Backdrops

Loradeon

Member
Oct 28, 2018
370
119
Okay, so I've worked my way through a few of these games by now and I've noticed something.... many of these games seem to share the same backdrops. By that I mean the background. Whether it be an alley, a club, a restaurant or anything, the same places keep showing up in different games as different games. Is it just me or is this a thing?
 
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Joraell

Betrayed
Donor
Game Developer
Jul 4, 2017
2,474
8,783
Okay, so I've worked my way through a few of these games by now and I've noticed something.... many of these games seem to share the same backdrops. By that I mean the background. Whether it be an alley, a club, a restaurant or anything, the same places keep showing up in different games as different games. Is it just me or is this a thing?
You mean same enviroments? It is because many games is done by Daz 3D and dev's just using same assets.
 

uradamus

Active Member
Jan 4, 2018
680
752
Ya, environments take a while to create; all those props necessary to sell a scene add up quickly. It isn't difficult, but it is time consuming and requires an assortment of skills that can each take years to reach a decent level of confidence in which seems to be a very strong demotivator for a lot of people. So many turn to stock scenes and there are only so many of those to go around.

I've had an idea for a while now. I'd kinda like to start making a repository of 3D assets that could be used to create scenes with. It would include source files and things like textures would be split up well for easy customization, with separate layers for each color and stuff like that. I was also thinking of setting up models to have 2 separate UV sets. One that's ready to take drop-in seamless repeating base textures and another where everything has unique texture space, for baking out ambient occlusion, shadows and light maps. I know Godot in particular already has support for dual channel UVs like that. I'd basically be gearing everything towards a Blender/Krita/Godot pipeline, since those are the best open-source cross-platform tools for general 3D game development IMO. Those are just a few of the many ideas for it I had floating around for it, unfortunately it will mostly have to wait for now as my computer has proven that it isn't up to the task. I keep running into system crashes while trying to test out my PBR material setups for the assets I've been working on for my main game project.
 
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Sumodeine

I killed Eric
Game Developer
Oct 8, 2017
372
1,857
I like to think it's because all of our characters live in the same town and happen to go to the same stores, clubs, libraries as other characters in other games.
The same home interiors are because there was only one architect in this town, and he just built the same exact house over and over again.
 

Volta

Well-Known Member
Apr 27, 2017
1,017
1,156
I like to think it's because all of our characters live in the same town and happen to go to the same stores, clubs, libraries as other characters in other games.
The same home interiors are because there was only one architect in this town, and he just built the same exact house over and over again.
Fill those plot holes. Actually this made me smile a lot, i like the idea of the whole town avidly pursuing incest, trying their best to hide it and in fact every family in town is doing it, it has an element of the farcical comedy about it.
 
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W65

Active Member
May 31, 2018
779
850
Fan (porn) games in general aren't immune to this. For every game trying to make money out there that licenses assets the copyfriendly way, there're the free-as-in-beer games that just dump screencaps from other H-games into the backdrops. When you're a hobbyist, make no money from your work, and have pretty much no resources for game development, I imagine it's pretty tempting to do this. It's especially so for something as critical-but-unimportant as background art.

Heck, as far as that goes, I think even for-profit Japanese developers do a ton of this. I dunno if they use the asset studio model or just directly work with artists and VAs like contractors. But you can open the readme of pretty much any doujin game and find one or seven links to independent content creators or free content websites at the bottom. I'm not trying to say they aren't doing anything legit. Their small-group porn game development industry just has a lot more access to resources than the West does, which is probably one big reason why there're a lot more not-really-professional porn games coming from there.

That's ANOTHER thing that a major adult game development platform would want to be: a place for those kinds of independent workers to connect with small developers. Kinda like the Unity asset store, but for drawn dicks and moaning college freshman VAs.

You know, as far as that goes, assets licensed through something like the Unity asset store are probably fair game for use in content not made in Unity by the licensee. Although it wouldn't surprise me if they attempted to keep that market captive by some licensing provision disallowing content developers from using Unity store assets in projects not developed in Unity games. Never actually looked that far into the license for it. The people who indie-dev for money know a whole lot more about it than I do 'cause they kinda have to.