My Game... idea

What do you think of the premise?


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    13

bobdillan

Forum Fanatic
Nov 18, 2016
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So a while back I posted a question of what kinda of game should I make and if I make a sfw game should i post it here cause community.. anyway the specifics don't matter but here is the result of that.

Title: TBD (to be determined)

Release Date: DEA (dead on arriva... nah jk Don't Even Ask, only cause I have no idea if this will even go further than the planning phase, cause if it isn't fun it just isn't fun. that being said if the story is good enough then I will just find better gameplay)

The Idea: think of it as a sort of mix between the depraved awakening, the last door (non-porn game) and drugs... lots and lots of drugs.

Plan to have the character see some shit, not because they are high though but because they are mentally ill and seeing shit, but not the mentally ill where you are crazy, they will be pretty sane, but they just hallucinate a lot.

Anyway basically you will be a detective (probably the only thing similar to depraved awakening) but the style will be pix-elated and done similar to the last door (although not as pix-elated).

The sexy scenes, will probably be more detailed (might do they myself or get someone else to) but they won't really be part of the gameplay (if there is some nsfw gameplay it will be pix-elated).

I plan to make two versions, one sfw the other nsfw, reasons being so i can have something to add to my portfolio that is sfw :D and you know if you like it share it with your non-porn gaming friends :D that being said the nsfw version will be the priority and sfw version probably won't even be worked on until nsfw is finished.

If I make a patreon (not going to for now) it will be for me as a creator not the project, which may also mean that I don't even post about the nsfw version there at all and only post it here or maybe do something like mike inel where i seperate the sfw from nsfw, but if they are just the same game with different content I am not going to bother until I actually have different drawings/games/animations on either side.

This patreon talk is just me thinking btw none of it will happen anytime soon, I would like to at least have a proper build (say a 0.1 maybe, an actual 0.1 not a 0.01, so I would wager that I would have released multiple builds already, so might do the 0.1 alpha thing minecraft did. although game won't be big enough to do beta XD )

I must emphasise though that THIS IS NOT A CASHGRAB... while I would love to make money cause I don't have an income atm, the point of this is to just start making games and this idea is simple enough for me to start making it now and I can add porn to it without changing what the game is supposed to be (porn would be pretty easy though and I can have fun with the whole hallucination side of things :D and then it turns out he is humping a hole in a pillow or some shit XD )

The gameplay: this is where The Last Door inspiration comes back. basically going to be a point and click style game (one handed lvl up :p ) although might add wasd option for walking (switch between them sort of thing) so yeah basically a point and click puzzle detective ADVENTURE :D I don't know why but I am really liking the detective or private eye part of it. not much else at this point tbh, don't plan to do health bars or anything, so no planned ways for the character to die and get game over. probably going to be pretty linear.

The Point of this thread: so for now I will post any progress or updates to it here. Once I have settled on a good name I will create a new thread for the game and post progress there (will try to get a mod to edit this post and add a link when I do)

test-build eta: :| DEA :p

anything else: uhhh don't expect much XD
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
1,065
(Some paragraphs and styling would have been magical here, this way people see at it and TL; DR and no reply)

I saw a lot of people who are into developing are a bit behind of self confidence. Create a demo for the game. Name it Untitled, and see if the support you get enough to continue.

If not see if you get enough positive constructive criticism to be better at it. I am a Programming Engineer real life. I learned in college most people does not see through lines of codes to see everything that is.
Small example: "You want to turn on the light". This row to create in any language requires a lot of effort, like defining dark and light, what is a lamp, interaction etc. This really sets back people.


Start developing, good luck.
 
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bobdillan

Forum Fanatic
Nov 18, 2016
4,189
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(Some paragraphs and styling would have been magical here, this way people see at it and TL; DR and no reply)

I saw a lot of people who are into developing are a bit behind of self confidence. Create a demo for the game. Name it Untitled, and see if the support you get enough to continue.

If not see if you get enough positive constructive criticism to be better at it. I am a Programming Engineer real life. I learned in college most people does not see through lines of codes to see everything that is.
Small example: "You want to turn on the light". This row to create in any language requires a lot of effort, like defining dark and light, what is a lamp, interaction etc. This really sets back people.


Start developing, good luck.
I prettied it up a little, might repost once I actually have something to show and fancy it up more (not time soon though XD ) I wouldn't say I have a lack of self confidence on this per say (I do a bit) however I just don't want to overachieve which I do a lot of, and then have it turn out I can realistically only do say 1/4 of what I had envisioned.

