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So... let's talk interactive porn. 

Right from the start when I was messing around with C# stuff I firmly said- no smut. I have no interest in mixing smut and games. The two urges are pretty mutually exclusive for me... when I'm killin' stuff I don't really care about filth, I just wanna hack 'n slash. On the same token, when I'm trying to do "science" I typically don't like to have to stop and fiddle with the mouse every few seconds to make stuff happen, I just want to sit back and "perform some experiments". Y'know? But I keep running into a problem with learning game dev stuff, after a day or two of playing with it I start to feel guilty that I'm doing that instead of making filth for everyone, since that's what I'm being supported here for. So I always end up giving up pretty quickly and moving back to animating or drawing or something. But then a day or two ago I suddenly had the realization... if I'm making filthy games, I can learn and experiment with scripting and be making filth for you all at the same time! Suddenly, I am very interested in porny games, ha.So... to that end, here's a thing I've been fiddling with for the last few days. See attached. It's not much to look at now, you'll have to use your imagination a bit. I had an idea for how I could potentially make something like those interactive flash animations where you can choose few different scenes and different animations will play depending on what you click, only instead of flash animation it could be fully rendered 3D blender animations, because these are just literally looping video clips. Basically just using code to switch between short porny video loops on demand, with a few extra controls here and there. There's still work to be done, I need to get an intro mechanic set up, and get the orgasm buttons working (now there's an interesting sentence), but the basic skeleton is in place. For the actual animating, it looks like it'll be a massive amount of work but the majority of it should actually be pretty quick- I'm picturing most loops being about five seconds long, with variations being fairly subtle so quick to make. A hand on the back of the head for a few seconds, that sort of thing. Just a little movement to spice things up while a main loop is... uh, looping. The longest animation time will be all the orgasm scenes necessary, 'cause I want it to dynamically play a different one depending on what action is happening, and they'll all need fluid simulations and stuff... The transitions could also be pretty time consuming as well though, because while they should be fairly short, I'll need a unique transition animation for going from every loop to every other loop. But, I honestly don't think it'll take an unreasonable amount of time if I make it to the point where all the mechanics are set up and it's time to start animating. 

But all this begs the question- does anyone like interactive smut like this? I never did, but I could swear I saw tons of the stuff back in the flash days so there had to be an audience somewhere, right? I've also hard the word "rack" pop up a few times in recent days... Anyway, lemme know what you think I guess? I imagine most people won't be able to really judge until it's done so I'll probably attempt to see this one through to completion in some fashion before really trying to get a feel for if anyone cares, but I'm curious of what y'all think of interactive adult stuff in general and if it's a direction I should keep pushing. This was just an easy early step in the direction, but I could see eventually building game-capable models and actually trying to make something playable at some point, with enough practice. Hard to say though, just poking around in the dark right now. Uh, but yeah. Lemme know!Oh, one last tidbit while I'm here, 'cause I think it's amusing. I was worried while I was trying to figure out how to get all the transitions to work that I was going to need some sort of big dictionary or table or something, stuff I don't even know how to work with yet, to get that all figured out. I thought I was going to need a reference to what scene I'm on, a reference to what scene I'm going to, and a description of what clip to play as a result of every single combination. I was expecting to have to write a huge amount of bullshit to get that working, but then after fiddling around for a bit I realized if I just alphabetize all my clips I could use some existing references to scene changing and managed to boil it down to basically two lines. currentVideoSelection = transitionVidSelection[button.scene];

 player.clip = currentVideoSelection[button.storedScene];And one could argue the second line is doing all the heavy lifting. Anyway, thought that was kinda neat. Bye now!

Comments

Softie

Ofc thats where it goes

Softie

It isnt a surprise an artist who dwells in our kingdom ends up where they do when doing game.

Softie

Question is do you -enjoy- it? If not why force it?

Softie

I hope coding isnt the only ropes we will see Ps i cant reply to your reply

Softie

Pss filth??? Im offended madaam.. or.. sir Actually I don't know your gender not but it really matters

Scotia

I find interactive games have to look pretty good for me to be interested in them. You have the power to do that so, so well in your animations, so I'd have full faith and put full support in this.

DjtHeutii

I love the idea. I really like the ability to interact with the activity in some fashion.

SneakyLupine

I say go for it especially if your interested in it anyway and of course it will be fun to see the end result. You have my support for it.

FuzzyDerg (edited)

Comment edits

2026-09-06 19:00 You should look into having Unity build for WebGL :3 that way this would be usable in the browser, even on mobile devices
2021-07-19 05:41

Marco Wolf writer extraordinaire

So what I see happening from this is gonna be the failed hunt becoming a straight up game where the player chooses sides.

Gwalch

I still see interactive scenes published nowadays and they seem to be received well! That said, I think that the animation quality itself is the biggest thing folks are drawn to and that people will love your stuff mostly the same amount either way, interactive or not. It might be a question of how much extra time you want to spend on each project to make it interactive versus how much you're getting out of it yourself by learning the new skills. Don't think there's a wrong answer though!

