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Unity Slut Seducer VR (Headset Optional)(Pre-Alpha AVAILABLE NOW) [Development Thread]

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Welcome to my Devlog about "Slut Seducer VR"

Overview: Slut Seducer VR is a 3D Desktop or VR experience where you can interact with girls on a date and play in the sandbox sim

Pre-Alpha: Currently Testing! Join the discord below!
Thread Updated: 2024 -11-19
Developer: You can find my games on
Censored: NO
OS: Windows + VR
Language: English

Genre: Sandbox Sim

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Everything is subject to change, but I have some pretty good ideas and tests already done for the direction I want to take the game.

If you have any questions about development or would like to try an early build of the game (looking for a small group of testers at first)!
You can join me on my discord to help shape development.
 
Last edited:

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
I'm still trying to figure out the best format and workflow for updating progress on the game. Making progress on the game feels like the easy part, while making sure I cover all my bases on development without having to type up multiple devblogs in various places is still a work in progress.

Not sure where the best place is to upload videos and embed/share the videos here and on itch.io so I can share progress of development.

However, since the previous post didn't actually include any video of the game in motion with VR I tried this site Sendvid, though it takes hours to process through the queue? If anyone has any recommendations for sites to upload videos to that would be great!

Here is some early test footage of the boob mechanics working, jiggle physics and grab mechanics. This is a few days old now though so there are some mesh issues that have been resolved with her eyes.

Today, I made a lot of progress on the Flatscreen/VR switching back and forth front. I've enabled a start menu that allows me to detect if the player has their headset connected and if not it will switch to Flatscreen mode, if they decide to connect their headset after they can, and then click the Enable VR mode and it should connect up. Otherwise if they start in VR mode they can switch back to flatscreen mode if they prefer to play without VR mode.

The way I have set it up should allow me to build some really fun interactive menus in VR and some visually appealing menus in Flatscreen so that depending on which version you play you get a different interface that is tailored to that mode.

Once I figure out a good way to upload videos I will be posting more videos and ill try to take more screenshots as those are quite easy to upload and share.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
I spent most of the day getting the table item interactions working in flatscreen. They already work in VR mode just fine where you can pickup and rotate the game objects any which way you like, however this isn't as simple in flatscreen. So I've made it so that you can pick up the object with the left mouse click, rotate it with the right mouse click and move it back and forth with the scroll wheel. You can also charge up a throw and hurl the items across the table or at the girl. If the objects fall off the table they respawn back on the table so you can never really lose any of the items.

Furthermore, I've added tool tip names to all the objects as I plan on implementing voice commands and I want her to react to the items you are picking up. This will make it so that you can mention the exact name of the object you are holding in your conversation and the NPC will be able to recognize what you are referring to.

At the end you have a brief glimpse of the temporary pause menu, where you can go back to the main menu or switch into VR mode if you so choose.

I'm not sure what the next task will be, its kind of a toss up between implementing the Satisfaction/Anger system and testing out some of the dynamic interactions with the NPC.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
I've made major progress on the AI integration. This is probably the best part and most fun part so far, but it is also the part that may need to be cut depending on the reception and popularity of the game. It's a double edged sword in that I am using two separate AI platforms, one for the voices and one for the AI brains. This offers me the most amount of freedom to customize the voice to sound exactly how I want it to. However, the fact that its a different platform means I have a limit to how many words I can generate with that voice per month which is directly tied to the tier which I am subscribed at.

If I had a constant influx of money from sales or subscriptions to the game then it may offset the cost of running that voice and also the cost of running the LLM which powers the NPC. Those are of course issues I will have to figure out at some point, but more so if I am successful! So that is a problem for future successful gamedev me, right now I am focused on making the most interesting and fun experience as I can.

I think even without the AI there is a lot of fun things I can do with the sandbox and simulation so I'm not quite sweating it just yet.

Now for the fun stuff! I managed to get dynamic IK physics working for picking up objects in the game, however it is a little broken in that it only seems to work on the first try not on subsequent pickups. That's a bug that can be worked out in the future for sure, or I may go down the purely animation route as that might just be easier since the placement of the objects on the table respawn to their exact same location if they fall off onto the floor.

