Warumiyo - July Week 4 Progress report
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Hey everyone! The core gameplay of the reception minigame is done, so lately I've been deep in Phase 7 — the polish pass. A lot of small things that add up to the game finally feeling right. Here's everything done so far, and what's still on the list.— J's Work Notes —
Done so far
UI & feedback
Heart gauges rebuilt — values now glide smoothly over a few seconds, with the number rolling up alongside the fill. (Obedience level snaps instantly instead of fake-rolling.)
Max-value pulse VFX — the Arousal heart pulses while she's pegged at 100%. On climax, the gauge fills all the way, holds at 100% pulsing for 7 seconds, then drains down to the reset value.
Animated time display — instant commands spin the clock down in a quick roll, while ongoing actions (her "solo work", sex, etc.) tick down second by second in real time. Overlapping actions queue up cleanly instead of jumping.
Time costs are now shown for every command — plus a "Cont." tag on continuous actions.
Refusal meter reworked into a countdown: "X until she snaps", shifting white → yellow → orange → red as you push your luck. Thresholds now scale with her obedience level, and she gives you one clear warning right before her limit.
Work status readout — the progress bar and % turn green with "(Working)"… or "(Working - Low focus)" when something inside her is being very distracting.
System log cleaned up — messages now appear one line at a time instead of spamming all at once.
Gameplay & visual polish
Vibrator system overhaul — attaching, switching on, and switching off are now separate actions. While it's running she slowly builds arousal and climax every turn, her work speed drops, and she can slip into a trembling mini-meltdown — with new twitch-line VFX flickering over her while she's out of it.
New touch command: caressing her butt while she stands at the counter.
"Rub against her back" fixed — correct position, and the rubbing animation actually plays now.
Fixed missing "covering" arm poses when she refuses certain touches in the sitting poses.
When a critical hit leaves her disturbed, the order menu now locks to "Maintain pose" until you settle her down. A few finger commands are blocked while a toy is inserted (obviously). And her low crouching pose now draws far less guest attention — she's hidden behind the counter, after all.
Wait command rebalanced (shorter, gentler arousal decay).
Plus one long bug hunt: hunted down a nasty invisible-text bug that was silently eating the command cost display. It's dead now.
Still to come in Phase 7
Input polish — brief input lockout after each command so fast clicks can't misfire, including during… surprise events.
Juice pass — pose-change bounce, guests fading in/out as they move, outfit-change fade, and a transparency toggle so you can see guests behind the characters.
Sound — the full SFX pass (per-command sounds + her reactions layered on top), BGM that shifts as the room gets more suspicious, and crowd murmur ambience.
New art hookups — a few new arm poses (neck-lick refusal, crouch variations, standing caress) and wet-sound visual effects. Art is in production.
Expression rotation — her face cycling every few seconds while she's being toyed with or touching herself.
Guest reactions — new face states for the guest being served: shock, heavy breathing, grinning, and more.
Systems — work-quota penalties (slack off too much and you lose access for days), a proper focus stat, shop integration for the toys, and her auto re-dressing behavior.
Log rewrite — hotter flavor text, Dana's own lines in their own color, and cleaner message ordering.
Thanks as always for the support — it genuinely keeps this project moving. Next report when the input polish and effects pass are in!— Hiro's Work Notes —
Hey everyone, another week's gone by in a flash.
This week, alongside animation work, I focused on implementing the camera item system that can be used while massaging Arin.
1. Photo Data Foundation
Laid the groundwork so photos taken during a massage can actually be saved.
- PhotoData — Created a data structure to hold info for each photo: date, pose at capture, body part photographed, underwear state at the time, affection level, sale price, etc.
- DataManager — Added a List
- Photo pricing — Added logic to calculate sale price based on values like pose and underwear state at the time of capture, including some random variance
2. Camera Item & Capture Target Foundation
Built the base structure so that using the camera item switches to camera mode and displays capturable targets.
- CameraTarget — A component attached to each individual capture point. Holds the body part, base sale price, activation condition (whether underwear is removed), and camera framing info
- CameraTargetManager — Manages entering/exiting camera mode. On entry, hides all existing massage targets and shows capture targets, filtering which targets appear based on underwear state. Exits camera mode after a photo is taken
- InventoryManager — Wired up so using the camera item consumes an SD card and triggers entry into camera mode
- SpineManager — Added HideAllTargets() to hide all massage targets at once
3. Capture System
Handles what actually happens when a target is clicked — taking and saving the photo.
