3.70 star(s) 67 Votes

AsusPony

Newbie
Apr 16, 2019
42
35
103
Wouldn't this game be more profitable without being a scam? Like if they just kept it as an ongoing project and added costumes and animations every month instead of pretending they're going to make a release
 

Alicetaria

Member
Nov 18, 2020
286
2,728
403
Wouldn't this game be more profitable without being a scam? Like if they just kept it as an ongoing project and added costumes and animations every month instead of pretending they're going to make a release
They're already banking by doing absolutely nothing, they have over 15k patreons. Once the game releases on Steam they won't all stick around, plus they already own a Steam key so they won't throw money at it again either.
 
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derpington1990

New Member
Mar 2, 2018
1
14
123
Hi erm, Long time lurker, and indie game designer here. I've been reading alot of messages of folks, defending and attacking this project. I thought I can at least explain to you some basics on game development so maybe future arguments can refer to this and move on to discussing past these points and address the real problems.

Let me clear this talk about the complexity of getting a high-fidelity output for this project is hard...it really isnt, Unreal engine 4 out of the box is one of the easiest development tools to get into. In fact, most devs are moving their projects to unreal not because it looks good, but because it looks good with little effort. This is because unreal engine blueprints helps easily get the ball rolling on developing mechanics using virtual scripting tools, and the engine gives some great out of the box post processing FX already set up.

Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue). let's assume on defeat you get the awesome defeat animation, girl gets pumped, take some health damage and change up some stats maybe, and finally resets. Thats a pretty easy loop ngl. I haven't gotten into game programming myself until early this year, I started a shooter prototype that I call the Skitarii proto. I developed the basic shooter mechanics of the game in 3 months (shooting, swap weapons, different projectile types, track ammo reserves, set up weapon profiles so that it's easy to add various weapon types etc) Basic animations of movement, shooting, reloading etc, can be found on the unreal marketplace and the free template that I used in my prototype works and looks really good. Popped in a AI to test taking damage and destroyed on health 0 and voila, shooter prototype is done. So thats a guy with ZERO game programming skills coming up with the basic mechanics of a shooter in three months(ish). Thats the beauty of blueprints on unreal engine folks, it's really easy to get into.

So if you think about it, the hard part of Operation Lovecraft was done a long time ago when all the first batch of monsters had the sexy animations done. It was a case of setting triggers to play one animation randomly from the large number of available animations on defeat/stun and making a fun game of it. I'm sorry to say this to the defense but this game should have had a proper release by now. The rest could have been amazing expansions, paid DLCs etc. As a game designer it is very clear this game is being kept in this slow burn to simply extract as much funds from the donators as possible.

I do not want to elaborate further on possible game design approaches that would have been sensible for this Project as it will be paragraphs long, but if you're interested, I can lay that out too.

If you were a person with spare time and rip the characters and animations out of this project, you probably could make a game of it in 6 months, using the massive number of tutorials on YouTube itself. Heck this may be an opportunity to build a portfolio piece and get your foot in the game development door.

This ends my constructive observation of this project. Happy fapping everyone.
 

Terix3

Well-Known Member
Aug 2, 2017
1,215
1,830
385
Hi erm, Long time lurker, and indie game designer here. I've been reading alot of messages of folks, defending and attacking this project. I thought I can at least explain to you some basics on game development so maybe future arguments can refer to this and move on to discussing past these points and address the real problems.

Let me clear this talk about the complexity of getting a high-fidelity output for this project is hard...it really isnt, Unreal engine 4 out of the box is one of the easiest development tools to get into. In fact, most devs are moving their projects to unreal not because it looks good, but because it looks good with little effort. This is because unreal engine blueprints helps easily get the ball rolling on developing mechanics using virtual scripting tools, and the engine gives some great out of the box post processing FX already set up.

Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue). let's assume on defeat you get the awesome defeat animation, girl gets pumped, take some health damage and change up some stats maybe, and finally resets. Thats a pretty easy loop ngl. I haven't gotten into game programming myself until early this year, I started a shooter prototype that I call the Skitarii proto. I developed the basic shooter mechanics of the game in 3 months (shooting, swap weapons, different projectile types, track ammo reserves, set up weapon profiles so that it's easy to add various weapon types etc) Basic animations of movement, shooting, reloading etc, can be found on the unreal marketplace and the free template that I used in my prototype works and looks really good. Popped in a AI to test taking damage and destroyed on health 0 and voila, shooter prototype is done. So thats a guy with ZERO game programming skills coming up with the basic mechanics of a shooter in three months(ish). Thats the beauty of blueprints on unreal engine folks, it's really easy to get into.

So if you think about it, the hard part of Operation Lovecraft was done a long time ago when all the first batch of monsters had the sexy animations done. It was a case of setting triggers to play one animation randomly from the large number of available animations on defeat/stun and making a fun game of it. I'm sorry to say this to the defense but this game should have had a proper release by now. The rest could have been amazing expansions, paid DLCs etc. As a game designer it is very clear this game is being kept in this slow burn to simply extract as much funds from the donators as possible.

I do not want to elaborate further on possible game design approaches that would have been sensible for this Project as it will be paragraphs long, but if you're interested, I can lay that out too.