In the test video you can see a sample interaction I had with the NPC complimenting her and trying to get her to leave the restaurant with me. I will be setting up several triggers and motivations which will make it so that she has a much more dynamic conversation with the player and introduce a like/hate system so you can fail the date. Right now its pretty fun to see how the AI reacts to some of my more probing questions.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
I spent a lot of back and forth working with the interactions and setting up the workflow for the game, but it's become clear that my current animation pipeline while workable is just too labor intensive and has too many steps/assets/software involved if I want to add in more granular details and expand upon in the future. So I've taken a slight setback and taken a step back to redo the rig for the main character. She is now a fully rigify rig and Ive spent much of the time weight painting her to get her to move correctly. This is a setback for sure, but I have retained all the blendshapes for the character and now she has a much more robust animation rig to move and setup.

I will still need to add some more custom bones for the booba and the bootay but the hard part is almost done. I think this will take a few more days to get it to where it was before within Unity, but it will be worth it and much easier to work with in game. If I can setup the workflow as I have planned it shouldn't be hard to add new animations/poses and then use those for other characters as well.

Two steps forward, one step back. We'll get there!

Rerigged.jpg
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Well... it turns out it WAS very hard.

Extremely hard. It should be much easier to get animations into Unity from Blender but it's not. Not using a custom rig and rigify. So many little things that can go wrong. I spent about 2 hours debugging why her right butt cheek control wasn't deforming the mesh but the left one was, even though they were setup exactly the same. Turns out, I had a typo in the controlrig naming, instead of "RightButtcheekControl" I wrote it as "RightButtCheekControll" with two L's that little mistake cost me 2hrs of dev time. So many little things like that, but I'm happy to say the model is fully in the game with her rig and all her clothes! I found a nice workflow for the clothing as well so I should be able to add a ton more clothes to her repertoire in the future. Furthermore, she also sports a few new naughty blend shapes hooray!

View attachment 3615680

Tomorrow, I will be working on getting that animation pipeline working correctly, which I finally think I've nailed the correct workflow for and if that's working then I will be able to setup the character again in Unity and have her working just like the previous version but this time she will be able to handle new animations. Some of the animations planned:

>Picking up all the items on the table

>Eating and drinking animations
>reaction animations
>mood animations
>several idle animations
The goal is to give her a wide range of possible states and animations to switch to depending on the context of what the player is doing, holding or has selected as their dialogue choice.
But first things first, gotta get some basic animations working with the new rig.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
What a slog! What I thought was going to be a relatively simple workflow for getting animations from Blender to Unity working turned out to drag me down a rabbit hole that would consume a whole weeks worth of progress. Since this is a devlog I will try and delve into the details of how I got it working and what steps I am currently taking to mitigate some of the animation issues that will no doubt rear their head from time and again.
First, there is no straight easy way to get characters animated using a rigify rig or any rig for that matter directly into Unity as Unity doesn't pick up on the "control rig" that is used to drive the skeleton on the character in Blender. Unity only uses the bone deformation information to drive the animations and the current skeleton that rigify is using to drive the animations in Blender is not in a compatible format for Unity's "Humanoid" rig type. What? Let me explain further.
Unity has 3 rigtypes, Legacy, Generic and Humanoid. Legacy is the type of rig that Unity used before Mechanim which is what the current Humanoid rig type uses. Mechanim and the Humanoid rig is what allows the animations to be used across any other character in the game that is set to a humanoid rig. So if I have 10 characters in my game, I can share a walk cycle between all 10 of those characters regardless of their shape, size or look if they are using the Humanoid rig. This has major advantages in my case when I add more girls to the roster and you will want to share pickup/drop/walk/sit animations. The Generic rig basically means only this particular rig can use the animations and they cant be reused for other characters. I cant use a walk cycle from one generic character to another or to a humanoid rig.
So obviously, going with Humanoid has a major advantage over the other rig types, however Unity has a very specific way it want's its bones/skeleton setup for the character and that was the major issue between Blender and Unity as the way Blender's Rigify rig controller is setup is different than the setup that Unity wants for the Humanoid rig. I found a very convenient plugin called "Game Rig Tools" for Blender that re-targets the animations created using the rigify rig in Blender to a Game ready rig to import into Unity. This is not a straight forward process and required a lot of trial and error, document reading and tutorials.
WineAnimation.jpg
Once this process was complete I could import the files into Unity and that's when I ran into the next set of hurdles. Turns out not everything in the gameready rig translates well into Unity, even though it's a "game ready rig!" After many more hours of 23 versions of the main character, I was able to get the her into the game playing her animations without jumping all over the place. I setup a few basic animations on the character and wrote a script to handle the parenting of objects in sync with the animation played. She can sit in an idle pose and pickup the wine glass, raise a glass to celebrate, put the glass back down. She can also Pickup the knife and put that down as well. I have segmented the animations to allow for separate events. For instance she cannot celebrate with a knife in her hand, but she can celebrate with a glass of wine, or later with a glass of champagne.
animation.jpg
In this way, it should be easy enough to setup a branching selection of animations to play based on context. This is also a first pass and as the complexity increases I will need to probably organize it better, but with this current setup I can get about 90% there. Here are the animations in game:

