VanillaLover

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Jun 15, 2021
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The next update will feature Player-led rape content, new types and platforms of weapons, an optimization patch, an overhaul to AI, and a new questline.
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VanillaLover

Well-Known Member
Jun 15, 2021
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We finally gonna have more than one weapon? I wonder how much time we need to get more than one set of clothes with 3 color variant.. :unsure: :FacePalm:
Around -1 years and we may get a new texture

Side note, modding is the way to go for this game. The moment we're able to dig in as a community the faster we're gonna pull together to fix it.
 
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werwolf12

Member
Dec 22, 2024
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Around -1 years and we may get a new texture

Side note, modding is the way to go for this game. The moment we're able to dig in as a community the faster we're gonna pull together to fix it.
This project is so messy that it would be very hard to mod. He's workflow is ass. I tired to decompile game and open project in UE5, it's absolute mess. Gave up on even trying since changing anything would simply brake bunch of stuff.
 
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werwolf12

Member
Dec 22, 2024
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He couldn't do it (not surprising) it made his game crashed at startup. So he's leaving the aa like it is.

I just saw on his discord, he's beating around the bush and talking about how time consuming everything is solo and didn't give a release date. But from the way he talked, it's gonna be a while.
Yea, If you try to duct tape whole game and have no regard for good dev practice but with arogance and lack of will to fix anything, then that's what you end up with. No surpise that this guy can't do shit.
 

KSSL

Member
Jan 21, 2023
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112
We need a pistol and shotgun platform tbh. And you already have the small bullets, shells and the weapon part customization shouldn't be too hard to make those 2.
 

GabrielSK10

Newbie
Mar 1, 2021
51
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Unless he gets help from another dev or hires someone, I feel like the project is gonna come to a standstill soon. I feel like he's starting to reach the point where his blueprint way of coding isn't gonna cut it. And he doesn't know how to advance.

How many years has this game project been in development?
 

MarsD

Member
Nov 2, 2017
139
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new types and platforms of weapons
Even I know that this will never happen, or be a post-launch DLC at most.


Unless he gets help from another dev or hires someone, I feel like the project is gonna come to a standstill soon. I feel like he's starting to reach the point where his blueprint way of coding isn't gonna cut it. And he doesn't know how to advance.
He did hire someone IIRC. And what's wrong with ue blueprints? I saw many of you talking about it already.
 

werwolf12

Member
Dec 22, 2024
100
167
62
Unless he gets help from another dev or hires someone, I feel like the project is gonna come to a standstill soon. I feel like he's starting to reach the point where his blueprint way of coding isn't gonna cut it. And he doesn't know how to advance.
It's not about blueprints but lack of modularity. You can make good game with blueprints, although it's not very easy and doing it in c++ is easier. From what I've seen main reason for lack of content is like I said "duct tape problem", so what I mean by that?. This game was made just with single goal in mind. That is when he wanted to add weapon, he added single weapon, when he wanted to add enemy, he single added enemy. What he did not do is system, so instead of making weapon modular system where new weapons could be easily added, he just added this one and called it a day, same with enemies - he just added them, made them work and now adding new one epecially one that is meele enemy is very hard couse he need to do this from ground up, and it not only takes a lot of time but also brakes a lot of things. This is also the reason why I gave up on modding, I would have to strip this project naked, throw out all apart maybe from MC model and H animations, and make it all from the ground up setting up systems for modularity. Otherwise I would end up also in place when adding/modyfing anything breaks bunch of other stuff.

Remember "loot all" option? It was removed last update, you know why? Couse he couldn't make it work with inventory system, why? Becouse inventory system in this game is one of the worst I've ever seen. So trying to add "loot all" option to this inv. with timed search mechanic, just breaks this system and crashes game. Becouse item system is not based on Uobjects nor datatables, idk even how he managed to make this work. Fixing this is not viable, since inventory/item system is first thing apart from movment that you do in UE5, now fixing it would require recoding of ALL game items. Btw this terrible inventory system is also the reason why you can't drop item, but istead you really are removing them ( sending them into oblivion). This way you don't have to deal with constructing new item with old data and it's veryyyyyy lazy way to do it.

