OguRetsu
dailevy

dailevy

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dailevy posts

Personal update 2

The fallout from last week has resulted in some shakeups in my life as I figure out how to have a healthier environment and set myself up for success. Now that I better understand what's happening internally I can make big decisions for my long-te...

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Personal update

This post will also probably be the extent to which I talk about this topic. It's intensely personal. But, it's relevant to development progress, and I try to keep things frank and open here. There won't be any game talk here. Also, I am not askin...

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Progress update- Animation code results

Last week I wasn't sure if I could finish the animation update, and was considering scrapping the whole idea to avoid delays. Luckily it ended up going pretty well! I gave myself a couple days to assess whether it was worth continuing, and ended u...

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Progress update- Animation and rendering

Been working on the animation code updates I mentioned last time. The biggest update (better frame-by-frame animation) requires changes to the core rendering code for the animations. That means I've been delving into some kinda hardcore 2d transfo...

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Progress update- Animation code

I've been updating my animation library (this project uses Spine2d) to support newer features in the software. The big improvement here is that Spine finally supports decent fra...

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Progress update- Back to work, tooling, and prototyping

I have overcome the burnout. Oh god, it was hard. It took a lot of delving into the depths of self-improvement.

Anyway! I'm back to consistent work on the game! Holy crap, my mental capacity is immensely increased after some proper recuperat...

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Status update!

Don't panic. The tl;dr is that I'm in a short break period to recover, and optimistic about our next steps. There's no game talk in this post either- next time I'll get back to normal progress updates.

So I've been experiencing burn...

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Progress update- Roadmap to playable versions

Heyo! This week, I'd like to share the development roadmap I've been working on. Basically, it's a set of milestones. Each one is a small playable mechanic or sequence that builds upon the engine's current and upcoming features. They'll be in thei...

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Progress update- Prototyping, and the push towards playable

To start with, I've been focusing entirely on p*netration and aiming mechanics the past couple of weeks. "Aiming" gives the player the ability to easily shift from one target to the other, even when the target is hard to see, or s...

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Progress update- stay tuned~

Hey y'all, right now I'm working on the game and house stuff at the same time. The current focus is still prototyping to find the target "flow" for interacting with the game, p*netration, and aiming toys. I'll show off every piece of visual progre...

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Progress update- prototyping

P*netration prototyping has begun! While a toy is hovering outside the hips area, you can scroll to swap between targets. It's janky at the moment, of course, but the mere fact that it's possible is an enormous accomplishment. This is the path tow...

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Progress update- engine progress~

I made incremental progress on the engine's functions! Specifically related to p*netration and player interaction. I feel good about them but deeply insecure about the lack of exciting or interesting progress to talk about.

A lot of times pr...

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Progress update- victory, and next steps

I am sleep deprived for reasons. Please excuse any strangeness. Also, I'm deciding to not worry about the exact day for these posts right now. It's an end-of-the-week-whenever-that-happens-to-be-for-me update post.


What's being w...

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Progress update- ponies, furries, and finite state machines

Question!

Y'all have thoughts on a gradual shift toward more furry-ish content? It'd be heavily pony-inspired designs, along the lines of Them's Fightin Herds rather than typical anthro furry. Personally, I'd prefer a scenar...

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Progress update- fancy hierarchical state machines

Last week I showed a diagram of the various states needed in the game, and this is a continuation of that. 

The main thing I've managed to do this week is implement that diagram into actual code. This is a case of needing Real Progr...

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Progress update- making the hand work

I still haven't sorted out a good format for posts, or my stream. Working on it >.>; 

I really struggled to write something this week. That usually happens when I feel like I haven't accomplished enough for the week and d...

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Progress update- new upcoming features ^^

The cascade

I had a simple idea for a dev feature that kept unexpectedly unlocking big new player features. These are all planned features now.

So, I figure I can make character creation easier for mys...

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Progress Update- p*netration motion mechanics

I had a rough week! I'm doing better now, but I delayed making a post just for the sake of my mental health, since it's quite draining to do.


What's being worked on now?

P*netration mechanics! 

...

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Progress update- victory, and next steps

The bounding box issue is finished now. It's not just technically solved, but thoroughly unraveled and can't hurt us anymore. Last week I'd finally pierced the core issue. This week, I got it working fully in game. 

Many commits, many c...

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Progress Update- beating bounding box bugs

Brief update today since I was working on the same thing all week. Hoping to start streaming next week btw, has been a process getting my setup together for that ...

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Progress update- an engine for gettin' grabby

Crazy week! Life in Europeland is lovely. My grasp of the local language is woeful though >.>'

I'm skipping stream today btw, sorry! I'm living on my laptop atm cause I haven't had a moment to get...

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Progress Update- Hiatus is over!

All right, baby! I'm happily moved into my new place in the beautiful country of Europe, and am sort of somewhat kind of recovered from the jet lag. So I am hereby ending this hiatus. It's time to get work on this game back up and running!

I...

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Mid-break check in, game development thoughts

Hey y'all! I am alive, awake, and busy as hell. As a reminder there'll be no progress update or stream tomorrow since I'm in the process of moving across the world. 

I can't help but be thinking about tooling for the ga...

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Progress update- Interactions, irl moving

Minor update this time! My stream's starting btw~

1-2 weeks break(ish)

I'm moving to Europe from the US in like a week. It is... very time consuming. I wasn'...

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Progress update- Poses, hitboxes, and the debugger

Lots of fun stuff today! This post is better viewed on subscribestar btw since there are images with fun bits that Patreon doesn't like.

Also there's a...

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Progress update- Poses

We're getting kinda technical but making some very nice progress ^^

Read these posts uncensored on subscribestar btw.

Also there's a 2023-04-06 18:32:41 +0000 UTC View Post

Progress update- Force, physics, and UX

P*netration mechanics! Like I said last time, we're back to actually making the game. And it feels great.

Also! Now's a good time to switch over to sub...

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Progress update- what's next?

Okay so- yay, I officially finished with the movement code refactoring! Last week, I talked about finally finding the design solution. This week, I finished implementing and bugtesting it. Read these posts uncensored on 2023-03-23 18:34:23 +0000 UTC View Post

Progress update- sweet victory

We're finally breaking through this movement code nonsense! Holy crap it took a minute. This solution not only fixes the original problem, but also addresses other upcoming features like multiple p*netration. 

Also there's a 2023-03-16 18:06:24 +0000 UTC View Post

Progress update- code design

Oh btw I'm streaming!

I've been working on engine code, specifically around moving and attaching toys/objects to each other.  After some angst, I think I've got an impro...

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