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[UE4] Feign - An Adult Fantasy RPG [In Development]


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New builds and links and all that jazz up over on the Patreon!

 

On 5/12/2020 at 6:00 PM, Just Checking said:

Hey man, watched your gif, really like the look of the object placement.  To that end, I'm curious if you'll want to eventually implement crafting, or if you'll want decorations and furniture and stuff for your house to be bought from a merchant in town or something.  If you have crafting, materials would be one more thing to help fill loot tables out with, but of course purchasing furniture is one less system to have to write, so whatever you want to go with.  As much fun as crafting can be, it can also be... not fun depending on how it is put together.

 

However if you wanted to do crafting, you could save the players a little hassle by giving them the option to employ craftsmen or gatherers for things they don't want to do or scrounge for.  One more thing to do with our money, which in a lot of RPGs ends up having limited uses after a certain, early game point when you've found gear that works for you or have progressed beyond the point merchants sell stuff that can compete with the things you find or get rewarded with.  Money in skyrim is more a way of keeping score of how well you're doing than anything else.

 

If you're worried about changes you put in upsetting patrons, there's only one thing you can do to help prevent that.  Make it abundantly clear on the page that this is your creative project, and you're going to make experimental, sometimes major, changes for the sake of seeing what works and what's fun.  If any given person doesn't like the idea that a game in development where the most clear design intention is "fantasy rpg/lifesim" might be subject to change as the developer discovers where they want to take it, that's on them.  Personally I think it's really interesting watching this all evolve.  If you want to experiment with an idea, just drop that idea here or something and you'll get feedback.  I personally love brainstorming things.  Worldbuilding is my favorite part of the creative process, personally, so I'm happy to chip in my opinions on anything like that.  And while I'm hardly an expert on game design, I still like to hear about proposed aspects of a game and toss ideas back and forth.  As long as you think it's doable to put it in, of course.

I totally agree with you on the crafting.  I really like the idea of employing other craftsmen to help save the player from doing really repetitive tasks.  I'm thinking of things like Ultima Online and the process of mining and smelting ore.  Maybe at low levels it makes sense?  Like when the player is first starting out and doesn't have the money and it would make sense from a roleplaying perspective that they would be the ones doing everything by hand.  But for higher level players I think it makes a lot more sense that they would have some help there.  Like maybe the player would drop off the resources at the forge (or whatever) and then check back a few days later and the crafting would be done.  But yeah this also depends on the what / if / how crafting gets handled in game. 

 

Thanks!  I really do value the feedback I get for the game especially here on Loverslab.  There's other sites where it's really draining to read through the posts but I like being able to talk about the game design and my random thoughts and ideas and having people here give their own thoughts and ideas.  Plus yeah, the all of that worldbuilding stuff is coming up in the next few months now that the heavy lifting of the game systems is done.  I'll have to post some of the lore and story outlines here once they're roughed in a bit more. 

 

On 5/18/2020 at 9:59 PM, AttritionofContrition said:

I was meaning to ask about housing but you beat me to it. I think how the combat feels will impact the enjoyment of progression more than the progression itself. Take monster hunter for example, it's incredibly grindy but the combat has weight behind it, it's satisfying to fight things just for the sake of fighting them, well, to me anyway. Inversely I can't stand elder scrolls onlines combat, it feels like you're hitting everything with a wet noodle. Though anecdotal, and a lot of people like ESO, one of the most common complaints I've heard is that people dislike the combat.

Glad to hear I'm not the only one who min-maxxed those +5s and hated every second of it, I do like character planning but not if that means I have to use skills outside my intended role just for the sake of not gimping myself 10 levels down the line, that drove me crazy. It's hard for me to say what I think about stats when I don't know how much they will impact performance, will every "class" have a single governing stat such as strength, agility, intelligence, and charisma? Or will there be other stats like endurance for health/stamina, wisdom for mana/regen, etc.

Stardew does indeed have a rough start that can paint a bad picture for the rest of the game, truth is stamina becomes a non-issue the moment you get your fishing up to 3 for the crab pots and the house upgrade for the kitchen. Almost everything the pots catch is classified as "fish", even snails, that can be cooked into sashimi which gives 75 energy a pop. Part of what made stardew so fun for me was slowly seeing how everything became much easier over time, like initially spending almost all your energy watering your crops to having sprinklers do all the work. Or being able to barely catch those quick fish in spring/summer to catching them every single time. I think what matters most is expectations going in, knowing that you have to take it slowly one day at a time makes it a bit easier to accept that initial slow loop.

I think if Sunbay City can do what they did and still manage to grow that you're safe. The only time you should worry about that is if you just force changes out of the blue on everyone contrary to what was previously implemented. I say experiment away and hold polls to get a feel for how everyone feels about whatever it is you're doing even if it's disliked, people love being a part of the process and seeing their input change the game. Currently you haven't really implemented a gameplay style so if anything this is the time for it, then when you've found something that you feel is right, everyone on board from there on will have more accurate expectations.

The combat thing is super interesting.  I totally agree about the monster hunter combat having this great feeling of weight and impact.  I think a huge part of that is down to the amazing animations that they have for each different weapon type.  Where then when you look at Skyrim or any Elder Scrolls game really the animations are more functional than anything.  This isn't saying they're bad but just that if you need to make that many animations that work with a running and jumping character and then have those animations roughly line up in first person and third person you can't quite put as much love into them.   I think it's going to be a lot of trial and error once there's time to polish the combat.  Like right now the first person animations I have in game bother me so much that I hardly ever use the first person view when play testing.  I really need to go back and redo those.

 

Uh, stats.  I honestly have no idea yet.  I have rough end goals that I want the stats to be used for in mind though.  Like I want an intelligence stat because I always liked in games like Fallout how the player's dialogue choices would change dramatically based on their intelligence.  Then since it's an adult game that will end up being a sort of bimbofication mechanic.  I also want things like levels because I want a level drain mechanic tied into succubus / incubus abilities.  That's sort of where my thinking is with stats.  Starting with the question of how that will be applied and used in gameplay first and then building from there.  Usually trying to find I guess the "kinkier" side of the stat's use?  I dunno does that make sense?  There will probably also be small modifiers for things like player intelligence increasing the player's mana pool, or strength increasing hitpoints, the usual mechanics like. 

 

Reading your description for Stardew Valley sort of makes me want to go back and play.  I just assumed the game would continue being the same grind from those first few days. 

 

The polls are a good idea.  I'm assuming those are pretty easy to setup on Patreon.  Sunbay has been really interesting to watch their development.  They've made a ton of really bold moves and changes to their core game and it seems like they've hit on something that works for them now. 

 

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  • 1 month later...

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Sorry for dropping off for a bit.  It's been a very strange time to be developing a porn game in the midst of everything that's going on in the world.  Also for my own sanity I've been taking a step back from the internet in general to try and manage stress better.  But none of you are here reading this to listen to my woes or hear about politics so enough of that.  Onto the game development stuff!

 

Work is still progressing and I did the usual post over on the patreon but I also wanted to dump the lore stuff here for people to check out and give feedback. 

 

Lore stuff (possible/maybe minor spoilers???).  Nothing here is set in stone and will almost certainly change but I wanted to get the overall campaign story arc roughed out.  It drives me nuts when a long running television show gets to season 2 or 3 and they completely lose the story and go off the rails.  I'm hoping to avoid that if I can.  The main story is centered around 2 factions the demons and the inquisition. 

 

The demons entire goal is to corrupt humanity by indulging in their baser instincts and also opening up more and more doors to the demon realm (sort of like the gates from Elder Scrolls Oblivion).  I'm hoping to give the player the option to fight the demons or join them and help them in their goals. 

 

Then the inquisition is sort of but not quite a religious / policing order that on the face of things has this noble intention of fighting the demons but the reality is there's a lot of politics, corruption, and abuse of power.  They won't be nice people and will try to push people around and control them through fear.  I want to give the player the choice to join them or oppose them.  If the player joins them they'll get to see the career of another inquisitor that will rise through the ranks to the height of power and be completely corrupted by it.  I'm thinking something very similar to Kefka from Final Fantasy 6.  Sort of unstable to begin with but then completely insane and with too much power by the end.  

 

So that's a lot of work and I don't want anyone to expect the grand final battle content anytime soon.  But the next few steps will be designing out the low level Inquisitors and the low level succubi/incubi/omnibi?  and finding a way to introduce them to the player early on in the game.  What do you think? 

 

I'm also trying to stick to really chunky archetypes for the main questline.  At first I was thinking about all these crazy intertwined politics and having a ton of different parties that the player could join or pit against each other.  But then I started thinking that might be overkill maybe?  I mean going back and reading the old school Conan stories they boil down into some very basic themes.  Conan swings his sword, kills the bad guys, and saves the princess (I'm simplifying a ton of course).  So if the player wants to play the demon hunter on an epic quest to close the demon gates and resist temptation they can do that.  If the player wants to give in to temptation and then spread corruption across the map they can do that.  If they want to fight the evil ruler of the land / the grand inquisitor and all of his forces they can do that.  If they want to join the inquisition and subjugate the masses they can do that.  I think that hits the major fantasy tropes?  Am I missing some grand fantasy storyline that should be included?

 

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3 hours ago, slaen said:

The main story is centered around 2 factions the demons and the inquisition. 

 

The demons entire goal is to corrupt humanity by indulging in their baser instincts and also opening up more and more doors to the demon realm (sort of like the gates from Elder Scrolls Oblivion).  I'm hoping to give the player the option to fight the demons or join them and help them in their goals. 

