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Unreal Engine Call of Beyond [v0.7] [Call of Beyond Team]

3.60 star(s) 18 Votes

DKOC

Active Member
Feb 1, 2019
974
999
I think a bunch of good coders need to come together and make a general toolkit for UDK that comes with a tonne of various RPG and story features, a bunch of quality animations, a modding system, and a series of basic scenes; then code as much of it as possible in an open format like lua.

Add in some easy UI customisation tools so you can recolour it or do a few texture swaps, again in an open language like lua, with everything outside of an archive or package.

Do all of that and license it cheap, and you'll get a tonne of good quality porn games going with good stories.

It's why there's so many RPG Maker games, most of the assets are all there, and the engine is super easy to customise without a tonne of coding experience, just need something like it for Unreal.

I'll probably be willing to sub up to this dev's patreon after a few updates though, nowhere near enough content to judge yet, but I do like what I see so far.

Actually, an engine plugin that'd add a RPG Maker-style event interface would be good too. I've played around with Unreal, but I have no idea how to make something like that for the UDK.
Few points, from a Python developer of a non-porn game, for the past 5 years:
-> UDK is Unreal Engine 3. This one is UE4.

-> By good coders, you mean John Carmack or Josh Parnell level, right? Because what you are suggesting is to create a game engine like Gamebyro (one used by Elder Scrolls titles).

-> LUA is not a fun scripting language to use. Supreme Commander used it, and making even the simplest of numerical mods for it was a royal pain in the backside. Overall, LUA is one of the harder scripting languages to learn; its much easier to learn JavaScript or Python.

-> I've had to do UIs manually in my game, by crunching the exact dimensions of columns and the like. UI work outside of this, isn't that much easier, and that is why you hire on a dedicated UI/UX programmer. Most programmers usually have no experience with UIs and try to avoid anything that doesn't have a GUI that does all the heavy lifting for them.

-> License and Porn don't usually mix. Remember this is F95Zone, so it would get pirated to high hell. Unless that License had a way of punishing people by circumventing the paywall, it wouldn't work. Hell, WinRar is the most used compression format, and how many people have bought a license for that thing?

-> The level of coder ability would be expensive, so they'd need an effective way to get money to come in and as these programmers usually get paid 150k a year+ at a AAA studio, they'd need to be making 150k a month on Patreon, with 12 programmers. I don't even think Wild Life is clearing that.

-> I've toyed with the idea myself to do something like this, but my skills are nowhere near the level needed to pull this off. I have done a lot of work with my game, such as implementing key rebinding, elegant menu design, rpg systems, enemy challenges, and such forth, but Python is a different beast than C++, which is what would be needed to accomplish it in UE4.
 

D4n0w4r

Member
May 21, 2020
365
1,237
Each of these 0.1 developers usually hit some sort of coding wall, can't figure out how to get past it, and give up. Usually its a cumshot system, or trying to implement an inverse kinematics (IK) rig, or they try to create a combat encounter and realize its a lot harder than it appears to be. Then they get disheartened and give up.
Time to whip this out again
patreonwasamistake.png
 

Veniat

Member
Aug 15, 2017
217
631
Few points, from a Python developer of a non-porn game, for the past 5 years:
-> UDK is Unreal Engine 3. This one is UE4.

-> By good coders, you mean John Carmack or Josh Parnell level, right? Because what you are suggesting is to create a game engine like Gamebyro (one used by Elder Scrolls titles).

-> LUA is not a fun scripting language to use. Supreme Commander used it, and making even the simplest of numerical mods for it was a royal pain in the backside. Overall, LUA is one of the harder scripting languages to learn; its much easier to learn JavaScript or Python.

-> I've had to do UIs manually in my game, by crunching the exact dimensions of columns and the like. UI work outside of this, isn't that much easier, and that is why you hire on a dedicated UI/UX programmer. Most programmers usually have no experience with UIs and try to avoid anything that doesn't have a GUI that does all the heavy lifting for them.

-> License and Porn don't usually mix. Remember this is F95Zone, so it would get pirated to high hell. Unless that License had a way of punishing people by circumventing the paywall, it wouldn't work. Hell, WinRar is the most used compression format, and how many people have bought a license for that thing?

