Dreamatrix

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Aug 11, 2019
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I know the demand for ntr is quite high but this wont be a major kink i plan to add. Maybe if it fits the story at a later point.
Many of us actually don't mind NTR in games just not FORCE NTR(like a released RPGM title with 2 endings both NTR), optional NTR would go well and far as its up to players choice, optional NTR where MC is the one doing the NTR is very rare compared to MC being cuck more everywhere.
 
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Bismo

Member
Apr 30, 2018
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Yeah, I get it, you bought a bunch asset...
Yes genius, thats how it works. People buy assets for DAZ, modify them, build materials for it, make scenes with them, pose characters and build a game engine around it so that smart asses like you can then play it for free here while complaining. Do you think other games here build their assets from scratch? 99% of game devs on here dont even bother modifying them, thats why most of the characters on this site look the same.
If developers would have to make all their assets from scratch, this site would contain an incredible amount of 0 games.

Also, good luck to the developer. This game looks like a lot of effort and is something new and non generic.
 

Marvellous Lunatic

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Mar 22, 2018
302
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:生病的: Please don`t make the game so complicated.....please....
Not sure what you mean, sorry.


Hmm...the game reminds me of a movie called .

"A malfunction in a sleeping pod on a spacecraft traveling to a distant colony planet wakes one passenger 90 years early."

Some of those screenshots even resemble the movie. Especially the pool.
I love the movie, please don't mess this up dev!
I got inspiration by the movie, but the story wont have much in common other than being on a similiar spaceship. So this wont be a a parody or anything. I will try to add some references here and there, but nothing major. I hope i will come up with an original story. Regarding messing up... i hope so too^^

Top20 trending games from this site disagrees with you, 5 out of 20 contain NTR.

And the maybe if it fits i'll add it later usually doesn't work on F95, if you add it down the line you are asking for a riot, especially if it's with estabilished LIs characters. So my suggestion is to be very open on what you want to add from the start.


Good luck, the idea of the game is interesting, gonna check it down the line.
Many of us actually don't mind NTR in games just not FORCE NTR(like a released RPGM title with 2 endings both NTR), optional NTR would go well and far as its up to players choice, optional NTR where MC is the one doing the NTR is very rare compared to MC being cuck more everywhere.
Thanks for the suggestion i will try to remember it and do so. I have no intention of adding forced ntr. If ntr is added, than it's going to be optional and currently i dont plan to add ntr anyway. That said, i'am willing to reconsider adding optional ntr under certain cicrumstances. But for now no ntr, that's why it's not listed in the planed tags.

Edit: NTR won't be featured.
 
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Deleted member 167032

Alternate Existence
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Correct you are.

Zee95 who creates The Way game makes pretty much 90% of his assets and even models if i remember correctly in 3dStudioMax. But true, most of us use what is there in DAZ store. Trick is to try and change one's models to look different.

Yes genius, thats how it works. People buy assets for DAZ, modify them, build materials for it, make scenes with them, pose characters and build a game engine around it so that smart asses like you can then play it for free here while complaining. Do you think other games here build their assets from scratch? 99% of game devs on here dont even bother modifying them, thats why most of the characters on this site look the same.
If developers would have to make all their assets from scratch, this site would contain an incredible amount of 0 games.

Also, good luck to the developer. This game looks like a lot of effort and is something new and non generic.
 

Bismo

Member
Apr 30, 2018
166
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Correct you are.

Zee95 who creates The Way game makes pretty much 90% of his assets and even models if i remember correctly in 3dStudioMax. But true, most of us use what is there in DAZ store. Trick is to try and change one's models to look different.
Right. And I think its perfectly fine to use premade assets as long as the dev puts in some effort to make them unique, either in their appearance or personality. Sculpting your own figurs, for example in ZBrush, is an art itself and liteally takes years to become good at. People on this site expect tripple A game standards in porn games.
 

