First Game: Which engine should I look into?

Sorentia

Newbie
Aug 29, 2021
15
16
I have played a lot if not most of the Feminization/Sissification/M2F Transformation games here on this site. Some are outstanding, some are rubbish. Some are still being developed and some languish abandoned and forgotten. With all of them, even the ones I love the most, there is some aspect of it that I dislike. Something I wish I could avoid or is missing something that I really wish was in there.

Instead of complaining, I decided to do what many others have attempted in the past and create my own game. I've started with the general plot idea, kinks I want in it, general gameplay mechanics I'd like to use, as well as a list of variables I believe will be needed for those gameplay mechanics to work. It is far from complete and will likely need several revisions and I need to write an actual script rather than simply the basics of the main plot as well as some sketched ideas on side plots but for the time I've put into it so far, its a start.

What I would like advice on is which of the various game engines I should use. I'm not an experienced programmer, though I did do some programming a long time ago in both Visual Basic as well as C+ (20 years back when I was still a pup) so I've got some grounding in things. I can teach myself the language used for any specific engine with time and patience, I think, so long as it isn't too far out there.

So, the basics of the game. Resource Management, similar to many of the Twine/HTML sissification games out there combined with Table Top RPG combat (similar to Cyberpunk or White Wolf in the mechanics) and skill checks. Graphically, that will depend largely on if I can find an artist to do work on the game down the road.

Genre wise the game will be themed around Magical Girls, Tentacles, Cthulu-esque monsters, Cultists, and a D/s relationship that is more grounded in real life than fantasy.

My basic plot is an 18-year-old guy, just shortly after HS graduation ends up being forced into becoming a Magical Girl (female/shemale options for the transformed state). He's far from the only Magical Girl in the city and he learns from the Veterans that the monsters they fight can cause even a Magical Girl to suffer a mental break due to their insidious tentacled nature. To build up resistance to this, some of the Vet's have begun visiting Dom/me's in the city, to train themselves to become used to the sorts of things the vicious tentacle monsters may end up doing to them, as with each mind break, a Magical Girl loses some of her magic and grows weaker. Behind the monsters is a Cult that seeks to summon one of the Elder Gods into existence, believing they would rule as its High Priests and Priestesses over lessor beings in its name. All the while, the MC and other Magical Girls are also fighting their own Corruption they have subjected themselves to as the most corrupt of Magical Girls become near mindless Corrupted Magical Girls that can only think of their next sexual conquest.

So basically, I need an engine that is good for a CYOA style story and can handle multiple branching paths that interconnect, works as a tabletop style turn-based combat system (Gem III from my AOL days in the late '90s or the traditional JRPG style), and is fair to moderately friendly to newbie game developers. Right now I'm thinking of either going with the Genre Heavy Twine (I mean, aren't ALL the feminization/sissification games on Twine?) or RPG Maker, though if I do end up working with someone that can do the graphics design for the game, I might go for something like Ren'py (Did I spell that right?).

So, yeah, that's about it. Just looking for someone to point me towards what I should be considering in terms of which engine. I figure I can work it out from there or come back to ask questions about specific things as needed.
 

Dilly_

Member
Game Developer
Oct 2, 2020
343
3,677
A number of threads recently have asked similar questions, I'd recommend reading them to see what others have said regarding which software to use.

https://f95zone.to/threads/development-tips.93875/
https://f95zone.to/threads/help.92852/

These are just the ones I found on the first page, if you do a quick search of the forum I'm sure you can find more recommendations and discussions.

Also, I think it's important to make sure your first project is proportional to your skill set as well as how much time you can commit. It's great to have a solid vision for what you want your game to be, but perhaps instead of implementing all of those features into one big game on your first go, choose only a few that you want the most and leave the others for your next game. This thread discusses how you can avoid burnout and also what is realistic to accomplish as a first time dev. This is only advice, if you think you have the dedication and willingness to put every single feature you want into your first game, nobody can stop you. Just be prepared for what you are undertaking.
 