I'm not happy to say it but I think this project is doomed, and main reason is dev incompetence coupled with his lack of will to remake this game from the ground up with good practices and modular system.
 

jazzwest

Newbie
Sep 1, 2022
44
20
67
Could you someone share what ALL the porn content currently available is at this stage?
I've been roaming around trying to trigger as many animations as possible but I can't seem to find any difference from previous updates.
The tentacles are HOT, especially with the ATW stuff.
The soldiers are pretty meh...

Are there anymore scenes I haven't encountered yet?

Much appreciated!
 

IKagamiY

Newbie
Mar 25, 2024
75
77
104
Could you someone share what ALL the porn content currently available is at this stage?
I've been roaming around trying to trigger as many animations as possible but I can't seem to find any difference from previous updates.
The tentacles are HOT, especially with the ATW stuff.
The soldiers are pretty meh...

Are there anymore scenes I haven't encountered yet?

Much appreciated!

There wasn't much H animations added since.... a lot of updates. There's probably 3-4 animations with humans + 2 for 2 on 1 (which 1 was added last update), a few for tentacles and that's it, this is clearly not a game you play ONLY for the animations.
 

MrCharismo

Member
Feb 28, 2023
174
560
169
It's not about blueprints but lack of modularity. You can make good game with blueprints, although it's not very easy and doing it in c++ is easier. From what I've seen main reason for lack of content is like I said "duct tape problem", so what I mean by that?. This game was made just with single goal in mind. That is when he wanted to add weapon, he added single weapon, when he wanted to add enemy, he single added enemy. What he did not do is system, so instead of making weapon modular system where new weapons could be easily added, he just added this one and called it a day, same with enemies - he just added them, made them work and now adding new one epecially one that is meele enemy is very hard couse he need to do this from ground up, and it not only takes a lot of time but also brakes a lot of things. This is also the reason why I gave up on modding, I would have to strip this project naked, throw out all apart maybe from MC model and H animations, and make it all from the ground up setting up systems for modularity. Otherwise I would end up also in place when adding/modyfing anything breaks bunch of other stuff.

Remember "loot all" option? It was removed last update, you know why? Couse he couldn't make it work with inventory system, why? Becouse inventory system in this game is one of the worst I've ever seen. So trying to add "loot all" option to this inv. with timed search mechanic, just breaks this system and crashes game. Becouse item system is not based on Uobjects nor datatables, idk even how he managed to make this work. Fixing this is not viable, since inventory/item system is first thing apart from movment that you do in UE5, now fixing it would require recoding of ALL game items. Btw this terrible inventory system is also the reason why you can't drop item, but istead you really are removing them ( sending them into oblivion). This way you don't have to deal with constructing new item with old data and it's veryyyyyy lazy way to do it.

I'm not happy to say it but I think this project is doomed, and main reason is dev incompetence coupled with his lack of will to remake this game from the ground up with good practices and modular system.
I think it's doomed as well. But i wanna hear your opinion on what he's saying. This is from discord:

OPTIMIZATION: I did try to do some optimizations, overall performance of CPU should be much better now, vram requirements remain same, but I really want to lower it

DEVELOPMENT: -extremely large amount of small things and changes were made -new map is mostly ready, tutorials will still need to be remade, lot of code for tasks was -remade and saving system was modified to handle checkpoints in first linear level that took a lot of time -AI had some issues with seeing player and shooting/aiming behavior which was fixed that changes gameplay a bit so after I did bunch of profiling, I improved cpu performance (AI movement/calculations, lot of objects ticking for no reason even if they dont have anything plugged into tick, and other)

game should be a bit more responsive, less sluggish even if there are bunch of enemies or lot of objects what was bad inprevious builds is unreal loads tons of objects/textures that aren't even visible or arent even present in level

this is extremely difficult and technical to fix, im getting some help from lead programmer at greyzone warfare, to at least debug it and see what is wrong, but fixing it is whole different thing... theoretically its possible to radically decrease vram requirements if I will succeed, but again spending time on optimization means trying many things and doing research instead of just adding content, making new levels or adding functionalities into games. All big companies struggle with this, even if they have bunch of engineers doing constant optimization along develompment.

