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Unreal Engine Abandoned Aurok [v0.0 Tech Demo] [Cheruboom]

Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
I choose to believe that all of these Minecraft comments have nothing to do with the art (I really don't think they're that similar) and instead are about the Notch-levels of money that this project is gonna bring in ;)

More seriously though, which part is the weird part? Is it the low-poly environments and controllable character models, or is it Pixel Art CGs? I'm almost definitely not changing either, but I am curious what these comments mean :D
 

Trasher2018

Engaged Member
Aug 21, 2018
2,180
3,567
I choose to believe that all of these Minecraft comments have nothing to do with the art (I really don't think they're that similar) and instead are about the Notch-levels of money that this project is gonna bring in ;)

More seriously though, which part is the weird part? Is it the low-poly environments and controllable character models, or is it Pixel Art CGs? I'm almost definitely not changing either, but I am curious what these comments mean :D
I think the low-poly models. ^^ - Pixel Art has enough fans I think ^^
 
Nov 28, 2017
9
15
Not sure if feedback is of any use but...

Being able to control the menu with the mouse seems like the most basic thing but it is a tech demo.

Also the camera control in the area feels slugish and a bit dizzying. Move mouse, stop moving mouse. Camera stops moving like 0.5 seconds after I stop moving the mouse. Seems like it was... "smoothed"? But it just feels really unresponsive.

Besides that I really love the idea of this game, looks amazing.
 
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Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
@blazerules

Mouse controls for the menu will definitely be a thing when the menus become a bit more involved, just threw together a slapdash menu for the tech demo since it wasn't the focus.

The camera is smoothed, since without smoothing it makes me dizzy :D I'll see if I can make it a setting, so you can have as much or as little as desired.

The feedback is definitely appreciated, precisely for things like that; It's far too easy to just assume everyone will react to various small things the same way I do~
 

NudeNoodle

Newbie
Jul 23, 2017
16
7
Okay, so here comes a little bit of a rant / wall of text, so sorry in advance.
First off I would like to point out that I love the fact that you're not getting discouraged by any sort of mean or "troll" comment and instead you have a really upbeat mentality and you answer to those in a fun and positive manner.

Now that that's out of the way...
I would like to say that the art the way it is currently is the way it should stay. The characters and environment seem simple and maybe not realistic enough, but that, in my opinion adds a charm factor to the game and I also believe they look great. So you have my vote there.
The whole character customization is also a plus for me. I always love having the choice to make my own character look the way I want them to look.

Sadly I didn't manage to play much (since my pc is a piece of trash and runs the game at a lower fps rate than an actual photograph...) so I don't have anything else positive to say. Which brings me to my next point.

I feel like some optimization is in order so the game can run smoother in low end computers (although I have no idea how easy that would be).
Also maybe the option to fiddle with the settings for the graphics quality would be a thing I would like to see in a later version.

Overall I'm really pleased with what I've seen so far (even if it was just the chatacter creation screen and a static image xD) and I'm really looking forward to future updates and who knows maybe I'll end up upgrading my pc soon enough to enjoy the full experience of the game.

Peace!
 

fzdc

Well-Known Member
Jul 25, 2017
1,700
1,720
ok.... i know modeling 3D characters is difficult...
But God Damn... is this minecraft 2?
 
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Mr.Meow-kun

Newbie
Feb 17, 2018
35
24
My interest has been ignited for this game mainly because the game looks like it will be open world/survival/adventure, and still up hold the adult content without making the game feel cheesy as a 3D game. ~(^.*.^~)
 

Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
The actual reason for the low poly art is a bit more than just "it's easy" (although I'd be lying if I said that wasn't part of it), it's much more about having a unified aesthetic throughout the game.

The 2DCGs are all pixel art which limits what sorts of in-game graphics will make sense. Obviously the most straightforward choice would be to have the gameplay be 2D pixel art as well, personally I don't really like 2D games, at least not for developing them, so that's out. I also briefly considered having 2D sprites in a 3D world similar to octopath traveler. This would've been cool, except... uh... maybe I'll just show you:
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Honestly I don't think it's technically that terrible, but it also severely gets in the way of having a highly customizable character, and I think just the entire aesthetic of it is pretty trash. Thankfully I'm much more confident in my portrait and CG art.

Since I want to do 3D, that leaves a few broad buckets to aim for: LowPoly Stylized, Realistic, Cartoony, and Anime.

Realistic: Sure I can buy assets for it, but it raises the bar for how "correct" everything needs to look. All of the sudden I need everything to be scaled more accurately, I need my animations to be a lot cleaner, I need facial animations, I need so many more things that the brain requires to say "Yes this is something that feels correct"

Cartoony: Something like Fortnite, less assets available but still manageable. The issue with this is it's pretty much the same concept of Low Poly, except everything is higher quality. In my opinion it is always better to have the entire game maintain the same quality (See something like Undertale, or Caves of Qud) which is just going to be harder to do. Also it makes getting animation a lot harder, since Mo-Cap (What's most readily available) doesn't feel very good on heavily stylized assets.

Anime: Forget that. Well done anime-inspired 3D graphics look amazing, but it took professional artists around ~20 years before they had anything that felt decent. It also has a serious issue with availability of assets, and usually falls more in the category of individual characters as opposed to a character creation system.

That leaves Low Poly, which is obviously what I chose. "Barebones" graphics means things can be a lot more gamified or arcade-y and still be permissable. Also there's a huge supply of assets available, and I'm able to make my own that fit the style (For example all 3D art on the Patreon page is made using the purchased assets, but the 3D character in the tech demo is something I made to fit into the same style).

