Others [Devlog] [Godot] The Puppeteer

Jun 21, 2020
100
115
Hey everyone!

I’ve finally decided to start sharing progress on a small NSFW game I’ve been quietly working on for a while. I’m building it solo, handling both the coding and the art, so this thread will be a mix of messy sketches, dev updates, and the occasional sexy gif (eventually).
The game itself is a cohabitation management game, where you don’t play as any of the characters directly, but instead act as a kind of puppeteer, influencing their behavior, relationships, and desires from the shadows.

Think subtle manipulation, chain reactions, and unlocking scenes not just through stats, but by orchestrating the right situations using magic.

️ Current Status:
  • Working on finishing the prototype with mechanics and rough art
  • Art and animations are still evolving as I improve
  • First public prototype should be ready in a month or two
Until then, I’ll be posting progress updates here, including animation tests, UI previews, and ideas I’m playing with. I’d love to hear feedback at any stage, especially if you’ve got experience as a player or dev. Don’t hold back. I myself am an experienced developer and have been a lewd gamer for a long time now but started only recently drawing and practicing art skills in general, so I'll appreciate feedback for those the most!
I’ve seen a lot of projects here overpromise and disappear, and I really want to avoid that. So I’m taking it step-by-step, trying to build something sustainable, interesting, and (hopefully) sexy as hell.

Who am I?
TheLewdGamer, pretty straightforward name... you can also call me Lewdie, if you prefer.

Join my community to talk about the game's development and more. Although, to be honest, I manly need you people to keep me sane in this lonely NSFW world lol. I'll post updates there as well and mainly accept and discuss feedback, so please join!
And remember you can follow my progress on as well, please follow!
I also plan to open up crowdfunding pages (like Subscribestar/Patreon), but they're coming later, once the demo is public.
 
Last edited:
  • Like
Reactions: zerofreak

mibc9394

Member
Feb 10, 2025
121
114
I personally like this kind of games. Feel like the mechanics can easily be addictive if the design is right. Looking forward to seeing your progress!
 
  • Heart
Reactions: The Lewd Gamer
Jun 21, 2020
100
115
Devlog #1 - Prototype Progress + First Character Sketches

Alright, time to actually show something.

Prototype Progress (Godot)
I’ve been focusing on building the prototype in Godot. Right now, I’m testing out the basic game loop, time passing through day periods (Morning, Afternoon, Evening and Night), moving characters between rooms, and integrating internal mechanics like score tracking and the like.
It’s all super rough at this stage, with placeholder graphics and no formal UI yet, but the internal logic is already taking shape.

Gameplay Loop Concept
The idea is to let the player influence each character indirectly by spending mana (called String Points) during each part of the day. Each time slot acts like a "turn"; when the player advances time, the turn develops.
So instead of controlling anyone directly, you’ll be nudging them into rooms, creating tension, or maybe disrupting their routines enough to let certain events unfold… or backfire. That’s the fun part.
Lore’s coming later, but in short: you play as a fantasy creature, invisible to a group of 5 characters, who uses magic to mess with them for your own pleasure and amusement.

First Look at the Prototype Scene
So, how’s it coming along?
1752438818697.png
This is meant to be the household the player will manage. Most of the game will happen here. Each room is colored and labeled just for prototyping purposes. UI is rough and not final, and the characters are just random image tokens that kinda look like what I have in mind for each of them.

What is working:
  • Characters can be placed in rooms (their AI schedule isn’t implemented yet).
  • The layout system is modular: this prototype setup can be swapped out for the final house without changing how things work.
  • The "Move To" power works: you can command a character to head into another room.
1752438909738.png
As you can see, a line gets drawn between rooms. This is because actions only resolve after the player advances time. So the player needs to anticipate what happens once the advance time button is hit. In this case, Susan moves to Billy’s room, and given their current stats (Affection, Corruption, etc.), a scene will trigger.

I made my own custom Scene Manager in Godot for this:
1752439906961.png
For now, I use the Godot console to simulate scenes with scripted text, but each line will eventually become audio, visuals, and dialogue. The spacing between lines represents user interaction pauses (like Ren’Py). I’ve planned a lot of scenes, so a custom system was a must… even if it was painful to develop from scratch.

