Kinky Studio - Devlog 003
Hi!
Here’s the third devlog for Kinky Studio.
Lately, I’ve been working on creating a brand-new UI. I experimented with a bubble-based interface that is modular and dynamic. The goal was to keep something very simple, intuitive, and flexible. This approach is quite future-proof, as I can easily adapt it, reorganize it, or add new elements when needed.
One downside compared to a classic grid or list-based UI is the lack of scrolling, which limits the number of items that can be displayed at once. This forces me to make deliberate design choices about what truly belongs in the menu, which isn’t necessarily a bad thing. If the menu needs to expand further, I can rely on sub-menus instead, for example, a “gag” bubble that opens up to reveal all available options. There’s still plenty of room to experiment, and I don’t expect the interface to ever need to handle hundreds of items anyway… at least not yet.
I’ve also added new camera controls, along with the ability to rotate the character. Since the game is ultimately about creating pictures, having more control over framing and angles opens up a lot of creative possibilities. Playing with close-ups quickly made me want to add things like drool on gags… which turns out to be more challenging than expected. With a realistic avatar, simple solutions don’t look convincing. I’m exploring a few technical approaches, but for now it’s something I’ll revisit later when I have a better solution.
Next on my list is fixing the head animation loop. The animation looks fine in Unreal’s sequence editor, but once it plays in-game, there’s a visible bump. I’m trying to stay fully within Unreal’s animation tools, even though some of them can be a bit tricky, so this will require some investigation.
Before diving deeper into adding more gear and working on the core bondage systems (which will be a bigger task), I also want to improve footwear. Seeing the characters barefoot all the time is starting to bother me. I’m also planning to add another avatar soon, since using the same one repeatedly gets a bit repetitive.
There’s still a lot to do, but everything is slowly taking shape, step by step. I’m really enjoying the process, and seeing the systems come together is a huge motivation to keep pushing forward.
If you’re curious to try it, supporters can access the latest Pre-Release on Patreon. A free public alpha is also available on itch.io and on the official Discord. If you like the project, you can follow the over DeviantArt as well.
Happy New Year, and thanks for the support! 🎉