Marvellous Lunatic

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Mar 22, 2018
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I've started modeling every environment and asset on my own in cinema4d and blender, but felt the progress was to slow. So i recently started kitbashing locations to be able to continue in a faster way. I think there is only one environement i took as it as and just retouched the surfaces for octane. The characters are obviously created in Daz3D as i'am not very good with organic modeling. Hardsurface modeling is more my style.

So yeah, quite a few locations are completly self modeled, more informations on that are in the development thread. I will keep on adding more custom assets and locations later in the development as i want to have a unique touch to the game. As i said, for the sake of progress i won't have the time to model everything myself, even if i would like to do so.
 

Deleted member 167032

Alternate Existence
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And here is also the catch 22. You make a story unique but it doesn't fit in with a certain style then it's not well accepted as for some kinks there seems to be a set style and you not allowed to deviate. It's a strange one for sure.

Porn games do not need to be shit, they can be great, depending on the style one is after but I believe most players want to just wank away without much thought regarding an amazing story. Luckily there are players, i think like yourself who want great everything.

So not to misdirect this thread, let's see what the dev has in store for us to enjoy.

Right. And I think its perfectly fine to use premade assets as long as the dev puts in some effort to make them unique, either in their appearance or personality. Sculpting your own figurs, for example in ZBrush, is an art itself and liteally takes years to become good at. People on this site expect tripple A game standards in porn games.
 

Deleted member 167032

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LOL i had the same idea. Create my own assets in Blender, use DAZ models etc... Then i realised how much damn work it takes to just release an update using just DAZ assets alone...

Of course one can take your time but you will after second or even first release have angry supporters if one take months or years.

I've started modeling every environment and asset on my own in cinema4d and blender, but felt the progress was to slow. So i recently started kitbashing locations to be able to continue in a faster way. I think there is only one environement i took as it as and just retouched the surfaces for octane. The characters are obviously created in Daz3D as i'am not very good with organic modeling. Hardsurface modeling is more my style.

So yeah, quite a few locations are completly self modeled, more informations on that are in the development thread. I will keep on adding more custom assets and locations later in the development as i want to have a unique touch to the game. As i said, for the sake of progress i won't have the time to model everything myself, even if i would like to do so.
 

harsha_26

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Jun 1, 2020
1,483
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Even if NTR is not in plans right now, still mention in those planned tags. Because, there are people who can able to play optional NTR games, but there are people too who don't want to touch any game which has NTR content even as optional. And Many of us don't like when the game is made into two routes where more than half or less half of the content is going to NTR route. So, please mention it in your planned tags even if u want to consider it in future. So that guys like me can take decision whether to play this game or not. I don't like games who add NTR path in the middle of the game where MC already have established relation with Love Interests. Even if its avoidable, it looks bad. And I can confirm you that I'm not the only one who have a thought process like this.

And i don't know who told that there is a "great demand" for NTR. Especially the games in which "harem" tag is planned. Anyway, The renders, story are good. Good luck.

Edit: But yeah, If you mean NTR means Netori (where MC is the Bull), I can assure you many Non-NTR fans love that except some romantic players.
 
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Bismo

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Apr 30, 2018
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I presume that you mean centrifugal force?
As far as I'm aware, centrifugal force pushes objects away from the centre of the spin.
Are you proposing that this could be use to simulate gravity?
Centripetal force, but yes, it can be used for .
 
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Bismo

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Centripetal operates in the opposite direction and pushes objects to the centre of the spin.
That makes more sense. Thanks.
Was wondering why he said the heavy forces were on the outside edge of the spin. That's centrifugal, pushing outwards.
The two are sometimes used synonymous and its a bit nitpicky since whenever there is a centripetal force there is an equal centrifugal foce but theoretically speaking the centrifugal force is a "pseudo" force, as it only applies in a rotating frame of reference.
 