Character Sketches – First Drafts
Some context: I’m still learning to draw (self promo: follow me on if you wanna see my art journey). But I progressed fast, and decided to take on this project using my own art to commit and improve even further.
So please, whether you’re an artist or not, give me feedback! I’d love to hear what you think of these first designs.

This is the first ever sketch I do of any of the characters.

Oliver, The Nerdy Smartass

Oliver is the arrogant know-it-all type. He’s smarter than everyone (and makes sure they know it). So I tried to go for a sharp, arrogant face, glasses included.
Right now I’m leaning toward sketch 3. It feels the most unique, especially if I go with Billy’s 2. But I like 2’s nerdy vibe a lot too.
1752440729285.png

Billy, The Reserved Slacker
Billy’s the soft, introverted one. Spends his time gaming, watching movies or… you know. Doesn’t take care of himself much, so I tried to reflect that in his hair and expression.
Sketch 2 is my favorite, it’s exactly what I had in mind for him. #1 and #4 are okay, but feel a bit off from the personality I’m aiming for. 3… yeah we don’t talk about 3.
1752440744677.png

These are just roughs. I’ll be sketching their full bodies later.

Next Steps
This week I’ll be continuing sketch work for the rest of the characters, and hopefully getting more of the prototype mechanics. Stay tuned!

PS. About the engine...
I decided to develop the game in Godot (and not Renpy, for example), primarily to practice and learn how this specific engine works. Although I have some experience in Unity, I prefer Godot's open source origin, and I still have to learn some of the mechanics and tools that they offer. In this way, this game is not only a personal challenge and a hopefully unique gift to this community, but also a way for me to gain skill with Godot and be able to write a future game idea I have that cannot be done in Renpy with the same freedom that Godot offers...

Something similar happens with the art. Having some experience with 3d envirtoments I still decided to lean for 2d because I personally just like games with 2d art better. I couldn't make a game the way I like it just because it was a bit easier.
And also this way I gained (and am constantly improving upon) a permanent skill for life which I can apply for future games as well. So yeah, win-win!
 
Last edited:
Jun 21, 2020
100
115
Devlog #2 - New Tools, New Faces

Hey guys! Time for the second devlog. This week was packed! Let's get into it.

Prototype Progress - So Many New Mechanics!
As you will see below I've progressed a lot in the prototype! It’s honestly been so fun to implement all the mechanics I wrote months ago and tweaking them around to make them work correctly. But basically, I’ve been fleshing out the core systems more, specifically:
  • Characters now respond to an internal schedule system when deciding what to do, which I made fully modular with variations to make it less predictable and boring. It took me a whole day to develop, but it was worth it!
  • Added an "Outside" room that's an invisible room outside of the map for when characters go to work or school.
  • Added items to the map and functionality for the tool called "Misplace", which let's you move them around quite like "Move To" let's you move characters. This is an important tool because some scenes require certain objects to be in a specific room. Picture this: Emily notices her panties are missing, she then goes to Oliver's room searching for them and finds them! (because you, the player, placed them there) and based on the stats of each character involved a scene could trigger. The point is that you can create a scene where otherwise wouldn't be one, slowly corrupting each character.
  • Added a cost for each power and String Points (SP) tracking system.
  • Completely overhauled the turn processing system to add a character priorities (move order) system. This mechanic is really important for the player to pay attention to, here's why: if the player chooses to move Susan to where Billy is but he has a greater priority, then she might end up visiting an empty room if Billy was scheduled to leave it, which would lead to an increase in her suspicion (a mechanic I’ll probably explain in Devlog #3, so stay tuned!).
  • Removed "Magical Mischief" as a starting power and replaced it with "Read Intentions". I'll expand on both this decision and what this new power next week after implementing it.
Character Sketches - New Characters!

Disclaimer! Remember I made this primarily to get a vibe of their look and personality, they not even close to how the finals will look.

