Looking for people to discuss my story with.

Yazen_

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Nov 24, 2022
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Daz and other similar software are not "easy fix solution" that require no work, hate to tell you but it's not something you can improvise either, at best the result will look generic , It IS an alternative, but the time it will require you to learn and make proper use of it could be employed somewhere else
Well I'm trying to consider 2 things with my game. If I were to use 3D softwares and create scenes, it'll be easier to make the game feel more immersive rather than having 2d cardboard cut outs talk to each other in a setting. But maybe that's just me. I'm currently installing Honey Select 2 with mods though, definitely inspired by this game developer named Caribdis. I'm gonna try and make my renders as decent as his.

I don't mind 2d much but it's not my forte even though I've done actually decent pieces before. But I'm just not trained for it. and yeah, I agree with you. I'll focus on my forte which is writing. Hopefully come up with a good story to kickstart my game dev career.

I'm currently reconsidering to overhaul the whole story to make it more suitable and realistic for a visual novel. I feel like this type of story line fits more on sandbox games where the player is free to roam around and investigate things not having any limits on options of places they can go to, to gather evidences.

Also, nicely drawn btw!
 

Jack Madrigal

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Aug 12, 2023
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the point I was trying to make is that you can easily illustrate your game with minimum effort artwork, simple lineart and flat colors. It doesn't have to be perfect, but it has to be consistent so you have a "visual identity", if everything is made in the same style it become pleasing to the eye, a good example for that would be AOLTA by Hornblase.

Sandbox are another beast, it's considerably more difficult, I'd advise you against it, not that I don't think you're not capable of it, It's just not the safest approach for a first game, perhaps keep it a VN and like you said, add to it some free roaming elements with just a handful of repeatable scenes.

Honey select is a good idea, as it's already meant for porn, the models are nice even if they all kinda look asian, you can't really go wrong with it I think, you definitively have to check out iNSight of you by AdventAnyx.
 
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Yazen_

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the point I was trying to make is that you can easily illustrate your game with minimum effort artwork, simple lineart and flat colors. It doesn't have to be perfect, but it has to be consistent so you have a "visual identity", if everything is made in the same style it become pleasing to the eye, a good example for that would be AOLTA by Hornblase.
Ahhh, sorry yeah, I missed the point earlier but thanks for the clarification! I'll definitely check those games you mentioned to see as a reference.

Sandbox are another beast, it's considerably more difficult, I'd advise you against it
Mhmm. I'm well aware of the challenge that comes along with it. I'm currently deciding if I do want to do it or not. But since my story is changing. Initially, it was only restricted to a kinetic novel kind of format because of the linearity. Now, I've added some possible paths and flags.

Essentially, my game is still all about encountering taboos and I decided to play around it. I currently have 2 paths thought out for the game, the standard path and the dark path.

But to ease the burden off the workload awaiting me. I've decided to create a separate game that shares the basic concept of my main game but more on exploring sex scenes outside of the main cast.

perhaps keep it a VN and like you said, add to it some free roaming elements with just a handful of repeatable scenes.
Yeah, that's the plan. When I release the game officially, it'll still be a VN but with some free roam options on certain occasions. Sandbox may apply on the sequel since when the players get to familiarize themselves with the characters, I can have them progress through their individual relationships without breaking immersion from the story.

The second game will basically be a reset from the first part though. Meaning that the main character canonically can't fuck anyone besides Sabrina whenever he wants.

The mother and sister are off the drugs but have pent up urges for Damien.
Sofia moved on but they could still rekindle their relationship, only this time, as friends with benefits. (Sabrina wouldn't care)
other characters from the previous games too. It'll be like your standard dating sim where you have to progress their stories before you can advance your relationship with them.

But now I'm thinking ahead of myself. I just got HS2 installed on my PC, I'll try to play around with it for a while.
 
