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Sapphire Safari - Focused Spawns v019

Hello explorers! Welcome to another Sapphire Safari patch! With Christmas right around the corner, we crushed hard to ensure this build was in your hands sooner, rather than later. Let’s dive into what's new!

A new Focus

As I explained in the previous Sapphire Documents issue, we have changed how players control their trusty camera and created a few new QOL tools to help snap the perfect photo.

First though, a disclaimer. You can no longer take several photos within a quick amount of time.

What does that mean? Well, as developers we have an ideal way we want our players to interface with Sapphire Safari, our goal is to have players focus on stealth, making them more into peeping toms. The world needs to react around the player's presence and make it difficult to take photos, unless they are hidden and out of sight. So the first push toward that ideal comes in the form of a Photo Frame Buffer. This is a set time that the camera needs to process the last photo taken. Currently in v019 players can take two photos quickly before the camera needs to charge. In later builds we might reduce it further, once the player has an option to upgrade the camera capabilities.

These two icons on the bottom of the screen show how many photos you can take, they independently recharge, and the UI will hide itself after.

Next, we have removed the delayed focus in favor of manually selecting a target to focus on, this can be done with the Q button. To make this a viable feature we also added grey boxes around the heads of NPC within the viable scoring distance, this way you can visualize just what Monster Girls the photo will count for.

Lastly, we have added two additional features using an analysis mechanic. A full map tracking system and a photo comparison mechanic. To use both, simply select the target using the focus pull button “Q” and hold down the Analyze button.

This will compare the current animation the NPC is doing and the Variant to the photos already submitted in the Monpedia for the General and Variant tabs. Mating will come later, but the icon has been added all the same.

Next, the NPC can be tracked for a limited time. A new icon is added to the Compass and the Map function.

Directed for higher Frames

The last big feature added to the game is the spawn director, for more details on how this works be sure to read the Sapphire Documents Issue 013, but the basic gist is that instead of a map-wide spawning system with nearly 100 simultaneous NPCs roaming and using system resources for pathfinding and needs, we now spawn the NPC’s directly around the player as the needs are met. The player won’t be able to see the seams of the system which is nice but it should drastically improve system resource use and make the world feel way more alive.

Other Extras

A few more things to note:

Supporters of the $5 tier or higher can grab their downloads here. 

Changelog v019:

Stay tuned for the next patch! The roadmap will also be updated as we will be adding another smaller patch for v020. Enjoy!

Sapphire Safari - Focused Spawns v019

Comments

Not sure. Just check your library on the site to access all the files you have.

Kinky Fridays

I am curious, what is going on with Itch.io i paid for the game, but when i click to download it (i downloaded the 0.17 version before just fine) i get a "there was an error processing your request" error

Ashlynn Aragon

Alright, thanks for the transparency on this. Still very much looking forward to the future updates. Keep up the great work!

Nicholas Martin

Hey there I know you really want jumping but we have slowly phased it out over the last 2 years of development. Our environment is designed around not jumping along with the upgrades the player unlocks in the future.

Kinky Fridays

Thank you for the update, I will have to take a look at the roadmap. Even being a stealth game, I still argue for jumping, and here's why. Used appropriately and effectively, it allows the player to get to areas and hidey spots that actually benefit stealth. It also just helps with environmental navigation on its own. By many of the reviews I have read, it's a highly desired feature by the general public too. My recommendation is to add it as a test, and if it does actually feel like it detracts from the stealth gameplay instead of enhancing it, remove it. But right now the lack of having it is not only noticed, but felt painfully. In the end it is your game and your vision, so I won't press the issue past this last post, but I do think the game can only benefit from having it. EDIT: I will say though, the spawning system you're using feels genius. I rarely have mobs just appear mid-screen arbitrarily, so it does feel more natural. Kudos!

Nicholas Martin

Hello thanks for the comment, glad you like what we have so far. Some things I wanna address. 1. The next patch is all about stealth. So how the monster see you, reaction times, reaction steps, what other girls do when you're spotted by someone. So this will address how girls move around a bit and what they do after seeing you. 2. QOL stuff, we will never have jumping, it's s stealth game at heart we just have no reason to include it. Swimming will come later it is planned only after we build areas for swimming. 3. Sex content and the fixes for hands and faces, that will come during the intimacy update (please see the roadmap for details). 4. The tagging you mentioned for photos is going to be addressed when we do scoring (coming the patch after stealth). 5. The familiarity is just not functioning right now, it will likely be the very last thing we add as we want it to be a way to unlock special CG scenes with girls of that species. Along with instead of fleeing they do modeling poses when spotted, which breaks them from doing monpedia photos you actually want, but still much more friendly.

Kinky Fridays

Just want to clarify something first, in the current build, is there no way to get a familiarity above fearful? Because currently it feels like there's a soft cap from only being able to save so many photos into the named album slots, and that amount isn't enough to go up in stage, even with the vast majority being S+. (A temporary solution would be saving photos counts no matter if they are used in the named slots or not, but I'm not sure if the development is ready for the higher stages or not, so that would be your decision). QoL MUST HAVES: Jumping and swimming. The lack of ability to jump is frustrating as best. The lack of ability to swim means weird collisions with the rivers that don't make sense why you are being blocked. Bugs I have noticed so far: * Tags not being cleared as monsters switch between actions. This is especially prevalent when you hit them with the love-ball and trigger the H-scenes, they'll still have the tags of whatever they were doing. (Sleeping, drinking, eating, etc...) * Awareness form weird locations after using the love-ball. It's like when the mons teleport to start a scene, their active awareness is from where they teleported from, making it difficult to know if you are going to be spotted or not if you don't remember exactly where they were before teleporting and the direction they were facing. * Mons spotting the player, but instead of running away, getting stuck in the animation they were doing before and completely ignoring the player from then on. Leads to great photos, but I don't think that's super easy pics is what you had in mind. Seems most common from the Exercising animation, but I've seen it happen with others. * Got stuck behind the 3 barrels in the main camp. I don't even really know how. I hadn't unlocked fast travel yet and I could jump to get out, so my only option was to quit back to main then load up again. *Misalignment in animations. This is a big one and needs fixing ASAP. Solo animations are even misaligned. You have the mons self-pleasuring, but their hands are just doing the motions not even close to their bodies, and definitely not touching what should be touched. Then with partner animations you have the same issue, futas are almost never in the holes just thrusting into the air. * 2P animation flagged as 3P. There's an "eat out" animation with one on her back and the other on all fours eating out the first, which would be fine except for this animation only triggers with 3 actors, putting 2 mons on the recipient side, both laying on their backs, and clipping inside of each other. That's all I can think of or have noticed for now. I'm sure most of these are already known issues, but figured I'd point them out just in case. Keep up the great work! EDIT: Not really a bug, but just noticed the description in GOG says it's On-Rails, which it definitely is not. EDIT 2: Figured out the infinite exercising issue. It's when they trigger to run away, but for whatever reason, the pathfinding can't find a way to go, so it defaults to the exercising animation. This also happens if the mon is running away and you nail them with a rock, they stand up and start exercising, completely ignoring you. A fix I would recommend for this is to add another Cowering animation that automatically drops the photo quality to D or less, if not straight to F. Possibly even have them charge the player and knock them over to escape (if the player is within a certain range).

Nicholas Martin


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