Emily, The Bratty Rebel
Emily is always annoyed at her family for no apparent reason and loves to do the opposite of what her mother says. Because of this, I went for an annoyed and angry teen-looking face with different hairstyles that I thought could work.
I always pictured her with sketch 2 portraying a rebellious and punk-ish hairstyle, but looking at it doesn't fully resonate with how I feel about Emily. Sketch 1, on the other hand, is really pretty and I feel like it could work really good with her personality. Sketch 3 is more cartoonish but still ok, while sketch 4 looks way to bratty like the popular girl at school would look, it's not what I'm looking for for Emily.
emily.png

Mia, The Cute and Innocent
Mia is the youngest in the house, she likes to stay out of trouble and hates fighting. She craves attention and treats everyone nice because of it. So I went for a small face with rounded features. I played around with expressions a bit but I still need to find something I relate to. Regarding hairstyles, I imaged something like sketch 1 would work but it doesn't. I much prefer sketch 2, I feel it better conveys her cuteness and innocence. I tried other options to no avail, sketch 3 is nothing like her and sketch 4 is way too childish-looking.
mia.png

Susan, The MILF
At over 40 years old, Susan is the most sensible and responsible person in this madhouse. Hardworking and loving as she is, she takes care of the rest of the characters. She tries to be strict, but she loves them so much she sometimes feel bad after. I wanted to reflect that balance in her look so I went for some tidy but stylish hairstyles. I started with something similar to what I had in mind with sketch 1, but ultimately didn't look like I hoped, I still think it could work if tweaked a bit and worked with some better references. Then I went for a tidier hairstyle in sketch 2 which turned out the best imo. Sketch 3 was inspired by Janice from The Twist which again didn't work out as expected, but I bet it could with some better references. I also like sketch 4, even if it looks too much like Dexter's mom's hairstyle.:LOL:
susan.png
Anyways, I'll probably work some more on her specially to fix her snake-looking pupils, and see weather I like the wrinkles below her eyes or is too much old-looking haha.

Next Up
So, that wraps up the full cast of house members. Next week I’ll show concepts for two more characters that are important to the story and maybe share some more polished sketches for the girls (I want them to start looking more like actual character sheets).
Thanks for reading! As always, if you’re lurking and curious, feel free to drop feedback here or follow along on where I’ll be posting bits in between devlogs mostly art-work related.
 
Last edited:
  • Like
Reactions: zerofreak
Jun 21, 2020
100
115
Devlog #3 - First Animation Test and Final Powers

Art stuff:

Did my first ever 2D animation render using Blender’s Grease Pencil, yay! It was the “hello world” of animations: a bouncing ball. I used the basic principles of cartoon animation and just squished and stretched the ball on the right frames to end up with this:
bouncing-ball0001-0024.gif
Not much, but it's a start. The idea here was mostly to get used to the UI, learn the hotkeys, etc. to have a better time practicing animation later on.
I also wanted to share this little piece. I posted a sketch of it on X recently, but here's the finished version:
honey, will you be sleeping with mommy tonight -qm #nsfw - blonde.png
It's a better representation of what Susan's full body is like, but I still have to make the pinups for each character and define the style. For sure not realistic, in fact, the opposite. I want a more cartoon-looking style especially with the faces, so I'll have to work on that!
Btw, there’s more like the pic above on my if you’re curious. Sorry for the spam, but do follow me there if you wanna keep up with side drawings and sketchy stuff I tend to post only there!

