The Lattice Cage is finally out!

Built to last by our local blacksmith, this cage has seen its fair share of use and abuse as shown by the amount of edge wear and the corrosion stains on the marble block it was erected upon.

Nonetheless, it will serve its new owner for a long time in exchange for a little bit of hinge grease and a touch of paint…

Lattice Cage

That’s right! Wait no more! It’s finally out!

  • This is the first cage that supports the TouchBound padlock system, it features:
    fully custom mesh, materials and sounds.
  • 4 anchor points for TouchBound compatible wearables.
  • Expandable pose system with 9 poses included.
  • Various settings for public and private use (auto unlock time, auto open, access restriction, etc…) aswell as 10 materials to customize it (UVmaps included).

As usual, you can find it at the KDC Main Store, the SecondLife Marketplace, and on the PrimBay

 

The Multi-Leash update is out!

I’ve just released a major patch for the TouchBound System, the biggest feature is that it adds a new system that allow you to draw multiple leashes from a given person to a specific target, it can be an object with one or more anchor points, or another person’s wearables.

Because there has been a few slight changes in the item<->item communication protocol it is strongly recommended to update!

If you do not want to redo all your adjustments, you can simply copy the scripts over and update the version number in the description of the object, this is a script-only update.

The following TouchBound products are affected:

  • All collars.
  • The chastity belt.
  • All cuffs.
  • The paw mittens.
  • All PonyPlay bits.
  • The stuffed ball gag.
  • All piercings.

That’s a total of 44 products, sorry for the inconvenience, I hope that you will enjoy the new feature.

More bugs

I corrected more TouchBound bugs today, in fact I’m not even sure how long they have existed… Spooky.

That’s the issue when you rewrite half of a script that was fairly “stable”, you just replaced safe – bug free – code by fancy bleeding-edge – untested – code. I’d like to say it’s done, but realistically… it’s done until I stumble on another critical bug while preparing the items for update.

Back on track

Finalised the textures of the cage, this time in natural sunlight (not in those pictures tho) I also made the anchor plates and they look perfect.

So far the colors are:

  • Red
  • Yellow
  • Blue
  • Pink (it looks like a unicorn exploded inside the cage IMHO)
  • Black
  • Olive drab
  • Aged

Please post any color suggestion you may have (with an RGB value pretty please :D)

Memory management

I’ve almost completed the new chaining system. It requires sort of an “election process” to decide which object will start pulling the avatar, I discovered that more than 2-3 Move2Target in effect on someone’s avatar lead to very bad consequences, event if they all go to the same target!

But this stuff costs memory and It’s dipping too low again so I spent a big part of the day scrambling for extra memory.

 

Again.

 

It’s so close to being functional, this is so frustrating.

Have you played a game lately Kyrah?

wip4

I might have played Firewatch and it MIGHT have influenced this weekend project…

More feature creep

I spent most of yesterday making an animation system for the cage that can support an arbitrary number of poses, each with their own vertical offset, adjustable by the user.

That wasn’t exactly planned, but oh well…

I’ve done some preliminary changes to allow a given TB item to draw multiple leashes/tethers toward the same object/avatar, which is something that has been requested many times before.

It’s working, but i’m not 100% sure wether it is “bug free” or not. More testing needed.

More cage features.

Alright, I have to admit there is a lot more to do than I thought (wasn’t this cage supposed to be a “small” project?). Here is a little breakdown of what’s done (in green) and what’s left to do (in red):

  • TouchBound Locking.
  • RLV Relay support to restrict touch distance, tp, cage editing and prevent sit teleport.
  • RLV Tracking/teleport of cage occupants on relog.
  • Notecard configuration.
  • Option to open doors automatically on unlock.
  • Option to restrict locking by users and by group.
  • Option to have the doors self unlock after a fixed time.
  • Sitting with adjustable Z position.
  • Custom sound effects for opening/closing/rattling.
  • Sitting animations.
  • Multiple chaining points inside the cage.
  • Texture configuration.
  • Final textures.
  • Multi tether code for all TB items.

Cold and code.

I’m dragging a nasty cold since the Global Game Jam, so my work output has been severely reduced.

Regardless, I’ve been working on a global TouchBound update to increase the flexibility of the chaining system. It’s a bit tricky to integrate within the core system.

I should probably complete the cage first, but the two are (very) loosely connected.

So long Global Game Jam 2016

A huge thanks to everyone in my team, this was an exhausting and amazing experience!

Also thanks to everyone who attended to the event, you people are all awesome 🙂

Totem Melee Is the game we created from scratch over a 48 hours period.

It’s a 4 player team game where you try to reach 500 points before the other team does by piling totem blocks in your team’s  base while preventing the other team from doing the same.

You have to be careful as the map is full of treacherous holes and narrow passages, there are also a few power ups that can be used creatively and every 30 seconds the wheel of fate will select a random events that can completely turn the match around.

Get the game here!

Get the sourcecode here!

Kyrah Abattoir
Creator of BDSM and fetish content in Second Life since 2004.

Seasoned 3D artist and programmer, aspiring video game creator.

September 2024
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