Others Ren'Py I'm thinking of making game but i want to discuss with all of the veterans here

Insomnimaniac Games

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So right,in the end I'm still insisting that for character creation I'm gonna commission to koikatsu artist so this is where my original question gonna be re-asked how much it takes to bought a commission for creating a koikatsu characters for atleast 6-9 character & as for the scene and gallery I'll need tons and tons of help.
For character creation, I'd at least ask you to try it yourself first. The W.I.P guide in my signature will give you a decent base to work from, and I'm more than happy to answer any questions you might have.
 

ganesha2407

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For character creation, I'd at least ask you to try it yourself first. The W.I.P guide in my signature will give you a decent base to work from, and I'm more than happy to answer any questions you might have.
There was time when my potato laptop that i have koikatsu in it,and i blind run it.
For example i try to make Hoshimachi Suisei into wearing different character costume.
And what i can remember was nightmare since Hoshimachi Suisei card at that time and that character has a lot hair part as accessories,so when i try to load costume it,it comes with rumbling mess.
That 7 hour with potato laptop,i just finally managed to just make Suisei into wearing different outfit.

Is Koikatsu nowadays more easy to adapting it now with all of updated mods?
And i have decent pc nows so hopefully I'm not jumping into that hellhole again.
Another stories for character creation,I remember i suck with body proportion, when I'm creating tall character from scratch,their stomach is longer,sometimes the legs is too tall, same thing when I'm doing short character,but everything seems too short and doesn't seems right.
Are you willing to be my mentor or going be my help when I'm starting?
 

Insomnimaniac Games

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There was time when my potato laptop that i have koikatsu in it,and i blind run it.
For example i try to make Hoshimachi Suisei into wearing different character costume.
And what i can remember was nightmare since Hoshimachi Suisei card at that time and that character has a lot hair part as accessories,so when i try to load costume it,it comes with rumbling mess.
That 7 hour with potato laptop,i just finally managed to just make Suisei into wearing different outfit.
I wouldn't be surprised to find Suisei's hair as one accessory instead of a dozen with all the mods nowadays. (You want to get the better repack, it includes... well, everything)
Another stories for character creation,I remember i suck with body proportion, when I'm creating tall character from scratch,their stomach is longer,sometimes the legs is too tall, same thing when I'm doing short character,but everything seems too short and doesn't seems right.
Are you willing to be my mentor or going be my help when I'm starting?
There's a lot of additional sliders with individual xyz values you can use, and that's not even going into the bone editor. Things like the stomach being longer then you want are easily taken care of.
 

AllNatural939

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Again,good punch mate,thank you
But can i assume all of you are doing 8h6d or you guys can use this to living now?

Again guys,maybe it's like an excuse now but I'm a guy who have no social life outside work and basically no friend in real life.
Not to mention all of my issues regarding my mental health.
I have a part-time job, so in the game I can only work part-time too. Right now I'm making a little over 500 bucks a month on Patreon, but that alone isn’t enough to live on. Well, depends on the country. In mine, it’s not enough, but I’m not too far off... Still, money doesn’t just come easy overnight. It took me five months just to reach 100 bucks a month. So if you’re thinking about spending money and already assuming it’ll be easy to make it back... nope, most people don’t.
Why?
Because making a game isn’t just about making a game. You’ve got to learn how to use RenPy, learn how to use DAZ (or KK or whatever), learn some tools for image post-processing, learn how to make animations, learn how to turn images into videos, sometimes even learn video editing. Learn how to handle a bunch of extra stuff (plugins, scripts) that help in DAZ (and I’m sure KK has those too), learn how to manage your Patreon (or Subscribestar) page, your Discord, your Itch page, and even learn marketing, because you have to promote your own game. If no one knows about it, it’s useless, no matter how good it is... And all that while also working a real-life job.
See why most people don’t make it?
Not everyone’s that much of a masochist xD
By the way, I’m doing better than a lot of people out there. Some don’t even reach 100 bucks in over a year.
 

ganesha2407

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There's a lot of additional sliders with individual xyz values you can use, and that's not even going into the bone editor. Things like the stomach being longer then you want are easily taken care of.
I forgot to tell that my experience of that was 6 years ago, so I'm hoping that there's update for that,
Thanks for the information about this,
What is current koikatsu size with all of the mods including studios?
 

Winterfire

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My KK folder is 116gb, this includes not only the repack, but the latest stuff included in the updater, other mods not included in the repack or updater, and ofc custom stuff of mine.
 