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Jack Madrigal

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there's several way you can play around with, I'm not assuming you're ignorant but i'll mention them for the sake of the conversation:

there's the fake sanbox, like skyrim, with a main narrative with a multitude of annexes story that doesn't interfere with each other, to give the player the sense of doing a lot of stuff, nothing is mandatory, all doors stays open, you can be both the hero and the villain, regardless whether it make narrative sense or not, but it sure give a lot of freedom while being easy for the dev, the "safe" option, if you ask me.

the true rpg, almost never done right, where the devs try their hardest to imagine every possible outcome to every possible choices, get exponentially difficult to implement as the game goes by, but can be sort of "faked" with clever uses of dilemmas, where you give the players two shit solutions, coerce them into making a irrevocable decisions, and branch out from there.

and there's my favorite, from the cdpr cookbook, where you have a main narrative with a basic outcome, and a various number of side quest/taks/things to do, to look at, that change slightly the main narrative by changing or adding a dialogue line, a conversation option, and finally the conclusion of the story line, this is where good writing shine the most i believe, and where the player feel rewarded for being throughout.

the trick is not to punish the player for just playing the game, but also for them to have consequence to their actions, or the lack of it, perhaps a good idea is to find some sort of a "morality" system, like in RDR2, that basically give you two narrative, whether you're mostly good, or evil. I'm not a big fan of that system since you can just "cheat" out of an alignment and get a "good karma ending" after feeding peoples to crocodiles and set towns afire.

Thinking "out loud" here, but the idea of a VN wasn't bad, you can't fuck up a VN, you just tell your story on a railroad, and that's that.

I'm just giving you food for thoughts here, in the hope that all this rambling sparks in you an idea, I'm curious to see where you're going. ^^
 

Yazen_

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Nov 24, 2022
443
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there's several way you can play around with, I'm not assuming you're ignorant but i'll mention them for the sake of the conversation:

there's the fake sanbox, like skyrim, with a main narrative with a multitude of annexes story that doesn't interfere with each other, to give the player the sense of doing a lot of stuff, nothing is mandatory, all doors stays open, you can be both the hero and the villain, regardless whether it make narrative sense or not, but it sure give a lot of freedom while being easy for the dev, the "safe" option, if you ask me.

the true rpg, almost never done right, where the devs try their hardest to imagine every possible outcome to every possible choices, get exponentially difficult to implement as the game goes by, but can be sort of "faked" with clever uses of dilemmas, where you give the players two shit solutions, coerce them into making a irrevocable decisions, and branch out from there.

and there's my favorite, from the cdpr cookbook, where you have a main narrative with a basic outcome, and a various number of side quest/taks/things to do, to look at, that change slightly the main narrative by changing or adding a dialogue line, a conversation option, and finally the conclusion of the story line, this is where good writing shine the most i believe, and where the player feel rewarded for being throughout.

the trick is not to punish the player for just playing the game, but also for them to have consequence to their actions, or the lack of it, perhaps a good idea is to find some sort of a "morality" system, like in RDR2, that basically give you two narrative, whether you're mostly good, or evil. I'm not a big fan of that system since you can just "cheat" out of an alignment and get a "good karma ending" after feeding peoples to crocodiles and set towns afire.

Thinking "out loud" here, but the idea of a VN wasn't bad, you can't fuck up a VN, you just tell your story on a railroad, and that's that.

I'm just giving you food for thoughts here, in the hope that all this rambling sparks in you an idea, I'm curious to see where you're going. ^^
I think the best way for me that also aligns with my story is the third option. A main narrative with an outcome that results in the same but the experience alters depending on the choice that the player makes. But with this, I realize that I have to adjust the pacing of my game. I did intend this to become a slow burn corruption in the initial stages of planning but that's not how it turned out at all.

I'll stop at Sabrina's development. So that means this game will focus more on the MC's relationship with Sabrina and how he's changed throughout because of her influence. While also changing Sabrina's character a little, opening a path of romance. The revenge will have to wait for the second part. I've got plenty of opportunities to expand and deepen my characters and flesh them out later on.

perhaps a good idea is to find some sort of a "morality" system, like in RDR2, that basically give you two narrative
I'm not a fan of it either to be honest, I'd rather keep a character consistent than break it which also ruins the immersion. Morality meter is fine gameplay wise, I don't think people really give a shit about it though so I always thought it was kinda dumb... Plus most people mod games to be able to play two routes without having to worry about the choices they make anyway.

I might settle for a more straightforward story telling but this time I'd make it hand holdy for them by giving narrator dialogues whenever the game is about to enter a major flag for the story progression. That way, if they're curious, they could always save and go back to see the other route for replayability.

I'm also adding this "Extremist" option which could open up a different system that could also open up new interactions with certain characters. But this extremist option is only available on the dark path, and is also a different game mechanic than the normal story mode. Essentially, the idea is to free roam to the town areas available to gather intel but also just have fun with NPCs using the drugs. Extremist option will make the scenario more crazy and increase your player's depravity.

This freeroam aspect can be accessed anytime as long as you're not in the storymode.

