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So... let's talk interactive porn. 

Right from the start when I was messing around with C# stuff I firmly said- no smut. I have no interest in mixing smut and games. The two urges are pretty mutually exclusive for me... when I'm killin' stuff I don't really care about filth, I just wanna hack 'n slash. On the same token, when I'm trying to do "science" I typically don't like to have to stop and fiddle with the mouse every few seconds to make stuff happen, I just want to sit back and "perform some experiments". Y'know?

But I keep running into a problem with learning game dev stuff, after a day or two of playing with it I start to feel guilty that I'm doing that instead of making filth for everyone, since that's what I'm being supported here for. So I always end up giving up pretty quickly and moving back to animating or drawing or something.

But then a day or two ago I suddenly had the realization... if I'm making filthy games, I can learn and experiment with scripting and be making filth for you all at the same time!

Suddenly, I am very interested in porny games, ha.

So... to that end, here's a thing I've been fiddling with for the last few days. See attached. It's not much to look at now, you'll have to use your imagination a bit. I had an idea for how I could potentially make something like those interactive flash animations where you can choose few different scenes and different animations will play depending on what you click, only instead of flash animation it could be fully rendered 3D blender animations, because these are just literally looping video clips. Basically just using code to switch between short porny video loops on demand, with a few extra controls here and there. There's still work to be done, I need to get an intro mechanic set up, and get the orgasm buttons working (now there's an interesting sentence), but the basic skeleton is in place.

For the actual animating, it looks like it'll be a massive amount of work but the majority of it should actually be pretty quick- I'm picturing most loops being about five seconds long, with variations being fairly subtle so quick to make. A hand on the back of the head for a few seconds, that sort of thing. Just a little movement to spice things up while a main loop is... uh, looping. The longest animation time will be all the orgasm scenes necessary, 'cause I want it to dynamically play a different one depending on what action is happening, and they'll all need fluid simulations and stuff... The transitions could also be pretty time consuming as well though, because while they should be fairly short, I'll need a unique transition animation for going from every loop to every other loop. But, I honestly don't think it'll take an unreasonable amount of time if I make it to the point where all the mechanics are set up and it's time to start animating. 


But all this begs the question- does anyone like interactive smut like this? I never did, but I could swear I saw tons of the stuff back in the flash days so there had to be an audience somewhere, right? I've also hard the word "rack" pop up a few times in recent days...

Anyway, lemme know what you think I guess? I imagine most people won't be able to really judge until it's done so I'll probably attempt to see this one through to completion in some fashion before really trying to get a feel for if anyone cares, but I'm curious of what y'all think of interactive adult stuff in general and if it's a direction I should keep pushing.

This was just an easy early step in the direction, but I could see eventually building game-capable models and actually trying to make something playable at some point, with enough practice. Hard to say though, just poking around in the dark right now.

Uh, but yeah. Lemme know!

Oh, one last tidbit while I'm here, 'cause I think it's amusing. I was worried while I was trying to figure out how to get all the transitions to work that I was going to need some sort of big dictionary or table or something, stuff I don't even know how to work with yet, to get that all figured out. I thought I was going to need a reference to what scene I'm on, a reference to what scene I'm going to, and a description of what clip to play as a result of every single combination. I was expecting to have to write a huge amount of bullshit to get that working, but then after fiddling around for a bit I realized if I just alphabetize all my clips I could use some existing references to scene changing and managed to boil it down to basically two lines.

currentVideoSelection = transitionVidSelection[button.scene];

 player.clip = currentVideoSelection[button.storedScene];

And one could argue the second line is doing all the heavy lifting.

Anyway, thought that was kinda neat. Bye now!

Comments

Softie

Ofc thats where it goes

Softie

It isnt a surprise an artist who dwells in our kingdom ends up where they do when doing game.

ruaidri

Ah. Well, it is sort of a logical conclusion. In my case though it's mostly just a fun way to learn something new while staying relevant to my supporters. :P

Softie

Question is do you -enjoy- it? If not why force it?

ruaidri

It's not something I would seek out as a consumer, probably- as a creator though I think it's rad as hell, hah. I like to make things that people enjoy, so if people enjoy interactive filth it would be silly not to use it as a way to learn the ropes of coding!

Softie

I hope coding isnt the only ropes we will see Ps i cant reply to your reply

Softie

Pss filth??? Im offended madaam.. or.. sir Actually I don't know your gender not but it really matters

ruaidri

I am a Sir. And there will be plenty of ropes to be seen if I do make it to the end of this, for sure. x3

Scotia

I find interactive games have to look pretty good for me to be interested in them. You have the power to do that so, so well in your animations, so I'd have full faith and put full support in this.