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ganesha2407

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Learn how to handle a bunch of extra stuff (plugins, scripts) that help in DAZ (and I’m sure KK has those too), learn how to manage your Patreon (or Subscribestar) page, your Discord, your Itch page, and even learn marketing, because you have to promote your own game. If no one knows about it, it’s useless, no matter how good it is... And all that while also working a real-life job.
See why most people don’t make it?
Not everyone’s that much of a masochist xD
By the way, I’m doing better than a lot of people out there. Some don’t even reach 100 bucks in over a year.
Yeah i get the gist xD,
But like i said, the project i had in minds for this is just a fun project,
I'm willing to throw in approximately $40.000 for this without profit back(theoretically speaking if i got those itch,patreon subscriber,I'm willing to keep investing in the game as long as it's come out decent or already perfect in my mindset and met their final story, but then i saw you mention millions)...
Well looks like i underestimated a lot the freelancer,and veterans here by that,
So again thanks for all of the punch and the snap of reality i got here and my apologies for being too clueless.
 
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eevkyi

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I'm thinking of writing some books,but in where i live, my people can't read and if the government found out is a fckin porn that i write I'm gonna go to jail lolol.
So yeah in platform like this i can try to be one, and i can finally see how my own story gonna be projected by pro here,that's what i hope.
Are you sure it's worth risking getting arrested just to create an adult game? If there is indeed a law in your jurisdiction prohibiting adult content in creative works, it is very likely that this applies to games as well. A small oversight regarding privacy or even an investigation by a government agency related to income tax would be enough for your work to end up being associated with you.

Regarding game development itself, first and foremost, start small. Don't fool yourself into thinking you'll create some mega-project right away, nor expect it to be financially successful. Therefore, think twice before investing any money without truly understanding the basic concepts of this field and developing a minimally solid workflow.

Even if your goal is to create a visual novel, it would probably be more productive for now to start creating some text games prototypes using only twine.
 
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ganesha2407

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Are you sure it's worth risking getting arrested just to create an adult game? If there is indeed a law in your jurisdiction prohibiting adult content in creative works, it is very likely that this applies to games as well. A small oversight regarding privacy or even an investigation by a government agency related to income tax would be enough for your work to end up being associated with you.
wait, how the fuck you can make that clear assumption and kinda true from where i live lmao.
yeah my government is act really slow when true crime or war crime commited but turn table in instant and fast finding out their suspect if it's porn related,
the second i open up patreon and see where my tax goes, the officers for sure gonna sneak and knock on me.

Regarding game development itself, first and foremost, start small. Don't fool yourself into thinking you'll create some mega-project right away, nor expect it to be financially successful. Therefore, think twice before investing any money, before truly understanding the basic concepts of this field and developing a minimally solid workflow.

Even if your goal is to create a visual novel, it would probably be more productive for now to start creating some text games prototypes using only twine.
i learn lot of new word today just asking on this thread,
but i get it a lot now by lot of i see success dev here is to lead me to do solo instead leading a team and start small first.
my mindmap is now create somehow a small simple game to understanding this field, then after i'm sure know how it works, i'm starting this big project with help of lot of people.
so i got a lot of deserved online punch today, and grateful for that
 

anne O'nymous

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I mean, there's making the characters, posing, lighting, etc. All of which are concerns and things to learn, same as DAZ or anything else. They all function very similarly.
Come on, you know perfectly well that, whatever Koikatsu, Honey Select, or Daz Studio, most devs don't do all this.
 
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eevkyi

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wait, how the fuck you can make that clear assumption and kinda true from where i live lmao.
yeah my government is act really slow when true crime or war crime commited but turn table in instant and fast finding out their suspect if it's porn related,
the second i open up patreon and see where my tax goes, the officers for sure gonna sneak and knock on me.
Unless you can move to a more permissive country, or there's a change in legislation, it's best to create only non-adult games. Your safety must always come first.

i learn lot of new word today just asking on this thread,
but i get it a lot now by lot of i see success dev here is to lead me to do solo instead leading a team and start small first.
my mindmap is now create somehow a small simple game to understanding this field, then after i'm sure know how it works, i'm starting this big project with help of lot of people.
so i got a lot of deserved online punch today, and grateful for that
You should create numerous small projects before considering something more complex. Take your time to experiment with tools, develop skills you don't yet have, try participating in game jams, etc.
 
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SPkiller31

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Come on, you know perfectly well that, whatever Koikatsu, Honey Select, or Daz Studio, most devs don't do all this.
I'd take a gamble and say that Daz was usually regarded a bit higher than Illusion slop due to overall difficulty and potential ceiling.
But of course, like anything, well-made Koi-slop will look ages better than badly made Daz game and so on.

It was usually Blender/Hand-drawn > Daz > Koikatsu/HS in the general public's view.
But now it's more like Blender/Hand-drawn > Daz > Koikatsu/HS > Fully AI-generated "Netorare Phone of Many Fuckings" so we are not at the end of the food chain (common Koikatsu W :Kappa:)


Also,
1761298411154.png
 
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MissFortune

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My folder is 79 gigs, but I deleted a bunch of mods I was never going to use (Parody stuff) so I'd guess something like 100 gigs?
My Daz drive is shaking its fist in the air like an old man seeing this. While it's gasping for air with like 10GB of free space. :KEK:
 

Velomous

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Not a veteran, never finished a project, have messed with all the tools you're thinking about though pretty thoroughly. I just abandoned those projects.

