Haou-X

Newbie
Game Developer
Jun 13, 2018
24
15
I'm enjoying the proof of concept, but in the notes it says to follow the blue flowers to find the boss. Unfortunately I'm a pleb and only see the blue flowers leading through to the Tobi-Kodachi's area and can't find the boss from there. Any assistance in my ineptitude would be appreciated
Yea no problem, I tell you the faster way, take the grind rail to the right of where the first set of Lizard dudes are, which leads to the Kodachi. Follow the flower path looking to your right and you should see more of those blue flowers in the distance. If you go past those rings you went to far.

So looks like I got more readings to do but, to those would had trouble running the build I've done an update. So you can just go to my page and download it or wait until this thread gets updated. Hopefully everything I did yesterday helps, you may notice its file size is smaller.
 

Haou-X

Newbie
Game Developer
Jun 13, 2018
24
15
how to make her breasts bigger? i mean in the thumbnail they are clearly bigger than in the game
I'll need to get that updated to, but there is a capsule in the level that does it, two in fact. One at the 2nd set of Lizard guys and another at the Tobi-Kodachi.
 

NyaaRrar

Member
Jan 18, 2019
279
553
>A porn game where you play as amy rose
>Its 3D
KINO
>Shes off-model and is another burger design
eh
The model is likely to solve clipping issues. As mentioned further in the thread a better fix will be a commissioned model. Until then gravy thunder thighs and the big ass are here to stay. I'll also comment that the model is not the worst, the shot in the first screenshot is a bad angle. The other shots give more highlight to the hourglass figure that is being attempted here. This model is a 5 out of 10 the design has direction with poor execution. As others wrote the developer could attempt to apply this design to Rogue for better effect.

Edit: Some notes. Playing the game I had a framerate within single digits. To improve this I focused the camera on the ground getting the framerate into double digits. (no graphics card, decent processor.) Optimization is subpar currently to say at best. The animations are good and there are couple of hidden areas in the demo. Needs more development before I can give this a score.
 
Last edited:

dragonflame

Well-Known Member
Mar 9, 2020
1,522
708
the game keeps freezing and crash. but this game has potential. just for now i rather wait until they fix it
 

b800047

Member
Jun 9, 2017
114
172
very gud concept imo
i find it funny that if you just stop pressing W while Amy passes through a speed booster, it just looks like she's asserting her dominance lol
a nice option to add would probably be the render/view distance so that everything can run smoothly...i haven't had any problems...but the little fans inside my pc were going mach 10 so maybe not so much optimize yet but at least tone down certain things...mostly the forest so it's not overloading both the cpu and gpu...
regardless i wish the best of luck and hope to see more...tbf i did slide off the railing 2 or 3 times tho...
 
May 8, 2021
134
1,049
So....Here's my take on this.

TLDR:
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TL:

The concept looks good (even if some optimization might be required, I have a decent Gaming PC but the frame rate is choppy) but this runs into the main Problem that Every Sonic Game has run into since Adventure.....Speed and 3D world exploration Don't Work together nicely.

The reason it worked in the the Boost Era (Unleashed-Forces) was because The Z Axis (forward backwards) was pretty rail-roaded and Y Axis used in limited places, meaning most of your twitchy finger movements throughout the game was X axis, similar to the 2D Games.

This Game Focuses Mostly on exploration, which counters with the speed mechanics. Speeding to the End goal without fighting or getting hit by enemies just gets you a B rank, but Killing all the enemies gets you a A Rank. Thereby I would highly suggest a de-emphasization on Speed, and more on exploration (you can still have it, just Emphasize it less). I would suggest, maybe funny enough, using Mario Galaxy as a model for how levels and missions should look like. Also if the game is going to have Sex, then don't punish the player for seeing said scenes. Only have damage be take when the Enemy actually uses an Attack. (Maybe even have it where Bonus points are rewarded for X amount of sex scenes...or I'm guessing what that white talley is below the Score, cum?) You could even have it be a give and take. You waste more time on Enemies if you see the sex scenes, but you get points in return...then makes you wonder where and when to see them.

I get this is a proof of concept, but currently this Forest level is too big. You did well with big open areas to guide the player to the Electric...aardvark?, but the Hidden Boss is too out of the way for people to find. Should of been another path from the Aardvark enemy that leads to the Boss fight.

When you are dealing with levels that are in forests, you need to make it PAINFULLY obvious that this is the direction the Player needs to go, otherwise we just end up in the middle of the woods wondering where the hell that boss is, and finding where the hidden walls are and the edge of the Map.

