As for BBC route development, I would like to see more content with Mila, Liz, Liz + Mila together
Maybe expand some role-playing like this
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? Or include some additional events with Dick like antique shop
As you may get I think BBC route and its variations is the most interesting from all of them
I missed this question earlier, sorry about that!
For the most part, I’ll probably just expand on those scenes, since right now they feel like we rushed through them “at a gallop.” I want to turn them into proper roleplay scenes with costumes and more of Mila’s inner thoughts.
Liz isn’t the most popular character, unfortunately, so I’ll mostly use her as support in sub-routes rather than making her a main focus. The exception will be if Mila chooses Liz as her support after a breakup—then Liz will play a key role, and there will be more scenes with her (both solo and with Mila). But I think this route will probably be the last one I develop out of the NTR branch, since Liz isn’t high on the patrons’ popularity list. Most likely, when I come back to the NTR path, people will vote for continuing the sugarDaddy route first. We’ll see when we get there.
I also want to flesh out the “lore” of Dick’s tower, sprinkling in more hints about what happens on the different floors and letting Mila visit some of them. She’ll explore different levels with different companions at different times and in different routes. For example, there will be a swinger party floor that Mila attends with Paul in the NTS hotwife route. But that’ll come a bit later—once they’ve grown tired of what they already have and want to push things further.
I really like the contrast between pale girls and black guys. It looks hot, and you can expect BBC content to show up across most routes (except for the loyal and harem ones). And yes, there will definitely be more BBC-focused expansion down the road.
I also was impressed by the quality of the animations, but boy did visual consistency suffer since when I last played.
I appreciate that you went back and redid some of the old artwork, but now we're wildly fluctuating between almost lifelike photorealism to slightly realistic stylized manga to animations where Mila has a completely different looking face and then back to another style. And hopping back and forth between these artworks is quite jarring, as the old, lower quality (compared to the newly redone art, I thought they were serviceable before) art sticks out like a sore thumb in comparison.
Also, one thing I really noticed this time around is how the game is almost completely devoid of sound. You should ... well, who am I to tell you what you should do, but you might think about throwing in some moans and stuff in there, might go a long way.
Considering the AI theme, you could do a full voiceover, too - it's impressive what sound generation with AI can do these days, but that's also a whole new rabbit hole to go down if you want to get it right, so it's probably best kept as something to maybe come back to later for now.
As for art styles, there are currently four in the game:
- Anime 1.5 style from the very first version (just a few dozen pieces left to fix—after that, it’ll be gone completely).
- Anime 2.5D style (pony-based, post-1.2.8) — still makes up a big chunk of the game.
- Semi-realism based on illustMix — my current main style, and the one I plan to stick with. It’s the closest to the look I want. You’ll see it throughout the loyal route and parts of the NTS route (I’m gradually replacing older art). There are still a few issues that bug me (warning: once I say this, you can’t unsee it): teeth and knees. And maybe some facial expressions. I haven’t found a model that consistently gets those right. Even ultra-realistic models struggle. One day I’ll probably snap, build a high-quality dataset, and train it myself.
- Semi-realistic animations — the big issue here is “morphing” faces and bodies. It mostly comes down to resolution limits and the messy way a lot of LoRAs are trained.
Styles 1 and 2 will eventually disappear, or remain in small, limited pockets. I don’t have the resources to redo thousands of pieces—it would take months, maybe quarters of work. So the style will inevitably “jump” a bit, but I’ll try to make the transition smoother, especially in the NTR route. To be fair, even that route already shifts in style—the early art looks noticeably different from the later stuff.
Animations are trickier. To stabilize them, I probably need to learn how to train LoRAs for characters and styles specifically for the Wan model, get better with frame workflows, and figure out higher-res vid2vid setups. Basically, working with video is like learning everything from scratch again. I’m learning on the fly, but I don’t think the morphing is bad enough to scrap the idea and “wait for the tech to mature.” I honestly think the animations, even imperfect, make the game better, not worse. But hey—it’s debatable.
As for audio: yes, I do plan to add voice acting. Not a full dub, but certain lines and scenes. Ordering voice work didn’t really click for me—it takes too much time. Without a very detailed spec, the emotions and sound effects just don’t land how I want. Even if the spec is perfect, I still have to cut everything up, sync it with animations, and test it endlessly. I’d love to outsource this, but so far I haven’t seen good offers. So I’ll probably return to the topic later and just handle it myself.