If you want to make a renpy game using koikatsu to make the artwork you only need 1 person, yourself. It would progress a lot faster if you had another person to focus on making the artwork in koikatsu since you could write while the other guy makes the art but you can really do this yourself.

So long as you're sticking with the basics, making a normal vn without any non-standard features, ren'py is laughably easy, you don't need any programming experience that you cannot get by installing renpy and following it's tutorial which teaches you basically everything you need. For this kind of game you do not need a dedicated programmer, it's better to have the writer handle those parts unless you're doing something unorthodox.

You don't need a budget at all for this kind of project either.

Like others have said though, if you want to make a high quality product you will not make it with koikatsu artwork, you'll need real 3d software (daz3d is really perfect for this, it's why so many h game devs use it, it's almost purpose made for this) which involves manually setting up your environment, lighting and all that jazz. Then you gotta render it which takes time and gpu power.

These are all tougher to learn skills, the foundational basics of 3D art.

But if you want my advice, skip all that jazz, just make your project with koikatsu like you originally planned and don't be overly worried about the quality.

It's your first project, I think the main thing for you here shouldn't be to try to make it a smashing success, but to prove to yourself and others that you can do it.

Just keep the scale small, don't try to make a 10 hour long game. When you're finished with the first project and have gained good insight into how the development process goes, then you should try to figure out a way to make a better game.

Also, if you're making an nsfw game in a country where it's not legal, i've had to think about this stuff too. If you're gonna go this route, you'll have to do it for fun, make the game free, release it anonymously through a vpn you trust (recommend mullvad) on an account that was created through that vpn and so on (basic opsec) so there's nothing leading back to you for your government to track you down.

If you want to do this professionally, make a few free games and see if you can't figure out a path towards making a real hit of a free game, then when you've got your formula down you could gamble. Make a game you're sure will be a huge hit, complete the whole thing, move out of the country and release it, start a patreon or sell it or whatever. But like I said it's a gamble, you can lose and lose hard if you do smth like taht.
 
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Velomous

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Oh I didn't see the budget thing,

If you have a 40,000 budget you could potentially make something amazing (but I stand by my former advice, make a few free lower effort games first to get a proper feel for the process, don't spend money on it), however instead of asking some f95 bozos like us about it you need to ask a veteran indie game director, someone who has created a succesful indie game with a small team before. There is a lot of ways to stretch that 40k into a great product with you as the writer and director, within reason, it would still be a small scale short game with that kind of dough, like 4-10 hours of content tops but you could make the whole package with that kind of money, soundtrack, voice acting and animated art all made by real artists if you play your cards right.
 
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ganesha2407

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Oh I didn't see the budget thing,

If you have a 40,000 budget you could potentially make something amazing (but I stand by my former advice, make a few free lower effort games first to get a proper feel for the process, don't spend money on it), however instead of asking some f95 bozos like us about it you need to ask a veteran indie game director, someone who has created a succesful indie game with a small team before. There is a lot of ways to stretch that 40k into a great product with you as the writer and director, within reason, it would still be a small scale short game with that kind of dough, like 4-10 hours of content tops but you could make the whole package with that kind of money, soundtrack, voice acting and animated art all made by real artists if you play your cards right.
Thank you so much for this and previous answer,
Like my original post said, i have one project particular on mind that I'm sure I'm gonna make it A bit masterpieces at least on my own mind and for fun,i don't expect a return or even take profit from that(welp,maybe if i manage to get some return I'm gonna reinvested again in that project.)
But like the other's game developer and what you said,i want to understand basic things first and create some no effort bunch at least understanding this better, before i jumps in this main project.
 

AllNatural939

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Thank you so much for this and previous answer,
Like my original post said, i have one project particular on mind that I'm sure I'm gonna make it A bit masterpieces at least on my own mind and for fun,i don't expect a return or even take profit from that(welp,maybe if i manage to get some return I'm gonna reinvested again in that project.)
But like the other's game developer and what you said,i want to understand basic things first and create some no effort bunch at least understanding this better, before i jumps in this main project.
Thing is, the real issue isn’t being inexperienced. It’s being dead sure about what you want and how to get there... None of us were born knowing this stuff. My first project is what most devs would call pure madness. I went all in from day one while everyone else says to start small. That big "but" is just about how strong your conviction is.
That said, I first learned how to use Blender, and after a month I realized I wasn’t getting anywhere, but it was still a good learning experience. Then I started using DAZ, and it felt pretty easy to handle since I already had some experience with Blender... and I stuck with DAZ.
The programming part wasn’t hard, Ren’Py is one of the simplest things out there. The tricky part is developing your own workflow, something you have to figure out on your own over time. And learning to deal with all kinds of people without losing your mind in the process.
 
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