Status Update - June
Seeing as updates are coming out every couple months, I'd like to start updating you guys a bit more often regarding what we're up to and and what the current ideas for new interactions / features being worked on are on each given month.
One thing we've been experimenting with has been producing and adding a couple new custom made restraints for KZO. Right now we've got a tape gag / blindfold with four different tiers of restraint and a set of linkable arm / leg cuffs. They seem to work well although animations for when the cuffs are worn still need to be made. The biggest struggle with this has been finding a stable artist to steadily produce the meshes and materials. If you have experience with this and would like to work together, please contact me.
Next up, the reception of the Nicole facesit event seems to have been overwhelmingly positive, so we've been working on the next one which will have a greater amount of animations, a new domme & voice actress, a new spin on narration flow & event structure and a bit more interactivity. Wonder if you can guess who the new domme will be?
We also started work on a new bondage device since you guys seemed to like that idea as well. Still needs a bit more work but the challenging pose opens up a bunch of new possibilities for interactions between the characters.
Also working on a new hold which is looking good but still needs a bit more work to get the tightness feeling just right.
I would also like to thank you guys for all the new & updated ideas and suggestions on the "game-ideas-brainstorming" channel. There were two in particular that I really liked and think are very feasible to add to the project. I'll be mulling those over and trying to see how we could make them happen. Can't promise anything yet but I'll definitely show when there's any developments / progress regarding those.
Then, I'm taking the possibility of adding modding to KZO very seriously. It's been on my mind since v0.2 and I would really, really like to do it. The issue is I've never structured a project with the possibility of modding in mind before, thus, as it stands KZO really isn't ready for it. In order to remedy this, over the last two months I've had someone more experienced with coding than me hired to rebuild all the code in a way that makes modding accessible and possible. This is very much an experiment which could end in total failure, but I think it's worth a try.
Other than that, I've been considering running a poll to decide who the next grabbable / playable character added to KZO should be, we might have a vote soon so you guys can pick.
That's about it. Thank you all for your support and for the great reception you've given to v0.3!
We'll keep working hard to make sure v0.4 will be worthy of the same.
