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Sapphire Documents Issue 006

One more Sapphire Document for the books. Let’s talk about the Christmas update coming this month!

[h2]Unreal 5.1 update[/h2]
Yes, we have been building around issues that Unreal Engine 5.0 had, these have mostly been corrected for us in the new version 5.1. Let me explain.

First, we have new tools for Navmesh placement and AI pathfinding.



The Navmesh update finally can build around our environment assets leading to much more natural ai pathfinding - aka no more monster girls running against a tree like a dumdum. The ai can now see how they can navigate, what they can fit under, and what they cannot. It’s a really solid update.

Next AI building tools have been updated, aka State Tree. I mentioned this a few times already in our older dev blogs, but the new tool is really really nice!

Here is what the old fleeing ai graph looked like



And here is what the state tree version looks like, which also mixes in other ai states they can act on.



The quick version of this tool is that our AI will be vastly more responsive along with us being able to add far more requirements and complicated setups to get exactly what we want from the system. Cool stuff!

The other tool that we want to make use of in this 5.1 update is the new keybinding system they have, this will come in a later update as we are guessing it will possibly break a lot of things in the game, so we would need to dedicate a longer dev time to it.

Lastly, we are still looking to swap from a screenshot system to an internal capture system with an image output to speed up the photo-saving process, but we will need to test this more before I am confident we can release it to the public.

[h2]Moana Tropic Assets[/h2]
The asset list for Moana Tropic continues to grow, first, we have our “abandoned campsite” for our main narrative being built, this also includes assets for side quests and loot boxes to find in the environment.



Next, we have a POI asset for our massive ancient tree mentioned in the Moana Tropic description. This will likely be our first “Monster Den” asset for the game. More info on that soon!



[h2]New Map sneak peek![/h2]
We are building a new “Winter-Themed” map so we can start enabling our Research Level system for player unlocks. The first step is doing a small overhaul to the Depart Tab in the boat menu. No longer does it make me motion sick with the camera movements!



The islands are also clickable now on the HUD presented. Not sure how we will handle the discovery of new islands. We will test and see what works.

So the map itself is a snow biome area, we are going to make just a small area playable from the beginning due to the player needing access to the “Winter Clothing” tool we have yet to build. Anyways here is a sneak look!



Obviously, this is a WIP look at the map, so it will likely change in the future a considerable amount if the path loops are not fun.

https://store.steampowered.com/app/1526900/Sapphire_Safari/

Cheers for now! Stay tuned for the release sometime before Christmas!

Thanks,
Kinky

Creature Book

This is a copy of our v009 release post for early adopters over on Itch.


Hello explorers! Welcome to patch day, version 009 is ready to go and it is our first step into organizing our main gameplay loop. Let’s begin!

[h2]Submit your Photos![/h2]
The Monpedia and the Research Level are the first implementations of our progression and gameplay mechanics for Sapphire Safari. The use is simple, take photos during your expedition and once you’re ready to return you’ll be prompted to submit pictures for the creature catalog known as the Monpedia. Your top 10 photos will also be scored and added to the Research Level.



Monpedia now tracks photos, we currently have a very basic selection of pictures to gather for each species. Try to get them all! Each photo will fill up the familiarity score of a species as well, currently, this does nothing but it will in the future!



You can replace old pictures with better ones if you happen to get a nicer shot.



The top 10 pictures taken will be scored for the Research Level, currently scoring is not functional, be sure to read our Sapphire Documents Issue 005 for more information on how that works. Research Level is how players will unlock new islands and new “critical” tech for exploration purposes.

These two loops are here to reinforce a lot of gameplay elements, however, they all have other components needed to really make them shine! Part of this is the monster girl AI, the quest system, scoring systems, etc.

[h2]Moana Tropic Wading Pools[/h2]
Our team has been busy expanding the Island with a new Tide Pools area. The first pass of this region should add a lot of interesting backdrops for your photography!



[h2]Intimacy UI/UX upgrade[/h2]
The constant changes to this mode should not surprise anyone, the new elements however drastically bring us closer to the initial pitch and vision. Loading into the doll system for the first time will now randomly auto-populate the field, along with randomizing the pose of all participants. They will automatically begin humping each other if you have all the required actors.