 

Then the inquisition is sort of but not quite a religious / policing order that on the face of things has this noble intention of fighting the demons but the reality is there's a lot of politics, corruption, and abuse of power.  They won't be nice people and will try to push people around and control them through fear.  I want to give the player the choice to join them or oppose them.  If the player joins them they'll get to see the career of another inquisitor that will rise through the ranks to the height of power and be completely corrupted by it.  I'm thinking something very similar to Kefka from Final Fantasy 6.  Sort of unstable to begin with but then completely insane and with too much power by the end.  

 

So that's a lot of work and I don't want anyone to expect the grand final battle content anytime soon.  But the next few steps will be designing out the low level Inquisitors and the low level succubi/incubi/omnibi?  and finding a way to introduce them to the player early on in the game.  What do you think? 

 

I'm also trying to stick to really chunky archetypes for the main questline.  At first I was thinking about all these crazy intertwined politics and having a ton of different parties that the player could join or pit against each other.  But then I started thinking that might be overkill maybe?  I mean going back and reading the old school Conan stories they boil down into some very basic themes.  Conan swings his sword, kills the bad guys, and saves the princess (I'm simplifying a ton of course).  So if the player wants to play the demon hunter on an epic quest to close the demon gates and resist temptation they can do that.  If the player wants to give in to temptation and then spread corruption across the map they can do that.  If they want to fight the evil ruler of the land / the grand inquisitor and all of his forces they can do that.  If they want to join the inquisition and subjugate the masses they can do that.  I think that hits the major fantasy tropes?  Am I missing some grand fantasy storyline that should be included?

 

I do like the idea of what is typically seen as the "good" faction not being 100% noble and even though the "religion/god/light is bad" trope has been done to death there's something appealing about seeing what most people consider to be "good" such as light-based spells being used by not so good people. Maybe such a thing isn't appropriate for a game centered around sexual content but I really enjoy games that have no clear good or evil factions, rare is it to find a game where someone writes each side to have a sympathetic light that makes it difficult for one to choose and to ultimately end the one(s) they didn't choose. Fallout 4 tried to do this with the I believe it was 4 factions you could side with but I feel like they failed due to not fleshing them all out individually enough to make you care.

I am surprised that you're considering to make them both "bad" though and while I don't dislike that it does somewhat clash with my initial impression of what the game is or rather what could be. Is joining them and going along for the ride the only option or would you be able to change things from the inside? Say join the demons but subtly convince them to live alongside humans or uncorrupt the inquisition. Having said that I imagine the workload for such a system would be troublesome and possibly not worth the extra effort.

Sub factions are neat on paper but the extra workload required to differentiate them would probably not be feasible for a single developer. How will you set them apart? Different building types, armor, weapons, appearances, they'll need more than a name to set them apart if you want them to stand out. Not to mention their relationships with one another and various world states that have to be accounted for such as one faction liking demons and hating the inquisition, what do they do if you destroy the demons, or the inquisition? Or both? Do they dissipate or retaliate? Does another faction they dislike wipe them out? What about the other sub factions? Do other non faction npcs have comments on worldly events? It's a cool concept but for a game about mounting goblin girls having sex it does seem a bit overkill as a solo dev.

As they say less is more, I'd rather have two fleshed out factions that are more than what they seem on the surface than a bunch of smaller ones. That's not to say you can't go hog wild with neutral factions, you could have muscular forest people, heavy-set folk at a dock-town (think warcraft kul'tirans), or a futa village, your character creator gives you plenty of options out of the box to create some diverse people. It's still a workload to make them stand out but I believe you get more "bang for your buck" so to speak, instead of having to think of backstories and equipment style of all the different factions you could have the theme do some of the work for you. For example, the forest people could use crude weaponry like stone spears or for the dock-town they could wield old worn out iron weaponry or even a two handed oar, if you wanted to get really crazy make a mace shaped like an anchor. I really enjoy your modeling work and feel like with the style you've chosen for this game that it would be a perfect fit for some outlandish fantastical gear. I'm not a very creative person though, you may already have a lot of cool things in mind but that's just from my point of view.

This isn't something you mentioned here but rather on patreon, quite a few weeks ago actually, but I hope you go all in with the crystal lore, I love the concept of old technology/magic being left behind that we don't understand, the use of which never being completely spelled out, such as the dwemer ruins from the elder scrolls. Even better is when people misuse or misunderstand that technology/magic, such as using those crystals to ward off demons but that wasn't actually their intended purpose hence why they're able to be corrupted. Lore that you have to piece together yourself that leaves some things up to interpretation is fantastic, to me.


I hope you're doing well, all the stuff happening this year so far is frightening. All I can really say is try to stay away from the news and social media as much as possible, bad news gets the most views and clicks and consequently makes the most money so that's all you'll ever hear and see which can really drag the mind down.

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Oh hey, I was just wondering the other day why I haven't seen anything out of this in a bit.  Figured I wouldn't get on anyone's case about it, it's not like I'm a paragon of keeping my creative schedule regular, everyone needs breaks.  Good to hear from you again.

 

In regards to your basic premise here, there's nothing wrong with going for a classic.  Demons vs churchy boys is always a perfectly valid setup, work it however you want.  On the topic of tropes though, I believe I have yet to see mention of dragons.  I think that's the one that still needs to be hit.

 

Extra factions...  I think Attrition basically said it best, you're one guy trying to make a whole game alone.  Trying to invest in more factions is that much more work for you to do.  Luckily, you know how it's all fitting together and you have no deadline to meet, if one day you decide it's time to add more factors to the story, you can do that.  I'd say stick to the two for now and see where it takes you.  Of course, factions don't necessarily need to be "a whole questline devoted to these guys with a big fancy ending".  Elder Scrolls games throw factions at the player left and right, but there's still always the one primary story that takes you to the end of the game.  Maybe if you want to throw in extra factions, they could be the means by which the player acquires radiant, throwaway quests that they just occasionally generate.  You could put in a simple favor system that raises when you do a quest for one "faction" and lowers the favor of their rival.  At certain favor intervals the player is rewarded in some way.  It doesn't need to be complicated or a sweeping, epic story for each one, just something to give the world the sense that there's other things happening.  And even then, only if you feel like it's needed.

 

I think the important thing to consider with it is how big will your game world be, how encompassing will your story be and will it leave empty spaces that could be filled by something else, or will those something elses just clutter it.  It all comes back to scope and workload.  For the time being, I say stick with the simpler two faction setup and decide if you want to flesh it out more later when you have a better idea of just how much it takes to get it going.

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New progress update over on the Patreon.   Got the systems together for customizing the human NPCs in town!

 

On 7/15/2020 at 2:13 AM, AttritionofContrition said:

I do like the idea of what is typically seen as the "good" faction not being 100% noble and even though the "religion/god/light is bad" trope has been done to death there's something appealing about seeing what most people consider to be "good" such as light-based spells being used by not so good people. Maybe such a thing isn't appropriate for a game centered around sexual content but I really enjoy games that have no clear good or evil factions, rare is it to find a game where someone writes each side to have a sympathetic light that makes it difficult for one to choose and to ultimately end the one(s) they didn't choose. Fallout 4 tried to do this with the I believe it was 4 factions you could side with but I feel like they failed due to not fleshing them all out individually enough to make you care.

I am surprised that you're considering to make them both "bad" though and while I don't dislike that it does somewhat clash with my initial impression of what the game is or rather what could be. Is joining them and going along for the ride the only option or would you be able to change things from the inside? Say join the demons but subtly convince them to live alongside humans or uncorrupt the inquisition. Having said that I imagine the workload for such a system would be troublesome and possibly not worth the extra effort.

Sub factions are neat on paper but the extra workload required to differentiate them would probably not be feasible for a single developer. How will you set them apart? Different building types, armor, weapons, appearances, they'll need more than a name to set them apart if you want them to stand out. Not to mention their relationships with one another and various world states that have to be accounted for such as one faction liking demons and hating the inquisition, what do they do if you destroy the demons, or the inquisition? Or both? Do they dissipate or retaliate? Does another faction they dislike wipe them out? What about the other sub factions? Do other non faction npcs have comments on worldly events? It's a cool concept but for a game about mounting goblin girls having sex it does seem a bit overkill as a solo dev.

As they say less is more, I'd rather have two fleshed out factions that are more than what they seem on the surface than a bunch of smaller ones. That's not to say you can't go hog wild with neutral factions, you could have muscular forest people, heavy-set folk at a dock-town (think warcraft kul'tirans), or a futa village, your character creator gives you plenty of options out of the box to create some diverse people. It's still a workload to make them stand out but I believe you get more "bang for your buck" so to speak, instead of having to think of backstories and equipment style of all the different factions you could have the theme do some of the work for you. For example, the forest people could use crude weaponry like stone spears or for the dock-town they could wield old worn out iron weaponry or even a two handed oar, if you wanted to get really crazy make a mace shaped like an anchor. I really enjoy your modeling work and feel like with the style you've chosen for this game that it would be a perfect fit for some outlandish fantastical gear. I'm not a very creative person though, you may already have a lot of cool things in mind but that's just from my point of view.

This isn't something you mentioned here but rather on patreon, quite a few weeks ago actually, but I hope you go all in with the crystal lore, I love the concept of old technology/magic being left behind that we don't understand, the use of which never being completely spelled out, such as the dwemer ruins from the elder scrolls. Even better is when people misuse or misunderstand that technology/magic, such as using those crystals to ward off demons but that wasn't actually their intended purpose hence why they're able to be corrupted. Lore that you have to piece together yourself that leaves some things up to interpretation is fantastic, to me.


I hope you're doing well, all the stuff happening this year so far is frightening. All I can really say is try to stay away from the news and social media as much as possible, bad news gets the most views and clicks and consequently makes the most money so that's all you'll ever hear and see which can really drag the mind down.

