SamuZai
dailevy

dailevy

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Personal update 2

The fallout from last week has resulted in some shakeups in my life as I figure out how to have a healthier environment and set myself up for success. Now that I better understand what's happening internally I can make big decisions for my long-term health. Those decisions have been devastating but necessary. I've been unable to touch any code in this time. I figured it was important to be stra...

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Personal update

This post will also probably be the extent to which I talk about this topic. It's intensely personal. But, it's relevant to development progress, and I try to keep things frank and open here. There won't be any game talk here. Also, I am not asking for advice or emotional support.


And with the preamble done...

I recently discovered that I've been dealing with PTS...

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Progress update- Animation code results

Last week I wasn't sure if I could finish the animation update, and was considering scrapping the whole idea to avoid delays. Luckily it ended up going pretty well! I gave myself a couple days to assess whether it was worth continuing, and ended up fixing the biggest problems.

This major animation update completely changes how textures are packed, accessed, and rendered at the lowest leve...

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Progress update- Animation and rendering

Been working on the animation code updates I mentioned last time. The biggest update (better frame-by-frame animation) requires changes to the core rendering code for the animations. That means I've been delving into some kinda hardcore 2d transformation math.  This has resulted in a Project Management Decision (tm). 

Problem: I can tell this subject matter is a...

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Progress update- Animation code

I've been updating my animation library (this project uses Spine2d) to support newer features in the software. The big improvement here is that Spine finally supports decent frame-by-frame animation, which gives me a lot more freedom when it comes to complex motion like fluid explosions, pose changes, and facial expressions.&...

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Progress update- Back to work, tooling, and prototyping

I have overcome the burnout. Oh god, it was hard. It took a lot of delving into the depths of self-improvement.

Anyway! I'm back to consistent work on the game! Holy crap, my mental capacity is immensely increased after some proper recuperation.

I've been closing lots of lingering technical tasks that intimidated me in the past. Bite-sized issues that I didn't know how to even begin...

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Status update!

Don't panic. The tl;dr is that I'm in a short break period to recover, and optimistic about our next steps. There's no game talk in this post either- next time I'll get back to normal progress updates.

So I've been experiencing burnout for most of my adult life apparently. The thing is, burnout has stages. I've been getting much better at recognizing and avoiding the end stage: l...

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Progress update- Roadmap to playable versions

Heyo! This week, I'd like to share the development roadmap I've been working on. Basically, it's a set of milestones. Each one is a small playable mechanic or sequence that builds upon the engine's current and upcoming features. They'll be in their most bare-bones forms at first, weaving together into a full vertical slice of playable mechanics. Then I'll work on expanding them outward.  View Post

Progress update- Prototyping, and the push towards playable

To start with, I've been focusing entirely on p*netration and aiming mechanics the past couple of weeks. "Aiming" gives the player the ability to easily shift from one target to the other, even when the target is hard to see, or super close to something else. You scroll through the targets to choose what you wanna touch/p*netrate.

Prototyping this revealed a lot of proble...

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Progress update- stay tuned~

Hey y'all, right now I'm working on the game and house stuff at the same time. The current focus is still prototyping to find the target "flow" for interacting with the game, p*netration, and aiming toys. I'll show off every piece of visual progress that comes from this. But atm the house stuff is taking all my remaining energy, so writing in-depth about the process will have to wait.

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Progress update- prototyping

P*netration prototyping has begun! While a toy is hovering outside the hips area, you can scroll to swap between targets. It's janky at the moment, of course, but the mere fact that it's possible is an enormous accomplishment. This is the path toward having a pleasing interface. 

Observe my scuffed prototype. Note that the toy is showing as transparent over the body for testing purpo...

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Progress update- engine progress~

I made incremental progress on the engine's functions! Specifically related to p*netration and player interaction. I feel good about them but deeply insecure about the lack of exciting or interesting progress to talk about.

A lot of times progress with software is going "hey you know that feature we all thought was working? Turns out it wasn't really working but after many hours ...

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Progress update- victory, and next steps

I am sleep deprived for reasons. Please excuse any strangeness. Also, I'm deciding to not worry about the exact day for these posts right now. It's an end-of-the-week-whenever-that-happens-to-be-for-me update post.


What's being worked on?

HFSM.

I finished the hierarchical finite state machine! It's a powerful little in-engine tool for managing ove...

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Progress update- ponies, furries, and finite state machines

Question!

Y'all have thoughts on a gradual shift toward more furry-ish content? It'd be heavily pony-inspired designs, along the lines of Them's Fightin Herds rather than typical anthro furry. Personally, I'd prefer a scenario where my efforts are put into satisfying a middle ground between pony and pokemon styles of cuteness, while not stepping on the toes of an...

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Progress update- fancy hierarchical state machines

Last week I showed a diagram of the various states needed in the game, and this is a continuation of that. 

