CREATE and FUCK your own AI GIRLFRIEND TRY FOR FREE
x

Unity Light-Space Love - Repopulation Colony: Deep 69 (Sci-Fi RPG) [Development Thread]

Harshmellow97

Newbie
Sep 23, 2023
28
38
Are there plans to make characters dick different from each other based on race? It's the only thing pissing me off in this game, i don't like having the same penis model being reused in other races, they should be different. With that aside, i like the game idea a lot, on the edge of my seat for the animations update.
 
  • Like
Reactions: halftilt

halftilt

Newbie
Sep 10, 2020
81
401
Are there plans to make characters dick different from each other based on race? It's the only thing pissing me off in this game, i don't like having the same penis model being reused in other races, they should be different. With that aside, i like the game idea a lot, on the edge of my seat for the animations update.
I'd say that's a stretch goal for us to go back and update some of the older animations/artwork with new dicks at the moment.
Going forward, I do plan on adding more variety to the types of aliens you'll encounter during play and for the art to match that.
 
  • Like
Reactions: Atl92

halftilt

Newbie
Sep 10, 2020
81
401
8/23 - Pilot Simulation Revamp

Up next is the Pilot Simulation revamp, then once the rework is complete work is going to resume on more of the main game content. I don’t have much to show about the Pilot Simulation revamp at the moment, I’m still very much in the “design” phase of things for it. I.E., sketching out the UI, the logic flow and so on.

Unlike the Diplomacy Revamps that I’ve been doing, this one will be from the ground up, instead of building on what’s currently there for the Pilot Simulation.

All that I can share is that if you’ve ever played FTL, the revamp takes a lot of inspiration from it. Though in this case, the focus will be much more on the events rather than the ship combat – while there will be some ship combat, given that it’s a mini-game, the ship combat won’t be nearly as deep as FTL’s, but I’m confident that it will be very fun and very lewd.

Other than that, our animator is working on… well, animations!
Here’s a fun little teaser of what they've got cooking!
linessa_pilot_sim_teaser_1.gif
 

PJuggern4ut77

New Member
Dec 3, 2022
4
2
8/23 - Pilot Simulation Revamp

Up next is the Pilot Simulation revamp, then once the rework is complete work is going to resume on more of the main game content. I don’t have much to show about the Pilot Simulation revamp at the moment, I’m still very much in the “design” phase of things for it. I.E., sketching out the UI, the logic flow and so on.

Unlike the Diplomacy Revamps that I’ve been doing, this one will be from the ground up, instead of building on what’s currently there for the Pilot Simulation.

All that I can share is that if you’ve ever played FTL, the revamp takes a lot of inspiration from it. Though in this case, the focus will be much more on the events rather than the ship combat – while there will be some ship combat, given that it’s a mini-game, the ship combat won’t be nearly as deep as FTL’s, but I’m confident that it will be very fun and very lewd.

Other than that, our animator is working on… well, animations!
Here’s a fun little teaser of what they've got cooking!
View attachment 3959521
This game keeps getting better and better, keep up the good work! Can't wait for the pregnancy system implementation as well!
 
  • Red Heart
Reactions: halftilt

halftilt

Newbie
Sep 10, 2020
81
401
9/2- Pilot Simulation Revamp Update

I’m still plugging away at the Pilot Simulation revamp, though there is some save bug that slipped through the cracks, so I might have to do a hotfix before I release this next update. I don’t think I’ve touched any code outside of the Pilot Simulation rework, so the hotfix shouldn’t introduce any new bugs.

Anyway, I’ve mainly been putting together the UI and logic for the Pilot Simulation, mainly the Event System and Dialogue System. As you can probably see, I wear my inspiration on my sleeve for this one -- though as usual, what you see may not be final.
pilot_ss_2.png

Although, the ship system has proven to be a little bit more complicated than the other systems. Especially since a lot of decisions were made to work within the UI space available. I’ll try to keep my explanation pretty simple for this:
pilot_ss_1.png

You have your ship’s systems and so will the enemy ship (when that side is added) and you can man each system (or weapon) with Crew. Manning your weapons or Systems will give those systems a bonus – while manning a Sub-System will only provide you the ability to defend that system if the enemy boards your ship and starts attacking that subsystem.

