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Unity 3D Realtime Slave Trainer [Development Thread]

60Points

Dev
Game Developer
Nov 1, 2019
120
177
Hi!

After my first game unfortunately didn’t have the impact I hoped for, I decided to start working on a Slave Trainer.
The title is still undecided since it largely depends on the setting I ultimately choose (Right now, I really like the idea of a desert-like environment).

Features already implemented:
  • First-person controller based on collisions (Recycled from MTR).
  • Random character generator without extreme deformations (A very common issue with random generators).
  • Body and hair physics (I loved the particle-based softbody approach in my first game, but not everyone who played enjoyed it, so I opted for a simpler solution with less CPU/GPU load).
  • Grab and penetration point generator on bodies (For example, if the character has a larger head, the points will adjust accordingly—a common flaw in some games).
  • Auto-grab on the main character (Any touched area will automatically adjust the fingers to match the surface).
  • Complete day/night cycle and weekly system, allowing control over not just lighting and sky, but also quests or stat changes. Everything is coded "fake" since Unity's sky systems are quite resource-heavy.
  • Partial NPC poses, enabling reactions, for instance, only with hands/chest/hips without exiting the animation state.
  • Full and restrictive poses, which completely override the character's animations and take precedence over partial poses (so the latter doesn’t interfere with full poses unexpectedly).
  • Facial reactions depending on actions and stats.
  • Stats management (Love, lust, fear, pregnancy, etc.). These develop through caresses, touches, penetrations, etc. (in either positive or negative ways, depending on the force and persistence).
  • Breeding system.
  • Dialogue system, where each character reacts with a set of dialogues depending on your actions and their own stats—whether they agree with your action, find it excessive, like it, etc.
  • Buy/sell system with valuation based on both basic and earned stats of each NPC.
  • NPC command system (You can command several NPCs in the scene to perform different tasks).
Features nearing completion:
  • Improved skeleton skinning (I’m particularly unhappy with the hip and leg joints).
  • Lighting enhancements, as it’s challenging to maintain visibility of body textures in full light or darker environments (Currently, it’s about 50% balanced for each).
  • Randomized and special quest system.
  • GUI: It’s currently using Unity’s default settings, but I’ve got a sprite set almost ready that I’m happy with.
  • Pov sex system. Manual and auto control.
Decisions still pending:
Aside from defining the setting (which would go hand-in-hand with this), I need to determine the main focus of the game.
Should it be about buying, training, and selling creatures? Or perhaps lean toward a survival style? Maybe even something akin to a Brothel Manager, where random characters arrive and are attended to by your slaves.

I’m sharing videos of some features in their raw state—all working bug-free. I’ll keep updating with decisions and completed features as I make progress.

Cheers, everyone!




Old touch interaction development, but with much better lighting in dark environments:




Autograb system:

View attachment AutoGrabbing.mp4















Long video with interactions:


RandomGenerator:
View attachment RGenerator.mp4
 
Last edited:

60Points

Dev
Game Developer
Nov 1, 2019
120
177
Very interesting! nice job.
You implemented a lot of technical features!


Hey! Thank you so much. Most of them are core functionalities; they seem simple, but they take a lot of time to work perfectly and in sync, lol. Luckily, I’m finally getting to the more fun and visual part.
I just took a look at your project—great work! Unreal Engine as a solo dev is no easy task. I hope it goes really well for you.
If you need any help, just ask me. I'm not that good at C++, but the logic applies to everything.

Cheers!
 
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TheExordick

Member
Sep 25, 2021
116
121
I didn't want to give the idea that technical features are easy to implement. I know the struggle and many of your feature implemented are hard and time consuming and require a deep knowledge. So great work on that.

What i'm curious to see is the gameplay loop. You know technical features are fun to implement but they don't make a game fun, gameplay loop does.

Even if we are on different engines my main difficulty is finding a way to implement a satisfactory cum mechanics. The particle system is probably the best way to go but rendering some fluid squirting is always difficult, plus having a good shader and good decals to render the "landing" on the other character.
You having a first person interaction, i think you will need to invest on this aspect, so i'm curious to see what you will do.

my reference for quality is "Head Game" but it is probably too heavy of an approach in terms of resources and probably out of scale for my project.
 

60Points

Dev
Game Developer
Nov 1, 2019
120
177
Don’t worry! I didn’t mean to imply that you said that; I was just commenting on what has been done so far. Maybe the language barrier is making it hard for me to express myself properly. :p

The game loop in these management games tends to be somewhat boring, so I plan to spice it up a bit with a quest system and random events based on activity level and stats. I've already programmed an "escape" event for NPCs with low obedience and specific stats, as well as a "services" event where you’re asked to loan a specific NPC. Off-screen, different events with decisions can occur, allowing you to gain more (gold?) or even lose the NPC (configurable).

Part of the issue with the game loop is what’s making me doubt whether to make it more survival/construction style or more management/strategy but in first-person. The latter could be super interesting in first-person but might become a performance issue due to having so many characters and AIs on-screen simultaneously.

Regarding the sex scenes, in my previous game, it was completely free—you could move wherever you wanted and place yourself in any position, etc. In this one, I already have programmed poses and scenes that I can assign to any part or object, making it a bit simpler but also more casual.

This last part is where I think we need to be careful. There has to be grinding with good peaks of fun, but without forgetting that it’s an adult game not designed for long hours of gameplay.

As for fluids, I’ll likely use the system (which I never fully released) from MTR. It’s GPU-based, using particles (similar to Nvidia Flex or, I believe, Unreal’s Niagara works in this way) and Signed Distance Fields for accurate collisions without breaking performance, while also handling adhesion. (This allows for managing all kinds of fluids, their duration, density, adhesion, etc.)

I’ve tested several methods using traditional particle systems integrated with the engine. For example, airborne fluid is handled with these particles, but when it collides with a mesh, it triggers a decal in the shader, simulating fluid adhering to the skin and descending in global position (simulating gravity). However, I’m not fully convinced—the performance is fantastic, but the final product is just “meh.” So, we’ll see lol.

Cheers!
 
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