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Wicked Island - Open world 3D adult game, Free Demo available


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Posted
8 hours ago, jpackinwood said:

I've never heard of a system like that, but it's a creative idea. I like how it links your ability to experience the naughty bits into your progression and power curve.

I really like the idea that some kinds of enemies are particularly violent or aggressive and are more likely to just kill you than to fuck you unless you're strong enough to endure them.

 

So it got me thinking a bit about how to deepen that connection and make it feel even more rewarding to the player.

 

This might be a little out there, but what if the enemy pretty much *always* just kills you in defeat *unless* it's "horny" enough? Some enemies might get horny easily while others need a bit more convincing. Like maybe their horniness builds as they continue to fight with you and look at you in whatever sexy clothes you're wearing, and if they've gotten horny enough by the time they defeat you, rather than killing you, they fuck you.

 

Your defeat point system could be linked into the character's desirability. The monsters are more turned on by the idea of fucking a woman who is strong and who hasn't lost (recently), and the stronger and higher level she is, the more easy it will be to build their horniness.

That's a really interesting idea! Reminds me of the skyrim exposure system.

 

Currently the enemies always get horny when player HP goes below 20%. Also it's just a visual effect.

 

Tying it in with several aspects and making it less certain would add some more depth.

 

I'm just trying to think of how to give player some influence over it. Having recently been defeated is one aspect. Player level but that does not give that much agency.

 

If the desirability is influenced by player HP (trigger), level(chance), recent defeats(chance).

Maybe that is enough? Can't be too complex either, the player needs to understand the system easily.

 

In combination with defeat points and cost for enemies it's already a lot of stuff for the player to learn.

 

Posted

Hello RawDarkness,

i want to provide a bit of feedback after playing the current demo version for 2 hours.

 

Some stuff i might overseen, so if this is the case, let me know. :)

 

negative/potential bug(s):

 

- the NUM pad keys don´t work, had to bind them otherwise (no big issue)

- there is a constant trace of dust under the feet and this want go away after few mnutes playing (don´t know what thats supposed to be, maby dust trail when moving?)

- a clock would be nice. When it get´s dark, i couldn´t see shit and without the torch you are basically blind

- when you sleep, how long do you sleep (again, a clock/time frame would be nice, maybe a "waiting option"

- i understand the "level perk" system when it comes to defear, however a level indicator would be nice :)

- is there an option to simply "destroy/dismantle items" ? Exspecially rotten food

- movement is a bit stiff (like jumping, sideway movement, but thats no big issue)

- just saw one sex animation (a werebear), but the "cum" function didn´t work. Had to exit the animation

- the normal wolves and deers often just stand there and looking stupid at you

- the leather pants clip (butt cheekds clip through)

 

positiv:

- grafics looks cool

- combat is nice, feels familiar to skyrim :)

- just saw one sex animation (the werebear) and it looked really well done

- nice character creation

- good music

 

Suggestions:

- some nice/lewd character idle animations would be nice playing when crafting, of course that need an option to minimze the crafting menu maybe?

- the leather armor is not bikini armor style enough in my opinion :D

- maybe an option where the player can fortify his little base to prevent intruders? I know there are no because the bed in the house is a safe zone but i would be cool to build a fence or something like that

 

 

That´s all for now. I had a few point more but they where alreday adressed / discussed. I don´t want to tell you how to build you "defeat system". However after the 20 % treshold is reached and the creature is horny it might be a cool thing if they "sexaually assault" the player with struggle option maybe instead of getting clubbed to death to then realize, oh...the lvl was to high.

 

Thanks a lot for making this and for letting me test it.

 

with kind regards and ahve a nice weekend.

 

Posted
12 hours ago, Mart0206 said:

Hello RawDarkness,

i want to provide a bit of feedback after playing the current demo version for 2 hours.