Speaking of boarding, you’ll need to have the teleportation subsystem to be able to send crew onto an enemy’s ship and start disabling their systems (or if you have the L.O.V.E. Droid subsystem, they’ll be sent automatically to the enemy ship).
Now if a System is manned by an enemy crew, you’ll have to defeat the crew there first before you can start damaging their systems.

As for how crew fights work, the crew in an entire system section will fight – even if they’re manning a different system. So, once a hostile crew is in the Weapons subsystem, all ally crew in the Weapons section will fight those hostile boarders.

With that, you can see your crew’s stats at the bottom (regardless of what room they’re in) to keep track of their hit points. I also plan on having a little lewd animation play for when a crewmember or L.O.V.E. Droid is engaged in battle and you hover over them.

That’s about most of what I’ve got sketched out so far.
Other than finishing up the code for the Ship systems I’ll also need to make a map system for navigating between Jump points. I’ll probably be working on that next, then it’ll be just a matter of integrating animations and the story beats for us to begin testing.
 
Oct 29, 2017
21
104
Any chance of adding a little "skip turn" or "defend" option to regular fights? Sometimes I just want to enjoy the battle sex mechanics (that looping anal animation's a beaut, I tell you) without having to be booted to the orgy room on defeat, or if I'm not careful I'll just wipe the floor with the NPCs without meaning to.

Sorry if I'm just blind and it's all in there or something.
 

halftilt

Newbie
Sep 10, 2020
81
401
Any chance of adding a little "skip turn" or "defend" option to regular fights? Sometimes I just want to enjoy the battle sex mechanics (that looping anal animation's a beaut, I tell you) without having to be booted to the orgy room on defeat, or if I'm not careful I'll just wipe the floor with the NPCs without meaning to.

Sorry if I'm just blind and it's all in there or something.
Nah, you're not a blind. I think a "defend" ability is a good idea, I've also got a few recommendations that a gallery would be a good addition, too.
 

halftilt

Newbie
Sep 10, 2020
81
401
10/4 - Piloting Minigame Revamp Update

Most of the systems for the Piloting Minigame are about finished. The events and dialogue integration is finished, so is the logic for the randomized waypoint maps for each sector. All that’s left at this point is adding some simple AI for ship battles to an opponent ship and adding in polish for the battle systems (animations, projectiles, sounds, etc.). After that, I will be writing the events and dialogue of which most of the drafts are finished, I’ll just need to do some proofreading and re-writing.

Speaking of story, I’ll be making a pretty significant change! It is no longer a simulation! One of our supporters, Xentalis, had suggested this change to give it more impact to the narrative and I loved that idea so much that we’ll be making that happen!

Given that it’s no longer a simulation, Linessa will actually be putting herself into precarious situations – and as such, the game over states will be much more erotic rather than… destructive. That also means some setting changes needed to occur – so we’ll be moving away from the simulation background and instead have a background that will update as you jump between waypoints.
screenshot_space_game.png space_game_event.png
So, as far as a release date goes, I’m going to tentatively say that the 20th of October would be the date that testing will begin. It’s possible that all of the animations won’t be ready by then, but we could always revisit that and add the missing animations in the future.

Speaking of animations, here’s some more teasers of what our animator has been cooking:
View attachment beeeeway.webm
 

halftilt

Newbie
Sep 10, 2020
81
401
10/25 - Piloting Section Revamp Update

I'm back with an update on things -- I'm still working on the Pilot Section. We just went through our first testing cycle and found quite a few bugs and some things that were a bit confusing.

I'm currently working to resolve those issues and finish up writing for the different scenarios of the events within the Pilot Section.

As far as an ETA goes, it's not a hard ETA, but I'm hoping to start releasing before the end of October, mainly because I've got something pretty special that I want to start spoiling come Halloween for episode 2 -- just to be in the spirits for spooky season.

On that note, there are other huge pieces of news both related to this new Pilot Section release since it's a much more ambitious mini-game than any of the previous ones I've done, I'm actually hesitant to even call it a mini-game at this point.

swaaaay.gif

Then there's news related to the roadmap.

Sector Exploration Game
So, for the Pilot Section, which I'll start calling Sector Exploration, I'll have to release this in at least two phases. The first phase will essentially be most of the Sector Exploration game. You should be able to visit each sector up until the final event -- the only thing that won't be included will be all of the animations for the various events and dialogue as our animator is actively working on finishing those.

