You must be 18+ to visit this website
The content on this website is AGE RESTRICTED
Please confirm you are at least 18 years old of age. Otherwise leave the website.
MilkyNail (MariaMod) profile
MilkyNail (MariaMod)
18+
MilkyNail (MariaMod)
Hello! My name is MilkyNail(MariaMod) and I create porn games. That's my little hobby. I publish updates every (other?) weekend! IF YOU SUBSCRIBED, SEE THE PINNED POST
Subscribe
Message

Subscription Tiers

FREE
Followers Tier

Join for free to receive email notifications about new posts submitted to paid tiers

757 subscribers SubscribeStar $0.00 tier
Unlock
$5
USD monthly
Basic access card

Get access to basic amount of bonuses in all my projects

30 subscribers SubscribeStar $5.00 tier
Unlock
$14
USD monthly
Advanced access card

Get access to almost all bonuses in all my projects

22 subscribers SubscribeStar $14.00 tier
Unlock
$24
USD monthly
Full access card

Get access to all bonuses in all my projects

46 subscribers SubscribeStar $24.00 tier
Unlock

Features

  • Bonuses in games, I guess
MilkyNail (MariaMod)
Public post

It’s alive!! (Enemy Intelligence, 2/2)


Hello, everyone! The last two weeks were almost entirely devoted to enemy intelligence. It was a massive task. And I’m gonna tell you EVERYTHING.

I woke up at the first day and started gathering information about moving characters on predetermined paths. Within a day or two, I fully accepted the sad fact that there is no Godot plugin for this task for a 2D platformer. All built-in path features were very limited as well.

Needless to say, it took a lot of time and effort to build my own system to move an enemy robot around. I rebuilt its movement two or three times, tripled the size of its behavior tree, and built my first “tool” to help manage waypoints. Yes, I had to create my own waypoints. (I have to add that this system will work with future NPCs like a charm)

In a week and a half, the enemy robot was walking and jumping around using the most efficient ways. To my huge joy. So, let me tell you about the system I made:

  • Enemy patrols any territory you tell him to guard.
  • He will shoot the player if he sees or “feels” him. (You need to touch or stand close for the “feel” part)
  • The enemy will chase the player. He will also rush toward the player if he is hit by an arrow from far away.
  • And if he sees a flying arrow, he will rush to the place where it landed to investigate.
  • If the player is nowhere to be seen for a long time (“must be the wind” case), the enemy will resume patrolling as if nothing ever happened.
  • It’s nothing serious, but he stops shooting when the player “dies.” A rare detail in modern games. For some mysterious reason.

I don’t think such complex behavior is necessary in a porn game. However, I wanted to spend a couple of weeks making the enemies look “real” and somewhat smart. After all, players will be fucking them, right? [No more abandoned projects]
Comments  loading...
Like(1)
Dislike(0)
Sign Up or Log In to comment on this post
MilkyNail (MariaMod)
Public post

EI (Enemy Intelligence)!


Hello, everyone! I spent these last two weeks working on visual trinkets (sorry, but I really needed this) and creating basic intelligence for the enemy. It was cool, but very time-consuming. I learned a lot, though, so it was worth it!

First things first! I wouldn't be myself if I didn't feel the urge to make things prettier. I added a trail for a flying arrow. Yeah.

Now, when the main character stands still, there's a "breath" happening. There are random micro-movements of the camera, up and down. I may be tripping, but this tiny detail adds a "vital spark" to the game's overall perception!

I also added something I call "dust". Tiny particles are emitted when the character runs, jumps, or an arrow hits the ground. They look like particles of the ground. They collide and have different colors depending on the color of the ground. Overall, they look quite good. Milky is super happy.

Then Milky spent a few days learning about save systems because he wanted to save the player's game settings so they wouldn't reset every time. Long story short, everything works like a charm now!

Finally, it was time for me to address the main goal - the Enemy Intelligence. For this purpose, I created a simple fight location. Then I reworked the basic enemy a little bit. Now, it can detect the main character and shoot energy orbs at him.

Next, I searched for a very specific plugin. A good enemy (and NPC, too) needs complex behavior. Plugins like LimboAi are useful for establishing a neat and tidy scheme for such behavior. However, after studying it for a few days, I decided to switch to the simpler Beehave plugin. It took quite (!) some time, but I managed to create my very first behavior tree, and it felt great!

While working with the LimboAi demo project, I examined their code and snatched something from it. Now, the "window" of my game works faster and more predictably. Thanks, LimboAi!

So, what’s next? I think the next two tasks are to learn how to create a real fight location with height differences. Oh, and I should probably give Godot pathbuilding a try! There's so much to do... [No more abandoned projects] 
Comments  loading...
Like(1)
Dislike(0)
Sign Up or Log In to comment on this post
MilkyNail (MariaMod)
Public post

Beautifying, part 2/2


Hello, everyone! Yesterday, I finished the second part of the beautification process. Added sound, UI stuff… I’m really happy with it. Finally, this project no longer depresses me every time I look at it.

First, I spent a few days working on the sound effects. I added UI sounds, attack sounds, sounds for taking damage, flying, walking… I even added music and nature sounds. Now, there are three types of sounds in the game: music, nature, and SFX (sound effects). All three are changable in the settings.

The next few days were spent creating a beautiful beige UI. Buttons, settings, and inventory panels. They no longer have the default Godot look, and I’m super happy about that.

Then, I improved the main menu by adding a credits section and a background. The background moves with the mouse cursor! It was somewhat challenging to create, but it brought life to the menu.

Finally, I set up the Esc key. Now it can close inventory, settings and open/close pause menu separately. It can also be used in the main menu. This is a big step towards intuitive use, trust me.

