No.322357 [Last50 Posts]
Old thread: >>213266
https://archive.fo/R8pMV
Earlier thread:
http://archive.is/K54Xp
Show us what you're working on and ask questions and help, even non-devs are very much welcome.
>Learning and general "How do I maek game" stuff:
tools.aggydaggy.com
pastebin.com/utPT2nij
All threads on games early in development that lack a playable demo and asking about game development/ideas/etc are to be posted here.
____________________________
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No.322376
Not 100% about a lewd game specifically, but I have this idea in mind for a 2d puzzle platformer with lewd elements, specifically based on the idea of the Lost Vikings. 4 Monstergirls (Neko, Harpy, Holstaur, Kitsune) each with special abilities (Climbing/Crawling, Flying, Stronk and magic) that the player would control one at a time to reach the objective. Any ideas what would be a good engine to make the game in?
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No.322380
>>322376
literally any you're good at
if you know unity (or c#), use unity
if you know godot (or c#,c++ and friends), use godot
as simple as that
Is this your first game project? If so, see http://tools.aggydaggy.com/engines.html
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No.322387
Which world style is better, the first (voxel data) or the second (height-el(?) data)?
Voxel data:
>easier to make buildings look like buildings
>perspective first person camera would look acceptable
>simplified mass/item quantification
>levels of buildings would not be separate levels/maps, but instead data at different height, so there would be no transitions
>can do things like marching cubes on elements of terrain in case it looks too minecraftesque
>can dig, build, design freely, easier terrain manipulation for player/enemies
<difficult fog of war calculation
<higher memory usage
?requires cross-section vision selector, meaning you need to select at what range of heights/Xs/Ys to look at so characters or objects are visible
so basically dwarvette fortress but really simplified and has sexy times in it, build your own rape dungeon, get raided by cobolds, see them get caught in sex traps
Heightlet data:
>way less memory used, only type of object and its height
>looks more "natural" at first, can be fully smoothed to look like low-poly terrain
>in fights, everything is almost guaranteed to be visible at once
>rivers and other natural forms would look pretty nice
>WAY faster development speed
<buildings look fucking weird
<can't take a stroll through a city without everything being fucking occluded by anything else
<windows, doors, walls and multi-store buildings are going to look really fucking weird
<needs transitions between levels of buildings
<weird quantification of materials
<mining will be weird, building will be weird
top-down adventuring game with a party and tactics, go and roam the plains, rape everything you can see
of course, neither of those styles are actually going to look like what is in the picrelated, it's just a quick approximation of what I was imagining it to look like, it doesn't have to be THAT blocky, I could use paralax+bump mapping on the voxels to make them look more "natural", a bit of texture could help, have more low-poly plants and objects laying around everywhere
I'm really split here, I was thinking about it for a long time now
also, (possible) multiplayer?
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No.322389
>>322380
I'm trying out Unity, although I have no knowledge of C#, only C++ and Java. I'll take a look at Godot and that link you sent me, thank you!
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No.322390
>>322387
Personally, I'd be fine with whichever one makes it more likely that you end up actually making something playable.
However, Multiplayer can go fuck itself. If I wanted to fucking ERP with some rando, I sure as fuck wouldn't be here and I would also most likely own a fucking fursuit.
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No.322406
>>322390
>I'd be fine with whichever one makes it more likely that you end up actually making something playable.
that is why I am asking here, I just do not know which has more appeal and will interest more people, as one of the great forces of creation® is people asking you to do something their preffered way
I'm also indecissive as fuck, and this is a major choice,as I most probably won't be able to move code from one data model to another
>However, Multiplayer can go fuck itself. If I wanted to fucking ERP with some rando, I sure as fuck wouldn't be here and I would also most likely own a fucking fursuit.
point taken, althrough I am asking about it because I've seen somebody around here say something about multiplayer lewds
What if the communication was limited as though you couldn't tell a human apart from hard!ai?
actually why bother with multiplayer then
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No.322410
>>322387
> memory issues
Unless we're talking multiple gigabytes there's no need to worry about that. You can safely assume every modern PC to have at least 2gb ram available.
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No.322609
>>322387
bump, as I would really appreciate any input and opinions on the matter, the sooner I get to work on most basic systems the better
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No.322610
>>322387
>>WAY faster development speed
If this is true then choose this but why? Also why is the gameplay depends on those two methods of world generation?
>higher memory usage
Forget about focusing on irrelevant things.
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No.322611
>>322610
>Forget about focusing on irrelevant things.
I have some experience with voxel stuff and things could quickly get out of hand
>If this is true then choose this but why? Also why is the gameplay depends on those two methods of world generation?
not world generation, but the way the world is stored, and as such it would be all nice for players to be put in a familliar environment, also building, destroying and other interactions would be very different, so some differences in gameplay
>If this is true then choose this but why?
easier to code, way simplier for me
but then what about quality vs quantity (speed)?
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No.322613
>>322611
>I have some experience with voxel stuff and things could quickly get out of hand
You are doing something wrong then. Which engine are you using?
>easier to code, way simplier for me
You mean it's easier because of the gameplay? Regardless you are talking about two different games so decide which one do you want to make first based on which one you have more fun with making then decide the "world style".
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No.322617
>>322613
>You are doing something wrong then. Which engine are you using?
mainly Unity because its relatively easy to prototype things
language-wise, aktionskript -> js > c#, currently doing lots of C work
not really doing something wrong, just too much and too fat data
more than 500mb memory usage is "a lot" for me
>You mean it's easier because of the gameplay?
no, it's easier because of coding
I do a lot of things backwards, like mechanics-driven gameplay instead of gameplay-driven mechanics, which is why I am deciding on things like this now
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No.322622
>>322617
>500mb memory
Irrelevant.
>too much and too fat data
What exactly? I have hard time believing this can't be done better.
Regardless go with the option which makes development faster.
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No.322626
>>322622
>Irrelevant
>he doesnt run his porn games on a toaster
shameful
>go with the option which makes development faster
I have hard time picking, so I would rather somebody do the choice for me
>What exactly?
last project was pcg 64x64km volumetric terrain with structures and unlimited height, had to go to some lengths to fit an acceptable amount of data in memory at runtime
the accuracy was 0.5m, also pregenerated so no runtime generation
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No.322648
>>322387
Depends on the kind of game you intend to make, what gameplay, what view you intend to use and how you will present the lewd part.
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No.322765
>>322387
Do voxels but make them pretty thin as to look as natural at your heightlet method.
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No.322882
>fresh thread
>fags already arguing about programming languages
CODE
In a PORN game
DOESN'T matter
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No.322883
>>322626
I know about the premature optimization specially with regards to memory usage, but really… it's not something you should concern yourself with unless you are targetting toasters for reals. You're probably doing this as a hobby, so you can optimize when you feel like it and stuff, but 500mb memory is far too low. I use a smart toaster from 2011 and I currently have 6gb free. I don't even remember the last time I saw notebooks being sold with less than 4gb memory.
You should wait until the game is closer to how it should end up before you worry about these kinds of things. Maybe you're worrying about memory, but what will have toasters screaming is the 3d itself - a lot of 3d h-games run bad on anything that isn't the best GPU available on the market, due to the "artist" using every single shader possible to hide the fact that their art is shit, on top of models with no optimization whatsoever.
But like the other anon said, 500mb memory usage is irrelevant unless you're targeting literal toasters, and if you were targeting literal toasters you'd probably want to drop the 3d entirely as well. I know that when developing as a hobby we feel like we should optimize every single thing, it's part of the fun, but if you do this with everything you will never move forward. Try to stick to certain goals. For instance, on my project I want the turn processing (heaviest part of my game) to finish processing a turn in less than 150ms even on smartphones (currently sitting at ~40ms on phones and < 10ms on desktops). I didn't optimize the turn processing fully because it's too soon to do that, but I kept a list of annoying optimizations that can be done later. You could perhaps do the same to scratch your itch for the memory usage, just write down what can be done to improve it and try to make the game work with future changes going in that direction, so that if push comes to shove you don't have to rewrite the whole thing to optimize it.
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No.322884
>>322882
Sure it does, you don't want every single game to be twine shit, do you?
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No.322885
>>322884
your c# and c++ shit is no different from twine shit
guess why?
because you have no art
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No.322908
>>322885
>because you have no art
not me, but >>322883
not the case here
>I know about the premature optimization specially with regards to memory usage, but really…
I like keeping things relatively light
lilithsthrone is 500mb at runtime, and is slow at times, and its a fucking text game
maybe I should rewrite what I meant, that is, about the memory usage
It just rubs me the wrong way, there is nothing objectively wrong about it, but there is this hidden fear of large data
Im scared
>>322765
>Do voxels but make them pretty thin as to look as natural at your heightlet method.
will have a visualization for a "mixed" method later today
>>322648
>how you will present the lewd part
a bit of an "implicit" thing, as the best things are in the mind of the beholder
also 3d models + some interactive text smut, hard to explain without seeing things
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No.322914
>>322908
>lilithsthrone is 500mb at runtime, and is slow at times
that isn't slow because it's 500mb, this isn't how things work if your memory isn't capped it won't slow down and when some garbage code is running it can pump it up for a short period but regardless the base 500mb is not an issue so just ignore it
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No.322916
>>322908
>also 3d models + some interactive text smut, hard to explain without seeing things
Are you using what you describe for gameplay?
>Voxel
>can dig, build, design freely, easier terrain manipulation for player/enemies
>Heighlet
>top-down adventuring game with a party and tactics, go and roam the plains, rape everything you can see
Those are usually different gameplay types so which one are you using? Deciding which one of those features you want in the game is usually the basis for the decision not if one uses 500mb more or less.
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No.322918
>>322914
I am aware of that, but that was my response to the "language" argument
>Are you using what you describe for gameplay?
yes, and smut
>Those are usually different gameplay types so which one are you using?
not different, just "oriented", as both are essentially rpg, with group management and dynamic environment
>not if one uses 500mb more or less
that was not the point, actually just forget that I said anything about it
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No.322943
If worse comes to worse and you're using an engine, why not just buy someone' else voxel solution on the marketplace ?
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No.322959
>>322908
If you're using the amount of memory you need to use, there's nothing wrong with it. For instance, I decided not to use Enigma VB on my project, because all it does is make the files neat, but it multiplies the memory usage about 6 times. In this case, the benefits don't outweight the negatives.
> lilithsthrone is 500mb at runtime, and is slow at times, and its a fucking text game
In general, text games run slowly either because 1) They use a suboptimize environment to develop it (Twine, Inform, etc); or 2) The dev doesn't actually know how to code. Usually, it's both (as seen by the multiple Twine games that also run like dogshit). Generally, these makers are meant for very simple games, so they are "optimized" for games like those, and making anything else with them will suffer.
Take Trap Quest for instance. The game runs like dogshit. Does it have to run like dogshit? It doesn't do anything particularly amazing. Inform under Git can handle 30 FPS animations with multiple images, and that's mostly a limitation of the timer, so it might even be possible to go over this with a lower-level implementation, so the images are not what causes it to lock for a few seconds every action. Hyperlinking appears to have no effect on how fast Git runs games, either. The only reasonable motives for the slow down are using some part of Inform in the wrong way. My own guess is that the synonyms are not being set up correctly, because the way Inform works is that if you don't set those the right way, every time you do anything, Inform will check every. single. object. for synonyms, even the ones that are not visible, and while that's not a problem with 50 objects, once you get to multiple thousand objects with many synonyms each, things get messy.
So I'd say set up a goal for yourself. What is the kind of machine you want to run this game? A notebook with 2gb ram? It's best if you own the target hardware, but you can get by through VMs, too. Also, while 500mb memory usage is indeed low, it's important to notice if this scales. Whenever I make something that I think might cause issues later on, I just spawn hundreds of them at once and check memory/process time to see how well it scales. Problems might not be noticeable with small numbers (Trap Quest was pretty fast in the early days), but they become apparent if you stress test them.
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No.322980
>>322765
actually now that I look at it it looks sheiss
I had to keep the sharp edges on each level or otherwise it would look confusing, as without textures you wouldn't really tell what is going on, but it looks really weird this way
but that is okay, I will subdivide each face in nine, I CAN PROBABLY AFFORD THAT
also slap a less patterny(?) texture on this bad boy
will probably have a basic graphics demo in about two days? maybe
>>322943
heresy
>>322959
stop talking about memory usage for fuck sake
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No.322984
Something I'm working on. The background is a placeholder.
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No.323032
Here are some images of a project that i started in UE4.
I'm inspired by management games like FreeCities/PortalsOfPhereon/SlaveMatrix which are UI heavy, tons of options for building characters, and have good gameplay.
I like that they all have images (which is better than text-only) showing the shape of your character and changes to that while you play. Although, these images are somewhat limited to how much time you are willing to spend on drawing them.
This does not apply for a 3D-model where you can have each combination possible and for any, small or big, increment of a shape (morph).
My strong point so far: figured out an easy and fast workflow for exporting daz assets to UE4 without compromises (morphs, clothes, hair, materials, animations). Because of this there is a vast amount of customization possible and they work with any animation.
This is more or less a (almost finished) tech demo for myself and didn't bother thinking much beyond that. That means I want to scrap what I have and start over, but with the same back-end and assets.
So what I'm missing here is a setting and key gameplay elements that can really show off a characters change over time. Maybe a human factory? A slave trader?
I have one limitation, I want most gameplay through UI, so you don't really control a character directly. But you should be able to view how they look or what they do wherever they are in a scene or room.
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No.323144
>>323032
I honestly never understood why people want management games so much. You're putting so much work into creating this 3D environment with morphing bodies and yet by the nature of the game, you won't fucking care 97% of the time.
