What is it you mean by that? How do you think sex scenes should play out in the game?
I'm not sure if you're asking for my personal opinion on what I'd like to see. I'll say it beforehand: what matters is actually what you want to create (yes, despite all my criticism, I want to see the game succeed).
Personally, if you want to take my opinion: The previous sex engine was
functional but would certainly get tiresome after a while. The current (that is, the test that got released a couple of weeks ago) is an improvement in some aspects but a huge stepback in others, specifically:
- Overall, as a player, it feels like you don't really have much control of the scene.
- Related to the previous point, I feel like the game isn't nearly transparent enough.
I played the test a few times; sure thing, each one was somewhat different, but at the same time, every time it felt like I was getting thrown some random passages from who knows where.
I think those are legitimate criticisms, now, for things that I would personally like to see (but I don't even think they're a great idea or for everyone!)
- Since the main mission (let's be hopeful and say it does happen eventually) involves the agent being a prostitute, there should be some stats tracked about her "performance", which translate to every sex scene. Specifically (you can call them however you want), "lust" (how much the agent is into it. On a simplified way, a multiplier to get closer (or further away!) from orgasm), and "fatigue" (on a very simplified way, if it reaches 0, the agent stops sex, if physically possible). This could lead to interesting gameplay situations where the agent might straight up fail at her job, angering customers, or having to prepare (trying to force foreplay) if you want to succeed.
I think these two are
sort of already in the new sex engine? But even if they're there, the game isn't transparent enough about it.
On that system you can easily expand to stuff like specific kinks, or even sexual preferences.
Again, I don't even think this is a "great" idea, and it's basically what I would like to see but you asked me what
I liked
Money, avatar clothes and mission-specific equipment will be in the game.
Good to know, that's already more than we knew before. We still don't have any idea on how they affect the game but it's a step forwards.
Resources are pretty easy. We have objects and flags that we can use to keep track of which resources the PC has. You can actually see an example of this in the game, on the Dubai date and in the wet t-shirt contest; when the PC gets dressed again after each scene, you'll notice that she gets dressed in whatever clothes she wore to the scene. The game is intelligent enough to restore the specific clothing items that were in her possession at the start of the scene.
Again, that's a good sign. What I'm trying to say is that once you get out of that specific example, especially if you want to extend it to any situation, things tend to break. There are quite a few open world sex games that are a complete mess down the hood and leads to very annoying bugs and slowed development.
As to whether or not it's a good addition; my feeling is that's something best decided by the community? That's why I'm revising the sex engine prototype based on community feedback, instead of just plowing on with my first draft. My idea is that we get the sex scenes right, then we start building them in.
Surely the core of the game isn't going to be sex scene after sex scene? At least that's not what I got from the patreon and what's already in there. That's why I'm saying; sure, the sex engine is important, but that will power what, 50,60% of the game? That's another 50% that requires designing (let alone actually writing and coding it). And that 50% works without the sex engine, but we haven't seen any of that.
Could you go into a bit more detail here? We have basic systems in place to handle all of these things (e.g. side quests: the casino scene in the first Scottish nightclub is a working side quest), but I don't get the overall point you're driving at.
What I'm trying to say is that, if the game hasn't made much story/content progress in about a year because of tweaking of "already existing systems" (the sex engine was a working system until it wasn't, just like most systems. It happens all the time, no worries), once your team gets into the meat of the game, more issues will appear, and content will arguably slow down even further.