Lack of Knowledge

Drailer1999

Newbie
Apr 3, 2022
28
22
118
Hey everyone, I'll get straight to the point.
I have some experience with sculpting, texturing, rigging, and animation. I'm also familiar with Unity and have a bit of programming knowledge.
I'd like to create a small game to test the waters, using my own models.
I'm aiming for something similar in style and tone to Seaside Mystery, though more linear and simple.
If anyone has tips, tutorials, or resources—especially around implementing sex scenes or plugins designed for that—I’d really appreciate the guidance.
Thanks a lot!
 
Aug 12, 2019
316
395
247
Hey everyone, I'll get straight to the point.
I have some experience with sculpting, texturing, rigging, and animation. I'm also familiar with Unity and have a bit of programming knowledge.
I'd like to create a small game to test the waters, using my own models.
I'm aiming for something similar in style and tone to Seaside Mystery, though more linear and simple.
If anyone has tips, tutorials, or resources—especially around implementing sex scenes or plugins designed for that—I’d really appreciate the guidance.
Thanks a lot!
Down-scoping is your best friend.

A little exercise I’ve been taught for games.

Write out every single mechanic and system you need for your game, and be as specific as you can. Not as in ‘combat’, if you have hp, put it down, if you have mouse control of the camera, put that down, if you have a menu where you can change the game’s settings, put that down. Write down every single mechanic and system you need for the game (which remember is software, so other stuff like ‘main menu’ is part of that).

Once you have your list, interrogate everything on it to see if it’s *necessary* for your game to function. If the game can function and experience with a core gameplay loop without it, either totally scrap or if you have an attachment to it set it aside as a stretch goal. Only work on the stuff you know you need for the game to work and do that until it’s all done, and if you still can work on the game or want to past that point obvs you can keep going.

This massively boosts your chances of success.
 
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Drailer1999

Newbie
Apr 3, 2022
28
22
118
Down-scoping is your best friend.

A little exercise I’ve been taught for games.

Write out every single mechanic and system you need for your game, and be as specific as you can. Not as in ‘combat’, if you have hp, put it down, if you have mouse control of the camera, put that down, if you have a menu where you can change the game’s settings, put that down. Write down every single mechanic and system you need for the game (which remember is software, so other stuff like ‘main menu’ is part of that).

Once you have your list, interrogate everything on it to see if it’s *necessary* for your game to function. If the game can function and experience with a core gameplay loop without it, either totally scrap or if you have an attachment to it set it aside as a stretch goal. Only work on the stuff you know you need for the game to work and do that until it’s all done, and if you still can work on the game or want to past that point obvs you can keep going.

This massively boosts your chances of success.

That's actually really good advice—thank you!
My goal for my first game is to create a linear visual novel. I want to use it as a way to get a solid grasp of all the necessary softwares while also delivering a compelling story with appealing models.

Right now, I'm more focused on technical details, like how to rig genitalia properly for realistic and believable renders if youve got any tips on that?
and stuff like that.
 
Last edited:

Mispeled

Newbie
Game Developer
Oct 30, 2020
43
60
37
If you're more of an artist than a programmer, I'd suggest using Ren'py over Unity for the simple reason that it handles a lot of the stuff for you and is very easy to learn.
If starting with Unity, especially if you start from scratch without any framework or template, you'll have a bad time.

Ren'py handles dialogue, save/load, most options, transitions, etc.
Ren'py does limit how much you can code with it, or make it a lot harder to overcome, due to its limitations however. Example of that would be heavy screen effects through image manipulation, or the ability to mute audio when alt tabbed due to Ren'py lack of window focus functionality and it blocking a lot of python's modules, including window focus.
And, obviously, Ren'py is meant for visual novel, not other game genres. So if you're planning on having interactions other than point and click, then Ren'py wouldn't work without heavy coding.
 
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n00bi

Active Member
Nov 24, 2022
670
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If you're more of an artist than a programmer, I'd suggest using Ren'py over Unity for the simple reason that it handles a lot of the stuff for you and is very easy to learn.
If starting with Unity, especially if you start from scratch without any framework or template, you'll have a bad time.
I agree on this, except the last statement.
Having a bad time is subjective. He might actually enjoy the process of creating it all from scratch. (i would not tho :p)
I would rather say, you will have to spend quite some time on creating it all from scratch and testing it out.

Seaside Mystery is a visual novel from my understanding. So in my opinion Unity is overkill.
If you plan on making a Interactive game then yea Unity is probably one of the best options to go for.
 

Insomnimaniac Games

Degenerate Handholder
Game Developer
May 25, 2017
5,922
11,143
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Seaside Mystery is a visual novel from my understanding. So in my opinion Unity is overkill.
Classic example of doing something for the sake of it. That game has zero real reasons to let you free roam. It adds nothing to the game but time-wasting walking.