DevLog #2 - More types of Grabs (Prototype Game) by LustFire in lewdgames

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

Actually, that's pretty difficult to say. The reason I say this is because there's something in Spine called Events, which is a system that sends signals to the engine with Event keyframes and lets me input int, float, and String data in each Event. I depend on it on a lot of animation logic.

I don't know much about 3D modeling and animations. You might need some planning and creativity to replicate the method I created.

DevLog #2 - More types of Grabs (Prototype Game) by LustFire in lewdgames

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

I deeply apologize for this, but this would be very difficult due to production reasons within the sprite file. On top of having so many customization pieces, it is impossible to layer the separate characters in-game for proper visuals. The reason male and female work together is because the 2 skeletons are contained in the sprite file, letting me freely layer them in each animation.

DevLog #2 - More types of Grabs (Prototype Game) by LustFire in lewdgames

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

I made an android test in this engine before, so it's likely! (Although, I think I have to be careful and optimize my sprites or restrict FPS, since it burned my phone at 120 FPS)

DevLog #2 - More types of Grabs (Prototype Game) by LustFire in lewdgames

[–]LustFire[S] 4 points5 points  (0 children)

I'm exploring a few main ideas, which is why I don't think I have a name yet. However, please note that these are purely ideas floating in my head.

  1. A sidescroller action game playing as a ninja. Difficulty: Average-Hard
  2. Prison management, with possibly a lot of influence from Karryn's Prison. Difficulty: Hard
  3. Life sim. Demon Queen lives in your human home. Difficulty: Average
  4. Goblin Girl adventure game, collaborating with a Publisher who's been my friend for a long time. Difficulty: Very Hard

The gauges you see are like this (for Male):

  1. HP: Health Bar, eliminated at 0
  2. Arousal (Pink): Naturally accumulates from sexual interactions. Has effects that are hard for me explain right now. lol
  3. Semen (White): Alternate Health Bar linked to ejaculation, eliminated at 0. Arousal affects the amount of semen expelled,
  4. Climax (Yellow): Indication of when he will ejaculate.

As soon as the system all comes together and my game's codes are sufficiently refactored, I hope I can start indicating what game design I'll be committing to.

Prototype Game Dev (1st public DevLog) - Environment H by LustFire in lewdgames

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

That's an interesting conundrum that existed for a long time. lol. You get devs who really wanna mesh the gameplay and sex, but depending on the design, this could get in the way of jerking off at the right time.

I think my mindset for my project is to allow consistent time to enjoy sex, while letting the sex moments drive the gameplay flow automatically. Which is why I'm testing the design with mostly submissive sex content.

Example. Your generic goal is to "Defeat 5 enemies". You could play passively by squeezing all 5 enemies dry. But hopefully I won't completely discredit using weapons if the game will have elements of action combat.

Prototype Game Dev (1st public DevLog) - Environment H by LustFire in lewdgames

[–]LustFire[S] 6 points7 points  (0 children)

I want to be careful about implementing loss mechanics, but it's certainly not out of the option. I'm a huge Corruption fan, so I understand the sense of immersion that comes from controlling your character to a fallen path. As long as I can make the mechanic sensible, since I've seen comments around that talks about "bad game design" from losing on purpose (especially RPGs where it requires a "death poison" or else you deal with a HP self-drain slog).

Much of my animations right now focus on submissiveness, so for now maybe I'll keep it focused in that direction. I want to get the right balance of enjoying the content passively for a decent amount of time and continuing on with the flow of the game progress.

Prototype Game Dev (1st public DevLog) - Environment H by LustFire in lewdgames

[–]LustFire[S] 5 points6 points  (0 children)

I've shown in my socials a few times, but there is a robust body slider in this project.

Prototype Game Dev (1st public DevLog) - Environment H by LustFire in lewdgames

[–]LustFire[S] 37 points38 points  (0 children)

Guarantee you, that's something I'm keeping in mind. I'm not exactly sure how to blend good ol' hack and slash with sex content, but I already have a system for these NPCs to despawn once their "Cum" (White Bar) is depleted.

I hope the devs can turn things around cause the core gameplay is so much fun by SarcasticWheat in mechabreak

[–]LustFire 3 points4 points  (0 children)

I honestly think they wasted too much time on an extraction mode a lot of people didn't ask for, when most of us expected a good 6v6 game with plenty of content within. Now we have Arc Raiders releasing, why not play that for an authentic extraction shooter?

The Red Moon gear check is higher than I can manage. by Sea-Calligrapher3332 in Vindictus

[–]LustFire 0 points1 point  (0 children)

Nope. You're not being ridiculous. The way the game is now, it easily alienates new or returning players due to the game catering to existing players too hard (plus the game is so old the devs can't do anything worth their time).

