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Featherbound Development Thread Thrafec 08/23/2025 (Sat) 03:51:26 Id: 9e18c7 No. 89754
Hey Folks! Rather than clog up the games thread, I figured I should make a new thread for updates on the game I'm making. Featherbound is my newest project, a game where you tickle Eliza after she was captured by an evil sorceress, to be played with for her own entertainment. Long and short; I wanted to make a project that I could pour animations into, and I think a game is the best way for me to do that. I want to develop out a reactive tickling system that doesn't rely on the same animation loop being played when you change the circumstances of how you're tickling a character. That means this is going to be a very art-heavy project, but I'm heading into this with that in mind. The other major system will be a reactive dialogue system, where how you tickle Eliza will determine what moods she gets coaxed into; and by extension what dialogue she responds with. I'll be launching this game early in development. Very early. I want the community to drive the direction of the game. If the community wants me to add specific spot, or tool, or feature, I will prioritize that. As for the specifics of how the game will play out? There are few things I know for certain right now. I want you to be able to select a tool, then an intensity, and then have a bespoke animation play based on your choices. Past that, I'm still deciding the specifics as I develop the game, and ideally, will have your input to help figure out the nitty gritty. The thread image is the very bare-bones basics of the animation system in action. I intend to have a more refined prototype ready to go by this time next week, but we'll see how development goes in the interim. Hit me with any thoughts you have!
>>89754 me again. that was quick lol
>>89757 I'm a bit of a hawk when it comes to this board lol. I got my start here and all.
>>89754 This might be very demanding or very difficult but I want a tickle system where you use the pointer to tickle the victim. Instead of click hands then click to the spot, I want something where you can drag the pointer around the soles of the victim.
>>89769 I considered that when I was designing the core implementation, and decided against it. There's a few reasons. You're right, it would add a lot of overhead for managing transitioning between shots. It would make it more difficult to play one handed (:^)), and it doesn't add that much to the overall intent of the game. Sorry man! I'll try to make it up to you by giving the user as much control as possible within the click tool -> click spot system.
>>89770 Maybe if you can, you can have different parts of the sole does different animations. Like different animations when you click between the toes, or click the arches or heels.
Was the name 'Featherbound' inspired by the incredible masterpiece of vapourware that is Heartbound? Made by infamous mana gem less ferret loving nepo baby man? (I'm rooting for this game btw)
>>89754 Are you planning to make the game free or paid? While I'm personally happy to pay for stuff if doing that encourages people to make content I like, you should probably not expect to be able to make much (if any) money if you're launching the project on /tk/ of all places. If you're just doing this for fun or practice, that's great, but if you expect to sell it here, you're in for some disappointment. I'm saying all this so you can set your expectations accordingly and pace yourself to avoid getting burned out by the project. Don't stress over it, just go at your own pace.
>>89772 You're pulling the thoughts from my head, that's absolutely going to be what I'm doing. I want each tool, each spot, each *intensity* even to have its own animations. This is going to be a project I work on for a while, and I want to give you guys as much control as possible. >>89782 Oh don't tell me that!!! I chose it because it had a fun vibe and a double meaning lmao. But you're right, it's pretty similar to PirateSoftware's game... Might have to change it. Also thank you!!! >>89790 Good news! This is going to release for free on my DA, but be accompanied by a patreon! My expectations are grounded, don't worry. Don't think that just because my returns will be modest that I'm going to burn myself out, or worse, abandon the project. Also... I don't have a *massive* following, but I'm just crossing 450 followers on DA after 3 months on the scene. I'm trying to stay humble, but I can't help but feel that's some wild growth. I'm blasting this across all available channels, so don't worry. I'm not just counting on /tkr/ to come through for me here. Thanks for being chill, anons.
(2.25 MB 800x450 ElizaPrototype01.gif)

Gameplay update: This is what things look like now. I've developed a pretty interesting dialogue system. Might be a bit overengineered, but it allows for Eliza to know a bunch of information about the scene, letting me implement a BUNCH of dialogue options using my rules system. Each option will have its weight calculated to generate unique dialogue sequences. Like, if you tickle her with magic items for two minutes straight, then change to mundane tools, then switch back to magic items, she'll know that, and I could have her respond with something like "What?! How do you still have mana?!" or something similar. I'm currently writing dialogue to fill the pool of options, then after that? It should just be testing... And then I've achieved the MVP I've been working towards! Then I just have to make a title screen, a short intro sequence... And I'll have the rest of the week to work on additional content that I'm not sure if I'm going to announce before launch.