On top of the auto-population, you can edit the actors to a bigger degree. Hitting Tab now expands the menu (automatically hidden by default) and each followed NPC along with the player will have options made available. Including choosing and removing them from scenes. Human participants in a future patch will also from this menu have clothing options, so you can remove everything but the boots if you wanted.

Eventually, we will expand the positions offered and build the gangbang mode to work with random monsters walking by. Exciting stuff!

NOTE: There currently is an issue with Male X Futa and Futa X Futa position swapping which can cause camera bugs and model breaks. Please be aware of this as you explore the new tools.

[h2]Changelog v009[/h2]

  • Added Gallery filter system.
  • Added Expedition statistic systems for tracking steps, photos, etc.
  • Added Retirement system for post-expedition scoring.
  • Overhauled Monpedia system for photo submission and tracking.
  • Added Familiarity foundation system.
  • Added Research point foundation system.
  • Added Moana Tropic Wading Pools map area.
  • Added Landscape texture painting system.
  • Overhauled Moana Tropic textures.
  • Overhauled Moana Tropic assets.
  • Fixed deep river issues.
  • Fixed Moana Tropic boundaries.
  • Overhauled Monster Spawn system.
  • Overhauled Moana Tropic spawners.
  • Overhauled Doll System UI.
  • Overhauled Doll System UX.
  • Added Doll System auto-population.


https://store.steampowered.com/app/1526900/Sapphire_Safari/

[h2]Conclusion[/h2]
Hopefully, you can all now see the direction we are moving into! In the next patch, we hope to get back to more consumable content, themed for a particular holiday coming up. Ho ho ho!

Sapphire Documents Issue 005

Alright, explorers! Another issue of the Sapphire Documents is here, and boy do we have some things to discuss…

[h2]AI, Behaviours, and Spawning[/h2]
Currently, the monsters in Sapphire Safari are a little braindead, and I mean they have the most simple AI guidance system. I would go as far as to say they are there simply to make our girls walk around, but I digress.

However, in order for you all to understand how our AI works I need to break down two distinct styles of AI decision-making that most videogames employ.

Behavior Tree: This method of AI allows the computer to make a decision and follow through with it, think of it like throwing a frisbee. Once the frisbee has been thrown you won’t be able to change its direction or its destination. After it lands you can throw it again to another spot, and so on and so forth. The knowledge that the AI has at its disposal is limited to what is at each destination of the frisbee, so it has limited potential for the reactions it can make.

This is currently how Sapphire Safari works, if you’ve even jumped in front of a Monster Girl only for them to ignore you, that is because they have a task of moving to a destination, anything new showing up won't affect their responses.



State Tree: All decisions all the time! This is a breaded AI system and the knowledge of potential decisions the AI can work with is much much greater. The AI will make a decision and then be presented with several more options they can swap around to at any point. As long as a decision is within its knowledge pool the AI can jump to it at any point.

The biggest difference here is setting up this AI will span over several months of work. As of v009, we have started this process, but the full rollout might not drop until v011 or sometime around then.



The next task within this basic overhaul is to more development tools we have needed to build. When we make new maps in Sapphire the spawn zones of each monster girl also have to be set up. The current system we employ is a radial spawn zone, for obvious reasons it means that we cannot just apply it to a map with a unique layout. So a new tool for our designers has been built, which allows for custom spawn zones.



More power to our map designers is always going to be a good thing!

[h2]Photo Scoring[/h2]
As mentioned in our last Sapphire Documents we have a brand new team member who has joined our development staff for the game. His primary role is around programmer support and focusing on unique tasks that require a fresh perspective. The first challenge he has is building a robust scoring mechanic for photographs.

So first, know this. Unreal Engine has a huge amount of tools we can use to understand everything in a scene, what the player can see, and what things are being blocked out. It might come as a shock to see the sausage being made here but hopefully, you can follow along.

A major issue we had to contend with stems from the game knowing what is inside a photograph. It is all well and good to know in the moment during gameplay what is happening, it is a different story for a screenshot. So first we have to know exactly what parts of a Monster are visible, where they are on the screen in relation to anything else, what else is on the screen etc. To do this we placed hidden and directional beacons within the models of the Monsters and make them face only in the direction things are visible.

For instance, if we wanted to take a photo of a girl, and have her sideboob visible but not her nipples or genitals, aka the tasteful pinup, the game needs to know what parts of the body are visible. Next, the game needs to know where on the screen, how close to the camera, if the subject is in focus, and what props make up the background. Once it knows everything in the photo it needs to compute a score, so two photos dealing with the same subject matter can be ranked based on the rules we impose. Tricky.