 

Some stuff i might overseen, so if this is the case, let me know. :)

 

negative/potential bug(s):

 

- the NUM pad keys don´t work, had to bind them otherwise (no big issue)

- there is a constant trace of dust under the feet and this want go away after few mnutes playing (don´t know what thats supposed to be, maby dust trail when moving?)

- a clock would be nice. When it get´s dark, i couldn´t see shit and without the torch you are basically blind

- when you sleep, how long do you sleep (again, a clock/time frame would be nice, maybe a "waiting option"

- i understand the "level perk" system when it comes to defear, however a level indicator would be nice :)

- is there an option to simply "destroy/dismantle items" ? Exspecially rotten food

- movement is a bit stiff (like jumping, sideway movement, but thats no big issue)

- just saw one sex animation (a werebear), but the "cum" function didn´t work. Had to exit the animation

- the normal wolves and deers often just stand there and looking stupid at you

- the leather pants clip (butt cheekds clip through)

 

positiv:

- grafics looks cool

- combat is nice, feels familiar to skyrim :)

- just saw one sex animation (the werebear) and it looked really well done

- nice character creation

- good music

 

Suggestions:

- some nice/lewd character idle animations would be nice playing when crafting, of course that need an option to minimze the crafting menu maybe?

- the leather armor is not bikini armor style enough in my opinion :D

- maybe an option where the player can fortify his little base to prevent intruders? I know there are no because the bed in the house is a safe zone but i would be cool to build a fence or something like that

 

 

That´s all for now. I had a few point more but they where alreday adressed / discussed. I don´t want to tell you how to build you "defeat system". However after the 20 % treshold is reached and the creature is horny it might be a cool thing if they "sexaually assault" the player with struggle option maybe instead of getting clubbed to death to then realize, oh...the lvl was to high.

 

Thanks a lot for making this and for letting me test it.

 

with kind regards and ahve a nice weekend.

 

Lots of great feedback, thank you!
The cum function for now only runs a small particle effect for cum, it doesn't have any specific animation.
 

Will look into adding a clock, maybe as well as a compass to help the player orient (don't really want a minimap as that usually takes attention from the world around them).
 

Also good point about leather armor. Maybe the easiest solution to clipping is just replacing it with leather panties (rather than complex logic to hide the mesh beneath that doesn't work ?).
 

I'm looking at making the defeat system more easy to understand and make more sense as well as give the player some more agency. I think your suggestion with different attacks during injured/downed makes sense, will see what I can do.
 

Base defense sounds cool. Just need to think how I would go about designing something like that. Can think of few games that pulled it off in a great way (valheim has a decent system). Would also require a lot more building oriented game play. Food for thought..

Posted (edited)
7 hours ago, RawDarkness said:

Lots of great feedback, thank you!
The cum function for now only runs a small particle effect for cum, it doesn't have any specific animation.
 

Will look into adding a clock, maybe as well as a compass to help the player orient (don't really want a minimap as that usually takes attention from the world around them).
 

Also good point about leather armor. Maybe the easiest solution to clipping is just replacing it with leather panties (rather than complex logic to hide the mesh beneath that doesn't work ?).
 

I'm looking at making the defeat system more easy to understand and make more sense as well as give the player some more agency. I think your suggestion with different attacks during injured/downed makes sense, will see what I can do.
 

Base defense sounds cool. Just need to think how I would go about designing something like that. Can think of few games that pulled it off in a great way (valheim has a decent system). Would also require a lot more building oriented game play. Food for thought..

 

 

Hello there,

 

so yeah, the "cum function" was my bad. I just found out after my post what the button exactly does.

