First post of 2022

Happy new year, everyone!

2022 already. It goes without saying I have high hopes for this year to be better than the previous two, but I'm sure I'm not alone in that sentiment.

Nevertheless, this year will be especially important for me because of the game gaining momentum and dimension.

This is a challenging project, no doubt, but I do enjoy beating those challenges. Making a side-scroller game is not a trivial task already, but making a hentai side-scroller with models with this level of complexity is just... crazy.

I mean, even if I'm focusing on making v0.4 content (because by no means will the month pass without an update), I'm still facing technical trials that need to be solved in the most automated and modular way possible.

For example, take the height and scale differences between characters.

You may not even have noticed, but they have nine heights, and that absolutely affects how they seat, hold onto handles in the bus, where their hands end up in sex animations...

And the most important thing of all: how their dicks are aligned with the naughty bits of the females, mouth included. And yes, there are also ten different dick lengths and thicknesses...

So, yesterday I had my first production build contact with that problem. And it went well. I modified the rigs in the right way so the dick is always aligned with the "target", regardless of...:

-Male height

-Added shoes height

-Dick length

-Female height

-Shoes/Heels?

Different heights make the dick position being up or down the actual entry, and long dicks make the tip being already inside the pussy or mouth, and shorter dicks don't even reach the entrance.

That would mean making an animation for every combination, adjusting the tip to the correct place. Nine heights * eight shoe types * ten dick lengths + female combos = absolute inviable craziness.

So, I resourced to transform, path and IKs constraints, all mixed to make possible that every activated item (height, dick, shoes) contributed an adjustment to the final position of the dick, hips, and feet. And bone followers in Unity, which is another story.

Of course it sounds simple described like that, but it took me a whole day to devise and test the constraints, because Spine already hates me for the torture I subject it to, and I already have hundreds of themrunning on my skeletons.

And all of this... why? Why care with such a flexible but horribly complex design? I mean, this is "just" a porn game! Right? I could just make animations for specific characters and settings, and that's it!

(My) LOK Rebirth only had three models with a fixed height setting. All dicks were the same size. Krystal's boots didn't modify her height. And the game had success all the same. So why bothering with all this...?

Well, because it's... me.

On one hand, I could tell you this is a long-term investment I'm making. And it would be true. Because if I do this, then I can create events where every character drilling Jenny's holes is randomly generated, and the ultimate objective of Pizza Hot! is to make a waitress free-use simulator in addition to a gradual corruption story.

But, on the other hand, I'm doing this for the same reason people climb mountains... because they're there.

Life would be quite boring without challenging yourself, without conscious self-improvement, and trying hard to be better. When I overcome difficulties making the game, I feel quite good.

But I know I'm paying a price for this. I'm making a game with the most complex rigged 2D models I know of in this small perv semi-amateur world of ours, and that makes me invest more time than other creators in making colored bits screw themselves, which is the main obvious selling point in convincing people supporting your work.

Nergal's "A Zombie's Life" or Remtairy's "Karryn's Prison" didn't need complex 2D model animations to be really fun and rewarding games.

So why? Well... maybe it's because I think I'm filling an empty void.

I know most people compare my game to Insexsity, but even though I respect other creators' work, you can't even start putting both animation works on the same league.

Then there are a number of other games you could classify as side-scrollers, but they tend to switch to full screen CG animations when things get messy. That is: when you realize you need to sandwich 50+ part renderers on every sex animation you make, considering dozen of outfits, hairstyles, and their secondary motion.

The new LOK Rebirth, for example. They recently decided to drop the in-game sex animations, after finally realizing the monstruous technical commitment they represent. Switched to CGs as well. I wasn't surprised...

So... yeah. I'm almost alone in this type of game. Which I think it'll be a good thing in the long term.

As long as I still need to solve problems, playing time between versions may seem underwhelming for some, and I know that will have a cost in raw supporter count, which is normal and expected, but certainly a concern.

However, these challenges I'm steadly taking out of the way, mean I won't need to face them again for more abundant results in the future. So, bear with me.

December wasn't a good month for the project's growth, but it wasn't bad either, even more considering I decided to spend time improving the engine and clearing bugs. And for that patience I thank you people.

My commitment regarding regular updates is still there and it'll always be regardless of the figure on the corner of this page. If life taught me anything it's don't take anything (or anyone) for granted, and don't ever give up.

Thanks for reading this long post.

Now you can return to your Oculus Quest 2 porn, haha! xD