I want to learn how to make a porn game with a specific style, what are some recourses that could help me?

JuanDev

New Member
Aug 17, 2017
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Big time lurker here, over the years I have played a ton of different porn games and, to put it bluntly, most of them are shit. Over the last few months I've been seriously considering attempting to create a porn game that, at the very least, I would enjoy fapping to. Unfortunately I have no idea where to even start. I have very little experience in game dev or coding, but I'd really like to learn. As for the specific style, I'd like to try and replicate Oko's Lateshifter visuals, so any help with that would also be great.
 

Deleted member 1952336

Ortus
Game Developer
Jan 18, 2020
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If you want to make a top down 2D movement game, then learning RPG Maker is a good idea.

If you want to make a visual novel, I recommend starting by learning Ren-py. Ren-py is the game engine that most popular visual novels here use, and it's specifically built for visual novels. It's also much easier to learn than most game engines.

As far as the art style of the game you mentioned...

https://f95zone.to/threads/lateshifter-v1-2a-oko.2437/

You have a few choices:

1) Find an artist to partner with. - Risk that they may drop out
2) Pay an artist - Costs money
3) Learn how to create that art - May take a while

For option three, I'm not sure how they are creating that art. To me, it looks like it may be 3D models put through a pixel art filter. To do that you could learn Daz 3D or Honey Select to make and pose the 3D models. If it's not 3D models, then there are plenty of traditional art tutorials online and you could spend time practicing. You could also message the Dev and fans of the game to see if any one knows what software he uses to create the art.

As far as the tile art, you could replicate that in any paint program.

Good luck!
 
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Within Inkscape, you can vectorize a picture. With your picture selected :

Chemin -> Vectoriser un chemin matricielle -> Plusieurs passes -> Couleur (I don't know in english).

I hav'nt done much myself but it could be a way to achieve such an artstyle (at least a good starting point...)

I made this in 5 minutes from a huge photo while trying to figure how this work.
g1034.png
 
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JuanDev

New Member
Aug 17, 2017
6
45
If you want to make a top down 2D movement game, then learning RPG Maker is a good idea.

If you want to make a visual novel, I recommend starting by learning Ren-py. Ren-py is the game engine that most popular visual novels here use, and it's specifically built for visual novels. It's also much easier to learn than most game engines.

As far as the art style of the game you mentioned...

https://f95zone.to/threads/lateshifter-v1-2a-oko.2437/

You have a few choices:

1) Find an artist to partner with. - Risk that they may drop out
2) Pay an artist - Costs money
3) Learn how to create that art - May take a while

For option three, I'm not sure how they are creating that art. To me, it looks like it may be 3D models put through a pixel art filter. To do that you could learn Daz 3D or Honey Select to make and pose the 3D models. If it's not 3D models, then there are plenty of traditional art tutorials online and you could spend time practicing. You could also message the Dev and fans of the game to see if any one knows what software he uses to create the art.

As far as the tile art, you could replicate that in any paint program.

Good luck!
Thanks for the response! While Ren-py and RPG Maker are the obvious and more easy ones, I think I'm going to go with Unity for the engine, simply because of it's flexibility in the amount of different games you can create, and the skills I'll need to learn being handy in case I want to make a different kind of game in the future. After I get the hang of it, I think I'll use Daz3D to either make the art style I'm looking for or just as placeholders until I can hire a proper artist.


Within Inkscape, you can vectorize a picture. With your picture selected :

Chemin -> Vectoriser un chemin matricielle -> Plusieurs passes -> Couleur (I don't know in english).

I hav'nt done much myself but it could be a way to achieve such an artstyle (at least a good starting point...)

I made this in 5 minutes from a huge photo while trying to figure how this work.
View attachment 2102600
I didn't even consider of Inkscape when I was thinking how to make similar visuals, but the results speak for themselves. I'll be sure to play around with it when I get to making visuals. Thanks!
 

DreamBig Games

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Donor
Game Developer
May 27, 2017
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So, first thing: YOU will NEVER fap to your own game... At least, I never heard of a dev who does that. We get horny when we think about scenes, and we get horny when writing them, but after that, it's too intense work to fap, and after the job is done, you are too focused on finding bugs and testing your code to "enjoy" the result.