Someone else on the Patreon was pointing out the issue with making the Inquisition entirely bad too.  I'm also missing the really straightforward storyline of pick up big sword, join inquisition, beat up demons, win game.  Pretty much the quest line for anyone that wants to just blow off steam or experience the tried and true fantasy quest.  Back in school I heard something about how Shakespeare added different layers to his plays.  Like there was the layer of slapstick, the action layer, then the political intrigue layer, and then the "inside joke" layer (I'm simplifying this like crazy but whatever).  I was thinking I could add a gameplay layer for people that want to play DOOM, explosions and killing demons.  And a layer for people that wanted to read lore and experience political intrigue, Dragon Age Inquisition or Tyranny players.  Again super rough ideas at this point in time and still really at the brainstorming stage.  How does that sound?  Does that over complicate things?  or when someone is in the mood to play DOOM do they also want to read lore?  or read through dialogue trees in between killing demons?

 

I'm not sure how to make the demons good?  What do you think?  or are there some examples you had in mind?  To me, currently, I picture the demons as like a force of nature almost where they just have these primal drives and they'll say or do anything to sate those appetites.  

 

You make a good point about the amount of work for sub factions, side factions, villages, and cultures.  I'm really not too sure how everything will work together.  Sitting down and working on the central tension / main story thread I figured would give me at least a backbone to workaround as the rest of the world is being built.

 

I totally agree with you about the direction for crystal lore.  In some ways it reminds me of the technology in Stephen King's Dark Tower books.  The whole theme of "the world has moved on" and all of the ancient technology is winding down, broken, misunderstood, or misused.  It really adds that sense of history and weight to the world. 

 

On 7/15/2020 at 8:11 PM, Just Checking said:

Oh hey, I was just wondering the other day why I haven't seen anything out of this in a bit.  Figured I wouldn't get on anyone's case about it, it's not like I'm a paragon of keeping my creative schedule regular, everyone needs breaks.  Good to hear from you again.

 

In regards to your basic premise here, there's nothing wrong with going for a classic.  Demons vs churchy boys is always a perfectly valid setup, work it however you want.  On the topic of tropes though, I believe I have yet to see mention of dragons.  I think that's the one that still needs to be hit.

 

Extra factions...  I think Attrition basically said it best, you're one guy trying to make a whole game alone.  Trying to invest in more factions is that much more work for you to do.  Luckily, you know how it's all fitting together and you have no deadline to meet, if one day you decide it's time to add more factors to the story, you can do that.  I'd say stick to the two for now and see where it takes you.  Of course, factions don't necessarily need to be "a whole questline devoted to these guys with a big fancy ending".  Elder Scrolls games throw factions at the player left and right, but there's still always the one primary story that takes you to the end of the game.  Maybe if you want to throw in extra factions, they could be the means by which the player acquires radiant, throwaway quests that they just occasionally generate.  You could put in a simple favor system that raises when you do a quest for one "faction" and lowers the favor of their rival.  At certain favor intervals the player is rewarded in some way.  It doesn't need to be complicated or a sweeping, epic story for each one, just something to give the world the sense that there's other things happening.  And even then, only if you feel like it's needed.

 

I think the important thing to consider with it is how big will your game world be, how encompassing will your story be and will it leave empty spaces that could be filled by something else, or will those something elses just clutter it.  It all comes back to scope and workload.  For the time being, I say stick with the simpler two faction setup and decide if you want to flesh it out more later when you have a better idea of just how much it takes to get it going.

 

Hah, dragons.  I don't even know where I would begin with those.  Like just the animations alone would take me a ton of time.  Then writing the actual AI and combat systems.  And then it would be awesome to do something like Dragon's Dogma or something and allow climbing on the Dragon itself which that opens up an entirely new set of systems to try to figure out.  You're completely right though that it's pretty much a cornerstone of fantasy stories.  At least it's end game content so I have some time to level up the needed skills before I have to worry about it.  

 

I think you're right that sticking to 2 main factions at first and then filling in the surrounding world as time and resources allow is the way to go.  It's also if things go well with the project then I really do plan on working on it for a number of years just adding more stuff and tinkering with things.  Dwarf Fortress is definitely an inspiration in this respect, not that I'm trying to get that level of simulation but just the fact that a small team can continue making new cool stuff for the same game for an extended period of time.  Also I haven't looked into it too much yet but Epic is apparently doing work on a plugin for easily adding modding support?  Which if I could get that working I think that would be amazing.  

 

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3 hours ago, slaen said:

Someone else on the Patreon was pointing out the issue with making the Inquisition entirely bad too.  I'm also missing the really straightforward storyline of pick up big sword, join inquisition, beat up demons, win game.  Pretty much the quest line for anyone that wants to just blow off steam or experience the tried and true fantasy quest.  Back in school I heard something about how Shakespeare added different layers to his plays.  Like there was the layer of slapstick, the action layer, then the political intrigue layer, and then the "inside joke" layer (I'm simplifying this like crazy but whatever).  I was thinking I could add a gameplay layer for people that want to play DOOM, explosions and killing demons.  And a layer for people that wanted to read lore and experience political intrigue, Dragon Age Inquisition or Tyranny players.  Again super rough ideas at this point in time and still really at the brainstorming stage.  How does that sound?  Does that over complicate things?  or when someone is in the mood to play DOOM do they also want to read lore?  or read through dialogue trees in between killing demons?

 

I'm not sure how to make the demons good?  What do you think?  or are there some examples you had in mind?  To me, currently, I picture the demons as like a force of nature almost where they just have these primal drives and they'll say or do anything to sate those appetites.  

 

You make a good point about the amount of work for sub factions, side factions, villages, and cultures.  I'm really not too sure how everything will work together.  Sitting down and working on the central tension / main story thread I figured would give me at least a backbone to workaround as the rest of the world is being built.

 

I totally agree with you about the direction for crystal lore.  In some ways it reminds me of the technology in Stephen King's Dark Tower books.  The whole theme of "the world has moved on" and all of the ancient technology is winding down, broken, misunderstood, or misused.  It really adds that sense of history and weight to the world.

I'd say it really depends on how well you pull off those layers and interweave them, it sounds good to me but I'm the type of player that reads every lore bit he comes across, most people on the other hand I've found just want to focus on the sexual side of adult games but I'm of the mind that an adult game should be equal parts game as well as adult. I've had a similar discussion on another forum where I was called out for focusing too much on the non-sexual content, it may just be my perspective but I feel like more of an outlier when it comes to expectations of the non-adult side of these types of games.

As the demons go I don't really know much about them yet to say without knowing for sure if my ideas for them conflict with your own but maybe not so much "good" but rather "misunderstood". Typically demons are alien like in most fiction, usually from another plane or planet, what if their initial intentions weren't "evil" but due to their alien-like nature and  disturbing appearance most humans wouldn't interact with them, robbing them of a release for their primal needs. What if those needs (sex) are tied into their survival which in combination with mankind's reluctance to interact with them is the cause of their aggression and corruptive nature? Then again that implies that humans wouldn't get along too well with other monster types, I suppose you could make the humans vs demons an age old conflict, something like that would really depend on how deep you want the lore to go for the other races and their origins but I need to stop while I'm ahead with the "ideas guy" spiel. That's just an example I have in mind when it comes to making demons have more depth but that opens up another can of worms when it comes to the inquisition by making them seem misguided at best.

I like the idea of them not being irredeemably evil but perhaps it would be better to leave them as is, would anyone even care for the "whys" and "hows" with big demon titties/ass/dick in their face anyway?

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On 7/22/2020 at 11:28 AM, slaen said:

Someone else on the Patreon was pointing out the issue with making the Inquisition entirely bad too.  I'm also missing the really straightforward storyline of pick up big sword, join inquisition, beat up demons, win game.  Pretty much the quest line for anyone that wants to just blow off steam or experience the tried and true fantasy quest.  Back in school I heard something about how Shakespeare added different layers to his plays.  Like there was the layer of slapstick, the action layer, then the political intrigue layer, and then the "inside joke" layer (I'm simplifying this like crazy but whatever).  I was thinking I could add a gameplay layer for people that want to play DOOM, explosions and killing demons.  And a layer for people that wanted to read lore and experience political intrigue, Dragon Age Inquisition or Tyranny players.  Again super rough ideas at this point in time and still really at the brainstorming stage.  How does that sound?  Does that over complicate things?  or when someone is in the mood to play DOOM do they also want to read lore?  or read through dialogue trees in between killing demons?

 

I'm not sure how to make the demons good?  What do you think?  or are there some examples you had in mind?  To me, currently, I picture the demons as like a force of nature almost where they just have these primal drives and they'll say or do anything to sate those appetites.  

 

I think you mentioned before you haven't played Dark Souls, but Fromsoft's method of iceberg storytelling is probably a great way to go about that exact thing.  The actual characters and cinematics and things give you barely any actual information, enough to know what your current goal is and the names of some important characters you might encounter.  Almost everything else is delivered either via context clues like where an important item or enemy is located, unusual behaviour in certain locations by either enemies or NPCs, small hints in throwaway lines of dialogue, items enemies drop and the like, or you get it from item descriptions.  Like a crazy amount of item descriptions.  Lore hunters have made their entire youtube careers off of piecing together the clues and presenting how they interpret them.

 

This isn't to say you need to make a cryptic masterpiece that uses crazy levels of game design to build a narrative that is all show and no tell, but it can be a useful means of adding more depth without just textdump conversation trees or drawn out scripted conversations.  You mentioned Dragon Age, and the same thing is accomplished through the codex entries, though to a much more verbose extent.  You could create lore and setting just through how you place things.  Maybe something weird like... slimes have some kind of symbiotic relationship with some form of disgusting lake monster I don't have a good analogy for, so wherever that monster is found they're usually sharing their home with several slimes or what have you.  Item descriptions are also an option, as are lore books and codex items like in elder scrolls and most modern Bioware games, if you're of the inclination to do a little writing.