I'm just giving you food for thoughts here, in the hope that all this rambling sparks in you an idea, I'm curious to see where you're going. ^^
But anyways, thanks for your valuable comments! Now I have a clear direction with what I want to do with my own game. I couldn't have realized many things without talking to someone like you. I appreciate it a lot!
 

Yazen_

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Nov 24, 2022
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I made Sabrina's character card and took a couple of screenshots to see if she looks good. I can't wait to load her into the studio. But before that, I'll work on Iriel and Lyra's character designs as well.
image_2024-01-28_094449204.png
1706406307100.png
 

Jack Madrigal

Member
Aug 12, 2023
165
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now you're cooking ! It's nice to see you hard at work, If you'd allow me a word of caution though, try not to go overboard, another huge game with Honey Select models is "Corruption" by Mr.C, and he went all over the place, doing a bit of this and that, and left the game somewhat unfinished, with loose ends because of the massive numbers of characters and places.

I hate to be so temperate, but in this case I believe less is more, you have a nice cast of characters, stick to them, try to give them equivalent amount of work so nothing feel rushed out or missed opportunity.

Now you have to make clever use of post-processing like "bloom" for example, and interesting camera angles to make it all look like Hollywood (meaning actual cinematographic rules, like composition and framing)

May all the horny gods bless you and your creations.
 
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Yazen_

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now you're cooking ! It's nice to see you hard at work, If you'd allow me a word of caution though, try not to go overboard, another huge game with Honey Select models is "Corruption" by Mr.C, and he went all over the place, doing a bit of this and that, and left the game somewhat unfinished, with loose ends because of the massive numbers of characters and places.

I hate to be so temperate, but in this case I believe less is more, you have a nice cast of characters, stick to them, try to give them equivalent amount of work so nothing feel rushed out or missed opportunity.

Now you have to make clever use of post-processing like "bloom" for example, and interesting camera angles to make it all look like Hollywood (meaning actual cinematographic rules, like composition and framing)

May all the horny gods bless you and your creations.
Thanks! I'm really happy with the slow but steady progress I'm doing every single day. I put in at least an hour or a couple whenever I finish studying and playing haha. Sorry it took me a while to reply, I lost 2 of my character cards by accident which is a huge pain in the ass so I took the time to re-recreate them (Sabrina and Iriel)

HS2_2024-01-28-22-43-58-946.png

I'm still deciding whether I want Iriel to have huge jugs or keep it plain and simple since both designs will affect the dialogues for some of the scenes. Although, by player preference, I'm not really sure if they do want this type of body for a female character.

try not to go overboard, another huge game with Honey Select models is "Corruption" by Mr.C, and he went all over the place, doing a bit of this and that, and left the game somewhat unfinished, with loose ends because of the massive numbers of characters and places.
Yeah I've played it before, it became boring after a while... I'll keep that in mind!

I hate to be so temperate, but in this case I believe less is more, you have a nice cast of characters, stick to them, try to give them equivalent amount of work so nothing feel rushed out or missed opportunity.
Of course, I've seen other game devs who are at the 48th chapter of their game by now xD that's crazy. I wouldn't know if mine would last that long but I do have a lot of story to tell. I'm kind of inspired by multiple authors and I'm obsessed with intertwining story lines. Fitting them all in in a one small game wouldn't do my story any justice. I'll just expand on it when and where it feels right.

I'll still limit this game to the planned chapters ahead though! So we don't have to worry about the other characters just yet. I have plans for them eventually.
Now you have to make clever use of post-processing like "bloom" for example, and interesting camera angles to make it all look like Hollywood (meaning actual cinematographic rules, like composition and framing)
Exactly the quality I was aiming for! I still have a lot to study about HS2 as a studio so it might take me a while to figure out the best way to render these images but I'm not afraid to try.
 
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Jack Madrigal

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I don't use many software to be honest, I usually do everything with Photoshop (even animations), not everyone will do just that, but for me it's simpler to edit a capture, cropping the picture, reduce the image size for the sake of keeping the game compact (for the downloads) add the post-processing effects etc.

some devs use almost raw capture and everyone seem to be perfectly fine with it so, depend on the amount of work you're ready for, being alone you can't let yourself being overwhelmed, and eventually keeping a honest, steady release schedule.

you add on top of that the writing, proof reading, coding, troubleshooting and you're quickly in over your head, and if you get any kind of problem, or pressure, it can spiral out of hand and ruin all the pleasure you can have making your game, whatever you do you'll get hate from someone somewhere, so just post and ghost.

a simple solution could be to allow yourself a year of development, have a early alpha release for testing and bug-fixing purposes, and then an official release, so you can set your own pace and keep the whole process healthy.

beside that, nothing stop you from keeping a dev-diary, keeping everyone updated on your progress etc.

this forum is a fantastic place for advertisement, posting an early alpha build will get you the attention of tens of thousands of peoples for absolutely free, at that point you can eventually have a crowdfunding option, I'd advise against patreon as they are a bunch of thief, they take something like 8% of every transactions. when alternative like KOFI or subscribestar that are way more permissive with the content, and also waaaaay cheaper while providing the same services.

