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I posted a gif on my latest substar post! I have to censor public posts here, so plz check it out there!

Reminder- SubStar is my preferred platform. You get access to the same content, but it's a much better place for creators who make this kind of stuff.

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?

Last week I posted a todo list for p*netration. This week, we finished three major steps:

D*ldo can be moved in and out of an orifice

The toy anchors itself to the p*ssy's p*netration path, and when told to move in/out, it adjusts its position along that path. In the gif (on my substar post) I'm moving it via the debugger's "depth" control.

Orifice reacts to d*ldo's size/shape based on how deep it is

The p*ssy morphs around the shape of the d*ldo! Hell yeah. I've been showing pieces of this off for a while now. They've finally come together. An orifice can read the size/shape of a p*netrator and dynamically react to what's inside it.

D*ldo and orifice can translate between world units and animation units

Warning: technical

I didn't mention this before, but it's kind of a complex problem I've been wrestling with. Most things in the game are simulated first, then displayed. That means that nothing in the game relies on the visuals. It can actually run without them. The visuals are display on top using the simulation.

That structure is maintained in the code and the data. It's one of the best, most solid things about this new engine. No tangled messes of visual and simulation info getting tied together, which is partly what killed the previous engine.

But aspects of p*netration rely purely on where things are visually positioned. Visuals and simulation are necessarily tied together. So I needed a way to bridge that. So during p*netration, the engine can now translate between a d*ldo's position in-world, and its position mid-animation. Since p*netration can involve a curved or complex path in some cases, the path is broken into segments that can each be translated.

Next for p*netration

The next steps are:

  • D*ldo's place in the path can be moved by physics forces
  • Player can apply physics forces by dragging with the mouse

These are actually quite simple. All the physics stuff is already written, so it's just a matter of displaying it in the debugger, and then applying it to the positioning info.

I'm hyped.

How close are we to release?

P*netration is one of a couple features needed before release. Check my Trello to see the release checklist.

As a reminder, I really can't predict a release date. When I try I'm always wayyy off. So instead, I'm being as open as possible about the current state and progress.

If you feel that what you see is enough to consider (or continue) supporting development, then I thank you with all of my heart <3

... and that's all for now!

Woo! Progress! I'm hyped as hell to see this big feature coming together.

Had to face a lot of tough code challenges these past couple of weeks, and it's required a lot of self reflection to get through. My partner has been helping me to move on from the destructive grindy mindset and be patient with myself. Slowing down and saying "yo this is hard, but no one benefits from me burning out or beating myself up for having difficulties" is honestly life-changing.

Doing a period of crunch time during programming is like sprinting during a marathon: useful if you're right at the end, but very stupid if you're not.

I've learned this lesson in about 30 different ways now and am still re-learning it every month or two.

Thank you all so much for supporting. Seriously. This project supports my life right now and I'm consistently inspired by the fact that so many of you want to see it finished as badly as I do.

<3

Comments

NakedSunFlower

Yes, I will also advise you to probably refuse Destructive Grindy Mindse, this is the best that you can do in development, since only calm and control on your mental state will help you with this.

Childofchaos

Question so I should have sub on subscribestar instead