DjtHeutii

I love the idea. I really like the ability to interact with the activity in some fashion.

SneakyLupine

I say go for it especially if your interested in it anyway and of course it will be fun to see the end result. You have my support for it.

Jo (FuzzyDerg)

You should look into having Unity build for WebGL :3 that way this would be usable in the browser, even on mobile devices

ruaidri

I will look into that indeed! I figured I'd just put off figuring out the actual "turning this into a usable thing" part until the end and hope that doesn't make my life too difficult. :P

Marco Wolf writer extraordinaire

So what I see happening from this is gonna be the failed hunt becoming a straight up game where the player chooses sides.

Anonymous

I still see interactive scenes published nowadays and they seem to be received well! That said, I think that the animation quality itself is the biggest thing folks are drawn to and that people will love your stuff mostly the same amount either way, interactive or not. It might be a question of how much extra time you want to spend on each project to make it interactive versus how much you're getting out of it yourself by learning the new skills. Don't think there's a wrong answer though!

Anonymous

Interactive games are fun every now and then, even basic games like deep space waifu; wish there was a furry version... Even simple games like a point and click "adventure". Nothing wrong with mixing smut and game stuff/prototyping, make learning a little more fun. Did a strip hang man game years ago with Foxene, learned a good lot from making it.

trashbyte

i've never particularly cared for the "animation with transition buttons" style of interactive smut, but other folks do seem to enjoy it. for me the most interesting aspect of smut+interactivity comes in the form of full-on porn games. that being said, something simple like this could be an easy value-add for your content for the people who want the interactivity, so long as you design your animations with this sort of looping/variations/etc in mind. also: keyboard shortcuts. very important for when the "experiments" are occupying your dominant hand

trashbyte

also also: i can say from... experience, that real-time 3d fluid simulations are very technically demanding and disappointingly poorly supported in major game engines

ruaidri

That's the beauty of what I'm doing here- nothing is real time. It's all going to be pre-rendered video that just plays different clips on demand. This has the downside of not being as flexible as true in-engine rendering, but I can make it as pretty as I want without limitations 'cause all the actual game has to do is play video clips. :P However if I do ever get involved in a full on game, it may become a concern then... that's for future me to figure out. As for keyboard shortcuts- good idea. I'll see if I can work that in somehow!

Bloudin Ruo

Man, you're picking up right where the greats left off! h0rs3 is the flash animator you're thinking of, and while he still does animation, with Flash support being off the table now he's gone to exclusively A-to-B animation videos with no interaction. Crittermatic does interactive animations but they're basically just "click to proceed to next scene" with no variance to the transitions depending on what view you're in. The trick I've seen with cutting down on the transition options is to force the view back to a 'standard' viewpoint and then transitioning from there, so you actually only need one transition despite the fact that you can click the 'next' button from any view. Obviously the drawback is that you don't have transitions from those views (some of the older h0rs3 animations had transitions rendered in a number of different views, specifically the closeup shots, so things like ties and pullouts could be extra awesome if you were in those views when going to the next scene) which made for some really great animations. I'm 100% in support of having a unique transition for each view, but I also agree that it is multiplicative and time consuming, ha. Rack and Rack 2 are more game-y than a traditional animation. And for me, it's a bit too much to think about when trying to get into the moment. Fine and granular control over every detail, and movements directly linked to mouse input, and hundreds or thousands of options are incredibly fun to play around with, but when your hands are busy and you're trying to enjoy the scene in front of you visually... It can get a little distracting ha. And the amount of work involved is astronomical--Fek is an industry-seasoned developer/programming team manager, and it's still been years in the making, with probably one or two more to go. He makes a ton of money on it, sure, but he also deserves that money, I don't think anyone else could manage the workload that he's got for Rack 2. That all being said, there's definitely an available spot for someone who wants to make some scene-interactive 3D animations! It's what originally set h0rs3 up as the premier animation artist, and if I know anything about furries, it's that we like what we like and those interests don't change often :P I'm -definitely- on board with this, and even moreso if it's what you want to do! You know I'm always all over telling you to do what you find fun and interesting and to focus less on what other people are expecting, even if they're paying. What your Patreon backers are paying for is anything and everything that comes out of that opossum head of yours, rather than some specific concoction of certain types of media every month. Just let the creativity flow, and when you're happy, we're happy :D

ruaidri

Aw, well thank you, very kind words! I figure I'll probably at least put this one together to see how people feel about it when it's done, if I can figure out how to make the last few necessary features work.

