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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

EuTi Domination System

Just thought I’d give a brief explanation to clear up some confusion:

> When attempting to dominate an enemy, your strength is calculated against the enemy’s endurance stat + current helath.

> If your STR is too low, you will not be able to dominate enemies with END much higher than your STR, regardless of their health.

> If you have enough STR, you can dominate an enemy with low END at the very start of battle without attacking.

It’s like capturing Pokemon but with altered rules. There will be abilities in future to lower enemy END without needing to increase your STR :)

Euphorian Tide EuTi

EuTi: New char viewer rendering system

I’ve created a new system for rendering the character on the inventory screen, which should reduce visual glitches and greatly reduce lag!

The previous character that you see was an overlay of several .png images  (one for each character part e.g. hair, eyes, armor etc).

The new system assembles your character off-screen, and takes a still photo (an analogy to aid explanation), before pasting that onto the inventory screen for you to view, almost instantly :O

Currently still fiddling to restore animated features on this character image (and also expect some new bugs, of which I’ll promptly fix on report!)

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EuTi Redesigns

After spending the better part of a day creating a proper design document and trying to determine some actual direction for EuTi, I’ve decided to make a few major changes so far.

1. Complete intro rewrite:

I want the intro to be instantly attention grabbing for new players, reflecting that this is an adult game off the bat. I also want it to be much shorter than the previous, and include some tutorials where appropriate to ease in new players. I also plan to allow players to explore freely after the tutorial, rather than be locked in Cadence like it is currently.

2. Removal of God of Death/void as main story feature, replacement of death shrines with something non-fatal.

I’ve grown to hate the idea of incorporating this into the game, as I didn’t fully think this through from the start. Death and sex do not go hand in hand, and it was meant as an interesting story feature as opposed to “fatalism”. I want to move story focus fully to “sex with a light hearted theme” rather than attempt anything overly dramatic or serious (more fun, and sometimes silly).

3. If defeated, submission scene is triggered, sending you to the closest “inn” or “doctor” with a loss of gold.

This removes the need for actual dying in the game, and forces sex onto a player to which they may not try otherwise. This may be an interesting incentive for not getting “defeated”, and would allow “less-open” players a taste of some new fetishes and things they would not usually thing to pursue. The player will still be able to “submit” at the start of a battle to jump straight the the scene, with no loss of gold if done by choice.

More developments likely to come soon, I may choose to do this update over the course of two weeks if I cant finish it by this current week. Will be bugfixing all of tonight if you wish to comment on these statements before I begin the new implementation.

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Displacement Mapping

Been playing with cool new prototypes for the character viewer, my favorite discovery being “displacement”.

In a coming update, you will be able to have variable hip, waist, shoulder and even silly things like head size using this warping method.

It works by using something called a displacement map, an image with specific color values applied to a target image (the character viewer). My code can then determine whether to move a pixel on the image in any direction dynamically based on the color values of the displacement map :D

image

Could make for some very interesting transformations down the line :3

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