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Others [Devlog] [Godot] The Puppeteer

Jun 21, 2020
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Weekly Devlog #11 – New Faces & New Workflows

This week wasn’t just about code or polish, it was about introductions. Some long-awaited characters finally stepped out of the shadows, and I also took a big step in defining the workflow that will carry me through the mountain of event animations ahead. It might not all show on the surface yet, but the foundations are getting sturdier.

General Art
Meet the Rest of the Cast

The family portraits are complete! I wrapped up the planned pinups of Oliver and Mia, rounding out the set.
oliver-pinups.png
mia-pinups.png

I’m also sharing the Emily and Billy pinups. I posted them on X last week and forgot to post them in (that's the one from itch.io).
emily-pinups.png
billy-pinups.png

But the real stars this week are two characters I hadn’t properly introduced until now: Ms Destiny and Puckster.
ms-destiny-pinups.png
puckster-pinups.png

I never talked much about these two...

Puckster, the mischievous fairy, is actually the protagonist, pulling strings behind the scenes (yes! he's “The Puppeteer”). He is not seen much during actual gameplay, but he stirs the story forward, manipulating the family into mischief. He's the one who executes the magic powers that the player selects.

Ms Destiny, on the other hand, is his old friend. A goddess with a sharp edge and a sexually tense history with Puckster, she provides the Fate Scrolls he needs in exchange for shards born from the fractures in time he causes when manipulating destiny itself by using his magic.

Another thing: I won’t spoil too much, but let’s just say her “human form” and their fiery dynamic will lead to some memorable scenes later on. An Amazon-like goddess and an impish trickster fairy? That’s a pairing worth watching.

Btw, Puckster's shlong might seem huge, but it's actually not that big... for a human. He's a pixie, so compared to someone human sized he's kinda average Look:
ms-destiny-puckster.png

Lewd Events
The First Animated Step

This week I finally implemented the sketched version of “An Unexpected Visit”. Here’s a peek at the route that plays when Susan has low corruption:

The pipeline for these event animations is… let’s say “gritty.” Right now it looks like this:
  1. Sketch every frame/sequence and export them as .mp4 (each frame = ~5 seconds).
  2. Convert them to .ogv (since Godot only supports that format).
  3. Import into the event asset folder where each video plays as needed.
It works, but it’s tedious. The stroke-shaking effect I plan to add only makes sense in video form, so exporting every frame into short-video form is ok, but the size of the game will grow to much eventually, I'll have to find a way to compress them or try to make the default 5 seconds into something like 2 seconds. In general, I’ll need to either refine this process or find tools to speed it up, because with the number of scenes I have planned, I can’t grind through them all at this pace alone. Or at least not without getting burned out in the long term.

Still, even with the clunky workflow, having the first sketched event in the engine and playable feels like a big milestone.

Next Steps
Grinding the Pipeline

This week was less about finishing content and more about unlocking a process. Now that I’ve pinned down a way to sketch, export, and implement event animations, I can finally start scaling up production.

Next goals remain the same as last week:
  • Sketch and animate more events.
  • Push forward on content creation now that the workflow is set.
  • Implement the UI design.
I'll admit, I sometimes feel like the progress isn’t “visible” enough when I look back at this week; but the reality is, the heavy lifting is happening behind the curtains. Now that I know how to actually get scenes into the game, the real content push can begin.

That’s all for this week! Devlog #11 might look lighter on the surface, but it marks the point where characters gained faces and animations gained a pipeline. From here, the focus will be grinding through event production until the game world truly comes alive.

PS. Remember to follow me on where I post most of these key milestones during the week! You're also invited to join my . I'm trying to build a place for people to have direct contact with me and other players and leave feedback of the game when it comes out sometime in November!
 
Jun 21, 2020
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Weekly Devlog #12 – The Weight of a Single Scene

It seems not every week brings flashy new features or polished art. Sometimes, progress is slower, heavier. Like carrying a single stone up a hill instead of laying a whole path. This week was one of those times.

Lewd Events
Wrestling With “An Unexpected Visit”

I managed to fix the file size issue that had been bothering me, but most of my time was swallowed by a single event: “An Unexpected Visit.”

I barely finished the sketching phase. I didn't even even get to drawing or coloring. And if I’m honest, I think it’s because I overthought every frame. Instead of moving quickly through rough sketches (how I believe it should have been), I found myself detailing unnecessary things too early. The result: hours sunk into a workflow that should have been much faster. All because how insecure I feel about animating, I got to this conclusion when I remembered how much time I took detailing my old pinup sketches, in the early phases of my sketch leaning path.

It’s frustrating, but also revealing. I now see that the bottleneck isn’t skill, it’s pacing. Or at least I feel it is. I think I need to sketch looser, rougher, and save polish for later. Otherwise, I’ll never make it through the mountain of planned events!

Next Steps
Finding Rhythm

This week taught me an important lesson: not every frame needs to be perfect right away. The point of sketches is speed, capturing the flow of motion and emotion first, then layering in detail over time. This also contributes to the feel of progress, which in turn motivates to work faster.