Fek

There is *absolutely* an audience for it, and the beautiful thing is that it's still the wild west out here. Nobody knows what porn games are *supposed* to be, yet, and it's really fun to be part of shaping the early experiments. Jump in, have fun - the water's fine!

Redtail

I'm definitely an audience.

Wtd88

How similar are your character rigs to one another? I wonder if you could set up basic animations and then allow the user to import whichever character model they want in each position.

James

Do whatever you want, but to be honest the only reason I'm here is for the paintings and I don't have much interest at all in the 3D or game stuff. I only put in $1 per month though so feel free to ignore me.

DSG

Heh, it does have a certain nostalgic quality. I suggest adding an automatic mode that can advance scenes for those whose hands may otherwise be occupied.

Velkiel

I guess people are here mostly to support you, whatever you do. It's my case anyway! So yeah, go ahead !

Dayelyte

Whelp, let me put it this way. The wip game WildLife by AdeptusSteve is a good example. Hack and slash elements intermixed with sexytime fun. All their characters and animation are done in Maya then exported over to Unreal for the game engine side of things. Can be done just as easily with Blender to Unity as well. To answer the question of does anyone like interactive smut ? When I last checked they were pulling in around $100k USD per MONTH. That's how popular it is :P Hell you can even simplify it by creating a digital bordello with your various characters. Take it a step further and give the user full camera control and / or even VR. Pick your partner, choose a position from a menu and off you go. In all honesty, you probably woudn't even need to go full game. Simple character choice, location choice and a menu to cycle through various positions and speeds would probably be sufficient. Like you said, most of the animations are short loops so it can easily be set up as stages for various positions. Key toggles shift back and forth between stages and / or set the speed of animation playback. One sticking point is your current models are not likely to be optimized for game engines and may need to be tweaked and / or rebuilt. Fur / hair can also be somewhat frustrating in real time engines from what I've heard. Then again, we're not talking an entire screen full of hundreds of characters, so you might be able to get away with minimal tweaking on your models. The hard part here will be the animating as each of your characters differ in size, proportions and most likely rigging and / or skeletons. Each characters animation would need to be custom tailored to work with any given partner pair. Example: It would be difficult to reuse an animation loop created for a short character on another who is much taller or has different proportions. ( We ran into those issues doing silly sexy mods for Skyrim once upon a time ) The amount of animating work increases exponentially as you introduce more characters. Character A has animated scenes with characters B through G. Adding in one additional character means having to animate all the existing characters to work with the new one too :P Gets crazy. Another fine example would probably be Virt-a-Mate ( VAM ). It's essentially an interactive sexytime sandbox built around Unity and DAZ models. That kind of setup with your characters would put the entire furry community into hysterics.

ruaidri

Hey, support is support! I appreciate it all. :D There are definitely a good chunk of people who just want more 2D stuff. While I won't deny my brain is a little more in the 3D world these days, 2D isn't going anywhere, and I do eventually expect to see the amount pick back up again!

ruaidri

100K per month huh? I'm definitely in the wrong line of work... x3 What I'm doing here sounds pretty much like what you describe, minus the character and location choices. Basically pick your pose, pick when to finish, and it automatically does all the transitions and playing of appropriate scenes automatically. Not really a game, more like some porn you can be the director of a little bit, heh. Since it's video clips rather than in-game it's a little less interactive, can't walk around the scene or anything, but should hopefully still be at least a little entertaining.

ruaidri

*cough* Accidentally hit enter so I didn't even get to organize my thoughts. Anyway, the fact that this is playing back video clips rather than rendering in-game solves the problem you point out above, even if it has it's drawbacks. If this goes over in a really big way I could see maybe screwing around with something a little more complex, making some in-game models and trying to get a little more interactive, but honestly I expect it'll get a pleasant but small reaction, making it will have satisfied the brain-worm forcing me to finish it, and then I can just move to making normal art again... but I guess time will tell. In either case this is at least a fun way to dive a little deeper into coding!