 

Some people just want to play a game and hang out, but if you've got a story to tell, people will read it, and the fact that those soulsborne youtubers can have such a healthy fanbase is pretty indicative that people like a fun treasure hunt, even if the treasure is just more lore.

On 7/22/2020 at 4:40 PM, AttritionofContrition said:

As the demons go I don't really know much about them yet to say without knowing for sure if my ideas for them conflict with your own but maybe not so much "good" but rather "misunderstood". Typically demons are alien like in most fiction, usually from another plane or planet, what if their initial intentions weren't "evil" but due to their alien-like nature and  disturbing appearance most humans wouldn't interact with them, robbing them of a release for their primal needs. What if those needs (sex) are tied into their survival which in combination with mankind's reluctance to interact with them is the cause of their aggression and corruptive nature? Then again that implies that humans wouldn't get along too well with other monster types, I suppose you could make the humans vs demons an age old conflict, something like that would really depend on how deep you want the lore to go for the other races and their origins but I need to stop while I'm ahead with the "ideas guy" spiel. That's just an example I have in mind when it comes to making demons have more depth but that opens up another can of worms when it comes to the inquisition by making them seem misguided at best.

I like the idea of them not being irredeemably evil but perhaps it would be better to leave them as is, would anyone even care for the "whys" and "hows" with big demon titties/ass/dick in their face anyway?

Was thinking about this exact thing and had a couple ideas that sort of blended into a bigger mess.  Here's a way to make demons if not good, then perhaps sympathetic, and might even give some wiggle room to not necessarily NEED to put all of a race in one basket with the rest.  Gets a little lengthy so I'll spoiler it, but it plays a bit on what Slaen was saying about demons being forces of nature. 

 

 


Just pissing around with this idea, but here's a potential... something.  The usual reason for demons and humans to be fighting in basically everything, from pop culture to actual mythology, is because demons want things from us, but we also like to keep our things.  Whether that's some kind of treasure, or our homes, or our souls or whatever.  Demons are always "them" and humans are always "us" and we might not be awesome but we're no demons, which just want to take from us for whatever reason, or sometimes just for no reason.  In Dragon Age, they crave the stability of reality and hunger for the qualities they embody in a permanent world.  In Elder Scrolls, they either enjoy spreading suffering or are guided by an inherent need to meddle with mortals or destroy things.  Even dungeons and dragons, Devils are deal makers that use mortals to compulsively advance their own standing and grow their numbers, while Demons are forces of pure destruction that kill and corrupt because it's what they are.

Here's a different idea, what if it wasn't "them".  What if humanity, with all its flaws and weaknesses and capacity for evil, were just another subset of demons themselves a long time ago, demons that had been misled or "corrupted" to a different way of life or thinking.  What if the demons, like Slaen mentioned, were pieces of nature, and humanity broke from that natural order, not because they're humans and it's what we do, but because something happened a long time ago that caused a schism in the greater demonic strata.  Hundreds or thousands of years later, the world has been cut down, carved up, burned and twisted as humans live in defiance of their natural state and indifference to the state of everything else.  Humans, as we all know, like the familiar.  They fear the invader and forced change, and having lived apart from their kin since before their recorded history, they now fear what is in truth their natural order.  Imagine, after all, if an army of cave men wielding magic showed up and declared we needed to give up our technology, religions and cultures and go back to hunter-gatherer society and worship animal spirits.  We sure wouldn't want to.

 The demons work to bring humanity, their lost cousins, back into the fold because as they live now, they poison themselves, maybe even the world around them.  Humanity's culture has evolved in such a way that it caused them to lose touch with the world and themselves, and they can no longer feel how withered and weak they've become, maybe they've even lost their souls in the process.  They are now orderly, and have learned to advance beyond nature as a race and live in a new way that may not be how they should, but we all know the advantages civilization gives us.  The cost, however, was their inherent power and place in an ecosystem made with both the mundane and magic.

This could tie in to your Inquisition, should you so choose, I suppose.  Whatever force cause this split from the herd would have to be capable of turning the creatures humans used to be away from their old ways and toward something more controlled.  Perhaps a higher being or a powerful leader.  The Inquisition would act as the policing force of whatever you so choose, whether they know the truth or not after so long doesn't really matter anymore because the return to the "natural" way would cause the collapse of everything that has been built since then.  Lives would be destroyed, empires would crumble, the "current order" would fall to pieces as it was crushed and a rush to return to the "natural order" was pressed upon the newly returned demon faction.

 Inquisition battles demons to maintain the life humanity now knows, even if it's not natural, even if it ultimately hurts them, because it's theirs.  Its their way of life now, and the demons represent something none of them have ever lived with, something alien and frightening.  Demons, on the other hand, don't give two shits about the destruction of mankind, because as far as they're concerned mankind never should have existed in the first place.  They fight to defeat deluded rebels and save brainwashed cultists and return them and the world to how it was originally intended to be.  A human that is "corrupted" by demonic influence is from another perspective a demon that has been purged of its impurities.  Could be a good way to explain why humans can be turned into demons, or corrupted by them, and they just change the way they think as though they were never human to begin with, but demons can't be turned into people, only destroyed by the powers that would remove little pieces of demonic influence from someone who doesn't have too much of it already.  A human is simply being returned to how it's supposed to be with a sort of spiritual awakening.  A demon is being stripped of its essence in moments,  change that took humans countless generations to undergo.

 It would also be a fun way to explain why demons don't target just random animals or something, and give mages a lore reason to be susceptible to demonic influence.  Getting in touch with magic requires a rekindling of that latent connection to the world, the part of them that is still demonic.  The power that comes with being a demon returns, as does the inclination toward demonic behavior and a reduced grip on human order and temperance.  I don't know if you wanted to go with the Inquisition not liking magic, but if you were, that's a way you could go.

 I mostly like this overinflated rant because if humans and demons are one and the same in this setting, it gives you a reason for them to share qualities.  Humans can be capable of destruction, demons can be capable of peace.  Humans can burn demon settlements to the ground and murder or torture those that couldn't run fast enough just as easily as demons can to humans, and likewise demons can have communities/factions that are open to coexistence and are non-hostile to outsiders, preferring to persuade (Inquisition would say tempt) humans they encounter to willingly undergo the change or at least live a little more like the old ways, concerned more with getting by in their day to day than waging any wars.

 Then of course there's the nuances that come with the meeting of two cultures.  I'm imagining most demons, whatever their shapes or sizes, wear nothing and use few tools beyond what their body provides or their magic can accomplish.  Demons that adopt human ways to better defeat their forces, the militant ones that forge weapons and armor and machines so they can stand up to humanity's superior numbers and technology, grow smaller and weaker than their more natural cousins, closer to humans in many respects, but they gain the advantage of having a piece of metal between you and the other guy's weapon, and being able to knock down a castle from safely outside of arrow range.  Humans that are either sick of the fighting or are lead by those fascinated with demons, who allow them to come and go through their land or show small signs of corruption, or even a group that knows the real history and understands the impact human life currently has, advocating for a return to the old ways.  These groups would be reviled as traitors by their peers because they are adopting the ways of their enemies or eroding racial unity, but they'd also give a little flavor for you to throw in here and there.

 So the gist of it is demons aren't any more "good" than humans are "evil", they just understand things differently.  Humans are less chaotic and more tempered in their behavior, but the things they do and the way they live causes damage they can no longer see.  Demons, on the other hand, are more beholden to their desires and less controlled emotions, but they feel the impact humanity has on both itself and the world, and due to the nature of indulgence in their feelings and desires, they can't help but push back against it, even if it seems evil and destructive.  The more humans, who have slowly evolved to crave order, try to impose that order on the world, the more it compels demons, who are as they've always been, to undo it and restore nature.
 

 

Whew, that was a lot of repeated words for a near meaningless idea.  Anyway, hope that essay wasn't too meandering.  I thought it covered a good number of the bases, a little history to get the ball rolling, gives the player an actual reason to consider who they side with, sets up for demonic corruption being a thing you might actively pursue, gives the factions a reason to be fighting each other and even an excuse to have infighting if you want to have some subfactions within them.  You could probably also convert a number of those ideas into gameplay mechanics as well.  Pretty sure I've even seen a couple ideas I can think of off the top of my head in some of the mod sections for skyrim and the like.  It does not gracefully solve everything, of course.  I've totally neglected other intelligent races.  Elves, goblins and whatever else you care to include, but it could be a starting point.  A long, wordy starting point I probably could have summarized in like two sentences.  But I was on a roll and wanted to keep going, so now everyone else gets to suffer my unsolicited wall of text.

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@slaenI've been looking through this thread and I'm really excited to check this game out.  Also, I saw you discussing the game's stealth mechanics and I was thinking there could be some kinds of mechanics involving peepholes and/or gloryholes?  There could be a chance for certain NPCs to react in different ways depending on stats, like more lustful characters would react like "Oh boy! Dick!", or a guard might try to capture/kill you, etc. It would probably require more animations and programming to work, but I think it could be fun.  Mainly for me because I like stealth mechanics and gloryholes. lol.

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succ_wip_01.thumb.jpg.31ce2c357d11cef5a766b175260ed303.jpg

 

New progress update over on the Patreon.

 

On 7/22/2020 at 12:40 AM, AttritionofContrition said:

I'd say it really depends on how well you pull off those layers and interweave them, it sounds good to me but I'm the type of player that reads every lore bit he comes across, most people on the other hand I've found just want to focus on the sexual side of adult games but I'm of the mind that an adult game should be equal parts game as well as adult. I've had a similar discussion on another forum where I was called out for focusing too much on the non-sexual content, it may just be my perspective but I feel like more of an outlier when it comes to expectations of the non-adult side of these types of games.

