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Scuffed Combat Test v0.3 - another step
(Download link at bottom) New patch is finally here! This patch implements a large volume of features of medium complexity. Due to the combined technical scope of these new systems, the development process took longer than usual. While I like to keep the at least one update per month schedule, the s
Jun 18, 2026 0 5
Scuffed Combat Test v0.201 - hotfix
(Download At Bottom) Hot fix build fixing the issues people reported. One thing I forgot to mention last post is that I was working on upgrading the UI system to enable movable UI frames to dynamically stack on top of one another, like so below. That is the cause of the UI bugs like somethings were
Apr 4, 2026 0
Scuffed Combat Test v0.2 - building up the infrastructure
Download at bottom. New patch is (finally) here! This patch expands beyond just the dungeoning system and introduces field-battles! If you are familiar with games like starsector or mount and blade, this is similar to how those games work: when you are traveling on the world map, you can now encount
Mar 28, 2026 0 3
Combat System Overhaul
Hello, I been working on a major combat system overhaul, (like, almost replacing the old thing kind of big) since November is probably the best time for it ;). I had to wait for the new combat system to in a more playable state because when I posted tidbits on how it works on discord, there were a l
Nov 15, 2020 0 3
Character Customization, part III
Added a color picker and new sliders to adjust smoothness and metalness (affects specular highlights and reflectivity). You can check out the video at twitter: https://twitter.com/Enlit3D/status/1316196676143521792 Working on save/loading now as character customization would be pretty useless if you
Oct 14, 2020 0 1
Character Customization, Part II
Made a lot of progress on the character customization UI, you can take a look at how it works here: https://twitter.com/i/status/1313653777153495042. The color picker UI is still missing so in the video the "Change" button just pick a color at random, but you can expect the final version allows you
Oct 7, 2020 0 1
Inventory, equipment and customization, part I
Working on the inventory, equipment and character customization system. The UI for inventory/equipment is now minimally functional, its pretty standard drag and drop stuff, but you can take a look here if you wish: https://twitter.com/Enlit3D/status/1310768196832485378 Before I started, I researched
Sep 29, 2020 0 1
Fun with goblins
Added about 10 new small-size <-> normal-size grabs! (Including threesomes!) I posted a few previews up at twitter and you can take a look there: https://twitter.com/enlit3d. Although the goblins are shown, these new grabs should be use-able in any small-size <-> normal-size pair and normal-size <->
Sep 12, 2020 0 1
Goblins and a vote
Here are some goblins, available as enemies in the next build! This is the first step towards non-humanoid units and goblins are a good starting point to start implementing the necessary internal changes to handle different skeleton types. The goblins wouldn't be available for grabs in the next patc
Aug 22, 2020 0 5
Party Selection
Starting from next patch, you can choose who to bring with you in your dungeon runs! You can bring 1-4 party members of your choice. Here is what the unit picker looks like: It make use of the new portrait render system which works pretty well. I'll adapt it to other areas as well as time goes on. T
Aug 12, 2020 0 7
4 new girls/outfits
Added 4 new girls/outfits into the game. One feature in the next patch is the ability to select who to take with you in the dungeon runs, aka, picking your party composition. There are the new units you can pick in addition to the current 4. Note: experimental character designs to test things, may n
Jul 31, 2020 0 9
Devices, NSFW version.
A tease for things to come: https://twitter.com/i/status/1285997937638510592. I finished up the remaining to-dos of devices (pathing to, collision, grab from, and so on) and they will be available in the new gallery/free-sex/"prison" room. The capture and research mechanic in the video obviously doe
Jul 22, 2020 0 1
Carry mechanic
Carry mechanic is done. For devices, PowerModder kindly provided some sample machine models for me to test. So I put this little skit together to demo the carrying to device mechanic: https://twitter.com/i/status/1285005719230537728. The other big application of carry is repositioning other units du
Jul 20, 2020 0 1
(Starting on) Devices and Base management
Started on work on the base management portion of the game. There is a lot to do and I decided to start on the equivalent of the Prison area first. Where you can find captured enemies and play with them at your leisure. To make it more fun, that means devices! The basic functionality is working alre
Jul 14, 2020 0 3
New character!
