The Lewd Gamer
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- 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.
I’m also sharing the Emily and Billy pinups. I posted them on X last week and forgot to post them in
But the real stars this week are two characters I hadn’t properly introduced until now: Ms Destiny and Puckster.
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:
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:
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:
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
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.
I’m also sharing the Emily and Billy pinups. I posted them on X last week and forgot to post them in
You must be registered to see the links
(that's the one from itch.io).But the real stars this week are two characters I hadn’t properly introduced until now: Ms Destiny and Puckster.
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:
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:
- Sketch every frame/sequence and export them as .mp4 (each frame = ~5 seconds).
- Convert them to .ogv (since Godot only supports that format).
- Import into the event asset folder where each video plays as needed.
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.
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
You must be registered to see the links
where I post most of these key milestones during the week! You're also invited to join my
You must be registered to see the links
. 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!