Farnuge

Member
Mar 18, 2018
149
218
i actually love when devs use actual real physics with shirt cleavge. its way sexier then whatever it is everyone else does where the shirt seems to stick to their skin.
dForce is what causes materials, hair, ect to behave like that. The problem is that its not the developer that does this, but people who create the hair sets, clothing sets and sell them on the daz3d marketplace. There's a much smaller set of clothing to choose from, and while its getting larger, its also more expensive to find those sets of clothes.

dForce also requires a lot more video card RAM to render images with them, so a lot of your lower-end developers might skip the dForce until they have good cards. Which are much harder to come by these days.
 

allura404

Active Member
Nov 7, 2019
948
1,282
The characters and quality are great. A new game that I will look forward to updates on. Good luck dev
 

Draverik

Active Member
Apr 21, 2017
991
2,400
My theory is that the mcs dad dropped him in that particular location on purpose because him being an incubus probably had a fling with Ma at some point making her the mcs actual mother.
Yeah, she wouldn't let some random guy into her house if there wasn't anything going on with that in the past. You can fool a guy that you're his long-lost child, but a woman has to carry you inside her for 9 months, so it may be tricky.

The dev could try to cover it with some mental illness or memory loss though, but at this point it wouldn't convince me, the whole situation seems a little bit too convenient for it to be just a twist of fate.
 
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theRobomonster

New Member
Nov 23, 2019
4
2
This is so funny I laughed the entire time I played it. If it wasn't for the "blowie" scene at the end I would have thought this was just and adult themed games with no actual sex. Your writing was so well timed.
 

Raxevf

Member
Jun 15, 2019
100
64
This game is legendary, and the milf Maia, holy shit she is hot. Fucking funny aswell, cheers Dev(y)
 

websmith

Newbie
Feb 8, 2020
51
94
This game is awesome :) Its funny, renders are good.
Can't wait until next update.
Keep up the good work.
 

Eric_Draven

Member
Mar 15, 2021
104
266
I thought that the main character was a little bit over the top at some moments. I'm intrigued how he pulls off the whole 22 thing because he doesn't look like it at all. I'll wait a while longer before I comment on the story, but the characters look impressive to me.
 

Spfjolietjake

Conversation Conqueror
Sep 26, 2019
7,515
14,661
Glad to read you have the ending already pegged down, wish more devs would do that as most suck at endings. I really enjoyed this so far but I hope it won't be just him fucking once, especially if it takes a long time to finish.

Best of luck regardless:)
 

johnelros

Well-Known Member
Apr 10, 2018
1,080
14,892
1644172663108.png

I'm planning to give myself the first 7-10 days after every release to work out the technical side of things. There's always some issue being exposed as you're working on a scene and this being the first release, there were plenty. This was compounded by Blender upgrading to 3.0, which brought with it an entire rewrite of their render engine and introducing bugs to existing addons. It's a great upgrade but there are things that needed to be readjusted on my end.

EPISODE 1 REFLECTION
It was a combination of relief and feeling vulnerable to finally release episode 1 after a year of work. Fortunately, the comments and reviews so far seem to be overwhelmingly positive, thank you.
I want to address some of the most common concerns I've read here, rather than responding individually.
MC is a twat: Yes, it's absolutely true. MC is an annoying self-centered idiot. My goal was to create a character that the average player will find annoying but only tolerate out of entertainment. Some liked MC, some hated him, but it seems like many just barely tolerated him as intended. It's impossible to hit this balance for all players but I think we got as close as we could.
He won't be unbearable forever. Despite this being a ridiculous comedy, one of the main writing goals for this project was meaningful character development.
Story doesn't make sense: I've seen it mentioned a few times that it doesn't make sense why the family would accept a stranger into their home. It's definitely a reflection of my inability to tell a story if I've failed to effectively deliver important information. I wanted to avoid the usual information/exposition dump at the start of the game and try to be less on-the-nose.
The goal is to have nothing come out of left-field. As the story develops, you should be able to replay the game and think "Oh! How did I not catch that the first time"? Episode 1 already has many future plot points sprinkled around that I hope will have massive payoff as the story matures.
Please continue leaving feedback, good or bad. The story is already written and I won't add or remove elements based on the feedback. I will however, reflect on how I deliver the story and adjust as best as I can moving forward.
Slow-burn: Nope, this won't be a slow-burn story. Although I do prefer tension/buildup and think this has a better payoff than jumping straight into it, this doesn't mean that we need 6 episodes just to shoop, baby!
Episode 1 already illustrates this with the contrast between Gloria's BJ and Selene's. The first being unmemorable and being nothing more than a means to an end (probably similar to how MC views her), yet Selene's was much more exciting with a better payoff.
My goal for the buildup is not from the sex itself but the situation surrounding it. Episode 1 had a lot of the content go towards setting up the groundwork of the story, which didn't leave much room for the naughty things without it looking absolutely forced. Episode 2 will have more ding-dong sing-alongs.


TECHNICAL STUFF
The most obvious one was the skin shader. I created the characters and made a custom skin shader early last year. It was my first time doing so and things looked great in the simple preview renders. Rendering episode one however, revealed that there were some serious issues. I had created the shader from scratch, building multiple nested nodes totaling around 20. Unfortunately this lead to some bugs I missed the first time around. It was by sheer stupid luck that it somehow all mostly worked, but there were still noticeable issues like Raya's eyes looking high AF and noisy renders due to issues with the SSS. This seems to all be fixed now but we'll know for sure while rendering episode 2.
There were other issues like with Raya's lips looking smeared and glitchy eyelashes. The eyelashes that come with Daz have some sort of transparency/SSS issue in Blender.
1644172719338.png
I had worked around this by making the lashes from scratch using particle hair. This looked great last year but after having to transfer the character a dozen times in between software and addon updates, they ended up breaking. Rather than repeating this process, I've decided to go another route and so far it seems to look great.
1644172729705.png
The most exciting part for me is probably the newly working FACS controller. Last year, Daz introduced a controller that, in simplified terms, let's you easily manually pose facial expressions. I didn't think this was possible for me to use but turns out the mastermind behind the Daz to Blender addon had already implemented this. It's a huge deal for me since I do all my poses and expressions from scratch rather than using a library. For episode 1, I manually posed every individual bone on the face which was difficult and took forever. from Daz if you're curious to see what I'm talking about.
1644172743392.png
(The black dots on the right window was what I had to manually pose for ep. 1)

Lastly, I believe I found a better way to rig clothes than what I used for episode 1. The older method involved using a modifier that essentially copied body movements but was impossible to adjust afterwards without a very convoluted process. The new method seems to give similar results but also allows me to sculpt any changes on the fly.
Additionally, Blender has updated their obj export format to process much faster than before. This may make using Marvelous Designer for even minor cloth simulations much more attractive. I'm still experimenting with a workflow but the results over the last couple of days seems promising.

--------------------
Phew, that was a long update. I don't expect such long dev talks for a long time so you can relax.

Cheers!
 
4.60 star(s) 129 Votes