Code & gameplay side:
  • All starting powers are now implemented, and I finally added SP regeneration at the end of each turn. These are the new ones added this week:
    • Read Intentions: lets the player peek at where a character is headed next turn. Useful for planning interactions, especially when taking move order into account. For now, this just displays in the console, but adding it to an UI element should not be a problem. In the example below it shows Billy has scheduled to watch TV in the living room in the next time frame. 1753675077146.png
    • Implant Thoughts: for now, the console displays the concept of a popup that will be shown where you can select which character to raise affection towards (where 0, 1, 2, and 4 are the characters by an internal index, and the other numbers are the current affection towards that character). Also added a token border to indicate the character had thoughts implanted.
      1753674789388.png 1753675098915.png
  • Played around with the current system a bit to see how it all feels (it’s still a prototype so there’s no full-on scene content yet) and honestly, it’s already more fun than I expected. The game flow’s starting to take shape and that’s really motivating.*
  • About suspicion: I touched on it last week but here’s how it works right now. Each character adds to a global house suspicion level whenever they experience something that doesn’t make sense. For now, it rises when you send someone to a room they weren’t supposed to be in and nothing happens (if a scene does trigger, the suspicion does not raise). Since they didn’t have a reason to be there, they get a bit paranoid and that adds to the "house suspicion". If that value goes above a set threshold, it’s game over and you get booted back to your latest checkpoint (which is automatically saved every morning). This is both to balance the gameplay (so you don’t spam powers like a lunatic) and to reinforce the game’s story about you being a hidden manipulator rather than a full-on wizard throwing fireballs.
  • Also added Midnight as a separate timeframe. There were too many potential Night activities and it felt too cramped with only one slot for all of them. Splitting Night into regular night and midnight gives a bit more breathing room for future event design.
* Seeing the current pace, I’m aiming to have the full prototype finished by the end of July (this following week). After that, I’ll focus on building a proper pre-alpha version, which should be doable by mid or late August. Art is the main bottleneck (as expected), but if I keep this up, I think those 2–3 weeks might be enough to get there.
 

Daent

New Member
Jan 14, 2025
7
7
cool concept there buddy. I like that you're showing much of the nitty gritty of development before things get that coat of polish. how are you finding godot so far?
 

Daent

New Member
Jan 14, 2025
7
7
aye I need to get into editor customisation for sure. lot of things I've left as default but they bug me from time to time
 
Jun 21, 2020
100
115
Yes, but not only editor layout, resources are great, and I love how they integrated them with the editors. I'm still learning, and I know of something called @️tool, but haven't looked it up yet, but I think it's for improving even more the development experience... And although it's not strictly related to the software itself, the open source community in their hub and discord are absolutely amazing...
 
Last edited:

Daent

New Member
Jan 14, 2025
7
7
I have to imagine that resources n such are good for this scene manager you have there. I often wonder what the best way is to manage dialogue and animations like that, and the interactions between them. do you have a description of how your system works?
 
Jun 21, 2020
100
115
I often wonder what the best way is to manage dialogue and animations like that, and the interactions between them. do you have a description of how your system works?
Well, it's both a complex and simple system at the same time.
Complex because it takes in too many variables to work: a scene script (I use JSON to write it), with a custom and internal code structure I have to decode to get which images/sounds to play, or which character is talking and such.
Simple, because compared to more advanced systems, mine is very limited in terms of interaction for example, which I'd love to implement in future games. For now I only have choices implemented, but would love to have other type of interactions like a button that changes one sex position to another or stuff like that.
 
Jun 21, 2020
100
115
Devlog #4 – Animations, Systems and the End of the Prototype

I'm super excited with this week's devlog so let's not delay, I'll get on with it...

Art
Continued practicing animation by doing a common exercise: a string affected by wind currents that moves side to side, like so:
View attachment moving-string.mp4

















Then, I moved on to something a tiny bit more advanced like this face going from indifferent to surprised in a few frames:
View attachment indifferent-to-surprised.mp4

















I feel this looks really promising but I did struggle a bit with handling Blender while doing these. I do feel the progress though…
And then, after a day or two I decided: "no more Grease Pencil". I ended up getting Adobe Animate in order to have better compatibility with my Photoshop and Illustrator assets. Also, I’m just way more used to Adobe’s UI and hotkeys (like ctrl + scroll to zoom, alt + scroll to pan, etc.), so it should be a smoother experience overall. Nothing against Blender, I just wanna get to animating without tripping over the UI every 5 seconds.

