actually enjoyed making it, even with the fact that I completely redesigned the concept three times before I understood what exactly I needed.

The first mini-game is called Sainata, and it belongs to the “Insight” category. It is already functional, but later I want to add a couple more gameplay features to it.
However, before I came up with Sainata, I tried two other mini-game concepts for this position. And just to remind — we’re talking about the missionary vaginal position here. Starting with the classics, so to speak.

So, what is the core of Sainata?
Gameplay-wise, it is physically and cognitively very simple. We control the forward and backward movement of the character — but we do it with intention, not chaotically, always with a purpose.

“One who understands the levers of Emotional pressure and commands them - is truly mighty.”
— Talar Manghekur, Second Selucient and Lord of Khadair.

Mechanically, we only control thrust depth and speed, both mapped to mouse movement.
If we move rapidly, we trigger the symbol “Ta”,
at medium speed — “Na”,
and at slow speed — “Sa.”

Our objective is to find the correct combination of movements. The combination consists of three consecutive symbols.

But we don’t know this correct sequence at the start. Each enemy has three such combinations — Words — which are completely unique to them. It could be Ta-Ta-Ta, or Na-Sa-Ta — anything.

This is why Sainata is classified as Insight. We are literally learning the enemy’s secret body language.
To avoid frustration, the sequence discovery is greatly simplified:
If a symbol you enter matches a correct symbol in that exact position (1st, 2nd, or 3rd), it will highlight green on the UI. That drastically narrows down trial-and-error.

But there’s a resource challenge:
Every movement counts.

After moving a certain distance (no matter the speed), a stamina tick and arousal gain occur. So the task is to discover the combination while spending as little as possible.
Each correctly triggered symbol grants a small amount of Satisfaction to the enemy.

Each successfully discovered Word grants a bonus Satisfaction spike, only once.

On top of that, each of the three Words has a unique effect.
For example:
Word “Shame” — reduces the enemy’s Looseness
Word “Love” — increases Looseness
(Oops, that’s me getting ahead of myself — but yes, these Words influence the enemy’s Behavior State, which gives them real gameplay value.)
After discovering all three Words, a micro-event triggers, marking the completion of the sexual mini-game.

Once all Words are unlocked, we can either:
stay in the same position and finish building enemy Satisfaction,
or
switch to different positions, either from the same category or another one.
As I said, more features will be added later — but for now, I’m satisfied that Sainata is simple, variable, atmospheric, and mechanically meaningful.

Movement within the mini-game is completely free (I mean, you can just do whatever you want): if you want, you can search for the Words — but you can also simply move without triggering “symbols,” gradually raising both characters’ arousal. And if you do hit the correct movement speed, you’ll gain a bit of Satisfaction as well.

However, true efficiency lies in completing the mini-game as smoothly as possible — and then moving on to the next ones.

A few words on execution:
All of the player’s movements directly affect the animations, as well as enemy vocal reactions.
Slow motion — soft and relaxed moans.
Fast movement — sharp reactions and a shift in voice tone.
There are also thrust sound effects.
Anjimation intensity changes with speed — including body, legs, and facial animation. Not everything is finished yet — this isn’t the most urgent task right now — but later, a lot of work will go into adding that “juice” to mini-games. First and foremost — solid gameplay.
And that’s about it.
This mini-game is NOT the core of all Re:Rapture mechanics — it’s just one of the available action options.
But currently, the Seducer path can fully defeat an enemy using only this mini-game.
For now, the mechanics have reached a state where the game finally has cohesive gameplay.
For one fight you might be needed to win in two Sexual minigames at least, but it depends on you and your enemy.

But, as often happens with me — I won’t rest until everything feels exactly right. I’m not a perfectionist, but I refuse to release something I don’t personally enjoy.

New content also includes new mini-games from the other categories:
Domination and Tenderness.
Now — let’s move on to what defines how the enemy acts and behaves - The first part of the Persona System.

Currently, Patreon has 18+ videos disabled, so there’s no video demonstration.
And I am not eager to upload this kind of content to YouTube either.
 
Dec 19, 2024
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So, we’ve covered the first Sexual Mini-Game. While I'm preparing the second one, let's move deeper — into the emotional layer of the enemy, the system that defines how they will behave and act, making each one more diverse and a little more “alive.” even at the same race and role.