- Capture target objects — Built and placed target objects in-scene for each capturable body part per pose (head, chest, butt, etc.). Set body part, base price, frame size/position for each target, plus added hover effects (icon transparency + scale animation)
- CameraFrameUI — Built and placed a frame UI that previews the shot composition when hovering over a target
Flash UI — Built and placed a full-screen flash effect that plays on capture
- CaptureSystem — Originally implemented with a separate PhotoCamera + RenderTexture setup, but ran into a structural limitation in Unity: Screen Space Overlay Canvas can't be captured into a RenderTexture by any camera. Switched to a WaitForEndOfFrame + ReadPixels approach instead, capturing exactly what's rendered on screen. Captured images are stored in PhotoData and added to the save list, consuming one SD card
- Capture presentation — After capture, the frame UI briefly holds before fading out smoothly. Targets are disabled immediately on click to prevent spam-clicking during capture
- SpineManager — Added RestoreBodyTarget() to restore the correct massage target for the current pose when exiting camera mode
- PoseManager — Camera mode now auto-exits if it's active when the Next button is clicked
4. Photos (Lobby Computer Photo Album)
Added a UI so photos taken during massages can be viewed on the lobby computer.
- Added a Photos entry and UI to the lobby computer menu
- Displays captured photo thumbnails in a grid layout, linked to photo data stored in DataManager
- Clicking a photo opens a detail view — full image, metadata (date, body part, underwear state, etc.), and estimated sale price
5. Photo Selling System
Lets players sell selected photos from the album in exchange for gold.
- Pricing logic — Calculates a base price from body part, underwear state, and Arin's current popularity, then applies random variance to show an estimated price range
- Sell button — Disabled if no photo is selected or the photo's already been sold; enabled otherwise
- Sale confirmation popup — Shows both the actual sale price and the estimated range once a sale completes
- Sale proceeds — Instantly added to the player's gold on sale
Through all this, the system is now over 90% implemented.
Once I wrap up a few remaining small tasks — making photo deletion actually delete the file, creating the photo album icon, translation, etc. — the camera system will be complete, and I'll move on to implementing the rest of the items. Those shouldn't take nearly as long since they don't need anything as complex as the camera system.
Will keep pushing forward with development. Hope you all have a great day!
Hey everyone! The core gameplay of the reception minigame is done, so lately I've been deep in Phase 7 — the polish pass. A lot of small things that add up to the game finally feeling right. Here's everything done so far, and what's still on the list.— J's Work Notes —
Done so far
UI & feedback
Heart gauges rebuilt — values now glide smoothly over a few seconds, with the number rolling up alongside the fill. (Obedience level snaps instantly instead of fake-rolling.)
Max-value pulse VFX — the Arousal heart pulses while she's pegged at 100%. On climax, the gauge fills all the way, holds at 100% pulsing for 7 seconds, then drains down to the reset value.
Animated time display — instant commands spin the clock down in a quick roll, while ongoing actions (her "solo work", sex, etc.) tick down second by second in real time. Overlapping actions queue up cleanly instead of jumping.
Time costs are now shown for every command — plus a "Cont." tag on continuous actions.
Refusal meter reworked into a countdown: "X until she snaps", shifting white → yellow → orange → red as you push your luck. Thresholds now scale with her obedience level, and she gives you one clear warning right before her limit.
Work status readout — the progress bar and % turn green with "(Working)"… or "(Working - Low focus)" when something inside her is being very distracting.
System log cleaned up — messages now appear one line at a time instead of spamming all at once.
Gameplay & visual polish
Vibrator system overhaul — attaching, switching on, and switching off are now separate actions. While it's running she slowly builds arousal and climax every turn, her work speed drops, and she can slip into a trembling mini-meltdown — with new twitch-line VFX flickering over her while she's out of it.
New touch command: caressing her butt while she stands at the counter.
"Rub against her back" fixed — correct position, and the rubbing animation actually plays now.
Fixed missing "covering" arm poses when she refuses certain touches in the sitting poses.
When a critical hit leaves her disturbed, the order menu now locks to "Maintain pose" until you settle her down. A few finger commands are blocked while a toy is inserted (obviously). And her low crouching pose now draws far less guest attention — she's hidden behind the counter, after all.
Wait command rebalanced (shorter, gentler arousal decay).
Plus one long bug hunt: hunted down a nasty invisible-text bug that was silently eating the command cost display. It's dead now.