Unlike some devs may seem to believe, if peoples like your work they will pay to encourage you to keep on keeping on, and sometimes you see sad things like obnoxious clown-devs that try their hardest to coerce peoples into giving them money and blocking content behind a paywall, for them to win 500 a months, and you have mastodons that share their game for free from day 1 and keep earning above 3k every months for several years.

anyway, I'm eager to see what you come up with ^^
 
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Yazen_

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I don't use many software to be honest, I usually do everything with Photoshop (even animations), not everyone will do just that, but for me it's simpler to edit a capture, cropping the picture, reduce the image size for the sake of keeping the game compact (for the downloads) add the post-processing effects etc.

some devs use almost raw capture and everyone seem to be perfectly fine with it so, depend on the amount of work you're ready for, being alone you can't let yourself being overwhelmed, and eventually keeping a honest, steady release schedule.

you add on top of that the writing, proof reading, coding, troubleshooting and you're quickly in over your head, and if you get any kind of problem, or pressure, it can spiral out of hand and ruin all the pleasure you can have making your game, whatever you do you'll get hate from someone somewhere, so just post and ghost.

a simple solution could be to allow yourself a year of development, have a early alpha release for testing and bug-fixing purposes, and then an official release, so you can set your own pace and keep the whole process healthy.

beside that, nothing stop you from keeping a dev-diary, keeping everyone updated on your progress etc.

this forum is a fantastic place for advertisement, posting an early alpha build will get you the attention of tens of thousands of peoples for absolutely free, at that point you can eventually have a crowdfunding option, I'd advise against patreon as they are a bunch of thief, they take something like 8% of every transactions. when alternative like KOFI or subscribestar that are way more permissive with the content, and also waaaaay cheaper while providing the same services.
I'm not gonna lie I didn't think making games like this would take so much process than I thought it would.

But I'm used to it. I've worked on projects with far more hectic schedules before but this is my first time soloing it. But I won't be discouraged. I'll keep these in mind!

Post processing my scenes, I'll probably keep it simple, although I'll put some effort to it to an extent. I like capturing interesting angles. The music and the writing will probably carry the rest xD

I'm thinking on posting on Itch then on here. I'm also not very good on marketing my game so I'll make something like a reward for the supporters if I get to reach a milestone. Like getting 5k followers on twitter for dev diaries and such. I'm not sure though. About patreon, I'm sure there's a good chuck of people still using that to support their favorite games but the rules over there is pretty annoying. So yeah I might just settle for KoFi or Subscribestar as you suggested.

Unlike some devs may seem to believe, if peoples like your work they will pay to encourage you to keep on keeping on, and sometimes you see sad things like obnoxious clown-devs that try their hardest to coerce peoples into giving them money and blocking content behind a paywall, for them to win 500 a months, and you have mastodons that share their game for free from day 1 and keep earning above 3k every months for several years.
While I thought of making these games as a self-sustaining work before because I see those groups or even individuals earning a couple thousands per month on patreon xD I don't think I'll be able to pull it off if I make that my goal. I'd be no better than creators milking their fans for a little crumb per month. I may be lazy but I won't step down that path. If I really had to focus on something else, I'd close my paid subscription accounts and maybe reopen it when I'm finally ready again. But anyway yeah, I think of it as servicing myself. A game for me, made by me.

I'm slowing down for a bit for now though, college just started. I gotta give that priority first but I most definitely won't forget this project. It gave me the enthusiasm and drive to learn more things especially that my course as a 3D artist and animator perfectly aligns with what I want to work with in the present and for the future.
 
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Yazen_

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Self-update: I got to finish 3 more character cards. Ophelia, Sofia and the homeless woman.