-> The level of coder ability would be expensive, so they'd need an effective way to get money to come in and as these programmers usually get paid 150k a year+ at a AAA studio, they'd need to be making 150k a month on Patreon, with 12 programmers. I don't even think Wild Life is clearing that.

-> I've toyed with the idea myself to do something like this, but my skills are nowhere near the level needed to pull this off. I have done a lot of work with my game, such as implementing key rebinding, elegant menu design, rpg systems, enemy challenges, and such forth, but Python is a different beast than C++, which is what would be needed to accomplish it in UE4.
Huh, none of that is what I'm talking about; not a game engine, a basic kit for UE5 with everything already put together to make a basic porn game. Do all of the scripting in lua both because it's relatively easy to extend, already has examples for UE, has a tonne of documentation, and can be left as loose files without seriously affecting performance.

My idea isn't to make an entire engine, just a ready made kit with all the parts put together in advance to make a good game, and easily modified so beginners can figure out how to do it without a tonne of coding.

Like, I know of premade Dialogue systems, Quest systems, Inventory systems, etc, that're available for UE, this is more to put it all together in advance with some basic animations so half the dev time for new 3d porn games isn't getting all those various basic components working together, or doing it all from scratch, and instead you've already got a basic system ready to be built upon; in the exact same way RPG Maker is setup. They've got the basic components to make a 2D RPG ready to go without much work, yet the framework is extensible enough for experienced devs to make something almost unrecognisable from the original product.

Oh god no, I would never recommend someone use Java or Python to make a 3D rendering engine, I might recommend using python as a scripting system if it was heavily locked down, and setup for binary precompilation, but definitely not as the language the game is coded from to start off with. You'd end up with an inefficient memory hogging mess if you just went with vanilla python to code a 3d game engine.
 
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DKOC

Active Member
Feb 1, 2019
974
999
Huh, none of that is what I'm talking about; not a game engine, a basic kit for UE5 with everything already put together to make a basic porn game. Do all of the scripting in lua both because it's relatively easy to extend, already has examples for UE, has a tonne of documentation, and can be left as loose files without seriously affecting performance.

My idea isn't to make an entire engine, just a ready made kit with all the parts put together in advance to make a good game, and easily modified so beginners can figure out how to do it without a tonne of coding.

Like, I know of premade Dialogue systems, Quest systems, Inventory systems, etc, that're available for UE, this is more to put it all together in advance with some basic animations so half the dev time for new 3d porn games isn't getting all those various basic components working together, or doing it all from scratch, and instead you've already got a basic system ready to be built upon; in the exact same way RPG Maker is setup. They've got the basic components to make a 2D RPG ready to go without much work, yet the framework is extensible enough for experienced devs to make something almost unrecognisable from the original product.

Oh god no, I would never recommend someone use Java or Python to make a 3D rendering engine, I might recommend using python as a scripting system if it was heavily locked down, and setup for binary precompilation, but definitely not as the language the game is coded from to start off with. You'd end up with an inefficient memory hogging mess if you just went with vanilla python to code a 3d game engine.
There are a ton of individual starter kits, for each individual system, available already on the Marketplace. Takes a bit of work to get them integrated into your project and utilizes the Blueprint Scripting system, most of the time. The issue is what is a basic porn game, and most players don't want to play a basic porn game, that feels like a basic game. Because at that point it all feels tacked on and you might as well just make a gallery instead. In fact most pornographic games aren't very fun for their "gameplay" and would have been better built as a gallery instead. Several titles (ie Wild Life, Sorceress Tale, Delta Zone, etc...) have tried the route of merging gameplay with porn and I've not seen a good example yet of where it works well. Normally you need to have a solid game built first, then you add in the porn afterwards. But... most people aren't willing to pay a Patreon to support game development if there is no Porn or if the Porn is taking a side-line.

LUA is not easy to extend and its not a beginner friendly scripting language. A lot of C++ developers swear by it because, LUA is C++ as a scripting language. It uses the same kind of dependency framework and variable declaration as C++, but without the namespaces and direct memory manipulation of C++. Its better for newer developers to take on Blueprint Scripting, than anything else for UE4/5, as UE4/5 has a modding toolkit built with Blueprint Scripting in mind. Then when you need performance, you code in C++.