My own background is a diploma in games design (yes I made the massively stupid choice of going for a degree in one of the arts, yes it is useless, and yes I regret it, hence why I dropped out with a diploma instead of going for a bachelor after I had accumulated 30 grand in debt, arts degrees are a scam XD ) I know a little coding, but would have to learn quite a bit for things I want to do, but a 2d project would be great for a first project to get the hang of things and better my skill (the little amount I do have atm) my fortay so to speak would be 3D modelling but maya LT isn't very cheap :S so 2d game it is.

I got this idea and I really liked it (still do) and it is something I can do right now so I thought why the hell not, so yeah. my other ideas require 3D models and more expertise in coding so they have to stay in the idea phase until I can actually do them. And yeah I know how much of a bitch (like pushing a button to unlock a door then have the door detect the player to then open) can be, did the thing in brackets for an exam in my coding class, had the code right, like it should have worked but it didn't and my lecturer was like well shit (still got a good enough grade to pass so I didn't mind.... meanwhile failed like 5-6 other subjects having to repeat 5 just to get the diploma XD yeah I had a habit of learning things the hard way when I first came out of school)

TLDNR: I just want to get started on something to start getting experience and learning while I do it, and will see where it goes.
 

caLTD

Member
Game Developer
Feb 4, 2018
184
165
Implement your idea with bare minimum. Forget 3d models put cubes for characters.
implement your base idea. then start to develop your game assets, levels.
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
1,065
I prettied it up a little, might repost once I actually have something to show and fancy it up more (not time soon though XD ) I wouldn't say I have a lack of self confidence on this per say (I do a bit) however I just don't want to overachieve which I do a lot of, and then have it turn out I can realistically only do say 1/4 of what I had envisioned.
Much better thanks.

Forget any paid version. Use freewares like Blender. Or DAZ, you can find assets here to use. Or Sims4 as engine. As long as you don't earn high amount of money it's legal. And also if you give credits to creator (Like TurboDriver for WW mod), it's fair use license.

Your idea is viable with Ren'py, coding on high-level languages is easier than on lower level. Easy to learn, hard to master stuff. But really don't. You can always hit me with stuff to help with (coding most) since it's my degree.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
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Implement your idea with bare minimum. Forget 3d models put cubes for characters.
implement your base idea. then start to develop your game assets, levels.
PROTOTYPING :D
disclaimer: first game is 2d so no 3d

Much better thanks.

Forget any paid version. Use freewares like Blender. Or DAZ, you can find assets here to use. Or Sims4 as engine. As long as you don't earn high amount of money it's legal. And also if you give credits to creator (Like TurboDriver for WW mod), it's fair use license.

Your idea is viable with Ren'py, coding on high-level languages is easier than on lower level. Easy to learn, hard to master stuff. But really don't. You can always hit me with stuff to help with (coding most) since it's my degree.
eh I get that but
1. I hate blender controls.
2. it will be a pain in the arse to learn.
3. I just really like maya so it is worth it for me even just for a hobby.

On the sims thing I would prefer to make my own models, although I would use daz to render stuff since maya lt doesn't really do renders. (if using still images if using ingame assets then would use unity or unreal)

Also thanks on the offer to ask you for advice I shall use that now to ask if you know any good websites or resources to further my coding knowledge and ability?
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
1,065
I use Sims 4 for basic concept art building for my game. Since rendering all the game when stuff changes is really not good for my pc (even if it's master race). Maya is better for animation, for modelling 3DS Max. Both of them aren't cheap.


I learned most of my new stuff through college years but game development is the best way to learn programming. Since it's complex you need to work through certain problems during development. Also Ren'py programming is not that far into programming itself. Basic stuff can achieve many things. If it's not 'free roam' type than you can do everything with variables and if-else if-else statements, jumps, labels, menus, just fine.
 

bobdillan

Forum Fanatic
Nov 18, 2016
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I use Sims 4 for basic concept art building for my game. Since rendering all the game when stuff changes is really not good for my pc (even if it's master race). Maya is better for animation, for modelling 3DS Max. Both of them aren't cheap.