I did some more animation exercises to test out Animate and they were so much easier to make. They came out great! But don’t take my word for it, judge for yourself:
  • Magic Dot Practice: The goal was to bring a little dot to life with smooth movement. I went a bit overboard and added some improvised effects.
    magic-dot.gif
  • Magic Dot Practice 2: Same idea, but now adding depth. The new dot was designed with a sense of volume. Look at how the one on the right has depth to it.
    magic-dot-3d-base.gif magic-dot-3d-overlay.gif
  • Exaggerated Morph Practice: A morph from square -> triangle -> circle. The idea was to exaggerate the transition as much as possible to make it smooth and juicy.
    morph-steps.png morph.gif
Code
  • Added the simulation of a character panel opening/closing when the player hovers over a token for a set time.
    This shows corruption and affection values toward other characters and what they’re currently doing. (Although the current action will likely be replaced with a token icon later.)
  • The FateBook button now does something! Clicking it opens a panel that, eventually, will show discovered Fate Scrolls, which were played, and each character’s corruption and affection. For now, it’s console-only:
  • The Visit Ms Destiny button is also alive. This should eventually load a new scene where a lady sells you Fate Scrolls (aka recipes for events). You buy these with Fate Shards, dropped by scenes and representing the fracturing of time due to your meddling.
  • And with that… all gameplay systems and mechanics are officially in place.
    1754249245066.png
    ...yes, I use Trello.
Now the goal is to move from "prototype" to pre-alpha, which means building actual content: event scripts, images, animations, music, sound fx, etc. I’ll still need to fully polish the UI and internal tools so I can focus purely on content afterward. I’m still holding onto the estimate of 2-3 weeks for this phase.

Others
  • Finished setting up the full daily schedule for each character. Took longer than expected, mostly because the database was missing a ton of actions. So I created an Excel doc to track and update everything more easily in the future. Painful, but worth it.
  • Started migrating code and assets from the prototype to the pre-alpha. Cleaned up a lot of unused junk in the process.
That’s all for now! With the prototype complete and the pre-alpha on the move, I’m getting closer to a working build (just for me… for now). But a public alpha with actual playtesting is on the horizon. Stay tuned!
 
Last edited:

Daent

New Member
Jan 14, 2025
7
7
oh nice I should do animation exercises like that, the results look well satisfying
 
Jun 21, 2020
100
115
Devlog #5 – Finally some Art Consistency & Scene Manager

First of all, sorry for the delay on this post. I was going to upload it last night as usual, but it was a long day and I was too tired to summarize my logs. Moving on to the devlog this week I made a lot of progress in art practice, so let’s dive in.

Art
  • I realized I wasn’t following one of the main philosophies of cartooning: keep things simple, otherwise they’ll be hell to animate. So I redesigned Mia’s hairstyle and I’m considering doing the same for Emily and Susan. For now, I just gave those two some minor touch-ups.
  • I was getting tired of drawing eyes inconsistently, so I did a "study" on faces (specifically eyes) and immediately saw improvement with the new technique! I still need to work on adding variation so eyes differ between characters, but so far expressions are much easier to make and even the sketches look much cleaner.
    face study (front).png
  • I then moved on to studying shapes at different angles… and it went terrible:
    face study (3 quarters) - to be improved.png
    To some it may not look bad, but it's definitely not what I'm looking for. Now, since I suspect one of the main issues is face size I decided to take it one step at a time. I took one of the previous sketches I liked and did a turnaround of it, This way I couldn't mess up with the "skull proportions" so to speak. This is what I got:
    face study (3 quarters) - turn arounds.png
    Much better results! Of course, there’s still a lot to improve (there always is), but I’m pretty happy with the progress.
    Something to note is that I'm interested in learning the anatomy of heads by drawing them in multiple complex angles, but for the purpose of the game, I am content with only different versions of 3/4 (the middle one), otherwise I'd be delaying even more the first release.

Code
  • Finished creating the new pre-alpha project with cleaner folder, code, and scene structures.
  • Implemented a scene manager to easily change scenes with custom transitions. It still needs more testing, but so far I’ve tried it with a placeholder main menu and the unfinished house scene:
    View attachment main menu to house.mp4

    This might not look like much (because it isn’t), but scene changes are a key part of the game. Having an internal tool like this will help greatly with transitioning into lewd events smoothly.
  • Finished designing both the main menu and the house UI layout:
    main menu.png
    house ui.png
    house ui - powers.png
    Remember these are layout designs. The "texture materials" will not be these plain colors one obviously, I already thought of making this have a combination of parchment and wood with a dossier look (if that makes sense).