With the workflow finally set I will spend some more time creating animations for each of the objects on the table, at least on her side of the table and perhaps a few eating animations.
After that I will get to work integrating the branching dialogue/satisfaction system which will control the main gameloop.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
I jumped headfirst into some dialogue setup using an asset I had on hand from the asset store called rather appropriately, 'Dialogue System' and it seems extremely robust and more than capable of handling the complex branching story dialogue I plan to create, as well as managing the animations for each of those choices. It also supports a great workflow for getting all that dialogue into the game in a way that wont require me to manually drag and drop each voice line to the character. This will be extremely useful when it comes to adding more characters or fleshing out more dialogue trees and options.

The text box/font and colors are all placeholder as well as the the actual text and dialogue but I have a clip to share of what it looks like hooked up with working animations and interactions. You can see from this clip that I have the voice working with the dialogue on the opening chat, which is driven by interacting with the heart. You will then get some options to respond with and in this instance, the one I selected triggers her to pickup a glass. I then have the option to raise a glass to toast her and she will wait till I physically pickup and bring my glass to hers before she returns to her idle pose. From here I can easily make her drink, place the glass back down on the table and give the player more options to choose from in regards to starting a conversation or having her talk about contextual things on the table that you pickup or things the player does, (Like throwing your plate at her.)

I still need to get the dialogue SFX workflow setup correctly but after the initial hurdles of learning a new complex asset, I think it wont be that difficult.

 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
The good thing about working with third party assets is that they usually have all your bases covered for creating whatever it is you want with their asset. The bad thing is that you need to dive through mountains of documentation and tutorial videos for how to use said asset if you want to get the most out of it. I had a dialogue tree system in mind for Cyrano and the more I thought about it and the more behaviors and interactions I wanted to add the more complex the system would need to be. Luckily, I had an asset called the "Dialogue System" that is popular and robust enough that will cover all my use cases. The downside is as I said above, it requires a lot of reading and trial and error. Trying to get two assets to work together is even more of a headache, double the fun, double the documentation.

I'm happy to finally be able to have gotten the hardest parts out of the way. While the dialogue won't be that hard for me to write, the minor interactions between each dialogue node will not be a piece of cake and seems like it will be quite tedious. Tedious, but not impossible!


In this test clip you can see I've revamped the look of the dialogue box and tied her interactions to the conversation as well as facial expressions to some of the player's answers. Certain dialogue choices will be positive choices, some negative and others neutral. Depending on the choices you make you will unlock naughty scenes to be played after the date or directly from the menu. You can see in the test that the positive choices unlocked the scene that shows up at the top right of the screen. I think I will make the food menu on the table a special command menu where you can choose what happens next, like ordering food/drinks or perhaps keep track of the conversations you are having with Roxanne. Finally, you will also have the option to skip right to the naughty scenes you unlock. Or perhaps clothing options will be on this menu as well.

I haven't worked out too much yet, the goal is not to overscope but deliver an interesting experience and if there is interest I can add these other features later. However, making sure the building blocks for these features are at least there from the getgo is important. It's why I build the game with VR and Flatscreen in mind.