This is an example of the system in play, here Bunbuns does random movements and we can take photos that are instantly scored. Based on her location on the screen, how large she is relative to the zoom, and the naughty bits visible.

For the composition of environment data, we are looking at positive and negative space, scene depth, composition symmetry, and percentage of subject matter. This is determined by generating - at the time of writing - three additional images being generated for each photo taken.

The first creates a greyscale and pixelated version of only the environment minus any subject.



This photo is then scaled all the way down to a 7x7 pixel image and from that we can see how much the environment should factor into a photo score.

Secondly, a mask is made of the subject and any props blocking parts of it from the photo.



This is so we can see without a doubt what is and is not visible.

And the last photo will likely have something to do with the color composition of the scene, we are still attempting to find the easiest solution for this. Now you all might be wondering, how will these computations affect performance, well you’re in luck. As one of the next phases we will be building towards is an in game photo saving tool, as opposed to writing massive screenshots to disk. It will require out-of-the-box tool development, but it will 100% remove any delays caused by writing files. It will also let us do burst, action, and shutter speed photography options.

That is a problem for future me though.

[h2]Retirement Flow[/h2]
Most of you should have some knowledge of this if you’re reading our Sapphire Documents posts, the retirement screens and the UX around it I would consider to be the most important screens in the game. Not only does this create the major gameplay loop but we also can loop in side quests and the eventual bounty system as well. Here is what we have working right now.

Monpedia: as of now we have a system for submitting photos to the Monpedia, which is our version of the Pokedex used to catalog the Monster Girls in Sapphire Safari. To do this you simply need to take a photo that matches the description needed. For example, you need to submit several different photos of Bunbuns, one of her sleeping, drinking, eating, socializing, etc. To help with this system we have the filter system and the scoring system to know what each photo is about. So when you click on the entry for Bunbuns sleeping photos, it will filter all the photos you took down to just what photos are applicable for the entry.



Expedition Points: the other key progression system tied into the retirement flow is expedition points. These total up the top 10 photos you took during your last expedition and apply the total score to the Expedition Total. Hitting milestones in this will unlock mainline gear - things you need to progress the main story - and new locations and islands.



Eventually, we will have a system here to add more photos to your personal gallery and also share them with the world via social media and Steamworks. Not right now though.

[h2]Moana Tropic Upgrades[/h2]
A new region of Moana Tropic is done and will be made available in the next patch! For now, let me just say this new spot is going to have a big difference for the island vibe. We have also built a much more diverse texture layering system allowing for far more unique-looking environments.



Finally, we are also getting an update to our Tall Jungle Tree asset to make more variations and to get it to fit aesthetically with the rest of the Jungle environment.



And that is it. This post took me days to write so I hope it is all clear on what is being worked on. To be clear as well, there is a lot more I could talk about but this post would be massive, stuff like updates to the user flow for the doll system, and how things will automatically happen, etc.

https://store.steampowered.com/app/1526900/Sapphire_Safari/

Anyways hope you enjoyed the read!

Cheers,
Kinky

Lure of the Night

This is a copy of our v008 release post for early adopters over on Itch.


Welcome explorers! Halloween is right around the corner and your friends at Kinky Fridays have been working really hard to get you all something a little spooky with a huge focus on content. Version 008 is just that! Content on content on content!



[h2]Humans on the Island[/h2]
Allow me to introduce our two protagonists playable in Sapphire Safari!



Meet Jamie and Oscar! These two will serve as our playable characters, with the one not selected becoming an NPC and character in the game. This choice will be locked in after the selection is made, so you’ll need a fresh save game to change. Both characters will eventually have some cosmetic choices for the player to make. But enjoy them for now!

[h2]Deep shafting[/h2]
The most requested feature (and rightly so) is being able to do a little horizontal tango, some hokie pokie, clap cheeks, etc. And now you can! The first implementation of this is a little complicated and needs more polish. But to get things moving you will need at least one character with a penis following (or if you selected Oscar as your player character). Then activate the doll system via the tab menu and make your selection!



