Is porn game development for me?

madara_san

New Member
Aug 5, 2019
1
1
I don't know shit about drawing or making animations, but I know a bit about python(and programming) . With some practice I think I can learn Ren'Py. I really enjoy some of the games posted here and I really want to get in on the action.

Say I were to learn Ren'Py, how hard would it be for me to find someone to collaborate with? Is it even a good idea to learn and work on porn games just because I enjoy some of them?

If there are any developers or artists reading this your opinion would be much appreciated!!
Thank You!
 
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Winterfire

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I can't do anything but I am making porn games and having fun with it, so nothing is impossible
 
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JuiceShooters

Developer of Fairy Fixer
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May 7, 2020
164
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Learning because you want to do it, is always a good idea.
You can start out with maybe doing something with DAZ or Honey Select if you don't have the "artistic" skills to drawing. Maybe try out single rendered scenes without animations first. These are the easier options if you want to go solo.

Finding someone on the other hand to help you out is the trickier part. If you really want to do 2D games or need some writer, the first place to look for are your own connections which may want to help you out. Maybe even some friends? There are some freelancers, but it's always icky to see if they're really worth it or won't suddenly go MIA. They mostly expect some payment though. (I've seen some artists asking for like 4k per sprite, which is insane and unreasonable)

Good luck!
 

HopesGaming

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Dec 21, 2017
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There is a big misconception that just because you like something it would mean you would like to work with it.

Truth is you do not necessarily like to be part of the creation of what you enjoy.
People who enjoy driving cards does not necessarily mean they enjoy making cars. Interest and hobbies can be a gateway to find what you want to work with but that is another thing altogether.

In fact, I would say that most people that enjoy something would dislike being part of the creation process of it. The enjoyment comes from the end product for most.

Now, does it matter that you do not know about creating animation and art? Depends. If it's drawn art, yea. Not easy to learn. If it's 3dcg (daz, honey, etc). Can easily be learned and shouldn't be too time-consuming (easy to learn, hard to master). Ren'py is plug and play so 1-2 days learning time. The last part is writing but, unless you go full story focus, that part is not the toughest either.

So, all of it is easy/doable which means the only thing holding you back is if it's for you or not. And like anything else in life, you have to go for it to know.
Try to create something. Spend a month or so and then ask yourself. Is it fun?
 

Domiek

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Jun 19, 2018
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To add to Hopes excellent comment. If you do decide to make a game, limit your scope drastically. Make a short story first, hell, making a small comic may even be better. Within the first few months, you will find out if this is something you enjoy doing or not.
 

darkbasic

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Feb 13, 2020
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I learned in about a year so it's doable. Hardest part is not programming but asset gathering and creating the scene.
 
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Volta

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Apr 27, 2017
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I think HopesGaming has a very good point, you don't know till you try but just because you enjoy a game doesn't mean you'd enjoy making one.

Arguably once you peer behind the curtain you'll never be able to go back, you'll begin to analyse things in a different way than you did before, see cut corners where you wouldn't otherwise know they were there, in short it's a pretty big perspective shift.
What do i mean, well the best example i have is with writing, i did English Lit to A Level and that meant deconstructing writing analytically, it means i can never go back to simply enjoying a novel the way i did before, i'm never going to be able to read C.S Lewis without mentally deconstructing it, i'm never going to be able to look at a novel without my brain mining it for subtext and themes, predicting where seeded information is going to take the story, learning the author rather than directly enjoying the story.

I know the same is true of friends who picked up a musical instrument in high school, i suspect the same is true of modders with games and game devs with games, i don't mean to be a downer but you risk reducing your enjoyment of games as you enjoy them now by going into development.

Don't think that that is purely a bad thing though, i enjoy writing in a different way now rather than enjoying it less, i love a well put together plot or a snappy piece of dialog probably more now than i did before because i have an idea about the process, i suppose that is what people mean when they say a musician is a "musician's musician". Perhaps what i'm getting at is that to go into development will cause a shift in your perception of adult games which is neither good nor bad but realise you won't be able to go back once you start.

