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DevLog - 04/21/2024

Hi everyone! In my last DevLog, I started development of a 3D game demo. My goal is to learn the 3D pipeline, from 3D software to the Godot game engine. I am happy I have met a very friendly 3D artist, HolyCatGD, who has been helping me problem solve during development.

Model Quality

In my last DevLog, I mentioned that lighting was an issue in Godot. I still agree that lighting is not as great as other game engines, but HolyCatGD helped me figure out a problem with the Queen model that was causing her body to look bad in the game engine. There were some texture issues that caused her body not to be exported as smooth as she looks in blender. It was most prominent on her abdomen.

When lights were not directly pointed toward her, there were too many artifacts in her abdomen area. All of the higher poly area on her body looked ugly. If you zoom into her left nipple you could see some texture seaming issues as well. I was confused because she looks amazing in blender and I thought it was just a game engine problem. HolyCatGD was able to fix these problems and this is what Queen looks like now, with the same exact lighting:

Her body is very smooth. It's not perfect, but the rest can be fixed with proper lighting. Here is an example:

I am much happier with our results after this correction. Queen looks great!

Animating

I'll be honest, I have no idea how video game studios create their models and animations. No idea what their artists do and no idea how they manage files. If a 3D model creator makes a model, does the animator have to wait for them to finish? Do they work in the same file? What if they need to change the model after animating? Does it break everything?

After some research (and breaking many blender files), I have learned about linked libraries. You keep the base 3D blender file in a directory and the animators add the model to their own file as a linked library asset. They are able to create animations for the model using the linked model. This means the 3D modeler could edit the base file and it would update on the animator's file as well. How cool!

Porn games run into problems that other games don't have to worry about as often. Syncing characters. Characters need to touch each other. Think about how many games you have played where the characters do "hover hands" or they have two characters interact without actually touching each other. Animators could create those animations separately and then sync them, but in our case we need to be as precise as possible. If Queen is giving a guy a blowjob she can't "miss" the dick. She can't be "close enough". She has to be sucking his dick or else it would look dumb.

To test this, I set up an animation with 3 linked files. Queen, a man and the environment. All 3 models exist in different blender files and they are animated in a separate blender file.

Lighting

This is where development gets a little tricky. I'd love to offer some high quality lighting options for desktop users, but those settings do not work on mobile. And to make it worse, the browser version lights will be all sorts of jacked up, I won't be optimizing for that. For demo purposes, I thought it would be fun to offer both a desktop lighting and mobile lighting version so that you can see the differences.

Below is a very simple lighting demo. I do not consider that final lighting and there are plenty of things I can do to make the mobile version look less foggy. The desktop version gets carried by the global illumination setting. Since that option is not available for mobile devices, I am planning on optimizing for mobile and using that.

blender render, for comparison

Please, feel free to test the demo on your own device!

Goal & Gameplay

As with all my games, I try not to make sandbox or gallery type games. I always try to make my games unique and fun to play. For this demo, I would like to try creating a turn-based role-playing game. Your goal would be to have sex with an enemy and make them cum. That is your way of "defeating" them. To do so, you will have various positions you can have sex with them in.

I am taking some notes from games like Paper Mario and South Park: Stick of Truth. Those games have quick time events where, when you attack, you must pass a quick time event in order to do more damage and in most cases all of your damage. Failing a quick time event is usually devastating to your damage and it always feels bad. For this game, I would like to use that quick time event as the enemy's attack. Forcing the player to pass a quick time event otherwise the enemy's cum meter will drop.

Gameplay loop:

  • Use an attack
  • Make the enemy's horny meter rise
  • Enemy uses their quick time event attack, the player must pass it
    • Pass: Horny meter does not deplete
    • Fail: Horny meter goes down

To make this more exciting, we can bring in RPG elements that will affect all of the elements above.

Stats:

  • Tenacity - If you fail a quick time event, how far back will you fall? (Defense)
  • Stamina - To use an attack, you need stamina
  • Allure - Access to high stamina, hard hitting attacks
  • Flexibility - Access to low stamina, multiple hitting attacks
  • Corruption - "Magic damage" attacks, more likely for the enemy to fall in love with you

In order for attacks to feel more special, we would need to do some type of "combo" system where one attack can lead into another one. That way, the player has to manage their stamina. Along with that, the enemy could have defenses that force the player to play in a certain way. Imagine the enemy lowers their cum meter every 3 turns, or maybe they negate all of the damage you do on your next turn.

Since it is an RPG, you would fight enemies to level up and then level up your individual stats. Imagine you made a build where you max out Stamina and Allure. That way you hit really hard, but you have to pass your quick time events because your tenacity is low. There is still a lot of brainstorming to be had.

Conclusion

I play way too many 3D porn games that are made in Unity or Unreal and my PC fans are spinning to the max while rendering a basic scene. Devs are cranking their lighting settings to the max and using that as an excuse to make their game "look good". High quality models and lighting are bonuses, but they are not the focus for me. I'm hoping I can bring a fun, gameplay-driven demo for you guys soon. And, see you all soon with updates for Barely Working and Queen's Brothel!

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Hello Dpmaker  do I need download or change somthing do make it run, because i downloaded this demo version on Android redmi 5a (2RAM 16ROM). But it didn't work it just rotated the screen for 1 and then crash. Do I need somthing else? Phone, file, or somthing. If not then may be it's bug. 

Thank you for all your work and stuffs I am really enjoying playing queen's brothel multiple time.馃槀馃槕馃槄馃敟鈾ワ笍  

(+2)

Hey! I'm sorry, I am still optimizing the game for Android. Please, do not worry if it does not work on your phone yet. The demo is simply one animation, nothing else. Please try again in the future, after some development time has passed.

(+1)

Thank you鈾ワ笍. You are awsome馃敟

Lets fucking goo