SerXsr
New Member
- Jan 28, 2022
- 9
- 2
- 45
I'm excited to share an early look at my NSFW game in development with Unreal Engine 5. It's shaping up to be a mix of immersive storytelling, semi-open-world exploration, and deep customization. Here's a bit more about the vision:
The Core Idea
I'm aiming for a narrative-driven RPG in a semi-open world where player choices really matter, inspired by the cinematic style of Detroit: Become Human. Missions will have flexible approaches, with some Quick Time Events for tense moments, all in a setting that gives plenty of freedom.
Planned Features
Unreal games can get large, so I'm building a launcher like those on Steam or Epic—focusing on downloading just the update files needed. It should also make it easy to browse and grab DLCs.
DLC Approach
The plan is for modular DLCs, each like a self-contained story with its own dialogues, characters, animations, and cinematics. Players can pick and choose what to download.
Current Progress
Right now, I'm knee-deep in prototyping the core systems, customization tools, and launcher basics. More updates on progress, like early art or demos, coming as things advance—maybe even beta spots down the line.
Your Input?
I'd appreciate any thoughts: What features stand out to you? Ideas for customization or DLC ideas? Feel free to chime in below.
Thanks for checking it out—looking forward to sharing more as it comes together.
The Core Idea
I'm aiming for a narrative-driven RPG in a semi-open world where player choices really matter, inspired by the cinematic style of Detroit: Become Human. Missions will have flexible approaches, with some Quick Time Events for tense moments, all in a setting that gives plenty of freedom.
Planned Features
- Semi-Open World Elements: Exploration with adaptable mission objectives and QTEs to add some cinematic tension.
- Extensive Customization: Options for skin tones, clothing varieties, body types, and facial details to let players create unique characters.
- Choice-Based Story: Decisions that branch the narrative, affecting relationships and outcomes for replayability.
- Cinematic Sequences: Leveraging Unreal Engine 5 for high-quality visuals and cutscenes.
Unreal games can get large, so I'm building a launcher like those on Steam or Epic—focusing on downloading just the update files needed. It should also make it easy to browse and grab DLCs.
DLC Approach
The plan is for modular DLCs, each like a self-contained story with its own dialogues, characters, animations, and cinematics. Players can pick and choose what to download.
Current Progress
Right now, I'm knee-deep in prototyping the core systems, customization tools, and launcher basics. More updates on progress, like early art or demos, coming as things advance—maybe even beta spots down the line.
Your Input?
I'd appreciate any thoughts: What features stand out to you? Ideas for customization or DLC ideas? Feel free to chime in below.
Thanks for checking it out—looking forward to sharing more as it comes together.