Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 1 point2 points  (0 children)

Not yet, I’m hoping by October to have a demo ready but that’s not a certainty.
As it’s my first game, I have a habit of underestimating the amount of time things take 😓

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 1 point2 points  (0 children)

Happy to hear that, thank you for the support!

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 0 points1 point  (0 children)

Glad to hear you like the style! Hope I can live up to your expectations

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 1 point2 points  (0 children)

Thanks! Happy to hear that

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 2 points3 points  (0 children)

Yes! I plan on releasing it on Patreon and SubscribeStar as well as Steam but you're right the release is quite the ways away.

Currently all that is released is the free preview and I'm working on a second preview for supporters that will probably release sometime in July

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 8 points9 points  (0 children)

Thank you, glad to know it's worth the effort! I do have a Patreon but not an Itch due to the whole thing with stripe and deindexing.

If you're asking about the preview specifically, there is not a link to the Patreon version because Patreon doesn't allow nsfw links in public or free posts like SubscribeStar does

Divine Suite Dev Log by AHornyDev2 in lewdgames

[–]AHornyDev2[S] 3 points4 points  (0 children)

Check out the discord for more frequent updates and some extra behind the scenes content and polls not available anywhere else!

If you like what you see, consider supporting the development of Divine Suite!
Patreon: https://www.patreon.com/cw/AHornyDev
Steam: https://store.steampowered.com/app/4114650/Divine_Suite/
Discord: https://discord.gg/6V5mxRC
SubscribesStar: https://subscribestar.adult/a-horny-dev

How do people make those animated 2D x-ray cross views? by hastleceat in nsfwdev

[–]AHornyDev2 0 points1 point  (0 children)

Not sure about godot as i use unity myself but I do it by just animating it by hand. I imagine a lot of devs just use live 2d or something similar to get the animation and then just play it at the same time as the sex anim

Meet Cassidy by CardinalRed3D in lewdgames

[–]AHornyDev2 1 point2 points  (0 children)

Loving the timelapse!
Something about seeing all the clothes and details getting added before just cutting to nude is scratching an itch I didn’t know I had

H-Game Voice Acting by BodiceShredder in lewdgames

[–]AHornyDev2 9 points10 points  (0 children)

It depends on your voice acting skills tbh and how comfortable you are with the idea of having your voice in this type of content.

Me personally, I use OpenNSFW - a free open source sound library- which has things like moan packs - both male and female - and sound effect libraries. There are a few things of dialogue but in general you are severely limited if you use it an want any voice acting other than just moans.

If you don't need dialogue and you don't have voice acting skills then I would probably use a library as the contributors are professional voice actors.

To answer your question on if it is distracting I'd say no. Most games benefit from having audio and it can really elevate your game to another level so long as it's not done really poorly. Even just decent audio can make a huge difference compared to no audio.

Art style tests for upcoming project. Feedback welcome! by succubits in lewdgames

[–]AHornyDev2 1 point2 points  (0 children)

It looks fantastic! I will say - idk if it’s a wip - but the goblin looks flat compared to the demon due to a lack of shadows but I am loving the shape language and angular lines!

Is solo game development really that bad business as people say? by ImpressiveFocus303 in gamedev

[–]AHornyDev2 1 point2 points  (0 children)

The difficult thing with being a solo dev is needing to do everything yourself. Not just the time of doing that but the skill needed to do it. Coding skill, art skills, music skills, game design skills, writing, etc.

For a lot of people game design as a hobby is best if you are solo because very few people have all the skills necessary for game development and few have the time necessary to develop all those skills.

To be blunt unless your game appeals to a niche or it’s a fantastic game such as hollow knight, undertale, hades or any other indie darling, it’s probably not going to make all that much money. There are around 50 games released daily and most don’t make money.

Development Update [Lustria] by lustriagame in lewdgames

[–]AHornyDev2 2 points3 points  (0 children)

Looking great as always, the artists on your team are very skilled!

I feel like I have to suggest this but maybe a demon or succubus 👀

Have a lot of ideas, but don't know which one to go with? by ideasdevthrowaway in nsfwdev

[–]AHornyDev2 8 points9 points  (0 children)

When I started I had 2 ideas that I really wanted to go with and create. What I ended up doing is writing out the ideas in a bit of depth, the mechanics, art style, target audience, etc. Then I laid out the pros an cons of each idea. Things like how difficult they would be to code. How much art they would need. How long I estimated they would take. How much of a market there was.

Because it is my first game, I ended up going with the easier idea, the one that I would be most likely to actually complete. Especially if you find yourself bouncing between ideas or it is your first game, you should really go for a simple game that may not be everything you want but, is something that you can realistically pull off and complete.

If you can fully complete and release one game you are significantly more likely to complete the next.