As the demons go I don't really know much about them yet to say without knowing for sure if my ideas for them conflict with your own but maybe not so much "good" but rather "misunderstood". Typically demons are alien like in most fiction, usually from another plane or planet, what if their initial intentions weren't "evil" but due to their alien-like nature and  disturbing appearance most humans wouldn't interact with them, robbing them of a release for their primal needs. What if those needs (sex) are tied into their survival which in combination with mankind's reluctance to interact with them is the cause of their aggression and corruptive nature? Then again that implies that humans wouldn't get along too well with other monster types, I suppose you could make the humans vs demons an age old conflict, something like that would really depend on how deep you want the lore to go for the other races and their origins but I need to stop while I'm ahead with the "ideas guy" spiel. That's just an example I have in mind when it comes to making demons have more depth but that opens up another can of worms when it comes to the inquisition by making them seem misguided at best.

I like the idea of them not being irredeemably evil but perhaps it would be better to leave them as is, would anyone even care for the "whys" and "hows" with big demon titties/ass/dick in their face anyway?

That's the thing I'm hoping I can appeal to both types of players.   People that enjoy a lot of atmosphere and lore and then players that are just there for the sex animations.  After digging through adult twitter I can find so many examples of both types of people.  It's also not like there are marketing companies that have polled the player bases for porn games (yet). 

 

Hmm, my idea for demons really isn't super fleshed out yet I guess.  I was thinking more that the demons are relatively new arrivals to the world and so they're throwing everything into chaos.  I'll probably take a ton of inspiration from GigglingGoblin's stuff.  They do a really great job with world building and having a consistent tone across stories and characters.  But yeah, putting more depth into the demon's and stuff I'm hoping will come with time. 

 

On 7/23/2020 at 4:52 AM, Just Checking said:

I think you mentioned before you haven't played Dark Souls, but Fromsoft's method of iceberg storytelling is probably a great way to go about that exact thing.  The actual characters and cinematics and things give you barely any actual information, enough to know what your current goal is and the names of some important characters you might encounter.  Almost everything else is delivered either via context clues like where an important item or enemy is located, unusual behaviour in certain locations by either enemies or NPCs, small hints in throwaway lines of dialogue, items enemies drop and the like, or you get it from item descriptions.  Like a crazy amount of item descriptions.  Lore hunters have made their entire youtube careers off of piecing together the clues and presenting how they interpret them.

Nice I like the iceberg storytelling idea.  At some point I really do need to make myself play through Dark Souls just so that I have that reference to what everyone is talking about.  It's crazy how influential just their combat system has been and now there's that entire new way of "Souls - like" games coming out soon.  

 

Oh nice, love the lore ideas!  If you get time check out GigglingGoblin's stuff.  Let me know what you think.  I also think there's a decent amount of points that are really similar to what you've written. 

 

On 7/23/2020 at 8:50 PM, Sexy Pizza said:

@slaenI've been looking through this thread and I'm really excited to check this game out.  Also, I saw you discussing the game's stealth mechanics and I was thinking there could be some kinds of mechanics involving peepholes and/or gloryholes?  There could be a chance for certain NPCs to react in different ways depending on stats, like more lustful characters would react like "Oh boy! Dick!", or a guard might try to capture/kill you, etc. It would probably require more animations and programming to work, but I think it could be fun.  Mainly for me because I like stealth mechanics and gloryholes. lol.

Hmm peepholes might be a little difficult?  I honestly hadn't considered how to handle them before this.  But most stealth games do have that mechanic don't they?  No promises but I'll at least look into it when I get a free moment.  The gloryhole stuff seems more likely.  There was some discussion of having stocks in town that were useable by the player and NPCs a few pages back in this thread.  I could see the gloryhole systems using the same or similar tech.  How does the gloryhole stuff tie in with stealth?  or is it the anonymity of it? 

It will be a while before I can implement this sort of stuff but that would be cool to put together an entire thieving / crime and punishment content build at some point in time. 

 

 

 

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  • 2 weeks later...

Oh hey an update, almost two weeks ago.  I didn't see the thread come up or get notified I was quoted, so I missed this one.  Demon gal looks pretty good, looking forward to seeing her colored.

On 7/29/2020 at 4:25 PM, slaen said:

How does the gloryhole stuff tie in with stealth?  or is it the anonymity of it? 

I'm not going to pretend to know the angle Pizza was genuinely after, but if I had to take a guess it's more the anonymity than any form of stealth mechanic.  Unless walls in this world just tend to have holes in them here and there to spy through, where people on the other side might decide to take advantage of the person being on the other side and stick their dicks through to see what happens.  A risky play, to be sure, but in a world of sexmad demons who knows what could happen, right?  Honestly I don't really know how to put it, the stocks and glory hole things and stuff.  From a gameplay perspective they serve almost no purpose, they're just extra programming to make porn.  I think the only way, and not even particularly nice way, I can describe it is "whore aesthetic".  The character is being used, or allowing themselves to be used, for whatever reason.  Don't know what you're getting, but you're getting it.  It probably comes down to a domination/submission thing, but honestly how do you explain some fetishes, right?  I know there's plenty I'll never get, and there's probably plenty of people that don't get the draw of glory holes.

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  • 3 weeks later...

Hey there,

 

I found my way to this thread by "accident", while looking for something else. Why am I telling this? Because you "need" money, and therefore you need people to know you exist. You probably already heard this a hundred times, and I don't want to give you the impression that I'm a wise ass (though, I am one.. sorry). But you need to be more active in marketing.

 

> why is there no video of your work so far?

> why is there no blog with your progress?

> why are there no teaser (or more) videos of your work on porn pages?

 

If I may, I dare say that there are currently only 2 really big games with porn content: Skyrim and Sims. And both games have the majority of people using those modded games also visitin Loverslab. This page is an excellent marketing tool because of this audience. I would advice you to show your work - I haven't looked through every page of this thread, but what I've seen so far looks more than worthy of the publics attention (on this board). Show off, please - you earned it!

 

As I said, if my post is old news for you, please just regard is a good wished from someone trying to be constructive (while being to greedy to pay you money :s).

 

All the best wishes!

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Sorry for bothering you again. Normally I'd edit my previous post, but I guess a little push never harms. At least, I hope so. I just wanted to add something to my previous post, after I found the early alpha version on your Patreon page:

 

> the link on the first page of this thread leads to a file that "no longer exists" on Mega

> performance (minor): had some stuttering in the exterior cell, but might be machine related.. so just FYI

> first impression: the looks strongly reminded me of "Wild life" (WL from now). Besides that, it looks very solid. Simple, but straight forward. A good structure to work with.

 

Based on my first impression, I'd like to express my opinion on what you could do to create more fame / attention for your project:

 

- Skyrim became popular (in the NSFW scene) for it's high-class optics and physics. If you go for Skyrim, you might distance your work optically from WL and it's "comic look".

- the chraracter creator is great; I believe WL doesn't offer that much sliders

- one point seems important: WL videos are only about sex, with nearly no teasing. Skyrim became popular for it's "devious devices", as well as for lingerie, very revealing outfits e.g.; if you do a video, I'd strongly advise to use limited nudity. Like, for the BJ, open zip only for him, and free boobs for her. Or a folded up skirt during the missionary.

 

Not that I know anything about creating content, or if you already know everything that I said.

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  • 3 weeks later...

succ_02.jpg.d6d26ae62d8708cf6215e91998bf33a0.jpg

 

Wow, my concept of time is completely shot these days.  I'm hoping to get back into the swing of updating this thread again. 

 

Here's an updated shot of the succubus.  I'm working on the retopolgy for her right now.  

I'm also calling the proof of concept complete.  All of the base systems and mechanics are in game, roughly working, and ready to go.  There's a post over on the Patreon listing the features for those that are interested.   Now a lot of the work is making content, polishing everything, and squashing bugs. 

 

On 8/11/2020 at 10:53 PM, Just Checking said:

Oh hey an update, almost two weeks ago.  I didn't see the thread come up or get notified I was quoted, so I missed this one.  Demon gal looks pretty good, looking forward to seeing her colored.

I'm not going to pretend to know the angle Pizza was genuinely after, but if I had to take a guess it's more the anonymity than any form of stealth mechanic.  Unless walls in this world just tend to have holes in them here and there to spy through, where people on the other side might decide to take advantage of the person being on the other side and stick their dicks through to see what happens.  A risky play, to be sure, but in a world of sexmad demons who knows what could happen, right?  Honestly I don't really know how to put it, the stocks and glory hole things and stuff.  From a gameplay perspective they serve almost no purpose, they're just extra programming to make porn.  I think the only way, and not even particularly nice way, I can describe it is "whore aesthetic".  The character is being used, or allowing themselves to be used, for whatever reason.  Don't know what you're getting, but you're getting it.  It probably comes down to a domination/submission thing, but honestly how do you explain some fetishes, right?  I know there's plenty I'll never get, and there's probably plenty of people that don't get the draw of glory holes.

Hmm, I think I understand.  There's so many different features and ideas that people ask for that I'm not familiar with but when people go into depth explaining them it really helps me figure out if/how I can get them into the game.  So, in some ways it's like an extended cutscene or sort of like a fishing minigame?  Like the player is putting the bait out there and seeing what they can catch?   Seems like that would mostly be a matter of making the different animations and hooking that into the current scene systems. 

 

On 8/31/2020 at 2:00 PM, Swiftstep said:

Sorry for bothering you again. Normally I'd edit my previous post, but I guess a little push never harms. At least, I hope so. I just wanted to add something to my previous post, after I found the early alpha version on your Patreon page:

 

> the link on the first page of this thread leads to a file that "no longer exists" on Mega

> performance (minor): had some stuttering in the exterior cell, but might be machine related.. so just FYI

> first impression: the looks strongly reminded me of "Wild life" (WL from now). Besides that, it looks very solid. Simple, but straight forward. A good structure to work with.