This has potential, and I think maybe even introducing more characters could help. Having Rouge the Bat, Aged Up Cream the Rabbit, Vanilla Rabbit, Sally Acorn, Blaze, etc. You can have it where they play by your side and when you complete their missions then they become playable characters.

I like the Level up to give bigger Boobs, but Maybe change the symbol inside to just have a Pic of Boobs so it's obvious what it does. But also I feel it should be a bit more than cosmetic. Maybe it gives you an Extra life, and once you are hit, then Boobs default back to normal.

Also, Tearable/Status of Clothes should have more state too. Maybe have it every time She gets hit/has sex with an enemy, Her boobs fly out of her dress, or the dress gets torn off. Could have it where you lose less rings if you have a Dress on, versus off.

Finally Additional thoughts. Intro Instructions breaks usually when you press any button, usually fades, then goes back to instructions, and takes about 15 seconds for it to go back to the games. Enemies should also get damaged if you jump on them. The Grind pole is broken, as you just end up flying off into a random direction the moment it makes that loopdy loop. Enemies should flash red and fly backwards if hit to convey you are damaging them. I think E is a better button for QTE than F, jut easier to reach. Maybe look into some Inverse Kinematics for Down hill slopes so When Amy starts running down hill, her feet stay onto the ground and keeps the run cycle going, rather than going into a fall animation repeatedly. Flirt button to make all enemies in aroused state rather than attack? Maybe make that the F button. Make the Hit sound of enemy more impactful. Running animation is....fine...but could be tweaked. Oh an Optimize the game. I swear I don't know why the Gaming industry as a whole is so afraid of compressing and optimizing the game.


You got a good concept here, but it does need some retweaking to focus on the strengths it currently has, rather than the Weaknesses that plague even the mainline sonic games.
 
Last edited:
May 8, 2021
134
1,049
So....Here's my take on this.

TLDR:

TL:

The concept looks good (even if some optimization might be required, I have a decent Gaming PC but the frame rate is choppy) but this runs into the main Problem that Every Sonic Game has run into since Adventure.....Speed and 3D world exploration Don't Work together nicely.

The reason it worked in the the Boost Era (Unleashed-Forces) was because The Z Axis (forward backwards) was pretty rail-roaded and Y Axis used in limited places, meaning most of your twitchy finger movements throughout the game was X axis, similar to the 2D Games.

This Game Focuses Mostly on exploration, which counters with the speed mechanics. Speeding to the End goal without fighting or getting hit by enemies just gets you a B rank, but Killing all the enemies gets you a A Rank. Thereby I would highly suggest a de-emphasization on Speed, and more on exploration (you can still have it, just Emphasize it less). I would suggest, maybe funny enough, using Mario Galaxy as a model for how levels and missions should look like. Also if the game is going to have Sex, then don't punish the player for seeing said scenes. Only have damage be take when the Enemy actually uses an Attack. (Maybe even have it where Bonus points are rewarded for X amount of sex scenes...or I'm guessing what that white talley is below the Score, cum?) You could even have it be a give and take. You waste more time on Enemies if you see the sex scenes, but you get points in return...then makes you wonder where and when to see them.

I get this is a proof of concept, but currently this Forest level is too big. You did well with big open areas to guide the player to the Electric...aardvark?, but the Hidden Boss is too out of the way for people to find. Should of been another path from the Aardvark enemy that leads to the Boss fight.

When you are dealing with levels that are in forests, you need to make it PAINFULLY obvious that this is the direction the Player needs to go, otherwise we just end up in the middle of the woods wondering where the hell that boss is, and finding where the hidden walls are and the edge of the Map.

This has potential, and I think maybe even introducing more characters could help. Having Rouge the Bat, Aged Up Cream the Rabbit, Vanilla Rabbit, Sally Acorn, Blaze, etc. You can have it where they play by your side and when you complete their missions then they become playable characters.

I like the Level up to give bigger Boobs, but Maybe change the symbol inside to just have a Pic of Boobs so it's obvious what it does. But also I feel it should be a bit more than cosmetic. Maybe it gives you an Extra life, and once you are hit, then Boobs default back to normal.

Also, Tearable/Status of Clothes should have more state too. Maybe have it every time She gets hit/has sex with an enemy, Her boobs fly out of her dress, or the dress gets torn off. Could have it where you lose less rings if you have a Dress on, versus off.