For now I've finished all the major characters. I'll start writing again soon.
HS2_2024-01-31-22-01-52-600.png

+ Practice renders

HS2_2024-01-31-23-09-30-508.png
HS2_2024-01-31-23-09-56-908.png
HS2_2024-01-31-23-14-08-218.png

The maps in HS2 look ass... I might just import these on blender and try to figure out how to do it. Idk, I still have a lot to learn.
 
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Jack Madrigal

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it's nice to see your progress, but keep in mind that all models are meant to be "final" right from the start, if for some reason you decide to change a character in any way for whatever reasons, you'll have to edit all artwork including that character,

so you have to be adamant, is this character look old enough ? at a glimpse, does this character social status in apparent enough ?

I mean this with the absolute best intentions in mind, but right now all of your character appear to be of the same age, even with different clothing, there's no real distinction between one another , outside of Sabrina, none really stand out.

I think you should make changes with their faces, with very simple things you can make a character drastically different, with the right use of shape (round, square, triangle) and mood.

shapes can also be used for the overall body language, which is also a great part of a character personality.
 
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Yazen_

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it's nice to see your progress, but keep in mind that all models are meant to be "final" right from the start, if for some reason you decide to change a character in any way for whatever reasons, you'll have to edit all artwork including that character,

so you have to be adamant, is this character look old enough ? at a glimpse, does this character social status in apparent enough ?

I mean this with the absolute best intentions in mind, but right now all of your character appear to be of the same age, even with different clothing, there's no real distinction between one another , outside of Sabrina, none really stand out.

I think you should make changes with their faces, with very simple things you can make a character drastically different, with the right use of shape (round, square, triangle) and mood.

shapes can also be used for the overall body language, which is also a great part of a character personality.
You know what? You got me convinced. I realized that they all look kinda similar now that I look at it again. I started working on Ophelia again and here's the result:
HS2_2024-02-01-12-11-00-717.png
HS2_2024-02-01-12-12-09-212.png
HS2_2024-02-01-12-14-24-884.png
I'm not sure if this is good enough but it's a step towards the direction I want her to look and feel like. I'll work on the others again too. Feel free to give your feedback!
 

Jack Madrigal

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heh, Character design is hard, and the shit part is that most players wont even notice the subtlety of a good design, just like a car engine, even if most people have fuck'all idea about how it work, and being content if it "work good enough, it's still a crucial piece... I'm sure you get the idea x)

I mean, don't take it too seriously, just make it work.

Beyond that I can say the character of Ophelia look great by itself, she's definitely recognizable, with her "8" body shape smug face and fancy clothes, I know you have limitation with HS so you can't really make it all original (which is sad).

looking at her from an outside perspective I would say she make me think of a mix between Yennefer Vengerberg (tw3) and Alcina Dimitrescu (RE:VIII) so I tend to attribute her similar characteristic, proud, smartass, motherly, strong willed etc.

It's the general idea behind "brainstorming" sessions where you write a bunch of words and ideas and slam them together, and then the work of the designer to use the idea of "calm" or "feisty" or again "motherly" and translate it into an image so peoples immediately understand what they are looking at a glimpse, I could make a whole course about visual rhetoric...

it boil down to shape and colors, round is smooth, pyramid is stable, horizontal line is calm, and where cold tones are peaceful and soothing such as green and blue, warm colors are aggressive and dynamic.

you can also make parallels with animals or plant, I'm not talking about anthropomorphism, but more like "mama bear" or "sneaky panther" and use the visual characteristic of theses animals to define the attitude of your character.

same with plant, roses are an obvious one, Orchids not so much but still very effective.

Long story short: make a mood board, define the characteristic, shape, color identity, pick a flower, jewelry, an animal, a WW2 German airplane, anything that evoke the desired characteristic, mix them together and voila.
 

Yazen_

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I mean, don't take it too seriously, just make it work.
Yes of course, I'm a still firm believer that it's the emotion being evoked that makes the story and everything else is just an added bonus. I still love to see my characters to be unique and look good though. I'm putting in the love and effort into making this dream project of mine no matter how long it takes.

CLARA-1.jpeg

With the story ever-changing and evolving, I'm trying out different angles to the story. Heck, I didn't even know that this minor character would also have a fleshed out story of herself.