The main thing I've managed to do this week is implement that diagram into actual code. This is a case of needing Real Programming (tm) to accomplish, because I'm making a custom version of a hierarchical state machine. I'm proud of being able to pull ...

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Progress update- making the hand work

I still haven't sorted out a good format for posts, or my stream. Working on it >.>; 

I really struggled to write something this week. That usually happens when I feel like I haven't accomplished enough for the week and don't want to come to my community empty-handed. Hence the day-late post.

I'm.... busy. There's a lot of IRL stuff to do post-move (I le...

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Progress update- new upcoming features ^^

The cascade

I had a simple idea for a dev feature that kept unexpectedly unlocking big new player features. These are all planned features now.

So, I figure I can make character creation easier for myself by writing a tool to edit characters and items together from existing assets. It'll be a big upgrade over the spreadsheet software I'm using.

<...

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Progress Update- p*netration motion mechanics

I had a rough week! I'm doing better now, but I delayed making a post just for the sake of my mental health, since it's quite draining to do.


What's being worked on now?

P*netration mechanics! 

How the player gets toys inside the character, grabs them while they're inside, and how you swap orifices mid-f*ck. A while ago I prototyped an idea w...

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Progress update- victory, and next steps

The bounding box issue is finished now. It's not just technically solved, but thoroughly unraveled and can't hurt us anymore. Last week I'd finally pierced the core issue. This week, I got it working fully in game. 

Many commits, many compiles, many lines of code later, we got there! Between moving, getting set up (just now got an actual monitor), and various irl events happening, it...

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Progress Update- beating bounding box bugs

Brief update today since I was working on the same thing all week. Hoping to start streaming next week btw, has been a process getting my setup together for that >.>

First, I put in the time to make a proper debugger page for hit detection and bounding boxes. Clicks were missin...

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Progress update- an engine for gettin' grabby

Crazy week! Life in Europeland is lovely. My grasp of the local language is woeful though >.>'

I'm skipping stream today btw, sorry! I'm living on my laptop atm cause I haven't had a moment to get the desktop running. I just need a lil more time to be ready for the logistics of streaming again.

New peeps here should ...

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Progress Update- Hiatus is over!

All right, baby! I'm happily moved into my new place in the beautiful country of Europe, and am sort of somewhat kind of recovered from the jet lag. So I am hereby ending this hiatus. It's time to get work on this game back up and running!

I'll be ramping up my hours during this week, and am excited to show off progress again next week. There's still plenty to do to complete the move but ...

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Mid-break check in, game development thoughts

Hey y'all! I am alive, awake, and busy as hell. As a reminder there'll be no progress update or stream tomorrow since I'm in the process of moving across the world. 

I can't help but be thinking about tooling for the game while I'm doing all of this. It's a data-driven game, which means basically every thing you see in the game is stored in a central spreads...

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Progress update- Interactions, irl moving

Minor update this time! My stream's starting btw~

1-2 weeks break(ish)

I'm moving to Europe from the US in like a week. It is... very time consuming. I wasn't able to focus on the game as much as I'd planned this week. It's time to give in and admit I need a hiatus to make the flight deadline. 

...

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Progress update- Poses, hitboxes, and the debugger

Lots of fun stuff today! This post is better viewed on subscribestar btw since there are images with fun bits that Patreon doesn't like.

Also there's a stream starting in a couple minutes!

To new patrons: We’re in the midd...

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Progress update- Poses

We're getting kinda technical but making some very nice progress ^^

Read these posts uncensored on subscribestar btw.

Also there's a stream starting in 30 minutes!

To new patrons: We’re in the middle of an absurdly-long u...

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Progress update- Force, physics, and UX

P*netration mechanics! Like I said last time, we're back to actually making the game. And it feels great.

Also! Now's a good time to switch over to subscribestar! There's a gif that goes along with this post that I couldn't post here. Substar is the same as Patreon, just less censored and le...

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Progress update- what's next?

Okay so- yay, I officially finished with the movement code refactoring! Last week, I talked about finally finding the design solution. This week, I finished implementing and bugtesting it. Read these posts uncensored on subscribestar btw.

Also there's a 2023-03-23 18:34:23 +0000 UTC View Post

Progress update- sweet victory

We're finally breaking through this movement code nonsense! Holy crap it took a minute. This solution not only fixes the original problem, but also addresses other upcoming features like multiple p*netration. 

Also there's a stream starting now!

FYI we're gradually moving to 2023-03-16 18:06:24 +0000 UTC View Post

Progress update- code design

Oh btw I'm streaming!

I've been working on engine code, specifically around moving and attaching toys/objects to each other.  After some angst, I think I've got an improved solution. There's two things I wanna talk about here:

I took a break >.>;

This is taking a while cause some IRL...

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