Finally Additional thoughts. Intro Instructions breaks usually when you press any button, usually fades, then goes back to instructions, and takes about 15 seconds for it to go back to the games. Enemies should also get damaged if you jump on them. The Grind pole is broken, as you just end up flying off into a random direction the moment it makes that loopdy loop. Enemies should flash red and fly backwards if hit to convey you are damaging them. I think E is a better button for QTE than F, jut easier to reach. Maybe look into some Inverse Kinematics for Down hill slopes so When Amy starts running down hill, her feet stay onto the ground and keeps the run cycle going, rather than going into a fall animation repeatedly. Flirt button to make all enemies in aroused state rather than attack? Maybe make that the F button. Make the Hit sound of enemy more impactful. Running animation is....fine...but could be tweaked. Oh an Optimize the game. I swear I don't know why the Gaming industry as a whole is so afraid of compressing and optimizing the game.


You got a good concept here, but it does need some retweaking to focus on the strengths it currently has, rather than the Weaknesses that plague even the mainline sonic games.
Another quick Idea. Maybe have it where Amy can combo her attacks. Swipe Left, Swipe Right, and then a swipe down. Maybe if the Final attack kills the enemy, instead of exploding they flatten like a Pancake, and stay that way until it fades away.....This is mostly because I just find the idea of Amy flattening her enemies with that oversized hammer funny..
 

Haou-X

Newbie
Game Developer
Jun 13, 2018
24
15
So....Here's my take on this.

TLDR:
You don't have permission to view the spoiler content. Log in or register now.

TL:

The concept looks good (even if some optimization might be required, I have a decent Gaming PC but the frame rate is choppy) but this runs into the main Problem that Every Sonic Game has run into since Adventure.....Speed and 3D world exploration Don't Work together nicely.

The reason it worked in the the Boost Era (Unleashed-Forces) was because The Z Axis (forward backwards) was pretty rail-roaded and Y Axis used in limited places, meaning most of your twitchy finger movements throughout the game was X axis, similar to the 2D Games.

This Game Focuses Mostly on exploration, which counters with the speed mechanics. Speeding to the End goal without fighting or getting hit by enemies just gets you a B rank, but Killing all the enemies gets you a A Rank. Thereby I would highly suggest a de-emphasization on Speed, and more on exploration (you can still have it, just Emphasize it less). I would suggest, maybe funny enough, using Mario Galaxy as a model for how levels and missions should look like. Also if the game is going to have Sex, then don't punish the player for seeing said scenes. Only have damage be take when the Enemy actually uses an Attack. (Maybe even have it where Bonus points are rewarded for X amount of sex scenes...or I'm guessing what that white talley is below the Score, cum?) You could even have it be a give and take. You waste more time on Enemies if you see the sex scenes, but you get points in return...then makes you wonder where and when to see them.

I get this is a proof of concept, but currently this Forest level is too big. You did well with big open areas to guide the player to the Electric...aardvark?, but the Hidden Boss is too out of the way for people to find. Should of been another path from the Aardvark enemy that leads to the Boss fight.

When you are dealing with levels that are in forests, you need to make it PAINFULLY obvious that this is the direction the Player needs to go, otherwise we just end up in the middle of the woods wondering where the hell that boss is, and finding where the hidden walls are and the edge of the Map.

This has potential, and I think maybe even introducing more characters could help. Having Rouge the Bat, Aged Up Cream the Rabbit, Vanilla Rabbit, Sally Acorn, Blaze, etc. You can have it where they play by your side and when you complete their missions then they become playable characters.

I like the Level up to give bigger Boobs, but Maybe change the symbol inside to just have a Pic of Boobs so it's obvious what it does. But also I feel it should be a bit more than cosmetic. Maybe it gives you an Extra life, and once you are hit, then Boobs default back to normal.

Also, Tearable/Status of Clothes should have more state too. Maybe have it every time She gets hit/has sex with an enemy, Her boobs fly out of her dress, or the dress gets torn off. Could have it where you lose less rings if you have a Dress on, versus off.

Finally Additional thoughts. Intro Instructions breaks usually when you press any button, usually fades, then goes back to instructions, and takes about 15 seconds for it to go back to the games. Enemies should also get damaged if you jump on them. The Grind pole is broken, as you just end up flying off into a random direction the moment it makes that loopdy loop. Enemies should flash red and fly backwards if hit to convey you are damaging them. I think E is a better button for QTE than F, jut easier to reach. Maybe look into some Inverse Kinematics for Down hill slopes so When Amy starts running down hill, her feet stay onto the ground and keeps the run cycle going, rather than going into a fall animation repeatedly. Flirt button to make all enemies in aroused state rather than attack? Maybe make that the F button. Make the Hit sound of enemy more impactful. Running animation is....fine...but could be tweaked. Oh an Optimize the game. I swear I don't know why the Gaming industry as a whole is so afraid of compressing and optimizing the game.