 

some more bugs/errors (eventually):

 

- the little icon for crafting iron and steel armor piece in the preview window at the crafting bench is empty/white) and no item is crafted, although you recieve XP

- when you enter the dungeon and you leave it, everything you stored somewhere is gone and the supply crate provided by you has refilled

- the monsters in the lair sometime reset to a T-pose after killing them

- the so called "dust trail" can´t be reduced or deactivated with the fog option

- the longer you fight a monster the more frame drops i get

- having the health bares activated while fightig more then 2 enemies massive frame drop at least for me. Without showing the bars everything is fine

- the thirst bar and/or any kind of water is missing in my version

- tried swimming, turns out i am to stupid :D

- u can´t craft steel bars or find a hint what is required besids coal, iron bars and the smith

 

Some suggestions:

 

- regarding fortifications/tools/house the player recieves tons of stones which are basically of no use except sharpen stones or stone tools like the handaxe and you at the moment can switch to iron very fast even without the provided box. Maybe use those stones and build something. A fireplace, a wall, a bed, maybe a stall for animals like hares, deers, chicken

- remove the fireplace, the workbench, the forge. The exiled slave bitch should build the stuff. ;)

 

----> and a shovel/digging tool would be great to dig a hole/basement for your place to sleep aka primitive house and get rid of the buildings which are already there

- shovel could also be used to dig for treasures, who knows, or for tar for building purposes

- the island seems  bit small to me

 

I know it is a lewd game in the first place and not some Age of Conan Excile 2.0. But why not take some stuff from that, from Wildlife, etc. :)

 

Thanks for your time and your feedback on my post.

 

Have a nice weekend.

Edited by Mart0206
Posted
3 hours ago, Mart0206 said:

 

 

Hello there,

 

so yeah, the "cum function" was my bad. I just found out after my post what the button exactly does.

 

some more bugs/errors (eventually):

 

- the little icon for crafting iron and steel armor piece in the preview window at the crafting bench is empty/white) and no item is crafted, although you recieve XP

- when you enter the dungeon and you leave it, everything you stored somewhere is gone and the supply crate provided by you has refilled

- the monsters in the lair sometime reset to a T-pose after killing them

- the so called "dust trail" can´t be reduced or deactivated with the fog option

- the longer you fight a monster the more frame drops i get

- having the health bares activated while fightig more then 2 enemies massive frame drop at least for me. Without showing the bars everything is fine

- the thirst bar and/or any kind of water is missing in my version

- tried swimming, turns out i am to stupid :D

- u can´t craft steel bars or find a hint what is required besids coal, iron bars and the smith

 

Some suggestions:

 

- regarding fortifications/tools/house the player recieves tons of stones which are basically of no use except sharpen stones or stone tools like the handaxe and you at the moment can switch to iron very fast even without the provided box. Maybe use those stones and build something. A fireplace, a wall, a bed, maybe a stall for animals like hares, deers, chicken

- remove the fireplace, the workbench, the forge. The exiled slave bitch should build the stuff. ;)

 

----> and a shovel/digging tool would be great to dig a hole/basement for your place to sleep aka primitive house and get rid of the buildings which are already there

- shovel could also be used to dig for treasures, who knows, or for tar for building purposes

- the island seems  bit small to me

 

I know it is a lewd game in the first place and not some Age of Conan Excile 2.0. But why not take some stuff from that, from Wildlife, etc. :)

 

Thanks for your time and your feedback on my post.

 

Have a nice weekend.

The container reset bug on level change was completely new to me, excellent, one more for the collection! Thank you! :D
The frame drops during fighting and health bar is something I need to investigate as well. The AI is sort of shit right now, maybe that has something to do with it..

Thirst was removed since I don't have anything ready for it in terms of how to get water etc. Might add it back in, might not. Needs to fill a gameplay purpose as well.

 

I would like it to be Conan exiles 2.0 (one major inspiration) but sadly I don't think I have the capacity to make it so. Having a building system is something I very much would like but it's a big task and I'm not sure it should be a priority. Time will tell.
 

Oh and the island is purely for demo purposes. The full Island is around 6-8 times the size but will only be available in the full game. Hence the very random and unintelligent arrangement of dungeons, houses, biomes etc. I just crammed everything into a small place for it to be tested.

