Sam3DX

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Apr 30, 2018
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Thanks for the game. Character customization is fantastic!
I got a small issue: the game started to completely freeze for about 5 seconds when I change some things like skin or hair or piece of clothes in the character customization. During the battle in works perfectly and uses no more that 50% of CPU and GPU.
Yeah, what F1forhalp says: freezing during the character edit is expected and depends solely on the hardware's performance. Unfortunately, the character editor is massive, and during character editing, I must load all the possible options to memory and rebuild the character each time we make a change. Imagine this: for each slider in the editor, we keep a copy of the character mesh in memory and calculate the final character by combining all the options. It's like having 300+ characters, each 100.000+ triangles on the screen simultaneously. The low-level logic behind this system is pure garbage and outdated for 15 years, thanks to Unity Engine. It can't be spread on other cores and can't work in parallel. So each change simply shuts down your CPU until the job is done.
 

F1forhalp

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it's like this; any change to a char is like telling an artist painter to change a small detail in one of his drawings.
just, the game's editor is a painter who will create a whole new picture, for each change that is done to a char, no matter how small.
you want to add panties, well the whole char is redrawn, with panties. now you don't like the looks and remove them, ah okay; the whole char is drawn new, now without panties. it doesn't matter that -before- the char already existed without. it's created new.
would the editor store a -before- to every change on every char, i would quickly run out of HD space (right now ~650GB free) with only the 6 chars i have right now. adjusting skin colours 'just right' is tedious, since the result tends to look different in editor and fight (due to lighting influence i assume) which ends up me adjusting this or that by a one pixel at a time.
 

uneasy_speedy

Newbie
Feb 22, 2021
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I also want to address that:
leaking the game in the week of the release is a dick move that hurts the adult game community.

I believe that the person who did this feels proud of how "fast and helpful they are to the pirate community", but it heavily damages the developers and, in the long run, it damages the community. It's not a side project for me, I'm working on the game full day as a regular job, I'm paying for a lot of third-party services to maintain the game, and I'm paying other people who help me create and maintain content. The main time for me (and other solo developers) to earn money to justify it is the time after the new version release, when the interest in the game peaks. Releasing the pirated game at this time significantly cut my income! And that made me think of ways to prevent it, like making the game impossible to play without an active Patreon subscription. Or maybe closing the Multiplayer and Virtual Playground modes at all to cut the cost of the servers.

I'm trying to do my best to be as open to F95 as possible, I'm listening to the local community, I myself provided the full "leaked" game files previously so you all could have a proper game for free! But as a response, you're just leaking the game in literally the first days of release, putting me in a situation that makes further development questionable. What could I say? Well done.
Heya, I used to be a patron for a long while in this game when it was still using the old combat system. I have spent quite a bit of time playing and offering my thoughts on how to make things more engaging and fun as I am a fan of both card and strategy games so when you announced you were turning the system into a card battler I got excited. When I saw you turned this game into a rock paper scissors game I was crestfallen. Me and many others voiced how much we disliked this change and not only did you disagree with us, you've been condescending and outright mocking of us and essentially told us we're idiots not understanding your vision.

Its hard to feel anything from your emotional appeal considering this is how you're talking to people who have complaints: 1764261369367.png

You don't care about community, you have the people who support your project to you and you're just here to either whine or mock when someone isn't singing you praises. I could dig more if I was sufficiently motivated but you absolutely love calling people idiots and do it frequently and to that I say it makes me genuinely happy to hear if you're struggling to keep this shit afloat with your attitude. Maybe that'll give you the reality check you need to understand that your detractors and "trolls" are actually people who have been invested in your game and idea who have simply been upset by the way you manage and change things.
 

Sam3DX

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Apr 30, 2018
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Heya, I used to be a patron for a long while in this game when it was still using the old combat system. I have spent quite a bit

You don't care about community, you have the people who support your project to you and you're just here to either whine or mock when someone isn't singing you praises.
I think we remember our interactions very differently, but that's okay :geek:

The combat system was redesigned based on direct feedback and voting from my supporters in the Producer's channel on Discord, and they're happy with it. I've always tried to be respectful with constructive criticism, but I won't endlessly debate decisions that were already made collaboratively with my community. Sometimes "no, we're going this direction" is just an answer, not an insult.

I understand the game isn't for everyone, and that's completely fine. But I do find it curious when someone who apparently moved on keeps coming back to these discussions months later. That usually says more than any criticism does.
 

uneasy_speedy

Newbie
Feb 22, 2021
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I think we remember our interactions very differently, but that's okay :geek:

The combat system was redesigned based on direct feedback and voting from my supporters in the Producer's channel on Discord, and they're happy with it. I've always tried to be respectful with constructive criticism, but I won't endlessly debate decisions that were already made collaboratively with my community. Sometimes "no, we're going this direction" is just an answer, not an insult.

I understand the game isn't for everyone, and that's completely fine. But I do find it curious when someone who apparently moved on keeps coming back to these discussions months later. That usually says more than any criticism does.
I was one of those supporters up until those changes and like I said, I do actually care about this game in a way. I have been looking from time to time if there were any major or interesting changes to the gameplay system which so far I have not seen. And I'm very candid, its not good. I dont think its unsalvagable but from what I'm seeing gameplay isnt actually a factor as its not even part of the pitch and turning this game into a glorified scene viewer or a second life style hangout seems to be more the focus from where I'm standing. And that honestly makes me kind of sad.
 