And this is what he said about his AA addition:


  1. uhh not that good news about arm asr, i wanted it for my 1080ti gpu pc, since it has no dlss, but problem is it crashed game on startup, and only on that pc, notebook and main pc work fine with it so I guess I will keep current AA methods as they are




 

VanillaLover

Well-Known Member
Jun 15, 2021
1,046
1,653
286
I think it's doomed as well. But i wanna hear your opinion on what he's saying. This is from discord:

OPTIMIZATION: I did try to do some optimizations, overall performance of CPU should be much better now, vram requirements remain same, but I really want to lower it

DEVELOPMENT: -extremely large amount of small things and changes were made -new map is mostly ready, tutorials will still need to be remade, lot of code for tasks was -remade and saving system was modified to handle checkpoints in first linear level that took a lot of time -AI had some issues with seeing player and shooting/aiming behavior which was fixed that changes gameplay a bit so after I did bunch of profiling, I improved cpu performance (AI movement/calculations, lot of objects ticking for no reason even if they dont have anything plugged into tick, and other)

game should be a bit more responsive, less sluggish even if there are bunch of enemies or lot of objects what was bad inprevious builds is unreal loads tons of objects/textures that aren't even visible or arent even present in level

this is extremely difficult and technical to fix, im getting some help from lead programmer at greyzone warfare, to at least debug it and see what is wrong, but fixing it is whole different thing... theoretically its possible to radically decrease vram requirements if I will succeed, but again spending time on optimization means trying many things and doing research instead of just adding content, making new levels or adding functionalities into games. All big companies struggle with this, even if they have bunch of engineers doing constant optimization along develompment.

And this is what he said about his AA addition:


  1. uhh not that good news about arm asr, i wanted it for my 1080ti gpu pc, since it has no dlss, but problem is it crashed game on startup, and only on that pc, notebook and main pc work fine with it so I guess I will keep current AA methods as they are



Few points;

-Optimization; it seems like Devo is cleaning up stuff that was vestigial or unnecessary for the game and it should fix some performance problems. It's also a nice touch that Devo is testing this on different hardware, and this apparent "AA" thing is what I assume to be a new, or at least a fork of something like FXAA/MSAA/AAA Roadside Assistance or whatever to help lower-end systems?

- Updates; this is gonna another technical one, so just improvements to the current implementations (and a mandatory new map). If the tutorial is any good, it'll definitely help with my walkthrough as I'll just base it off that or just point to it and skip most of the nitty-gritty.
 

werwolf12

Member
Dec 22, 2024
100
167
62
I think it's doomed as well. But i wanna hear your opinion on what he's saying. This is from discord:

OPTIMIZATION: I did try to do some optimizations, overall performance of CPU should be much better now, vram requirements remain same, but I really want to lower it

DEVELOPMENT: -extremely large amount of small things and changes were made -new map is mostly ready, tutorials will still need to be remade, lot of code for tasks was -remade and saving system was modified to handle checkpoints in first linear level that took a lot of time -AI had some issues with seeing player and shooting/aiming behavior which was fixed that changes gameplay a bit so after I did bunch of profiling, I improved cpu performance (AI movement/calculations, lot of objects ticking for no reason even if they dont have anything plugged into tick, and other)

game should be a bit more responsive, less sluggish even if there are bunch of enemies or lot of objects what was bad inprevious builds is unreal loads tons of objects/textures that aren't even visible or arent even present in level

this is extremely difficult and technical to fix, im getting some help from lead programmer at greyzone warfare, to at least debug it and see what is wrong, but fixing it is whole different thing... theoretically its possible to radically decrease vram requirements if I will succeed, but again spending time on optimization means trying many things and doing research instead of just adding content, making new levels or adding functionalities into games. All big companies struggle with this, even if they have bunch of engineers doing constant optimization along develompment.

And this is what he said about his AA addition:


  1. uhh not that good news about arm asr, i wanted it for my 1080ti gpu pc, since it has no dlss, but problem is it crashed game on startup, and only on that pc, notebook and main pc work fine with it so I guess I will keep current AA methods as they are



Can't say much unless I would see what he's actually doing. New map is ass, waste of time and resources that are already spread thin. Tutorials are also not needed, entries in some kind of jurnal ( smth like yuna) would be enough, again waste of time. AI changes would be great but will see how much he actually have done in that regard. Optimalization is not smth I was interested nor it catched my eye since I got quite good PC and did not encounter any problems with FPS or graphics in general. I agree with him that it's very hard, especially in UE5, but it's mostly hard becouse of his ignorance and laziness in first development stages. He should really consider just remaking this project from scratch, this time with help of some professional devs.
 
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