 

Thank you once again for the feedback :)

Posted

I like the ideas about the defeat system here, don't think I've ever seen something like that before. If I can, I'd just request an option to allow infinite defeats for when the players just feel like having some "fun".

Posted
7 hours ago, FilthyWeaboo said:

I like the ideas about the defeat system here, don't think I've ever seen something like that before. If I can, I'd just request an option to allow infinite defeats for when the players just feel like having some "fun".

My first thought in response to this is to allow the player to craft a potion to allow for this. Tying it in with gameplay while giving the player agency over what happens.

Posted

This game seems appealing. The whole concept of Skyrim Defeat is something I enjoyed, wishing Conan Exiles had it. I've tried other games also while even waiting on my Steam Deck to play these games more freely. Skyrim is a game easy to break with how one mod breaks another. 

 

Even though this game is attracting me, the whole thing about Monsters puts me off. If it's more to do with elegant kitsune (not generic types or furry), yet kept rare and majestic I'd be up for it. I took a peak at Carnal instinct finding it visually awesome, again not into animal stuff. Others maybe, not me.

 

Are there any chances for more humanoids to be added? The Oni, bandits, and other sorts? If not that's fine. You do you, I'll keep trying to hunt games down. 

Posted
6 hours ago, Arcticu said:

This game seems appealing. The whole concept of Skyrim Defeat is something I enjoyed, wishing Conan Exiles had it. I've tried other games also while even waiting on my Steam Deck to play these games more freely. Skyrim is a game easy to break with how one mod breaks another. 

 

Even though this game is attracting me, the whole thing about Monsters puts me off. If it's more to do with elegant kitsune (not generic types or furry), yet kept rare and majestic I'd be up for it. I took a peak at Carnal instinct finding it visually awesome, again not into animal stuff. Others maybe, not me.

 

Are there any chances for more humanoids to be added? The Oni, bandits, and other sorts? If not that's fine. You do you, I'll keep trying to hunt games down. 

I'm planning for a human tribe to be added. They will be in the minority though. Also plan on adding friendly NPC's.

Posted
On 6/20/2022 at 12:51 AM, RawDarkness said:

My first thought in response to this is to allow the player to craft a potion to allow for this. Tying it in with gameplay while giving the player agency over what happens.

I like it. It could be a "love potion" or something that makes anything the player encounters mad with lust.

 

Hell, maybe it could even skip combat and go straight to fucking. MC wouldn't be drinking the potion if she didn't want to fuck, so why resist?

Posted
55 minutes ago, jpackinwood said:

I like it. It could be a "love potion" or something that makes anything the player encounters mad with lust.

 

Hell, maybe it could even skip combat and go straight to fucking. MC wouldn't be drinking the potion if she didn't want to fuck, so why resist?

That's a cool idea, a potion to skip the combat entirely!

  • 3 weeks later...
Posted (edited)

Biggest release yet!

Explicit birth, improved defeat system (again), Wildlings (humans), futa, dialogue, quests, dash, double-jump, performance optimizations and much much more!

 

Get it on https://rawdarkness.itch.io/wicked-island

 

Since I'm developing this alone I have had limited time to test this out. New features means new ways of things breaking. If you find anything please report it either here or on Discord.

 

 

 

Available to wishlist on steam https://store.steampowered.com/app/1943730/Wicked_Island/

 

Join the discord https://discord.gg/v5uJxVJYvy

 

Change notes:

Newly added

Bear creature

Boar creature

Added 4 new swords

Added in game time of day (only displays while outdoors, no sky = no sense of time in dungeon)

Added simple compass

Added blue, yellow and red flower items and interactable (can be picked)

Added recipe to create Endurance Point potion that regenerates 1 endurance point instantly

Added slight color tint on character name to indicate if enemy can defeat character (pink for defeat, blue for no defeat)

Added motion blur slider under graphic settings

New anal animation for werewolf

2 new animations for drake

Added double jump ability

Added dash ability

Added skills to unlock jump/dash as well as mule (more inv slots)

Added Depth of Field toggle in graphics settings

Added points of interest that can be discovered for skill points/exp

Added explicit birthing animation

Added toggle for Futa NPC's to spawn (disabled by default), will replace a female npc

Added a group of wildlings to map, can be talked to for some lore and sexy time!