Sorentia

Newbie
Aug 29, 2021
15
16
Burn Out is something I learned to manage modding Skyrim SE and building, testing, and modifying Wabajack lists for the same. Also, I have a gaping hole in my schedule to fill where my BESM campaign used to be. We just wrapped up a 3-year long campaign (Superhero Themed High School Insanity) two months back and since I was the GM, that means I have about 2 to 3 hours nightly with nothing planned where my campaign planning and design used to go and about 8 to 12 hours on Saturday. I'm not going to dump ALL that time into the development of the game, likely working on it Mon/Wed/Fri for about 2 to 3 hours and then Sat for about 8, which will still leave me with more free time than I am used to through the week to do other random things. So yeah, Burnout shouldn't be an issue. I've got the time and most importantly the patience to let things develop as I work on it. If I don't push a public release for a year after I get started, I'm fine with that.

As for the other threads, they need to improve the 'similar threads' function, then. As neither of those threads you mentioned showed up when I started this one. Go figure. But that is the way of things. Thanks for pointing me in their direction. I'll take a look. I've got the feeling this will end up going Twine/Sugarcube in the end, simply because of the feel I'm going to be aiming for which isn't going to be too far from the old CYOA novels I read as a kid like the Lone Wolf series. Gods I miss that series. Used to have the first like 16 books in it. Still, I'll check those threads out.

Cheers!
 

Egglock

Member
Oct 17, 2017
198
110
If you understand C++, give UE4 a look as it uses C++. The engine comes with a wide range of features and tools along side a marketplace if you should ever need it. The downside is that the learning curve is a bit on the higher end for new comers, and some may even argue that the engine is a bit overkill for a CYOA style game. Even so, I stand by my suggestion. Doesn't hurt to give it a look and see if it fits your development needs.
 

hardwire666

Newbie
Apr 12, 2018
89
54
I started building a VN UI/Framework in UE4 that is yet ANOTHER Big Brother clone that no one really asked for or probably wants. But I'm doing it anyway damn it!! Anyway, so I started doing that a while back. It's all being done in Blueprints (visual scripting). I do not consider myself a coder but I do alright.... sometimes. Once you get the hang of things, and start understanding how things relate to each other it's not bad. I have a little Java and C++ under my belt, and honestly the only bit of traditional programing that carried over for me was the basic data types. I mostly just smash stuff together till does what I want.

And I say Overkill-smoverkill. Unity could be considered overkill and plenty of VN's are made in it. I played with Gdevelop5, and Godot before settling on UE4. The reason I chose it was because I want to be able to release content updates so people dont have to download an entire game every time, and the other two don't exactly support it. I looked at Renpy but I'm a very visual person and the more WYSIWYG things are the better. Honestly if flash was still around I would have used that.

Anyway...

My advice is figure out what types of things you really need the engine to support out of the box, DLC for example, and then go from there. For me it was something WYSIWYG/UI based, visual scripting, and DLC/Easy expandability. Oh and free, that was a big factor too. Not because I'm cheap, but because I want to KNOW its works for me before I fork over cash.... Okay and maybe I'm cheap Lol. You know what you want to make, now figure out what you NEED from an engine to make it.

Also I'm just another rando idiot on the internet too soooooo...... ¯\_(ツ)_/¯

Good luck, and above all else have fun!!
 
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strenif

Engaged Member
Aug 18, 2017
2,985
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I started building a VN UI/Framework in UE4 that is yet ANOTHER Big Brother clone that no one really asked for or probably wants. But I'm doing it anyway damn it!! Anyway, so I started doing that a while back. It's all being done in Blueprints (visual scripting). I do not consider myself a coder but I do alright.... sometimes. Once you get the hang of things, and start understanding how things relate to each other it's not bad. I have a little Java and C++ under my belt, and honestly the only bit of traditional programing that carried over for me was the basic data types. I mostly just smash stuff together till does what I want.

And I say Overkill-smoverkill. Unity could be considered overkill and plenty of VN's are made in it. I played with Gdevelop5, and Godot before settling on UE4. The reason I chose it was because I want to be able to release content updates so people dont have to download an entire game every time, and the other two don't exactly support it. I looked at Renpy but I'm a very visual person and the more WYSIWYG things are the better. Honestly if flash was still around I would have used that.

Anyway...

My advice is figure out what types of things you really need the engine to support out of the box, DLC for example, and then go from there. For me it was something WYSIWYG/UI based, visual scripting, and DLC/Easy expandability. Oh and free, that was a big factor too. Not because I'm cheap, but because I want to KNOW its works for me before I fork over cash.... Okay and maybe I'm cheap Lol. You know what you want to make, now figure out what you NEED from an engine to make it.