Added a new character for the next demo! So it will be a party of 4 versus the same enemies, which should make it a lot easier. She is a martial-arts based character and comes with a new outfit! I choose a simpler ability design for her as I feel abilities like the Breaching Shot is not good introdu
Jul 3, 2020 0 2
Demo 3
EDIT: Download 3.1 here. Fixed a couple of bugs including a crash. Here is the 3rd CATC demo. It features a huge grab-system upgrade with a lot more positions ported over from HRT! Lucia's lust inflicting ability also have additional effect if it causes target's lust to overfill. Give those things a
Jun 25, 2020 0 1
Progress Update
Lots of things since the last post! First thing first, thanks to everyone for taking the time to participate in the grab effectiveness poll and all the comments. There is one particular comment that I really like, which is to balance all the grabs to be approximately equal, but with a bonus with eve
Jun 23, 2020 0 4
Ported moves over from HRT
Here are a few samples: https://twitter.com/i/status/1272726057251041281 https://twitter.com/i/status/1272725843907719169 https://twitter.com/i/status/1272725782930939905 https://twitter.com/i/status/1272725715352338435
Jun 16, 2020 0 1
Progress update and a poll.
I have been working on the modding system. Which basically means exposing more and more game's hardcoded data as json files for anyone to tweak and modify. The modding system design is very similar to what HRT had: a /data/ folder which contains the mod folders. Then anyone can add new mods into the
Jun 11, 2020 0
Demo2
Download LINK. Here is the 2nd demo of CATC! It's another simple dungeon crawling scenario, but this time, you control 3 units instead of 2. Give it a try when you have the time and let me know what you think. Particularly, very keen to hear the level of difficulty and whether it is too easy or too
May 30, 2020 0 1
What's in a name?
Added a new outfit, along with the first weapon class in the game - riles! The outfit colors will be customizeable so if you don't like the default scheme, feel free to pick another. They will be coming as individual pieces too, so you can pick and choose between different sets. Another important no
May 28, 2020 0 1
Jiggle jiggle
Here is a video showing some of the new things: https://twitter.com/i/status/1261135017922592768. And here are the more in depth explanations: This week I started a major restructuring of the skeleton system. It's a stepping stone towards the ultimate goal of supporting the outfit customization syst
May 15, 2020 0 1
Dungeon Crawling v0.1
Faster Than Light (referred to as FTL from here onwards) was one of my favorite games. It is a roguelike game where you pilot a ship through different sectors with the goal of defeating a big bad at the end. There is something really charming about it's simplicity in it's individual mechanics, yet w
May 8, 2020 0 1
Progress update
Another weekly update! The new "Mahou Set" is done! It is shown in the picture above. I also put up a short video on how it looks in-game here: https://twitter.com/i/status/1256644999250186247. I got feedback from the previous build that the targeting controls still is pretty awkward in certain spot
May 2, 2020 0 1
New 2v3 build
Apr 26, 2020 0
Couple of new features
Couple of highlights in the new build: 1) A new base male model! His name is Iron Mask. Nobody cared about who he is before he putted on the mask... (Just kidding, don't have a male head model with all the head animations setup yet) Here is a shot from the back: And here is a brief video preview: ht
Apr 25, 2020 0 2
Test 3
Apr 18, 2020 0
A taste.
Click on the picture/link to see a video of a somewhat scripted fight. I implemented the particle system so we can have squirt particles. Then added cumming animations using the similar mechanic that HR and HRT had. That was the last piece of the puzzle missing from the grabs, and now it is complete
Apr 14, 2020 0 1
Combat Test
Finished implementing the Combat Loop with a simple enemy AI. Here is a barely playable combat test to see if everything works correctly. A big thanks to the folks in discord that helped me test out the builds beforehand, so this version shouldn't be too buggy. NOTE: This is meant to be a test, it i
Mar 29, 2020 0 1
The Grid and Pathfinding
This is a screenshot from another game: Divinity II, Original Sin. A great thing about that your characters can move to any position, you can cast your spells with pixel point accuracy, and all the abilities seems to be resolved with radius and distances instead of confining to a grid. So the player
Mar 16, 2020 0 1
Facial Expressions
Is now working :D. Just need to fix a couple other things then it's time to start testing the AnimationViewer.exe :P enlit3D on Twitter (Twitter)
Mar 5, 2020 0 2
Preparing for the first builds!