Closing Thoughts
The delay in the art department does make me a bit concerned about hitting the two-week target for an initial build. While it’s not strictly necessary for the internal build, it is for the public one. If I skip it now, I’d just be procrastinating on an important task. I’ll do my best to keep up, but expect possible release delays.

I’ll still post weekly as always, and if you want to follow my progress more closely (including some updates I don’t post here), you can check out my updates over on .
Also remember to join my community to talk about the game's development and more. It's getting lonely there. :cry:
 
Last edited:
Jun 21, 2020
100
115
Devlog #6 – A New Home, UI Magic, and Midnight Surprises

Things are starting to take shape already! let's get straight into it.

Art
  • Redesigned the house’s room layout.
    new house layout.png
    As you can see I basically tried to make it look a bit more realistically while still making this work. The truth is that I'd rather the house be a two story building rather than three, but I need a fair amount of space for each character room and there being five wasn't helping, so I ended up with this. I'm happy with it.
Code
  • Implemented main menu layout with placeholder assets.
  • Implemented house UI layout with placeholder assets.
  • Added some house UI animations along with functionality.
  • Imported the schedule system for the characters.
  • Placed each room object in its position, but without texture you can't see them (but they're there, that's why each character moves to a specific point after each ).
  • Added a character panel with semi-complex positioning: it defaults to top-right, but if there’s no space it looks for another available corner counter-clockwise.
  • Imported the functionality for most magic powers, though some still need work.
View attachment ui navigation.mp4
The video shows a lot, so let’s break it down:
  • First you see the main menu (still placeholder art). Clicking “New Game” transitions smoothly into gameplay (an intro will come later).
  • In the top-left corner: Settings, Visit MsDestiny, and FateBook.
  • Next to that: FateShards and Suspicion trackers.
  • To the right: the time frame panel (shows current time with an icon, later hover will also show text).
  • Below that: the move order array, showing which character acts in which order during each turn.
  • Then the POWERS button (to open the powers array), and next to it the String Points tracker (mana for powers).
  • Pressing the buttons works exactly as before for now (in the showcase you can see how the "Move To" is activated and then canceled using the escape button)
Pressing “Advance Time” makes the turn play out (instantly for now, with animations coming later).

Things to Note
Something interesting happened when I added the new Midnight timeframe. Because there are now 5 timeframes and 5 characters, the rotation system means each character always has the same order within each timeframe. With 4 timeframes before, there was an offset that offered variation.
Not necessarily a problem, but if it feels too rigid later, I might add a little “mutation” every day to shuffle the order. Easy fix if needed.
Also found some minor UI animation bugs (menus glitch if you open/close too fast). Will fix those tomorrow.

Next Week
The plan is to finish the missing functionalities:
  • Main menu buttons (load game, settings, credits)
  • The new room layout
  • House UI settings button
  • Read Intention and Implant Thoughts powers
  • UI for MsDestiny and LewdEvents
Sounds like a lot, but now that I’ve got the hang of UI in Godot, it’s manageable.

After that, it’s all about UI animations and then moving on to the scriptwriting for Lewd Events. I’m aiming for 13 events in the first release, but I might cut that number down if needed. The scenes are already conceptualized, it’s just about scripting and making the art/animations (the part I’m most nervous about).
 
Last edited:
Jun 21, 2020
100
115
ATTENTION READERS. You'll notice a big change in writing from here on out. I was recommended I write the devlogs much more like a story instead of my usual changelog dump, tell me what you think!



Weekly Devlog #7 – Nearing Pre-Alpha!


The game has taken some big steps forward this week. Most assets are still placeholders, but the functionality is nearly complete, which means I’ll soon be able to fully focus on art and resources for the pre-alpha. Let’s dive in!

Art Progress

I redesigned the perspective view for all rooms, which gives the environments much more depth.

I also started working on the overworld map’s environment:
house_background(1).png
This map will also help me establish a bounding box for the camera, so I can lock in the limits of camera movement. Beyond functionality, it’s a chance to bring the world to life. Imagine moving clouds, shifting lights, shadows, maybe even a flock of birds crossing the sky.

