Progress Update- toy movement code (Patreon)
Content
I'm recovering from being sick and my brain is still mush sorry.
So first... um... Move over to Substar please! Things are uncensored there. Plus, most patrons' subscriptions are set to renew in the next few days, so it's a good time to cancel and move over. Sorry for the inconvenience >.<;
I'll be limited in what my content allows as long as a significant portion of my audience is still on Patreon. They hunt you down off-platform for TOS violations, so for financial safety I gotta follow some Patreon rules even on Substar until most people move over.
Also I have a coding stream starting in a few minutes!
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?
Toy movement!
I've been working on tying objects' positions together. So, making an object follow the mouse, the body part, or an animated path. It sounds basic but it's cool! I promise!
Following the mouse, a body part, or a path used to all be separate things in the code. Now they're being unified. That allows for some cool stuff, like quickly swapping a toy between p*ssy and b*tt without any animation weirdness. Or just the basics even: This is the final piece to make p*netration animate properly.
In the past, everything that touched the characters' bodies was all done manually by simply putting the assets for toys and objects on the character's animation rig itself. Much of the dynamic motion was cleverly faked. The downside was it got weird and janky when trying to move things around between orifices or characters. Plus, it was a lot of manual work on my end.
There wasn't more toy variety in the past was because of the workload it would add to the character rigs. But no longer! Now the toy animation rig can be its own separate thing, and dynamically interact with the character.
It's going great. I think I actually got it there. But I ended up getting sick before testing and debugging it.
When will it be ready to play? Well, I don't know yet, but you can use the release checklist to track overall progress!
... and that's all for now!
Brain function is somewhat reduced atm. I took a day or two off this week ._.
But I wanna say thank ya'll for supporting me and this project. We're getting close to having a set of features that can actually be played with. There's still a couple big things before an official release, but it's looking a lot more possible to have playable alpha versions.
I can't guarantee it of course, cause my priority will still be actually completing the game, and not packaging up alpha builds. But I will if I can without adding much dev time!
I really can't believe how much consistent support y'all have shown me. I'm doing my best to be worthy of that good will.
<3