A management game is a game in which you manage MONEY and RESOURCES to get more MONEY and RESOURCES. Notice the lack of "sex and women" there? Because they're not of any importance in such a game. So now you've put in all this work and the only ones who are going to notice are the people who will most likely just hack the game to get unlimited money and resources to just get what they want so they can see the few scenes that are in the game, have a quick wank, then drop the rest of the game. The rest who does play the game will simply skip over all of the sexual stuff because "Who the fuck cares, I got money to make, fucking get me back to the money making.".
To them all that matters are numbers. Just take a look at the examples you've given.
Free Cities. They're more interested in creating a fucking personal military and an orbital space station that can obliterate opposing Archologies. They also want to create as much weird shit as possible, but the actual lewd stuff is barely even a thing so you end up skipping it all the damn time.
PortalsOfPhereon. "How do I breed/get the best stats?" Again, the numbers are the most important thing here. The girls/futas are there to make money or fight for you. Then there are a few lewds with the NPC's, but that's probably less than a tenth of the game.
SlaveMatrix. These guys pretty much don't give a shit about the lewds anymore. They're jerking off to eugenics more than lewds at this point.
Want my suggestion? You've got what LifePlay, by Vinfamy, lacks. Proper 3D models. So you can probably just rip off LifePlay and try and make a Sims-type game.
If I'm wrong in any of my assumptions, then please, do explain to me what I'm wrong about and why you/anyone else finds management games with lewds to be the best thing.
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No.323161
>>323144
Because they are called hentai games they have to have both.
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No.323165
>>323161
>a hentai AND a game
this clears up a lot
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No.323172
>>323144
People who only care about money and resources go play Victoria 2 or Dwarf Fortress or someshit. Clearly the whole point of such hentai games is that you have both, and whether you want both or not, and in which proportion, is another question.
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No.323204
>>323144
What I like about spreadsheet games is the idea that your character can go to the extremes and ultimately serve for one purpose that she does best.
Example scenario:
>buy a girl
>decide her best features
>push them to the extreme (e.g huge tits)
>she increases your production greatly and becomes valuable
>get attached and decide to care or be merciful
I'm sure this scenario ticks a few fetishes which are obviously not shared by everyone. Personally, this is one reason why I like them.
Although most of them could use more visual feedback that show what they turned into or are going through, which makes it actually fapable.
On another note, PoP has actually struck a fair balance between management and having the number game translate into actual gameplay, but has basically only one lewd pic per character.
About your LifePlay suggestion (thanks btw), it's got some unique elements and hard work put into. And yes, he'd actually be better off with 2D renders for now.
But as you can guess, my interest is a management game which plays out the strengths of having a 3D-model. For example, being able to actually gauge the price of a girl by just looking at her sizes and features.
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No.323219
>>323204
I do hope you plan on slapping a better shader and some decent lighting on those girls. Good 3d models mean nothing if they end up looking like shit; also the engine for that matter.
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No.323227
>>323219
It will be changed and I understand the importance.
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No.323400
>>323032
Did you redo all the bones one by one from daz to ue4 skeleton ?
The clothes adapt automaticaly or you have to redo them all ?
Also I cant make anything good with the ui on ue4, good luck with that
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No.323487
>>323400
I don't use the ue4 skeleton, it's the g8 skeleton from daz.
The clothes also use the g8 skeleton and work with the morphs automatically. I just export the clothes with the g8f to 3ds and delete g8f but keep the skeleton for the clothes.
Ui wise, ue4 has some great widgets out of the box, much like windows forms. Scrollboxes are also way easier than those in Unity.
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No.323501
>>323487
>I don't use the ue4 skeleton
no animation then ? or you use those from daz as well ?
and the widgets are imo absolutly unsellable, hope your ui is a wip :/
anyway, looking forward to see more of your game. Godspeed anon
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No.323505
>>323501
Animations from daz, mixamo(mainly movement) and handmade. There are few daz animations, but tons of reference poses to start you off with.
>widgets are imo absolutly unsellable
Yes.
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No.323554
>>323032
I have experimented with a similar approach. Char, hair, clothes and morphs from Daz to Ue4.
Hair were usually one of the bigger issue as most of them didn't work well/look nice.
Poly count can be for some store items really high as they aren't optimized. Shoes I tested came with ~400k. So it's probably a good idea to keep an eye on the poly count..
Very extreme morphs would also create lighting issues for me but for normal ones to make custom characters it did work well.
>>323501
If you need Ue4 based animations it's possible to retarget them in Ue4. I have seen comments who claim this works well enough for them. It didn't for me but maybe worth testing it if you use it for simple animations.
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No.323571
>>323554
>Hair were usually one of the bigger issue as most of them didn't work well/look nice.
Can confirm, most hairs below 100k look bad. They do work/fit okay.
>Shoes I tested came with ~400k.
Yet to find a 400k shoe.
I'm wondering, is there an elegant way to make heels work for animations which require interacting characters to be on the same height? Or animations with height morphs for that matter…
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No.323847
Any idea guys in the place? Share your game ideas. I have a game structure but i want more content. Suggest things to add. I will adapt them to fit.
No fetish is off limit, but you will be judged.
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No.323852
Question: Is posible create a eroge with full interactive dialogue?
I'm talking about artificial intelligence, I know that exist AI focus on sex and such things, but I never see a eroge with the main girl responding to interactions and also dialogues in that way.
That is like my wet dream.
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No.323883
>>323852
>Is posible
anything is
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No.323980
>>323852
It is honestly more trouble than it's worth. It's incredibly difficult to simulate natural speech with a simple AI, to the point where you'll always be better off simply using pre-written responses, or agglomerate responses. One idea I've been toying around with, is using symbols instead of actual speech to basically achieve the same goal, but even then, creating a memory model that would be good enough to make the character feel natural is a really daunting task.
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No.324000
>>323980
Some AI made by amateurs that work regular, as I see the main problem is the sexual interactions, between responses base on a huge amount of variables between interactions. But well, is a good concept that nobody try at least.
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No.324019
>>323852
It's been made. It was also shit. Think this
https://www.youtube.com/watch?v=WnzlbyTZsQY
Except trying to be sexy
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No.324028
>>323852
There is no possible way that a computer could believably talk dirty. Hell, most actual people can't do it without sounding funnier than they are sexy.
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No.324177
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No.324522
so "lilith's throne"'s situation got me thinking
let's say I want to make a good game, AND get mad dosh off furries
what if I split content into packs, and also enable easy modding?
this way I could make all the vanilla stuff that I like myself, and let other people do the sick shit I would never look at or the "morally questionable" stuff, while keeping me clean
shit, I could even puppet a bit and make those 'content packs' pretending to be a different person
also, it would let players to really fine-tune their experience
is this a good idea?
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No.324523
>>324522
In terms of making money it's essential the pandering is part of the base game, just make it easily removable with modding etc.
Otherwise yeah, that's exactly how devs who make loli games from out of shitholes like australia get paid; they make the intended purpose of the game (pedoshit) a mod that they release as an 'unrelated' identity and make money from the normalfag version of the game.
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No.324524
>>324523
could you provide examples, please?
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No.324547
>>324522
As long as you are sufficiently careful that should work. The main thing is to make it look like you're "trying" to prevent the "unofficial" content from breaking certain moralistic guidelines, but use mechanisms that are easily defeated.
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No.324551
>>324547
>The main thing is to make it look like you're "trying" to prevent the "unofficial" content from breaking certain moralistic guidelines
wait what
why?
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No.324553
>>324547
You cant really be responsible for what other people do with your content. Only a massive shithole would go after you for something like that.
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No.324557
>>324551
Because of plausible deniability. That way it's more believable that this "third party mod" that happens to add certain content isn't the main dev sock puppeting.
>>324553
And how much of the world isn't a massive shithole?
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No.324558
>>322357
Experienced developer here, planning on writing a text based game - mostly because I like text better than images for lewd shit, also because I don't want to pay an artist since I have no interest in patreon or any of that shit.
My question is this - I haven't found any advanced frameworks for text based games. What I mean by "advanced" is something that takes care of the tedious shit saving/loading, UI styling/scaling, render loop, good template syntax, etc for me in a way that's actually flexible. For example, Twine breaks if you do any kind of multiple references to the same object. I'm very familiar with Twine, but I hate it. The other HTML/JS based tools are just as bad.
Most other frameworks I've seen are either entire simulated environments (which means SLOW/BLOATED) or have similar problems where I'll have to write custom serialization/parsing routines to load state correctly without something breaking which means extra work. I could write my own of course, but that's even more work since I'll also have to work out problems like UI scaling, styling, and other tedious bullshit.
I don't care about "simple" or "easy to learn" because I'm not a fucking moron, but I haven't found anything that seems like it actually meets my needs. I'm hoping someone on here knows about something I haven't found through googling because otherwise I'll have to write my own framework from scratch and I'm not especially looking forward to that.
I've also considered forking SugarCube and simply fixing the problems in it, but I'm not sure it's worth it since there are some really deep problems with how they designed the engine that I'm not sure I feel like fixing.
So, any suggestions, or am I stuck doing a fuckload of extra work just to make a decent game?
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No.324577
>>324558
Ren'Py, I guess? It's kinda crap in many ways, but it takes care of all the tedious shit and you can be very flexible with it if you know or are willing to learn some Python.
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No.324597
>>324558
How deeply into "game" you plan on going? Inform has good save systems that just save the whole state, but I'm not sure how that works with updates to the game code. Could search for the Live Maker the japanese tend to use, it seems to have built-in save system that works very well, iirc it does survive through updates, though it's still just a better-looking Ren'py.
It's hard to suggest without knowing what you intend to do. For instance, Ren'py will work fine with VNs with a lot of character-to-character dialogue, but it sucks as soon as you start adding longer texts. Meanwhile, Twine is amazing for long walls of text, but as soon as the player actually has to interact with something it's awful, which I'm guessing is at least one tick of your list of "really deep problems".
I don't think most text game tools are very evolved, so you'll probably end up having to make your own. Coders are often not writers and writers are often not coders, and neither of those tends to have artistic skills to design good interfaces. Most tools are meant for a specific kind of developer. Twine targets the pure-writer that just wants to write a story, maybe branching a bit here and there - not really for games, at most CYOAs. Ren'py and their ilk are made for VNs like the japanese always did, but those rely more on art than on the writing, which is also why the text is restricted to a tiny part of the screen. Inform is a good middle term, but it's also like 1980s tech - literally.
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No.324821
>>322882
I bet you also think that RPG Maker and Renpy games aren't looked down upon.
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No.324861
>>324577
I know Python and I'd rather gouge my eyes out than work with it. It's trash. If it weren't for the whole "python" thing, I'd have given Ren'py serious consideration though it's really only a partial fit at best.
>>324597
That sums up what I've found as well.
As you guessed, I have no interest in CYOA or VN style work - the game I've been designing for the past couple years is pretty complex/deep.
If it hadn't been written by idiots, Twine would be a good fit. All I really want is something to render text for me from templates (which is basically how I have used Twine in the past - all the heavy lifting is in pure JS, and I just use SugarCube to render the scene once I've done the data/state manipulation in the background), handle basic UI scaling/etc, and serialize/deserialize game state to persistent storage.
Twine can do templating okayish, and it's UI isn't utterly unusable, but it performs like shit and their idea of "Serializing" game state is basically JSON.stringify() which is a joke.
Thankfully, I do have the skillset to write my own. I can program well, I'm a fairly good writer, and I know how to do UI/UX though I absolutely hate doing it. I'll probably end up writing the parts I care about carefully, and then when it comes to the UI just having some unstyled table layout that gets the job done. Then if I actually release the game and someone else wants to help unfuck the UI, they can do that part since I'd really rather have my toenails ripped off than spend more than 30 minutes doing UI at a time.
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No.324878
>>324861
I'm not done with mine yet, but it's almost ready to start adding stuff to, though it's not complete to my needs. Of note, I have jury-rigged Dialogger to make dialog trees and already have a… decent… save system. The main issue with the save system is that my game is procedurally generated, so there's a lot that's intentionally not saved, but any variable you create with the variable classes is saved automatically. By default it auto-saves to local storage, but you can save to and load from files, as well. The save structure was designed to withstand game code updates.
I assumed that Inform devs would have gotten text-game developing perfectly after so much time working with it, so I did go through some efforts to replicate parts of what they've done. It has a non-blocking Rulebook system for the code, like Inform did, and it also has actions, all that exists in the world inherits Thing in some way, whatever you print is a Say object, etc. Currently it will save any of the persistent variable types you create and also all of the Unique Things. Each new type of Thing needs to be told what of its own variables should be saved, however – by default, a Thing stores only its position, but a Person also stores its states, a money bag stores its contents, etc. It's HTML5/JS using HAML/TypeScript/Compass for the project, and it's copyleft open-source.
Now the things that might be useful to you in particular:
> Jury-rigged Dialogger that exports to javascript Dialogue Trees
> Dialog Tree Processor
> While the UI was meant to look like I7 for style, it should be trivial to make it look like anything else, or even reduce it to just the printer
> UI maintains size regardless of resolution, so you see what your players should be seeing
The source is at:
https://git.catrenelle.com/reddo/the-obelisk
I have updated "dist/The Obelisk.html" to be runnable right now, though it's mostly placeholders for now, mostly testing the systems I have made to see if they work right.
The Main Menu itself is just a Dialogue Tree running, btw. It can do pretty much anything.
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No.325174
Any of you guys ever hired someone to do 2D animation work like Live2D? What do people usually ask?
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No.325187
>>324558
To be fair, everything that isn't writing your own engine from the ground up in native C is looked down upon one way or another.
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No.325204
>>324878
Interesting, I'll have a look.
In some ways this looks a lot like the engine I started working on a while back. Mine works okay, but it's ugly and I'd need to refine it.
>>325187
In other words a bunch of faggots who have never actually done any programming.
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No.325838
I am planning on making a small game for a friend, that is starting to write professionaly, using one of his non published stories as a present for his birthday, but I would want some suggestions. What would be the best engine to make a game similar to LittleWitch Romanesque (Simulation VN) and for a game similar to Eiyuu Senki (Turn Based Strategy Game)?