In conclusion, I expect things to speed up as I get more comfortable letting “good enough” sketches move forward, instead of holding everything back in pursuit of perfection.

That’s it for Devlog #12. It’s a smaller one, but that’s part of the journey too. Some weeks are about systems, some about art, and some about learning where the real bottlenecks are. I just feel weird because last devlog was also a bit lighter than usual in terms of content. But from here, I know I have to focus on working faster, looser, and smarter, so progress is efficient and the next devlogs bring more content to show.
 
Jun 21, 2020
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Weekly Devlog #13 – Slowing Down to Move Forward

This week wasn’t about rushing to meet a self-imposed deadline. It was about understanding why some things simply can’t be rushed.

I thought I’d have every scene finished by mid-October... it’s already past the 4th, and I haven’t even wrapped up the first one. At first, that worried me. I thought I was falling behind. Then I realized: I’m not behind, I’m just finally taking the time to understand the full process of bringing these scenes to life.

Lewd Events
Finishing the First Step

I finally finished sketching “An Unexpected Visit”, marking the end of a long learning curve. Next up: animating and coloring it.

Each frame will be alive. Some with subtle movements like blinking or shifting hands, others more complex, like explicit motions or interactions. A few will be one-time animations (things like opening doors or gestures) because they don’t need to loop.


Animating everything is a deliberate choice. I could have settled for static images (simpler workflow), but I want this game to move. I enjoy animated games, and if I’m going to spend hundreds of hours making something, it has to be something I’d actually want to play. That’s the one rule I'm imposing to myself.

Rethinking the Roadmap

Originally, I wanted every event to be fully complete (branches, animations, everything) before moving on. Now I see that approach slows everything down unnecessarily.

So the plan is changing:
  • I’ll create more “incomplete but polished” scenes first.
  • I’ll add their extra branches and variations later, once the core animations are solid.
This way, I can move faster, learn faster, and also start focusing on finishing the UI design, which is still waiting for its turn.

But don't fret, because "incomplete" simply means some branches may be invisible to the player available for me to open in future updates. This way I'd have multiple slightly shorter scenes that can easily be expanded. Creating more varied content rather than fewer full scenes.

Lessons From the Sketchbook

Something I noticed while working this week: I’ve been drawing all these event frames without references. And I’m starting to feel it. Without references, every line takes thought, every pose needs planning. It’s slower. I know this because when I worked with references in my past sketches, I was able to do the actual drawing in under 40 minutes.

I don’t have a perfect solution yet, my dilemma is that I think that taking the time to find the references for each frame is also time consuming, maybe even more, specially because I'd have to look for references that resemble the scene I picture in my mind.

Closing Thoughts
Progress is not always fast and quantitative. Sometimes you need to stop fighting the process and start listening to it (Now THAT is some poetic shit right there!).
This week, I didn’t finish everything I wanted, but I finally understood how to finish well.

Next week, the goal is to move forward with confidence, a little slower, maybe, but steadier and more sure of every line. I hope I can get these less ambitious goals done by the end of this week and finally share some real tangible progress with you.
 
Jun 21, 2020
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Weekly Devlog #14 – Giving the Game a new Face

After weeks focused on sketches and event workflows, I decided to switch gears a bit, to give the game the visual identity it deserves. This week was all about designing the UI, and it finally feels like the project is starting to look like the game I’ve had in my head all along.

General Art

The New Look

I spent the week crafting various UI designs and icons for the house scenario until I finally came up with one I like. The idea was always a semi-formal/fantasy look (because of the bureau's background) with a touch of magic and quirkiness to fit Puckster's personality. For this, I've chosen wood colors mixed with the characteristic purple from Puckster.

new palette.png

I also took the time to design the button normal, hover and pressed looks. I decided the classic button press animation was enough for this

new button press design.png

The foundation is now solid: layout, colors, and style all line up with the tone of the game.
The result feels both functional and alive, sleek enough to read easily, but distinct enough to fit the game’s atmosphere.

new ui design.png

You can see the new icons as well as the morning time frame icon and background. Here are the rest of the time frame icons:

timeframe icons design.png

The main menu still needs work, but it’ll follow the same visual language while getting a slightly different touch to fit its purpose. Once that’s done, the interface will finally feel cohesive across the whole experience.

What’s Next

Finishing the Interface and Returning to Scenes

The hardest part (the design phase) is behind me. From here, it’s just finishing touches: final icons, the main menu polish, and a few interface adjustments for Ms Destiny’s shop and event scenes.

Once those are wrapped up, I’ll dive back into the missing lewd scenes, balancing the artistic side with the technical implementation.

At this pace, I’m aiming to have a fully working alpha by mid-November. By then, the build should be playable, polished, and visually aligned with the world I’ve been building piece by piece. Not even close to a finished game, of course, but the goal is to have something you can play and criticize to give me feedback, that's what I'm after in this phase after all!

Closing Thoughts

Sometimes changing focus is what keeps momentum alive. This week reminded me that even when progress slows on one front, shifting gears can open the door to a new kind of energy.
Now that the game finally has its face, the next updates will be about bringing its heart (the scenes) fully to life.