Have you ever made a game period? Making a game good takes persistence, hard work, and a lot of time. My itemization system in my game, creates truly interesting items for equipping and makes it easy to craft and upgrade them, as well as generate interesting names for them. It took me 5 months to code that all in; I replaced the old system of 13,000 lines of code, with a much more elegant system around 4,500 lines of code. ... It is easy to create slapped together assets, but that doesn't make for a good game... that is what an Asset Flip is. It is really hard and time consuming to create something that is good and enjoyable to play. Just imagine if Dark Souls had slapped together combat mechanics... would it be held in the same standard today as a good game? Definitely not.

Basic animations is problematic, as animations are keyed to a specific skeleton. And if you are importing say a model from Daz, its going to have a different skeleton than say the basic model provided by Unreal Engine and you'll not be able to use those animations. 2D is a lot simpler than 3D. You don't have to worry about skeletons, key frames, motion, physics, etc... to the same level as that in a 3D title. It works for RPG Maker because you only have (X,Y). You never have to worry about something like stairs that requires an IK setup to avoid the game treating the stairs like a slope.

You mean JavaScript. Java is a compiled language like C++. They are completely separate programming languages. And you wouldn't use Python for anything that is performance required. That is where you'd code in C++. Python works best for simple tasks and for optimizing the rate in which you produce gameplay code. Its also very new user friendly and is more powerful than Blueprint Scripting, which is best for pure-newbs. Think of using Python for the same kinds of tasks that Papyrus (Skyrim) is used for, while the memory hogging code is best for C++.

Hope that explains things and doesn't come off as rude or nasty (as that wasn't my intent). Most non-programmers or even non-game developers don't understand how hard game development is. Especially games that have event handlers, rather than are turn-based affairs (like RPG Maker) where the game waits for the user's input before doing anything (except maybe rendering the scene).
 
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DKOC

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Feb 1, 2019
974
999
This demo reminds me of Wildlife. You know, the "game" that collects 100k+ each month, has a full team and no game. I dare to say this feels more polished in the short interior "gameplay". Now take this, multiply by a thousand and you'll have something. I want a GAME, with some nasty sprinkled around. We have all the Sandbox porn simulators already. I'm quick to dismiss and doubt projects like this, but after playing SpaceBourne 2, I believe in miracles.(still don't believe one man made that game)
I honestly prefer the gallery style games that aren't trying to be anything more than that. Making real games takes a lot of work, and honestly, anytime porn is added to a game, its almost always a "reward" for failing. And games are all about succeeding, not failing, and if you are encouraged to fail, it defeats the point of the game.

The reason Wild Life has had the monetary success is because it has focused a lot on the sandbox nature with tons of sex scene variety. If it had prioritized gameplay over the sexual content, it likely too would have crashed and burned early on, due to lack of funding or lack of interest. But nowadays, people only see it as a sandbox game with tacked on gameplay components, because they realized that the gameplay wasn't very fun and was very time consuming.

Actually we don't have tons of good sandbox porn simulators. At least not ones with really good graphics, with planned tentacle sex. Delta Zone has a sprinkle of that and so does Wild Life and Sorceress Tale did at one point, but neither of them are focused on it. But if you want a sprinkle of nasty and more gameplay, definitely check out Delta Zone.
 
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DKOC

Active Member
Feb 1, 2019
974
999
I completely agree, releasing a raw demo is just a shame
The point of a raw demo is to drive investors to invest in it. Usually the public doesn't see builds at this stage. Usually its only Publishers or Venture Capitalists or Banks, that see it at this level as a proof of concept of what kind of game / world they are going for. Usually it doesn't even have interactable elements or optimized framerates, so be grateful for whatcha get.

After all, this is a pirate site, so why are complaining about something you didn't buy?
 

DKOC

Active Member
Feb 1, 2019
974
999
orestkwitka Just noticed you have a Discord, so joined it. Would you prefer for future builds if I post feedback there, or keep it here?
 

orestkwitka

New Member
May 7, 2023
2
0
orestkwitka Just noticed you have a Discord, so joined it. Would you prefer for future builds if I post feedback there, or keep it here?
Yes, please share your feedback and suggestions there. Myself and other developers are monitoring suggestions on Discord. I'm only here occasionally.
 