While I am still fresh on how to use the dialogue system I think I will spend a significant amount of time over the next week or so fleshing out the dialogue tree and story. Once this story is fleshed out and written, I will make a build to have some outside opinions on story and pacing before I dive into all the additional facial blendshapes and animations I will need for the story.

So the current plan over the next few weeks will be:

  • Story/Writing/Dialogue
  • Playtest
  • VR implementation for Dialogue System (trivial but necessary)
  • Animations/Blendshapes
  • Menu System
  • H scenes
That's it for now!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
As much as I would like for the entire interaction to be driven by AI as I have discussed in earlier Devlog it doesn't make sense $$$ wise at the moment. Instead, we are writing out all the dialogue and the dialogue tree branches to allow for more interesting interactions with Roxanne. That doesn't mean I can't use AI to make better dialogue though!

One of the major issues with writing dialogue, especially for myself is that it all starts to sound a lot like something I would say, coming from both the NPC and the player. My ideal outcome with things I would definitely say from my own lexicon. To minimize this I've used a NSFW AI Chatbot that can #1 hold conversations that are NSFW without freaking out like ChatGPT. And two, I can input Roxanne's backstory, traits and quirks so that the AI draws from this knowledge base when I am interacting with her.

This allows me to get a larger variety of text responses that sound more like something Roxanne would say rather than what I want her to say. That being said, I can still regenerate the responses till I get something I want, or edit the responses on the fly and continue the conversation with the newly edited dialogue. This was actually really quite fun and an interesting way to generate dialogue which I think will become more and more popular as people discover these tools.

After several back and forth conversations with the AI, I came up with 3 major dialogue trees. Good, Neutral, & Bad. Though I will need to go through and refine them quite a bit, especially the BAD conversation tree, I now have a base framework to build the dialogue trees on. This will be much easier to setup the various actions I need to build into the conversation as well as the various unlocks. You can see from the image below the dialogue tree on the left is mostly fleshed out.

SceneUnlocks.jpg

It also has several colored squares which represent unlocks/fail states/and scene unlocks you will achieve as you go through the conversation with Roxanne. Beyond these dialogue unlocks I think I will have some contextual or physics based unlocks like if you manage to pour wine in the glass you might get a toy unlock or something like that.

Finally, I've built the menu into the world itself, I'm not a fan of screen space UI canvases or any HUD at all to be honest. This also makes a good and logical hiding spot for the Menu in VR as well. Picking up the Menu will allow the player in VR to just flip it over in their hand and manipulate the canvas. In Flatscreen you can still pickup and throw the menu like normal, but pressing the interact button which is currently set to E will bring the menu into the player's view and make it interactable. I still need to add a few little context cues such as E to interact on the menu and other items in the world. This is important for the Flatscreen version as it will be difficult to simulate drinking from a glass without hitting the Interact button. In VR I can have the player pickup the glass and physically bring it to their face and simulate drinking that way.

MenuUI.jpg

Next up is to add the unlock code in the dialogue trees so that when the player reaches that part of the dialogue it unlocks the corresponding item in the menu. So far that seems like it will be Toys, Clothing/Alternate Colors, and of course sex scenes. I would like to have a lot of sex scenes but perhaps it can unlock different positions in the scene which would be more manageable.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
First Hentai Scene unlock animations!

In order to test my dialogue tree and such I need a sex scene unlock, so I figured I might as well at the very least create a few animations for the first scene. There are two others that aren't in this video, but you get the idea. These will have various speeds at which they play and with the collision system and ass and boob grab/smack/interactions it should make for a really more natural physical movement when interacted with. More so with VR obviously, but I think the variations available and depending on how the flatscreen toy interactions play out, it should be on par as far as the fun factor goes.



This is probably the most fun part of development. If you have any suggestions for positions involving the dinner table, please let me know and I'll add them to my list!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Wow a whole week without updates! Apologies, but I have been working on the game the whole time, or more specifically animations!