The second phase of the release will be adding in those animations -- currently, only the blowjob animation is in the game mode. As it stands, there is a sex, tentacle sex, piloting, masturbation and idle and talking animations that will be added into the last phase.

I've added some example animations they've been working on below.

boobs_boobs.gif
hand_flourish.gif
Roadmap Changes
As far as the roadmap changes go, Episode 2 is coming next, instead of the futanari section.

Unfortunately, the artist I've been working with on that section has been on military service and the final artworks won't be finished until we're able to get back in touch.

I'll have more updates on that in the future, but for now, you can expect to see that later in the game -- the roadmap's location for it may not be completely accurate, but it's the target timeline I'm hopeful for.

And that's about it for now! Thanks again so much for your patience, I'll be back with more news soon!!!
 

halftilt

Newbie
Sep 10, 2020
81
401
10/30 - Piloting Minigame Revamp Release Date

I mentioned in a post on our SubscribeStar that I would be releasing the new Piloting Section in phases. I’ll give a deeper look into what those phases are going to look like.

So, the reason that we’re breaking up the release into multiple parts is for multiple reasons.

So, all of the animations for the Piloting Simulation won’t be completed until approximately December, if I had to guess. Instead of holding off on releasing the Piloting Section Revamp until the animations are completed, I decided we’ll release it in phases instead.

This should also give me more time to spend fleshing out the sectors and making them feel more alive and personalized, so, instead of releasing all six of the sectors for this section of the game at once. I’ll be releasing three sectors in Phase 1, and the final three sectors in Phase 2.

Phase 1 Sectors
sector1.png

Phase 2 Sectors
sector2.png

Another benefit I’m hoping to get out of releasing this in phases is that when I revisit this section in Phase 2, I could implement more of the feedback I'll get on the gameplay for this section. It is a pretty large section on its own and a huge departure from what I normally do in this game, so I definitely want to get it right.

Other than that, and most importantly, it won’t slow down development. I’ll be working on episode 2 while the animations are being finished up.

Development Pivot

Which brings me to another point, I’ve slightly pivoted my focus for how I’m developing Light-Space Love and the roadmap should reflect that now. You may have seen it already in the last few releases, but my focus been on the mini-games and unique gameplay sections a lot more.

Instead of Diplomacy, Dialogue and what seems to be the “main” game, being the primary way to progress the story, the mini-games and sections like this Piloting Revamp will be integral to how the story progresses going forward.

I’m doing this for a few reasons, the primary reason being, that this is much more fun for me and helps me improve as a developer. But, it also lets me experiment a lot more to find out what works.

I am pretty happy with the Diplomacy system and I’m not abandoning it, as I will be adding new abilities and sex animations to it, but I will be dedicating a lot more time to these mini-games and unique sections.

Leveling Changes

That also means the Command and L.O.V.E. leveling systems are going to be getting a pretty significant change in the next coming updates. I’ve wracked my brain a lot on this and I feel like the leveling system is more of an arbitrary roadblock than adding anything interesting to the game.

Removing the leveling system will solve a lot of problems which I’ve gotten a ton of feedback on, such as enemies feeling too easy when you’ve leveled up and unlocking skills feeling like a grind. This change should keep the fights engaging regardless of what level you are and allow you to enjoy your animations for longer. It will also make balancing a f***ton more straightforward.

So, what’s going to replace the leveling system? Honestly, I’m not totally sure – I still want Diplomacy to feel worth engaging in and rewarding and I want to allow for customization within your Diplomacy builds. I’m planning on keeping the point buy system for skills. On the other hand, I'll have to find a use for the money you’ve been collecting in the game -- upgrades for your colony is one area, though I haven't determined what those upgrades will look like yet either.

Release Date

Other than that, the release date!!!

I’ll be releasing Phase 1 of the Piloting Section on November 10th. I was hoping to rush it out before Halloween, but I don’t want to make the mistake of releasing something I’m not totally happy with that will have to stay out there until Phase 2 drops. Instead, I’ll postpone that release cycle until November, meanwhile I'll release the current supporter build publicly on the 31st.

Well, that’s about all I’ve got for now and thanks for supporting me, I'm looking forward to our future builds because I see this project building into something you'll all really enjoy!
 