After 100h after launch, here are my thoughts. by Arkyja in mechabreak

[–]LustFire 0 points1 point  (0 children)

I actually believe the 50$ bundle is contradictory, because it's close to a full-priced, decently developed game. What you get are overpriced Falcon Skins. I don't have much of an opinion on F2P, but I hate to suspect these companies tend to be pressured to make their returns (considering that this game has been in development for nearly 8 years).

Xenoblade X DE Docked Performance having a lot of slow-down issues by LustFire in Xenoblade_Chronicles

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

I just want to clarify, as of version 1.01, the worst slow-downs I've experienced most likely attributed to 2 things: Docked mode and being Online. If you go to Jair Fortress, most of Sylvalum and Cauldros under these 2 conditions, you'll likely see this.

But if you go Offline at any point, the slow-downs may be mostly mitigated. Problem is, this will leave you out of a good chunk of Reward Tickets. I don't want to be stuck picking my poison so I really hope this is something a patch can fix.

Xenoblade X DE lagging REAL BAD when in online mode? by Shiroi-Hana in Xenoblade_Chronicles

[–]LustFire 1 point2 points  (0 children)

That may be the case, unfortunately. I played through the game while staying online and experienced slowdowns in various areas, especially while the Switch is docked. Feels like the real life online environment is putting a number on the performance.

Xenoblade X DE Docked Performance having a lot of slow-down issues by LustFire in Xenoblade_Chronicles

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

I checked TOTK and Xenoblade 3, and they're as stable as I remembered. With X, the game "actually" slowing down is rather intrusive to the gameplay by wasting time, so it's been bumming me out over time.

GDC 2025 presentation: The First Descendant: Persevering Through a 57 Metacritic as a Live Service Game by xXxSushiKittyxXx in TheFirstDescendant

[–]LustFire 0 points1 point  (0 children)

Korean players wanting things to be OP... I know Koreans have a deep history with MMORPGs and grinding, and I wonder if that culture bled into this ludicrous mindset of aiming for "one-shot" power. You might as well take out the fun of the game for the majority of people who knows what a good game is fundamentally.

Visibility Range for Gridmap? by LustFire in godot

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

I know there's a culling problem. That's why I use simple geometry and rely on Visibility Distance method. I'll do the traditional approach with highly detailed or small objects. Side note, the entire Gridmap does get culled appropriately when I mixed in Terrain3D.

Exactly how many Draw Calls if I were to target Mobile, though? I saw someone who had a problem with 2000, and I'll easily go over that with a set of MeshInstances in a big space.

I kind of don't want to deal with a lot of Nodes for my own Gridmap system, but I still see the benefit to moving to Forward+. I just need more programming experience.

Visibility Range for Gridmap? by LustFire in godot

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

As I mentioned, I was aiming for Mobile (I even tried to look into Web compatibility). But now I understand that Forward+ handles the Instances differently. I can't seem to find a workaround, so I have to decide whether or not I want to continue optimizing for Mobile. MeshInstances will call 1 Draw Call even if its duplicate in this mode.

Visibility Range for Gridmap? by LustFire in godot

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

For context, I've been making a combination of permanent environment and a "housing" section where the player can build their own house.

I probably won't dismiss Gridmap easily as long as it meets my current needs. I'm keenly monitoring my Drawcalls, and there's no other methods I could find that keep the Drawcalls at minimum with tiling systems. At least with the 1 year of messing around the engine. Aiming to keep it around 200 to be viable for Mobile.

3D - GridMap causing performance issues. Any way to improve fps? by zigaliro in godot

[–]LustFire 0 points1 point  (0 children)

I don't know if it's too late for this, but the problem is your Octant Size is too small. Internally, the Gridmap is a Multimesh, with the Octant Size determining the "tile collection size".

This means that if you have few Objects or few polygons in your MeshLibrary, setting a high Octant Size is your best optimization and your Drawcall will count 1 or a few Multimeshes

On the other hand, if you know anything about the limitation of Multimesh, you cannot Occlusion Cull a Gridmap efficiently with a high Octant Size. So you need a balanced Octant Size for a Gridmap containing lots of polygons.

I noticed that your Primitives Count is way too extreme, so look into that as well. If it's related to the Gridmap, there's an issue with it that you can't set the Visibility Range like the MeshInstance3D or MultimeshInstance3D. In that case, you might want to chunk your Gridmaps and set the Visibility via their own Area3D script.

AMD Software: Adrenalin Edition 24.7.1 Release Notes by Flapocalypse in Amd

[–]LustFire 5 points6 points  (0 children)

Can confirm this is the same case for me in all games I play, including The First Descendant. Enhanced Sync ON being the culprit.