how much futa is there besides the character creation
The player character primarily right now. I'm slowly adding more human NPCs into the world and adding in more variation (the older builds especially it's the same 3 or 4 humans copy pasted everywhere to save time). As for other creatures it's a matter of getting the time to do the animations for them. The succubus, slime, and goblin girls are the first on the list!
But for now - there's a DIY with human characters. The player can reverse pickpocket transformation potions onto human NPCs and they'll use the potion instantly. I need to write this into a tutorial at some point so player's know they have this option.
When I play the game all of the colors are orange and red. I have a sneaking suspicion that's not how the game is meant to look!
Some other people have posted about this before and I think it might be a hardware issue. Have you run into anything similar on other Unreal Engine 5 games?
once you find what hotkeys work what and spend some time things tend to go smooth its still early but i like where its going
i still have not figured out how to sell items in inventory or use them (not sure if that is implemented yet )
Thanks! As for buying and selling items (unless I've broken something in this build) it should be as simple as going to one of the shops in town and usually there's a dialogue option to see what they have in stock and the player should be able to sell things from their inventory there. Using items from the inventory depends on the item right now. Weapons, armor, and most potions should all be useable from the inventory screen but things like flowers and other gatherable items aren't useable yet. But they will be eventually once I get some more time.
Oh and yeah, I'm working on getting the tutorial level updated and put back in so that learning hotkeys and mechanics will be a lot easier. Hopefully I'll have that back in soon!
what are the sex scenes that can be done rn?
Uhh... there's usually 2 or 3 per character and it depends on what the player and the character have for anatomy choices. It also depends on if the player is on the giving or receiving end of things. But there's human on human stuff and for non human stuff there's a slimegirl, goblin, male imp, succubus, incubus, minotaur, frog daddy, and the female imp is work in progress. I think that's it so far? Sorry, listing all the individual scenes would be a lot of work to dig through the files and find all of them. Hope that helps!
pre lapha for 5 years now, still no story?
The story is coming along. The jump between engine versions from Unreal 4 to 5 hit the reset button on a lot of things and I'm getting caught back up. The groundwork for all the backend systems are in and so the foundation work is there. Moving forward I'll be able to focus more and more on quests, stories, romances, and more content like animations. I'm working on quest content right now and hoping to have that out as soon as possible... so in one of the upcoming builds questlines will be back in.
Alas, I don't have experience in Maya.
What you can do is scale the hand bone for the female programatically (should scale all attached bones like fingers down with it). My biggest beef is the head. Faces are too manly. Hair selection could use a boost too.
As for the shapes.. IMHO they are extreeme. Comical even. Literal Baloon tits. HUMONGOUS asses. So much muscle (Beefslab Von Maximus) that the man would probably have trouble moving. Good for comedy builds I guess, but if anyone can fap to that, they are weird.
Fair enough. And I totally agree on the hair selection stuff. That's a big piece of content that I really need to work on. It's all tradeoffs and figuring out where to focus.
But yeah, I totally hear you and I think a lot of it comes down to personal preference. I've literally had people say that the faces are all way too feminine and the body types don't go far enough. If I had the money and the time to do it I would totally sit down and make an infinite amount of options so that every player could customize their avatar as much as they wanted to so that it was perfect. But unfortunately my time is limited and my budget is pretty meagre. At some point I will be going back and doing a polish pass on the face customization and options there, same thing with the hair, but for right now I'm trying to focus on quest and environment content so the game feels more full to players.
As I once wrote in on of my previous posts, I do indeed have a great deal to say about werewolves. Here we go...
Wolves are pack animals and humans are social creatures. It stands to reason that werewolves would congregate into small groups. You could vary it up so that some werewolves are lone wolves, some gather in with regular wolves, and some pack up with other werewolves.
In the article "Is the Alpha Wolf Idea a Myth?" written by Stephanie Pappas, Stephanie writes that most wolf packs are simply families, with Mom and Dad as the head of the family. Since they're the oldest, it makes them best suited to protecting pack members and deciding what the pack will be doing.