The enemy has 4 Behavioral States:

1. Seeks to Attack — the enemy tries to break free, punch, bite, and generally harm us, aiming for a physical victory.
2. Seeks to Receive Pleasure — the enemy will still try to break free, but only to take control of the scene. Their main objective becomes achieving their own climax. Lose control, and the Close Proximity will unfold on their terms, leading you straight to depletion and defeat.
3. Seeks to Defend — the enemy attacks less frequently, focuses on maintaining high Stamina, and keeps distance.
4. Seeks to Give Pleasure — the enemy will not attempt to break free, but will try to bring you closer to climax by all means possible, which can also put you in a dangerous position.
---
All of these states are the result of the Player’s actions — the enemy does not change states on their own.

To influence these states, we have two parameters:

1. Looseness (openness to sexual interaction)
2. Aggression

Looseness is quite dynamic, while Aggression is affected by more complex and impactful actions.

These four states are combinations of those two parameters:

Low Looseness + High Aggression → Seeks to Attack
High Looseness + High Aggression → Seeks to Receive Pleasure
High Looseness + Low Aggression → Seeks to Give Pleasure
Low Looseness + Low Aggression → Seeks to Defend

Before going further, it’s important to explain how state shifting works. A simple slider would be insufficient — the character would constantly flip between states. Instead, a barrier mechanic is used.

Example with Looseness:

Combat begins with State "Attack", Looseness at 50/100.
If we increase it to 100, the enemy switches state to "Get Pleasure", and Looseness drops back to 50.

If it reaches 0, the state switches again, to "Attack", and the meter returns to 50.

This creates a buffer zone, preventing unrealistic rapid state-hopping. It improves both gameplay clarity and emotional logic.
---
Looseness increases from sexual actions and drops from offensive actions.
It is not tied to Arousal.

Aggression works under the same shift rules, but is much harder to influence — because lowering Aggression is one of the core win-conditions for a Seducer. If the enemy becomes liberated and submissive, overcoming them via Satisfaction becomes significantly easier.
Aggression is influenced through Micro-Quests.

One of them as simple example:

Show the enemy their fear of losing.

If they take damage and fall to 50% HP while we remain above 80%, one micro-quest completes — Aggression drops.

The enemy starts doubting their ability to win by force and may lean toward submission.
This condition checks again at:
50% HP
30% HP
15% HP
— each time requiring us to maintain a significantly higher health ratio.

This approach may not work against much stronger opponents, but is very effective against weaker ones or enemies who rely on sexual domination.
---
But these are dynamic personality shifts.
What about core character traits?
A character’s personality is shaped by two underlying attributes:

1. Depravity
2. Inner Flame

Together, they create the four Personality Archetypes.
The Archetype determines how quickly the enemy gravitates toward particular states.

For example:
An Impulsive Warrior will rapidly return to Attack State.
A Libertine Warrior will slip into Pleasure-Seeking much faster.
---
Additionally, enemies now react verbally to gameplay events.
What they say — and the effects their reactions cause — depends on:
Personality Archetype
Current Behavioral State
Dialogue Race
Whether they are a Named character
The genders of speaker and listener
This is how a character’s personality manifests. I wasn’t fully convinced this system was needed — until I saw how drastically reactions enhance the emotional impact of gameplay.
The dialogue system is built for maximum future flexibility.
I can’t write thousands of lines yet, but I can implement a solid base with contextual variations — a strong foundation for a much bigger house. Right now, I just added maybe 25-30 phrases, ofc it's not enough.

So, for Example: If we tear off the enemy’s armor —

a warrior focused on battle reacts one way,
a pleasure-driven deviant reacts very differently.

I’m honestly thrilled with how expressive the system feels — and it only gets better as more reactions are added.
Maybe someday I’ll use AI voice acting — but that’s a delicate decision, so I’ll likely run a community vote when the time comes.
---
So — Personality Archetypes ✔
Behavioral System ✔
Reaction System ✔
All of this defines the enemy’s character, on top of their stats, equipment, available abilities…
And also kinks and fetishes — but that’s a subject for later.
Thank you all SO MUCH for your support.
There is still a long road ahead — but knowing you’re with me makes it feel far from impossible.
 
Dec 19, 2024
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Heya, just something I'd like to say

I’m halfway through developing the second Proximity Mini-game.

This time it offers more interactive freedom, clearer goals, and—most importantly—feels more alive.

At least to me, this one turned out surprisingly immersive.

If you’ve seen the previous post with the video, you already know the basic controls:

you move the head with WASD, move the tongue with the mouse, and LMB pushes it forward.

All of this is needed to reach the goal as efficiently as possible.

I’ve also added stronger body reactions and sound cues so the moment doesn’t just play out, but actually feels like something is happening.