I had originally planned to just make one animation but after all that work setting up the rig in Blender and how much I actually enjoy creating the animations I made 6! I thought that was a good amount until I realized I would need climax animations for each of these. So I quickly went from 1 animation to 12! I also need to create some idle animations, so perhaps 6 more, but those wont take much time. I have included a preview of the animations in the game, though this is on a model that hasn't had all the jiggly bits enabled so it should move a lot more lifelike especially the jiggle physics once they are enabled with the animations.


There are a few little awkward bends/rotations here and there that will need to be ironed out but the animations coupled with the physical interactions and puppet colliders should make for a very unique set of interactions that don't feel overly scripted. These versions in the video are lacking the head turn, voice/lipsync and such that the regular model has in the dialogue sequence but it wont take long to implement them in this model as well. I have several blend shapes for her vagina which is currently "not open for business" in the clip but that will be controlled by the player and how much/far they penetrate the NPC. In VR this will be quite easy to implement and feel quite "natural" or as natural an interaction as you can have with VR, the real challenge will be making it interesting and interactive for flatscreen.

I haven't played that many adult games so I am not sure what the best feeling interactions would be: Should they just drag and drop a dildo and have it snap into place and start animating? Should I allow the player to move the dildo with the mouse back and forth? Just allow the player to adjust the speed? Should it mimic as close to the VR version as possible being that the VR version is the default more immersive experience? I'm not sure what the best approach is, but if you have any recommendations for games to try that do this interaction well, I am all ears!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Hooray major update! This one took a long time to get working and get right. More than I could have anticipated but it works!

You can watch the video at the link below if you wanna see right away all the things that have been implemented:


So what I have accomplished in the most important scene of the game probably since we are talking about a NSFW game afterall, is the H scene or sex scenes in the game.

This is the first sex scene which will be unlocked and contain several animations that can be unlocked through the dialogue with Roxanne. There will be other ways to unlock scenes but for now the dialogue will serve as the main way to unlock additional scenes in the game.


So I have made quite a number of animations and there are 6 sex poses to unlock for this scene. Each sex animation has an idle animation where you can interact with the character and then there will be toys to unlock and choose from. Right now we have a sparkly pink dildo, and picking this up you can move it around and it will tilt towards where you should place it...though you probably already know where it goes. Placing the dildo in the girl will trigger the next animation which has a slider for speed and one for pleasure. Currently, the setup is rather rudimentary and simple for increasing her pleasure but that can be adjusted later to allow for varied speed and touching various parts of her body to increase her pleasure meter.

Once her pleasure meter reaches max level the heart will appear and you can select it to make her climax. This will trigger the third climax animation and when that finishes the dildo or toy pops right out. Each of the animations have these transitions and capabilities. There is still a lot to do in this scene before its ready, but the bulk of the work is done. Things left to do in this scene include:

Ragdoll effects and character manipulation while the animations are playing.

Lighting adjustments and object placement

Head/eye gaze on proximity and certain animations

I wont be touching SFX on this scene for a while, at least not till the main Dinner scene is complete. And that's all for now! I think I will join a gamejam this coming week so I will probably work on this for one more day and then onto the gamejam to shake things up a bit and then right back into development!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Let's get this dick on a plate out of the way first shall we?
Dickplate.png


Let's get the dick on a plate outta the way first shall we?



Great!

I took a week break from development of this game to participate in the NSFW Gamejam #6 hosted on itch. There I submitted the game Dicksnake which you can play in your browser here:


It's a silly little game about the mobile game Snake, but adapted to be NSFW! You will also notice the model in the game is the same as the model that is blacked out in the start menu. So it wasn't a complete stoppage of Cyrano development as I can now bring that updated model into this game! Woo!

Now that we got that funny little business outta the way let's talk updates and what has been going on!
If you'll notice from the picture above, this is indeed taken from VR mode. These are the default hand assets so they don't move or interact with the objects in the scene in a believable way and I'm not a big fan of the lasers shooting out but for phase 1 it will work!

I have reworked the menu's so now they all work within the game view, no giant floating overlays or anything like that. Eventually the pleasure and speed slider you can see in the picture above (Which is exclusive to the flatscreen version) will somehow be worked in more subtly into the game. The start menu has also been reworked so that the menu select and any options or setting I plan to add in the future, will all be found within the pages of the menu. I quite like the book in Blade in Sorcery and how they handled the UI menu's so I've taken inspiration from that.