Added baby items for different birthing outcomes

Added background flying dragon (procrastinating much?)

Added option toggle for compass and in-game time

Added earring item that creates magic light above player when equipped

Added simple quest logic with sample quest at player start (mostly placeholder and it's unpolished)

Added settings toggle for explicit birth

Added ability to name character on character creation screen

Enemies now run away from player after scenes (backwards and at full pace, will try to fix in the future)

 

Changed

Replaced iron/leather pants with panties (helps reducing clipping)

Reworked defeat system (again). Now defeat costs endurance points (the fist icon).

Point cost corresponds to the enemy difficulty level indicator (skull icon). A 1 difficulty level enemy costs 1 point etc.

Points regenerate over time (about 2minutes per point). Above mentioned potion will instantly regenerate 1 point.

The character will add 1 maximum point every 6 levels. At level 6 character will have 2 points, lvl 12 3 points etc. This will allow the player to get defeated by higher level enemies once they reach a higher level. Or get defeated multiple times by lower level enemies at higher levels.

Enemies will only get visibly aroused if you have enough points to get defeated

Changed loot container mesh

Changed the vegetation in conifer forest biome

More surfaces now get wet when it rains

Refined jumping animations/height

Changed 2h idle/run pose

Change sex menu font

Changed rage vfx effect

Made all trees cuttable (no cut tree model for the ones added though)

Tweaked boob and butt physics to be more realistic/fun/interesting (bewbs!)

Masturbation performed during cum inflation will now trigger a release

Items will only be picked up automatically when cutting trees or mining ore

Changed mining and cutting animations (still unpolished)

All death sounds updated

Tuned volume for some sounds

Performance

Rework how the map is rendered, potentially increasing FPS by a lot in open world setting

Optimized some vegetation/prop textures to improve performance

Optimized most texture in dungeon to improve performance

Further optimized armor textures to improve performance

Reduced armor mesh resolution to improve performance

 

Fixed

Stag not dealing any damage

Strange smoke under character randomly spawning

Unarmed attack applying bleeding when the ability was unlocked

Using items during animation stops the from playing

Cover face animation no longer plays when indoors

Werebear health bar incorrectly positioned

Health bars causing glare effects (won't be as visible during dark anymore as they are no longer emissive)

Birth animation breaking from attacks/interactions

Pregnancy not continuing if duration ended during another animation

Added check to prevent pregnancy morph from being stuck on respawn if broken

Crafting iron or steel armor did not work but used materials

Crafting steel ingots did not work

Exp gain text now spawns above character head

Sex stats and cum keys not using the rebound keys in settings

Pregnant buff not being applied right away when pregnant

Potentially fixed cum inflation only working once per session

Fixed some of the black texture issues

Waypoints should now work properly (hopefully)

Fixed player ragdoll to be less strange

Fixed clipping on armors (mostly, some minor clipping might remain)

Fixed broken walking animations for deer and insect

Fixed negative buff/debuff timers

Fixed a problem making indoor environments way to bright

 

Known bugs

Movement breaks after birth animation, open and close inventory to fix it

Closing containers using interaction button will make closing with tab not work on the next attempt

Enemies run away backwards after scene ends

Wildling sex animation not polished (purely placeholder for now)

Demon animation in dungeon still not polished

Some armors still cause clipping on player character

Sex journal reports incorrectly

Werebear does wonky things after death

 

*sorry for the double post*

wildling.jpg

Edited by RawDarkness
Posted

With all the new features decided to give this a proper try.

