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Progress Update- November

After a difficult month, I’m finally back at full capacity. My workflow has stabilized and progress is happening! Voice chats are no longer a thing during streams, so they’re a lot more focused now. If you’re interested in seeing how I work, tune in for the weekly Thursday streams (okay not this Thursday, cause Thanksgiving) or check out the VODs.If you missed the streams, VODS are here. ('Videos' tab at the top.)What’s being worked on?Blue indicates progress since last time.Game Object data/structure ~ 95%I’ve fixed up a lot ...

Progress Update- catching up

Okay, so I've hired some help to write these posts, cause I'm terrible at keeping up with them. This should help me get them out weekly, instead of putting them off cause they take too long.Starting with personal stuff: Oof. Stress.My work routine has been in tatters lately, and focusing has been difficult. To get things done, I keep turning to old habits of working late at night and stressing out. As a result, I ended up not taking very good care of myself and ultimately had to take some time off to reset.I haven’t been struggling wi...

SHF3 Progress Update - stabilizing...

So this last week had a lot of IRL stress, which made work screech to a halt for a bit. I tried powering through but realized pretty fast that I’d just burn out and slow things down more. Instead, I’ve been putting in the amount of work I can while remaining healthy. Today, I’m back on track and feel good, so here’s a (late) progress update! >.<If you missed the streams, VODS are here. (They won&#39;t let me link to the actual vods page. It&#39;s the &#39;videos&#39; tab at the top.)What’s being worked on?Categories at 100% are left o...

SHF3 Progress Update- the Entity Component System

It turns out, the Entity Component System pattern clears a path to finishing this update once and for all. This post is pretty technical, but I think it should be readable for non-programmers. I kept the technobabble to a minimum this time.Oh, and also, I heard the WIP for Project Maple&#39;s background music during yesterday&#39;s stream, and it&#39;s coming along great! SkySprinter is a great (and commissionable) musician. I&#39;m excited to be putting actual music into all of my projects.If you missed the streams, VODS are here. (They won&#3...

SHF3 Progress Update- learn to code.

If you’re interested in seeing early animation rigging on Project Maple, or watching me descend into a pit of madness with SHF3, check out the VODs of the last two streams! (They won&#39;t let me link to the actual vods page. It&#39;s the &#39;videos&#39; tab at the top.)I’ve been trying to learn to lean on PussPuss and my other artists more for help with assets. Hopefully I’ll be able to show off everyone’s hard work soon. But...This is a heavily technical post. Non-programmers are gonna struggle with many of the details. I tried to ke...

dailevy post Project Maple progress update! from patreon

Project Maple progress update!

Project Maple has been quietly progressing! See more pics on PussPuss’s post!Thanks to the hard work of PussPuss, both the main character Maple and the pov player character (masc version) are now ready to be rigged! The above pictures are cut up into individual body parts and layers. Now we need to place ‘em on a skeleton to begin animation. I’ll probably stream this process cause I think it’ll be fun and educational to watch. Dunno when, but I’ll announce it and there’ll be a VOD afterward if you miss it. :3So far, our plans for th...

SHF3 Progress Update- catchup!

Okay, this post is late. I&#39;m sorry about that! This first bit is somewhat personal, so feel free to skip ahead to the game stuff. I just want to be open about what’s going on and why. Don’t panic though, everything’s still being worked on!Personal bizSo, I’ve been struggling this past week or two with focusing. Those who have followed for a while have heard me talk at length about building up my work/life routine to a point where I can be productive and healthy despite the ADHD. Unfortunately, when IRL stress comes in, the whole rou...

Progress update- code architecture QQ

Hoooo boy. This time it&#39;s alllll code.What&#39;s being worked on?I think I made a bad call this week. I spent the whole week on refactoring. It&#39;s important stuff, but like... it always is.Basically, the toy code/data is unnecessarily complicated, since it was some of the first code I wrote for the game. That complexity keeps mucking up my process. It&#39;s kind of a headache to figure out what data is going where. Fixing that isn&#39;t too hard now that I have a better sense of how a code architecture can help things.So like, the choice...

Progress update- lots o' spine stuff

Okay, here we go!I&#39;ve been ADHD-writing this post for a few days. That is, I go &#34;oh crap I didn&#39;t finish that post&#34;, then start working on it, and then... well I&#39;m not sure what happens but apparently I don&#39;t finish it. Gonna make an effort to do a little daily summary of my tasks after work from now on. That way I&#39;ll already have most of the weekly post written up. Since it&#39;s not integrated into my normal routine right now, it gets lost like everything else >.<&#39;What&#39;s being worked on?Animations!Struggles...

dailevy post Project Maple! from patreon

Project Maple!

Meet the Maple the kobold, the focus of a small project between myself and PussPuss. For now we&#39;re calling it Project Maple. It&#39;ll be released for free when it&#39;s ready! Some concept art is above. If you wanna see more, PussPuss will be posting concept art and asset work on their Patreon during development.We&#39;re going with an original non-pony character. It&#39;s different from my other attempts to include one of every pony. By making her the sole focus, it&#39;ll be easier to deliver some concentrated, quality lewd. I hope y&#39...

