My Game... idea

What do you think of the premise?


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215303j

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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).
With detective, do you mean a PI or a police officer? A police officer with hallucinations would probably be on sick leave rather quickly. At least I hope so. A self-employed PI may be able to hide it for some time, but still, it seems like a strange and dangerous combination to me.

Not to say that it isn't interesting. Do you intend to make the hallucinations paranormal, in the sense that they'd help solve the case?

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.

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.
I'm not sure how a nsfw which is mostly sfw with some porn scenes would work.

A point-and-click adventure is generally a good thing in my opinion, but it's also a boner killer.

In my opinion, spending 1 hour with puzzles to see 5 minutes of sex scenes has two things:
- It's pretty hard to maintain the boner for 1 hour without anything sexual going on
- It's pretty hard to play a game seriously with one hand
- The NSFW images kinda kill the possibility to play the game in a normal way, ie with other people around.

There are two ways to make it work in my opinion:
1) Make the SFW part of the game sexy enough to stay interested even though there are no sex pic on the screen. However, this does kinda ruin the "SFW game for the portfolio" idea that you have.

2) Make the NSFW scenes so vanilla that people are unlikely to take offense. Not close-up P in V porn, but instead images of people kissing / cuddling and an occasional naked / partially clothed person (not close-up). This would make an "adult" (non-porn) game in the true sense of the word that is also used for French/Belgian/European comics, meaning that the story deals with adult themes and shows adult images which are not neccessarily suitable for minors, but should be suitable for normal conversation/interaction between normal adults.
 

bobdillan

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Nov 18, 2016
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Let's not get personal, please. You're responding to his messages with your posts, so he's responding back.
Was not intended to be personal, am just tired of the saying the same thing back and forth but in different ways, and pointing out the little bit of irony. again it is seeming to be just the same message said in a longer and different way, so I was being a bit sassy about it. So I shall dial it back :)
 
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bobdillan

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Nov 18, 2016
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@Thialf well it could be either or imo, but if they were an official cop they would have to hide it well. I was also thinking maybe a split personality instead or that the hallucinations are just a manifestation of inner personalities. the paranormal aspect probably not (lot of games recently doing the paranormal thing so I might just stick to in the mind, but we will see)

As for the Scenes thing you do make a good point, I guess the idea I had would to have be in the sort of sense as Katawa shoujo where it has nsfw scenes but they are not the main point.
However counterpoint I do like the idea of trying to make a point and click game a proper porn game which someone can jack to.

As for level design I would probably have it be more simplistic, maybe have items highlighted when you hover over them instead of aimlessly clicking, or a quest/guidebook on like a easy or justherefortheporn mode.
Like it would all be finish level get scenes, like you might come across a photo and because of the hallucinations your mind animates the scene for you (and maybe interact with the scene like a small swf game) or acessing a computer and seeing video files.

There are a plethura of potential ideas, and those listed would be easily taken out if I decide to build a sfw game (although if nsfw stuff is build into the story would probably have to modify the dialogue a bit or something to skip scenes but still acknowledge they happened. still though focus is on the nsfw not sfw, since I am starting here I think it would be best).

As for the time to complete levels, I plan to make most of them somewhat small or if they are large it would have cut-scenes at certain stages, like you find an item or something then you leave the room and scene will play or something. I already have a nice idea for a sort of twist in the game which if you are interested in hearing PM me (could be really stupid but I like it enough that I want to keep it XD ).

For story though it is still quite bare bones, like I am planning to have one level take place at a rich type estate or house, where you would investigate a murder there, and while you are there someone dies (possibly by accident), which could or couldn't be related to the first. Either the murder victim or the 2nd victim will be the man who owns it with his wife, now widow, if doing the multiple personality angle could do something where one of the personalities sometimes takes over and is a bit of a Casanova and the now widow previously had an affair with him, which would be somewhat suspicious since the main personality would have no idea so the widow would more easily be seen as the culprit (more of a misdirect for the player as they also wouldn't find out until later.

I don't plan for it to be overly morbid or anything or gruesome, but I do want it to provoke thought, feeling and questioning (like depraved awakening does) but still allowing for the ability to just rub one out.

As for all the "As for" I need to come up with a better continuation starter XD
 

uradamus

Active Member
Jan 4, 2018
680
752
That actually took about 5-10 minutes of writing off the cuff, as all of those are points I've known for ages and the industry stuff keeps getting hammered home every time I hear yet another horror story from yet another artists who got burned by the industry they were so excited to break into. It takes a special sort of person to put up with the abuse and poor working conditions and rise above it all, they are few and far between. Maybe you'll get lucky and turn out to be one of the proud few who beat the odds.