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No.325901
>>325204
>In other words a bunch of faggots who have never actually done any programming.
Your cobbled, unpolished engine doesn't count.
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No.325908
>>325901
your nothing ever doesn't count
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No.325914
>>325908
I've shipped more times than you can sage.
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No.325917
>>324558
>Twine breaks if you do any kind of multiple references to the same object.
pretty sure thats an issue with most choices you have available, saving things to disk dumbly results in 2 seperate objcets instead of 1 shared object.
just need to store objects in some data structure and use keys/ids/strings as references to whatever instead.
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No.325922
>>325914
sure thing buddy, but did you also build it with your own C compiler?
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No.325925
>>325922
Did I mention C? Their posts don't scream "Experienced developer", just saying.
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No.326058
>>325901
The fact that you're taking offense to my arguing that anyone suggesting writing a text based game engine in C would be an inexperienced faggot means that you're both lying about having any coding experience and that you're one of the retards I would fire in about two days if I made the mistake of hiring you in the first place.
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No.326069
>>326058
>The fact that you're taking offense to my arguing that anyone suggesting writing a text based game engine in C would be an inexperienced faggot means that you're both lying about having any coding experience
You're both retarded but you're especially a poser faggot for thinking that C is a bad language to quickly write a game which requires an ncurses interface at most to play
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No.326195
>>326069
Who's going to go through the trouble to play a porn game on curses ?
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No.326301
>>326058
>taking offense to my arguing
I'm not the one who took "writing your own engine from the ground up in native C" literally. I'm quite sure that anon was suggesting that no engine is perfect, and unless it's written to run on bare metal for maximum performance, there will always be something to complain about. You essentially called yourself a faggot who has never done any programming.
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No.326438
>>325917
It's easy enough to extend JSON to decycle shit like that. There's lots of tools that already do it. The problem is that the guys developing stuff like Twine are too dim witted to use them.
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No.326440
>>326069
>C
>rapid deployment
>ncurses
Holy shit, where to even start?
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No.326445
>>326301
These pissants mean it quite literally, or something like it. Even your comment about "written to run on bare metal for maximum performance" shows exactly how little you know. If you've actually done any coding, you're clearly to inexperienced to have undergone your chrysalis phase, let alone completed it. And until you've done that, you don't count as anything.
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No.326446
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No.326451
A literal pissing match on h-game dev environments. noice.
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No.326498
>>326451
It only happens once a day!
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No.326561
>>326451
>implying this thread is good for anything else
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No.327598
How do you guys feel about RPG maker games?
I know it's generally looked down upon but since I'm using it to start my first game, I figured it's the easiest engine to use. I could move on to better engines once I get a handle on how game devving in general works.
At the very least, I can make the game look good (visually better than the standard stuff) because I'm an artist.
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No.327603
>>327598
As long as the game is good. And avoid the sign of low quality: standard assets.
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No.327606
>>327603
Is default tilesets but with fancy shaders/light effects acceptable?
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No.327608
>>327598
Nobody likes RPG maker, but it's hard to deny that some good games have been developed in it. Go ahead and use it if you think it'll work for you.
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No.327610
>>327606
Honestly most people aren't gonna care about the tileset much. I'd worry a lot more about character art, animation quality, and gameplay - oh, and decent characters. It's ever so much better if the characters are likeable or hateable or something than just generic bland RPG protag #1234523452
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No.327614
>>327598
Unless you are going to make an RPG, choose another engine.
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No.327656
>>327606
Jesus christ don't do those, they always look awful, and also make the games run like shit since RPG Maker is mostly single-threaded.
If you want to use any kind of maker, keep these in mind:
> The more you deviate from what the maker was created to make, the more reason you have to not use the maker at all
> RPG Maker was designed with Japanese in mind, that's why it has a tiny text box with no text alignment. This makes it terrible for any text-based games, and if you're going to bother fixing that might as well use something else entirely…
> RPG Maker, by its very nature, relies almost exclusively on the art assets you bring. So either get a good artist to make a ton of CGs, or don't even bother.
It would be easier to give you better suggestions if you gave any more info about the game you want to make other than "i can the draw!". Anyway, there are some easy engines that are carried almost exclusively by the quality of the art you put into them:
> Ren'py (Pure story and art)
> RPG Makers (Art with some bad gameplay and bad ways to convey story)
> Game Maker (The most freedom you'll get with makers, but you'll have to create the base for your game)
Is fingerpainting your only skill? If you can code you can probably use some of the actual-dev oriented frameworks that exist out there.
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No.328120
>>327656
>Game Maker
I don't know about that. It's mostly meant for action games, so unless your porn is real-time it's probably not a good choice.
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No.328156
>>328120
It's commonly used for action games, but it's actually a blank slate - it is whatever you make of it. I imagine it should also have a lot of community support with examples and such for pretty much anything. The "coding" can also be in GML (Game Maker Language) or Drag'n'Drop, which is kind of like RPG Maker's coding tbh, except a tad more powerful.
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No.328330
Is skillshare good for learning how to code?
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No.328633
>>328330
It really depends on how deeply you want to learn. You want to learn how to make things do the things they should the do? Just find something you want automated and brute force your way into making it exist, over time you start to understand how to code.
If you really want to be a good programmer, however, there's a bit more that you'd need to learn. H-devs greatest failure is not correctly defining scope, which is the first thing you should do when beginning a project. Second biggest failure h-devs make is not make code maintainable; the trick to making maintainable code is to always pretend like the person who's going to maintain it is a serial killer with anger issues who knows where you live, and the fear should make you adhere to standards that are Good Code™.
At its core, coding is about knowing logic and knowing a few magic words that vary language to language (nothing major, most of the time). But you really ought to have actual classes to avoid developing bad habits while you learn the easy bits. For instance, I still have some issues with making self-explanatory code due to creating the habit of being lazy and naming variables stuff like "a". That's a stupid mistake to make, but if I'm looking at a complex block I might lose 10 minutes or more just trying to to follow where all the "a" and "b" are going.
The best languages to learn with are those with strict typing, which means they are like strict teachers and will slap you for being dumb (their strictness coerces you into writing better code). Not sure what I'd recommend, though. C is ancient, Java has too much stuff attached to it that might make it hard to understand for beginners. Most popular languages are not strict because that makes them easier to get into, but that also makes them bad for someone just starting, as they drive you to create these bad habits. You can get an idea about coding logic by just using RPG Maker and the like, too: the blocks inside events in RPG Maker mimic coding, except it's drag'n'drop rather than writing.
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No.328654
>>328633
C is still the best possible tool for actually learning programming. It's not necessarily the best tool for actually doing projects in - that depends on the project - but if you want to actually understand what the fuck is happening when you do stuff, it's the only tool aside from ASM that can properly teach you.
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No.328668
On the other hand, you could get a degree in computer engineering and still be absolute shit at game programming.
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No.328796
>>328156
I'm well aware of that. I've used it for years and have written thousands of lines of GML. I've made quite a few games in it.
Trust me, it's not what you want to use if your game involves a lot of GUIs (ie most porn games). You CAN do it, but all the easiness of Game Maker is more oriented towards real-time action games, not turn based or GUI games. At that point you might as well just use something with more freedom (ie actual coding, unity, etc) OR use something based towards GUI/turn based games.
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No.328801
>>328715
>I personally enjoy SciFi and Cyberpunk
How thoroughly do you want to integrate sexuality into your world? How thoroughly do you want to integrate sexuality into your gameplay? How thoroughly are you willing to integrate your world into your depictions of sexuality?
Let's consider two examples: Iain Banks "Culture" series and Fenoxo's "Trials in Tainted Space" game. Both are sci-fi works in which wealth and technology allows humanoids to mutate their bodies according to their whims, experience altered states of mind, and (if they wish to do so) live lives of hedonistic sexual gratification.
The Culture novels push this stuff into the background, because the audience doesn't want to read about a sequence of sexual escapades. It's difficult for a sex scene to make full use of the setting. You *can* incorporate the setting into many other scenes (e.g. relativistic time dilation during a spaceship chase; wondrous materials being used to design impossible artifacts; telepathy being used in diplomatic negotiations; pew-pew lasers and jetpacks in a shootout). If you introduce high tech into sexuality then you quickly run into objections: "why am I even trying to fuck a sweaty, awkward, temperamental human instead of visiting the holodeck (or fucking my heavily-customized sexbot) (or trickling a few microvolts through my brain) (or snorting 5mg of Orgasmarin powder)?"
Fenoxo partially avoids this question by pushing the player character towards the uncivilized frontier (where fewer high-tech devices are available) and by incorporating sexual encounters into character development. The player character *could* just fuck their sexbot whenever they get horny … but they can't buy a sexbot until they've completed half of the game, and they need to fuck NPC_A in order to advance QUEST_B, so they'll probably fuck a lot of NPCs.
Your post suggests that you're planning to write a more serious game. Perhaps we could imagine a scenario in which the player character (accompanied by a love interest) performs a dangerous mission, learns surprising secrets, defeats fearsome foes, and then returns to base. At that point the characters celebrate their success (cue saxophone music). This scene makes sense in a fantasy setting (with slight complications re: disease and contraception). But if your setting includes many things (e.g. stimulants, psychedelics, entertainment) which are *better* than sex, then you'll constantly be forced to explain *why* your characters have ignored those superior options in order to perform a caveman ritual. Or you'll need to strain your creativity as you write scenes of drug-enhanced augmented-reality robot-assisted FutureSex (which may be confusing or un-arousing for your readers). Or you'll need to downplay the sex itself and focus on the emotional context (e.g. trust, dominance, insecurity, etc). Or you'll just need to ignore the setting for a few minutes so that your characters can fuck in a way that's relatable and appealing to 21st century readers.
>I need some inspiration.
Please give us some rough guidelines.
Do your people live in villages, or in cities, or on satellites, or in post-apocalyptic underground bunkers? Are we working with conventional genders, or have they been blurred by contact with extraterrestrials? Is natural reproduction still a thing or are babies born from gestation pods? Do people fuck outside their species for fun (and/or is crossbreeding possible)? Is face-to-face communication relevant, or is information exchange entirely technological? Does the protagonist fight primarily with his hands, or his tools, or his mind? What sort of things in this world are scarce enough (or desirable enough) to fight over? If your protagonist accomplishes his quest and gets everything that he wants, then how might he wish to spend the remainder of his life? Is lifespan/ageing even a meaningful concept in your world?
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No.329019
>>328715
>interesting lecture on world building, RPG rule books?
Hopefully some of the files from this >>>/v/ share thread folder might be of use.
https://mega.nz/#F!UBp3xDrK!MRcdOY9QFHx1XtA4aXIOCw
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No.329128
How big/detailed do sprites have to be to be fappable?
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No.329258
>>329128
Quite. Whatever the fuck you're showing there isn't even close if that's what you're asking.
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No.329346
>>329128
Small sprites can work if they don't look like gorilla toddlers
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No.329379
>>329128
janky as hell. is it animated?
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No.329476
>>329346
>>329379
It would be animated. This is just sort of a T-pose to figure out proportions and positions. VX combat battlers seemed to be about the size I wanted, so I was playing with them. I really don't like the head style, though.
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No.329746
I'm a writefag with some not-quite-shit coding, my current artfag is flaking before giving me anything so is anyone looking to draw sexy bimbos for a game as well as background and UI elements? Pay obviously will be a thing, though I dunno what specific pay rate would work so that is negotiable.
Questions or more info: Add me on discord ArcticFalcon #7464
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No.329792
>>329476
There's all kinds of things wrong with that sprite.
Anthophobia is probably the best example I can think of off the top of my head for how to do it right - at least in terms of art style and detail. Can't say much for the content though.
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No.330519
>>327598
It's very good at the thing it is meant to do which is create a certain type of RPG game.
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No.330530
I want to make a mount and blade clone except with the lewd as a first class citizen.
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No.331209
Are there any books or blogposts about how to design a hentai game specifically
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No.331245
>>329079
>I saved your post.
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No.331475
>>329489
>It looks like a toddler
Any toddler raping games?
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No.332048
>>331209
You can probably use general game development books and procedures, just replace the parts that refer to the player having fun with the player having "fun".
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No.332196
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No.332262
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No.332292
>>332196
>Unplayable shit
No.
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No.332330
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No.332365
>>332196
link? looked like shit last i played but seems to have come along a big since then
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No.332370
>>332365
The newest alpha was released January this year.
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No.332394
How do people feel about a donationware model where you use patreon as a tip jar and the only benefit to being a patron is just having a credit name, not even earlier access to builds?
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No.332396
>>332394
Plenty of devs did that already and they get support, though probably less.
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No.332398
>>332394
enjoy your $50 per month
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No.332484
>>332398
>>332396
Whats the best way to do it then?
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No.332487
>>332484
Make a good game first worry about the rest after.
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No.332490
>>332487
I'm not the donationware anon, am new Dev looking for advice.
I'm working on a game now (hope it is good) but figured since the topic was brought up I'd get some preliminary advice. Obviously the project won't release for a while, I don't want to release a 0.0.1 shitfest, but the business model for a game is just as important as any other aspect and so should be looked into early along with everything else.
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No.332534
>>332490
>should be looked into early along with everything else
No. That was a serious answer, for solo indie devs ignore it until you have a playable game.
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No.332536
>>332534
He should plan ahead for it.
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No.332540
>>332536
People keep blaming bad marketing for their failures but I never seen a good game failing because of that. I did see people failing because they put their effort into marketing rather than making their game. Daydreaming like you are some big business is just a waste of time.