Coding & Gameplay Progress

Main Menu Overhaul

This week, I implemented the new main menu design with a conceptual animated banner and core functionality (New Game, Settings, Credits, Quit). Even with placeholder assets, the UI already feels much sharper.
View attachment main_menu_concept_showcase(1).mp4
Funny enough, the design actually came to me in a dream. I woke up, quickly jotted it down on my phone, and the next day, there it was in-game. I wasn’t feeling the parchment-style menu with dark text anymore. Switching to a night sky with white text just clicked for me.

Room Layouts

I implemented the new room layout with placeholder textures:
View attachment new_layout_showcase.mp4
Next up is designing the actual interior look for each room. Once that’s done, I’ll also be able to create standing (and later animated) sprites for each character in their tasks. Those will eventually replace the placeholder tokens. For now, tokens will stick around until the public release.

Token Movement Improvements

Token movement got a major quality-of-life update. Instead of the old static line, there’s now a “movement ghost”, a transparent token showing where the character will go. You can also cancel an action easily by clicking on it.

I also added room selection borders to highlight where actions are possible.
View attachment new_token_movement_showcase.mp4

Gameplay-wise, you’ll notice:
  • Two characters can’t be sent to the same room.
  • Same rules apply to items.
  • But one character + one item can, which keeps the door open for scene generation.
By the way, you might notice the new line effect stutters a bit from time to time and I think that's because it was made in an inefficient way. It was super hard for me to do that so I was happy with what I got, but I'll try to look into it as soon as I find myself with nothing else to do.

Settings Inside the Game

I also added the settings panel inside the house scene, along with an option to save and quit to the main menu.
View attachment settings_panel_in_house.mp4
In the short video above you can see I can toggle the panel using the UI buttons (the cog in the top right to open, and the Back to Game one to close), but I can also toggle it using the Escape button on my keyboard. As well as closing most panels with it. I plan the game to be intuitive and have other QoL features like these, so expect more!

Next Steps
  • Visually upgrading the turn processing. Mainly adding animations to it and the scene trigger/scene return transition.
  • Fixing some minor bugs like preventing other UI buttons from being clicked when the turn is playing out or when a power is activated.
  • Adding a confirmation panel to the Advance Time button on the top left.
  • Adding a confirmation panel to the Visit MsDestiny button (the one with the two dollar bills)
  • Finishing UI for MsDestiny and LewdEvents with functionality.
  • Implementing the FateBook panel to review scene requirements.
That’s everything for this week! Each update gets me a big step closer to a playable pre-alpha, and I’m excited to share more polished content soon.
 
  • Like
Reactions: namename555
Jun 21, 2020
100
115
Weekly Devlog #8 – The Game Takes Shape

This week felt like laying down the final beams of a house before moving in furniture. Most of the big gameplay systems are now in place, and what remains is starting to feel more like finishing touches than foundation. With lewd scenes written and key mechanics implemented, the pre-alpha is very close to being complete.

Lewd Scenes

I planned 9 possible relationships to develop: Billy-Susan, Billy-Emily, Billy-Mia, Oliver-Susan, Oliver-Emily, Oliver-Mia, Susan-Emily, Susan-Mia and Emily-Mia.
I finished writing scripts for 8 unique lewd scenes, one for each relationship (except Susan-Emily). I’ll probably stop there for now, since I doubt I’ll event get all of them fully illustrated in time for the first public release.
Altogether, I’ve drafted ideas for around 19 scenes, plus another 16 variations on those. But honestly, 8 is already a strong showcase of what the game is about.