I learned most of my new stuff through college years but game development is the best way to learn programming. Since it's complex you need to work through certain problems during development. Also Ren'py programming is not that far into programming itself. Basic stuff can achieve many things. If it's not 'free roam' type than you can do everything with variables and if-else if-else statements, jumps, labels, menus, just fine.
ehhh I would argue that Maya is better at modelling as well since from what I know the industry is shifting from 3dsmax to maya. but I do now that for animation usually they model in maya cause of the high poly count (might be wrong there) personally I go maya cause I just love to model in it. here is an example of an unfinished project of mine. Zammy_Godsword_Hilt.PNG
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
1,065
Nice stuff. You can work with that. I'm not really into modelling stuff although I wanted but I'm more technical than an artist. All I can say: Good Luck.

Inform me (and us) about your progress.

Until then I'm working on my project too :D
 

bobdillan

Forum Fanatic
Nov 18, 2016
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Nice stuff. You can work with that. I'm not really into modelling stuff although I wanted but I'm more technical than an artist. All I can say: Good Luck.

Inform me (and us) about your progress.

Until then I'm working on my project too :D
Nice, if you have a thread already link it please :D

One thing I need to do is just start something, 100% I will do so many things wrong, but I can't know what I am doing wrong if I do nothing.
 

TearStar

Developer of Lesbian/Futa Games
Game Developer
Mar 12, 2018
511
1,065
Not yet, I'm behind progress now since I got two projects in work going.

Programming is all about trials and errors and learning about them. I learned that. But I got some scripts about ~15 minutes to ~30 minutes long. After I finish the first introduction chapter it should be about an hour long game. But creating the renders though... That would take more time since I can't do it on my free time in work.

Also I'm doing in Sims 4 as a concept art style at first see how should one look. I would like change to DAZ like everybody else did here I'm collecting assets everytime I got that chance.
 
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uradamus

Active Member
Jan 4, 2018
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752
Maya is honestly trash in it's stock form. It's only saving grace is that everything about it is customizable and scriptable. Big studios take full advantage of this with dedicated staff to transform it into exactly what they need to fit their pipeline. Another big reason why Maya is often preferred over 3DS Max is because big film studios use Linux a ton and Maya's been native on there since the '90s while 3DS Max has always been a Windows only program.

Unless you want to get a job at a studio that uses Maya, there's no good reason to bother with it. It wastes more system resources, it's far less stable, and nearly everything takes a lot longer to get done in it. I know quite a few pro artists who've said that even though they have to use Maya for their day jobs, when it comes to their own projects they do on their own time, they will almost always switch to something better and more often than not that is usually Blender these days.

I used Maya from about 2000-07 and then dumped it in favor of Blender and within 2 weeks I was able to work faster in Blender than I could in Maya after almost 7 years. And keep in mind that was back in the 2.4x days; Blender has come a long way since then and got significantly better. While Maya mostly just got a fresh coat of paint and a lot more duct tape to keep it barely held together. I've watched a few recent Maya videos not long ago and hardly anythings changed about it's cumbersome workflow since I stopped using it nearly 12 years ago.
 

bobdillan

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Nov 18, 2016
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Maya is honestly trash in it's stock form. It's only saving grace is that everything about it is customizable and scriptable..........

......I've watched a few recent Maya videos not long ago and hardly anythings changed about it's cumbersome workflow since I stopped using it nearly 12 years ago.
I can't speak for what it was then, but for what is was when i used it and tried blender I would be inclined to say that we used two different programs. like I have not used a program yet that was easier and better to model in than maya, I know the stock rendering is shit, and that any auto UV unwraping is shit (most are anyway), but for purely modeling I wouldn't go with anything else (unless sculpting, but once the sculpt is finished I would pull it into maya) not to mention that I believe maya has more support for it than blender does.

All that being said it would depend on what you are referring to as trash in its stock form, for all the reasons above I can just use maya LT and use a separate program to render and do things like unwrapping manually (will do a better job anyway).

Having spent a little time in blender there are some tools that it doesn't have that maya did have that just made things so much easier (not to mention placement of the ui), like I know people were not satisfied enough with blender that a bunch came together to make blender for Artists (supposedly friendlier version of blender).