 

I had a question about looting and gathering. Is it possible, in this build, to loot enemies? I've tried using the interact button, and that doesn't seem to do anything. I thought maybe you'd need to use a gathering tool on them, but nothing I tried there worked either. Is there something I've missed or is it just not in the game yet?

 

Don't want to sound like I'm complaining, though. What you have here so far is a pretty impressive achievement. And just from a game mechanisms perspective, I liked how things worked. Combat and movement felt slick, about as good as an Elder Scrolls game. The logic behind the crafting is pretty solid.  The character creation options can always benefit from expansion, but honestly the stuff that's already there right now is really solid.

 

And of course the naughty stuff is super hot. Keep up the good work man.

Posted
5 hours ago, jpackinwood said:

With all the new features decided to give this a proper try.

 

I had a question about looting and gathering. Is it possible, in this build, to loot enemies? I've tried using the interact button, and that doesn't seem to do anything. I thought maybe you'd need to use a gathering tool on them, but nothing I tried there worked either. Is there something I've missed or is it just not in the game yet?

 

Don't want to sound like I'm complaining, though. What you have here so far is a pretty impressive achievement. And just from a game mechanisms perspective, I liked how things worked. Combat and movement felt slick, about as good as an Elder Scrolls game. The logic behind the crafting is pretty solid.  The character creation options can always benefit from expansion, but honestly the stuff that's already there right now is really solid.

 

And of course the naughty stuff is super hot. Keep up the good work man.

I realised the new loot container models was extremely tiny. So loot dropped but in extremely small sacks almost impossible to find on the ground. However i released a patch yesterday (0.51) so should be fixed if you download again (sadly the whole game needs to be re-downloaded even if the patch is tiny).

 

Thank you for testing it out and providing feedback! :)

 

patch notes for 0.51 patch of yesterday:

 

Changed

Loot tables for all enemies changed somewhat

Damage of insects (wasps now deal a lot of damage but die very easily

Defeat points won't regenerate during scenes

Reduced amount of resources collected

 

Fixed

Wood and babies falling through the world

Tiny lootbags made it difficult to loot anything

Spelling misstake on character creation

Prevented moving during new pickaxe/axe animations

Could dash without unlocking it

Player can no longer respawn pregnant

No more disco when dying with guiding light equipped

Eating breaks animation scenes

Weather sound should now be affected by volume sliders

Bears now die when killed (as in fall down)

Removed bears ability to summon green spheres when attacking (debug stuff)

Almost fixed quests.

Now instead of being unable to complete it, you don't have to, you get the reward regardless! More better fixed in future update...

Stones gave iron, they now don't give iron.

 

Stuff still broken

Pregnancy and birthing seems a bit hit and miss. Also belly often goes back to normal during birth animations

Wildlings refuse to undress during animations

Wildlings align this way and that during scenes (like previously mentioned, placeholder)

Hunger might be broken by something (starts going in the wrong direction sometimes)

Depth of field toggle broken + all the things mention in last change notes

Posted

Hello RawDarkness :),

 

so

wicked-island-0.5.1.zip (6 GB) Version 6 from the website is the latest version invl. the small patch, i guess?
 
Oh and by the way thank you for the opportunity with downloading from the website since some of us live in countries where steam region blocked adult content because of stupid rules governments made. 
 
I will give you feedback on the version when i am able to test the new build on the weekend.
Posted
9 hours ago, Mart0206 said:

Hello RawDarkness :),

 

so

wicked-island-0.5.1.zip (6 GB) Version 6 from the website is the latest version invl. the small patch, i guess?
 
Oh and by the way thank you for the opportunity with downloading from the website since some of us live in countries where steam region blocked adult content because of stupid rules governments made. 
 
I will give you feedback on the version when i am able to test the new build on the weekend.