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Enemy Actions

In the new Proximity Mini-game, Enemies can now act during the mini-game.

When you enter a Proximity scene, the turn-based rules shift slightly — we formally move into real-time, though with some limits for convenience.

First action – utilitarian:

The enemy can throw their legs over the player, preventing you from simply leaving the scene unless you spend stamina to break free, or the enemy releases the hold.

If you fail to manage your stamina properly, you can end up trapped — instead of spending your Current Stamina you will be loosing Max Stamina and if your Max Stamina drops below 10%, you’ll lose from exhaustion. Also it is important to not Overheat your opponent before reaching peak Satisfaction.

Second action – disruptive:

The enemy grabs your head, partially taking away control.

This makes the interaction more alive and a bit unpredictable.

Both actions depend on the enemy’s behavior.

Aggressive ones won’t use these moves — at least for now.

Maybe I’ll add exceptions later, if I find a reason to add more options for an enemy.

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Progress Update

So, that’s what I wanted to share.

At this point, I’ve reached a coherent concept — everything unnecessary has been cut, the mechanics are clean, and it finally feels like a system you can understand and play without getting lost.

There probably won’t be many posts for a while — it’s time to move from experiments to actually assembling the intermediate version, add few more Proximity minigames and balance tweaks.

---

This slice won’t include progression, roguelite mode, the dialogue system and authority-based interactions — those still need more work, but enemy will still talk sometimes.

So like many other parts that are already made, or half-made.

It’ll just be a single fight, meant to answer one question: am I building something worthwhile, or just chasing my own madness? Almost like the first version of the game, but, well, it will be a game, which will show a lot about the vector.

---

Core systems are done, and I like them this time, because they are pretty clean and solid.

Weak spots are visible, but not critical. The weakest spot is actually Submissive actions for player, but, it's just a question of time to deal with it.

So right now the goal is simple — turn off perfectionism, polish what’s here, add actual content and show what actually works.

So thanks again for being here and supporting me, soon we will see if I'm a madman who killed a year of life or some sort of a game designer with some vision.
 
Dec 19, 2024
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Some thoughts on Interactive Proximity

Throughout all stages of development, I’ve been trying to find an answer to one question — how to make sex feel varied and distinct from scene to scene. Because, essentially, it’s just a pose: characters are in an animation, doing indecent things. But how can it be more than that?
Okay, I introduced body part interactions — the choice of pose became important. But that didn’t solve the problem; it only added new ones. After all, if you don’t have the right pose, you can’t achieve anything. And beyond that — it’s boring. Terribly boring.
I added small extra actions within the pose — still boring. I added sliders for amplitude, depth, and speed — boring. Combined all of it together — STILL BORING!
I’m very critical of what I create… and it seems that, perhaps, I’ve made the only truly right decision possible in this situation — by adding interactivity to the sex itself. By introducing real-time mechanics during these interactions. It’s… alive. I can feel that the whole system becomes alive!
Yes, these minigames have an extremely high production cost — they take much longer to make than simply adding a new sex pose. But a game has to surprise.
Surprise the player just with a new idle pose? Mmm… not much surprise there. A pose is a pose — what haven’t we seen before?
But direct real-time control changes everything. Each new minigame feels different from the last — it literally solves the problem of gameplay prolongation, because every time the experience is new, which means it becomes less repetitive (mathematically speaking). Plus, it creates genuine interest in unlocking new abilities — not just because of their value, but because there’s now real engagement in the process.
Right now, I’ve nearly finished the third minigame, while the other poses don’t yet have them. (It’s worth noting that the sexual idle animations are not going anywhere — they remain, but their purpose is different now. The buildup of Satisfaction comes from the minigames themselves.)
I’m placing a big emphasis on tactility within these minigames, so the player feels like they’re truly present in the scene rather than just watching from the sidelines. And I’m also focusing heavily on balance — not to annoy players, but to prevent them from exploiting systems in ways that would ultimately ruin their own experience.
And of course, I really love that our opponent actively participates in the minigame — hindering us, or sometimes awkwardly helping (which can backfire). It’s alive, damn it. And I’m glad for that. That’s all — thank you.
Oh and by the way, I also have some thoughts about how I might want to change the overall process — perhaps moving some aspects of the game from turn-based to real-time, for example, fighting and struggling systems. But that’s a topic for later, after the release of the next version, because- it's okay right now as it is, and I'm not sure yet about pros and cons of this decisions yet.
For now, I’ll keep moving in this direction — one that, as far as I can tell, no one else has explored before.