Pudding Smasher - Patreon Weekly Devlog (25/10/2026)
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Pudding Smasher - Patreon Weekly Devlog (25/10/2026) part 2
About This Title
This our uncensored Patreon devlog! As of now, we'll be releasing two devlogs.A censored public one, and an uncensored private.
We know that its a bit of post duplication, but it helps us with engagement and reach.
Sorry about any spam
Hi everyone, @Smasher (main dev) writing here!
This devlog will mostly be me ranting about all the issues I had these past two weeks while trying to implement a "simple feature".
I did try to not be too technical, but if the wall of text is too much for you, feel free to skip it and just enjoy the video/picture preview post.
As you guys can imagine, it was the classic case of: "Oh, I have this pretty much finished! I just need one final tweak! What could possibly go wrong?!"
yeah yeah, I know it's AI art, but I wouldn't ask @Pudding to cook up a gag image under pressure just for the devlog.She has more important things to do. Like drawing some boobies.If you remember from my last devlog, I've been working on the belly rub interaction.The base was done, but the head lacked proper reaction movement.
Since I already had a "look towards" behaviour implemented, I decided to expand the functionality a bit by also implementing a "look away" variant. Simple stuff!!
Then, in a story as old as time, the more I looked at the code, the more I was calling the last guy who wrote it "mentally challenged" (i.e. me, 6 months-ish ago).
So I decided to scrap most of it and create a V2.
"Great idea! I can improve the functionalities and include some additional tooling and QoL features to ease future developments!"
Yeah.... I completely forgot two details with the new Gaze system:
The new gaze system was not compatible with the old head control rig that I still had in Wooly (hadn't migrated yet to the new one);
The head/neck have competing animation systems (e.g. bounce physics, head patting, regular animation clips, etc.). None of the systems played nice with one another;
So I also needed to tackle these two things first, otherwise most of the interactions we already had in the game would not work properly.
For the old head rig, well, at first it was just migrating it to the new controls, which also required remapping a bunch of the animations' key-frames.
But then the head and eyes started to have weird motions...
Turns out that @Pudding's (the artist) Live2D rig for the head was in canvas space, and that ended up fighting with the "virtual 3D body" that I use to control the character.
In short, the body was moving the head, the gaze countered to stabilize its motion, but then the 3D-to-2D mapping I had didn't take that into account, thus making the head never stand still and the eyes look in random directions.
That, plus some other issues with the rotation constraints for the head, required me to create a new "canvas space" sampler within the control rig system in order to fix this.
Which also required me to re-tweak the rig parameterization and animation clip remapping again...
As for the motion in-fighting between the different animation drivers, I basically had to implement a new secondary system to blend these procedural motions.
In simple terms, each animation system records a "motion intent", but doesn't apply it immediately to the character. An additional behaviour is responsible for reading each intent and blending their weights in order to produce the desired motion.These weights are derived from regular logic, that decides which motions are more or less relevant given user interactions and other game conditions.
The behaviours aren't that complex, but they did require some trial and error to get them right.
So.... after all of this, what do I get?
...which ain't much, but at least I think it ended up being a bit more expressive, I think.
There were other additional behaviours I wanted to include in this devlog, but as all of you can see, I've been preoccupied with other things.
As for @Pudding, she has been working on another illustration of the foxes.
The idea is to release this one by the start of November, and after that, resume the work for the riding pose for Woolly.
Next week, I'll mostly just be fixing as many bugs as I can find, and preparing the game builds so that we can release a new version by the end of next week or so.
It will not have all the things I originally had planned for it, but it was the best I could do, given the issues I had.
The plan right now after this next release is to start preparing the necessary game behaviours to support the new riding pose.
While @Pudding finishes the Live2D model inner workings, I'll be making the rough animations and control logic for the new pose.Mostly animation transitions (even if the animations themselves aren't final), and base logic to support character "horniness" emotion, creampie, etc.
The idea is to have something by year's end, even if it isn't the final version for this feature.
A bit like what we did with the blowjob development early this year. We've launched a first version, and then kept adding new stuff to it (even though it still isn't finished...)
Anyways, hope you all aren't tired from reading this wall of text, and that at least this devlog served to bring everyone up to speed with what we've been working on.
