D-E-V-O-L-U-T-I-O-N

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Sorry not interested in paying for feedback ROFLMAO
edited post, I meant suggestions and ideas, those are reserved for supporters, pointing out bugs, glitches, or some issues where the game is not doing what it's supposed to is indeed welcome, in fact, I would have to pay QA to do it. sry for misinformation
 

poplan

Member
Jan 24, 2019
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D-E-V-O-L-U-T-I-O-N

I tried this out today, you've put a lot of work in the damage system and environment (even considering that enemies are currently placeholders). I also appreciate you giving us a free uncensored code, without that I probably wouldn't have bothered to be honest.

I apologize for this being so long, but I hope you read it.

Some notes on the game as it stands (obviously there's a lot to do)
  • Need vsync (I can force this at the driver level but screen tearing makes me nuts). Most games make this optional, however, since some players prefer frame rate over everything.
  • Third person mode currently is *very* awkward, the camera handling etc. Third person mode should be playable (in this demo I could not fight in third person)
  • If you have a playable third person mode, one idea would be to have a 'photo mode' which freezes the game mechanics but gives full control over camera positioning (you'll want to put up invisible barriers or a range limit to prevent spoilers or player map exploitation - i.e. being able to safely peer around corners etc)
  • There should probably be dodge, crawl mechanics
  • You have an amazing amount of text typos
  • I like the overall feel of the gun mechanics (third person notwithstanding)
  • The amount of model detail for the solo adult action is impressive.
  • Most of the game assets look good (I realize you probably have purchased most if not all of them but still).
  • The breast physics need work. (I actually think it's partially an engine problem, I've seen the same issue in other games.)

The game does have impressive potential, and I back a lot of games on Patreon, but when I went to your page again this evening and I see that to get the uncensored game I have to commit to $11.50/month, my reaction is... "we'll see where it's at it in six months". If it had been around $5, you'd have another backer right now. (I may go ahead and back you at your lowest tier just to support the project but the rewards aren't attractive and the game is censored.)

Full Disclosure: Right now I am backing three games at a $10/month tier. One is a fantastic RPG that has been completable for awhile and is in a nice polishing stage, I will likely drop to a lower tier when it's "done" and we're off to the next project. The second is a popular game that I back on a lower tier normally, but I had some specific content I wanted to commission. Finally, the third is an ambitious action/RPG that has shown a lot of progress and deep commitment on the developer to produce a good game. It has a long ways to go yet but the progress has been good enough to stay at that tier. My overall monthly Patreon bill, honestly, is too high as it is, my bill for June was $140.81. ( If anyone is curious the games are RoundScape Adorevia, LifePlay and Kalyskah respectively... and I recommend trying them out if you haven't already.)

Why? It comes down to money and risk.

Completed, this game would likely retail (assuming the roadmap is completed and you end up with a great, fun, polished, adult shooter) for $19-$39. Let's use the tier the people will likely want, your "Standard Class" (Why? Most people who back are going to want it for the uncensored version.)

This is going to take at least 2 years to complete (probably more), and that is assuming that unexpected things don't happen (family issues, health, computer explodes, etc) or there are issues during development (need to redesign this mechanic, this level design isn't working out, there's a technical issue). (Speaking as a software developer myself, it never goes to plan and something always comes up. Sometimes you think of a better way to do something but it requires reworking things. It all happens and takes time. Of course, there's also feature creep, everyone's favorite.) But I digress, for a "Standard Class" backer, paid over 2 years, that is $276. (I know a percentage of that goes to Patreon.)

So, I would not only strongly recommend against using uncensored versions as your gating, but you should have a more gradual tier pricing tree. Otherwise you're going to have very short term backers, unsteady backers (your fans will pause/stop - wait 6 months, do a month to see how the game is, repeat), and the people that will just kind of 'looks kinda neat but too rich for my blood' and forget about your game (or pirate it later).

You can have different carrots other than the uncensored version, you could have say the first tier gets builds a week after the 2nd tier, etc. Higher tiers could have voting rights on artwork, designs, proposed game mechanics and content. (Many projects do a combination of these exact things).

If you're worried about people pirating your game, that is going to happen whatever you do (just look at the pirate/game marketing war of the past 40 years) but will be especially bad if people feel like they are being ripped off or fleeced.

Most people don't have a problem with paying a fair price for a good product.

There have also been far too many projects, here, Kickstarter, all crowd funding that look promising, and then the creator vanishes (gets bored, feels overwhelmed, feels pressured, has health/life issues, etc) and the backers are left holding the bag.

Now most of us know there risk and we accept that (that's why I have a policy if a creator stops posting completely for over a month, I will drop them. I might come back, I might not. The exception is if they post, in advance, that something has come up and they need time. The better ones will even pause payment collections).

