RPGM Home Prisoner [Ep. 3 Up.4] [Inqel Interactive]

3.60 star(s) 39 Votes

wales

Newbie
May 18, 2021
31
29
My personal opinion is that the game has a great plot and excellent scene descriptions. Overall, it's very impressive.
However, the pacing of the story is quite slow, which is disappointing. If updates were released more frequently, it might attract more interest from players.
At this rate, I'm not sure if it will be completed even in the next three years.
 

torohror

Newbie
Nov 13, 2023
67
107
My personal opinion is that the game has a great plot and excellent scene descriptions. Overall, it's very impressive.
However, the pacing of the story is quite slow, which is disappointing. If updates were released more frequently, it might attract more interest from players.
At this rate, I'm not sure if it will be completed even in the next three years.
completed in the next 3 years? I just played and finished this whole thing in 30 minutes. This game in dev since 2021, this is legit 0 work at this point. I could make you this stuff in Unreal Engine within 2 weeks. tf is this shit.

Edit: Thanks to Unreal Engines build in Human-Creator my humans even would look better xD
 

kgirlffx

Member
Nov 9, 2019
342
531
completed in the next 3 years? I just played and finished this whole thing in 30 minutes. This game in dev since 2021, this is legit 0 work at this point. I could make you this stuff in Unreal Engine within 2 weeks. tf is this shit.

Edit: Thanks to Unreal Engines build in Human-Creator my humans even would look better xD

Then go do it . . . . never understand it when people who clearly can't or won't make something act like they can do better. Do it. Then come back and let us all know how epic and amazing and easy it is.


FYI: As someone who's played around with DAZ, posing is a pain in the ass and takes hours upon hours on its own. That's not even talking about coding or animating in 3D. Check yourself Boyo.
 
Last edited:

torohror

Newbie
Nov 13, 2023
67
107
Then go do it . . . . never understand it when people who clearly can't or won't make something act like they can do better. Do it. Then come back and let us all know how epic and amazing and easy it is.


FYI: As someone who's played around with DAZ, posing is a pain in the ass and takes hours upon hours on its own. That's not even talking about coding or animating in 3D. Check yourself Boyo.
no real developer works with DAZ. You work with Autodesk, atleast i do. You do Characters in Blender, Maya or Cinema 4D for rigging. Zbrush for detailed sculpting of the Models made in Blender, and 3D Painter for texturing. If your whole Project can be made in DAZ, your no real developer. Boyo.

And for coding, cmon, this stuff is pretty easy coding. This game has WASD to move

using UnityEngine;

public class CharacterMovement : MonoBehaviour
{
public float moveSpeed = 5f; // Speed of the character's movement

private Rigidbody2D rb;
private Vector2 movement;

void Start()
{
// Get the Rigidbody2D component attached to the GameObject
rb = GetComponent<Rigidbody2D>();
}

void Update()
{
// Get input from the WASD keys (or arrow keys)
movement.x = Input.GetAxisRaw("Horizontal"); // A and D, or Left and Right arrows
movement.y = Input.GetAxisRaw("Vertical"); // W and S, or Up and Down arrows
}

void FixedUpdate()
{
// Apply the movement to the Rigidbody2D
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
}
which should be smth like that for Unity.

and E to interact with Objects


using UnityEngine;

public class DoorInteraction : MonoBehaviour
{
public float interactionRange = 2f; // How close the player needs to be to interact
public Transform player; // Reference to the player's Transform
public Animator doorAnimator; // Reference to the door's Animator

private bool isPlayerInRange = false; // Check if player is in range
private bool isDoorOpen = false; // Track the state of the door

void Update()
{
// Check the distance between the player and the door
float distance = Vector2.Distance(player.position, transform.position);

// If the player is within interaction range, allow interaction
if (distance <= interactionRange)
{
isPlayerInRange = true;
}
else
{
isPlayerInRange = false;
}

// If the player is in range and presses the "E" key
if (isPlayerInRange && Input.GetKeyDown(KeyCode.E))
{
ToggleDoor();
}
}

void ToggleDoor()
{
// Toggle the door's state
isDoorOpen = !isDoorOpen;

// Play the appropriate animation
if (isDoorOpen)
{
doorAnimator.SetTrigger("Open");
}
else
{
doorAnimator.SetTrigger("Close");
}
}

private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactionRange);
}
}
which looks something like that in Unity. No actual work at all.
 
