SamuKata
SpiceDrake
SpiceDrake

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[Devlog] Lewd Dragon Game 0.1.08.0 ALPHA

Character on Character Sex and an actually good penetration system!

Patreon has decided that writing explicitly about sex in a sex game is too much, so I have to censor this devlog to avoid having my account flagged, AGAIN. Words like "penis," "vagina," or anything remotely medically accurate are apparently risky. So from here on out, I'm going to refer to insertables as "HOTDOGs" and targets as "DONUTs." You know what I mean.

Penetrator System

The system has three goals:

This system is the core of any 3D sex game. Yet it’s almost always awkward to interact HOTDOGS in DONUTs, and even when it does work, it rarely looks good. A lot of games use dynamic bones or physics-based tricks to fake it. It’s not hard to implement, but it’s also not very convincing or functional.

To make this system actually reliable, I’ve opted for hard enforcement. No guesswork. The system does not rely on simulated wobble to pretend things are working.

Erections (Characters Only)

No stimulation systems are in place yet. Instead, there’s a toggle for erections.

You can switch between “always erect = true” and “always erect = false.”

When the erection starts or ends, it takes around 10 seconds to fully transition. That transition includes a smooth blend between different constraint profiles.

As for toys: they will not be floppy. I’ve made a design decision to keep all toy HOTDOGs stiff. This is because floppy toys are much harder for the guidance system to aim accurately, especially when the user is holding them in VR. That decision may change in the future, but right now the priority is reliable targeting.

Penetration Tech Details (Characters and Toys)

This system uses a fully mathematical approach for both guidance and collision. It does not rely on physics.

Guidance

Guidance is smooth and stable. In most cases it just works. Once aligned, the HOTDOG stays inside the DONUT. It will not pop out or disconnect, no matter how extreme the orientation or rotation.

The system is size-agnostic. Even if the HOTDOG is far too big for the DONUT, the guidance system will still do its job. The collision system might not be able to keep up, but guidance won’t break.

Collision

Collision is also purely math-based. No physics, no engine collision systems.

That means no jank, no random glitches, and no sudden clipping. It also makes the system more performant.

An additional benefit is modding. Because it doesn’t rely on custom collision assets, this makes it possible for modders to create HOTDOGs using only Blender. No programming knowledge is required.

The system also respects size differences. If a large HOTDOG enters a small DONUT, stretching will occur.

The Cons

There is one current limitation.

Character scaling is broken. Changing the scale of a character mid-session breaks the erection constraint logic. This is an engine-level problem I’ve been running into. While constraints "can" be updated for floppyness, scaling is not updated in the same way enginewise.

The options to scale characters are still present in the menu, but they are marked as broken. I hope to fix this in the future, but live scaling may simply not be possible. Spawning a character at the desired scale works fine. That may become the only supported method going forward.

This problem only affects characters. Toys don’t use constraints, so they are not affected.

Final Thoughts

Its been a bit since the last update, and i thank you all for your patience. The surgery went fine, but i wasn't physically able to work for longer than I expected.

This was a big hurdle for me to clear update wise. A LOT went into it, and I thank Naelstrof (Maker of KoboldKare) for some of his interesting genital writeups. I ended up using a concept similar to him for my collision.

Its time to get back into easier updates, and therefore much more frequent. We have some exciting stuff for us on the horizon!


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