ScrewMe

Active Member
Game Developer
Apr 11, 2018
549
1,469
On the other hand, I'll have to find a use for the money you’ve been collecting in the game -- upgrades for your colony is one area, though I haven't determined what those upgrades will look like yet either.

The first thing that comes to mind: beastiary. You literally buy yourself something to play with, depending on planet - some kind of goblin creature, tentacle or a generic toy.

As far as build goes...money could be used to buy some kind of artifacts that could make your build more powerful. I'd use MOBAs as an example. One artifact for 100 coins could give your Logic Attack +10, another one could make your Linessa get 2x damage if you want to lose all the time, third one could allow you to silence one of your enemies or give them one extra weakness for next turn. Then you could mix them/ level them up and instead of silence on one enemy you cast global silence etc etc.
 
  • Like
Reactions: halftilt

TirGerm

Member
Apr 27, 2019
104
118
On the other hand, I'll have to find a use for the money you’ve been collecting in the game -- upgrades for your colony is one area, though I haven't determined what those upgrades will look like yet either.
[...]
I am pretty happy with the Diplomacy system and I’m not abandoning it, as I will be adding new abilities and sex animations to it, but I will be dedicating a lot more time to these mini-games and unique sections.
The first thing that comes to mind: beastiary. You literally buy yourself something to play with, depending on planet - some kind of goblin creature, tentacle or a generic toy.
Concerning things to spend money on: I'm thinking the player get access to new sectors by upgrading your transport shuttle. (Extended tanks, better engine etc.) With certain upgrades requiring exotic materials that gate the later game areas.

Another thing you could do: Expand you station with Embassies of your completed regions.
Here you can talk to a representative of that sector and use your diplomacy checks for trade deals (see exotic materials) or to buy thinks from the bestiary. If the player, for instance likes Linessa to regularly hump the embassador, the embassy could be upgraded with a boudoir background.
What embassies also allow you to do is have Galas, where a different type of diplomacy is used. It could be a mixture of the represented factions, but instead of draining their health, you would have a "Convinced" meter. Here your slut master 3000
Linessa might be good convincing the male presentatives, but all female or abstinent ones would have to be convinced via your non-sexual actions. If you fail to convince them in a certain amount of rounds, they run away.
You win if more enemies are convinced than ran off.
 
  • Like
Reactions: halftilt

halftilt

Newbie
Sep 10, 2020
81
401
Concerning things to spend money on: I'm thinking the player get access to new sectors by upgrading your transport shuttle. (Extended tanks, better engine etc.) With certain upgrades requiring exotic materials that gate the later game areas.

Another thing you could do: Expand you station with Embassies of your completed regions.
Here you can talk to a representative of that sector and use your diplomacy checks for trade deals (see exotic materials) or to buy thinks from the bestiary. If the player, for instance likes Linessa to regularly hump the embassador, the embassy could be upgraded with a boudoir background.
What embassies also allow you to do is have Galas, where a different type of diplomacy is used. It could be a mixture of the represented factions, but instead of draining their health, you would have a "Convinced" meter. Here your slut master 3000
Linessa might be good convincing the male presentatives, but all female or abstinent ones would have to be convinced via your non-sexual actions. If you fail to convince them in a certain amount of rounds, they run away.
You win if more enemies are convinced than ran off.
The first thing that comes to mind: beastiary. You literally buy yourself something to play with, depending on planet - some kind of goblin creature, tentacle or a generic toy.

As far as build goes...money could be used to buy some kind of artifacts that could make your build more powerful. I'd use MOBAs as an example. One artifact for 100 coins could give your Logic Attack +10, another one could make your Linessa get 2x damage if you want to lose all the time, third one could allow you to silence one of your enemies or give them one extra weakness for next turn. Then you could mix them/ level them up and instead of silence on one enemy you cast global silence etc etc.
I like the idea behind a mix of these two ideas, actually. Given that Deep 69 is supposed to be a colony for various species to have as a "repopulation sanctuary", there should be space for other Xenos to stay on the ship and set up their own "home" or district.

I'll have to think about what that will look like, but I do like the thought of mixing the bestiary and embassy idea to have a section that you can either visit the lizardfolk, tentacle folk, or what have you in the future that's unique to their species.