Another quick update. Busy working on the game to get the first builds ready. Did some testing in the Discord first. After some feedback and bug huntering, seems relatively stable. Going for a bigger test next. Now, don't get TOO excited. The first builds is more like a glorified animation viewer ra
Feb 29, 2020 0 1
Quick update
Decided to implement the game as "real time" but constraint it to turn based during combat. Made a crap ton of changes. Here is a test of concept. Testing out twitter. Click on the image(?)/link and it should link to a video. enlit3D on Twitter (Twitter)
Feb 22, 2020 0 1
M/F animations ported from HR
Ported 4 m/f (futa) animations over from HR and adjusted the demo animation that was made recently. Turns out, there is not many to port over ... because 1) there's not that many futa animations in HR in the first place, 2) out of those futa moves, many are ported to HRT, and I'm going to port HRT m
Feb 15, 2020 0 1
0:58
Belly Budge
Attached a .mp4 version. The gif is just a preview. Turns out Vimeo's ToS prohibits nudity. Tried pornhub next, but the embedded video doesn't work on patreon. Bummer. Here is a demonstration of the pussy stretching + belly budget with various insertion sizes. Note that the length of the insertion i
Feb 13, 2020 0 11
Stretch test XXXL
Extra extra large stretch test - this is probably the largest insertion size I'll support. Going to experiment with the belly budge next. stretch_test_xxx (Vimeo)
Feb 9, 2020 0 1
Stretch test
The new engine supports blend shapes. One of it's application is to make the pussy stretch when inserted. Here is a simple test to demonstrate it's effect. Had some issues exporting the blend shapes from blender, as that is a completely new workflow. But that is resolved now. stretch_test_xx (Vimeo)
Feb 9, 2020 0 1
First Taste
Here is the the first look at some of the ported moves from HR. Note: still lots of things todo: face expressions, fill the holes in hair, physics, etc etc. Ported over all the selected h_(f/f) and humil_ moves. 14 h_* moves and 3 humil_* moves in total. Originally I considered porting all the moves
Feb 5, 2020 0 1
A girl practices some martial arts
practice (Vimeo)
Jan 25, 2020 0 1
Catwalk C
Here is catwalk C. Which, hopefully is the a mix between the best parts of A and B. catwalk3 (Vimeo)
Jan 25, 2020 0 1
New Face v1
Putting things together, here is the result. Also, turns out I got screwed by blender's crappy subsurface scattering implementation for yestoday's post. I use blender to pick the colors then exports the model to the game. But blender's crappy SSS implementation changes the material's base color in a
Jan 16, 2020 0 2
Hair Shader v3 and SSAO
That wasnt even it's final form! Decided to implement a more physically based hair shading model instead of only mocking with anisotropic lighting. Here is the result: Whats really nice about this shader is that it has 2 rather intuitive material parameters that you can use to further control the ha
Jan 7, 2020 0 9
Happy New Year
Hope everyone had a good holiday. I begin working on in-game rendering. Here is a before/after for the hair. WARNING: spooky floating head ahead. This is the final product with hair shader: This is with the default shader: Here is with the default shader + normal map: And once again, with the hair s
Jan 1, 2020 0 4
A, B, or C?
I am working on a new female base model + rig. Out of curiosity, which of the 3 following faces (body + hair are the same) do you like the most? A: B: C:
Dec 22, 2019 0 3
Speech Bubbles
Here is what it looks like: Here is a version with moving camera angle: They are implemented with curves and triangulation instead of as textures (images), so stuff like changing their color is very simple too: When I showed these on the discord, some people mentioned that they prefer a fixed width
Dec 18, 2019 0 4
Some design considerations and features
For this game, I want a simple control scheme that is playable with one-hand. It should be playable with either using a mouse only, using a keyboard only, or using a controller. The best way to accomplish this, in my opinion, is to keep the number of buttons low. Therefore, for gameplay, there will
Dec 14, 2019 0 2
Grab System 101
Finally made enough progress on the grab system implementation and UI to make it functional enough. Here is an introduction on how it works. Units may have certain abilities that can place an opponent into a grab. They might come in different flavors. For example, some may have higher chance to hit,
Dec 9, 2019 0 3
Progress
Hope everybody had a good Thanksgiving! (if you celebrate it) I been working on the new game and made lots of progress. Dungeon generation, path finding, UI, transition, just to name a few. Here is a quick gif to demonstrate the dungeon exploration + encounter/combat portion of the game. The graphic
Nov 29, 2019 0 1
What if Heroine Rescue Team was a turn-based game?
Working on a new game! Like HRT, it is a party based and feature in-combat grabs. However, it wouldn’t be an action game but is turn-based instead. Here is a super duper early concept video of the gameplay: Originally, I was aiming for a side-view camera like darkest dungeon. However, that limits th
Nov 20, 2019 0 1