As to deciding about the practicality of making a game, if you've got some experience with the coding side already or at least a head start on learning it then great, that leaves the other two major areas (at least for Ren'py) Art and writing, writing is a question of practise and the biggest help i can offer on that front is practise and reading. Reading a novel will only help you write a VN to a certain degree, the format is quite different, go look at some screenplays/play scripts, VN's (both adult and otherwise), movies and graphic novels/comics, they all rely on "show not tell" which is something that a VN needs to use IMO to get the most out of the format. Secondly, practise, when i started writing my dialogue was so bad it makes my sphincters clench looking back on it now (not that i'm that much better now truth be told), write some BS that no one else will ever read, write a scene, in full, with stage direction if you want, i know that helped me plan my images. then once you've worked out some of the initial kinks write something longer, practise and keep on doing it, get a good handle on your grammar and you'll be surprised how much easier things become after a little while.

As for Art this is going to a little harder, writing is cheap on resources but long on time, as is learning to code, making your own art however can be both time and resource intensive, Daz renders require a certain level of PC to do in a decent timeframe, renders take a lot of time and learning to make good images in DAZ is a very long process with few work arounds. I have less experience with honey select but from a friend who has used both Daz and HS quite a lot he is of the opinion that HS is vastly inferior but significantly faster to use and a good way of getting ideas out there quickly, i personally dislike the look of honey select and agree with a single tongue in cheek comment from a while ago that went something like "why use HS when the sims 4 looks better and is easier to use".

Art is likely to be the sticking point for a new dev, should you get someone in for that, IMO no, not right away since it will either cost money or make you beholden to another person significantly more experienced than you right from the start when you will be spending more time learning than anything else, starting from scratch with a friends however could provide mutual encouragement so i suppose it could work out well, so long as expectations are handled well enough.

TL: DR:
- Once you go into development you are likely to change your perception of adult games, potentially meaning you will not enjoy things the same way or the same amount as you once did.
- Code takes time to learn but having a head start is always good, Ren'py isn't too hard so you should be able to get your head around it fairly quickly
-Art is a big old can of worms that can be a time and money hole, it's rewarding to learn but is always going to be time consuming, more so than writing or coding generally. Daz is generally held i higher regard than HS, honey select however is far faster to work with, or so i'm told.
- I would encourage you not to bring in a payed third party until you have some practise under your belt, if you want to start with a friend and both learn as you go then fair enough, so long as you both know what is going on and you have realistic expectations.
 

Family Fun

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Nov 9, 2020
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I learned in about a year so it's doable. Hardest part is not programming but asset gathering and creating the scene.
I've hit that same road block. I have a story and script written out and storyboarded. I've downloaded tons of assets but not all show up in DAZ studio. Building the scene and doing the lighting has been the biggest challenge and where I struggle the most to stick with it.
 
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recreation

pure evil!
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Excellent advices here, especially Hopes and Volta's comments, Domiek also makes a really good point, never go full out on your first project or you will fail.

This thread should be stickied somewhere visible for all future developers!

One thing I'd like to add to the first part of Volta's comment:
It's simply true, you will see these games with different eyes once you started developing! You start to appreciate stuff you didn't even notice before, you'll start to see stuff you've never seen before, you will start to dislike some games and devs you loved, but the most important part:
You won't play these games as much anymore, either because you don't have the time, or you feel bad because you could instead work on your own game (even when you spend more than enough time on developement already), or just because you realize how poorly made/bad some of the games you liked actually are.
Just be aware before you go down that road, it changes your perspective.

Of course there are good things too, you'll be able to see your own story unfold, your own creation appreciated by other people (unless it's total crap^^), get to know great people you'd probably never have met without taking that step, and more.
 

matschbirne

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Aug 24, 2019
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the most important is don't try to copy others...looking for your own style and most important try somthing differnt.
i know it's easy to say from a noob like me who never developed a game himself..but i like new refreshing things. ;)
 

recreation

pure evil!
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the most important is don't try to copy others...looking for your own style and most important try somthing differnt.
i know it's easy to say from a noob like me who never developed a game himself..but i like new refreshing things. ;)
People who copy other peoples stuff need one on the kopf with the nudelholz ;)
 
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Albaduldür

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Aug 8, 2020
686
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How much is actually hard modeling with DAZ? I mean, I'm good at programming but "hate" 3D modeling. I am a CS graduate but I never took any classes about 3d modeling. I only saw one of my friend messing around with blender one time, but that thing seemed overly complicated to me, and I'm saying that as a person who's really passionate about things such as theoretical computer science, Computational Complexity, Mathematical Logic, AI. In fact, I'm specializing in Theoretical CS now...