My biggest gripe with blender is the fkn right click shit XD I hate it so much as it is so annoying to me, not to mention I still have no idea what the hell its purpose really is, seems almost pointless to me.
 

uradamus

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Jan 4, 2018
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Maya is easier in the same sense that an ax is easier than a chainsaw. Sure if you don't know what you are doing and don't care to figure out how, the ax will seem like the obvious choice, but spend a few minutes learning how to start up and operate the chainsaw and you'll be doing the same work in a fraction of the time.
 

bobdillan

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Nov 18, 2016
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Maya is easier in the same sense that an ax is easier than a chainsaw. Sure if you don't know what you are doing and don't care to figure out how, the ax will seem like the obvious choice, but spend a few minutes learning how to start up and operate the chainsaw and you'll be doing the same work in a fraction of the time.
cause your experience with maya 2007 will be 100% accurate with maya 2016 and later :| its not like programs improve or anything.
 

uradamus

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Jan 4, 2018
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Here is an example of one of the people I said has to work in programs like Maya and Max pretty often in their work, because of the pipelines in place, but works in Blender whenever possible because of how much better it is on pretty much every front.



A few interesting quotes from the interview:
"Other people are fascinated by watching what Blender can do, also because I often problem-solve with it. I come from years of 3ds Max and XSI and I also know Maya pretty well, so I know the weak points of all the mainstream software. When people ask me why I use Blender I often say that I use it because it's powerful, not because it’s free."

"I know the frustration of polymodeling in Maya or 3Dsmax so I know why most people jump on zBrush as soon as possible. I prefer Blender, for a number of reasons. I’m not saying that zBrush is bad, but when you work with physical cameras, you can mimic the in-game camera and you have all the features of a normal 3d package: groups, parenting, bones, instances, and modifiers. Everything is combined with sculpting tools...and it's really easy to not leave Blender."

So it isn't just me and as I said, I've kept up on things. I still watch Maya videos from time to time, and I've yet to see any dramatic shifts in it's workflow in the past ~12 years. Part of this is because they can't make big changes without it disrupting the work of the big studios. You can add here and there, but you can't really change important things at the core without severe consequences, so Maya has stayed in a bit of a stasis for the past ~20 years with only very mild and superficial improvements over time. I think Autodesk don't even really care about advancing it. It's second hand software they bought their way into and they know they have vendor lock in and their big customers will do most of their own improvements and additions as needed. It's still basically the same crufty old mess I abandoned long ago.
 

bobdillan

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Nov 18, 2016
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Here is an example of one of the people I said has to work in programs like Maya and Max pretty often in their work, because of the pipelines in place, but works in Blender whenever possible because of how much better it is on pretty much every front.



A few interesting quotes from the interview:
"Other people are fascinated by watching what Blender can do, also because I often problem-solve with it. I come from years of 3ds Max and XSI and I also know Maya pretty well, so I know the weak points of all the mainstream software. When people ask me why I use Blender I often say that I use it because it's powerful, not because it’s free."

"I know the frustration of polymodeling in Maya or 3Dsmax so I know why most people jump on zBrush as soon as possible. I prefer Blender, for a number of reasons. I’m not saying that zBrush is bad, but when you work with physical cameras, you can mimic the in-game camera and you have all the features of a normal 3d package: groups, parenting, bones, instances, and modifiers. Everything is combined with sculpting tools...and it's really easy to not leave Blender."

So it isn't just me and as I said, I've kept up on things. I still watch Maya videos from time to time, and I've yet to see any dramatic shifts in it's workflow in the past ~12 years. Part of this is because they can't make big changes without it disrupting the work of the big studios. You can add here and there, but you can't really change important things at the core without severe consequences, so Maya has stayed in a bit of a stasis for the past ~20 years with only very mild and superficial improvements over time. I think Autodesk don't even really care about advancing it. It's second hand software they bought their way into and they know they have vendor lock in and their big customers will do most of their own improvements and additions as needed. It's still basically the same crufty old mess I abandoned long ago.
okay now see that is a good argument you have there. however 1 dude :| vs the industry that I want to get into. So doesn't matter if blender is better or not I should still use maya since the industry itself does. also personally maya is more newb friendly.

O and can you please tell me what the fuck the piece of shit right click actually is used for and does? (It is my greatest foe and probably the only real reason I don't bother with blender because i hate it, well that and the way you change view, even with maya controls it is still crap)
 

uradamus

Active Member
Jan 4, 2018
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Look, if I gave a shit, I could pull up dozens of more examples, they're all over the place. I've been hearing similar stories for several years now. Once again though, in an earlier post I said if you want to get a job with a particular studio you know for sure uses Maya, then have at it. But if you plan to work for yourself or a small team making indie games, then who cares what big studios are using? Again, they don't use it because it's a good tool, they use it because everything can be changed and scripted to what they need. This is thanks to Disney, who initially got Alias to totally overhaul Maya back in its early days to make everything customizable and exposed to a scripting language, so they could integrate it into their custom pipeline. Thanks to that, other studios heard about it and started to transition away from their in-house solutions to Maya and it just snow balled from there until Autodesk eventually bought them out in 2005.