 

Based on my first impression, I'd like to express my opinion on what you could do to create more fame / attention for your project:

 

- Skyrim became popular (in the NSFW scene) for it's high-class optics and physics. If you go for Skyrim, you might distance your work optically from WL and it's "comic look".

- the chraracter creator is great; I believe WL doesn't offer that much sliders

- one point seems important: WL videos are only about sex, with nearly no teasing. Skyrim became popular for it's "devious devices", as well as for lingerie, very revealing outfits e.g.; if you do a video, I'd strongly advise to use limited nudity. Like, for the BJ, open zip only for him, and free boobs for her. Or a folded up skirt during the missionary.

 

Not that I know anything about creating content, or if you already know everything that I said.

It's no bother at all and I really do appreciate the input.  These are also all very good points.  Up until this point almost all of my focus has been on just making the game.  Making marketing material, at least for me, is really time consuming.  But I also just finished up the proof of concept features / systems list so the heavy lifting for the base game is done and in theory I'll have some more time for the marketing of the game. 

I hear you about the visual style of the game being similar to WL.  This wasn't really intentional it was just sort of the style I felt like making for the characters and environment.  I was looking at a lot of the artwork from Fable Legends at the time and I still really dig that style. 

As for teasing in game, the partially open or crumpled clothing is actually super difficult to do in game, but I do have other systems that will be going into the game for seduction based attacks and grapples.  This is mostly just waiting on animations to be finished. 

 

For the marketing stuff I'm still learning about where people go for adult games and how to market them.  I know there's a decent chunk of people that come to Loverslab, and it seems like most games have a twitter since tumblr died.  If this was a "regular" game I'd be trying to get a featured spot over on Kotaku or RPS or something.  Are there similar sites for adult games?  The few that I've found so far are littered with ads and don't seem to be all that popular or useful.    I'm really open to any thoughts or ideas on marketing.  I think my next major steps will be making Twitter and Pornhub accounts. 

 

 

 

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11 hours ago, slaen said:

So, in some ways it's like an extended cutscene or sort of like a fishing minigame?  Like the player is putting the bait out there and seeing what they can catch?   Seems like that would mostly be a matter of making the different animations and hooking that into the current scene systems. 

You know what?  Fishing minigame sounds like an excellent comparison.  I can't think of anything else it comes close to in concept.  Execution is a bit different, of course, but ultimately it fulfills a similar position.  A filler activity that isn't crucial to the rest of the game, it's just something you can do should you want to.  Like I can't remember a single mission in Nier Automata that required you to fish, it was just there, in the game.  Succubus is still looking pretty cool, I admire the refinement you've made to the wings and horns.  Surprised you went for a reptilian tail over the traditional spade tail but it looks good.

 

Unrelated, but I wanted to ask a different question.  Do you use blender for your models, or do you have something else?  Recently I thought it might be kind of cool to learn how to make 3d models so I downloaded blender and started watching some tutorials.  Did you get a formal education in this kind of stuff or did you just learn in your own time? Trying to get an idea of what I'm in for.

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10 hours ago, Just Checking said:

You know what?  Fishing minigame sounds like an excellent comparison.  I can't think of anything else it comes close to in concept.  Execution is a bit different, of course, but ultimately it fulfills a similar position.  A filler activity that isn't crucial to the rest of the game, it's just something you can do should you want to.  Like I can't remember a single mission in Nier Automata that required you to fish, it was just there, in the game.  Succubus is still looking pretty cool, I admire the refinement you've made to the wings and horns.  Surprised you went for a reptilian tail over the traditional spade tail but it looks good.

 

Unrelated, but I wanted to ask a different question.  Do you use blender for your models, or do you have something else?  Recently I thought it might be kind of cool to learn how to make 3d models so I downloaded blender and started watching some tutorials.  Did you get a formal education in this kind of stuff or did you just learn in your own time? Trying to get an idea of what I'm in for.

Yeah, the fishing game analogy seems like the way to go with a lot of gameplay elements too.  It'll be there for the people that enjoy that content and for people that don't they can skip over it.  Now I just need to go through other games and see if there's a fishing system that's fun that I should copy.  I finally got my hands on Animal Crossing to see what the hype was about, and it's really interesting how "simple" all of the mechanics are in that game.  Like most activities are move to this spot, press the button, pick up whatever popped out.  But I think why it's compelling is the framing of all of the elements together, the sheer amount of content, and the constant feeling of progression.  It just seems like a really good example that gameplay systems don't need to be overly complicated to still be fun. 

 

Oh, she does have a spade at the end of her tail just the camera angle really doesn't show it that well and yeah I wanted to carry over the design elements from the wings into her tail.  Just tie the looks together.

 

For 3d I use Maya and Zbrush on my personal stuff but that's only because I'm so comfortable in those packages and relearning hotkeys or switching over to 3dsmax or Blender is a headache for the first month or two.  Really the modeling package you use is just a tool and from what friends tell me Blender is a solid program these days.  You'll probably want a sculpting program to go with Blender too.  I'm pretty sure Blender has a bit of sculpting but I'm not sure how robust it is yet?  Zbrush is what most people use and for learning ZbrushCore is their stripped down package and $10 per month if you want to be all legal like.  There's also Mudbox which Autodesk has pretty much let die.  It doesn't have as many tools as Zbrush does but it will get the job done and the UI is a lot easier to learn than Zbrush.

 

I do have a "formal" education in 3d, I'm also still paying off my student loans.  The classes I took were mostly taught by former students or people who couldn't land an actual industry job and I had to unlearn some bad practices.  The good news though is that there are a ton of resources online and most of them are free and high quality if you don't mind doing some digging.  Polycount is a great resource, 3dtotal also has a bunch of high quality tutorials.  Literally the first character modeling tutorial I ever did.  Oh man, Poop's site is still around http://poopinmymouth.com/.  A lot of his tutorials would be considered super old school by now but they teach solid core fundamentals.  Just be careful of people charging money for 3d tutorials or teaching 3d classes.  Sometimes they're worth it but a lot of times that same information is freely available and they're just parroting it from someone else's tutorial anyways. 

 

3d takes a lot of time and practice and there's never a point where you stop learning but if you enjoy it then it's all worth it.  I've been doing it for years and I'll still sit and sculpt for a few hours just to unwind.  It's also really cool the first time you put something into a game and see something that you built running around in the world. 

 

Hopefully that helps and wasn't too rambling?

 

 

 

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Thanks for the feedback! It's nice to be of service, no matter the amount.

 

Fable Legends - I missed that whole story completely. But I remember part 3, which had a great setting, far better than part 1 (played only those two) - better, because it's more diverse. A late, medieval setting, in the early phases of industrial revolution (giving the game a steampunk flavor, too). That would clearly be an advantage over WL - yeah, beach life is nice, but it get's repetitive. Not only the landscape, but also the colours of the world, the content itself, clothes, behaviour of NPCs. One biom (to use the minecraft term) quickly gets boring. Fable-world had at least half a dozen (city, village, forest, desert, arctic (?), industry and farms / meadows), making an excellent variety in looks and "taste" of the world. I'm a colours guy. I like well-alloted colour patterns.. if that term even exists.

 

As for marketing, I'd say you're on the right track. I'm guessing right now you prefer to focus on progress, not on experimenting. Before you push yourself, you need to know what you need people's attention for, speaking short- and medium term. Would be of no use if people would besiege you with Q&A, and you lose to much time on creating. IMHO you already got a solid FAQ section, so you could go for a bit more advertising. And you can do that for free here (blog section maybe?), and on the major porn pages... isn't pornhub on rank 3 of the pages with the most traffic in the world? Can't think of a better page for you. For research, I'd look at the careers of people in the same / similar business (like Rikolo, Nyl, Lord Aardvark, Studio FOW (creating a game, too, btw)).

 

Not sure on the timeline, but since the first vids of WL became popular on pornhub, they grew from a couple of thousands bucks per months to.. nearly 100k .. in.. I'd say less than 2 years. Yeah, sure, they did a lot of work, and I doubt the pay rate for the team is very good.. but stillt. The progress is impressive. Which is good for you, because it means, people are willing to spend money in adult game developement.

 

All the best wishes in the meanwhile!

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13 hours ago, slaen said:

3d takes a lot of time and practice and there's never a point where you stop learning but if you enjoy it then it's all worth it.  I've been doing it for years and I'll still sit and sculpt for a few hours just to unwind.  It's also really cool the first time you put something into a game and see something that you built running around in the world. 

 

Hopefully that helps and wasn't too rambling?

Thanks for the advice, man.  Like I said, total novice, I just thought I'd give it a try because it looked like it could be interesting.  For now I'll play around with blender and see what I can figure out, but it's good to know what other programs work well together.

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Starting work on a trailer

 

Now that the proof of concept is complete and relatively stable I'm going to put some time into marketing and promoting Feign.  The idea is to make a quick teaser trailer to showcase the game.  Something that's only 30 to 45 seconds long, hits the high points, and doesn't drag on.  Also to not sink so much time into the trailer that it slows down the actual game development.  I think as long as I stick to gameplay shots of content that is already there or that I'm currently working on anyway that will be the most efficient way of handling things. 

 

With that in mind I started doing research on trailers and how to make them.  I have no idea how to actually do any of this so it's a huge learning experience and it should be fun too.  So first thing is first:

How To Make A Blockbuster Movie Trailer

https://www.youtube.com/watch?v=KAOdjqyG37A

I really like this video and how it breaks down the formula of blockbuster movie trailers.  Super simple, straightforward, and fun to watch even though it's just white text on a black background.  

From there I started looking at a number of different trailers and trying to break them down.  Looking for those formula elements from the last video.   