You got a good concept here, but it does need some retweaking to focus on the strengths it currently has, rather than the Weaknesses that plague even the mainline sonic games.
Thanks for taking time to play and giving your feedback. So to start with the level, the level design isn't set in stone. I've mentioned it here before and even in the patch notes that this level shouldn't be how you see future levels being. I do want there to be a mix of speed and exploration but in a more linear capacity. So while I do plan on the first level being forest based, it won't stay like this. Going back to speed, I'll have Amy back at the original speed and see how that is liked when I release another build. The sense of speed was suppose to just come from the dash pads. Before moving on, yes, that white bar is meant to represent the cum. That will change at some point.

The boss wasn't originally going to be in this but I left him in anyway. I also mentioned in the patch notes, the one that comes with the builds, that because it was just an unfinished thing I was testing you can look for it if you want. It's also part of why I increased Amy's speed as well. I'm sure someone would have found him even if I didn't mention it though.

Characters, yes, there will be more in the future. The overview is my fault because I haven't actually made an overview providing some other detail other than what is being shown. It's just Amy for now because I chose her first. Although, I wouldn't expect more characters soon unless no one minds them using the same animations as Amy. Seeing as I do have to make all of those sex animations and I'm not even an animator. At least I wasn't before tackling this I suppose. On the topic of the sex scenes, it seems that the "arouse enemies into sex" is the preferred gameplay option. I was dancing around with the idea, partially why I have that twerk emote, but looks like I'll need to make that change.

The level up isn't a level up actually. A body modifier is what the bigger boobs Amy in the capsule is suppose to represent. Though I can understand why you thought of it as a level up. Maybe I'll go with your suggestion hmmm.

With that I'll be looking over the feedback and the issues that I've seen some have. Like grinding for instance, I don't go flying when getting to the turns.
 
May 8, 2021
134
1,049
Like grinding for instance, I don't go flying when getting to the turns.
I wonder....Since everyone seems to be having Frame Rate issues, is it possible that the Rail grinding is connected to the Frame Rate? Could explain why People fly off the moment the turn happens.
 

Haou-X

Newbie
Game Developer
Jun 13, 2018
24
15
I wonder....Since everyone seems to be having Frame Rate issues, is it possible that the Rail grinding is connected to the Frame Rate? Could explain why People fly off the moment the turn happens.
Hmmm...that could very well be the case. I'm not having frame issues so I guess it's something that got past me. Well expect far less trees if any when I make another release.
 
May 8, 2021
134
1,049
Hmmm...that could very well be the case. I'm not having frame issues so I guess it's something that got past me. Well expect far less trees if any when I make another release.
Personal Suggestion, You might want to Have your Trees either Be billboards, or Use two Sprites make them intersect into an X with them after a certain distance. Similar to this scene with what they did with the trees in Dark souls
1707022131315.png


So Over all I'd say the level could look something like this. Which could help save on resources.

1707022099099.png
 
May 8, 2021
134
1,049
Personal Suggestion, You might want to Have your Trees either Be billboards, or Use two Sprites make them intersect into an X with them after a certain distance. Similar to this scene with what they did with the trees in Dark souls
View attachment 3324433


So Over all I'd say the level could look something like this. Which could help save on resources.

View attachment 3324432
Talking to some of my Gaming Dev Friends, they suggest that if you use Instancing (called Duplicating in Unreal) for both the 3D Models and the sprites can help save MASIVELY on the Memory, as every duplicate is just a reference to the original object, rather than adding a new object with the same sprite over and over again.
 

Haou-X

Newbie
Game Developer
Jun 13, 2018
24
15
Talking to some of my Gaming Dev Friends, they suggest that if you use Instancing (called Duplicating in Unreal) for both the 3D Models and the sprites can help save MASIVELY on the Memory, as every duplicate is just a reference to the original object, rather than adding a new object with the same sprite over and over again.
Funny enough I am or at least should be Instancing the trees and grass. During my attempt to optimize, which did make the build smaller at least, there was an option to activate Instancing so I did. The trees and grass are all procedurally generate so I can lower the density of both. I'll try using a combination of each method though.
 
3.30 star(s) 6 Votes