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I'm supposed to be working on the 'Werewolf' in Sukhon, but after a week of art and planning, I just can't get motivated for it. It feels not logical for the game style. So... I don't know if that'll even happen...

Luckily, another Patron asked for 'Footjobs' to be added, so I spent a week trying to get that coded in. Not sure if it'll work out, since there is very little room at the back, especially with the largest bum, and the feet must both be sole-up based on Sukhon's position... I semi-coded a working simulation, where the feet kinda 'hold and rub' the penis. Each foot rotates up and down to simulate rubbing. I have a very preliminary image here:

I might bend the top foot so the both of the feet are using the sole to rub the penis, if I can get it to look OK. I'm thinking cumshot would spray onto feet, and likely ass too...

Another game I've been working on for 3 months now is an HTML 'space adventure' game. I got the idea after playing FTL... That horrible game that all the masochists love... But, of course I changed everything. LOL. 

The battle encounters would likely be ships similar in level to you or I'd add in some reason larger ships would ignore you (perhaps small ships are faster...) The planet locations and encounters would likely be random, but no time-pressures, just exploring, salvage, battles, building, more casual. 

Of course there'd be adult content. I'm thinking you can hire humans and then there'd be different humanoid races ( Bird, Lizard, Wolf, Rabbit, Insectoid, Snake? So, Space Adventure's similar to Streetwalker or Seven Sisters, not Sukhon or Sleeping woman... Seriously, what is with all my games starting with 'S'? ) at the far reaches of the map, so some challenge to find them. Very early in development so nothing is decided yet, except.. 

I wanted to allow the player full control over the ship-building. This is where my focus is and what all the coding is built around. So far I've separated the ship into 5 layers.

1: Framing. Beams (steel, carbon-fibre, nanotube) that control ship integrity (how likely a component will break off and be lost) and control where you can place all other ship parts. (all parts must be connected) Mainly, this exists to stop players from throwing ship pieces all over the screen and flying a junk heap... However... if the spirit is total player control over ship-building, I might remove this. Haven't decided... yet.

2: Base. This is mostly underwings, bottom guns and some structural pieces.

3: Wings. Mostly wings, especially ones that create nice counter-effects with the Base layer wings. There are also some internal components here. So far only the Engines.

4: Components. All the normal stuff a ship needs. ShieldGen, Cockpit, LifeSupp, Storage, Thrusters... This is where I can see future problems since the potential pieces could be hundreds. So, I might need to change the design to allow multiple pages. 

5:Top. Mostly guns that sit on the wings.

I have an image showing layer 2~5. Just a small ship, but there are 64 tiles available for each layer so you could build a behemoth ship easily (if you had the cash)

Something else a helpful Patron mentioned is I could put my games on Steam so that people could play on Chromebook and similar systems. I checked it out briefly and the basic information is Steam charges $100/game and 30% on each sale, meaning the price would need to be $9 minimum just to match the $5 I'd get on Patreon... I'd need to do more research however, as it seems unlikely Steam would support Flash games... I'll look into the details...

I'll try to get the footjob working this month and let you know what's up on the 28th. 

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