Progress update- July 30th

Okay, quick text post this time to recap the week, since I&#39;m kind of exhausted by the last few days >.<&#39;What&#39;s being worked on?Toy stuffI&#39;m doing cleanup on toys code/data. Double-checking every possible interaction of every type of item. The updating process is thankfully complete, at least until after this release. I cannot wait to finish up all the toy automation stuff I started, but for now I&#39;m holding back on that in favor of getting this version finished.In the process some old inconsistencies are getting fixed. E.g. t...

Progress update- July 24th

A couple days late on this. Gotta remember to post these directly after the streams >.<What&#39;s being worked on?Spine updatesI finished the animation code! Woo!Okay, technically, inverse kinematic restraints are a little bugged, but I&#39;ll fix that some other time. But yay! This means I can use all the fanciest improvements in the Spine editor. It gives me a whole new animation workflow, which is a big change. Now that I&#39;m grasping how to do it though, it&#39;s great.Its strength is in creating breakdown poses, which are important mid-w...

Weekly update- mistakes and teases

Hey guys, kind of a short, pictureless, technical post this time >.<&#39;First up- Work with SkySprinter on the music is going well! They&#39;ve been streaming their progress in my Discord server, if you want sneak peeks :3What&#39;s being worked on?Oof, so here&#39;s the deal. I&#39;ve been doing animation code again.Spine, my animation software, just dropped a ton of QoL improvements in the exact areas I&#39;ve been hoping for. My intuition said I should update my code in order to work with this new version, so I dove head-first into that. It...

Weekly update- July 8th

This one&#39;s light on pics. I&#39;m gonna have to start recording gifs for these updates since there&#39;s so much animated stuff.What&#39;s being worked on?Music! SkySprinter has been making music for my old game Love Collector. I&#39;m super excited to start addressing the lack of decent sound in my games. We&#39;re still in the early stages of this, so I&#39;ll kept y&#39;all updated as we get stuff done. Imagine... a world where SHF3 isn&#39;t eerily quiet. :3Rig work.Some possibilities have come up as a result of simplifying everything- ...

Weekly update- July.

It&#39;s friggin July. I live on the west coast of the US, and the heat wave melted me a little. Anyway...What&#39;s being worked on?Been talking to musician SkySprinter about game music/sound design, something my projects have seriously been lacking. I have some ideas about experimenting with adaptive background music in SHF3, and how to utilize music in the potential side projects I&#39;ve mentioned. We&#39;re still working out details, so I&#39;ll keep y&#39;all updated as stuff develops, but I&#39;m excited for the potential! ^^Next, I&#39;...

Weekly update!

Quick talk and FAQ catchup!What&#39;s being worked on?Today I kept working on rigging and the asset creation stuff I mentioned yesterday. All the hind legs are now meshed and skinned, and the arms are ready to do the final grouping. Here&#39;s what the vector/grouping part of the process looks like on the legs.The colored boxes are the mesh sizes. Anything that fits into the same box uses the same mesh, making it easier to tweak individual body parts across all the characters.FAQThose were a lot of crazy-looking errors in yesterday&#39;s post. ...

Another update.

Oof, forgot to post updates for a bit. Well, forgot and kinda pushed it out of my mind. This is a hard thing to make a habit out of for me. I prefer to hide and code.So. The past few months have been very similar in terms of what I&#39;ve been doing. It feels like I&#39;m going in endless circles. This cycle looks like this: Oh no, the animation rig is messed up! Is it because of code? Yep. Fix the code. Wait, that messed up the rig even more. Fix the rig. Okay, but the rig&#39;s messed up in a new way for some reason. Is it because of code? Ye...

Weekly update: End of May

Quick post this time, since there&#39;s not a lot to dig into.What&#39;s being worked on?This week, I encountered some sneaky problems with the new animation code. It was bound to happen given the huge amount of changes, but it&#39;s kind of a kick in the balls to have them this late into the update cycle.Since the game is now working from a custom version of the Spine animation library, I&#39;ve fully separated the animation code off from the rest of the game engine and am bug fixing from there. Probably should&#39;ve done that from the start,...

Weekly update: Revival

Okay, I&#39;m back! Sorry for the lapse in communication. So I was sick, then got my final vaccine shot, which wiped me out all over again. That was the initial problem, but the rest... well...>.<&#39;Personal updateIn the past year or so, I&#39;ve managed to become quite productive and well-balanced despite being ADHD and a total social hermit. It has come down to developing a strict daily routine that keeps me focused without burning me out. It&#39;s been great, and I&#39;ve managed to construct a 40+ hour work week that suits my personal nee...