Working for big studios generally sucks btw, you can expect to be overworked and treated as expendable. You almost certainly won't get a permanent job, most of them only want to hire freelance artists, which means you are responsible for all your own taxes, insurance, and retirement considerations. Most will lay you off the moment your part of the project is done or if you start getting dangerously close to working so long that they can no longer legally treat you as a freelancer and would have to start giving you expensive benefits. It could be months or years before that studio needs a big surge of artists for their next project. If they're the only game in town, then you may be looking at relocating if you can't afford to wait until they need you again. It's not at all uncommon to be working 60+ hours a week and starting out you'll mostly only be doing the boring tedious crap the more senior artists don't want to do themselves. Plus don't expect to have any creative freedoms in your work, at least not until if/when you can manage to snag a senior art lead role which will probably take upwards of around a decade or more, assuming you are even good enough to beat out the hundreds of others who want those positions just as badly as you do.

The game industry has one of the highest turn over rates out there, it's no where near as enjoyable as the way most folks fevered dreams of making games play out in their head. Big studios have the same crappy corporate culture you'd run into in any office job. It's difficult work that's often not very enjoyable and isn't for the faint of heart or those who lack the ability to self-motivate. Unless you know for certain that you love doing the work to the point of an unhealthy obsession and couldn't imagine ever wanting to do anything else, I'd probably spend some time reevaluating my priorities. These are harsh lessons you are going to learn one way or another, best to get them out of the way early and be sure you have the steel resolve to see things through before you throw too much of your life away on it.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
9,546
Look, if I gave a shit, I could pull up dozens of more examples, they're all over the place. I've been hearing similar stories for several years now. Once again though, in an earlier post I said if you want to get a job with a particular studio you know for sure uses Maya, then have at it. But if you plan to work for yourself or a small team making indie games, then who cares what big studios are using? Again, they don't use it because it's a good tool, they use it because everything can be changed and scripted to what they need. This is thanks to Disney, who initially got Alias to totally overhaul Maya back in its early days to make everything customizable and exposed to a scripting language, so they could integrate it into their custom pipeline. Thanks to that, other studios heard about it and started to transition away from their in-house solutions to Maya and it just snow balled from there until Autodesk eventually bought them out in 2005.

Working for big studios generally sucks btw, you can expect to be overworked and treated as expendable. You almost certainly won't get a permanent job, most of them only want to hire freelance artists, which means you are responsible for all your own taxes, insurance, and retirement considerations. Most will lay you off the moment your part of the project is done or if you start getting dangerously close to working so long that they can no longer legally treat you as a freelancer and would have to start giving you expensive benefits. It could be months or years before that studio needs a big surge of artists for their next project. If they're the only game in town, then you may be looking at relocating if you can't afford to wait until they need you again. It's not at all uncommon to be working 60+ hours a week and starting out you'll mostly only be doing the boring tedious crap the more senior artists don't want to do themselves. Plus don't expect to have any creative freedoms in your work, at least not until if/when you can manage to snag a senior art lead role which will probably take upwards of around a decade or more, assuming you are even good enough to beat out the hundreds of others who want those positions just as badly as you do.

The game industry has one of the highest turn over rates out there, it's no where near as enjoyable as the way most folks fevered dreams of making games play out in their head. Big studios have the same crappy corporate culture you'd run into in any office job. It's difficult work that's often not very enjoyable and isn't for the faint of heart or those who lack the ability to self-motivate. Unless you know for certain that you love doing the work to the point of an unhealthy obsession and couldn't imagine ever wanting to do anything else, I'd probably spend some time reevaluating my priorities. These are harsh lessons you are going to learn one way or another, best to get them out of the way early and be sure you have the steel resolve to see things through before you throw too much of your life away on it.
for someone who doesn't give a shit you sure do write many paragraphs, also you think someone who has a background in this shit doesn't know all of that about the industry XD preaching to the choir mate. getting a bit spammy and repetitive
 

bas

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for someone who doesn't give a shit you sure do write many paragraphs, also you think someone who has a background in this shit doesn't know all of that about the industry XD preaching to the choir mate. getting a bit spammy and repetitive
Let's not get personal, please. You're responding to his messages with your posts, so he's responding back.