F1forhalp

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Oct 28, 2019
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I think we remember our interactions very differently, but that's okay :geek:

The combat system was redesigned based on direct feedback and voting from my supporters in the Producer's channel on Discord, and they're happy with it. I've always tried to be respectful with constructive criticism, but I won't endlessly debate decisions that were already made collaboratively with my community. Sometimes "no, we're going this direction" is just an answer, not an insult.

I understand the game isn't for everyone, and that's completely fine. But I do find it curious when someone who apparently moved on keeps coming back to these discussions months later. That usually says more than any criticism does.
actually the RPS is still reeeally wonky, as in, might 'latch up' into matching pairs and then you're waiting up to 3-4 minutes with the opponents wrestling eachother. some occcasions it went up to 8-10 times R/R or S/S or P/P in a row, too. there's probly some code needed to detect and avoid that, like a limiter/counter etc. in short, it either should less random (true, 100% random, like i.e. white noise, could contain streaks of million times the same outcome), or should be more random, i don't even know myself which causes the case here.
 
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asdfgghjkg

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Oct 18, 2018
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Yeah, what F1forhalp says: freezing during the character edit is expected and depends solely on the hardware's performance. Unfortunately, the character editor is massive, and during character editing, I must load all the possible options to memory and rebuild the character each time we make a change. Imagine this: for each slider in the editor, we keep a copy of the character mesh in memory and calculate the final character by combining all the options. It's like having 300+ characters, each 100.000+ triangles on the screen simultaneously. The low-level logic behind this system is pure garbage and outdated for 15 years, thanks to Unity Engine. It can't be spread on other cores and can't work in parallel. So each change simply shuts down your CPU until the job is done.
I don't mean this as criticism and totally get this isn't a priority for the game right now, but I've played (heck, I've worked on) Unity games with character creators that don't freeze up like this one does. I strongly suspect there's an optimization issue somewhere. When you say "rebuild the character each time we make a change" are you actually re-loading all the assets after every change? Most of the settings/sliders should be adjustable in-place without re-loading anything. I've noticed hangs like this when changing colors, which should be a quick thing in Unity.
 

F1forhalp

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I don't mean this as criticism and totally get this isn't a priority for the game right now, but I've played (heck, I've worked on) Unity games with character creators that don't freeze up like this one does. I strongly suspect there's an optimization issue somewhere. When you say "rebuild the character each time we make a change" are you actually re-loading all the assets after every change? Most of the settings/sliders should be adjustable in-place without re-loading anything. I've noticed hangs like this when changing colors, which should be a quick thing in Unity.
hmm changing colours is not a big thing, true, if it's one or very few colours. in this editor, it's not single colours, i guess Unity does a full calc on the whole set, even if you change one aspect by just one byte. not entirely certain if it could be faster on a different base, maybe just RGB would be simpler? idk.
the thing is that not just one colour is changed; every aspect of a given surface changes with different lighting, different light angles and so on.. if that's all calculated within the editor, CPU gets jammed for a bit no matter how many cores how fast. if it's done on just one core by the engine, tough break, you end up with a stacked pipeline and the rest of the cores sitting idle.
 

Sam3DX

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Apr 30, 2018
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Most of the settings/sliders should be adjustable in-place without re-loading anything. I've noticed hangs like this when changing colors, which should be a quick thing in Unity.
Well, if you've seen the Unity inside, you're probably aware that it's not like "Unity should do this or that" :geek:
Context is important!
Can you change the color property on a shader really fast? Ofc, yes. Can you stack up 10 4K textures in one and multiply one of the textures from the middle of the stack by a color value really fast? That highly depends on the hardware. Both are "change color", but the context is different.

But if you're willing to put your experience to good use, I'm using the open-source as the core of a customization part. You're welcome to contribute.
 
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asdfgghjkg

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Oct 18, 2018
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But if you're willing to put your experience to good use, I'm using the open-source as the core of a customization part. You're welcome to contribute.
I'd be more curious to see how you're using UMA. I've looked at modding your game before, but it looks like you're using Playmaker which seems to have the side effect of obfuscating the game logic. The only game specific code I've been able to find is the list of random character names, the base class for the cards, and the function that evaluates the winner of each round of RPS.

I would have poked around the character creation code by now if I could find it.
 

Sam3DX

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Apr 30, 2018
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I'd be more curious to see how you're using UMA. I've looked at modding your game before, but it looks like you're using Playmaker which seems to have the side effect of obfuscating the game logic. The only game specific code I've been able to find is the list of random character names, the base class for the cards, and the function that evaluates the winner of each round of RPS.

I would have poked around the character creation code by now if I could find it.
Haha, yeah, when you run all the C# code through the Playmaker actions, that doesn't make modding easy, but it simplifies the high-level logic on my side :geek:
I shared the character creation code in the previous message, you're free to poke it as much as you can
 

Filipowicz

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Jul 2, 2025
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Hello Sam3DX. Will you add bdsm, bondage, and gagging? If you're worried that not everyone would like it, you could add the possibility enable or disable bdsm in the game settings. I'd really like to see NPCs could me to bondage and gagged.
 
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Sam3DX

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Apr 30, 2018
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Hello Sam3DX. Will you add bdsm, bondage, and gagging? If you're worried that not everyone would like it, you could add the possibility enable or disable bdsm in the game settings. I'd really like to see NPCs could me to bondage and gagged.
I'm worried that I already have more than one person can manage on my plate. It's a naked fighting game on the first place, so I prefer to stay in my line :geek:
 
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