HS2_2024-02-02-12-21-49-467-_1_.jpeg HS2_2024-02-02-12-21-12-662.jpeg
She was supposed to be a fodder for the MC's carnal desires early in the story through Sabrina. But the more I thought about their interactions, the more I realized the potential of this character. To me, she's like a butterfly that's about to bloom and fly on her own when the time is right. This song inspired me to write her this way xD



Anyways, sorry for the brief lore dump there. I'm just really excited to see if I can really pull this off. I'm eager to make it work but right now I'm held back by some aspects I've yet to study about HS2. I get butterflies in my stomach whenever I get these ideas and scenarios in my head about how these "people" will develop into the character that they are. It feels perfect to me. Maybe it's just the artist in me that's always been suppressed, I feel kinda lonely when other people don't see what I see in my own mind. It's kind of hard to explain but it's always been my dream to show people the beauty in simple things and emotions through my art or the stories I write.

I just wish to see the day that I'm finally there where people can see things through my lens.

BUT ANYWAY. I'm talking too much haha, sorry. Back to the topic.
it boil down to shape and colors, round is smooth, pyramid is stable, horizontal line is calm, and where cold tones are peaceful and soothing such as green and blue, warm colors are aggressive and dynamic.
I'm not sure if this is intuitive but I think I'm on the right track when designing a character carefully. Yeah, some things I've created aren't always the final product whenever I learn something new. But yeah, these things you've said, I've studies about it before and I agree that these are what makes an excellent character design. Thanks for the refresher.

With HS2's limitations though, I don't think I can deviate much with the style of the characters but I'll try to keep them unique and diverse.

you can also make parallels with animals or plant, I'm not talking about anthropomorphism, but more like "mama bear" or "sneaky panther" and use the visual characteristic of theses animals to define the attitude of your character.
This sounds like a good idea honestly. I could parallel Jasmine with a cheetah since she's an athlete.
Long story short: make a mood board, define the characteristic, shape, color identity, pick a flower, jewelry, an animal, a WW2 German airplane, anything that evoke the desired characteristic, mix them together and voila.
Aye aye sir!
 
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Jack Madrigal

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I'm a still firm believer that it's the emotion being evoked that makes the story and everything else is just an added bonus.
Yeah, I most definitely agree !

To me, she's like a butterfly that's about to bloom and fly on her own when the time is right. This song inspired me to write her this way xD
And you're the butterfly I'm witnessing bloom *o*, also I loved that song thanks, I discovered something new !

I feel kinda lonely when other people don't see what I see in my own mind. It's kind of hard to explain but it's always been my dream to show people the beauty in simple things and emotions through my art or the stories I write.
I get that, but please for your own good, forget about peoples, create, just for the sake of it, you have a pulse, something that drive you, go wild !

I know for a fact that if you let it wound you somehow you'll shut down forever, or you'll become a crumpy bulldozer that keep on creating through cheer hatred in spite of the world.


Sorry if I sound pedantic sometimes, I fear it's up to you to sort the wheat from the chaff x)
 

Yazen_

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Yeah, I most definitely agree !



And you're the butterfly I'm witnessing bloom *o*, also I loved that song thanks, I discovered something new !



I get that, but please for your own good, forget about peoples, create, just for the sake of it, you have a pulse, something that drive you, go wild !

I know for a fact that if you let it wound you somehow you'll shut down forever, or you'll become a crumpy bulldozer that keep on creating through cheer hatred in spite of the world.


Sorry if I sound pedantic sometimes, I fear it's up to you to sort the wheat from the chaff x)
Haha, glad you enjoyed the song.

And of course, that's why I'm trying despite how tall of a task this is. Although some things does worry me. Things like whether people would come to accept some things I've decided for the story. Like the "loli" content. You either like it or hate it. But I could get around that simply by creating 2 variants of the characters for the game but that's more lines of code for me.

I'm stressing out on creating the character designs but I've already gave it my best shot as of now, making them unique from each other seems like it's gonna take a lot of work. For now, this is what I've came up with, with slight to quite a noticable difference from my previous renders. CAST 1.jpeg
CAST 2.jpeg
CAST 3.jpeg
I'll try not to worry too much about it for now. I'm not sure if asking people's opinion about this will help. I don't think the design matters much in the story, but it does affect the appeal.

Sorry if I sound pedantic sometimes, I fear it's up to you to sort the wheat from the chaff x)
No worries! I like conversations that tend to challenge my mind, give me deep thoughts. From what I've seen so far, you're very articulate and knowledgeable with your words. You've also helped me sort out my thoughts and idea and now I've got a clearer sight on which way I should pursue this little dream of mine.

EDIT: Oh, I forgot to mention. I do have an intention of aging up these characters as the story progresses. So it feels natural and more immersive. I guess...
 
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