TheGatewayOfRealities posts
Early Prototype Game-Jam Build
One of the driving motivations for last month's endeavor was an attempt to make a tiny playable build in just that amount of time, for a Game Jam held on Itch.io.And we did it! I wouldn't say the prototype is any good just yet, there is so much to improve. But despite unstable early-access engine, our untested API and me being knocked out for 10 days due to illness, we still managed someth...
The Big Reboot
Apologies for taking a long time between updates: I re-wrote this post 5 times during the month, then when I had it almost ready, I got very ill (and still recovering). Overall we also needed more time until we could show some screenshots of what I'm about to talk. I hope you'll find it worthy of the wait!* * *So you all know how we haven't managed to make a new build in a few years, a...
Concept Art: Living Books and Scrolls
This is a short post, almost like a tweet. Just showing a concept-art pic I just finished, and more will come later!So, lately I've been sketching and planning objects for the game, items, technology, interiors and exteriors... There is a lot of things design to fill the world with, and I'm taking all the shortcuts and simplifications I could think of. The tabletop prototype I talked about...
Happy holidays!
By Salireths.Hello dear patrons! I wish you a murry x-mas and yappy holidays!This time it will be a rather mediocre post, because this month so far was a bit of a lackluster: I attempted a bunch of ideas, but didn't get to finish any of them because I got into more prototyping, and the requirements kept changing all the time, as I discovered better ways of making things!The TabletopThe most im...
Protoessence, the seed of Dragons
Author: Salireths.ForewordInitially I said that the game will keep the adult features as optional, however since then I discovered many errors in such direction. By making any feature optional, it is essentially as not having it at all, except the time and a lot of effort has been spent on it nevertheless.If a feature is optional, it means something else is intended as a core experience. Not only ...
Sexy Derg on the way
Apologies for the lack of posts lately, I was moving to a whole different country and looking for new apartment to rent, doing all the paperwork, etc. It took almost the entirety of September, but I think I did it all rather quickly, considering.Dragon CharacterMeanwhile I made some time to model the Dragon that you folks voted for! I utilized my new VR headset and Gravity Sketch to create him! An...
Kobold - Remastered
The remastered version of the TGOR-Kobold avatar is here! Now available for social VR platforms like NeosVR and VRChat, and additionally for Blender usage for creating any render or animation you wish.Available in our new Itch.io store, the first of many new things that are planned to be released there!You can find more information about the avatar on its store page.If you've been our patron f...
August Update
By Salireths.Hello, dear Patrons!It's not a huge update this time, but I'm doing the best I can to squeeze work in the little time I have between some potentially life-altering changes, both happening right now and coming up very soon.I'm not going to cover all of these changes here, as some of them are personal, however even without that I have plenty to talk about:Dragon ModelFirst u...
Dragons. For your pleasure.
By SalirethsAnd here we get to the round two of our voting poll! Previous round overwhelmingly shown the love, the desire, the lust for Dragons… Which is just perfect, after all, there is no one better than Dragons! So let's create a few!I apologize this took a bit longer than I initially planned - I was busy investigating new venues of how I could extend the reach of our Gateway, but I'...
Help us make the best furry/scalie creator
After we somewhat sorted out the environment assets, landscapes, rocks and trees, and made sure they all fit within our particular art style (one that we still needed to figure out also), we went back to the much-anticipated character editor! (well, at least I anticipate it)Right now we are in the middle of a lot of considerations for it. We're creating designs for creatures and mapping out ev...
Planting trees in our world
Author: SalirethsI've modelled and then added some neat trees and shrubbery into the level…Of course it's not as simple as it sounds, especially since I never modeled proper semi-realistic trees before! That one old tree I did doesn't count - its way too cartoony. It was quite a learning experience, and I'm just getting started - I will be adding more tree species and variations ...
New world art assets, more realism now?
Author: SalirethsIn the previous post we have looked at the process of texture creation, however, game environments are not made just out of textures alone! Textures have to be applied to 3D geometry with the help of the shaders, and that's what I've been so busy creating.Shaders are, roughly speaking, small programs that run on your GPU for each pixel on screen to render each frame. It ac...
Why our textures are unlike other games
By SalirethsFirst I need to apologize for the lack of posts last month, I was knee-deep in reworking the graphics, and there wasn't just enough exciting things to show because they weren't finished yet!This month I'll try make up for that with a few more updates.Textures, everyone who is even remotely familiar with games knows this word (but not always what it means), this is what is r...
We reinvented game animation
By SalirethsA lot research and development has gone into this new animation tech, all to achieve an unprecedented character customizability and player-driven body control (including control over individual bodyparts), unlike anything the Furry Fandom has ever seen before!But first, let me explain why it's so important that we chose to animate characters procedurally, instead of sticking with t...
Role-Play or Action, what player are you?
I keep posting news about our new in-depth character customization system, and on the technical side we got it all covered, and it is progressing well! However, there is a number of different ways the ability to customize your character can be integrated into the gameplay.In this poll I'd want to ask what approach you think you'd enjoy the most - I want to know what type of player you are,...
