
ShyGirl Team 🌸🎮
@shygirlteam • 11,439 subscribers
Makers of Moeka: Exposure's Temptation :D Join our Discord - https://t.co/q03AwSgRRC Join our Patreon - https://t.co/AVfayr71Mp
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⚠️⚠️THE TECH-DEMO IS NOW AVIALBLE FOR MOEKA: EXPOSURE'S TEMPTATION!!! ⚠️⚠️ Use the link in our profile to join the Discord, look for releases-and-links, in the Moeka category you'll see the link to the demo. I also want to announce that we've opened a Patreon where you can get early access to builds, along with a bunch of other neat things, aside from helping us out a lot of course! Link also in profile and in the Discord! Have fun everyone!!!! 😁😁
ShyGirl Team 🌸🎮36,142 views • 5 days ago
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Depending on Moeka’s heartbeats, which are directly increased by doing risky stuff, her expression will also change. Up to 96 she is neutral 96 - 115 she’s embarrassed 115 - 135 she’s excited 135-160 she’s turned on (like crazy!) These are mainly placeholders/early versions of the expression system, but the internals will probably built around this concept. We’re open to face suggestions if you have any!
ShyGirl Team 🌸🎮260,403 views • 2 months ago
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As many of you know, we pulled a lot of inspiration from Seleka and Manaka, so when we started development, we adopted Seleka’s camera, since Manaka wasn’t out yet. As a result, we currently have two camera modes: left click moves the camera without moving Moeka, and right click moves the camera along with her. Our plan is to eventually rework this and “mix” both into a single system, but I’m not sure if that’ll happen before the first tech demo is out. We are, however, planning to add a first-person camera. I played Manaka mostly in first person and loved it 🤣
ShyGirl Team 🌸🎮135,309 views • 2 months ago
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To celebrate that we are very close to releasing the tech-demo, here's a full “playthrough” without getting caught! Think you can beat my score or ace all the missions? The tech-demo will be released in the discord when ready, so make sure you join from our profile 😉
ShyGirl Team 🌸🎮52,296 views • 1 month ago

Detection. Something very important in a game like this. There are several ways to approach this mechanic and we started basic. The NPCs have a “cone” of vision in front of them, and depending on how closer you are to the middle of that cone and also how close you are to the front of the NPC, the faster you are detected. It isn’t perfect, by any stretch of the imagination, but it is working and serves it’s purpose. As we advance in development this will both evolve and be refined from its current “primitive” state. Surprisingly hard to get something working that actually feels both fair and fun! I’d love to eventually have them “look” from their eyesight, so height matters. Ignore the ground flashing, unity editor is weird like that.
ShyGirl Team 🌸🎮38,340 views • 2 months ago
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Clothes positions were something that I always wanted to see in a game like this but for some reason clothes usually just end up being static items on you that “don’t matter”. When we first tackled this idea I discussed the option of having each clothing item having it’s own movement that can be “saved” independently from other clothes. That was how this system was born. E opens the coat, T raises/lowers her shirt, R, skirt and Q the back of the coat/skirt. Space bar is the “Emergency cover” button that will, in the least amount of buttons possible, cover your body. So pressing it with shirt and the front of your skirt raised will close the coat, because it is just one action, but under the coat both clothes are still raised. This will be perfected down the line and I can’t promise all clothes will have the same options, since it takes a LOT of work to manually animate each item (I don’t even wanna think about how we’ll do it with body proportion changes), but this is a system we will be working hard on.
ShyGirl Team 🌸🎮29,326 views • 2 months ago
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So my idea was to show off what I consider one of the hardest missions we currently have: Cross one of the roads while naked. I was fully expecting to fail it but… I somehow got it first time and even got a perfect! Too easy? Or did I just get lucky? 🤣 We’re still tuning missions like this, so feel free to throw your opinion at me here or in the Discord linked in our profile.
ShyGirl Team 🌸🎮18,491 views • 1 month ago
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I’ve turned on the cheats for this one! When you take off your coat (in the current version) Moeka also removes her clothes and they stay on the floor. Now, I’ve seen a few games where NPCs can look at the clothes and even pick them up in some cases, but this raises the question: What happens with those clothes? Are they returned to you when you return home or are they lost forever? Or maybe they will spawn at a random location on your next outing. I’m curious what would feel the most fun. We’re still shaping these systems, so Steam and Discord are linked in our profile if you want to follow development more close! 🙂 Btw, I’m using mod tools so no one can detect me, don’t tell anyone 🤫
ShyGirl Team 🌸🎮22,170 views • 1 month ago

This is a weird one folks 🤣 During development, before we had the night sky, I was fiddling around with the sky settings and found one of the map pre-sets, setting the time of day to evening. I loved the vibe so much that I recorded this video for fun to send to a friend. I can’t be the only one getting Noire vibes here! Our next game will be “Moeka: Noire adventures” based in the 40s-50s XD (JK)
ShyGirl Team 🌸🎮30,491 views • 2 months ago
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As promised, here is some more info on the barriers. Please note that this will ONLY be in the demo to make it a bit more enjoyable to play, they AREN’T planned for the final version. There are a total of 34 missions currently achievable in the working demo and 3 barriers to lower. You have to achieve a certain amount of missions in each run to lower each barrier and, in turn, unlock new mechanics, like the ability to expose your butt, as seen here. I’m personally not a fan of the barrier system for the final version of the game, but I’m curious to hear your opinions!
ShyGirl Team 🌸🎮19,329 views • 3 months ago
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Once we’re ready, we’ll release a tech demo, and then expand on it until we have a proper demo of the game. This tech demo isn’t meant to fully represent the final product. It’s more about showing the “feel” and core gameplay. Because of that, it includes a few elements that are there purely to make it more interesting to play. For example: - You’ll notice purple barriers around the starting area, and later on in other zones. These are there to create a sense of progression, requiring you to complete certain challenges before unlocking new areas and mechanics. - There’s a small tutorial at the start that wasn’t originally planned for the final game, but if people like it, we may include a similar one later on. Once a barrier is cleared, it won’t appear in future playthroughs. So once everything is unlocked, you’ll be able to access all content freely in new runs. Anyway, here is a current short run of the first part of the tdemo, enjoy :)
ShyGirl Team 🌸🎮16,256 views • 3 months ago

Let’s talk NPCs! I had a pretty clear idea from the start for how I wanted NPCs to move and behave. The system is built around paths with “connectors”, and every time an NPC reaches one, it decides where to go next based on a few factors. Those factors are things like “Are there already NPCs down this path? I have I come this way before, etc”. The idea was to simulate a certain level of “randomness” to the NPC movement so players can’t easily predict what an NPC will do (like in irl lmao). Once they have crossed enough connectors they then head towards a spawn point and leave the map. Every 30 seconds or so the system calculates how many NPCs are walking around and decides weather or not to put another one in, always aiming to keep things within a certain range. This post is a bit more in-depth than my previous ones, but I felt like showing off a bit more of how things work “under the hood”. Think it’s overengineered? Any suggestions?
ShyGirl Team 🌸🎮13,223 views • 3 months ago
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