But 3d art really seems too complicated for me. And that may be due to the fact that I've never actually done any 3d art myself...It's really a mysterious world for me.
How can you model a unique character that is different from all the others?
How can you do sex scenes? (Which seem so complicated due to the anatomy of the human body and the dynamics of the scene)

Maybe I could try chase that path too...But first I wanna know how hard it is using DAZ, or 3d modeling in general, and how much time is required to learn those things (since I do not have much free time due to the nature of my occupation)

I know these questions may sound silly to someone, but I really know nothing about 3d art...
 
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matschbirne

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Aug 24, 2019
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in the early 90s i tried machine language myself to make a game for myself to or for my friends.
later came fasttracker2...a music program. I just wanted to experiment.
ok, i noticed quickly my talent was limited but it was a lot of fun and that's what it's about. have fun and bring joy to others :)
 

recreation

pure evil!
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Jun 10, 2018
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How much is actually hard modeling with DAZ? I mean, I'm good at programming but "hate" 3D modeling. I am a CS graduate but I never took any classes about 3d modeling. I only saw one of my friend messing around with blender one time, but that thing seemed overly complicated to me, and I'm saying that as a person who's really passionate about things such as theoretical computer science, Computational Complexity, Mathematical Logic, AI. In fact, I'm specializing in Theoretical CS now...

But 3d art really seems too complicated for me. And that may be due to the fact that I've never actually done any 3d art myself...It's really a mysterious world for me.
How can you model a unique character that is different from all the others?
How can you do sex scenes? (Which seem so complicated due to the anatomy of the human body and the dynamics of the scene)

Maybe I could try chase that path too...But first I wanna know how hard it is using DAZ, or 3d modeling in general, and how much time is required to learn those things (since I do not have much free time due to the nature of my occupation)

I know these questions may sound silly to someone, but I really know nothing about 3d art...
Blender is a beast, nothing for a first timer imo. Daz makes the first steps quite simple, it's easy to create scenes and characters. Making them unique is not that hard as well, it's basically just installing some morphs and using sliders, seems too much for some people though.
For sex scenes there are pose packs, or you make your own (again) using sliders. Making realisting looking animations is another story and needs a good eye for natural movement and time.
That's basically all it takes, of course it sounds easier than it is in reality, but it's also not as hard as you might think. Most important part is dedication imo.
 

megaplayboy10k

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Apr 16, 2018
1,523
2,028
How much is actually hard modeling with DAZ? I mean, I'm good at programming but "hate" 3D modeling. I am a CS graduate but I never took any classes about 3d modeling. I only saw one of my friend messing around with blender one time, but that thing seemed overly complicated to me, and I'm saying that as a person who's really passionate about things such as theoretical computer science, Computational Complexity, Mathematical Logic, AI. In fact, I'm specializing in Theoretical CS now...

But 3d art really seems too complicated for me. And that may be due to the fact that I've never actually done any 3d art myself...It's really a mysterious world for me.
How can you model a unique character that is different from all the others?
How can you do sex scenes? (Which seem so complicated due to the anatomy of the human body and the dynamics of the scene)

Maybe I could try chase that path too...But first I wanna know how hard it is using DAZ, or 3d modeling in general, and how much time is required to learn those things (since I do not have much free time due to the nature of my occupation)

I know these questions may sound silly to someone, but I really know nothing about 3d art...
Most "stock" 3d models in DAZ, Poser etc have a lot of ways to tweak them. You can adjust the character's relative height, body proportions, breast, legs and ass shape, apparent age, etc. You can load a custom skin texture for them and if you are good at photoshop you can even create one yourself. Hair is highly customizable, as are things like tattoos, various items of clothing etc.
So even if you recreate a recognizable figure like the mom from Milfy City or Family Secret, you can adjust their age and proportions, maybe tweak their skin texture/tone a bit, then dress them differently. You can use figures together that don't get used together all that often.
You can change the background setting they appear in.
Think of the "stock" DAZ characters as "Actors and actressses" available to you, the director and casting director of your game.
The best thing for you to do to learn is get the program, noodle around with it for a bit, do some test renders, then find a good in depth tutorial for the basics, work through that bit by bit, then do tutorials for intermediate and advanced stuff. Once you've done that, download a bunch of assets and do like 10 practice renders a day until you've got a couple hundred under your belt. At that point, you probably have a sufficient skill level to create good looking characters and scenes, and enough to create the hundreds to thousands of renders you'll need for a full length game.
As a guy with a creative writing degree I'd suggest a similar approach to the story and plot aspect of your game. Practice, study, practice some more, then try writing your plot and dialogue.
 