Progress Update blerg

I&#39;m sick and am just gonna sleep for a while. Will post a real update when I can!<3It&#39;s probably not the &#39;rona >.>

Weekly update 5

What&#39;s being worked on?Rig and toy structureThis is the main thing I&#39;ve been doing for a while- simplifying the entire pipeline for creating content for the game. Reorganizing and renaming the bones, animations, and assets for things to be consistent and easily referenced. This is stuff that wasn&#39;t a problem back when there weren&#39;t many characters/toys, but got more complex as things were added.I now have the entire pipeline for toys mapped out, but not fully implemented yet. If it works well, I can use the same system for cloth...

Weekly update 4

Here we gooooo-What&#39;s being worked on?Rig testingI mentioned last week that I&#39;d be testing the new rig stuff this week, since that was the main barrier to getting a playable version together. Given the amount of changes to animation code and the rigs themselves, I was expecting a lot of pain. It turns out, there were some minor (user) errors, but it just kind of works, I guess? So, um, yay!I&#39;ll be doing some further testing on the more advanced animation features I&#39;m relying on. So far though, it&#39;s just... working. I&#39;m n...

Weekly update 3

Whoops, forgot to make a post after yesterday&#39;s stream! Here&#39;s what I got-What&#39;s being worked on?Simplifying bones, assetsRemoving a hundred-ish bones on the rigs means re-assembling them in a new way, which has been a pretty grueling process. I thought re-weighting body parts to follow the new bone structure would be really difficult, but the rig improvements and prior experience have actually made that go easily, and I&#39;m not too worried about jankiness.Something that&#39;s taken a bit of time is fixing a lot of nagging problem...

Weekly update 2

Quick rundown this time, since the &#39;stuff&#39; is all pretty contained in one topic.What&#39;s being worked on?Last week, I thought I&#39;d found the ideal rigging workflow. The method I talked about technically works, but it&#39;s using some brand-new features in the animation software that aren&#39;t well-implemented yet. It was way too fiddly, and was going to slow work down wayyy too much.So I went to my fallback plan, which actually worked way better: create anchor points for major body parts (leg joints, chest/neck/head positions). Th...

Weekly update!

First weekly update! It&#39;s actually only been a day, but there&#39;s still stuff to talk about!What&#39;s being worked on?I&#39;ve been trying to sort out a decent workflow for the differently-sized skeletons. Basically, I need to store a bunch of different initial positions for a single skeleton in order to have the bones placed correctly on bigger/smaller characters. Usually you&#39;d only have one initial position, so it&#39;s weird to need a bunch. It was harder than I thought, and so I spent today&#39;s stream drilling down into how to ...

Progress Update 9

Hey everyone! <3I don&#39;t have an estimate for when the next playable build will be ready yet >.<&#39;But also- I&#39;m going to start making weekly progress updates here on Patreon. They&#39;ll happen on Thursday nights after the development stream finishes. The updates will cover whatever I&#39;m working on, plus any juicy questions brought up during the stream. Hopefully this helps the lack of communication, which is something I&#39;ve always struggled with as a creator. While I do answer questions live during the streams, anyone who doesn...

Progress Update 8

Nothing to post yet. Last I posted, I said there were no &#39;big&#39; things left to do code-wise. Since then, I&#39;ve been working on a big code thing. So... yeah. I promise it&#39;s worth it in the long run. But... yeah >.<&#39;So basically, it&#39;s been getting harder and harder to manage working in Spine - the animation and rigging software used for the game. It&#39;s gotten to the point where the rigs are so unwieldy that making changes can result in hours upon hours of wasted time if I end up needing to tweak that change later. With or...

SHF3 v38 WIP build

Not the full build yet >.<&#39;This massive update is so frustratingly close to done, but there&#39;s still some bugfixing and rigging to do before the major features are really ready. But the game technically compiles and runs, so I&#39;m posting it. This is an in-development version and is guaranteed to be janky.It pains me to post anything in this state. I&#39;d rather hold on to it until the end result is representative of how much work went into it, but it&#39;s been wayyyy too long already without any new builds. I disabled the new stuff ...

End of 2020 progress update

tldr: Lots of progress on SHF3. Not quite done yet.Now for the dangerous part: I&#39;m actually pretty confident this&#39;ll be ready in ~2 weeks. So, mid-January. It scares me to even say it out loud but it might actually be true.What&#39;s left to do:Well, everything is &#34;working&#34;. From a developer&#39;s perspective.It works, but some of it is still just spitting text out into the dev console. Or it works, but it needs to be severely buffed/nerfed to be playable. Or it works, but the animations aren&#39;t hooked up to anything yet, so ...

Progress Update 7

Oh fuck it&#39;s the end of November. I was supposed to make regular progress updates >.<&#39;No release yet, so I&#39;ll talk a bit about what got done this month.A major time sink in the last few weeks has been unifying the way all the statistics in the game are tracked and processed. It&#39;s a bit technical, but basically, all the many numbers/meters tracked in the game (orgasm progress, breathing intensity, fear, blush levels, focus, etc) were kind of haphazardly scattered around. Since many of these stats need to react to each other in va...

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