[h2]New girls on the block[/h2]
You might have noticed two new Monster Girls in the shots above, how keen of you! Yes, we have Echo the Bat and Skully the H̷͔͓͚̑̍o̴̟̳͐͌r̵̯̺͌͆r̴̥̋͘o̷͇͕͋̆́r̵̨̳̯͗̔. Both of them are new and finable in the nighttime expedition of Moana Tropic, the official name for the Jungle Island in Sapphire Safari.



[h2]Flora overhaul and nighttime[/h2]
The last major feature for this patch is the asset rework and nighttime mode for the Jungle Island now named Moana Tropic. You can choose the time you wish to explore from the depart menu. As for the assets, we have been overhauling the jungle flora needed to make things look dense without making them feel overwhelmed. We are still working on this but feel free to enjoy the fruits of our labor thus far!



[h2]Version 008 changelog[/h2]
  • Jamie and Oscar playable characters added
  • Professor Frida's model update
  • Night Time Expedition mode added
  • Echo and Skully added to Night Time Expedition
  • Jungle Island was renamed to Moana Tropic, island biography added
  • Foliage assets added to Moana Tropic island
  • New save system created for photographs
  • New save system created for user data
  • Menu optimizations added
  • Depart menu added
  • Doll system routing added
  • Initial doll partner system added
  • Placeholder missionary animation added
  • Spawn balancing for Monster Girl spawn

We really hope you enjoy our latest patch for Sapphire Safari, it was a lot of work to get it all ready before Halloween this year. Our next patch should be focused on making a core gameplay loop now that we have the basics in place for our game, along with further refinements to the Doll system among others.

https://store.steampowered.com/app/1526900/Sapphire_Safari/

Until then, happy snapping!

Sapphire Documents Issue 004

Giddyup explorers! Another issue of our developer diary series is ready for ya butts.

[h2]Humies and their humie ways.[/h2]
So we have done the possible, we have built, textured, and rigged the first batch of human characters for Sapphire Safari.



From left to right…

  • Professor Frida: Main quest giver and photo judge. Voiced by the lovely KumBomb.
  • Jamie: The female playable protag.
  • Oscar: The male playable protag.
  • Bunny: For scale.

Oscar is playable in-game right now with our internal builds, with Jamie coming soon. In terms of clothing, we are doing it as layers so during the intimacy scenes the player can choose what to remove and the system can remove items that get in the way. It is not likely for v008 that we will get the torn clothing options in, but expect that each character will have a “post-ravaging” look as well with the default appearance soon.

[h2]Animal bonding fitting just right![/h2]
The internal build is progressing really smoothly, with the focus mostly on making penetration partners working with the IK Doll system. It looks great right now, the next steps include making animations work with the bodies and then face shapes.



Lot’s more to build on from this point but getting everything lined up and working out of the box is the first step!

[h2]Expedition retirement screen[/h2]
An extremely important UX issue we have for Sapphire Safari is what happens when the player finishes exploring whatever island they are currently on. How all the systems need to come together to both reinforce game mechanics and respect the player’s time and independence. No one likes extreme hand-holding, that's for damn sure. So here is our first proposed user flow for that experience. Likely to change, or not, who knows.

  1. player clicks retire in the menu, with a confirmation prompt
  2. screen fades, and opens up on Professor Frida, Frida displays run statistics (expedition length [game time], number of photos taken, numbers of interactions, distance traveled, number of species identified)
  3. monpedia/quest submission page, highlights entries that can be submitted, if an entry exists already, compare the new photo and the old
  4. after approving everything, the player is shown the familiarity bars for affected species growing and any unlocks for that growth
  5. Frida judges the 10 highest-scored photos and displays them in a gallery, players can favorite and shares photos on steam API or social media, following this another screen similar to page 2 shows the PP being added to the research level, leveling up unlocks new island locations


As I mentioned earlier, we will likely change the layout and maybe even the flow depending on feedback and game feel. Not sure when this will be ready for public consumption but the work on the flow has already started.

[h2]Another staff member added![/h2]
The last point I want to bring up is the addition of a third programmer to the development staff of Sapphire Safari. His role is mostly as a supporter to the main staff since it is a part-time position, his first task is coming up with a scoring system for the photographs that do not reward players who take dog-shit photos. We all know what I mean by that, the absolute minimum quality. We want to reward good composition and artistic focus. This work will span over a couple of builds most likely.

https://store.steampowered.com/app/1526900/Sapphire_Safari/

And that's all! Thanks for reading!

Much love,
Kinky