So this is a pretty lengthy read, but it's something I actually put a fair amount of thought into when designing the game. I'll probably write up a more formal version of this and start a devlog on the Patreon (Not behind a paywall, I just want more content there).

IF IT WASN'T OBVIOUS, I REALLY LIKE TALKING ABOUT THIS STUFF~

So, uh, keep questioning things and engaging with me, it's pretty fun I guess.
 

lafingman0

New Member
Feb 17, 2018
6
1
Nice little demo. controls could use a bit more tweaking. Are you planning on adding a jump function?
 

Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
Nice little demo. controls could use a bit more tweaking. Are you planning on adding a jump function?
Jumping will probably be added into the character controller at somepoint, along with a few other movement options, but it will almost certainly be in the form of jumping hotspots, similar to how climbing currently works.
 

Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
Today I bring you some development screenshots of the most arousing thing that an indie developer can show:

A Settings Menu
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The settings menu itself is pretty WIP. I hate UI work, so the WIP-look might stick around though. It has all the necessary graphical knobs, and there will of course be additional options menus for sound and gameplay features as well (If I can force myself to do more UI work :'().

The two screen shots show the game with everything maxed, and everything at the lowest settings. With everything maxed I got around 50 FPS, and with everything at low (Now we're REALLY starting to look like Minecraft) I was hitting ~200 FPS. Graphics settings don't affect the UI, so all the important parts of the game (CGs) will still be visible.

For some context, I'm running this on a GTX970M, in pretty much the worst possible scenario: I have a second monitor going, I have all of my dev tools running, lots of things that are probably slowing things down. The point wasn't to get realistic performance stats, though, I just wanted to address some of the playability concerns that had been mentioned.

Also, there's lots of optimizations that can still be made in terms of texture packing, foliage occlusion, and material combining that should lower requirements even further, but I'm not sure when I'll get around to doing those since my plate is already very full with other tasks (Although I'm sure some will disagree, I personally prioritize having a playable game over having a highly optimized game).
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,365
14,580
wouldnt this be better as a non adult game? The low poly char models look good, artistically speaking, and they blend nicely with the environment. But they are not erotic or sexy in any way shape or form lol. The pixel art you showed in the previous page might satisfy some people, but they clash so much to what the polygon chars and the rest of the game in general look like. It would look like you are trying to force adult content to tap into that market. I dont see the low poly models being used in sex scenes... so...
 

Cheruboom

Dreamer
Game Developer
Jun 5, 2018
19
39
@desmosome The low poly will not be used for any of the sex scenes. I explain it a bit somewhere else in the thread, but the gist of it is that I want to make a 3D game with 2D scenes. Low poly models are a lot easier to make a game with, and I feel that the low resolution of the 3D content fits well with the low resolution of the 2D content.

The gameplay is not supposed to be sexy. This is not an illusion game or something like DerelictHelmsman's beautiful Breeder's of the Nephelym where the sex is a gameplay mechanic. The gameplay in Aurok is supposed to be fun and enjoyable in it's own right, which is why the low poly style is being used. I think it makes the gameplay fun.

The STORIES in the game, however, will have erotic themes and will hopefully be arousing. These stories will of course happen alongside the gameplay, but it will primarily be conveyed through dialogue and 2D drawn scenes.

The only reason that the 3D characters are naked is because it is a part of how the story begins, and the reason they have jiggle physics is because I find it hilarious. The low poly characters are not meant to be sexy.

Edit: Regarding cashing in on the adult games market, Yes this is a project that is designed with commercial goals, but it was designed every step of the way with adult content being a key feature. I strongly believe that this game would be negatively impacted by the removal of it's adult content, and that its adult content would not be nearly as titillating without the game supporting it. It is also designed as a response to what I feel is an over-saturation of adult "games" that are not actually games, in a market that is growing tired of endless renpy and rpgm shovelware.
 

desmosome

Conversation Conqueror
Sep 5, 2018
6,365
14,580
@desmosome The low poly will not be used for any of the sex scenes. I explain it a bit somewhere else in the thread, but the gist of it is that I want to make a 3D game with 2D scenes. Low poly models are a lot easier to make a game with, and I feel that the low resolution of the 3D content fits well with the low resolution of the 2D content.

The gameplay is not supposed to be sexy. This is not an illusion game or something like DerelictHelmsman's beautiful Breeder's of the Nephelym where the sex is a gameplay mechanic. The gameplay in Aurok is supposed to be fun and enjoyable in it's own right, which is why the low poly style is being used. I think it makes the gameplay fun.

The STORIES in the game, however, will have erotic themes and will hopefully be arousing. These stories will of course happen alongside the gameplay, but it will primarily be conveyed through dialogue and 2D drawn scenes.

The only reason that the 3D characters are naked is because it is a part of how the story begins, and the reason they have jiggle physics is because I find it hilarious. The low poly characters are not meant to be sexy.

Edit: Regarding cashing in on the adult games market, Yes this is a project that is designed with commercial goals, but it was designed every step of the way with adult content being a key feature. I strongly believe that this game would be negatively impacted by the removal of it's adult content, and that its adult content would not be nearly as titillating without the game supporting it. It is also designed as a response to what I feel is an over-saturation of adult "games" that are not actually games, in a market that is growing tired of endless renpy and rpgm shovelware.
Sure thing man. I didnt mean to come off as dismissive or anything like that. Was just trying to give my thoughts. As far as sex scenes go, I think 3D renders for scenes would fit better than pixel art in this game though. I cant see pixel art porn being used in anything other than retro style games.