That is the latest version yes :)

When i eventually release it the game will be on both Itch and Steam (if steam allows it) since i know steam has a lot of regional blocks. And Itch is just awesome in general !

Posted

Been playing around with the latest build and I'm really liking it. I did have one question, though. Is there a way to move the camera so you can see your character from the front? A lot of third person games will let you hold the middle mouse button and freely rotate the camera without changing the way your character faces, but I haven't figured out if there's a way to do it here.

Posted
9 hours ago, jpackinwood said:

Been playing around with the latest build and I'm really liking it. I did have one question, though. Is there a way to move the camera so you can see your character from the front? A lot of third person games will let you hold the middle mouse button and freely rotate the camera without changing the way your character faces, but I haven't figured out if there's a way to do it here.

Thank you! :)
You can hold shift to rotate around character or press Caps Lock to toggle free rotation (will obviously make your character run in  only 1 direction).

All keys can be remapped as well if it doesn't work for your setup.

Posted

Pretty cool,what it needs is some sort of finishing animation,a breast shape slider would be cool,like to pear shape,breast sagginess,stuff like that,but still this is really cool.

Posted

The pregnancy system here is something really different from what I've seen elsewhere, and I think this could really set your game apart.

 

The fact that this is a survival game has me thinking that you could potentially take this a lot further and maybe add some rudimentary child rearing into the standard base building stuff that's common in these games. The children could potentially populate the settlement you build. Maybe you could equip them for defense. Or you could send them hunting or foraging for materials.

 

Raising them would require some work to feed them and such, and you could either have them die or just leave if the player neglects them too long.

 

But then the reward for successfully raising your children would be that they could do things for you in the background and take some of the work load off.

Posted
19 hours ago, jpackinwood said:

The pregnancy system here is something really different from what I've seen elsewhere, and I think this could really set your game apart.

 

The fact that this is a survival game has me thinking that you could potentially take this a lot further and maybe add some rudimentary child rearing into the standard base building stuff that's common in these games. The children could potentially populate the settlement you build. Maybe you could equip them for defense. Or you could send them hunting or foraging for materials.

 

Raising them would require some work to feed them and such, and you could either have them die or just leave if the player neglects them too long.

 

But then the reward for successfully raising your children would be that they could do things for you in the background and take some of the work load off.

These are really good suggestions! The plan currently is something in this direction but unless it becomes to big of a task going further as you suggested would be really cool! A bit like Conan Exiles and Thralls.

 

On 7/12/2022 at 10:50 AM, SirDoge said:

Pretty cool,what it needs is some sort of finishing animation,a breast shape slider would be cool,like to pear shape,breast sagginess,stuff like that,but still this is really cool.

Finishing animations is something i want to do. But It will take a lot of time making all the animations so if they make it into the game it will be later when i spend less time on building core system mechanics.

Good suggestions on breast sliders, will look in to whats possible :)

Posted
8 hours ago, RawDarkness said:

These are really good suggestions! The plan currently is something in this direction but unless it becomes to big of a task going further as you suggested would be really cool! A bit like Conan Exiles and Thralls.

 

Finishing animations is something i want to do. But It will take a lot of time making all the animations so if they make it into the game it will be later when i spend less time on building core system mechanics.

Good suggestions on breast sliders, will look in to whats possible :)

Some more ideas... trying to come up with stuff that probably keeps the system fairly streamlined so it doesn't become an overwhelming task.

 

Eventually, what I think would be neat is a multi-stage childhood where they start in infancy and grow to adulthood.

 

Stage 1 would be the infant stage, which you already have. Maybe you make the baby equippable like chest armor and while the baby is in your chest slot, you breastfeed.

 

Stage 2 would happen after you've done that for some period of time. You might need some kind of system to assign a kid to a building, and then you could add food to the building and the kid will eat that food as long as it's available. To make it more immersive, you could have the food appear inside the building somewhere or you could assign a storage item like a chest or crate to the kid or to the building, and put the food in there. Throughout stage 2, as long as the kid is fed, you could make the kid larger over time.