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No.332718
>>332540
>>332601
I agree that they should focus primarily on the game but you guys are not living in reality if you think marketing just takes care of itself
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No.332825
>>332718
Look at the most "successful" games in this area. This is not an area where marketing is being used - you just make your game and put it out there. I think the literal best sellers are around 10k sales (so ~100k revenue minus DLsite costs). The best patreons are around 2~6k a month - that's barely enough to cover ONE employee if you were a company.
If the porn game is successful seems to be dependent on the fetishes they include: if you include obscure fetishes your maximum sales amount is limited, but you're guaranteed to get sales even with a terrible game (because people with obscure fetishes often don't have other options to put their money on, so you have no competition). Furries are an odd case, they have a ton of games, but they also appear to have a ton of money, so targetting furries ALWAYS works. And if we're talking about patreon in specific, pandering for specific fetishes seems to be the best way of making money.
Then for DLsite and others… the better the game part is and the less common the genre you're doing is, the more money you end up getting. Platformers usually sell well, regardless of how good they are, simply because they're rare (and they'll remain rare forever, shit's hard to make). VNs and RPGs usually sell themselves through the quality and quantity of their art alone, though you can get a bit extra success with RPGs by creating your own systems which are good.
Indie porn game dev is multiple steps below normal indie game dev. It's mostly one guy in a basement doing it as a hobby, as opposed to a small group of people doing it as a job. The closest we have to marketing is that hw guy going to every forum, every thread and shitposting, but he's jew to the max and even tries to "sign up" other creators with himself, no idea what that even ends up meaning.
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No.332950
>>332921
>I stand by it, a good, unique game doesn't need marketing and will get around.
Slave Matrix is good and unique. The point-and-click "groping" gameplay is antiquated, but it's integrated with the bizarre monstergirl anatomy, the game's psychology variables, and the progression/economy system. The cross-breeding feature is very detailed and provides extensive re-playability. The game has sold 213 copies at $15. $3225 revenue.
Strive4Power offers a polished experience, but it contains few original ideas. The entire sex minigame was lifted from Era (as a replacement for an earlier sex minigame which was worse); the combat is bog-standard JRPG; slave psychology is a heavily streamlined version of JoNT (more playable, but less interesting). The game has 880 patrons and requires a minimum $5 pledge for early access to software. I'm too lazy to lookup DLsite or Patreon fees, so let's just use raw numbers. $4400 monthly revenue.
Maverik made a derivative game, promoted it on various porn-related forums, and maintains a social presence (via itch.io, discord, etc). Auto Eden made something special, posted it onto a crowded marketplace, and relied on word-of-mouth while he focused on extending and improving his game. Maverik earns more per month than Auto Eden has earned in total.
Please stop telling people that good games don't need advertising.
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No.333055
>>332960
>better jobs. especially now
Maybe this is getting off-topic but like what dude? I just got out of mobiledev after years and I'm a physical, emotional, and spiritual wreck. I take responsibility for that as much as the job I do, it was my choice to medicate the stress and the continuous blows to reasonable human dignity primarily with booze, but I am not ever going back to the tech sector as it exists now. 6k/month would be a significant paycut from what I was earning before but with the freedom to use my own ideas and work on my own schedule? That would be irreplaceable.
I agree it's really not much of a long-term career prospect but what exactly is anymore? I've watched dozens of competent people shit on, cut loose and replaced. You are not actually earning anything resembling loyalty, working for these people. It's literally just money and a credit on your resume, but once you get too many credits you're already too old and too expensive and for any given problem there is always a much worse and much cheaper alternative that can be done by Punjabis.
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No.333077
>>332950
Strive4Power is much better than Slave Matrix what is your point?
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No.334836
Hello, i want to start a project but i would like a little advice in regards of wich engine would be the best to do this with as little coding experience as possible
>I want to make a text based game
>i want to be able to display images and if possible make a nice UI
>The player would be moving north, east, south and west on a map
>I would like npcs to be able to move on said map and have different interactions with the player depending on where/when the player meets them
>i would like npcs to be able to remember the player and their previous interactions and build different relationships with the player
>i want an inventory and a character screen in wich i can place art and change it to display the PC's body and clothes (kind of like a paperdoll)
>i want objects the player has equiped or in their inventory to influence what actions the player can take and/or the interactions with the npcs and enviroment
>then i would just like some buttons for convenience, like one for looking around, one for taking an object, etc in case the player doesn't want to type
I have done some stuff before, but mostly worked on writing/art/UI so i'm not very experienced on making the actual game and i don't want to start working on an engine and finding out that it can't do what i want even though it's something simple
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No.334837
>>334836
Forgot to say that i'm doing a test on Quest right now, just writing stuff down and making some scenes work to get the hang of it
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No.334932
>>334836
>text based game
it's shit
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No.334957
I played once a (I think) flash game, where you just stuff a 2d girl with dildos and it distens her belly. It uses shitty physics for this. I can't find it anymore. I wanted to try to make a similar game in 3d anime character where you can stuff her womb or intestines with bendy toys.
First I thought I would make models with blender and use softbody physics, but it feels like it's not practical, it feels like it uses way too much resources and is glitchy.
Am I wrong and this is a good way to make the game or are there other methods which would be more suitable?
Why I want to make it 3d? the anal stuff wasn't that much fun in the 2d version because the intestines just stops after a short distance and in 3d it would be cool to see the belly morph depending on how much dildo/tentacle is inside.
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No.335001
>>334932
Its better to start with something like that if its a first project, better have something simple and achieveable than being overly ambitious and never bring able to finish it
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No.335181
>>332950
Slave Matrix is garbage.
The underlying idea is fine, but everything about the game is tedious trash. It includes little features like:
>contrived debt mechanic
just as boring this time as it was the last 100 times.
>piss fetish out of nowhere
fuck the nips. fuck them.
>orgasms destroy stamina
you're punished for fucking unless you're an edging fetishist. nice design, ace.
>wanking is better for building your own arousal than sex
relatable for deathgrip porn addicts I guess?
fucking retarded bullshit.
yes you can raise arousal higher with sex if you like carpal tunnel, but it's still fucking stupid
>horribly limited interactivity
you can only fuck or torture your slaves and only in one position.
>everything is grinding
the trap of slave trainers everywhere. click nipples a million times or whatever to max X stat.
use AHK to automate this so your hand doesn't go numb.
<congratulations you hit the frog 134512352345234234234523523452 times.
The only thing the game has going for it is the sheer complexity of the genetic system and how it expresses as physical attributes in the offspring.
that's pretty cool.
if only there was a real game wrapped around it instead of something that barely qualifies as an alpha level demo.
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No.335182
>>334932
>when niggers post
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No.335268
>>334836
>>334837
I was thinking about this, i have some experience with gamemaker, what about using that to make this?
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No.335469
>>334836
It seems you want to make a text-game like the older interactive fiction games. Inform 7 would mostly fit perfectly with what you want, given that it is pretty much updated Infocom, with the exception of:
> nice UI
That's pretty much unfeasible with Inform without some heavy use of ==MAGIC== . To achieve that you'd have to use the ancient scrolls to interact with the Virtual Machine on a lower level, otherwise you get bad results and even worse performance. Most of the low-level stuff interacting more directly with the VM is undocumented, so you're SOL if you're trying to get it to work and you're not involved with the development of the interpreters. The people working with the interpreters are nice and would love to help you, though.
Tbh, it seems like you want to add a ton of systems, that means you will have to do a ton of coding regardless of what you end up choosing, so you might as well just pick whatever has the most of the stuff you want ready to go. My suggestion: bring down requirements and make a simpler game to start with. Also choose what you want to focus on: story or game? If game, Inform > Twine, otherwise Twine > Inform. Also keep in mind that Inform is essentially the ancient language of the gods, twine is the new kid on the block… that means you might find more diverse help for Twine than Inform. Twine also runs without interpreters, which is a big plus.
>>335268
While you can make anything in GameMaker, this would be akin to reinventing the wheel. You'd have to teach it to print text, if you want it to parse commands you'd have to teach it that AND you'd have to teach it to receive those commands as well, you'd have to teach it buttons, etc… it would be an incredibly large amount of work.
So, if you really want to go with infocom-style I'd strongly recommend Inform, because it's literally the maintained infocom style. It should also have a ton of plugins you can add that do stuff for you. Otherwise go with Twine, but it's going to be hell to make the UI look decent while also making the game go at a nice pacing, twine is just not meant for real games.
If you're going to make it all from the ground up I'd suggest just going with clean HTML5/Javascript. That gives you access to everything HTML and so you don't have to worry that much about presentation. It also works on every platform without any extra work. This would require you actually know how to code, however.
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No.335540
>>335510
>doesn't want to make a VN, KN or dating sim
Well, the fuck you want to do? I mean is twine okay? I have no idea what you want to do, just what you don't want to do.
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No.337077
I currently started working on an ARPG porn game. Wish me luck guys so that maybe in a few months I will be able to post a build here.
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No.337120
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No.338527
>>322357
Hello, I'm trying to find info about pic related. It looks like it's a western game in development. Is the artstyle familiar to any of you?
I believe I saw this picture in a previous thread here. If it helps, the anon who posted that picture said it was about a lonely widow with some rumors running around about her being a witch. It looks like it's /ss/. The kids probably barged into her house trying to investigate these rumors.
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No.338534
>>338527
You should've asked in either the begging thread or the "questions that don't deserve their own thread" thread.
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No.340206
Putting together a small demo. Thoughts so far?
https://streamable.com/dlhij
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No.340230
>>340206
Is this a Mount and Blade mod or similar game? Looks nice so far.
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No.340254
Does anyone have any resources for sound effects or does it really matter?
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No.340265
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No.340299
>>340254
There are some good free assets for sex sounds out there. Regular sfx you can get from the usual places such as
freesound.org/browse .
>>340230
Thanks. Yes, something like that. You capture elves either by raiding their villages, capturing them used from goblin caves, or by fighting their patrols directly. You can sell the elves on the slave market for quick cash, train them as pleasure slaves for some more income, or train them into combat units to support you in battle.
Just have the basics down so far.
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No.340394
I'm sure this is asked here sometimes but I couldn't find much and my Ctrl+F searches didn't help much. Are there any good tutorials for making a game similar to Akabur's games or Four Elements Trainer in Ren'py? Most of the tutorials I find are just for straight visual novels that move in a linear pattern and I want mine to be more "open world" like those ones.
Also I know technically you aren't allowed to use Honey Select for the visuals in a game but some successful projects have been doing it without anything bad happening and until I would make enough money to pay someone to make assets for me this is my best bet. However I really like the art style of Illusion's Koikatu better than Honey Select, are there any downsides to using that instead? It seems to have all of the same options for posing and whatnot. Also to follow up on this is it in poor taste to use mods for these games when designing a character because I've only ever used repacks and I barely know what's a mod and what isn't at this point and have no real way of crediting the mod authors.
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No.340474
>>340394
They are just straight visual novels, they just happen to have a few variables that store some shit.
Also just read the EULA for these games. Tbh you can probably do whatever you want and no one will sue you over it, I don't see any moral issues around using a poser to make poses, but unless the EULA specifies you can do this, there are going to be legal issues. Now, it's a shitty porn game from overseas, they won't bother suing a random nobody over usage, so do whatever you want.
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No.340488
Not sure if I should bother making a game since my art is shit. On the other hand there are people raking in cash with what I would consider to be shitty to average art or just text and never ever updates. Is there any point making a game if I cant art?
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No.340501
>>340488
You already answered your question.
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No.340541
How much of our game do you think we should have done before releasing a demo? I was considering just uploading semi-monthly updates on it but i'm not sure if anyone would bother playing it this early on.
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No.340546
>>340541
Well it depends, post something so we can tell. If it has decent art then generally even very little content is accepted, if art is minimal then you need something that catches the interest of people like a specific fetish, if you don't have either then yeah wait.
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No.340574
>>340541
>How much of our game do you think we should have done before releasing a demo?
What's the genre?
Some games are more suitable than others for demos. A visual novel demo is arguably a waste of time - you're asking players to learn backstory and characters and become emotionally invested in them, but then you abruptly terminate the experience without a satisfying resolution. When you release the actual game, players will need to spend time replaying the original chapter(s) in order to access the new material, which is frustrating. If players are expected to repeat this process monthly, then you might alienate your early adopters. JRPGs often suffer similar problems, with dull content (character intros, backstory, fetch quests, exposition) being front-loaded in the early minutes. Action games can drop players into a mid-game mission for immediate excitement - but only if the game's controls and mechanics are simple enough to obviate a tutorial.
Your demo needs to engage players in some way. Maybe you've got great artwork which can be sprinkled throughout a few minutes of boring gameplay. Perhaps you've created interesting mechanics (movement system, ability combos, puzzle designs, etc) which can impress players even if they completely ignore your world and characters. You might have written an original and amazing story - but that doesn't mean shit unless you can deliver it in an interesting way (it you're asking me to read a multi-page text dump before I've seen any gameplay, then you fail as a game designer).
> i'm not sure if anyone would bother playing it this early on.
What do *you* actually want from the demo?
* interest check. You want to know how many players would potentially play and/or buy your game (in its *current* unfinished state). This feedback will help you to gauge how much more work is needed before the game is truly enjoyable for players.
* consumer-level feedback. You're committed to the core design of your game and its story, but you're willing to make minor adjustments (e.g. difficulty tuning, item drop rates, breast sizes) based on feedback.
* designer-level feedback. You're willing to make fundamental changes to your game (e.g. remove the combat system, add puzzle dungeons, rewrite the plot into a revenge story, swap the MC's gender) based on feedback.
* recruitment. The demo is intended to show off your talents, but the game cannot reach its final intended state without assistance. The demo will entice talented people to contact you and join your team.
* hype. You've already finalized the game design and your team is full. You just need time to complete the game. You're hoping to build/sustain enthusiasm by releasing incremental demos. Interested players will be invited to join your Discord, subscribe to your Twitter, and spread word-of-mouth.
