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I've said it before, but there looks to be a really good handle on the fundamentals here. I don't know if you're following a detailed tutorial, have prior knowledge, or just a really good sense for these things, but the apparent quality stands out in comparison to a number of other projects. Not only can we see your state machine at work in this clip, but perpetually printing the current state as a label above the kinematic bodies like that seems really useful for debugging and I feel silly for not having thought of it before.

Eager as ever to see where this is going.
 
I've said it before, but there looks to be a really good handle on the fundamentals here. I don't know if you're following a detailed tutorial, have prior knowledge, or just a really good sense for these things, but the apparent quality stands out in comparison to a number of other projects. Not only can we see your state machine at work in this clip, but perpetually printing the current state as a label above the kinematic bodies like that seems really useful for debugging and I feel silly for not having thought of it before.

Eager as ever to see where this is going.
Thanks for the compliment, it really gives me a morale boost!
I’m new to game development, my background was with web development and i’m completely new to art and animations.
I’ve been practicing since november

As for debugging ideas, I also change the colors of colliders on collisions to help with debugging instead of printing things to the console. It’s been really useful as well
 
Hello!, here's some progress report:


The Enemy Behavior for enemies, sight components , attack areas, hurtboxes, hitboxes , and combat vfx are and ready to use, i might tweak some fx as time goes on but its functional now

for vfx we got:

hitstops, screen shakes, flashing shaders, particles and combat vfx textures that can be called any time i need to use it in the game

Now i'll start the work on the sound components and at the start of the next month i'll work on the enemy grab system and the game first nsfw animation
 
SFX update

(sounds are placeholders, just to test out the feature)


Hello again, everyone!
Just wanted to give a quick update on the progress of the game.

I've started working on the SFX system! It's now up and running, and it's super flexible.
i can trigger sound effects based on specific frames, or hurtbox collisions/body collisions.

Alongside that, i got similar system for spawning VFX like dust, particles, and even other game scenes, so we can spawn effects whenever they're needed.
I'll add it in the future since the system is ready to go because it will give character and ememies movement more emphasis

What's next?

For this month, my main goal is to create the game's first NSFW system which is the enemy grab mechanic and its animations.
I'm on vacation from work, so it's the perfect time to do it.
Once that's done, I'll focus on the BGM and environment sound player.

After all that, it'll be time to start working on the game's data system, where i'll tackle things like character and enemy stats, HP, damage calculations, mana and even room data if needed.
 
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Looks good! All the animations are still looking very fluid, and I like you're adding in small polish details this early like a the MC having different sprite when she's hit from behind.
 
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Hello!
small update time!
This time with a preview of one of the two nsfw animations that will be present in the game's first demo
a multi stage animation that will triggers if you get grabbed by the enemy, my goal is to make animations change depending of some conditions of the player, like a climax gauge and desire atribute
After reaching a certain rate it will start playing the next loop of the animation
 
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Looks good! All the animations are still looking very fluid, and I like you're adding in small polish details this early like a the MC having different sprite when she's hit from behind.
I'm glad you liked it 💜
I wanted to add even more details but i'm rushing to make a demo release asap
 
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