 

Stage 3 would be adulthood. Here, the easiest thing to do would be to have your kid perform a one time task and then leave forever. Maybe the kid picks a random fetch quest you have and gives you some of the rare items from that quest, along with some dialog like "Hey mom, I got these for you. Thanks for all you've done for me. I want to try to make it on my own now. I hope to see you again some day."

 

Some other ideas: it might be neat if for fully human kids, the kid looks kind of like you. Could start with the the customization options the player picked and then randomly move a few sliders a little bit to give a different but similar appearance.

 

Could also vary the results by species. Maybe if the workload isn't too great, the human kids can populate the settlement, while troll kids and such tend to strike off on their own.

Posted
2 hours ago, jpackinwood said:

Some more ideas... trying to come up with stuff that probably keeps the system fairly streamlined so it doesn't become an overwhelming task.

 

Eventually, what I think would be neat is a multi-stage childhood where they start in infancy and grow to adulthood.

 

Stage 1 would be the infant stage, which you already have. Maybe you make the baby equippable like chest armor and while the baby is in your chest slot, you breastfeed.

 

Stage 2 would happen after you've done that for some period of time. You might need some kind of system to assign a kid to a building, and then you could add food to the building and the kid will eat that food as long as it's available. To make it more immersive, you could have the food appear inside the building somewhere or you could assign a storage item like a chest or crate to the kid or to the building, and put the food in there. Throughout stage 2, as long as the kid is fed, you could make the kid larger over time.

 

Stage 3 would be adulthood. Here, the easiest thing to do would be to have your kid perform a one time task and then leave forever. Maybe the kid picks a random fetch quest you have and gives you some of the rare items from that quest, along with some dialog like "Hey mom, I got these for you. Thanks for all you've done for me. I want to try to make it on my own now. I hope to see you again some day."

 

Some other ideas: it might be neat if for fully human kids, the kid looks kind of like you. Could start with the the customization options the player picked and then randomly move a few sliders a little bit to give a different but similar appearance.

 

Could also vary the results by species. Maybe if the workload isn't too great, the human kids can populate the settlement, while troll kids and such tend to strike off on their own.

All really cool ideas. Would love for them to be some form of resource. Always good making things matter and have a point of being in the game.
I think the biggest problem would be the models for the kids. Now I have a generic thing with some very minor morphs added. But if they should move around and do stuff it becomes a lot trickier. And they will be closer so fidelity needs to be better. I don't think simply scaling down existing models and scaling up their heads would look that good.

The cheap way of doing it would be having them exist only in text and leave you stuff. Put in food, get out some other resource. Might not be what people want but a lot more realistic in terms of effort.

But then I have been wrong many times so far. I said pregnancy would just be a visible belly and some text and now look what happened >.<

Posted
2 minutes ago, RawDarkness said:

All really cool ideas. Would love for them to be some form of resource. Always good making things matter and have a point of being in the game.
I think the biggest problem would be the models for the kids. Now I have a generic thing with some very minor morphs added. But if they should move around and do stuff it becomes a lot trickier. And they will be closer so fidelity needs to be better. I don't think simply scaling down existing models and scaling up their heads would look that good.

The cheap way of doing it would be having them exist only in text and leave you stuff. Put in food, get out some other resource. Might not be what people want but a lot more realistic in terms of effort.

But then I have been wrong many times so far. I said pregnancy would just be a visible belly and some text and now look what happened >.<

The text idea would be good for a first pass, I think. Maybe instead of assigning them to a house, you assign them to a room, and they always stay inside. Then you always have to communicate with them through the door like a real teenager ;)

 

The more challenging or time consuming stuff like models and animations can always wait. The best thing to do is probably to lay out the framework and bones for all the major systems first, and then you can come back and add more meat onto them as you feel like it. 

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