Still to come in Phase 7
Input polish — brief input lockout after each command so fast clicks can't misfire, including during… surprise events.
Juice pass — pose-change bounce, guests fading in/out as they move, outfit-change fade, and a transparency toggle so you can see guests behind the characters.
Sound — the full SFX pass (per-command sounds + her reactions layered on top), BGM that shifts as the room gets more suspicious, and crowd murmur ambience.
New art hookups — a few new arm poses (neck-lick refusal, crouch variations, standing caress) and wet-sound visual effects. Art is in production.
Expression rotation — her face cycling every few seconds while she's being toyed with or touching herself.
Guest reactions — new face states for the guest being served: shock, heavy breathing, grinning, and more.
Systems — work-quota penalties (slack off too much and you lose access for days), a proper focus stat, shop integration for the toys, and her auto re-dressing behavior.
Log rewrite — hotter flavor text, Dana's own lines in their own color, and cleaner message ordering.
Thanks as always for the support — it genuinely keeps this project moving. Next report when the input polish and effects pass are in!— Hiro's Work Notes —
Hey everyone, another week's gone by in a flash.
This week, alongside animation work, I focused on implementing the camera item system that can be used while massaging Arin.
1. Photo Data Foundation
Laid the groundwork so photos taken during a massage can actually be saved.
- PhotoData — Created a data structure to hold info for each photo: date, pose at capture, body part photographed, underwear state at the time, affection level, sale price, etc.
- DataManager — Added a List
- Photo pricing — Added logic to calculate sale price based on values like pose and underwear state at the time of capture, including some random variance
2. Camera Item & Capture Target Foundation
Built the base structure so that using the camera item switches to camera mode and displays capturable targets.
- CameraTarget — A component attached to each individual capture point. Holds the body part, base sale price, activation condition (whether underwear is removed), and camera framing info
- CameraTargetManager — Manages entering/exiting camera mode. On entry, hides all existing massage targets and shows capture targets, filtering which targets appear based on underwear state. Exits camera mode after a photo is taken
- InventoryManager — Wired up so using the camera item consumes an SD card and triggers entry into camera mode
- SpineManager — Added HideAllTargets() to hide all massage targets at once
3. Capture System
Handles what actually happens when a target is clicked — taking and saving the photo.
- Capture target objects — Built and placed target objects in-scene for each capturable body part per pose (head, chest, butt, etc.). Set body part, base price, frame size/position for each target, plus added hover effects (icon transparency + scale animation)
- CameraFrameUI — Built and placed a frame UI that previews the shot composition when hovering over a target
Flash UI — Built and placed a full-screen flash effect that plays on capture
- CaptureSystem — Originally implemented with a separate PhotoCamera + RenderTexture setup, but ran into a structural limitation in Unity: Screen Space Overlay Canvas can't be captured into a RenderTexture by any camera. Switched to a WaitForEndOfFrame + ReadPixels approach instead, capturing exactly what's rendered on screen. Captured images are stored in PhotoData and added to the save list, consuming one SD card
- Capture presentation — After capture, the frame UI briefly holds before fading out smoothly. Targets are disabled immediately on click to prevent spam-clicking during capture
- SpineManager — Added RestoreBodyTarget() to restore the correct massage target for the current pose when exiting camera mode
- PoseManager — Camera mode now auto-exits if it's active when the Next button is clicked
4. Photos (Lobby Computer Photo Album)
Added a UI so photos taken during massages can be viewed on the lobby computer.
- Added a Photos entry and UI to the lobby computer menu
- Displays captured photo thumbnails in a grid layout, linked to photo data stored in DataManager
- Clicking a photo opens a detail view — full image, metadata (date, body part, underwear state, etc.), and estimated sale price
5. Photo Selling System
Lets players sell selected photos from the album in exchange for gold.
- Pricing logic — Calculates a base price from body part, underwear state, and Arin's current popularity, then applies random variance to show an estimated price range
- Sell button — Disabled if no photo is selected or the photo's already been sold; enabled otherwise
- Sale confirmation popup — Shows both the actual sale price and the estimated range once a sale completes
- Sale proceeds — Instantly added to the player's gold on sale
Through all this, the system is now over 90% implemented.
Once I wrap up a few remaining small tasks — making photo deletion actually delete the file, creating the photo album icon, translation, etc. — the camera system will be complete, and I'll move on to implementing the rest of the items. Those shouldn't take nearly as long since they don't need anything as complex as the camera system.
Will keep pushing forward with development. Hope you all have a great day!
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