Species that we want to see in-game
Author: SalirethsI made a wish-list of archetypes for our species customization system. There is a lot of options that we can add into the game, we're going to explore them in this post!Keep in mind this post is text-heavy: I present you only the broad plans, not everything will end up in the game - it's not a promise of features, it's just work-in-progress ideas. You can use it as a r...
1 Model and ∞ Customizations
Author: Salireths.The goal of the month was to put the character-creation process "on rails", all to make it faster to create models of bodyparts for customization system, as well as plan out a unified skeleton that can animate both bipedal or quadruped, "anthro" or "feral" creatures at once!Material on this topic is not the most presentable just at the moment - it's st...
Still improving Characters, why?
AUTHOR: SalirethsThank you2020 has been a difficult year, so much that there is no need to elaborate why. Thankfully, we've had measurable progress on our game, even if not as much as I'd want to have.I'm immeasurably grateful for all your continued support through these trying times (that are sadly not quite over at this moment). It enabled us to continue reaching for the stars and ke...
Eight pillars of style
Author: SalirethsAfter I've completed the preview of the city, I found a way for the game to have a better art pipeline, one that would be much more fun for me to keep creating, would take less time to complete, and would have a unique look further reinforcing the new character style.Optimizations like that are important, especially when you're 1 person creating this vast amount of places ...
Khzandithri, the world puzzle assembles
Author: Salireths.🔶🔷 Please note that all images and gifs shown in this post is a form of concept-art. While it is 3D, it is not representative of how it is going to look in-game. It is merely a preview lacking many details. 🔷🔶By this point you are probably familiar with my struggles with level design, as my journey of making the hub-level hasn't been easy at all. It's not just...
Living Shuttles and AI Beginning
Living ShuttlesAuthor: SalirethsThis month I've worked on many assorted things, ships, technology, gameplay, main game-area/vessel concepts... Which I've spent whole 15 days just trying to find what I need, thrown away countless ideas, scribbled dozens of sketches - all to find just one worthy concept...I keep wondering, why is sci-fi so hard to do? If I were to make some generic fantasy c...
Stats System
Author: HopfelHi, it’s Hopfel again!Previous month I have worked on the stats system and added a lot of features. All graphics shown are “programmer art” as usual and not meant to be the final look.EffectsDue to our movement system being physically simulated we have direct access to how much energy is burned with locomotion. In the following gif you see the energy usage to the left (yellow) ...
Making a bigger world to explore
Author: SalirethsThis month I've dedicated to the multiverse of Khzandithri: creating the overworld map, and making other platforms visible in the background for player to see as they'd soar through the skies on their ship - something I drew on concept art before. Though I didn't quite get to making the actual ship yet, that will be the next month.I also found some time to think about ...
How we're making Interior Levels
Author: SalirethsThe next build, and the beginning of the game in general, is going to take place on a ship that you use to travel - to do that we needed to up our game with the interior design.If you remember, thus far we've been experimenting with various natural environments, but we've never allocated proper attention to the interiors (aside from boxy untextured level blockouts).The cha...
Weapons, items and where to put them
Author: Hopfel(All art and interfaces shown in this post are mostly programmer art and not final. Readability and layout are subject to change once we do user studies so all mechanics are communicated to players appropriately.)Items in TGOR are very valuable and we want to put emphasis on physical interaction. For this reason, items aren’t stackable but in turn allow for many different interacti...
Sexy environments, how and why
Author: SalirethsAs I work more on environments, I realized that I need a better-fitted design language, as I wasn't happy with what I was getting with all the "crystallic" technology. It looks too industrial, doesn't suit a luxurious and comfort-loving species.Taking a lot from the idea of tentacles and organic parts that I've shown in my previous posts, I decided to develop t...
How we improve custom-species editor
Author: SalirethsWhile it all started as just an experiment, the new art-style has exceeded my most optimistic expectations!It keeps proving itself being a much faster (hours instead of days) and fun way to make new body-part models for creating all kinds of species, and with its unique appearance it just captivates me, I can't look away from it!With textures added, it's not even much diff...
Home-Instance work in progress
Author: SalirethsLast week (a bit more) I've been hard at work conceptualizing player home.In our current iteration, player starts the game in their home, and then familiarize themselves with the core game mechanics in a safe environment before they get to start venturing into the world.Just a disclaimer: anything can change, it's all work in progress ideas, sketches, and rough black and w...
Fantasy of our Game
Author: SalirethsAccording to a recent conversation in our Discord, some people are still unsure what the game is about... Honestly, I don't blame them even though I made a lot of posts about it. Gameplay design is a complex topic after all!So, in this post, I'll approach this question again and try to explain it from a new angle.Plus, of course, many things have changed since the original...
Vore, Textures, New Character Style
Author: SalirethsThis month was loaded with working on a bunch of small features (and art) that together add up towards the build. While we started a bunch of things, we didn't have quite enough time to polish them and make them fully presentable, so instead, in this post we're going to show a bunch of work-in progress shots of what's been worked on last month, and we would love to kee...



