ruaidri

Bit of a late reply, but I've been beating my head against this coding thing basically every hour I'm conscious lately so I haven't had time to respond much. x3 I'm 90% certain h0rs3 is not the animator I'm thinking of- I don't know if I've even seen this kind of interactive video in 3D before (at least in the furry world), though I don't doubt it's been done before in general. I've only ever seen 2D hand drawn flash stuff before though, I don't think he's done that kind of work? Could be wrong though. Anyway, I have this problem where I got caught up in "But I wanna!" so even though it made things dramatically more complex, I was determined to be able to transition from any scene to any other scene and have dynamic climax/finales depending on what's going on. Honestly, rigging that up wasn't too difficult, the reason this has taken like two weeks to make is because unity really doesn't like being a video player, it really wants to be a game player, so getting it to sync and play videos very precisely has been a nightmare, hah. But I think I've got it all working now! All transitions seem to be pointing in the right places and I haven't seen any of my "You shouldn't be seeing this" screens in a while so I think the coding part is basically done, minus a few tidbits like maybe an automatic-randomized mode and a close-up button. While I've never played one seriously, I feel like I'm in the same place with actual adult -games-... I don't think I'd be able to get into them while having to also play them. I guess that's why this project got stuck in my brain a little, just enough input to be entertaining, not so much as to be distracting... I think! I dunno, we'll see. x3 I have to admit I'm very curious to see what the reaction to this will be if I manage to get a finished product out there... but even if it flops it should result in lots of fun little short porny loops so that's fun I guess! My brain is a little fried so I'm not entirely sure where I was going with this whole comment, so I guess the main point is... yeah, I'm givin' it a go and we might see something actually filthy pop up as a result of it soon, yay. :D

ruaidri

Hah, well, in this metaphorical scenario I don't even know how to swim yet so I don't know about jumping in, but I'm at least dipping a few toes into the water and seeing how it feels. :P Neat so far, though!

ruaidri

No particularly. All different sizes and shapes with lots of custom bits for each model, my limited experiments with transposing animations from one model to another have shown it to be so messed up as to basically be unusable, sadly. :P

ruaidri

Awesome. :D Should start having something actually more visually interesting to show in the not too distant future, though upcoming work stuff might postpone it a bit!

Bloudin Ruo

H0rs3's would render the videos out of a 3D-space software and then used Flash Player to create an interactive .SWF file that had clickable buttons, scene selectors, all of that. Go on E621 and search his artist tag--He's got a very recognizable style, I'm sure you'd remember it ha. Dunno who else it could be! I think you're giving yourself less credit than you deserve, honestly. While I haven't seen it yet, I can say for -certain- that it looks awesome and that this is going to blow people out of the water! Also, damn your work ethic is insane. When you dive into something you damn well nearly drown yourself in it ha. Definitely impressive! Can't wait to confirm that your work paid off and it's the best thing since sliced bread :3 Oh, post-edit, there's a game called Yiffalicious (1 and 2) that is a really interesting and cool 3D scene creator stylized as a game. Preset models that can be posed and animated using both presets and freestyle rigging, with a 'snap-in' interaction template with other characters in the scene. Really intuitive and interesting, and easily workable for almost everyone! I don't want to throw you down ANOTHER rabbit hole, but something like that with your models would be really cool, too.

ruaidri

Yeah, I'm familiar with his style, and I'm definitely not thinking about him- again, I'm talking 2D hand drawn stuff. But it's a bit of a moot point since it's still the same concept anyway, hah. Sounds like I'll be doing pretty much exactly the same thing he was, just unity instead of flash. We'll see how it goes- I have concerns about it actually working on any system other than my computer. x3 Here's hoping!

Bloudin Ruo

Gotcha, sorry for reiterating the same point, didn't know your level of familiarity with his work! I apologize if it seemed like I was patronizing! User stability is going to be hit or miss, that's just how it's going to work, so don't beat yourself up when probably 20% of the comments are about people not being able to run it. You can certainly try to optimize it to make it more stable on a wider array of hardware, but the truth is that you will -never- get it to be 100%. Multi-billion dollar studios can't even do that, even for simple programs. The spread of hardware combinations is simply too vast, and virtually unlimited firmware versions spreading the userbase combinations even more. If only 20% of users can run it, maybe it would be good to take a look at why. But if 80% can, then there's only so much tinkering you can do.

Dayelyte

One of the benefits of letting the engine do the rendering work for you is the interactive camera that becomes available to the user. You get to pick the angle instead of dealing with a static camera and it makes a huge difference from a user experience point of view. This gets a bit crazy if you get into the VR realm where an option becomes which characters point of view to experience. What I describe, however, would eat a significant amount of your time and everyone would probably go through withdrawl symptoms if they were denied their Ruaidri fix for too long :P In the end, it's your train to drive. We're merely passengers along for the ride :)