Last edited:

torohror

Newbie
Nov 13, 2023
67
107
This was one of the stupidest posts I've seen here.

And the rest is a cringe fest :poop:
who gives a fuck dude? there is some random that "tried out" DAZ telling a dude making videogames for 9 years how to make games. Suck his cock bro LUL

Edit: Who even are you? your not even part of the convo, just some edgelord trying to be cool - who are you dude?
 
Last edited:

Knight6797

Active Member
Jul 26, 2022
835
1,828
no real developer works with DAZ. You work with Autodesk, atleast i do. You do Characters in Blender, Maya or Cinema 4D for rigging. Zbrush for detailed sculpting of the Models made in Blender, and 3D Painter for texturing. If your whole Project can be made in DAZ, your no real developer. Boyo.

And for coding, cmon, this stuff is pretty easy coding. This game has WASD to move

using UnityEngine;

public class CharacterMovement : MonoBehaviour
{
public float moveSpeed = 5f; // Speed of the character's movement

private Rigidbody2D rb;
private Vector2 movement;

void Start()
{
// Get the Rigidbody2D component attached to the GameObject
rb = GetComponent<Rigidbody2D>();
}

void Update()
{
// Get input from the WASD keys (or arrow keys)
movement.x = Input.GetAxisRaw("Horizontal"); // A and D, or Left and Right arrows
movement.y = Input.GetAxisRaw("Vertical"); // W and S, or Up and Down arrows
}

void FixedUpdate()
{
// Apply the movement to the Rigidbody2D
rb.MovePosition(rb.position + movement * moveSpeed * Time.fixedDeltaTime);
}
}
which should be smth like that for Unity.

and E to interact with Objects


using UnityEngine;

public class DoorInteraction : MonoBehaviour
{
public float interactionRange = 2f; // How close the player needs to be to interact
public Transform player; // Reference to the player's Transform
public Animator doorAnimator; // Reference to the door's Animator

private bool isPlayerInRange = false; // Check if player is in range
private bool isDoorOpen = false; // Track the state of the door

void Update()
{
// Check the distance between the player and the door
float distance = Vector2.Distance(player.position, transform.position);

// If the player is within interaction range, allow interaction
if (distance <= interactionRange)
{
isPlayerInRange = true;
}
else
{
isPlayerInRange = false;
}

// If the player is in range and presses the "E" key
if (isPlayerInRange && Input.GetKeyDown(KeyCode.E))
{
ToggleDoor();
}
}

void ToggleDoor()
{
// Toggle the door's state
isDoorOpen = !isDoorOpen;

// Play the appropriate animation
if (isDoorOpen)
{
doorAnimator.SetTrigger("Open");
}
else
{
doorAnimator.SetTrigger("Close");
}
}

private void OnDrawGizmosSelected()
{
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(transform.position, interactionRange);
}
}
which looks something like that in Unity. No actual work at all.
I don't get the correlation with Daz, why are u gatekeeping it? There are quite many good games made in Daz on here.
 