* funding. You plan to release a few early demos, but you'll eventually limit access to crowdfunding donors only (in order to offset dev costs, commission custom artwork and music, pay library license fees, etc).
* content. Your game includes significant potential for user-generated content (e.g. level design, character customization, AI scripting, modding). You need users to tinker with these systems in order to test their limits, refine them, and verify that the custom content can be shared and remixed in the intended ways (e.g. MacOS-derived content can be imported onto an Android device).
Note: if you answer "all of these above" then you're dodging the question. The answer here should guide your demo-release strategy. If you want hype, then hold back until you have a polished demo available (and a scheduled release date). If you want designer-level feedback, then you should release a barely-working early demo with stolen/placeholder assets.
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No.340602
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No.340636
>>340574
Thank you for this! I admit there are a few boring scenes that i'll need to fix from text dumps so I probably will wait on releasing it. A reason why I wasn't so sure was because I wanted to create the scenes first and then work on art but I might just draw some sketches and put them as placeholders during the event.
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No.340911
What kinds of porn games are there, and what niches exist to be served? What scratches to be itched?
I’m thinking in terms of mechanics rather than fetishes, though no doubt they can be closely correlated – slave trainer games, for instance, are distinct in both regards.
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No.341036
Some concept sketches I was considering for the three MCs you can pick from.
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No.341078
I have a game that I started making just for kicks (I love modding, so I have an itch for making stuff). It is a RPG maker VX ACE game. I made bretty gud progress, intro and a big chunk of chapter 1 are mostly done, and then I stopped.
I'm now thinking of continuing and perhaps going patreon or something. Why?
Well, the company I work at is having a bad time, so I'm currently at half working hours and reduced pay, so not good. I have the time, faggots are making a killing being incompetent, lazy cunts.
Yeah, I know. PRG Maker a shit, but it works for me.
And Patreon also shit. I hate it when the developers make everything exclusive and have big donation options. I was thinking along the lines of patrons getting versions 1 week earlier and minimal patronage (1-5$)
Anyway, I wanted to ask - should I been bother? Is there a better platform than Patreon? How do I avoid getting nuked from it? (atm games has lesbian/yuri, futa and rape)
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No.341079
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No.341097
>>340602
If you can't read that you should never consider developing a game.
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No.341114
>>341036
>when you can't do faces
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No.341118
So im not at the stage of actually making shit properly yet and its not exactly going to be an H game but it will have H game stuff in it but I just wanted your guys' opinion on the sprite work so far. And if its good enough to do H game elements with. Theres no light logic on it yet on purpose, still trying to get the general form down before putting light logic on it yet.
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No.341148
>>341036
I mean I like it but there is not much to comment when people just post a piece of art
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No.341161
I have a vague idea of a text-based game in which a heroine has to sneak around town naked, or bottomless or etc for some reason.
I have a sense that I want this to be a bit like the era games. That is, characters are a bundle of unchangeable and changeable traits, stats, skills etc that combine into a unique (or unique-feeling) entity who reacts differently to different situations. While some have special dialogue or unique traits, virtually all of them are subject to the player’s whims.
(I guess another way to describe this system would be “like CKII”.)
The issue is that I don’t really know how I’d go about brainstorming the actual meat and potatoes of the game design, and I don’t have a clear idea of how gameplay would function (or rather, I don’t know where I ought to start). I don’t even know if you’d play as the unfortunate lady, or as some kind of malevolent entity haunting her, or as some kind of malevolent entity haunting a specific part of town in which you’d toy with the lives of pedestrians walking through.
I need to have a clearer idea of where this concept will go before I end up stuffing all my conflicting fetishes into it and turning it into a bloated mess. Unfortunately I don’t know many resources out there for porn game design, which of course is why I ask here.
(Though, while typing this all out I’ve brainstormed quite a bit, like the idea of haunting a specific part of town instead of someone specific. So maybe I just need to blog about it some more.)
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No.341233
>>340574
thank you for your post, always interesting
do you work in the industry ?
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No.341975
>>341078
Patreon is most likely your best bet. I have personally searched for other platforms but all that are somewhat similar don't allow sexual content at all.
And even on Patreon there will most likely nuke you if they find out that you have one of these in your game: "bestiality, incest, sexual depiction of minors, and suggestive sexual violence".>>341078
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No.342087
>>341114
Yeah hopefully I'll improve at drawing before releasing a build
>>341148
You're right, here was a scene I was planning on putting in. I will have to change some things though, especially the writing.
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No.342128
>>342087
Right, for a game like that art is the main draw, writing just doesn't have to be terrible. Are you sure you want 3 characters for that type of game? You need to draw everything three times so the only point of that would be if each character had her own storyline (doesn't have to be too different) since the scenes have to be unique anyway since that is what takes up the most time. However if you want to constantly release updates people wont play with all 3 every patch, so it doesn't work well with that model. It could work if you have one main character picked but you can still access the scenes from the others as they become followers or you take control of them for a period of the game.
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No.342141
>>341975
>>suggestive sexual violence
Given how loosely that is defined, that is the biggest problem.
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No.342146
>>342087
>RPGMaker
>Wall of unskippable text
>Sketches
Western "games".
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No.342148
>>342128
Getting rid of 1 or 2 girls is probably for the best, I was having trouble making one of the characters so i'll probably remove her.
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No.342169
>>342146
That's MV. MV has a built-in text skip.
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No.342237
>>342141
I think that the best bet is not to advertise the "a rape" feature directly on Patreon.
There is a game on Patreon called "Harem Hotel" and it got temporarily banned because one of the characters looked too young. I only read that it was because of her outfit so I guess it was probably a school uniform…
I also guess that the author was stupid enough to share a screenshot of her directly on Patreon. I doubt that Patreon employees play those games.
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No.342408
>>340206
Uploaded a demo. Comment, criticisms, recommendations welcome.
https://molfyn.itch.io/untitled-elf-slavery-game
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No.342499
>>342237
I believe people report them maybe with screenshots.
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No.342500
>>342408
Well this is a bit early in development so can't say too much about. I suppose you are aware of various bugs regarding camera positions, ui overlapping and all enemies having 0 troops. UI is also messy with the various styles, camera is too far away with only temporary zoom. Not fan of the heart popping up on capture. Too early to share it in my opinion, polish it and add sex. (unless I missed that)
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No.342688
>>342500
I was hoping to find some people who would be interested in joining to help with those aspects. Because I myself don't have the best eye for design I was hoping someone could help.
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No.342758
>>322380
What kind of fag uses an engine to build a game? You're supposed to make your whole game from scratch in c or c++.
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No.342759
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No.342770
>>342759
no surprise on those polls results.
have porn and make it not run like shit, wish most weg devs could figure it out.
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No.342786
>>342759
>Mindbreak in top 3
Im proud of /hgg/ today
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No.342800
>>342770
Yeah but stealth is bottom-last with only 1 vote. If people just want sex, why don't they play one of the other 1354353 Loli games from Japan with better art/animations/etc, instead of one built on kidnapping? The dungeon stuff is also very low too.
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No.342864
Since the most results from >>342759 were for additional lewd content, I mage a poll for which type of lewd scenes to add/change.
https://strawpoll.com/f9gwpxr5
Remember you can choose multiple ones.
I'll still work on the other high-voted ones from the other poll though, don't worry.
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No.342879
>>342864
looks like most people are interested in more non-con stuff.
>kissing in second
what?
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No.342910
>>342759
Lol for fuck's sake you STILL haven't finished this fucking loli rape sim? I remember this shit from AGDG like more 5 years ago
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No.342912
>>342910
Good loli rape simulation takes time anon. Simmer down.
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No.342970
>>342688
If you want something done you have to do it yourself. Just post on various dev threads, they will shit on your work so you know what to change, that is what I did.
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No.343003
>>342910
Well, as far as I know, it's also the only one around worth paying any attention to. The only other ones I've found are already rotting corpses long abandoned.
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No.343025
Okay, now that there's 200+ votes on the genral priorities >>342759 and for scenes >>342864 now what about age ranges?
https://strawpoll.com/5y21ez8w
Since I think what non-con might mean could differ between them, plus even on other ones I could add more variety to certain ages if it is something about ages (ie certain responses might only make sense for older or younger girls depending on how knowledgeable they are about stuff). This wouldn't really impact which scenes get done, but more how detailed they are when it comes to dialogue I guess, since I can't always use the same dialogue for 4 as I could with 13.
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No.343555
>>343025
Any link to the build? It's been a while since I've played.
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No.343563
>>343555
The January release can be found at >>>/agdg/33153
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No.343680
>>340394
The Studio manual has a line which specifically states that you're not allowed to use secondary content like videos or screenshots from the game. However, like >>340474 said, plenty of people have been doing this in the past and the chances of getting caught are pretty slim because they're on the other side of the world. It would be worse if you exported the models and used those.
A warning though: this might all change since everybody's beloved company Fakku has the western publishing rights to Illusion games now, so they might actually try to milk the Honey Select patreon scammers dry.
Mod creators are usually anonymous and I wouldn't recommend crediting a repack, since you're basically admitting piracy then.
On topic: I researched this because I've been planning a free management game in Godot for a while now with KK screenshots. I've spent some time fucking around with all the relevant features in the engine and in KK studio and am now probably ready to start prototyping.
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No.344468
>>342408
Where did you get the assets for this? I have an idea for a game that's superficially similar (mount-and-blade-esque), and summer break's almost here, so I'll have time to actually try devving– models for cute girls would greatly accelerate that.
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No.345446
hi everyone. i'm starting development on a game but i'm kinda stuck on the assets. i want to give the player customization of the characters' bodies and also support sex animations. i was looking into SVG but i'm pretty lost on how to implement what i want. are there any tools that can help me with this? 3D would be fine too if it's not ridiculously difficult.
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No.345763
>>345446
maybe decide what kind of game you're making before worrying about assets? i mean you haven't even decided if you're doing 2d or 3d yet!
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No.345912
>>345763
i have decided what kind of game. it would work for 2D or 3D graphics.
so would anyone be willing to help me instead of giving me "advice" i didnt ask for?
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No.345913
>>345446
so to be 100% clear this is what im asking about
>i want to give the player customization of the characters' bodies and also support sex animations.
simple. very fucking simple. that's what i want to know about. i didn't ask for advice on any other part of development.
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No.345934
>>345913
good luck sunshine
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No.345980
>>345934
why do you feel the need to be a fucking asshole?
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No.346018
>>345980
jesus, you're kind of a bitch.
But to answer your question, you may wanna do a character model,clothing sprites for said model and a data base.
then depending on your engine you do something like this
CREATE EVENT
Code:
hair = 0;
shirt = 0;
pants = 0;
shoes = 0;
DRAW EVENT
Code:
draw_self();
draw_sprite(SPR_Hair,hair,x,y-10);
draw_sprite(SPR_Shirt,shirt,x,y);
draw_sprite(SPR_Pants,pants,x,y+5);
draw_sprite(SPR_Shoes,shoes,x,y+10);
Then have buttons to add the variables by 1, and the image will automatically change.
Also, make the sprites white, if you want to change the colours.
you can also take a look at how the simbro guy did it.
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No.346192
>>346018
i have considered using sprites but my concern is it will severely limit the size differences of different body parts and cause scaling issues. i want to support rather extreme proportions if the player wants.
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No.346269
>>346192
You might want to look into Vector art then, that has pretty much infinite scaling
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No.346281
>>346269
that's what SVG is. so i was trying to figure out how to work with it beyond initially drawing the SVG image. I was wondering if there are any tools that make it easier to work with or maybe paperdoll tools that abstract away the SVG format entirely.
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No.346375
>>344468
>Where did you get the assets for this?
1/ various places 2/ made some
would you want to collab?
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No.351077
Looking for a lightweight 2D engine that can easily implement custom right click context menus. Anyone know of something decent?
Thanks
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No.351134
>>342759
You should work on roping yourself
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No.351135
>>351077
amazing book!
you might want to check out Godot btw
maybe this is what you're looking for:http://docs.godotengine.org/en/stable/classes/class_popupmenu.html
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No.351195
>>351077
Like any of them?
Except very old Flash versions?
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No.356827
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No.356835
>>351077
Someone already mentioned Godot but you could also use Unity.
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No.356913
What do I do if I want to make a non-text based game but I can't draw for shit?
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No.356922
>>356913
You pay someone to do the art for you. Or you just make the game anyway, if ethos of darkness is relatively successful honestly anything can be.
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No.358185
>>356827
Making a Lilith's Throne dollar store knockoff
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No.358219
>>358185
When will you be having your meltdown about Brexit, and will you be coding in gender identities (((before or after))) bashing transsexuals?
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No.358230
>>358185
But will it have 254 different combinations of different ears, tails and so on that does absolutely nothing?
Either way, good luck to ya. Been so little new stuff lately I'll gladly take a rip-off of a knock-off of a copy-pasta of a clone.
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No.358259
>>358185
Current lilliths throne is pretty shit gameplay wise, keep it up
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No.358281
>>358185
>text-shit
doesn't count
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No.358359
>>358281
It's still more than what you did, faggot.
>>358259
It was never good. Combat overhaul did that even worse though.
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No.358471
What's a better concept?
> rpg / dating Sim based on Shonen Manga tropes
> an alien gives pc power to time stop and turn into tentacles as an apology for crash landing and killing the pc.
> each heroine has a Shonen Manga scenario (super power fighting, reverse isekai, magic/exorcism)
> becoming physically and emotionally more connected with PC gives heroines more power
> option to hook up with the rivals instead and go to rival path, or reconcile both sides
> farming sim
> pc enters an alternate world while napping in an abandoned bus stop
> he is trapped in a farming community of witches and monster girls
> local witch helps you open the door to your original world but procuring all the ingredients require at least a year
> harvest herbs, mushrooms and wild plants to help her open the door
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No.358483
>>358471
we are in the cliché nothing new boring seen a thousand times era
can't wait for the new wave to come
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No.358560
>>358471
Both will require an enourmous amount of art. Not sure if you'll be able to do it.