As always, feel free to leave feedback and suggestions!Thank you all for your patience and support!
This our uncensored Patreon devlog! As of now, we'll be releasing two devlogs.A censored public one, and an uncensored private.
We know that its a bit of post duplication, but it helps us with engagement and reach.
Sorry about any spam
Hi everyone, @Smasher (main dev) writing here!
This devlog will mostly be me ranting about all the issues I had these past two weeks while trying to implement a "simple feature".
I did try to not be too technical, but if the wall of text is too much for you, feel free to skip it and just enjoy the video/picture preview post.
As you guys can imagine, it was the classic case of: "Oh, I have this pretty much finished! I just need one final tweak! What could possibly go wrong?!"
yeah yeah, I know it's AI art, but I wouldn't ask @Pudding to cook up a gag image under pressure just for the devlog.She has more important things to do. Like drawing some boobies.If you remember from my last devlog, I've been working on the belly rub interaction.The base was done, but the head lacked proper reaction movement.
Since I already had a "look towards" behaviour implemented, I decided to expand the functionality a bit by also implementing a "look away" variant. Simple stuff!!
Then, in a story as old as time, the more I looked at the code, the more I was calling the last guy who wrote it "mentally challenged" (i.e. me, 6 months-ish ago).
So I decided to scrap most of it and create a V2.
"Great idea! I can improve the functionalities and include some additional tooling and QoL features to ease future developments!"
Yeah.... I completely forgot two details with the new Gaze system:
The new gaze system was not compatible with the old head control rig that I still had in Wooly (hadn't migrated yet to the new one);
The head/neck have competing animation systems (e.g. bounce physics, head patting, regular animation clips, etc.). None of the systems played nice with one another;
So I also needed to tackle these two things first, otherwise most of the interactions we already had in the game would not work properly.
For the old head rig, well, at first it was just migrating it to the new controls, which also required remapping a bunch of the animations' key-frames.
But then the head and eyes started to have weird motions...
Turns out that @Pudding's (the artist) Live2D rig for the head was in canvas space, and that ended up fighting with the "virtual 3D body" that I use to control the character.
In short, the body was moving the head, the gaze countered to stabilize its motion, but then the 3D-to-2D mapping I had didn't take that into account, thus making the head never stand still and the eyes look in random directions.
That, plus some other issues with the rotation constraints for the head, required me to create a new "canvas space" sampler within the control rig system in order to fix this.
Which also required me to re-tweak the rig parameterization and animation clip remapping again...
As for the motion in-fighting between the different animation drivers, I basically had to implement a new secondary system to blend these procedural motions.
In simple terms, each animation system records a "motion intent", but doesn't apply it immediately to the character. An additional behaviour is responsible for reading each intent and blending their weights in order to produce the desired motion.These weights are derived from regular logic, that decides which motions are more or less relevant given user interactions and other game conditions.
The behaviours aren't that complex, but they did require some trial and error to get them right.
So.... after all of this, what do I get?
...which ain't much, but at least I think it ended up being a bit more expressive, I think.
There were other additional behaviours I wanted to include in this devlog, but as all of you can see, I've been preoccupied with other things.
As for @Pudding, she has been working on another illustration of the foxes.
The idea is to release this one by the start of November, and after that, resume the work for the riding pose for Woolly.
Next week, I'll mostly just be fixing as many bugs as I can find, and preparing the game builds so that we can release a new version by the end of next week or so.
It will not have all the things I originally had planned for it, but it was the best I could do, given the issues I had.
The plan right now after this next release is to start preparing the necessary game behaviours to support the new riding pose.
While @Pudding finishes the Live2D model inner workings, I'll be making the rough animations and control logic for the new pose.Mostly animation transitions (even if the animations themselves aren't final), and base logic to support character "horniness" emotion, creampie, etc.
The idea is to have something by year's end, even if it isn't the final version for this feature.
A bit like what we did with the blowjob development early this year. We've launched a first version, and then kept adding new stuff to it (even though it still isn't finished...)
Anyways, hope you all aren't tired from reading this wall of text, and that at least this devlog served to bring everyone up to speed with what we've been working on.
As always, feel free to leave feedback and suggestions!Thank you all for your patience and support!
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