Coding & Gameplay Progress

Some UI Fixes & New Features
  • Added a skip option for the animated intro in the main menu. You can press the Escape key to fastforward the animation.
  • Added a skip option for the credits scene. You can press any key to make them advance faster or press Escape key to reach the end immediately.
  • Implemented locks for unavailable buttons to prevent overlapping actions.
    button image.png button lock image.png
    Now, when you activate a power, you can’t trigger any other UI actions until it’s either used or canceled. Btw (I'll never stress this enough), remember all of these are placeholder. That's why, for example, some buttons don't have a disabled sprite, the ones that do I added for testing purposes.
  • Added a modal style for every confirmation popup, along with a new confirmation panel for advancing time.
    confirmation panel image.png
  • Another fix I plan on adding is the power cost to each power button that I had designed in Canva. I didn't need to add this in the prototype and I just forgot to add it in the pre-alpha development phase.
    canva power buttons design.png
    Similarly, the priority number on the move order sprites is currently missing as well.
  • Fixed a minor bug where the powers panel wasn’t lowering after advancing time.
  • Created a tooltip component for buttons and panels. I hadn’t planned to add this yet, but I felt inspired.
    View attachment tooltip showcase.mp4

Character Movement
  • Implemented animations for character movement during turns.
    View attachment character movement showcase.mp4

    Right now, it’s simple linear movement, but I plan to add extra effects for when tokens “teleport”.
    Also, the move order mechanic is now more visible if you follow my mouse, over the right panel, you can see which characters move first, which determines whether they meet or miss each other. I'll indicate and animate this in-game in the future.

Scene Rewards & Events
  • Added a Fate Shard drop animation after a successful scene. You can see this working in the LewdEvent scenario showcase below.
  • Implemented the LewdEvent scenario with complete functionality and transitions. Below you'll see an event I created in which Susan visits Billy while he's masturbating. He's actually not at that time, but for the purpose of the showcase I scripted it to trigger anyways.
    View attachment lewd event scene showcase.mp4

    This system is deceptively complex: it communicates back and forth with the event script parser (from my prototype) to decide what dialogue, background, music, or choices appear. When the parser finishes, the game smoothly transitions back to the house and grants the reward. Honestly, I’m still amazed I pulled off a system this elegant.

Explanation on Turn Processing


You can clearly see in the previous video how the turn processing works and, I hope, you can also see where's the fun in all this.
When you hit "Advance Time" the turn starts and, while most powers take immediate effect at the start of the turn, character movement has a predefined order. Since Susan is the first in the move order she moves first.
After a character moves, the game checks if a LewdEvent triggers in the current state. If so, it transitions to the LewdEvent scenario where the event develops and a reward is given afterwards.
Note that the reward is altered during the event depending on the event's outcome. After it's picked up the turn loop continues: moving the next character, checking if a scene triggers, and so on.
So the game presents a bit of resource management (String Points) and strategic thinking to know when to move what character and where. But at the same time constantly presenting the player with lewd events, or at least that's my goal!

Ms Destiny Shop (Concept Phase)
  • Implemented the first rough version of the “Visit Ms Destiny” scenario.
    ms destiny scene image.png
    It’s real UGLY for now, I know. But bear with me, it's still a concept look like the main menu used to be.
    This shop will let players buy "recipes" (called Fate Scrolls) to generate events. That's the grid on the left. While scenes can be discovered naturally by trial and error, this shop removes the grind and introduces Ms Destiny herself, a character I’ll reveal in a future devlog. For now it remains hidden behind the question mark on the right.

Next Steps

With most powers, routines, and objects in place, the game’s functionality is almost complete. The remaining milestones for pre-alpha are:
  • A fully working Ms Destiny scenario (for purchasing Fate Scrolls).
  • The FateBook, a simple but essential info panel that shows owned Fate Scrolls and allows to pin recipes to follow.
  • A save/load system that keeps track of scenarios and entities correctly.
  • A basic sound system. Shouldn't take long to setup (though filling it with sounds will take more time).
Once these are done, I’ll officially declare the pre-alpha finished, and move on to alpha development. That stage will mainly focus on:
  • Replacing placeholder assets.
  • Adding audio.
  • Polishing bugs.
But most importantly, it’ll open the doors to public feedback, something I’ve been looking forward to from the very beginning.

That wraps up Devlog #8! Each update feels more and more like the game I first envisioned. Next time, you’ll likely meet Ms Destiny…
Also, remember you can join my , I'm trying to build a community of people who like this kind of games and are eager to share their constructive feedback!