Any interest in slavemaker 4?

Velomous

Member
Jan 14, 2024
305
302
If you know how to work with Ren'py it is not too difficult to make it work for simulations.
Indeed, I've seen some crazy shit made in ren'py, like honest to god dungeon crawlers.

He does have a point though, Ren'py really is purpose built for VNs so going outside that box is more complicated than it would be with another more general purpose engine, which is why I was eyeing godot (then started, but I'm thinking I might keep using the engine just to spite them, they can't stop me from making a game they'd hate and plastering their branding alllll over it :LOL: could switch to redot though).

Ultimately though, the dev needs to be comfortable with the engine they're using and confident they can make the game they're trying to in that engine, the rest is just details. Ren'py might be slower because it is built entirely on python, an interpreted language, but this isn't the kind of game that needs to be fast under the hood in the first place. A couple millisecond delay here and there never hurt anybody in a VN or VN-like game.
 
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Ixmore

New Member
May 31, 2019
7
3
If you know how to work with Ren'py it is not too difficult to make it work for simulations.
True, but with my experiences with playing Brothel King and PytFall, I couldn't help of feel the way it was made felt off, like it was trying to be something it's not supposed to. One way I would describe it is if someone was trying to hammer in nails with a rock or trying to put wheels on a boat.
 
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DuniX

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Dec 20, 2016
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True, but with my experiences with playing Brothel King and PytFall, I couldn't help of feel the way it was made felt off, like it was trying to be something it's not supposed to.
I think that's mostly because they are heavily over-engineered on top of Renpy, they basically built another engine on top.
The screen language if properly used doesn't need that much, just need a Simulation Core that handles the game logic.
Essentially Renpy can be understood as a Turn Based Game, so you can handle the simulation logic between "turns", it's not as useful for real-time stuff, you are better of with Unity or Godot for that.
 
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SilentstormV3

New Member
Mar 25, 2022
1
1
Hope projects go well, years ago, Slave Maker was my first porn game, loved Slave Maker 3 and how much there was to it, how many people to train, what you could train them at, variety of fetishes.

Can't recall much now, but i think Ranma characters were my favorite because i recall a bit more to them, like Shampoo having her favorite slave to train in Ranma, or making a big deal of how Akane could get into bondage more than other slaves and i don't recall other slaves just having a favorite fetish or action that really spoke to them more.
 
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Dwarin

Newbie
Jul 3, 2018
69
110
How is this going? I am interested as SM3 was the game that got me to visit this website originally.

As such, I've thought about doing something like this in Godot before too.

My idea for the making it expandable with mod packs was to build it around the idea of something like Live2D where the animations and sex scenes were built with skeletons that mod packs could maybe load a new set of sprites overtop of existing animation skeletons. So animate once, re-use the same animation for multiple characters / scenes / locations.

Not that Godot has great Live2D support (or it didn't the last time I looked) but a similar solution where it could both be at least lightly animated but also easier plug-n-play expansion and mods of new character art.

Anyways, I am interested at least in seeing how far you've gotten on the project and the choices you made for your framework.
 

Velomous

Member
Jan 14, 2024
305
302
How is this going? I am interested as SM3 was the game that got me to visit this website originally.
It's stalled, i've been focusing on other things and waiting to see if fanything would come of pooolka's remake. These are also not the only projects, there's a unity one several years in the making on the sm3 discord. There's also brothel king.

It's been slow going for all of them though. If I make this game I could make it a lot faster than any of the others working on it are, but I wasn't planning any live2d shenanigans. Just a simple, if improved (at it's core) remake.

I've found that godot is actually a bit of a pain in the ass to work with when it comes to scaling, it might not be the right engine for the job either. Ren'py actually (surprisingly) has similar problems. It seems most game engines do not offer even the simple upscaling options of a common video player, the closest you can get with some of them is FSR which is really just not that great compared to what techniques can be used when ur just rendering a single still image. I wanted the game to scale well on different display resolutions even if people are using low-res images, and renpy was making that kinda difficult, as it has a rescaling function, but it's only bicubic with no real configuration unless ur in 3D mode in which case it supports fsr, but as this is not a 3D game... yeah.

I think to do this properly in godot i'd have to implement a 3rd party upscaling solution, same with ren'py; to get what I want, so that's where i'm at, I was just a couple hours of work in.
 
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