I have also observed, the periodic payment crowdfunding projects are generally more successful at funding if they go for more people with less per person. It's the classic 5 people at $100 each, or 100 people at $5 each. Both will get you to the same amount, but the second is usually easier. (Of course, the projects that end up with some truly stunning monthly totals have a real incentive not to finish but that's more of an inherent problem with using periodic crowdfunding for a software project than anything else. The more ethical creators will either have new projects starting up as the initial one winds down, or will pause/stop their funding drive; the less ethical ones will go on a (perhaps deserved) vacation on everyone's dime.


(EDIT: Fixed some of my own typos)
 
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Krosos

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Dec 1, 2018
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D-E-V-O-L-U-T-I-O-N

What is this supposed to be Flames in the Atmosphere ?
I have to remove the fog layer to see it clearly

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Sometimes the Lighting can be really amazing atmospheric when the Setup fits
One of the nicest visual setups, trying to improve it's output stability :)
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Tough you need excellent Material Work to make this work else everything you trying to include into it gonna fall apart in a Finger Snap

In 1 Second it was Alan (Ivy) Wake now it's Battlefield and later The Last of (Ivy) US ;)

The Alan (Ivy) Wake and The Last of Ivy (US) part has the most potential for Realtime Porn that you never where allowed to see in a AAA Game production :D

Also going the Under The Witch, Wild Life,Final Fantasy 15, GTA 5, Cyberpunk 2077,Watch Dogs,Hitman,Assassins Creed, route would be something amazing with those visuals.
 
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D-E-V-O-L-U-T-I-O-N

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Sep 28, 2020
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D-E-V-O-L-U-T-I-O-N

I tried this out today, you've put a lot of work in the damage system and environment (even considering that enemies are currently placeholders). I also appreciate you giving us a free uncensored code, without that I probably wouldn't have bothered to be honest.

I apologize for this being so long, but I hope you read it.

Some notes on the game as it stands (obviously there's a lot to do)
  • Need vsync (I can force this at the driver level but screen tearing makes me nuts). Most games make this optional, however, since some players prefer frame rate over everything.
  • Third person mode currently is *very* awkward, the camera handling etc. Third person mode should be playable (in this demo I could not fight in third person)
  • If you have a playable third person mode, one idea would be to have a 'photo mode' which freezes the game mechanics but gives full control over camera positioning (you'll want to put up invisible barriers or a range limit to prevent spoilers or player map exploitation - i.e. being able to safely peer around corners etc)
  • There should probably be dodge, crawl mechanics
  • You have an amazing amount of text typos
  • I like the overall feel of the gun mechanics (third person notwithstanding)
  • The amount of model detail for the solo adult action is impressive.
  • Most of the game assets look good (I realize you probably have purchased most if not all of them but still).
  • The breast physics need work. (I actually think it's partially an engine problem, I've seen the same issue in other games.)

The game does have impressive potential, and I back a lot of games on Patreon, but when I went to your page again this evening and I see that to get the uncensored game I have to commit to $11.50/month, my reaction is... "we'll see where it's at it in six months". If it had been around $5, you'd have another backer right now. (I may go ahead and back you at your lowest tier just to support the project but the rewards aren't attractive and the game is censored.)

(Full Disclosure: Right now I am backing three games at a $10/month tier. One is a fantastic RPG that has been completable for awhile and is in a nice polishing stage, I will likely drop to a lower tier when it's "done" and we're off to the next project. The second is a popular game that back on a lower tier normally, but I had some specific content I wanted to commission. Finally, the third is an ambitious action RPG that has shone a lot of progress and deep commitment on the developer to produce a good game. It has a long ways to go yet but the progress has been good enough to stay at that tier. My overall monthly Patreon bill, honestly, is too high as it is, my bill for June was $140.81.)

Why? It comes down to money and risk.

Completed, this game would likely retail (assuming the roadmap is completed and you end up with a great, fun, polished, adult shooter) for $19-$39. Let's use the tier the people will likely want, your "Standard Class" (Why? Most people who back are going to want it for the uncensored version.)

This is going to take at least 2 years to complete (probably more), and that is assuming that unexpected things don't happen (family issues, health, computer explodes, etc) or there are issues during development (need to redesign this mechanic, this level design isn't working out, there's a technical issue). For a "standard class" backer, at 2 years, that is $276. (I know a percentage of that goes to Patreon.)

So, I would not only strongly recommend against using uncensored versions as your gating, but you should have a more gradual tier pricing tree. Otherwise you're going to have very short term backers, unsteady backers (your fans will pause/stop - wait 6 months, do a month to see how the game is, repeat), and the people that will just kind of 'looks kinda neat but too rich for my blood' and forget about your game (or pirate it later).