But spending the time to dig up a decade's worth of old references to articles, forum posts, irc/discord backlogs to find all the times I've heard pros talking about how much more they love working with Blender than the Autodesk stuff foisted on them at work would take days or weeks and I really don't care nearly enough to bother. Especially for someone who's already been sipping the kool-aid and doesn't care to listen to reason. Best of luck to you with your time in Maya though, better you than me, heh.
 

bobdillan

Forum Fanatic
Nov 18, 2016
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That actually took about 5-10 minutes of writing off the cuff, as all of those are points I've known for ages and the industry stuff keeps getting hammered home every time I hear yet another horror story from yet another artists who got burned by the industry they were so excited to break into. It takes a special sort of person to put up with the abuse and poor working conditions and rise above it all, they are few and far between. Maybe you'll get lucky and turn out to be one of the proud few who beat the odds.

But spending the time to dig up a decade's worth of old references to articles, forum posts, irc/discord backlogs to find all the times I've heard pros talking about how much more they love working with Blender than the Autodesk stuff foisted on them at work would take days or weeks and I really don't care nearly enough to bother. Especially for someone who's already been sipping the kool-aid and doesn't care to listen to reason. Best of luck to you with your time in Maya though, better you than me, heh.
here I was about to say I get it and appreciate the effort and you have to bring up kool-aid. my issue is you make a lot of assumptions about my knowledge with even caring to ask "Do you know how people get screwed over in the industry?" to which I would answer "Yes." got that drilled into my head pretty hard, would have saved you a lot of time and writing. (yes I know there is a degree of assumptions in almost everything but the lack of effort to even clarify before you put the effort into writing it all is wasted because I know, that being said maybe someone might get something out of it)

But the whole blender is superior and you should ditch maya argument is stupid when I like maya better, there is nothing wrong with me liking maya better, people like Linux more than Windows, others like Windows more than linux, each has pros and cons. accept it and let it go, I don't have to accept your opinion, I understand what you are saying, but I just prefer maya, will I one day switch to blender? probably not. Does it really matter? No... they both get the job done.

Also you still didn't tell me what the hell the right click shit does :| and the whole point of it. and if you really want me to try blender there is one thing you can do... tell me how to reset the damn thing when i move it -_- only solution I have found is restart blender. (third time I have asked about it btw :| I do actually want to know)

here is an image of what i mean:
upload_2018-6-29_7-42-30.png
 

caLTD

Member
Game Developer
Feb 4, 2018
184
165
That thing called 3d cursor. It was very very useful for manuplating complex meshes.
Also it was very easy to change right click to left click in blender.

Before dust and gases Blender was very specialized 3d editor tool for some company. Thats why its design bit different.

Every 3d editor had own philosophy. Understanding them takes time.

If you havent got patience and guts for hardworking, Maya does not help you.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
9,546
That thing called 3d cursor. It was very very useful for manuplating complex meshes.
Also it was very easy to change right click to left click in blender.

Before dust and gases Blender was very specialized 3d editor tool for some company. Thats why its design bit different.

Every 3d editor had own philosophy. Understanding them takes time.

If you havent got patience and guts for hardworking, Maya does not help you.
yeah but how do i reset it though. it annoys me by myself not having any idea of how to get it back to 0,0,0. also on maya I like the tools it has and the aesthetic, is it better? I have no idea people in this thread say it isn't, probably right, but I like maya. will I learn blender? trying to, but that bloody 3d cursor -_-
 

uradamus

Active Member
Jan 4, 2018
680
752
Shift + c will center the cursor and refocus your camera on it, moving it out far enough to bring everything into frame. You can also press n to bring up the properties panel (formerly known as the numbers panel prior to 2.5, hence the n) and there is a section for the 3D cursor where you can manually enter numerical values for its xyz location. The main use of the 3D cursor is deciding where the origin of any meshes/objects you add to the scene will be, there are also several addons that take advantage of the 3D cursor as well in very useful ways.