Mad Max: Fury Road - Official Theatrical Teaser Trailer

https://www.youtube.com/watch?v=YWNWi-ZWL3c

1.jpg?token-time=1602028021&token-hash=P5lxo7O2sPiGTrEqmTrNQ5CxkzZdn1_x4SBrPWc14A8%3D

 

Fury Road hits almost all of the elements from the blockbuster formula trailer and also has a really impactful visual style.  I grabbed about a 30 second sequence of shots and tried to look at what the shots are actually doing.  Most of these, with the voice over, establish the scene and mood, then introduce the bad guys, then the protagonist, then a sweet action shot, then the reveal of the Big Bad Guy.  So within 30 seconds they've set the stage for the entire narrative and shown off some awesome visuals.   

Skyrim Live Action Trailer

https://www.youtube.com/watch?v=w1AenlOEXao

1.jpg?token-time=1602028021&token-hash=hVnPIXfHEKMr-4KA-KyTEuSokjgbN_MBD0M0FdRGpM8%3D

 

The Skyrim live action trailer follows most of the same formula. Establish scene and mood, introduce the protagonist, and then the Big Bad.  The action and shots also build over the course of the trailer along with the music.   The ending also leaves the viewer hanging "Oh, wow I really want to see what happens next..." sort of feeling.  

INMOST - Release Date Trailer

https://www.youtube.com/watch?v=EbhPtXP-LE4

1.jpg?token-time=1602028021&token-hash=hdpS5GRdIrhWWx6sOvJ0-lT1-bxHex5xDITD-NjOJbA%3D

 

Finally I grabbed one of the trailers for Inmost, which when I watched this trailer I knew nothing about the game and hadn't ever heard of it before but the trailer really made the game look cool and it stuck out in my mind.  The audio cues timed up to the shots, the overall pacing of those shots, the content I just think they did a really great job with this.  I also like that it's only 45 seconds, communicates the feeling and tone of the game and then ends before the viewer gets bored.  

I dug a bit more into the breakdown of this video and started putting time stamps and highlight notes over each shot.  I think this is a good target for the Feign trailer for timing and content.  

 

---

Those are my initial notes.  I'm still reading and watching tutorials and trying to absorb as much as I can before I jump into actually recording content and putting things together.  And again I've never done this before so I'm not even remotely an expert.  If anyone has any thoughts, ideas, or feedback let me know!

 

On 9/17/2020 at 3:17 PM, Swiftstep said:

Fable Legends - I missed that whole story completely. But I remember part 3, which had a great setting, far better than part 1 (played only those two) - better, because it's more diverse. A late, medieval setting, in the early phases of industrial revolution (giving the game a steampunk flavor, too). That would clearly be an advantage over WL - yeah, beach life is nice, but it get's repetitive. Not only the landscape, but also the colours of the world, the content itself, clothes, behaviour of NPCs. One biom (to use the minecraft term) quickly gets boring. Fable-world had at least half a dozen (city, village, forest, desert, arctic (?), industry and farms / meadows), making an excellent variety in looks and "taste" of the world. I'm a colours guy. I like well-alloted colour patterns.. if that term even exists.

 

As for marketing, I'd say you're on the right track. I'm guessing right now you prefer to focus on progress, not on experimenting. Before you push yourself, you need to know what you need people's attention for, speaking short- and medium term. Would be of no use if people would besiege you with Q&A, and you lose to much time on creating. IMHO you already got a solid FAQ section, so you could go for a bit more advertising. And you can do that for free here (blog section maybe?), and on the major porn pages... isn't pornhub on rank 3 of the pages with the most traffic in the world? Can't think of a better page for you. For research, I'd look at the careers of people in the same / similar business (like Rikolo, Nyl, Lord Aardvark, Studio FOW (creating a game, too, btw)).

Oh you missed Fable 2?  Out of the three numbered Fable games 2 was my favorite.  I thought it had more of a sandbox feeling than 3. 

 

As for the blog stuff here on Loverslab do a lot of people use that now?   The last time I looked at blogs here was, wow, I think like 2 years ago almost?   At that time I got the impression that not many people were using the feature. 

 

On 9/17/2020 at 11:20 PM, Just Checking said:

Thanks for the advice, man.  Like I said, total novice, I just thought I'd give it a try because it looked like it could be interesting.  For now I'll play around with blender and see what I can figure out, but it's good to know what other programs work well together.

Nice, yeah if I can help with anything else let me know. 

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  • 2 weeks later...

Well, movie trailers of popcorn blockbusters all look "the same", because they all follow the same basic principle. Not more, and no less. You know what you get. Question is: what will you (one) get from supporting you? I never studied marketing data on the matter, but it seems to me, games are being promoted by friends and / or persons we like / follow - mainly. So, I think, question is how to get their attention.

 

Sorry again for always bringing it up, but since I can't speak from expertise, I simply speak from experience: WL at first had only very limited content, and so were the trailers. Some beach shots and some action - a little flying, and no fighting, I believe. A proof of concept. Then, they got gamers loading their videos to the porn pages - just like Skyrim gamers did. I'm guessing they were there first; and biggest for quite some time. Some creators did Skyrim kinky story stuff, others only kinky stuff. I didn't check the amount of views or anything, but I'm talking as someone regularly browsing. Skyrim had a large impact on the scene - the first title with the right look and the right amount of possibilities. Sims doesn't have the looks but there are more Sims  than WL kinky videos. Skyrim still on place one, Fallout not even remotely as popular.

 

And that's what brings us to this board. Every major breakthrough in Skyrim modding has been made public and popular here - maybe not always as first base, but always one a very large scale. I remember that news article (was in the off-topic section, like 2 years ago), claiming that Turbodriver is a millionaire by now (the guy who created Whicked Wims for Sims), and Ashal earning several thousand bucks a month, for being LL big boss. That is one of the reasons why I recommended (and still doing it) to use all available tools this board has to offer. Your thread is hidden in the section why below those ones with the most traffic. That's why they are high up on the main page, and this here is not. The blog section, on the other hand, follows different rules. Newest post is up. I checked for numbers, but most people don't show how many people took a peak at their work. This one guy did, however:

 

He is posting videos from creators like Double Nyl and Rikkolo - both very talented, with a taste for setting. There always must be a story in modded games & kinky content. A plot, a layout. And he got over 6k views with 40 blog entries. Pretty sure he made it from 5k to 6k within less than a month.. he started posting big videos very recently. Meaning in short: people are quite interested in "3D / animated porn", especially with content. As for gaming, I dare say, the most popular (and most illegally copied and uploaded) stuff is this one:

 

https://affect3d.com/bloodlust-cerene-dlc/

 

Their stuff hit the market (= popular porn pages) like a bomb. Affect seems to be an alltime kink-game manufacturer on a big scale. Considering how much stuff they produced in quite a short time, I believe they very well might be the biggest producer on the market. This is high-grade stuff. Might be a good idea to learn from the best (most professional / organized).

 

So, this became quite a lot of text. I meant to keep it short. Sorry :s

Me, personally, I understood from reading just a few posts from you, that you are 100% into product - and that you are self teaching what you need to know. Those are both important qualities - people will respect and trust you for those. You need to stick to that.

 

Finally, last words (I swear!): a short (45 seconds - good time frame) video of what your game already has to offer is great (but don't be to loud, like those hollywood trailers :)). Be sure to post it in the blog section as well. Why? It's free, it's easily accessible, it's on a kinky gaming page. Yay!

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You know regarding your marketing choice, one thing does come to mind.  We already know you're bouncing ideas, receiving criticisms and making adjustments here, but do you intent to allow backers to make more direct dictations on content?  For instance, a higher tier backer could make a request for a race or fetish to be catered to?  I'll make it clear, I'm not suggesting you do that, if you think that sounds good then do whatever you like the sound of but in the even you decide to do that, make it apparent backers have that power if that's something you'll want to go for.  Even if you're not, do make it apparent where people can go to hear about your plans and can join the conversation.  Of course, I've been kind of enjoying this fairly small group brainstorm/feedback we've been doing, but other people would love to know there's a place they can weigh in on developments or concepts.

 

Part of the problem with coming up with marketing stuff at this point is, as you've said, you've only got the basics of your systems and things in place, and now you have to work on specifics and fill it out.  So there's only so much right now to showcase.  Considering that, make it clear what you do have to offer at this point.  You've got good models, character creation, the basics of adult and combat content and whatever you feel backers would get access to.  It might not be glamorous, but it'll give you the freedom to make whatever changes to development you want to without breaking any promises you might have made in your sales pitch and backers went in for specifically.  Basically what I'm saying is try not to make any direct promises regarding future content or something, someone might hear you say "Yeah I'd love to make a urethral vore->glandular hypergrowth system" or something equally wild and start backing based on that, then for whatever inconceivable reason (e.g; it's horrible) if that falls through they'll say "I gave you my money because you promised me I could eat people with my dick and it would reflect on my character by giving me goiter" and cost you valuable credibility.

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What worries me about doing marketing early, is if you do get coverage from sources that actually potentially can spread word about it like Lewdgamer for instance. It could be that kinda coverage and potential interest boom will be over soon again if there is not much to see or do, given the flood of indie games are currently being pushed out. Opposed to setting out a development goal maybe to very specific core feature or stuff, then branch stuff out eventually to reach more broadly in terms of subs. May at least from what I have seen kill some good ideas or project way before they even take off, I noticed most those who have a large following of patreon support. Been mostly working on their stuff for 1 year sometimes slightly more before reaching high number of support and backing, so think many those who decide to try make these game first time around often end having small sub support at first often either doing project as side job or live tight until things pick up.

Also think sometimes what end being nail in coffin for many are trying to do too much too fast, I think just observing taking it slow and focus on one gameplay thing then moving outwards from there probably give more value on long run. In case of Slaen it could be developing the sex interactions town atmosphere and npc AI, then potentially add enemies quest, itemizations and so forth once backing pick up. Think if you end working on several different elements you end having large wave of things, but nothing that essentially give much gameplay to do- Which should be one the things to draw in backing support and make people invested in following what is new, plus wanting to see the project succeed.