You can have different carrots other than the uncensored version, you could have say the first tier gets builds a week after the 2nd tier, etc. Higher tiers could have voting rights on artwork, designs, proposed game mechanics and content. (Many projects do a combination of these exact things).

If you're worried about people pirating your game, that is going to happen whatever you do (just look at the pirate/game marketing war of the past 40 years) but will be especially bad if people feel like they are being ripped off or fleeced.

Most people don't have a problem with paying a fair price for a good product.

There have also been far too many projects, here, Kickstarter, all crowd funding that look promising, and then the creator vanishes (gets bored, feels overwhelmed, feels pressured, has health/life issues, etc) and the backers are left holding the bag.

Now most of us know there risk and we accept that (that's why I have a policy if a creator stops posting completely for over a month, I will drop them. I might come back, I might not. The exception is if they post, in advance, that something has come up and they need time. The better ones will even pause payment collections).

hi, many features can be done, just have lower priority now as I need to add more content, like v-sync (nobody mentioned it until now)

-tps camera will never include combat and is there to see the character, its stats, looks, and to walk around, photo mode would be useless as you want the character to move around (I personally never use photo mode in other games).
-crouch and prone will be added
-typos are not too high priority, all text is eventually going to be rewritten and I'm aware of some of them
-currently I only use those brick buildings assets, grass for example I just gutted out textures and used it in my assets, character is fully custom asset from scratch, trees and bushes are custom models made in speedtree, ground and water is fully custom, and stuff like rocks and such are megascans, only price for them is hdd space.
-I have rule that I don't use any asset that I can't make on my own in similar or better quality
-physics for breast do lack some important physics parameters, but it there probably to run realtime
-price you calculated is high, but that's not just "to play the game" but rather to support development and allowing this game to exist. Its better to start high, and then change it to low, change from low to high would upset much more people
 

Krosos

Engaged Member
Dec 1, 2018
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Yep many of those used assets you will see for example in the Pure Raytracing Benchmark ;)
Wich goes into the same Render Direction from the Architecture Point

 
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Krosos

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He said from the beginning asset flipped im not sure what is so bad about asset flipping meshing up anyways especially if you have licensed all the content properly and implementing your own work you are specialized in.
Doing all these assets as 1 guy would take you forever, especially if you just learned the engine and have to learn about the proper calibration of content.
This is what marketplaces are for Workforce you pay directly for a asset before you eventually building up your own team and switch out assets with your own IP over time see Wild-Life.

Also in terms of our 1 Chinese Bright Memory Wonder boy mentioned here as well he also in the beginning even completely violated 3rd partys Copyright.

Though Wild-Life goes a entire different Artistic and partly Render Way so it has some heavier uniqueness attributes compared to Delta Zone which will be matching some other results visual style for now, tough of course based on the Render Architecture Wild-Life has similarities to some others here as well that go a partly very small comparable direction as well.

For me it's not really important i see D-E-V-O-L-U-T-I-O-N-S results as a whole and how he makes them coherently working together this is not easy either and no matter how he achieved his results they stand and they set eventually some bars for others to reach ;)
And Ivy is not the typical Design you often see here in Realtime on Unreal with those complex properties and that squirt results neither working relative seamlessly together.
Not that other results are bad but they are different, ok.
We have maybe 9 Unreal results currently that in it's entire complexity set the bars high going into partly wildly different directions.

PS:
-crouch and prone will be added
Ehh improved jump ?
 
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D-E-V-O-L-U-T-I-O-N

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Sep 28, 2020
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Related to asset flipping topic, here is a screenshot from my own buildings from the upcoming release (since I can't get cyberpunk large scale buildings anywhere, I had to make my own) I can pretty much make anything I want, or just get some assets, gut them out and use what I need from them or fix them if it's faster than modeling it completely. My first game Lazerzombies will be soon finished without using any marketplace assets at all.
1625305376131.png
 

Krosos

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D-E-V-O-L-U-T-I-O-N

Do Megascan assets really have such a low resolution those rocks are terrible ?

That fits 0, such a consistency brake my eyes blead out.
Seeing your excellent work and than this is such a shame and it doesn't fit
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D-E-V-O-L-U-T-I-O-N

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Yeah I intentionally downscaled that resoltuion those textures can easily get half a gb per rock. that's why cod has 250gb size. Main char is important and deserves better res than rocks
 
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N3XUS_SH4DOWS

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Oct 9, 2020
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My point isn't that he SHOULDN'T do the FPS but that is he focuses on that then he'll get hung up on way too many things to make real progress.
Story and characters should come first, you then action can be fleshed out but too be honest An FPS junkie would be pretty jaded unless A MOUNTAIN of man hours/ bug fixing were dedicated to the project.
That's the stuff that'll kill the project.
Fleshy out the characters, story and NSFW which I'm sure it's a lot more fun than troubleshooting minutia too polish an action game. You'll see the most progress that way.