The menu works in both flatscreen and VR mode and works with the unlock system of the dialogue tree as well! So as you progress through the conversations with Roxanne or one of the other girls, depending on which tree you go down, you will unlock certain H scenes, toys or outfits for the girls. These are saved as well, so exiting the game and coming back the scenes will remain unlocked. I may add an option in the future for the player to reset all these flags, its quite an easy addition to make if needed.

Visually, I've added some placeholder tables in the background, these will be properly lit later and have some NPC's eating and chatting in the background to further sell the ambiance of the restaurant. I plan to also add a chandelier above the table and maybe some grand windows in the distance, but nothing that would show the edges of the room, just visual hints that you are in a large restaurant with other people around.

I'll leave you with three videos the first is a quick view of the new intro and menus in flatscreen view:



The next is the same run through but in VR view


And finally the last is a VR view of the Sex scene and some of the interactions (You will be able to grab the boobs and ass they just have yet to be enabled.)


As this last video is the main reason behind the game, its important to note they character interactions are not yet finished. There is still a lot of dynamic movement and interactions I plan to introduce to make it more fun for VR users and Flatscreen players alike.
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
The first Game LOOP is complete! Woo hoo!!!

NPCSRestaurant.jpg

  • Happy little milestone! Not everything is hooked up to the main conversation just yet, I've only tested it on one of the side conversations, but it works! Which means the game has the following features implemented:
  • Playable in VR or Flatscreen (Automatically detects presence of headset)
  • Scene transitions from Start Menu to Main game
  • Dialogue tree with scene/toys/clothing unlocks
  • Unlocks saved for multiple playthroughs
  • Gameplay oriented tasks like toasting with a glass of wine
  • Dynamic interruption system (You can throw things at her or hit her with objects and derail the conversation)
  • Dialogue choices and trees based on how many times you hit her
  • Fail states for hitting her too much or choosing the wrong dialogue options
  • Scene transitions to the Sex scenes with multiple pose animations and climax animations
  • jiggle physics and interactive jiggle physics
  • Animated background NPCs! (As well as some more flourishes to come for the restaurant scene)
In the game but not yet fully set up:

  • Ragdoll physics (She has limited ragdoll physics on her now, but stronger blows should knock her out of the chair)
  • More interactive sex scenes with interactive ragdoll physics, especially for VR
  • Voice lines
Planned for the first initial playtest release still in progress:

  • SFX and Background Ambiance
  • Music
  • Expanded dynamic interactions
  • Tutorial (limited)
  • Dildo Version 2
  • Toys, Clothing
Wishful addition:

I hope to get the other girl in the game, she is already modeled, textured and ready to import. She needs to get a better more versatile rig applied but once she has that, I should be able to use all of the same scripts and mechanics I have setup for Roxanne to work with any of the new characters I import into the game. Each new character will require new dialogue, voice acting, new setting, and new sex scenes but everything else can be adopted for the new characters!

That's it for now, we are finally picking up speed again as the major issues have finally been ironed out!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2

We've done it lads!

First test build is out to a select few testers and I plan on digesting all their gameplay feedback over the next few weeks. I've also renamed the game to something more fitting, "Slut Seducer VR" for now. It's taken a bit to get this update out, but only because I spent a lot more time refactoring and expanding the code to more easily handle "Sidequests" in the game. These are basically, sequences you need to complete to progress the story.

For example, in the opening portion of the dialogue, you are tasked with raising a glass to toast your date. This triggers a Sidequest where you need to pick one of the glasses on the the table and clink it with her glass in order for the story to progress.

There are currently only two Sidequests in the game, but the framework for building and expanding more is now in place. It is now just a matter of crafting unique tasks for the player to do; Pouring wine, salting a steak, feeding the girl, anything is possible and relatively easy to setup with the new Sidequest system.