As I said earlier, this game becomes prettier every week, which is very important to me (as the only player for now lol). However, I’m planning on focusing on NPCs and enemies for the next two weeks. Until then, see you later! Stay hydrated! [No more abandoned projects]

Comments  loading...
Like(2)
Dislike(0)
Sign Up or Log In to comment on this post
MilkyNail (MariaMod)
Public post

Beautifying, part 1


Hello, everyone! The steady work continues. For some reason, I try to do everything at once, but everything needs to be done, you know. Visuals, sounds, settings. All of this requires attention.

For some reason, I decided to start with the bow aim! I’ve wanted an animated dotted aim for the bow, like in Angry Birds, for quite some time. But it was very difficult for me to create one! I finally managed to make it, and it works perfectly. I’m very happy!

I reworked the main menu a bit. Added a background and credits and learned how to create beautiful, animated text in Godot.

I also raided websites with free music and sound effects. Downloaded a bunch of sounds and I’m currently adding them to the game. Honestly? I hate some of them. I need to raid a few more websites…

I set up three audio channels for the game: Music, Nature, and Sound Effects. Surprisingly, it works like a charm.

Speaking of settings, the graphic options are now more complicated. I don’t know why; I just wanted to add display and vertical synchronization options.

A few more minor changes! I added a cute sprite for the mouse pointer; cinematic up-and-down curtains that will appear in cutscenes; and a “saving…” text that will notify player about the saving status.

Steady work, as always. I plan to do the same over the next two weeks. Visuals, sounds, settings. Two weeks is just enough time to finish everything I have planned for the near future. In the meantime, stay safe, folks! [No more abandoned projects]
Comments  loading...
Like(2)
Dislike(0)
Sign Up or Log In to comment on this post
MilkyNail (MariaMod)
Public post

Time to beautify!


Hello, everyone! A couple of weeks have passed, so it's time for another development report from me. I’m happy to say that I’m taking my first steps toward turning the current project into a real game.

But first things first. I started with NPCs. It's a rather strange system that requires a lot of forethought. Yet, in a couple of days, I created an NPC manager and my first NPC, Scarecrow. Just to test things out.

Then, I learned how to work with Godot plugins and installed a Dialogic plugin to create… dialogues. Those big speech screens. After studying the Dialogic documentation for a few days, I made the Scarecrow speak on command - hooray!

After working on the NPCs, I took a couple of days off. Meanwhile, I learned the basics of a few topics: cutscenes, screen shake, and shaders. Everything turned out to be super easy and fun, except for shaders.

Before moving on to the next part, I had to organize my files. This game had been my playground for quite some time, and my files were a complete mess. Once everything was working again, I started loading a huge amount of free assets from websites. Then, I spent a couple of days learning how to use Photoshop and alter spritesheets to my liking.

But why would I need a ton of free sprites? Because I was tired of working in an ugly scene with few spare pictures. I created a new scene with a pretty ground and walls, a blue sky, grass, trees, and stones. It is a beautiful place. Oh, and I had to learn how to work with tiles properly.

I won't show you the beautiful room I mentioned. I have only just started beautifying things in this project! It's time to make the UI look cool, too! Stay tuned, folks. [No more abandoned projects]
Comments  loading...
Like(1)
Dislike(0)
Sign Up or Log In to comment on this post
MilkyNail (MariaMod)
Public post

Wow, is it actually a game??


Hello, everyone! The last two weeks were super productive! I’m not ashamed to say that this project now really looks like a game (at least in terms of the UI).

I started with a three-step sword attack combo. Every game should have one of those! So I added it.

Then, I decided the main character should have a personal UI layer with a health bar and slots for melee and ranged weapons. It was done in a couple of days.

For some reason, I really wanted to create two stones on the level that could be used for teleportation. While adding the animation of teleporting in and out, I had to switch my attention to something else. To prevent the player from moving in the process, I added a State Machine (piece of code that checks if the player is running, standing, or teleporting) and the ability to block the user’s input in certain scenarios. Trust me, this is very useful.

What’s next? I decided to try implementing a save and load system. It’s a miracle, but it’s working! Now, the game has three different save slots.

Then, I went all in and added a full main menu. It has a moderate number of buttons and an cute label announcing that this program is indeed a game. I also added a loading screen with useful game tips and improved the transition between scenes. To make it more visually appealing, I added fade-ins and fade-outs for smoother transitions.

While adding a death screen, I had to learn advanced Godot debugging methods. It was super useful! Not to mention that the screen works. The character’s health goes to zero, and he dies with an animation. After some time, he respawns in a special place after you’ve looked at the text “YOU DIED” on the screen.

Then, something strange happened, and I added game settings in just one day. There are four empty tabs. The Sound tab has a “master volume” slider that actually changes the game’s volume. It’s somewhat useful, yes.

I’m happy to work so quickly, though it’s a bit shocking… I also wanted to remind you that everything in the current game is a placeholder. It’s meant to be replaced by real art and animations later. Oh, and have a nice summer! [No more abandoned projects]
Comments (2) loading...
Like(2)
Dislike(0)
Sign Up or Log In to comment on this post
View next posts (6 / 99)
WE USE COOKIES

SubscribeStar and its trusted third parties collect browsing information as specified in the Privacy Policy and use cookies or similar technologies for analysis and technical purposes and, with your consent, for functionality, experience, and measurement as specified in the Cookies Policy.

Your Privacy Choices

We understand and respect your privacy concerns. However, some cookies are strictly necessary for proper website's functionality and cannon be denied.

Optional cookies are configurable. Disabling some of those may make related features unavailable.

We do NOT sell any information obtained through cookies to third-party marketing services.