Hey everyone, I am Looking to make a game and its all proof of concept right now.
Will continue if found feasible. The idea for the game is to be very much like an open world GTA game. Will draw inspiration from San Andreas.
There will be a story and side quests. Main capturable heroine and capturable generative heroines
Core mechanics to begin with: Open world, generative models (not sure which approach I should go)
Thinking to use unity engine? Hadn't touched it since 2016~ when i was still in HS so need some practice and experimentation.
THE ISSUE: Randomly Generated models.
My thought on the generative models part:
The approach that I thought will be very limited: characteristic_1 * characteristic_2 * characteristic_3 ... variations of bodies:
In this approach, I have a set of model assets that I premodel characteristics for body type from unity.
Heights: Small body type, medium body type, tall body type.
Then within lets say small body type I include a skinny/slender model, chubby model, chunky model, curvy model
Same with medium and tall having skinny, slender chubby, curvy etc. (Very limiting to see characters basically having 3 heights only though)
Maybe I can somehow add some variations in there as a modifier and it is somehow applied onto the morphs whether it is the height or the
arms or legs and thighs?
Then to finish it off apply skin type on top of the finalized body proportions and model. Add in a variation of the hair and face onto the morph.
I will have a way to save the models values somehow maybe onto a json if the player chooses so. Add the model to contact on phone as
a game mechanic. Player can call the model again and reading the json will remake the same model in game.
I do want to include more freedom in the character generation but unsure how to, so the above approach is what I came up with.
Again, I do feel like the above approach is very limiting and still unsure how technically feasible it is in unity. I do want to find a way to have
almost unlimited variations of features (think honey select), rather than a deterministic amount with slight modifiers.
Open to any professional suggestions from anyone familiar with the theory of making generative models.
The basic gameplay on how this model generation would be handled:
When Player is near a location:
Preload chunk look ahead and generate characters randomly on open spawn able location i.e. side walks highlighted with spawn able markers.
Player can approach those models, and save those models details onto phone (json file on the actual system).
Player can spawn the model into a scene, sex physics will apply onto the morph. *
Treat me like a beginner since I hadn't made a game in a while and the games I made I prior were at best single stage 2d top down single
player games. I am still an amateur hobbyist blender user. Only familiar with very basic morphs.
This is simply a passion project I am looking forward to making and learning how to make it, so I don't have a timeline on this yet.
As I have a programming day job still (mainly .net C# work) I won't have the most time to work on this. No art direction yet, still debating on an
anime style or a more realistic style. Engine not confirmed but like I said thinking about just sticking with Unity since I am using C#
already at my day job.
Looking forward to hearing some feedback.
Will continue if found feasible. The idea for the game is to be very much like an open world GTA game. Will draw inspiration from San Andreas.
There will be a story and side quests. Main capturable heroine and capturable generative heroines
Core mechanics to begin with: Open world, generative models (not sure which approach I should go)
Thinking to use unity engine? Hadn't touched it since 2016~ when i was still in HS so need some practice and experimentation.
THE ISSUE: Randomly Generated models.
My thought on the generative models part:
The approach that I thought will be very limited: characteristic_1 * characteristic_2 * characteristic_3 ... variations of bodies:
In this approach, I have a set of model assets that I premodel characteristics for body type from unity.
Heights: Small body type, medium body type, tall body type.
Then within lets say small body type I include a skinny/slender model, chubby model, chunky model, curvy model
Same with medium and tall having skinny, slender chubby, curvy etc. (Very limiting to see characters basically having 3 heights only though)
Maybe I can somehow add some variations in there as a modifier and it is somehow applied onto the morphs whether it is the height or the
arms or legs and thighs?
Then to finish it off apply skin type on top of the finalized body proportions and model. Add in a variation of the hair and face onto the morph.
I will have a way to save the models values somehow maybe onto a json if the player chooses so. Add the model to contact on phone as
a game mechanic. Player can call the model again and reading the json will remake the same model in game.
I do want to include more freedom in the character generation but unsure how to, so the above approach is what I came up with.
Again, I do feel like the above approach is very limiting and still unsure how technically feasible it is in unity. I do want to find a way to have
almost unlimited variations of features (think honey select), rather than a deterministic amount with slight modifiers.
Open to any professional suggestions from anyone familiar with the theory of making generative models.
The basic gameplay on how this model generation would be handled:
When Player is near a location:
Preload chunk look ahead and generate characters randomly on open spawn able location i.e. side walks highlighted with spawn able markers.
Player can approach those models, and save those models details onto phone (json file on the actual system).
Player can spawn the model into a scene, sex physics will apply onto the morph. *
Treat me like a beginner since I hadn't made a game in a while and the games I made I prior were at best single stage 2d top down single
player games. I am still an amateur hobbyist blender user. Only familiar with very basic morphs.
This is simply a passion project I am looking forward to making and learning how to make it, so I don't have a timeline on this yet.
As I have a programming day job still (mainly .net C# work) I won't have the most time to work on this. No art direction yet, still debating on an
anime style or a more realistic style. Engine not confirmed but like I said thinking about just sticking with Unity since I am using C#
already at my day job.
Looking forward to hearing some feedback.