I also have built out an animation system that I can call on certain dialogue entries and have her play a particular animation on cue. This will be useful when I add even more animations for excited, playfulness, sad, happy etc. Right now she has several situational animations for giggling, waving, and crossing her arms. These are different than the animations that are used in sidequests, sex animations or the eating and drinking animations.

The lipsync is in the game but as the text is not final I have not put effort into getting voice over lines into the game. There are a few quips she makes that are in the game already when you hit her with objects, but they aren't hooked into the lipsync system yet.
In short, this version has the full gameplay loop, you can speak with her and go through all the dialogue options, unlock the H scene and unlock various "Unlockables" (Though those have yet to be implemented into the game. Gotta design some new clothes and toys!) Once the Sex scene is unlocked you can switch to that scene and she has a ton of animations already in the game.

I have tried each scene in VR, but I haven't had a chance to try the full gameloop with VR yet. I'm pretty sure there are still a lot of broken things with the VR version. My first priority is testing the flatscreen version to see if it's even fun, what needs to change or what I need to focus on more. VR is already a lot of fun, so if I can make the flatscreen version compelling the VR one will knock your socks off.

Anyway that is it for now, if you are interested in joining a small handful of playtesters I'm starting my discord to keep things organized and get feedback. Thanks!
Discord link here:
 
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NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Updates to start in regular fashion again here! I took a short break to join the Pirate Software gamejam and make a silly SFW game entry called "Wizard Fart" which you can play in your browser here:

It's shitty fun!

Now I didn't just stop development during all of that, I have a handful of playtesters that have given me great feedback on the game and I was organizing and thinking through the issues and questions about gameplay that they had brought up during my break. Once Wizard Fart released I jumped back in and started working through the feedback.

The biggest change that has come from it so far has been the way the camera and dialogue interaction now works in flatscreen mode. The player no longer has full 360 degree camera movement while seated. This is intentional so that the player's focus remains on the NPC and there isn't much to look at around the player. The camera movement is no longer based on the center of the screen like an FPS but now follows the cursor which has been brought back into view so that the player can select items they want to interact with on the table easily. The items now follow the cursor and its much more intuitive.


The change also allows me to move the dialogue choices to the bottom center of the screen. It's now easy for the player to just select the dialogue choices from the bottom of the screen and when the mouse hovers the buttons the camera rotates to face the NPC so that they are the focus of the conversation.

You'll also notice in the video another big change, the environment and lighting. Early feedback was that the game was too dark. Something I neglected to consider once I added all the background NPCs. You can now see an outline of the restaurant and the scene is brighter overall. I think this change was for the better, it makes it less about having dinner in a void and more like you are in the environment, albeit you are still isolated and the size of the restaurant isn't clear.

The final update is regarding the sex scenes as the dildo was static when inserted. It just followed the animation and wasn't realistic at all. I'm happy to say that now the dildo properly moves when inserted. No more static dildos! Hooray!

Plenty of little bug fixes also went into this latest push. Before this next update goes out, I think I'll finish putting in the rest of the story dialogue as she has quite a lot of conversation that still needs to be filled in. As well as a tease for the next character in the game!

Charlie.png

She's already modeled but any guesses based on this early texture map!?

You can join the discord and join a small handful of super early alpha testers and help shape the future of the game here:

 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
Hello all it has been a while! I just released a new version of the pre-alpha available on my discord for free in exchange for your feedback and suggestions! What can I do to make the game better, what is fun, what isn't, what else do you want to see in the game?

Things are going to start moving very quickly! I hope you all join me for the ride! Changelog updated in the first post and a link to the discord there as well!
 

NSFWgamedev69

Newbie
Game Developer
Apr 26, 2024
22
2
New Major update to the game!

If you haven't tried the new Alpha release, please join the discord here:
That has a link to the newest release and where you can follow for more regular updates and behind the scenes silliness from development.

I've added tons of new content and heavily revamped the sex scene mechanics, now allowing for auto posing and multiple toy insertions. There is now a car scene and a house scene as well as an outdoor sex scene. The car scene also has lots of silly little things to play with including some of the things you can do in the gif down below. I hope you'll join the discord and give it a try, it's FREE! Also, I need all the feedback and suggestions I can get, so I invite you to give it a go!



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