But again no game developer here so cannot say anything aside from what I observed having followed many different titles on patreon develop over a year or two now. 

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Huh, you guys are right - I was talking med- and long-term. Short-term needs to be limited to what you actually need now, Slaen.

All in all, my point (or what got me here) is that this subforum is well hidden. If you want, you could do more PR here, without much effort.

I wasn't rushing you to got for 10k subscribers within 3 weeks... hope that's clear. I just got carried away ?

 

I guess it's fair to say that you should make an easy calculation: if you spend time worth a 1.000 bucks per month into the game, you should do PR as much as necessarry to get those 1.000 bucks. That would ensure natural growth. If at any point you could do much more, and hire somebody else, you need to grow in funds by the same amount.

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succ_texturing_01.jpg.2a65bfc93dfcb34b2e7f88a4e365af42.jpg

 

Working on her textures and materials in game.  The latest updates and details and all that jazz can be found over on the Patreon.

 

scc_02b.jpg.22387530b978abbb806dbdd75fd22925.jpg

 

and the blendshapes for her facial expressions. 

 

 

On 10/4/2020 at 10:22 AM, Swiftstep said:

Their stuff hit the market (= popular porn pages) like a bomb. Affect seems to be an alltime kink-game manufacturer on a big scale. Considering how much stuff they produced in quite a short time, I believe they very well might be the biggest producer on the market. This is high-grade stuff. Might be a good idea to learn from the best (most professional / organized).

The Affect 3D stuff is super interesting.  I remember running into one of their animations over on Pornhub a while ago.  It looks like they're doing really well now and their viewer numbers are great. 

 

I guess my biggest hesitation with marketing anywhere and everywhere is how much time that actually takes, and also I worry about dropping off on doing updates to certain places.  It's like those twitter accounts that at first were a source of updates and information and then one day they are just pre-generated announcements letting you know the person is streaming and nothing else.  I'm not sure if that's only a personal feeling or if other people dislike that too. 

 

I think you're right also that a large part of marketing today is getting the attention of streamers, news sites, or just popular people within the community.  Like I'm sure getting a plug from someone like Fenoxo would drive a ton of traffic to any project.  It's also funny, the last studios I worked for would drop tens of thousands of dollars on streamers just to get featured space on their streams.  Hah, of course I don't exactly have that sort of budget. 

 

On 10/4/2020 at 7:30 PM, Just Checking said:

You know regarding your marketing choice, one thing does come to mind.  We already know you're bouncing ideas, receiving criticisms and making adjustments here, but do you intent to allow backers to make more direct dictations on content?  For instance, a higher tier backer could make a request for a race or fetish to be catered to?  I'll make it clear, I'm not suggesting you do that, if you think that sounds good then do whatever you like the sound of but in the even you decide to do that, make it apparent backers have that power if that's something you'll want to go for.  Even if you're not, do make it apparent where people can go to hear about your plans and can join the conversation.  Of course, I've been kind of enjoying this fairly small group brainstorm/feedback we've been doing, but other people would love to know there's a place they can weigh in on developments or concepts.

 

Part of the problem with coming up with marketing stuff at this point is, as you've said, you've only got the basics of your systems and things in place, and now you have to work on specifics and fill it out.  So there's only so much right now to showcase.  Considering that, make it clear what you do have to offer at this point.  You've got good models, character creation, the basics of adult and combat content and whatever you feel backers would get access to.  It might not be glamorous, but it'll give you the freedom to make whatever changes to development you want to without breaking any promises you might have made in your sales pitch and backers went in for specifically.  Basically what I'm saying is try not to make any direct promises regarding future content or something, someone might hear you say "Yeah I'd love to make a urethral vore->glandular hypergrowth system" or something equally wild and start backing based on that, then for whatever inconceivable reason (e.g; it's horrible) if that falls through they'll say "I gave you my money because you promised me I could eat people with my dick and it would reflect on my character by giving me goiter" and cost you valuable credibility.

I agree that making a tier for people to have very direct input could be good and bad and would need to be handled carefully.  I was toying with the idea of even making a tier where the person could give me a concept image and I would just make that and put it into the game.  Then I started trying to figure out realistically how that would work and how much it would cost and how much development time it would take away from the actual game.  Which all made it look less and less attractive.  Plus then I'm just directly making someone else's ideas and I might as well just be back at a regular studio doing the same thing and getting a steady paycheck at that point.  Instead I really like the collaboration with people and being able to bounce ideas off of others and then it isn't a completely one sided thing. 

 

The credibility thing is also really crazy to me.  I'm never entirely sure how much marketing is smoke and mirrors and how much is real.  Like for example those side bar ads on Pornhub for games that say things like "CuM iN FivE MINUtes!!!"  sort of thing.  I tried clicking through those just to see what they were talking about.   After a few pages of clicking through ads and other garbage I finally gave up and did a google search and came across this article on vice.com https://www.vice.com/en/article/wxeja5/i-tried-not-to-cum-while-playing-the-adult-games-advertised-on-pornhub.

 

I can only imagine if those games make money but at the same time some people must play them right?  Otherwise why even bother with the ad bandwidth and the hosting fees?  And they just seem like the antithesis of credible to me. 

On 10/5/2020 at 12:27 PM, Khaine2000DK said:

What worries me about doing marketing early, is if you do get coverage from sources that actually potentially can spread word about it like Lewdgamer for instance. It could be that kinda coverage and potential interest boom will be over soon again if there is not much to see or do, given the flood of indie games are currently being pushed out. Opposed to setting out a development goal maybe to very specific core feature or stuff, then branch stuff out eventually to reach more broadly in terms of subs. May at least from what I have seen kill some good ideas or project way before they even take off, I noticed most those who have a large following of patreon support. Been mostly working on their stuff for 1 year sometimes slightly more before reaching high number of support and backing, so think many those who decide to try make these game first time around often end having small sub support at first often either doing project as side job or live tight until things pick up.

Also think sometimes what end being nail in coffin for many are trying to do too much too fast, I think just observing taking it slow and focus on one gameplay thing then moving outwards from there probably give more value on long run. In case of Slaen it could be developing the sex interactions town atmosphere and npc AI, then potentially add enemies quest, itemizations and so forth once backing pick up. Think if you end working on several different elements you end having large wave of things, but nothing that essentially give much gameplay to do- Which should be one the things to draw in backing support and make people invested in following what is new, plus wanting to see the project succeed.

But again no game developer here so cannot say anything aside from what I observed having followed many different titles on patreon develop over a year or two now. 

You've pretty much summed up game development in that 2nd paragraph.  What do you work on?   Where do you focus?  There's always so much to do and polishing any one thing means that something else is neglected.  I've brought up Under the Witch a few times in the past and I think they've done a very good job of staying focused on the core experience but even then there's a mountain of work after putting the basic mechanics together, then getting the voice work done, the sound fx, visual fx, models, animations, rigs, scene writing. 

 

I think the adult games market is also shifting a bit.  Projects seem to take longer to get backing on Patreon where before, when there were fewer games, it seemed like once a project was noticed it was funded very quickly.  I guess it's a similar situation, on a much smaller scale, as to what happened to Steam over the years and how at one point an indie title was guaranteed to make a decent amount of money just for being on Steam.  Where now an indie project is lucky just to break even on development costs.

 

I do agree with you on focusing in on a small slice and polishing that and then using that as an example of "this is where I'm going with the game".  Which like you said I'm planning on getting the sex interactions polished up first and then start spreading out from there.

 

 

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10 hours ago, slaen said:

 

I agree that making a tier for people to have very direct input could be good and bad and would need to be handled carefully.  I was toying with the idea of even making a tier where the person could give me a concept image and I would just make that and put it into the game.  Then I started trying to figure out realistically how that would work and how much it would cost and how much development time it would take away from the actual game.  Which all made it look less and less attractive.  Plus then I'm just directly making someone else's ideas and I might as well just be back at a regular studio doing the same thing and getting a steady paycheck at that point.  Instead I really like the collaboration with people and being able to bounce ideas off of others and then it isn't a completely one sided thing. 

 

Maybe if you were going with that maybe you could do something like given option to have impact on armor style, some character customizations or something like that at higher tier. Seems character creation options been one things been quite asked for lately in many games, assuming such things don't take too long to do of cause? Like for instance be submitting picture of hairstyle, armor style or something to be included then maybe make poll on which gets added among that tier level.

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  • 2 weeks later...

bplate_01.thumb.jpg.f5868dd22af7daede5ffee1abb5b7502.jpg

 

Had some time to work on an armor set this week. Going to try and get a new build out before the end of this month and then once that's done it'll be time to start rigging and then animating the succubus from the previous posts!  As usual, a bit more info and all the usual updates can be found over on the Patreon.

 

On 10/7/2020 at 6:37 AM, Khaine2000DK said:

Maybe if you were going with that maybe you could do something like given option to have impact on armor style, some character customizations or something like that at higher tier. Seems character creation options been one things been quite asked for lately in many games, assuming such things don't take too long to do of cause? Like for instance be submitting picture of hairstyle, armor style or something to be included then maybe make poll on which gets added among that tier level.

It's a good idea.  Especially if things really start getting too much bigger adding in polls or contests as tier rewards could work out pretty well.  Right now since things are pretty small I can usually squeeze in the things people request.  So far it's mostly been for specific animations for existing characters or anatomy variations and nothing really big.  But then there have been requests for massive systems that would require design, programming, modeling, and animation and would be a monumental task.  The smaller requests are great and I like being able to make things that people want.  But the large requests would require a massive amount of time that could be spent on other development issues right now.  Hah, sorry I got sidetracked there.  So, yes polls will probably be implemented at some point if I can figure out how to make them work that seems fair to everyone that supports the game. 

 

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