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No.358643
What's good approach to randomly generating height, weight and bust/waist/hip sizes? Any statistics I could use?
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No.358645
>>358643
>height, weight
height - ~100-+10 = weight
>bust/waist/hip sizes?
90/0,7*bust-+3/0,9*bust-+4
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No.359201
How do I create a paperdoll. Are there any convenient tools for that or do I need to make everything myself (if so any tips)?
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No.359957
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No.360071
>>359957
>>359201
The idea behind a paper doll is that it's so simple you don't really need anything. There was a KISS maker back in the day, but do you really need to? You can just make a layered HTML5 thing with javascript and it should work just fine. You can just use jQuery or something to make everything draggable and gg
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No.360209
>>360071
I was asking about creating the art itself. If possible, I want to achieve similar look to free cities.
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No.360210
>>356827
Just making a generic gamemaker game
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No.360249
>>360209
>free cities
You talking about the pixel art, the renders, or the vector art? Each one will obviously benefit from different applications.
I think most Pixel Art applications are free. Vector art might be done with Inkscape, but I'm not entirely sure of that. I think there's a way of using customizable vectors in HTML5, as well, Queen of the Seas does that, which allows for a lot of variety with less assets.
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No.360483
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No.361103
>>358643
I randomly generate height and a body size then pass that through a bmi formula to get the weight, with players selecting a body size in character creation and using the same formula to generate their weight. If you wanna steal the formula, here you go.
# BMI FORMULA FOR REFERENCE 703*(weight/(self.height*height))
@property
def weight(self):
bmi = int((self.body_size*2.5)+17)
if self.body_size > 4:
bmi += 2
conversion = bmi/703
return conversion*(self.real_height*self.real_height)
>>358643
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No.361105
>>356913
Finding an artist isn't hard. Just start coding and use placeholder assets for the art until you can trick some shleb into drawing for you based on "future split profits"
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No.361216
>>361105
You will be left with your shitty "game" with placeholders.
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No.361260
>>361216
I've seen plenty of OG indie games, fangames and mods, with very solid and original gameplay mechanics but with barebones programmer art, have random artists and graphicians draw for them sprites or models, free of charge.This only applies to normal games though.
H-games require the main developer to be an artist first rather than a coder, and if that isn't an option, then you better have good connections, a good friend who is good with the pencil or wads of dosh.
Unless you're doing textgame, then nobody gives a shit about your game because the market is saturated, and even good writing is often overlooked in exchange for fetishes and pandering to demographics.
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No.361281
Is bad performance something you actually need to worry about with a text based game? Besides Free Cities I've never come across a text game that ran poorly. CoC was given a lot of shit for its code and it didn't have terrible load times or lag.
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No.361287
>>361281
No but if the game ends up having issues then you need to fix whatever you fucked up.
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No.361292
>>361260
good job, you have the same speech as video games "critics" of 2005
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No.361312
>>361292
I don't think game critics from that era would ever talk about hentai games, even less know they exist. All the yellow journo fuckers in media have been incredibly prude until just barely recently.
Besides, how is my figure of speech "similar" to them? I'm actually rather curious since i never read anything on outlets, even less bought any magazine that wasn't a cheatsheet or guide for a game.
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No.361334
>>361312
>me so unique
Yeah, nah…
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No.361632
>>361312
The idea that indie devs need to be artists first and programmers second, and text games are a dead saturated market is straight from a pre-minecraft world. Doesn't mean it's not true though.
If you want to make your game as a fun side project, go nuts. Write whatever you want. Make a text game. Have programmer art. But if you want to make a living in the modern H-Game industry, you need two out of three qualities for your game: Good Art, Good Smut, or Good Gameplay. And if you don't cater to a target demographic with fat wads of cash literally falling out of their pockets, you'll never make a living. Why do you think all the western games that make fucktons of money are all full of "degenerate" fetishes by this board's standards? Those are the fetishes that make money, and they're trying to make a living.
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No.361814
I can code, but I can't draw. Any good guides for beginners? Particularly figures, obviously.
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No.361860
I installed new text to speech voices for windows but it crashes every renpy game (those new voices are so much series than default)
Can there be anything done to modify those games so it wont script crash every second?
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No.361876
>>361632
>indie devs
But all i said is that H-game devs have to be artists first due to the nature of the games. Regular indie devs shouldn't even have to worry about that as long as the core gameplay is solid, and it better be fucking solid because fuck playing shitty games.
To put it simple; I never alluded that "good art = good game" as this has never been the case, but rather that "good art = good h-game".
>but all those popular sprite games that rely on gameplay
The art is usually very good for 16-32bit sprite graphic aesthetics and the animations are top notch, which takes a damn good artistic foundation to pull off due to it being sprites. They would be successful even without the gameplay as sprite porn galleries.
Then again, a game of any kind that looks wonderful but plays like shit and runs like shit is bad all around. Gotta program it decently to make an h-game work. Coding is significantly faster (not neccesairly easier) to learn than drawing from scratch, hence the "artist first".
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No.363336
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No.363911
>>358185
Dev here, is there something like JavaFX but for C++? I'm getting sick of Java honestly.
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No.363931
>>323852
>>324019
That video was made in 2011, Anon. Since then we had a LOT of improvement in computer science: we made deepfakes, computers beat human champion at go and we also had improvements in making chatting robots:
https://www.youtube.com/watch?v=S5t6K9iwcdw
Besides dialogues in eroge are focused only on sex. Making a program that can speak about a single subject is much easier than making a program that can speak about anything.
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No.364061
>>323852
This is a great question. I think there's no clear answer, but there's a hint:
You can't create procedural generation and back-fill it in with custom content. That works great for mediocre work, but it makes the custom content seem lack-luster. You'll always be playing catch-up.
Instead, you need to make intensive procedural generation that has enough variance to all the player to create emergent gameplay that's convincing. It won't be perfect, but it's the way forward, I think.
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No.364083
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No.364415
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No.364421
>>364415
that's from april bro, he's dead
much to the surprise of no one
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No.364791
umm another dev thread.
lets post some outdate dev video
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No.364792
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No.364806
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No.364816
>>364791
>>364792
>>364806
Wait, is Fiera Quest back?
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No.364818
>>364816
no feira shit is dead
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No.364912
>>364818
I forgot if you're the artist or the programmer, but which one are you and are you doing everything on your own now?
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No.364978
Been having talks with some art fag about doing a violated heroine/degrees of lewdity mash up, ie
>no random events.
npc gender,number,dialogue lines and locations are all fixed
>no sprite based sex scenes
2d animated pose (missionary for example) showing both PC and NPC models in which the PC can decide how to react.
Don´t really know if it's worth considering tho. since I'm already working on my game, so I'm in need of some advice.
pic related , it's the guy's art style.
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No.364981
>>364791
lmao why would you post a vid of yourself pitching a tent
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No.365015
>>364978
>Taking inspiration from two of the better projects
>Nice art style
I mean, just from this it seems like an okay idea. Main question then is can you work with the guy?
>Own game
Well, can't give any useful advice if we don't know the other half of the story. What are you working on? is that a worthwhile enough project to turn down drawfag?
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No.365022
>>364818
Could you dump the art for it somewhere public?
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No.365043
>>365022
https://www.LINK REMOVED/eccma417
https://baraag.net/@eccma417
>>364981
>>a video about BattleSex Control& Key Input
why lmao?
>>364912
artist
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No.365055
>>364978
looks good
but for me the only thing really making a difference is the ui
I hope you will make something smooth to play with
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No.365065
>>365043
>chink
I didn't need this nostalgia feel
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No.365067
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No.365068
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No.365284
>>365043
Thanks. I've been a fan of your art since 2008.
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No.365850
>>365043
Glad to see you're still around and making the lifeweb-equivalent of an rpg hgame.
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No.366181
I know it can be a contentious issue but what monetization options do you think are the most fair? What state of completion do you fell is acceptable for a project to start e-begging? Personally I find a lot of projects out there to be far from what I would consider a reasonable state but I suppose if it works who can blame them?
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No.366210
>>366181
Work for pay or sell goods. The begging is usually pretending to work for pay but not actually working, that's what's wrong with it. The same problem as selling goods but not delivering them. It's fraud.
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No.366252
>>366181
Never give money to someone that either A) does not have a finished design document, or B) does not have a history of finishing projects. The document is the big one. It should include a complete list of features, the gameplay explained and a guess as to the amount of content there will be. The biggest crime many of these games is that they start accepting money through ebegging, but then start going back and redoing parts of the game instead of pushing forward and completing it. I'd give a dev a once do over, a second draft, but beyond that you know that faggot is just milking with what he has rather than taking risks to deliver the final product.
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No.367428
YouTube embed. Click thumbnail to play. >>323852
Well theres this
https://shinobuproject.itch.io/game
I know its not quite what you were talking about but it does show some promise as a waifu simulator with dynamic response to actions.
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No.367431
>>367428
HOLY-SHIT, THAT'S LIKE THE CUTEST THING I'VE EVER SEEN
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No.367449
>>366181
Pay for it when it's done I say. I don't pay for bread while it's still dough, I don't pay for a table while it's still raw wood.
Start small, then invest the money made into larger and larger projects with time. ONLY once you've got your own traction should you start something like a Jewtreon; at which point offer no rewards whatsoever and just keep it exclusively as a personal tip jar.
I for one can attest that I prefer devs that start off on short-but-complete 30 minute RenPy's than the ones that start on the next Big Brother/DmD/MotH with a brand new engine, new models and some shitty gimmick that never gets used; only for it to all fall through before you even get a virtual BJ. Hell, some of the best ones I've ever played are just short, polished 30 min RenPys with a split ending over fully branching paths.
There's nothing wrong with just treating this industry like every other one, and selling finished product.
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No.367511
>>332950
>heavily streamlined version of JoNT
JoNT?
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No.367639
>>366210
>>366252
>>367449
I was thinking of going with an expansion pack type model. Something similar to some free to play games (thinking PoE and such).
Release a complete base game with a finished gameplay loop that can stand on its own. Then a few times a year release an expansion that adds new content. Could be a character pack with new characters, a cosmetic pack with new wearables, a fetish pack that adds X fetish content, or whatever. That way people can clearly see what they're getting and donate/pay accordingly.
The end result would be the sort of expansive game that many patreon games claim to be making, only delivered in a fair way where people only pay when you actually do something.
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No.367641
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No.367714
>>366181
Either tip jar or outright selling finished product. Anything inbetween is pure kikery and should not be condoned.
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No.367958
>>367714
>>367449
What could we use as a tip jar or "full price" payement method that wont kick us out as soon as we post loli and stuff ?
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No.368064
>>367958
>no game yet
>HOW ME MAEK MONI GIBE LOLI MONI
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No.368139
>>367958
Patreon doesn't care about what you're doing if you don't publicize it on their platform, so it'd still work as a tip jar.
DLsite and itch.io also don't appear to give a crap. Isn't there a somethingstar coming about too?
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No.368164
>>368139
from what i've heard subscribestar is a shady russian mafia thing
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No.370157
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No.370304
Deciding on whether or not to make a trainer game or not, wondering what kind of things anons would like to see that you haven't already.
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No.370322
>>366181
Fenoxo has a model where backers pay for access to builds before anyone else, I consider it a good model since it isn't something like an expansion pack which blocks too much content behind a paywall most people are going to bypass lest you put copy protrection on your hgame.
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No.370384
>>370304
>actual sexual content
>no grinding, or at least no grinding unrelated to training
>no cuckshit: if anyone else is fucking your slave, it'd better be another slave acting on your orders
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No.370553
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No.371195
I have been working in a simple erotic hg with some rpg elements based in YuGiOh GX.
Made using PowerPoint and some models that I found and nude-edited.
At the moment features some perfectly looped sexual anims and dialogs.
The story takes place after the end of the anime. It's some kind of Azuka (Alexis Rhodes) sex/date sim with some non-sexual events like taking advanced classes, giving lessons to cute females students and having some "duels" (Puzzles like choosing the correct move),
I could upload it if someone wants (Currently it's not translated to english but I could do it easly).
Girls to fuck:
Asuka (5 poses)
Momoe (1 pose)
To do:
Add Junko, Rei and miss Midori Hibiki
Give me your feedback and ideas.
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No.371241
>>370304
>make the dude invisible and only have a floating dick in scenes, or have proper pov scenes that don't look like i'm watching some hyper muscle fucking the slave/trainee.
>no forced or """"optional"""" cuckshit. as in; it still happens, you just skip the scene.
>add a gallery and a way to access it without having to play through the game, i'm here to fap, not to spend 3 hours before i see a single tiddy.
Also, this
>>370384
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No.371409
>>371195
I think it could be interesting. The model looks alright.
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No.371456
I'm making a text-based game. I mainly do it to improve my writing skills, but at the same time I want as many people as possible to at least try it. Many people wouldn't even look at a text-based game, much less one without any visuals, so I was wondering if I should, as much as I would hate that, add real porn pics to the mix.
In other words can pure writing stand on its own as a porn game, or should I add porn pics into it?
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No.371474
>>371456
I'd say it depends. I know there are some fanfics in the day that got my rocks off. Now tho, I have poor eyesight and reading too much can strain my eyes, so that's the main reason why I stay away from text-based games sadly…
What I think would be great, tho is more work, is to have options that the player can turn images on or off, that way it can maybe appeal to more people. Some can enjoy the porn pics, but also some can enjoy just the words and letting their imagination help make it sexier for them. What you decide to do is up to you, this is just my 2 cents.
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No.371493
>>371409
In the gif she doesn't blinks, but in the gameplay she does it. It's just that in the actual game there's another gif superposed.
Forgot to say I will upload a demo in 2-3 days and will never ask for money, so "if I do" it's another guy posing as me. All I want is your feedback, because this is just a hobby.