Most of the shortcuts are easy to remember if you can put a mnemonic to them.
- shift + a for the add mesh menu
- g for grab/translate
- s to scale
- r to rotate
- a to select/deselect all
- e to extrude
- b for box select
- c for circle select
- shift + s to bring up the snap menu
- ctrl + s to save the file
- n for numbers/properties panel
- t for toolbox/toolshelf
- shift + c to center the cursor and refocus camera
- k for knife cut
- h to hide selection
- i to inset selected face(s)
- v to split a vertex
- alt + m to merge selected
- ctrl + n to flip normals
- u for the unwrap menu
Oh, also if you want to do something related to a component type (vertex, edge, face), then just hit ctrl + the first letter of each of those to get a popup with basically every tool related to that component (ctrl + v for vertex, etc). There are probably others I'm forgetting, but you should be getting the idea by now.

A few handy ones that don't really have a mnemonic are:
- tab to switch between object and edit mode (most of the time)
- ctrl + tab to bring up the component menu to decide which type of component you want to edit
- w brings up a bit of a catch all menu for useful tools that aren't specific to the component type menus
- ctrl + r to add a loop cut
- ctrl+alt+shift+c for the origin menu when in object mode
- space to bring up the search menu where you can type in vaguely what you are looking for and it will offer suggestions
- top row nums on their own or with alt to switch to the corresponding layer, adding shift to the mix will cause the layer to be shown or hidden without affecting the others
- num pad for quick view navigation, just experiment a bit and make sure to toss in a ctrl now and then to see what that does and you'll figure it out in a few minutes, probably worth tossing in a monkey head from the add mesh menu so you can see more clearly what the buttons are doing

I think that covers easily 90% of the things you'll do most of the time in edit mode. They typically take a few days to a few weeks to get ingrained to muscle memory and that is when you'll really start seeing a big speed up with polymodeling. Since you will no longer be digging through context menus or shelves looking for tools or being overly reliant on using the widgets for your basic manipulations.

For the record, the reason selection is done with the right mouse is down to ergonomics. Ton saw that nearly everything was being done with the left mouse all the time, so he decided to take the most used left mouse function and put it on right mouse to spread the clicks out more evenly between left and right to lessen the strain on your fingers and wear and tear on the mouse. It takes just a little bit to get used to, but ultimately it was a good design decision with solid reasoning behind it. If you are adamant about left click select, you can change that in the settings and you've been able to basically forever, since long before even I started using it around 2.42 or so.

I posted a bunch of useful links to tutorials and such a while back that may be of some use:


Here is a fairly comprehensive list of shortcuts for all modes, you probably won't need to learn more than a fraction of them, but if you stick with Blender long enough and start using it for more than basic modeling, you will tend to naturally start picking up most of them eventually.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
9,546
Shift + c will center the cursor and refocus your camera on it, moving it out far enough to bring everything into frame. You can also press n to bring up the properties panel (formerly known as the numbers panel prior to 2.5, hence the n) and there is a section for the 3D cursor where you can manually enter numerical values for its xyz location. The main use of the 3D cursor is deciding where the origin of any meshes/objects you add to the scene will be, there are also several addons that take advantage of the 3D cursor as well in very useful ways.

Most of the shortcuts are easy to remember if you can put a mnemonic to them.
- shift + a for the add mesh menu
- g for grab/translate
- s to scale
- r to rotate
- a to select/deselect all
- e to extrude
- b for box select
- c for circle select
- shift + s to bring up the snap menu
- ctrl + s to save the file
- n for numbers/properties panel
- t for toolbox/toolshelf
- shift + c to center the cursor and refocus camera
- k for knife cut
- h to hide selection
- i to inset selected face(s)
- v to split a vertex
- alt + m to merge selected
- ctrl + n to flip normals
- u for the unwrap menu
Oh, also if you want to do something related to a component type (vertex, edge, face), then just hit ctrl + the first letter of each of those to get a popup with basically every tool related to that component (ctrl + v for vertex, etc). There are probably others I'm forgetting, but you should be getting the idea by now.

A few handy ones that don't really have a mnemonic are:
- tab to switch between object and edit mode (most of the time)
- ctrl + tab to bring up the component menu to decide which type of component you want to edit
- w brings up a bit of a catch all menu for useful tools that aren't specific to the component type menus
- ctrl + r to add a loop cut
- ctrl+alt+shift+c for the origin menu when in object mode
- space to bring up the search menu where you can type in vaguely what you are looking for and it will offer suggestions
- top row nums on their own or with alt to switch to the corresponding layer, adding shift to the mix will cause the layer to be shown or hidden without affecting the others
- num pad for quick view navigation, just experiment a bit and make sure to toss in a ctrl now and then to see what that does and you'll figure it out in a few minutes, probably worth tossing in a monkey head from the add mesh menu so you can see more clearly what the buttons are doing

I think that covers easily 90% of the things you'll do most of the time in edit mode. They typically take a few days to a few weeks to get ingrained to muscle memory and that is when you'll really start seeing a big speed up with polymodeling. Since you will no longer be digging through context menus or shelves looking for tools or being overly reliant on using the widgets for your basic manipulations.