Veniat

Member
Aug 15, 2017
217
631
There are a ton of individual starter kits, for each individual system, available already on the Marketplace. Takes a bit of work to get them integrated into your project and utilizes the Blueprint Scripting system, most of the time. The issue is what is a basic porn game, and most players don't want to play a basic porn game, that feels like a basic game. Because at that point it all feels tacked on and you might as well just make a gallery instead. In fact most pornographic games aren't very fun for their "gameplay" and would have been better built as a gallery instead. Several titles (ie Wild Life, Sorceress Tale, Delta Zone, etc...) have tried the route of merging gameplay with porn and I've not seen a good example yet of where it works well. Normally you need to have a solid game built first, then you add in the porn afterwards. But... most people aren't willing to pay a Patreon to support game development if there is no Porn or if the Porn is taking a side-line.

LUA is not easy to extend and its not a beginner friendly scripting language. A lot of C++ developers swear by it because, LUA is C++ as a scripting language. It uses the same kind of dependency framework and variable declaration as C++, but without the namespaces and direct memory manipulation of C++. Its better for newer developers to take on Blueprint Scripting, than anything else for UE4/5, as UE4/5 has a modding toolkit built with Blueprint Scripting in mind. Then when you need performance, you code in C++.

Have you ever made a game period? Making a game good takes persistence, hard work, and a lot of time. My itemization system in my game, creates truly interesting items for equipping and makes it easy to craft and upgrade them, as well as generate interesting names for them. It took me 5 months to code that all in; I replaced the old system of 13,000 lines of code, with a much more elegant system around 4,500 lines of code. ... It is easy to create slapped together assets, but that doesn't make for a good game... that is what an Asset Flip is. It is really hard and time consuming to create something that is good and enjoyable to play. Just imagine if Dark Souls had slapped together combat mechanics... would it be held in the same standard today as a good game? Definitely not.

Basic animations is problematic, as animations are keyed to a specific skeleton. And if you are importing say a model from Daz, its going to have a different skeleton than say the basic model provided by Unreal Engine and you'll not be able to use those animations. 2D is a lot simpler than 3D. You don't have to worry about skeletons, key frames, motion, physics, etc... to the same level as that in a 3D title. It works for RPG Maker because you only have (X,Y). You never have to worry about something like stairs that requires an IK setup to avoid the game treating the stairs like a slope.

You mean JavaScript. Java is a compiled language like C++. They are completely separate programming languages. And you wouldn't use Python for anything that is performance required. That is where you'd code in C++. Python works best for simple tasks and for optimizing the rate in which you produce gameplay code. Its also very new user friendly and is more powerful than Blueprint Scripting, which is best for pure-newbs. Think of using Python for the same kinds of tasks that Papyrus (Skyrim) is used for, while the memory hogging code is best for C++.

Hope that explains things and doesn't come off as rude or nasty (as that wasn't my intent). Most non-programmers or even non-game developers don't understand how hard game development is. Especially games that have event handlers, rather than are turn-based affairs (like RPG Maker) where the game waits for the user's input before doing anything (except maybe rendering the scene).
There are a lot of individual plugins but not all of them play well together, and some of them aren't fully extensible; I mean an actual kit that includes everything you need to start out, already done, I know how UE5 development works, but it really does take a lot of effort to get a game going from scratch, rather than literally opening up, creating a new project, and running with it which is what I mean by setting up a kit for porn devs, which are either small teams or individual operations.

The intent is to have the models ready to go, not to import them from somewhere else, I mean an entire kit that's ready to go out of the box with some basic setup; an all-in-one kit broken down into individual modules that're designed to work together from the get go.

Lua is pretty easy to learn, and like I said, the work to integrate it into UE is mostly done. Yeah, and I am actually a C++ developer; I also work with python, and a dozen other languages at some point or another. Lua isn't that hard to learn, but I don't actually expect beginners to work with Lua from what I have in mind.

No, I mean Java. Java's memory handling is incredibly inefficient, and there are small delays all over the place that catch even experienced developers, I would never recommend making any type of rendering engine from Java. I love Python, I work with Python all the time, it's my go to language when I need something quick, I love it in Ren'py, but it has similar issues.
 