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LadyLilith-3D

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Dec 16, 2020
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How much is actually hard modeling with DAZ? I mean, I'm good at programming but "hate" 3D modeling. I am a CS graduate but I never took any classes about 3d modeling. I only saw one of my friend messing around with blender one time, but that thing seemed overly complicated to me, and I'm saying that as a person who's really passionate about things such as theoretical computer science, Computational Complexity, Mathematical Logic, AI. In fact, I'm specializing in Theoretical CS now...

But 3d art really seems too complicated for me. And that may be due to the fact that I've never actually done any 3d art myself...It's really a mysterious world for me.
How can you model a unique character that is different from all the others?
How can you do sex scenes? (Which seem so complicated due to the anatomy of the human body and the dynamics of the scene)

Maybe I could try chase that path too...But first I wanna know how hard it is using DAZ, or 3d modeling in general, and how much time is required to learn those things (since I do not have much free time due to the nature of my occupation)

I know these questions may sound silly to someone, but I really know nothing about 3d art...
Just download it and give it a go. I just started about 3 weeks ago and haven't really spent much time learning. Just jumped into the deep end and started messing around. A few tutorials here and there when I really couldn't figure something out. I still have a lot to learn but here's a link to a few of my creations over the last few weeks.

I think with just a little elbow grease, you can make something half decent.
 
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Albaduldür

Active Member
Aug 8, 2020
686
1,202
Blender is a beast, nothing for a first timer imo. Daz makes the first steps quite simple, it's easy to create scenes and characters. Making them unique is not that hard as well, it's basically just installing some morphs and using sliders, seems too much for some people though.
For sex scenes there are pose packs, or you make your own (again) using sliders. Making realisting looking animations is another story and needs a good eye for natural movement and time.
That's basically all it takes, of course it sounds easier than it is in reality, but it's also not as hard as you might think. Most important part is dedication imo.
Most "stock" 3d models in DAZ, Poser etc have a lot of ways to tweak them. You can adjust the character's relative height, body proportions, breast, legs and ass shape, apparent age, etc. You can load a custom skin texture for them and if you are good at photoshop you can even create one yourself. Hair is highly customizable, as are things like tattoos, various items of clothing etc.
So even if you recreate a recognizable figure like the mom from Milfy City or Family Secret, you can adjust their age and proportions, maybe tweak their skin texture/tone a bit, then dress them differently. You can use figures together that don't get used together all that often.
You can change the background setting they appear in.
Think of the "stock" DAZ characters as "Actors and actressses" available to you, the director and casting director of your game.
The best thing for you to do to learn is get the program, noodle around with it for a bit, do some test renders, then find a good in depth tutorial for the basics, work through that bit by bit, then do tutorials for intermediate and advanced stuff. Once you've done that, download a bunch of assets and do like 10 practice renders a day until you've got a couple hundred under your belt. At that point, you probably have a sufficient skill level to create good looking characters and scenes, and enough to create the hundreds to thousands of renders you'll need for a full length game.
As a guy with a creative writing degree I'd suggest a similar approach to the story and plot aspect of your game. Practice, study, practice some more, then try writing your plot and dialogue.
Just download it and give it a go. I just started about 3 weeks ago and haven't really spent much time learning. Just jumped into the deep end and started messing around. A few tutorials here and there when I really couldn't figure something out. I still have a lot to learn but here's a link to a few of my creations over the last few weeks.

I think with just a little elbow grease, you can make something half decent.
Thank you all gals and guys!
I'm gonna take a look at the things (links, tutorials, examples, etc.) you posted in your replies tomorrow! (now it is bed time for me ahahahah)

And thank you all for your advice, They are really helpful to someone who's at the beginning like me, and your replies to my questions and doubts really mean a lot to me :cry::) because I always wanted to make my own game since the first day I set foot on this website.

Have you all a great and happy new year! Really
 

DuniX

Well-Known Member
Dec 20, 2016
1,206
797
Game Development is better powered by Disappointment.
So if you think all games here are trash and developers are doing things wrong and you can do a better job yourself that would be better motivation than just liking something and being inspired by it, although that is also a legitimate way.
Being Disappointed would also mean you are sufficiently Different enough and that can help you out to stand out from the sea of other projects.
Of course the actual results might not be as special as you think, but this is more about the Motivation to get you through a Project.

The Good thing about Porn Games is there are a lot of Niches and Fetishes that you can use to be Disappointed by.