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>>89833 Writing finished. System implemented. Ended up at a whopping 54 dialogue options, grouped into different situations that Eliza will find herself in. Man I'm tired lmao. I ended up developing this all night. I'll be heading to bed, but hit me with any commentary you guys have!
>>89833 A rules engine is the way to go, in my opinion, for any sufficiently complex interactions. At a certain point, there are too many variables to properly track with plain old conditionals. I don't know if this is what inspired you, but left for dead (i think) did a similar thing where when they had multiple rules fire, there was a weighted algorithm for deciding which one to actually kick off. You probably didn't need it so early, but It's not overengineered because you need a complex system to back dynamic dialogue. >>89849 yaaaaaaay
>>89782 Jfc, do zoomers really not know what earthbound is?
Can you tickle any part of her body or just her feet?
>>89908 I can only guarantee soles will be available as a target at launch. You won't have to wait long for there to be more spots available though! I plan on working in two-week 'sprints', pushing out new features twice a month based on polls I run for players. Also, for those of you interested, I've launched a patreon! Don't worry about subbing if you're not really motivated to help me out with development. I think I have a bit to prove before I would ask anyone support me. patreon.com/Thrafec
>>89849 What program do you use to create games like these? I really like to know!
>>89922 Oh hell yeah, for sure! So I use Aseprite to make the assets I use in the game. It's a pixel art software you can get on steam. Really robust and easy to use. For actually turning the assets into the game, I use a program called Unity. It's the only engine I've used, so I can't really judge how easy it is to get into, but it has a massive community that has encountered almost every problem you could run into as well as having a pretty comprehensive documentation set. I'd say it didn't take me long to figure it out, but I've been a software developer for about seven years now, so... You might find it a bit daunting if you're considering picking it up yourself.
>>89924 I see anyways still good btw! Hope you have a great day or night!!
Hey there! Couldn't help but throw in my own perverted two cents as far as game development goes. But one thing I absolutely love and dont see enough of in these tickling games is clothing removal, especially footwear. Since you have a dialogue system I think it could add some spicy anticipation dialogue/dread when you chose to pull off a shoe or sock etc. The other thing is, while I enjoy tickle tools I also enjoy a variety of "status effects" so to speak. Some games have toe ties and oil and even pleasure meters. But for me as a personal kink of mine id love some heat play/sweat. From the increased sensitivity due to flustering the lee by making them sweat, or the fact that the warmth and moisture makes ticklish spots softer and easier to attack. And with your dialogue system all that could be combined, take their boots off, make them flustered about being sweaty etc etc. It all combines together.
>>89966 Ahahahaha, you're my kinda guy! I actually already have clothing removal coded into the architecture of the game. It'll be via a spell, so the clothing will fade in / fade out, which I understand can be a bummer... But hopefully I'll make it up to you by saying that when she has her boots on, you'll be able to use your tools on her boots to tease her with what's coming, 'tickling' her boots to invoke specific anticipation dialogue. Heat is an interesting idea... I'll have to consider that. I've developed my mood system so that I can easily add a bunch of different status effects, so technically it wouldn't be too hard to add... I should be able to add a new 'clothing' layer for when she's sweating too...Hm. I'll probably throw that in the list of features for the community to vote on! Thanks for the input, great ideas!
>>89973 Haha thanks for the positive response! As a kink writer myself I was immediately more interested when you said you were working on some more dynamic sounding dialogue! The clothing removal being a toggle of sorts is totally fine! Especially if later on down the line you add extra outfits or something for new reactions. Nylons, socks, stirrups etc etc. The heat/sweat kink is definitely a personal addiction for me lol. I just see it in so many pics, lees with their footwear tossed to the side, their feet steamy and exposed. It just gets those pervy neurons cooking.
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>>89975 It's hard not being obnoxious about it, because I'm really so proud of how the dialogue system turned out. It's hella scalable. I'll be able to hook it into a bunch of different things in the scene as I develop it out. You bet your ass stirrups, nylons, and socks will be making an appearance! Socked feet make my monke brain go BOOM
>>89981 Hey man I appreciate that a LOT. Dialogue can be so dead in a lot of these tickle games so I appreciate any kind of focus on it. Hot tickle dialoogue is just as good to me as the art itself. Also hell yeah back to you on the socks. For me nylons and boots make my monkey brain go boom. And this is where I will be obnoxious and speak about how nice it would be to press your hands into some vulnerable steamy socked feet right?