WellNowLetsSee

Interactive games are fun every now and then, even basic games like deep space waifu; wish there was a furry version... Even simple games like a point and click "adventure". Nothing wrong with mixing smut and game stuff/prototyping, make learning a little more fun. Did a strip hang man game years ago with Foxene, learned a good lot from making it.

byte!

i've never particularly cared for the "animation with transition buttons" style of interactive smut, but other folks do seem to enjoy it. for me the most interesting aspect of smut+interactivity comes in the form of full-on porn games. that being said, something simple like this could be an easy value-add for your content for the people who want the interactivity, so long as you design your animations with this sort of looping/variations/etc in mind. also: keyboard shortcuts. very important for when the "experiments" are occupying your dominant hand

Bloudin Ruo

Man, you're picking up right where the greats left off! h0rs3 is the flash animator you're thinking of, and while he still does animation, with Flash support being off the table now he's gone to exclusively A-to-B animation videos with no interaction. Crittermatic does interactive animations but they're basically just "click to proceed to next scene" with no variance to the transitions depending on what view you're in. The trick I've seen with cutting down on the transition options is to force the view back to a 'standard' viewpoint and then transitioning from there, so you actually only need one transition despite the fact that you can click the 'next' button from any view. Obviously the drawback is that you don't have transitions from those views (some of the older h0rs3 animations had transitions rendered in a number of different views, specifically the closeup shots, so things like ties and pullouts could be extra awesome if you were in those views when going to the next scene) which made for some really great animations. I'm 100% in support of having a unique transition for each view, but I also agree that it is multiplicative and time consuming, ha. Rack and Rack 2 are more game-y than a traditional animation. And for me, it's a bit too much to think about when trying to get into the moment. Fine and granular control over every detail, and movements directly linked to mouse input, and hundreds or thousands of options are incredibly fun to play around with, but when your hands are busy and you're trying to enjoy the scene in front of you visually... It can get a little distracting ha. And the amount of work involved is astronomical--Fek is an industry-seasoned developer/programming team manager, and it's still been years in the making, with probably one or two more to go. He makes a ton of money on it, sure, but he also deserves that money, I don't think anyone else could manage the workload that he's got for Rack 2. That all being said, there's definitely an available spot for someone who wants to make some scene-interactive 3D animations! It's what originally set h0rs3 up as the premier animation artist, and if I know anything about furries, it's that we like what we like and those interests don't change often :P I'm -definitely- on board with this, and even moreso if it's what you want to do! You know I'm always all over telling you to do what you find fun and interesting and to focus less on what other people are expecting, even if they're paying. What your Patreon backers are paying for is anything and everything that comes out of that opossum head of yours, rather than some specific concoction of certain types of media every month. Just let the creativity flow, and when you're happy, we're happy :D

Fek

There is *absolutely* an audience for it, and the beautiful thing is that it's still the wild west out here. Nobody knows what porn games are *supposed* to be, yet, and it's really fun to be part of shaping the early experiments. Jump in, have fun - the water's fine!

Redtail

I'm definitely an audience.

Wtd88

How similar are your character rigs to one another? I wonder if you could set up basic animations and then allow the user to import whichever character model they want in each position.

James

Do whatever you want, but to be honest the only reason I'm here is for the paintings and I don't have much interest at all in the 3D or game stuff. I only put in $1 per month though so feel free to ignore me.

DSG

Heh, it does have a certain nostalgic quality. I suggest adding an automatic mode that can advance scenes for those whose hands may otherwise be occupied.

Velkiel

I guess people are here mostly to support you, whatever you do. It's my case anyway! So yeah, go ahead !

Dayelyte

Whelp, let me put it this way. The wip game WildLife by AdeptusSteve is a good example. Hack and slash elements intermixed with sexytime fun. All their characters and animation are done in Maya then exported over to Unreal for the game engine side of things. Can be done just as easily with Blender to Unity as well. To answer the question of does anyone like interactive smut ? When I last checked they were pulling in around $100k USD per MONTH. That's how popular it is :P Hell you can even simplify it by creating a digital bordello with your various characters. Take it a step further and give the user full camera control and / or even VR. Pick your partner, choose a position from a menu and off you go. In all honesty, you probably woudn't even need to go full game. Simple character choice, location choice and a menu to cycle through various positions and speeds would probably be sufficient. Like you said, most of the animations are short loops so it can easily be set up as stages for various positions. Key toggles shift back and forth between stages and / or set the speed of animation playback. One sticking point is your current models are not likely to be optimized for game engines and may need to be tweaked and / or rebuilt. Fur / hair can also be somewhat frustrating in real time engines from what I've heard. Then again, we're not talking an entire screen full of hundreds of characters, so you might be able to get away with minimal tweaking on your models. The hard part here will be the animating as each of your characters differ in size, proportions and most likely rigging and / or skeletons. Each characters animation would need to be custom tailored to work with any given partner pair. Example: It would be difficult to reuse an animation loop created for a short character on another who is much taller or has different proportions. ( We ran into those issues doing silly sexy mods for Skyrim once upon a time ) The amount of animating work increases exponentially as you introduce more characters. Character A has animated scenes with characters B through G. Adding in one additional character means having to animate all the existing characters to work with the new one too :P Gets crazy. Another fine example would probably be Virt-a-Mate ( VAM ). It's essentially an interactive sexytime sandbox built around Unity and DAZ models. That kind of setup with your characters would put the entire furry community into hysterics.

Dayelyte

One of the benefits of letting the engine do the rendering work for you is the interactive camera that becomes available to the user. You get to pick the angle instead of dealing with a static camera and it makes a huge difference from a user experience point of view. This gets a bit crazy if you get into the VR realm where an option becomes which characters point of view to experience. What I describe, however, would eat a significant amount of your time and everyone would probably go through withdrawl symptoms if they were denied their Ruaidri fix for too long :P In the end, it's your train to drive. We're merely passengers along for the ride :)