For the record, the reason selection is done with the right mouse is down to ergonomics. Ton saw that nearly everything was being done with the left mouse all the time, so he decided to take the most used left mouse function and put it on right mouse to spread the clicks out more evenly between left and right to lessen the strain on your fingers and wear and tear on the mouse. It takes just a little bit to get used to, but ultimately it was a good design decision with solid reasoning behind it. If you are adamant about left click select, you can change that in the settings and you've been able to basically forever, since long before even I started using it around 2.42 or so.

I posted a bunch of useful links to tutorials and such a while back that may be of some use:


Here is a fairly comprehensive list of shortcuts for all modes, you probably won't need to learn more than a fraction of them, but if you stick with Blender long enough and start using it for more than basic modeling, you will tend to naturally start picking up most of them eventually.
Thanks this is massively useful. (I have been wanting to model some more but blender just seemed like a nightmare so I stayed away, this post has made it more like a dream) question though, one of the things I liked about maya was the controls and the way you use the numbers to switch mesh modes and qwe for move rotate and whatever the third one is. should i learn to use blender with maya controls because that is what I am used to, or learn blender with blender controls?
 

uradamus

Active Member
Jan 4, 2018
680
752
Personally I've always preferred Blender's shortcuts. If you start following along with tutorials, most will be presenting information using the defaults, so you'd be stuck having to translate what they're telling you on the fly to match your custom layout. Same goes for hitting up community resources for help, most people who will respond to your inquiries will be using the defaults in their answers. For those reasons alone I think it's worth sticking with the defaults for most things.

One small creature comfort change I make for my own setup is that I swapped the mouse controls for pan (move) and rotate. I've found that I tend to pan the camera way more than I rotate, so I like pan being middle mouse and then rotate being the one that needs the shift key thrown in. They are found on the user preferences window under the input tab > 3d View > 3D View (Global) > Rotate View & Move View.

It's been so long since I last used a default Blender setup though that I can't say for sure if there are other changes I've made, there probably are, I just have no idea what they would be anymore, lol. I do know that I haven't messed with the shortcuts at all though.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
9,546
Personally I've always preferred Blender's shortcuts. If you start following along with tutorials, most will be presenting information using the defaults, so you'd be stuck having to translate what they're telling you on the fly to match your custom layout. Same goes for hitting up community resources for help, most people who will respond to your inquiries will be using the defaults in their answers. For those reasons alone I think it's worth sticking with the defaults for most things.

One small creature comfort change I make for my own setup is that I swapped the mouse controls for pan (move) and rotate. I've found that I tend to pan the camera way more than I rotate, so I like pan being middle mouse and then rotate being the one that needs the shift key thrown in. They are found on the user preferences window under the input tab > 3d View > 3D View (Global) > Rotate View & Move View.

It's been so long since I last used a default Blender setup though that I can't say for sure if there are other changes I've made, there probably are, I just have no idea what they would be anymore, lol. I do know that I haven't messed with the shortcuts at all though.
fair enough, I shall look into it. also another downside to maya is that when getting it, they ask for a business, for some reason freelance or fun ain't an option XD
 

caLTD

Member
Game Developer
Feb 4, 2018
184
165
Legends say blender ui was worst for a purpose, when you pass the first steps and handle your rage against that f****** ui you will memorize shortcuts and never want go go back. For me, It takes maybe 6 months. (of course I had some experience from Amiga and it was 20 years ago).

3d modelling was tedious work. In long run clicking menus was not good.
 

bobdillan

Forum Fanatic
Nov 18, 2016
4,189
9,546
Legends say blender ui was worst for a purpose, when you pass the first steps and handle your rage against that f****** ui you will memorize shortcuts and never want go go back. For me, It takes maybe 6 months. (of course I had some experience from Amiga and it was 20 years ago).

3d modelling was tedious work. In long run clicking menus was not good.
hmmmm fair point. when i was learning maya though we were taught to use keyboard shortcuts instead.