Also i'm gonna add a lore-friendly galery-mode/quick mode with more YGO girls (Akiza, Kotori and Cathy) and some female duel monsters (Dark Magician Girl and Cyber Blader)
The sex mode consists in the girl fucking a completly invisible character.
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No.371498
>>371195
>>371493
I'm open to requests, critics, suggestions and gladly accept your YGO fanfics, stories and modifications.
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No.371501
>>371493
-thumbs up- sounds good. I'm not all that versed in yugioh, but I'll check it out if it can run of my 4GB ram computer
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No.371502
>>371501
Of course it will.
It's just a powerpoint presentation with lots of screens, links and gifs.
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No.371503
>>371501
I will try do my best this days with the translation to english
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No.371548
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No.371554
>>371548
The lighting in the first one makes her shape easier to see, but the colours seem more washed out.
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No.371583
>>371548
I kinda like how the first one looks overall, but while having them side-by-side, I realize that the head/face is clearer in the second one, while the body looks clearer/more natural to me in the first.
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No.371596
>>371548
Basically what >>371554 said.
The first gives a better sense of shape, but that wouldn't be an issue to begin with if there were details on the body.
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No.371694
>>371596
>>371583
>>371554
#371195 here.
Think the same.
The problem is the lack of details in the skin of the model. It's inherent to the artistic style of Kazuki Takahashi. He makes solid colored skins.
Beyond this,
the game consists in roam around the Duel Academy just like the Tag Force games and fuck, talk, and solve puzzles.
There's a map with locations and some buttons.
Example screen:
In the big screen you can see the graphics.
Click the PDA to contact girls directly (Some kind of quick gallery mode)
Click the duel disk to do some duel-related games or fuck Dark Magician Girl and Cyber-Blader
Since it's just a PowerPoint screen with pre rendered graphics so I don't have to code a shit I can add scenes very quickly..
As you may remember, the school has a lab. I thought in use this as a lore friendly excuse to add events non related to the GX arc.
[spoiler]I have in my mind days ago the idea of adding a bonus scene where you fuck Kotori (With her consent) in front of Yuma, who is there, watching the scene, looking sad and angry (cuck) xd
With some text lines giving sense to the situation.[/spoiler]
What do you think?
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No.371752
>>371694
Kind of pointless to post when you are this early into it, feedback can't really help at this stage either unless you are doing something stupid.
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No.371754
>>371752
I'd like to know what you'd like to see in a YGO GX hg besides all the features i have in mind. Just looking for inspiration.
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No.371812
It's very early in development, and has some kinks (lol) to work out, but I decided to upload what I have so far of my lewd battle system for others to try out. For Windows by the way. I have no idea how to format for mac or linix, or even if I want to try and do that. https://universalmonster.itch.io/lewd-battle-system
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No.371831
>>371812
I can only tell you what I told the other guy, it's way too early to give any feedback. I would love to because feedback also helped me greatly.
I can say things like abilities deal too little damage but you obviously know this just haven't go into balancing. I could say you need tooltips for abilities and enemies to show their type. You need icons a turn order, better visual for UI. You either already know all of this or you will do a different solution but nothing I say matters. Keep working on the game it takes a fuckton of time.
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No.372044
I've started making a VR loli game. You'll be able to pick outfits and environments for her, and you can easily mod in more. And obviously you'll be able to fuck her.
However, I'd like to have a little more "game" than that. But I can't think of very many ideas. Anyone have suggestions for what kind of gameplay to make?
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No.372045
>>371831
Tooltips for attacks would probably be beneficial. The damage attacks only do 5 HP damage cause they're suppose to be base attacks of their "element", but the lewd attacks are suppose to be used semi strategically to do the most lewd damage possible. Idk about a turn order display, cause right now the turn order will always be the same. If I make turn order randomized in the future, then yeah I'll probably add a display UI for that.
Yeah, it will take a fuckton of time.
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No.372046
>>372044
I'm not familiar with VR, and I wouldnt know what kind of gameplay or minigames would work well for VR. Those are some cute outfits tho!
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No.372072
>>372044
Dirty, niche fetishes. Lots of them.
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No.372073
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No.372139
>>371195
#371195 here.
Have a little demo.
Check it and tell me what you think about the concept and how to improve it.
https://www.mediafire.com/file/kwcjjltbfs2jtsk/AR_GF_Sim.rar/file
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No.372140
>>372139
Open with PowerPoint 2010. Newers versions should work but didn't tried yet.
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No.372296
>>372139
Neat another yugioh game.
Im making one too.
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No.372339
>>372296
I see you made a duel system and recreated Domino City using original assets. That's cool.
The YGO universe has lots of pretty girls and interesting locations to explore.
It's great to find someone who also is making a YGO hg. Yours is set in Domino City and mine in Duel Academy.
We can share ideas and improve both projects.
Did you tried my hg? It's more an amateur visual novel than a proper game. I'll post the first update soon with more 3D cutscenes and lots of dialogs. That was just a concept.
You can allways talk to me about the YGO universe, YGO girls, lore, design, etc..
Do you speak only english?
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No.372345
>>372296
If you already copied the main character why not use the card icons as well?
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No.372350
>>372339
I did, is pretty good for a small demo, lots of scenes already, pretty good.
You just need to fix the resolution when exporting the videos
my game is actualy out.
30decks.itch.io/duelkinkstrainer
My plan is to follow the anime all the way to 5ds.
>>372345
i dont want to get sued so i not using any oficial art.
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No.372351
>>372350
Pretty sure you could already get sued.
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No.372359
>>372351
not while parody laws exist
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No.372361
>>372359
Read up on Walt Disney Productions v. Air Pirates case.
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No.372392
>>372350
I'm the guy of the PowerPoint.
I played your game yesterday and today.
I had fun with it. Has a solid gameplay and the dialogues are ingenious/clever
Keep adding events. You got a good game there right now
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No.372393
>>372351
The guy of the PowerPoint again.
What about me? It is dangerous share my game? I do not get profit from it
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No.372420
>>372393
I never said it was dangerous, companies wont care about minor games like these. Developers are always advised against creating fan games because of this. If you wont make any profit related to it you are safe.
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No.372466
>>372393
Konami doesnt give a shit about free games.
there are 3 full fledged castlevania fan games out there and konami told the devs as long they dont sell it for money they would not go after then
just dont sell your game and you will be fine.
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No.372720
Been working on a chapter based vn/rpg. Basic fantasy world stuff, female protagonist, nothing super original, I just want it to be good.
I've found it a bit difficult to figure out how to work on it. Ended up re-working sections a lot so it's tricky to progress with stuff because I keep changing it. Also go back and forth between trying to do creative things with the character choices vs just keeping it simple and straightforward. Does anyone have any experience making stuff like this and how to go about it? I'm not entirely sure what kind of process would be efficient as well as make something creative and good. I'm more of an art and ideas person so getting ahold the story, structure and that kind of stuff doesn't come as easily. Do you guys create like a super basic version with robotic dialogue just to make the overall game work first, or do you sort of write it like a book and then build the game stuff around it? I've been doing a bit of both, some basic sections, others more in-depth and it has become something of a mess because of that.
Any advice would be great.
pic related, some placeholder art I made.
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No.372725
>>372720
Good art is the most important for adult VN so focus on that. Story wise I would say to focus on the main point whatever it is like pc becoming a slut not actually making a story like you would write a book.
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No.372752
>>372720
I think for Visual Novels the visual aspect is important. What sets it apart from a novel is you can use the visuals to help guide the player rather than having to describe everything. Backgrounds, locations and character art. Multiple CGs for each character to give them "motion" would also help I guess.
>Character choices
To keep down complexity so that you can actually finish it, focus on a main route. You can add choices for flavor scenes which are tangentially related, but it would be best to have a completed route first. If you want to have 2 endings, plan them out first and plan out which choice (or combination of choices) will lead to them.
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No.372781
>>372725
Yeah, I hear you. A large part of what I want to do is to present a world that is very enjoyable. Like, something that just invites creativity so I've spent a lot of time trying to make everything feel like it's worth exploring. While it's a nsfw game, I kind of want that to interact with story, characters and the world in a way that enhances the experience. Not that I'm creating middle earth or anything, just trying to make things as fun and sexy as I can.
>>372752
I'm looking into those kinds of after effects animations to 2d images. It would definitely bring up the quality in a significant way but I think that will have to wait until later. I'm trying to keep the narration down to just essentials, letting character dialogue carry most of what is happening. I think once I've gotten the basic script worked out, I'll see about getting help to improve it.
The strategy I'm taking with character choices is to try and merge it back into the main line as much as I can. So like, you make a choice, and rather than drastically altering the story, it mostly just changes some things like dialogue in the storyline or dialogue during h-scenes. This way I can keep everything on the main line so it doesn't get all scattered.
gf showed me draw.io that I've now started to use to make a flow chart for the game. I feel like it really really made a big difference in how I work on the game. Things are much more structured thanks to it ^^ Will try and complete the main game from the general to specific so I don't get too bogged down in details or complex stuff before the big thing is functioning.
Oh and here's another bit of placeholder art
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No.372818
>>372781
>just started using a flowchart
how have you planned for this before? In any case, take a look at walkthroughs for other VNs. The flowchart to play through the game is more the less same as the flowchart to design the game, just less details and conditionals.
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No.373322
>>372818
I was just using a word doc for that stuff, outlining the story and choices. The draw.io stuff made the overall design of things easier.
Basic flowchart for prologue/chapter0 done. Putting together places and characters with placeholder art/sketches, connecting them in-game to get a feel for things. Trying to just get a skeleton in place that I can play through before going back to fatten things up. Not sure if this is optimal or if I should focus more on fleshing out the writing first so there are no questions about what exactly happens. If I eventually do the whole patreon thing, having a very good pipeline for making stuff would be very important.
I think I will find someone to pull in later to help me with dialogue to get more personality into things. I can write okay dialogue but I'm not too confident in it and I think having someone help me would be good. I was hoping having something 80% finished (including decent looking art) would make it easier to encourage someone to help out.
Another placeholder pic I've made for it. (in case anyone cares to see these)
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No.373430
>>373322
You can always dump dialogue in pastebin and post here for some feedback. That or even make your own thread once you have enough. CoC anons will probably have some dialogue experience to help along as long as you make it clear what you want.
>smith
Looking good. I like the colours.
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No.373542
>>365043
HOLY FUCK CHINK IS BACK
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No.373656
>>365043
>>373542
just wanna let you guys know this new game under the name LonaRPG is still developed by chink/eccma417, currently on alpha 2.3.3
It's still got the same quality of art, the same hardcore-ness of Feira, but with way more gameplay. Definitely can't wait to see it finished
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No.373658
>>373656
I wouldn't hold on to any hope for this game until he's been active for more half a year with decent amount of work put into it.
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No.373712
>>372720
>Do you guys create like a super basic version with robotic dialogue just to make the overall game work first, or do you sort of write it like a book and then build the game stuff around it? I've been doing a bit of both, some basic sections, others more in-depth and it has become something of a mess because of that.
>Any advice would be great.
As with all things creative there's always many ways to go about it, you have to find what you feel most comfortable with. But it always help planning your work, start with an general outline and the setting. After that you can quickly cobble together a critical path with placeholder text and art, which will help you to see if everything makes sense and if the thing will work out in practice. If it does you can then flesh it out with more paths and stuff, put proper art and text in it and then you have a more or less finished game which you can then polish.
This is a good way of doing things, since you won't invest a lot of time into something that will either need to be changed later or will make a mess of things if it doesn't fit with the rest. If you plan on going the patreon route then you will probably want a forever game that you can keep adding things to though. In that case you will just need some basic mechanics which can faciliate new content, like how Tales of Androgynity and Corruption of Champions. They always turn into messes and are never properly finished, but they do make money since you can put in whatever dweebs with money to spend want.
If you intend on making a finished game on the other hand it really pays off nailing the basic mechanics and overall structure early on.
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No.373713
>>372720
I will now give you some general advice on writing fantasy. Even if you're developing a H-game you still probably want to attach the lewd stuff to some sort of story framework and even very generic ones gives really juicy context to the lewds.
If you want a crash course on writing compelling fiction or just improving your writing then I recommend you to check out the following book, it's not very long and it will give you everything you need to know:
https://www42.zippyshare.com/v/RraUBzTc/file.html
For a great hackfraud guide to writing fantasy, faking worldbuilding and an easy structure to follow, then you should check out Moorcock's guide to writing a fantasy pulp story quickly:
https://pastebin.com/hQtxWYBm
Lester Dent Forumula:
https://pastebin.com/2DhNTAQu
(Not all of this is applicable to game writing, but it features some good avice.)
Basically you want a somewhat simple plot that will motivate the protagonist and keep the player interested. Instead of action you simply write in lewd content. A lot of fantasy H-RPGs are about stopping some ancient evil and such, but you don't need to go down that route. Simply give the player a proper objective and then put a bunch of obstacles in the way. In an old sword and sorcery pulp story there might be a bridge on the way to the destination that is occupied by a hostile group of people or monsters. It could be resolved by sneaking through, keeping up tension by implying that the hero might be caught, or fought through, the hero barely winning against overwhelming odds. In a H-game you'd just add lewd elements. Maybe the hero gets buggered if caught when sneaking, maybe she uses her charm to seduce a guard and so on.
You want an outline already written so you know where you are going with it. Depending on how reactive you want the game to be you will have to plan for that too. But however much difference choices will make you want to tie them back into the critical path as early as you can. Going too far into pure flavour text can be underwhelming for players since they will likely feel like they have very little agency over the story and character. But you can't write a completely new game for each choice they make, so try to keep it as contained as possible. Whatever you do, don't even think about adding things that will increase the scope and have a cascading effect on all other content you've already made.