DKOC

Active Member
Feb 1, 2019
974
999
Well... the only thing I know of that meets that criteria, is the FPS project that came with UE4. It had all the basics setup, a gamemode and gamestate, basic animations, AI, a level with props, weapons and projectiles, powerups, etc... But, that isn't an RPG. I suppose it could be used as a base for a project and then add in other components, like a basic quest system. The issue with such a kit is that a developer creating such a thing would basically have to create a project for themselves first, then figure out how to create a kit from there. But that would take a lot of work and that developer would likely charge a fortune to get access to that kit... afterall, if they have to spend 1-2 years developing it, they should get fairly compensated... especially as people using it would want bug fixes and feature updates. So maybe something like the cost of Maya per year so 2k USD?

Having models ready to go isn't the issue. Its a matter of does the models meet the quality standards the developer wants. Say they are well optimized models with 10,000 polygons and 2k textures, and the developer wants 100,000 polygons and 8k-16k textures. Well, those premade models would have the animations tied to them, and thus be useless to such a developer and they'd have to import or create all the assets anyway. Like I'm fairly sure that the models in Wild Life are at least 50,000 polygons with 8k textures (after all, having more than 10 in one spot, kills the framerate).

LUA might be easy to learn AFTER you've learned other languages, especially C++. But from a complete Newb's perspective 15 years ago, I couldn't figure out LUA. I only recently learned Python in the past 5 years, so I might be able to learn LUA now or C++. Once you learn one programming language, you can learn basically any within a short period of time, as the basic logic, syntax requirements and declaration of variables, classes, and objects, is roughly the same.

Java is good for situations where memory management or speed isn't critical; ie research or statistical analysis. Not sure why MoJang chose to create Minecraft in Java though. Python is good for quick coding, but not memory management; you use Cython or C for that. Again its a matter of choosing the right tool for the job, based on available skills and knowledge.
 

DKOC

Active Member
Feb 1, 2019
974
999
Haven't heard of people getting motion sickness from 3rd person games often. What is your framerate?
 

qwertrewq

Newbie
Aug 11, 2016
66
26
The game works but for me the controls are broken. (i dunno if it's the same for everyone)
1. In the settings section, the "audio and controls" sections are passive.
2. In the "Showroom" section,
a) I can see the crosshair and move the icon but the mouse has no function of rotating.
b) "Choose Scene", "Choose Actors", "Point of View Camera", "Choose Camera From Preset" are passive and have no function.
c) "Space", "Q" and "E" buttons and other menus are working.
3. In the "Order's Headquarters" section, nothing works but "T" and "E" buttons.
Do you have any ideas or solutions?
 

Viixby

Member
Dec 19, 2019
411
654
Haven't heard of people getting motion sickness from 3rd person games often. What is your framerate?
i really want to try this game but for some reason i get such bad motion sickness
Allow Elden Ring to introduce itself.

No but seriously as someone who researched 'games and motion sickness', as well as in the VR scenarios.
>After playing this game, if someone gets motion sickness it would be from the character movement or left and right sway during movement. This is a situation where it effects some people but not many. Elden Ring had this issue, however it was much more severe so it impacted many more people, even causing a large portion of people to refund the game.

Tips for motion sickness:
Fixed focal point: get a third party crosshair if there isn't one already or use a monitor crosshair, to focus on when turning/swaying the camera.
Depth of Field: can also cause a lot of discomfort in certain situations. (This is especially common in indoor environments).
A well-lit room: like your IRL room, can sometimes help.
Motion blur: TURN IT OFF!
Camera sway: is usually the biggest issue. (See below)
Reduce sensitivity: turning this down and slowing your camera movements can reduce the sway, as well as provide smoother turning, especially useful if motion blur is unavoidable, framerate is low, or FOV is low.
 
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Sum Gi

Member
Nov 10, 2017
441
632
This sounds like an extremely ambitious game.

I have to ask you the usual questions of course. How much of this is original content vs premade assets? If it is premade, can you survive the transition to original content? Are you willing to put in the lengthy effort to create an gameplay system, or will this become just another sex scene gallery in the name of providing constant content for the patrons?

I wish you the best of luck.
 
3.60 star(s) 18 Votes