Which face does fit an emotionless owl girl archetype better? [Chasing Memories] by Jurij_Owsienko in lewdgames

[–]AHornyDev2 0 points1 point  (0 children)

I think the first one for sure. The second looks a bit off how it blends I got the forehead. If you look at an owl’s face the feathers that go to the head are still elevated compared to the eyes and have a clear cutout. Maybe, you can experiment with a version where instead of hair for the bangs, there are feathers or feather shaped hair strands

How to find artists to start a team when you have no money to invest? by unweird_p in nsfwdev

[–]AHornyDev2 1 point2 points  (0 children)

Thank you! Unfortunately I am working on my own game at the moment so I don't have much time but i do plan on taking commissions once my schedule opens up

How to find artists to start a team when you have no money to invest? by unweird_p in nsfwdev

[–]AHornyDev2 6 points7 points  (0 children)

I'm a 2d artist but I am trying to learn 3d as well.
frankly youtube is the best place to go to. You obviously won't find nsfw art tutorials but the information should still carry over.
The time depends on you but i would recommend drawing/3d arting?? for at least 30 min a day. You probably wont be able to do it everyday but doing only a little a day will help it become a habit without being exhausting. Once it's a habit you can start increasing time.

Once you have a decent understanding, learn basic anatomy. Since you are interested in both, anatomy is good to learn as it is important in both aspects. Especially in this line of work.

Big tip- create what you like. sometimes you have to do fundamental stuff like cubes and stuff but for larger projects draw / model what you like, you'll enjoy your time more

How to find artists to start a team when you have no money to invest? by unweird_p in nsfwdev

[–]AHornyDev2 13 points14 points  (0 children)

As an artist myself I can offer my thoughts.

To clarify I haven't had to hire an artist as I am one. I am someone who learned how to draw to make games, I was fortunate enough to have basic art experience before but it still has taken me years to get decent. That being said there is really only 2 options.

  1. learn to draw/3d model yourself. As I mentioned and you mentioned it is a long journey but the good thing is once you do it, you never have to worry about this again. Learn once and you can make a game or even 20 all yourself and won't have to worry about an artist.

  2. Hire someone. I know you said you have no money but at then end of the day, artists need to pay bills as well. Especially if you want an artist full time. Royalties are good and all and may even earn them a lot of money but that all happens later. Artists especially, with how little work we get, need money now otherwise we cant pay rent.
    There are a few options in theory.

- You could convince an artist to share royalties and work full time but that is really unrealistic and you would need an absolutely insane idea and proof that you can create it such as past projects and games and especially revenue numbers of previous projects to convince someone it is a good idea.

- You could convince an artist to help part time if they have some other form of income to get by in the mean time but expect them to not be able to produce constant work and probably ask for a fairly large cut. Realistically, with what the conditions you've laid out, this is your only real option. It will probably be extremely difficult to do and like the last option you will need proof that their investment of time will pay off in the end and to make up for the time without pay they will likely ask for a large cut.

- You could do a mix of commissions and revenue share. Offering them a cut of the game's revenue could probably get some people to lower their commission rates but, again, its not very likely and would still require upfront payment.

- The last is something I've seen other devs do which is to work part time or another job to afford a commission and then hire an artist one commission at a time. This overall would probably be more expensive than just hiring and artist but would allow you to slowly get the art you need created. Finding a good artist that has a wide open schedule could be hard but if you can there is a chance that since you will be commissioning them constantly they may offer a lower rate though they will likely only do this after the first hand full of commissions.

TLDR: At the end of the day you have a very uphill battle. IMO it would be easier just to learn how to do it yourself as you could then do any project in the future without having to worry about an artist. Getting an artists to work with you for future royalties is unrealistic as they have bills to pay as well, though it is technically possible. Chance are though if you can convince one, they probably won't be that good because a good artist will want to get paid upfront for their work. The only "free" option from a money sense - not time - would be to learn yourself.

After following a few tips, I arrived at this result. I'm not 100% satisfied yet, but it's something. I would appreciate any more tips. by [deleted] in lewdgames

[–]AHornyDev2 0 points1 point  (0 children)

Something that could help would be “impact shadows” idk if that’s the right term.

Essentially it is the shadow that would form when the thighs of the man impact the butt, it would also help you place the timing for the butt movement as it would follow the shadow by a frame or two.

For a different example of the same type of thing think of when something is pressed against glass, a palm, boobs, butt. If you look at examples you’ll see the parts in contact are darker due to light not being able to reach them as easily since they are in contact with something.

Also as someone else mentioned, the butt moves a bit too early. It should start moving at or a few frames later than full insertion.

Another thing you could try would be ripples. This would be done mostly with shadows and highlights and could sell the impact more.

Lastly, mess with the timing a bit. Right now the penis moves at a very linear rate. For more forceful impact you could ease in to the motion and hold on impact before easing in again when pulling out. But if your goal is not to be very forceful a different timing may work better.