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No.373714
>>373322
Once you have an outline, know what sort of setting it is and what function the character is supposed to serve and their relationship to the player then writing dialogue isn't that hard. What I'd worry about is writing the sex scenes, which are much harder to get right.
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No.374121
>>373656
Demo and Alpha is now 2.3.5
https://mega.nz/#!xp53WabL!I-JekFpH6Za6B70OssZZBx_iZMvSoJ0ITcnNWl0wApg
English partial trans : https://gitgud.io/eccma417/lonarpg_text_eng
currently in game:
tutorial
main gameplay (combat, survival, sex, and sexbattle)
traits, personalities, and skills system
quests board system
body damage+illnesses system
pregnancy system + rebirth
follower system
morality system
sneaking+overworld danger levels
skill check dialogues
bombs
stealing
cooking
bank
HAPPY MERCHANT.jpg
fetishes : rape, prostitution, ryona, slavery, BDSM, monsters, pregnancy, birthing, scat (can be switched off), low guro (piercings, bleeding, etc)
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No.374408
I straight up hate coding, it's such a fucking hassle and all I'm doing is basic python shit
How do you coders cope?
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No.374410
>>374408
Coding is my favorite part, might be because it's my strongest suit. Love refactoring and doing complex features, the boring work is only at the beginning of the project. Doesn't need much creativity so I can simply force myself to do it and don't need to worry about quality like for game design and writing. It sounds like you need more experience so you can build better code that takes less time to write and maintain.
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No.374411
>>374410
My issue is that I can't do what I want the characters to do
>Automate a character moving through rooms
Alright, where do I start?
Alright gotta def functions to make the characters
>1. look at clock
Than
>2. determine time
Than
>3. look at table list of rooms
Than
>4. see where current time aligns with class table
Than
>5. go to location
And all of it needs 10 different functions to define
I'm too much of a brainlet when I really don't want to be
That being said brainlets actually encompass the majority of current western lewd games
I was looking at various games and keking
Here's from 4elements, mity makes 22k a month. Literally more than 3/4ths of silicon valley for writing if statements
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No.374412
>>374411
So I assume something simple. You should already have a function that calls clock since I would think it's used everywhere in the game. So it should be 1 line to check the time, moving function is another thing that you will use everywhere but again it should be relatively simple and you build your rooms already thinking about how to make them functional.
That pic you posted isn't programming. People don't make money because of their coding skills but because they made a game others enjoy.
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No.374414
>>374411
This is how I handle my dungeon movements, this includes checking if the clicked area is a valid destination, moving to an area, triggering everything that happens there, revealing surrounding tiles, moving the player icon and clearing the tile. The other functions are already used in plenty of places.
It really doesn't take much time and there is nothing complex.
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No.374415
>>374414
Now that I read this the syntax is pretty awful but that's not the point.
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No.374416
>>374414
>>374412
Ye I for sure made my locations by dynamic, I had some forethought for sure
That being said, the def for move is a bit more complex than just checks, It's having to track an ai character and setting up various schedules and making sure that the ai robot character is following that sort of schedule while also responding to player movements, while also doing checks for stats/time/location and than if it hits any events or w/e
It's really annoying
That dungeon looks pretty nifty though
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No.374418
>>374416
Not sure what is annoying then it doesn't seem that time consuming to write that.
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No.374422
if(bagina!=null)
{
show(benis);
}
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No.374441
>>374121
Have you stuffed your chode dick inside Lona's mouth today anon?
Lona RPG is now beta 0.3
https://mega.nz/#!VhYHwIRb!dXTcFw-Un0wbbW6ACy6YDfqBrcD6EKZsNOvg8oKObQg
unfinished ENG translation
https://gitgud.io/eccma417/lonarpg_text_eng
help chink translate and fix bugs here
https://discord.gg/p2dDaMR
donate to chink to cure Wu Flu.
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No.374503
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No.375701
I'm feeling a need for a type of game that I'm not finding or perhaps dont know where or how to look for it. Because of that, I want to brainstorm for maybe making a game like what I wanna find instead.
I want it to be kind of an idle game that's fun to watch. I'm thinking that you start out with a character with some random traits. You can tell this character what adventures or quests to go on, but after that, it's up to them. Their decisions are determined by their traits and RNG, which can also lead to hopefully some hilarious outcomes and dumb decisions. Other than that, I dont have much of an idea of where to start or the mechanics that said "adventures" would use.
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No.375719
>>375701
Yeah, I can see that working, but the amount of resources it'd require would be immense. Every passage would need to be written, RNG taken into account, a lot of text, and that's not even taking into consideration any art that might come along.
You can probably make it work through being very careful with the scope, but then the game might end up being pretty short, too. The good thing is it wouldn't be very hard to code at all. I even feel dirty saying this, but SugarCube would probably fit this idea like a glove. It's essentially a CYOA with some RNG/underlying systems in the mix. SugarCube works well with that.
There is an hRPG about a dungeon master that has to prepare traps and challenges to a knightess coming in that might give you some ideas of how to go about things, though this game is considerably more hand-on than what you seem to be thinking about. In that game, you have a limited amount of slots and you can place things there. You can't make it too hard or the knightess gives up and leaves, you can't make it too easy or she gets bored and leaves, you need to have her find cool stuff, but not too often, etc. Essentially, after you place the traps, the result is pretty much predetermined - she'll walk on the spikes and get hurt and sad, but then she finds a healing potion and gets happy, then she gets raped by a goblin and feels sad, but then there's a bathhouse where she can relax, and then the game just "plays itself" while you look.
Your game would probably be a lot simpler. The main gameplay loop would be something like
> Choose activity (quest/whatever)
> Watch things unfold
> Do it all over again
The thing is every outcome will need to be hand crafted. It's a bit easier if it's text, it's considerably harder if it's not. I think it might look like something easy to do on the surface, but I also think it'd take considerably more work than having an underlying system that's fun on its own, because then it's easy to have generic fluff to make the game appear bigger and you get to focus on the special events that demand attention, all the while you have an actual gameplay loop to keep the player entertained. This is why hRPGs tend to work so well. Default RPG gameplay is not amazing, but it's there and it works.
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No.375736
>>374441
How much content does this have now? 0.3 doesn't inspire a lot of confidence, especially if the ENG trans is unfinished even within that.
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No.375882
>>374503
>There was me, that is Alex, and my three droogs…
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No.375888
>>375736
most HCGs are already drawn at this point but more are still being added. Chink is focusing on additional gameplay and coding. Come to the discord if u wanna help out with translation and/or bug testing
https://discord.gg/p2dDaMR
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No.375889
>>375736
also chink is still pissed for being banned from /hgg/
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No.375893
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No.375894
>>375889
I don't think he ever appeared in the threads at all when development died on his game, how did he even get banned?
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No.375895
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No.375896
>>375895
And what did he get banned for?
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No.375897
>>375896
u friends with the board owner? please unban him
this is his last post here
>>370553
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No.375899
>>375897
>u friends with the board owner? please unban him
I'm a vol. Probably got hit by another vol assuming he was a random shill or namefag since it was edited and that's usually only done to remove names. In any case it's just 4 or 8 hours, the ban ended within the day it was made. We do look at ban appeals so please appeal it next time a mistake like that happens.
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No.375903
>>375899
i have no idea how to make appeals and if u didn't show up i don't know who to talk to
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No.375904
>>375903
You can make an appeal by trying to post once after getting banned, it will show a popup message where you can submit a message to us telling us we're retards and how we fucked up. We also have emails posted here, and a meta thread where you can IP hop and complain about your ban.
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No.375905
>>375904
Just to clarify, we check our emails very rarely so I recommend going for that option absolutely last. It's only there for when you want to contact us about something but don't want it being public on an imageboard, let us know in meta if you've emailed us.
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No.376320
Has anyone else's gamedev effort been boosted by quarantine?
I haven't even left the house much before, but suddenly I'm working at least a couple hours each night on my project.
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No.376323
>>376320
You underestimate the power of Jewtreon, sheckels and getting paid for not doing anything. This is probably not going to affect anything other than completely fresh-faced ones who might end up getting out a demo.
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No.376602
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No.377028
>>373714
>>373713
>>373712
Thanks for all that, duder. I've really taken the advice on board.
So I started putting together a demo just getting that "critical path" through story using placeholder art and text. Got a feel for the game and it wasn't what I wanted. Felt way too serious and heavy, so I think I have to go back and re-work the foundation a fair bit to make it more fun. I could mess with the art and writing but I think the issue is more foundational. Guess it's better to find out I didn't like the feel of it now rather than later…
(pics are just some of the placeholder art I made)
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No.377133
>>377028
>Guess it's better to find out I didn't like the feel of it now rather than later…
Yeah, this is something developers have to be careful about before investing time and effort into something, and one of the reasons there are so many abandoned indie and amateur projects that might have had great ideas initially but were worked on until they found some huge flaw with the foundation and just gave up since it would take so much effort to get it to something good. That's why professional devs do a lot of prototyping and drafts before going all in on a project.
Not sure if it is helpful or not, but when it comes to lewd games it seems like many of the best ones I've played have started out with ideas of scenes and fetishes and then simply written the story and plot around them, since they are the point of the game. Like Tower of Trample has this very silly throwaway plot to justify the femdom and structure of the game. The Taimanin games probably started out with fetish scenes such as gangbangs and such and then the plot was written to make that even more attractive with buildup and stuff. Like how in the first game Asagi bullies an orc only for him to later violate her when she was captured and modifed. It's not deep stuff or anything, but keeping a focus on what's central and keeping it cohesive is the way to go, at least from my observations. I mean, there's nothing wrong with a good story with lewd scenes attatched, but you have to pick something to put first.
Really nice art btw, looks like something I'd love to play.
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No.377150
>>377133
Yeah, I think the project lacked focus in its design. Instead of having a few bold design/art/story choices to orient the whole thing around, I tried to make something that was too broad in theme. The idea was to tell different stories in their own chapters and connect it all by being the same game/vn, but to make that work, it lead to making the core of the game much more conservative/generic. Each "chapter" would have been better as its own game so that the design choices could go all out on the theme. It's like making a painting and wanting to include every color, sure you can do it but it won't hit any mood well or harmonize unless you desaturate the colors down. I'm sure very skilled people can pull it off, but it's easier to both write and do art if you're working with a few very bold choices rather than many different ones.
So with all that said, I think I'll put this project on the shelf for now. I have another idea I want to try and turn into a VN/game. I was reflecting on why I didn't like the other project and I started writing out an idea for a new game that was much tighter in focus and the more I've worked on it, the better it's starting to look. I won't go into detail but the general idea is to make a nsfw horror VN. Taking a few lovecraft tropes but hopefully injecting new ideas to get it to feel fresh and fun. I'll post more when I have more worked out. Until then, I've attached some rough "concept art" I've made for it.
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No.377151
>>377150
>The idea was to tell different stories in their own chapters and connect it all by being the same game/vn, but to make that work, it lead to making the core of the game much more conservative/generic. Each "chapter" would have been better as its own game so that the design choices could go all out on the theme.
It sounds like it could have been an anthology thing, sort of like a short story collection but a lewd VN, like the Lilith IZM releases. They are very short though and as you said it's hard to flesh them out properly if you are trying to do many different things, which would warrant different mechanics, systems or styles. In each IZM collection you'd get like four very short games and they'd be each centered around more or less a single lewd scene, with each collection having a general theme. Not nearly as good as the full feature releases, and they limit themselves to branching choices as far as gameplay goes, short three act story structures. Setting up the sex scene, doing the sex scene (most fleshed out part) and then having a short epilogue.
>I won't go into detail but the general idea is to make a nsfw horror VN. Taking a few lovecraft tropes but hopefully injecting new ideas to get it to feel fresh and fun.
Oh my, that sounds great. I don't know how big of an audience that sort of thing has but I'm sweating bullets already. If you are planning to sell your game, which you should given how good even your rough concept art is, then that also seems like a niche that would support you, the /xeno/ crowd and other weirdos that are into that kind of thing. Because quality lewd games doing horror and Lovecraft are extremely rare.
If you want a quick lesson in what not to do then you should check out the Lovecraftian VNs by Nikraria, I love the art but the writing and design of these games are terrible. I mean, you have obvious things like lewd scenes being in bad endings and dead ends, not building them up properly and so on. Might be worth checking out just to get a feel for what works there and not.
https://vndb.org/p4953
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No.377153
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No.377431
https://dryadquest.com/
Hi, check out my game if you haven't already. The premise is you play as a dryad and get fucked by various futa monster-girls to drain their semen and gain power.
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No.377992
>>342499
This is true. Fag95 has a bunch of turbo faggots that spend their entire day reporting games they don't like to patreon. Baffles the mind until you see what type of person they are.
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No.378131
>>377431
Why doesn't the save to disk option work my dude?
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No.378240
>>378131
I dunno, perhaps your browser settings block it or something. It works for me.
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No.378260
>tfw simloli is ultimately dead
<hurr durr but i won't post a new version until it's polished. nor will i publish debug version
god i fucking hate this autistic cunt
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No.379531
Gem Domination Demo is Live
A Steven Universe fan game with time travel. It functions as a trainer game or a dating sim depending on the route you take. The main grip is "You can't fix everything with a hug", which was the ending of Steven Universe Future, the game being a soft-reboot and continuation of SUF at the same time.
Hope you guys like it:
https://mega.nz/folder/hM9Q3IjC#tWJvS6MlxE3BenlVOJaFyw
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No.379550
Hey all,
I'm looking for a game that's like Monmosu Fight. I like 2D fighting games and the mix of that with trying to get your opponent's clothes off/trying to fuck them is great.
I'm not looking for something that's like Mugen. I've tried them and the ones I use never actually tell you how to do commands and stuff.
Thanks
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No.379569
is this board dead? Where's the real /hgg/
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No.379571
>>379569
In the bunker. Shouldn't be hard to find.
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