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Great progress this time!

I have a coding stream starting in an hour! If you miss the stream, VODS are also available. ('Videos' tab at the top.)

To new patrons: We’re in the middle of an absurdly-long update cycle. Here’s the summary and how to access content.


What's being worked on?

Object creation done!

Object spawning and initialization code… done for now! The big thing was working out how to get the universal pieces of an object (like the animation rig) to link up with all the modular and disconnected parts. It wasn’t hard, but it kicked my butt for a while.

This code governs the creation of all aspects of all objects in the game. It has to work well, because it’s involved in basically everything. And now it does! Yay!

Html UI

Writing custom UI code is the worst thing ever. It's time consuming, requires design skills I don't have, and the end result isn't very good. A possible solution to this is using HTML as UI.

HTML is for making web pages, so it's well-suited for making UI quickly. But it's been a challenge to link it into the game properly. Web games run in webgl, which doesn't display typical html at all. That means the HTML ui can't exist in the game world- it has to lay on top, completely outside the game and its normal code.

I've been struggling with an annoying question- spend time making new UI in html, which is much faster to create, OR extra spend time wiring the old UI up to the new game code. The former is better for the long term, and the latter might be a bit faster but means I'll be spending time on stuff that'll be thrown out soon anyway. Also... if HTML can't be displayed in the game world, it can't be used for all UI.

The answer I've come to is this-

  • Use HTML for anything that makes the process faster. It won't look amazing but it'll be very easy to modify and improve over time.
  • Use the normal in-game UI for anything that needs to be diegetic (in-world) or seems like it'll add too much dev time.

The HTML is especially good for anything that's static, like the NPC spawn list for example:

This html is dynamically created from the data file:

And I’m experienced enough in html/css to confidently say- this’ll be easy to make pretty eventually, when prettiness is a priority.

Physiology…

I’m diving into the mechanics that make characters react to physical stimuli, bodily sensation, and emotions. It’s complex but the structure feels solid so far. As far as I can sort out, the chains of interwoven mechanics go like this:

External stimulation -> bodily sensation (e.g. pleasure, pain)

Bodily sensation -> instinctual outward reaction (e.g. a knee jerk reaction)

Bodily sensation -> inner sensation (e.g. orgasm building up)

Inner sensation -> unintentional outward reaction (e.g. getting hard from arousal)

Situation, external stimulation, bodily sensation, inner sensation -> emotion

Emotion -> unintentional outward reaction (e.g. pose, facial expression)

Emotion -> intentional outward reaction (e.g. struggling to escape, motioning for more, etc)

So… lots to work with, but doing things in the Entity Component System means it doesn’t have to be spaghetti. A lot of this already has much of the code in place, and I’m just slowly adding in the layers. I’ll keep y’all informed as this progresses ^^


Q&A

When is the next release? When it’s ready!

Is there an easy way to modify many personality traits at once? Not in the old versions, but thanks to the suggestions I’ve gotten, I’m planning to make this easier.


… and that’s all for now!

Getting there! Thank you all so much for supporting me through this. I’m excited to be getting closer to having the physiology stuff done- that’s where the real heart of the lewdness comes from. Stay tuned! ^^

<3

Comments

Anonymous

With each new progress update you post, we get to see just how much is involved in creating a game like this. I become even more appreciative every time. Again, I thank you for all the effort you're putting into making sure we get the very best game you can provide.