Escape from Blackwood Manor Dev Log 2nd August 2026 (Patreon)
Content
Hey everyone, here's this weeks Developers Log for all the things I've been working on
First off is some major updates for the Escape System, I've added in the Default Sprites for the Harness gag's, specifically the Bit and Ball, there is also a Muzzle variant im working on also but there's LOTS of sprites i need to do since every single restraint element needs to have every single frame animated depending on the players position, which adds up to the hundreds potentially
The rest of the work on the escape system was mostly to do with the move function, if the player doesn't have their legs bound (i.e. no restraints on the ankles, knees or thighs) then they should be able to use the move function which is basically moving around the cell/area they are confined it to look for things, there are other bind states which i haven't finished yet like suspension, chairtied ect which would obviously prevent this but for the basic tie pose which I'm working on at the moment the move function works if the legs have been untied
Anyways, concerning sprites the player might want to move around but there are MANY different types of restraints, so the players overword sprite will change to reflect that, for example if the player has a tape gag, the overworld sprite will match it if they go to the move function, if they go back to the escape system and remove it and then go back to the move function it will update to reflect that so no more tape gag, makes sense, however there are so many different combinations of gag, blindfold and restraint that iv'e had to make at the moment, 53 different sprite sheets for the player which is kind of crazy but necessary for the immersion
Likewise for the move function i've intentionally limited the players speed, wouldn't make sense to run around while tied up so when your restraint no running, pretty simple really not much more to say on that
Another thing i have done is limited the players field of vision to a small circle if they have the Blindfold Restraint Equipped in the move function, again, pretty strait forward but it makes sense
The rest of the Stuff i have worked on is general Quality of life improvements, I've updated the default animation for moving the player with the mouse (you can use the arrow keys too but using the mouse is fairly straightforward), its directly tied to the Detective Vision Script which has the option to change its colour so it will match whatever it is set to, i also updated the Default password Selection method, that being if you want to put a password in for a puzzle originally you would have to slowly scroll through the numbers to i have optimized it to function more like a numbered keypad and it works with the mouse and keyboard, like i said, pretty strait forward Quality of life improvements and some bug fixing,
Funnily enough i noticed a Bug when i uploaded the the video of the harness escape the other day, link below
https://www.patreon.com/DominmatrixGames/posts/escape-from-test-165274904
I never noticed anything in game but the screen recording software i was using was running at a higher framerate than the game so it caught the bug for me, that being one of the restraints was misaligned when beginning a minigame, turns out because the PNG sizes of the restraint are smaller in size than the Player element, that even though they were all set to load simultaneously they were so small in file size that they were preloading too fast, I've fixed the bug now but lots of this stuff can go unnoticed to to how minimal they are, i don't mention it in my dev logs because it would be boring to mention every bug i fix but its part of the development process to constantly fix small bugs
That's all for now, for my Patrons and Supporters thank you so much for everything, As a bonus to you I'm going to show off the Lock Escape minigame later in the week and link a video to show some different animations for the escape system, the Lock escape is probably my favourite escape minigame so far
Thanks for Reading, as always there will be a new Developers Log Every Sunday to update you on the progress, until next time