>>89911 >two-week 'sprints', Damn son, you coulda done anything but you chose agile. XD >>89981 >dialogue system Mind describing it at a high level for the technical minded folks?
>>90015 Ahahahaha tell me it isn't a perfect use case! And it's pretty straightforward, but I feel it strikes a good balance between sophistication and simplicity while still being extendable. So basically, it's a weighted random selection system with a bunch of flags for different parts of the gameplay context. I set the base weight, integrate it to the mood system (A simple climbing value based on time spent tickling for now) via a 'fear' curve, and then configure it for novelty via weight penalties. It's already got some intense overhead for adding new dialogue options, but it isn't too crazy? In either case, it lets me build a pool of rules instead of setting up a bunch of conditional branching. The more hooks I put into the mood system, the more the mood system develops, the smarter it will seem.
>>90019 nice nice, that's unfortunately the ups and downs of it (as you probably know), the more extensible it is, the more setup you usually have to do. But this way you don't have to write a separate conditional for every single variable, plus EVERY OTHER VARIABLE that could potentially affect the rule, FOR EACH CHARACTER or SCENARIO. The code would exponentially get messy.
I'm staying hush-hush to keep the surprise up for you guys, but I can proudly say that Featherbound will be launching with quite a bit more than just a single animation...
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Featherbound is go for launch! Check it out, anons, and let me know what you think!!! https://www.deviantart.com/thrafec/art/Featherbound-Alpha-01-Link-Below-1235507308
>>90242 Good shit, impressive for just 2 weeks, aside from the obvious stuff like more characters and spells, it'd be cool if characters started reacting more desperately the longer you tickle them, sort of like tickle Kuri.
>>90276 Thanks man! Do you mean animation-wise? Because the dialogue system should have an intensifying progression... Maybe I didn't set the weights right...
>>90283 Oh i though that was just random dialogue, yeah a visual indication would be good.
>>90242 Everything is nice but the art knocks it down a bit. You need color theory, anatomy, and pixelart basics. Its why I passed on your old stuff.
>>90292 Then move along, buddy. All I can do is keep working at getting better. Braindead feedback.
>>90300 >ask for feedback >get feedback >butthurt Sorry, I didn't realize this was an echo chamber.
>>90301 "I don't like your shit because of this list of buzzwords" Yeah, you're the roger ebert of art man. Lots to take from that. Head back to the loli thread.
>>90292 no really, this is more ragebait than criticism. "I can't jerk off to this porn because muh color theory" I genuinely don't remember the last time I saw a post this autistic and gay on this board. If I had to give some actual criticism after playing around in the game a bit, I'd say I don't like the fact that I have to hold down the mouse button to keep tickling her. It is, of course, a pornographic fetish game. I want to be able to take my hand off the mouse, you know why. So personally I would love for an option to just click on her tickle spot once and then watch the animation play without needing to hold the button down.
>>90304 That's a planned setting, actually! Also, I intend to add tools that are toggle on/off, so that might help out with that issue too. I'll see if I can get that toggle implemented sooner, though!
>>90302 I've definitely given feedback in a shitty unhelpful way in the past and I try to do better these days, but I think I can unpack what 90292 was saying. Your visuals feel a little flat, not that I know how to fix that, but everything sorta blends into each other if that makes sense. The animations are nice, but some things feel a bit stiff. For example, her breasts look like they are being held to her chest by a sports bra when there is obviously nothing there to hold them. Also, is she pulling at her bonds? Is she stretched out taut? It almost seems like she's just sorta floating there. Again, I think it's fine overall, just specific things to improve on. I find your art simple and charming, but i could see why others dislike that.
>>90315 I appreciate that. I definitely need to keep up with my studies. At the risk of sounding defensive, I'm about four months into animation, so I'm about as green as you can get. But I'll keep up with my figure drawing, movement studies, and referencing! Thanks, anon.
>>90325 Doesn't sound defensive at all. I mean, take what people here say with a grain of salt. We're just fucking coomers and shit after all. Also, have the proper expectations for yourself. You're a coder right? if someone was 4 months into coding, you'd expect them to have a lot of areas for improving. That goes double for something like art.


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