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torohror

Newbie
Nov 13, 2023
67
107
I don't get the correlation with Daz, why are u gatekeeping it? There are quite many good games made in Daz on here.
While DAZ 3D has its niche, especially in hobbyist and indie circles, it's important to clarify that it isn't considered a professional-grade tool for mainstream game development. The industry standard tools like Blender, Maya, and ZBrush are widely preferred for several reasons:

Professional game development requires tools that offer deep customization, from modeling and texturing to animation and rigging. DAZ 3D is more of a "plug-and-play" tool, which means it’s great for quickly generating characters, but it falls short when you need to create highly customized, optimized assets that match the specific artistic and technical needs of a game.
Games, particularly those targeting high-end platforms or requiring real-time performance, demand optimized assets with low polygon counts, efficient UV mapping, and custom shaders. DAZ models are often high-poly and require significant work to be usable in a game, which negates much of the time-saving benefits DAZ might offer.
Large studios have complex pipelines that involve multiple software tools and custom scripts. Industry-standard software integrates seamlessly into these pipelines, allowing for a smooth workflow from concept to final game asset. DAZ doesn’t offer the same level of integration, which can create bottlenecks in professional workflows.
Simply put, DAZ 3D isn't widely adopted in professional game studios. Most large-scale, high-budget games rely on tools that have been proven over decades in the industry, with extensive support and documentation, something DAZ lacks at a professional level.
While DAZ 3D can certainly be a useful tool in specific contexts, such as indie game development or for creating quick prototypes, it doesn’t compete with the professional-grade tools that are the backbone of the industry. If you're aiming for a career in game development, it's crucial to become proficient in the tools that are actually used by the professionals.

Thing is, these people want to, and some even make, million dollar a year with their games. These mostly dont use DAZ, or scam the shit out of you guys with cheap shit.
 

Knight6797

Active Member
Jul 26, 2022
835
1,828
While DAZ 3D has its niche, especially in hobbyist and indie circles, it's important to clarify that it isn't considered a professional-grade tool for mainstream game development. The industry standard tools like Blender, Maya, and ZBrush are widely preferred for several reasons:

Professional game development requires tools that offer deep customization, from modeling and texturing to animation and rigging. DAZ 3D is more of a "plug-and-play" tool, which means it’s great for quickly generating characters, but it falls short when you need to create highly customized, optimized assets that match the specific artistic and technical needs of a game.
Games, particularly those targeting high-end platforms or requiring real-time performance, demand optimized assets with low polygon counts, efficient UV mapping, and custom shaders. DAZ models are often high-poly and require significant work to be usable in a game, which negates much of the time-saving benefits DAZ might offer.
Large studios have complex pipelines that involve multiple software tools and custom scripts. Industry-standard software integrates seamlessly into these pipelines, allowing for a smooth workflow from concept to final game asset. DAZ doesn’t offer the same level of integration, which can create bottlenecks in professional workflows.
Simply put, DAZ 3D isn't widely adopted in professional game studios. Most large-scale, high-budget games rely on tools that have been proven over decades in the industry, with extensive support and documentation, something DAZ lacks at a professional level.
While DAZ 3D can certainly be a useful tool in specific contexts, such as indie game development or for creating quick prototypes, it doesn’t compete with the professional-grade tools that are the backbone of the industry. If you're aiming for a career in game development, it's crucial to become proficient in the tools that are actually used by the professionals.

Thing is, these people want to, and some even make, million dollar a year with their games. These mostly dont use DAZ, or scam the shit out of you guys with cheap shit.
I see thanks for the explanation, I do agree that Daz is definitely not the end all be all (especially for animation) and that programs like blender work far better for that for example (aswell as having custom character models etc.).
 

Pdr602

Member
Jul 5, 2022
455
877
I like the characters and the story. The mechanics of the game have improved a bit, but not alot. The downside for me continues to be the progression of the story. It's, really, really slow. I'm hoping the developer can find a way to move things along. I can't imagine another year of tease and build up. And before I get attacked by the defenders of this game I am a patreon supporter and have voiced my opinions directly to the developer.
 

bigdaddymaks

Newbie
Jan 17, 2023
54
109
How to enable Russian language?
It seems to be indicated that it is in the game, plus in the folder there are files with ru, but it is not clear how to turn it on.
 
3.60 star(s) 39 Votes