Also I'm just another rando idiot on the internet too soooooo...... ¯\_(ツ)_/¯

Good luck, and above all else have fun!!
I'm starting to dip my toes into this question as well. I've got my daz skills up to the point I'm not embarrassed by my renders anymore by doing fan art of existing game and on the side I've mapped out my own characters and a world for them. Like you I want to use the same format BB had in terms of how the game plays. I was thinking unity would be better then Renpy because the events arn't going to be entirely linear and avoiding order of operation errors seems very challenging in renpy. I'll also need a very capable quest tracker which I've not seen in a renpy game.

Looking at some basic getting started guides for Unity have my eyes glazing over and they don't seem geared towards the game play I'd be going for. Namely a decision based event player. Learning Daz took months but I was able to get the basics in a day of using it. With Unity I feel so lost.

Wish DarkSilver made some tutorials on the side. Say what you want about BB or Glamor, they games are built very well.
 

Icarus Media

F95 Comedian
Donor
Game Developer
Jun 19, 2019
8,454
32,202
If your background is BASIC and one of the C languages then UNITY engine does allow you to code in C#, I can't imagine it would be too different from C+. You can also make 3d and 2d games in it too.

With Unity I recommend:

Ben Tristam & Mike Geig Unity Game Development in 24 hours [2nd Ed 2016] SAMS Publishing
Joseph Hocking Unity in Action [2015] Manning Press.

It might seem overkill to make what is essentially a top down RPG like you describe in Unity but in terms of future projects and long term it might be useful. Something akin to throwing you in the deep end so you'll be ready long term.

HOWEVER...

Top down RPG you MIGHT be able to create something straight away in RPGmaker, that is what it's designed for anyway. That engine uses Javascript. It also has a wide array of pre made sprites and environments, a lot of customisation, easy to use once you learn a bit and it has a LOT of online tutorials.

But as others have said it might be better for you to dip your toes into making shorter games first in each engine and then you can see what you want to make this long term project in.

Good luck.
 

strenif

Engaged Member
Aug 18, 2017
2,985
5,273
RPGmaker has such a stigma attached to it I think only NLT can really get away with it.
 

hardwire666

Newbie
Apr 12, 2018
89
54
Like you I want to use the same format BB had in terms of how the game plays.

Say what you want about BB or Glamor, they games are built very well.
These two things all the way. The way those games work is just easy, and intuitive. There's a reason that basic navigation concept gets used allover.

Right now I'm on figuring out how quests/opportunities/events are handled and so on. It's by far been the most annoying part to wrap my head around. Esp since I am trying make things as modular as possible to make developing and future expandability as easy as I can. I don't have a lot of face time with unity, but the little time I have had I wasn't a fan. I've been messing with UE for decades so it's kind of a no brainer. I would have used it from the start, but I also plan to release the blank project for others to use as well, and wanted to use an engine that others could use to make money with if they chose to. Granted UE4 is free to a point. I wanted to go for 100% free if I could. I still plan to finish and release the Godot project after the UE4 project for those that want to use it.

As far as the beginner aspect others have brought up. I'm the kind of person who jumps in the deep end full of chum and sharks. part of my "smash stuff together till it does what I want" mentality. lol
 

strenif

Engaged Member
Aug 18, 2017
2,985
5,273
These two things all the way. The way those games work is just easy, and intuitive. There's a reason that basic navigation concept gets used allover.

Right now I'm on figuring out how quests/opportunities/events are handled and so on. It's by far been the most annoying part to wrap my head around. Esp since I am trying make things as modular as possible to make developing and future expandability as easy as I can. I don't have a lot of face time with unity, but the little time I have had I wasn't a fan. I've been messing with UE for decades so it's kind of a no brainer. I would have used it from the start, but I also plan to release the blank project for others to use as well, and wanted to use an engine that others could use to make money with if they chose to. Granted UE4 is free to a point. I wanted to go for 100% free if I could. I still plan to finish and release the Godot project after the UE4 project for those that want to use it.

As far as the beginner aspect others have brought up. I'm the kind of person who jumps in the deep end full of chum and sharks. part of my "smash stuff together till it does what I want" mentality. lol
I'm playing around with the Fungus add on for unity which has a flow chart set up to it. I'm going to see if I can make that work.

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