THEN, if he really gets that far and wants to flex go ahead and make a never before seen AAA killing FPS.
Also if you're pushing hard on the ACTION aspect i doubt you'll get as much of an audience as yours like on that side BECAUSE of the NSFW slant.


Just saying, trying to help him out. He can promise the world and not hit ANY of the targets and it would be a waste is everyone's time.
in my opinion the order of targets should be
STORY
CHARACTERS
NSFW
GAMING

Without having a GROUNDED PLAN it will probably just end up being a nice tech demo
There was a dream that was Rome. You could only whisper it. Anything more than a whisper and it would vanish, it was so fragile
 

Krosos

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Dec 1, 2018
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Yeah I intentionally downscaled that resoltuion those textures can easily get half a gb per rock. that's why cod has 250gb size. Main char is important and deserves better res than rocks
You also downscaled the ground ?

People like me get later confronted with recovering those losses again and using non smart sharpening you endup oversharpen everything else

i agree overall they would be only problematic in close FOV (Cutscenes) if you have them in the background and no Mega DOF trying to hide them
But as a FPS target the Camera gets close to them and so that is always given to happen.

You could reduce this Space from Psy compressed but you would need a Realtime running conversion Unreal has nothing really efficient unfortunately and Nanite will make it even worse.

I hate the idea and concept from compressing textures based on priority only because of Diskspace which is still cheaper, ok currently not the entire case unfortunately.

And in a Porn Game of course Characters and what they wear have Highest Priority up to their smallest pores

Offline Rendering minimal perceptual quality loss should be a given standard here

of course this is also where Runtime Procedural texture generation can help if you get it to work with your Art Style.

But it's very visible that you trying to make sane decisions here at least based on your given knowledge and skills compared to some other Unreal Main Branch Devs :)

I really like lot of your Unreal results here and analyze them very carefully you dont see those everyday with such care for visual context executed :)

It's a wonderful Demo and Benchmark for some of the newest impressive Unreal features on a tighter System budget :)

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I find it in many regards even more impressive than Valley of the Ancient, except it has 0 ground contact issues and even contacts to obstacles correct. ;)

When you see this you know the Light Precision is Awesome ;)
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Ah yeah the good old Animation Ground Adaption problem strikes again
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poplan

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Jan 24, 2019
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I don't have a problem with creators buying assets as having a good eye picking them out and having them work together (with lighting) is important.
 

Krosos

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Exactly and the more complex your TOD you have a myriad of permutations to keep track of from your asset point of view until you do a proper calibration, your skill is the calibration ;)
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And this Delta Zone Demo has a lot of Permutations and Lut Changes

Also it showcases that Unreal Base has reached a very stable solid state by now

Hmm these Edge Halos shouldn't be anymore i wonder what still causes them ?

I thought i disabled chromatic aberration they shouldn't be there anymore

What the Hell is causing this if it's not chromatic aberration ?
And it doesn't really look like a temporal artifact either
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That Light ?
Looks strange it looks like somekind of Prism effect
i strange out the light itself is causing the chromatic aberration in the lens ?

WOW
 
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D-E-V-O-L-U-T-I-O-N

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Exactly and the more complex your TOD you have a myriad of permutations to keep track of from your asset point of view until you do a proper calibration, your skill is the calibration ;)
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And this Delta Zone Demo has a lot of Permutations and Lut Changes

Also it showcases that Unreal Base has reached a very stable solid state by now

Hmm these Edge Halos shouldn't be anymore i wonder what still causes them ?

I thought i disabled chromatic aberration they shouldn't be there anymore

What the Hell is causing this if it's not chromatic aberration ?
And it doesn't really look like a temporal artifact either
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That Light ?
Looks strange it looks like somekind of Prism effect
i strange out the light itself is causing the chromatic aberration ?

WOW
I think you have lots of passion for this stuff, you should try to make your own game, ue4 is free, and software like blender too
 

Krosos

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Dec 1, 2018
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I think so too

man this got to such a crazy state it's crazy that Epic Themselves doesn't really utilizes it to it's fullest but instead creates Kid Games like Fortnite these Days where is EPIC gone :(

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velkensen

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Oct 28, 2017
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where is EPIC gone :(
They went to the bank after realizing they could make more from licensing their engine to everyone under the sun, instead of making a game every couple of years under the strain of AAA crunch.
Everything they make now is just a glorified tech-demo or engine showcase, Epic can leave it to other game devs (and people like the brilliant problem solvers in this thread) to get used to the fine details.
 
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