If you were a person with spare time and rip the characters and animations out of this project, you probably could make a game of it in 6 months, using the massive number of tutorials on YouTube itself. Heck this may be an opportunity to build a portfolio piece and get your foot in the game development door.

This ends my constructive observation of this project. Happy fapping everyone.
I think the campaign was supposed be isometric tactical combat la XCOM.
I imagine you are right about fact that UE covers the basics of gameplay for common types game types.
When i'm referring to difficulty of making of 3D game on bigger scale is the fact that you will have different people working on different things - you have people that will design art, level design , combat , AI , story/quests , cutscenes, networking etc. You need correct amount of people for each task and there is need to menage their work - you don't want situations where one team needs to wait for another or for one team to run out of work. There is need to control productivity (if people are not slacking) - especially important when you don't have office and people are working from home. Let's keep in mind this is a porn game with borderline legal content so it is probably hard to find skilled employees.
 

HardcoreCuddler

Engaged Member
Aug 4, 2020
2,822
3,783
372
They're already banking by doing absolutely nothing, they have over 15k patreons. Once the game releases on Steam they won't all stick around, plus they already own a Steam key so they won't throw money at it again either.
I think that's really the real thing here.
It's one thing to make fat stacks while making content, and it's completely different to make fat stacks while releasing 0 updates in nearly a year
 

Nihil5320

Member
Jul 2, 2022
416
1,028
267
Let me clear this talk about the complexity of getting a high-fidelity output for this project is hard...it really isnt, Unreal engine 4 out of the box is one of the easiest development tools to get into. In fact, most devs are moving their projects to unreal not because it looks good, but because it looks good with little effort. This is because unreal engine blueprints helps easily get the ball rolling on developing mechanics using virtual scripting tools, and the engine gives some great out of the box post processing FX already set up.

Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue). let's assume on defeat you get the awesome defeat animation, girl gets pumped, take some health damage and change up some stats maybe, and finally resets. Thats a pretty easy loop ngl.
Only really thing I'd add to this is that, based on old screenshots, they had intended on implementing some kind of "business management" elements and the game has been described in a few different ways from an x-com style horror game in the early days to a card-based tactical shooter (which I presume, given the implementation of playing cards, means a significant deviation from a pure x-com theme).

Still not something that should be overly difficult for a small and competent team to develop but it's not as simple as cloning ShooterGame and implementing some basic mechanics with BPs. Given that we're more than eight years in from Helius dropping that Daisy in Summer demo and we haven't seen so much as a single screenshot of gameplay though...

Personally I don't think Helius is dragging out anymore, even if he may have been historically. I think he genuinely realises he can't do that indefinitely and wants to switch to a F2P model with a continuous revenue stream but lacks the development and project management experience needed to pull it off.
 

Dezzya

Newbie
Jul 2, 2020
17
7
79
I added the r.Streaming.PoolSize=0 in the engine.ini, but the textures still blurry.
 
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Erest

Newbie
Sep 9, 2018
55
85
163
Let's keep in mind this is a porn game with borderline legal content so it is probably hard to find skilled employees.
Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
 
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Jun 30, 2017
312
367
275
Then comes the discussions of difficulty of implementing the actual gameplay mechanics of this game thats not the porn (the campaign). Look from what I understood of it, its going to be a shooter (third person or first no clue)
Actually, iirc, they planed the campaign mode to be some kind of tabletop game, not shooter game
 
Apr 29, 2018
212
250
266
Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
He's talked a lot and made a lot of claims about his experience, interest from a big publisher, the people he hired, but nothing to actually back it up.
 
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Terix3

Well-Known Member
Aug 2, 2017
1,215
1,830
385
Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
He comes up with the strangest lies. Finding good artists is probably not an issue but finding good people for all the other tasks is. Especially a veteran manager that could hold the reins.
 

dreminh

Active Member
Jan 4, 2019
622
357
207
Problem there only textures/models and animation , no gameplay/mechanic what so ever so pretty much what on Peatreon is like a Unreal asset market to me , even Scorn back in 2017 had much more promises than this !
after 4 years still no ideal what this game about , just si-fi Horny Select
Didnt Helius keep talking about how he got some new folks in? Like from those elite companies? Whats that all about then? How is it so hard? He could also just hiring some folks with pretty good skills even from Pixiv or F95 here or anywhere. Skilled manpower isnt an issue. Theres even an example how few amateurs created a game and become a successful company (Mihoyo).
Mihoyo made 4 games while this guy pretty much has never complete even once
 
Last edited:
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btms3

Newbie
Mar 15, 2020
54
172
198
I copy pasted r.Streaming.PoolSize=0 to the engine.ini but the textures are still blurry. Any idea how to fix this pls.
 

Terix3

Well-Known Member
Aug 2, 2017
1,215
1,830
385
I copy pasted r.Streaming.PoolSize=0 to the engine.ini but the textures are still blurry. Any idea how to fix this pls.
like this ?
[/Script/Engine.RendererSettings]
r.Streaming.PoolSize=0


alternatively try :
[/Script/Engine.RendererSettings]
r.Streaming.FullyLoadUsedTextures=1
 
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3.70 star(s) 67 Votes