In nature, wolves tease out vulnerabilities in prospective prey, are excellent trackers, herd prey, and ambush their prey. Found this info form this article: (How Do Wolves Hunt? 6 Impressive Strategies They Use - Written by Cammi Morgan).
In mythology, there's men with wolf's head, man-wolves, skinny werewolves, and buff werewolves. You're probably going to go for the buff variety, but there's a lot of myth variations to draw upon. As it happens, the very first werewolf myth was a guy called Lycaon who pissed off Zeus. Lycaon got cursed to have the head of a wolf whilst retaining the body of a man. Here's some reading(Werewolf Legends by: HISTORY.COM EDITORS).
In Dungeons and Dragons, there're werewolves and their larger kin Loup Garou. The thought I have here is that there can be large iterations of werewolves that're more vicious and larger in stature, but also more reckless.
There's also the werewolf transformation, and I wonder if you'll forgo an bodily transformation or show a such a alteration. The only suggestion that I've got for you about the transformation is to do each limb at a time for emphasis and to slow down the transformation.
It'd also be cool to see werewolves get bigger the tougher they are, as if a regular werewolf is transitioning to a Loup Garou. That, or or seeing werewolves that've become larger to adapt to tougher environments.
As for abilities, here's some thoughts for you: Shoulder charge, bleed out effect from claw slashing, ambush by staying still until player is within a certain range, howl that causes stun or fear effect, luring the plyer into terrain that's advantageous for the werewolf.
If in a pack, encirclement, lightening strikes, herding, and stalking.
Lol, very cool. You weren't kidding about having a lot to say about werewolves! This is really cool stuff and when I have the time to start delving into the werewolf systems and mechanics I'll totally refer back to this! They're unfortunately quite a ways in the future from now though and I haven't put much thought into them other than "wouldn't it be cool to do something like Skyrim werewolves". But thank you! It's always cool seeing and reading peoples' ideas!
A few easy-to-do feature requests:
-map teleport (no need to shrink the map, or change the fatigue system, just add a way for the wankers to get theirs)
-in-game changelog (regularly, like every 3-6months, to show off your progress)
-spawn NPC menu (cheat?)
-reduce texture size on small objects (I have 16GB vRAM but others struggle with 6), especially grass where it simply eats resources without visual benefit
-auto-progressing dialogue (a.k.a 1-hand mode)
Keep it up, someone needs to give wildlife (where these are available since day0) a run for its money
Map teleport, I've totally considered it but it's also a mechanic that currently I'm trying to avoid for the final game and taking the time to add something that ultimately I want to turn off is hard for me to juggle right now. I may add move destination points for the in game carriage system and I also think I need to highlight the town portal scrolls to new players better
In game changelog, I'm not totally sure what you mean by this? So like the build/patch notes for each build but someplace in game?
NPCs spawns/ cheats. This is something that I'm planning on adding more with the housing system. Sort of like in Fallout 4 how the player can send followers back to their settlements. But also do it in the game world. So like a summoning circle placeable that spawns a succubus to wander around the player's house. At least that's the current plan.
Texture sizes and optimization. Totally I will do an optimization path. Currently the depth of field, fog, and clouds I think are what's eating the most framerate for visual assets. There's so much that is placeholder and not finalized now where eventually once I have final art work I'll crunch stuff down to share the same texture sheets and all that jazz but right now I've just been mipping stuff down by hand.
1 hand mode. Totally. Either that or I need to find a sponsorship from someone that makes mounting devices for toys. But yeah it's something I'll look into when I have some time.
Thanks for taking the time to think up and write out your feedback and thoughts! It's appreciated!
I effectively can't see anything. When I go to the actual gameplay, everything is yellow. The menus appear in regular colors though. Any idea what is going on?
Yeah, I've seen people run into this issue before and I don't know what's causing it and I have very little information about it. My assumption is that it's a hardware issue. Have you run into this issue while running other games that use Unreal Engine 5? I've got a lot of the fancy rendering stuff turned on by default but since the menus appear does changing settings in the options menu help anything? Sorry you're running into this issue too!