That aside, the game engine should be highly dependent on your game mechanics and previous coding knowledge. If you are confident you can learn C# ( I think this is what unity is using ) go for it. BUT, don't rely on" I'll choose unity because of the existing framework, stuff you can buy on marketplace" because you will always need to modify that or write something new and then implement and merge that with existing code.
The same stands for UE, but UE makes it a bit easier with the Blueprint/ Visual coding ( at least, it does for me ).

For the visual art style, that is entirely up to preference and maybe cost analysis. 2D costs a lot, 3D redering has an initial hardware cost, but then in 2 months of intensive learning, you should produce good renders. Real-life actor pictures ( unless you don't give a fuck about law and never intend to publish the game ) is the most expensive source.
 

JuanDev

New Member
Aug 17, 2017
6
45
So, first thing: YOU will NEVER fap to your own game... At least, I never heard of a dev who does that. We get horny when we think about scenes, and we get horny when writing them, but after that, it's too intense work to fap, and after the job is done, you are too focused on finding bugs and testing your code to "enjoy" the result.

That aside, the game engine should be highly dependent on your game mechanics and previous coding knowledge. If you are confident you can learn C# ( I think this is what unity is using ) go for it. BUT, don't rely on" I'll choose unity because of the existing framework, stuff you can buy on marketplace" because you will always need to modify that or write something new and then implement and merge that with existing code.
The same stands for UE, but UE makes it a bit easier with the Blueprint/ Visual coding ( at least, it does for me ).

For the visual art style, that is entirely up to preference and maybe cost analysis. 2D costs a lot, 3D redering has an initial hardware cost, but then in 2 months of intensive learning, you should produce good renders. Real-life actor pictures ( unless you don't give a fuck about law and never intend to publish the game ) is the most expensive source.
Haha, yeah I know that I'll probably never fap to my own game, I just meant it in the "I'll make a game that I'd like to play" kind of way. I'm using Unity because I think there's a very specific visual style that I'd like to try and recreate, something that I think will only be possible with an engine as strong as Unity (the recourses available for it is a big bonus though). So far, visuals are at the lowest priority for me, because I'd like to have a functioning game and coherent story before tackling (or hiring) any new skills. Thank you so much for the advice.
 

rayminator

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Respected User
Sep 26, 2018
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All I can say is good luck but best thing is to do to is learn python/javescripts and etc.... either use rpg maker or unity or renpy you will fail like everyone else does but never give up you will over come and make great game after your fail your first will fail but your second or you third would be better because you have learned from it
 
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kintarodev

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Oct 9, 2022
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If you are starting from zero in the code department, I would go to Unity.

Over time, if you manage to get the ropes of it, you will be able to implement smoothly wathever idea that engines like RPG Maker and definitely many VN engines struggle to put by themselves.

Plus the C# is huge in the net. Many times, typying "how to do X in C#" in Google will help you right away.
 

JuanDev

New Member
Aug 17, 2017
6
45
All I can say is good luck but best thing is to do to is learn python/javescripts and etc.... either use rpg maker or unity or renpy you will fail like everyone else does but never give up you will over come and make great game after your fail your first will fail but your second or you third would be better because you have learned from it
Thank you, I don't expect it to be easy so I'll try my hardest not to give up.


If you are starting from zero in the code department, I would go to Unity.

Over time, if you manage to get the ropes of it, you will be able to implement smoothly wathever idea that engines like RPG Maker and definitely many VN engines struggle to put by themselves.

Plus the C# is huge in the net. Many times, typying "how to do X in C#" in Google will help you right away.
Yeah, those were my main reasoning for choosing it too. It can do what RPG maker or Renpy can do, but better, so long as you're willing to learn it, which I am, and the plethora of resources for C# is really helpful.
 
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Droid Productions

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Dec 30, 2017
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Lateshifter is Honey Select run through some kind filter (one option might be Filter Forge ( ) with EGA or VGA pallette option).

If you're not a C# programmer, don't go for Unity... it's real work, and Renpy does so much out of the box for you.
 

JuanDev

New Member
Aug 17, 2017
6
45
Lateshifter is Honey Select run through some kind filter (one option might be Filter Forge ( ) with EGA or VGA pallette option).

If you're not a C# programmer, don't go for Unity... it's real work, and Renpy does so much out of the box for you.
Thanks for the tip filterforge tip. I understand that, in terms of making a game, Renpy would be the best for beginners, but it's incapable of making the kind of game that I would want to make. Plus, I've really enjoyed learning it and C# over the last few days.