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Bismo

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Thinking about it, it doesn't matter which direction you swing the bucket of water in, it's still applying centrifugal force.
So can't just spin in the opposite direction, to gain the force in the opposite direction.
I would guess that centripetal requires a vacuum, or object of heavy mass at the centre, to draw things into it?
Much like the centripetal force the Earth provides, by gravity, to satellites.
Things will not get drawn into the center because of the objects inertia. Vacuum would not change that, if thats what you mean. You need another force to bring the water into the center. By the way, in vacuum the centripetal acceleration gets close to light speed, this mechanic is also used in particle accelerators.
 
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Dripping

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Feb 16, 2019
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Ooh, I like the scroll feature on the centerfold secrets!

The UI: It is kinda annoying how the UI is on top of the image when we have to search the image for clickables, even if it isn't true, it will always give the nagging feeling that something might be hidden behind the box. It somehow feels quite obstructive this way, especially the locations box on the left side of the screen. All the locations look very similar anyway (which is good in my opinion, since it's a modular built ship), so maybe you could polish that thing a bit further.

For example: just display only the name of the location in a narrow box, unless there's a person of interest present (or whatever else you intend to display there, like questicons maybe?), in which case the box for that location grows larger (roughly it's current size) to display the icon or whatever you want to display. Makes scrolling through a long list of available locations more convenient too, as the unoccupied locations will take less space. Yes, I know, variable sized boxes are probably a pain to program and display in a fluid manner, but seeing all the other stuff you already have, I think you can figure out how to do it.
 
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Marvellous Lunatic

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Ooh, I like the scroll feature on the centerfold secrets!

The UI: It is kinda annoying how the UI is on top of the image when we have to search the image for clickables, even if it isn't true, it will always give the nagging feeling that something might be hidden behind the box. It somehow feels quite obstructive this way, especially the locations box on the left side of the screen. All the locations look very similar anyway (which is good in my opinion, since it's a modular built ship), so maybe you could polish that thing a bit further.

For example: just display only the name of the location in a narrow box, unless there's a person of interest present (or whatever else you intend to display there, like questicons maybe?), in which case the box for that location grows larger (roughly it's current size) to display the icon or whatever you want to display. Makes scrolling through a long list of available locations more convenient too, as the unoccupied locations will take less space. Yes, I know, variable sized boxes are probably a pain to program and display in a fluid manner, but seeing all the other stuff you already have, I think you can figure out how to do it.
I get what you mean with the nagging feeling that there might be something behind ui elements. To counter that i tried to have the UI as slim as possible and made the quick navigation collapsable which i thoughed would resolve this feeling. I added pictures to the quick navigations because i thoughed its more visually pleasing than only text even if it takes more space. I havn't make the quick navigation container fit to its content becuase i thoughed it would add even more motion to that area of the screen which might be more annoying. I didnt want to make the ui elements much smaller as i plan to support android too in the future.

I see your points and understand where they come from. I just wanted to share my intentions on why i did it that way in the beginning. When i have time i may build a prototyp for a even slimmer version.

Add this point i'am interested if people are more likly to navigate using the quick navigation or by clicking the interactable areas in the scene.

I like the idea of adding mini-icons for characters or tasks in the quick navigation. Pretty sure i had that planned in the beginning but it somehow found a way out of my task list... :rolleyes:

Setting up variable sized boxes and controller are not really a problem. The difficult part is to setup the right order of the fitting elements in which unity should update the ui elements if something changes :)

Thanks for the input, i really appreciate it! I will take it in consideration.

Some bugs/issues i noticed myself today:
- missing top-level-navigation points on the map (storage, propulsion/engine and navigation)
- inconsistency in naming (Storage Bay / Cargo Bay)
- help should mention secrets arn't highlighted
 
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Dripping

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- help should mention secrets arn't highlighted
Some actually do highlight when you hover your mouse over them, like the trashbin at the station and the box in the cargobay. But the one in the server room does not, and is much harder to find.

As for navigation, my preference is selecting the area on screen, since that is where my eyes usually are. But, at the same time, the navigation box on the left is much easier, you don't have to search for new locations and reduce the chance of missing one.
 
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