ASLPro3D

Engaged Member
Donor
Game Developer
Sep 16, 2017
3,451
11,373
While I am not happy to hear that the game won't be worked on and released, I am REALLY GLAD to find that you've found your step and purpose, having graduated college and are finding work (and money) in a sector that interests you!

I can affirm that Daz is a huge steaming, pile of mess that... though it can produce some nice artwork, is a MEGA pain-in-the-ass to consistently crank out high quality renders without total frustration and meltdowns from the artist... and animation, fuck, now I know why everyone is using Blender to do their animations... BECAUSE DAZ'S ANIMATION TIMELINE SUCKS DICK!!

Oh... sorry, I digress.

Yeah, Daz would be my biggest reason for quitting right now if I did, so I totally get it. And, fuck, let's be honest... we could make more fucking money working at a McDonalds than the money many of us creators make producing games... so, if people think the job we take on is a simple and profitable one... guess again... (my first game did REALLY WELL financially, but when averaged out against the time I put into making it, I made roughly $0.39 cents an hour on it after expenditures)... creating a game is a labor of love, insanity and, only in rare cases, commercially successful enough to consider doing it full-time.

I wish you the very best, Griff and you know where to find me on X; keep in touch, my friend, and I wish you the very best for you! Thank you for the entertainment that you did provide, but most of all, thank you for the friendship! :giggle:
 

ASLPro3D

Engaged Member
Donor
Game Developer
Sep 16, 2017
3,451
11,373
Personally, I think Daz's days are more or less numbered anyway. Generative AI will make it far easier and faster to crank out CG for these games. Still, it's the writing that is always most important.
I think that will be true in a few years... but (and though I am not a big fan of it) it needs to become more commercially accepted than it is before that can happen. I don't think it is going to be as widely and quickly accepted like Digital Photography was, as many people like to try to equate it to.. but do think that, in time, it can certainly make our jobs a shitload easier.
 
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FFTW

Active Member
Jun 7, 2017
583
654
I'm just gonna make this official for anyone that cares.

Yes, this project is abandoned, and the main reason for it is Daz. I'm not talented at 3D rendering, my set up is not optimal for 3D rendering, and (this is the biggest one) I don't enjoy 3D rendering. Because of this, the renders for OLaP are lacking in quality, which many players have correctly observed. These renders along with the lack of animations on top of my naive creative decision to include multiple *conflicting* fetishes make me believe that OLaP will not do well commercially.

And for a game requiring as much time and work as this at the expense of my personal enjoyment, I need a commercial incentive. Unfortunately, I don't think OLaP can compare to today's market of NSFW VNs/RPGs. Maybe its story can, but not the visuals. And let's face it, that makes or breaks you in this genre.

There's other things as well. I have very limited time today after graduating college and getting a full time career, along with a million other interests both more fun and more lucrative than OLaP. My experience with Daz actually inspired me to take up 2D digital drawing again, which I found way more fun and fulfilling. So who knows, maybe I'll do something with that.

But if I do, it'll be under a different alias anyway. I've burned a lot of bridges under this moniker, so if I'm going to make a new game with an entirely different art style, might as well just do a complete restart. I've also found some success outside the NSFW industry too, so who knows. Maybe this space just isn't for me.

If anyone has questions about how the story or characters would've gone, DM me on X and I'll be happy to tell you, spoilers and all. I'm not gonna be checking my F95.

Big thanks to any fans of the game and the fellow Devs who've offered me advice over the years. Sorry I couldn't follow through.
As a big fan who gave this a 5 star review back when it was first released, that is VERY disappointing to hear. This game was great. I found its story to be really intriguing and, as I mentioned in my review, reminiscent of Golden Era Bioware. Considering that Golden Era Bioware was my favorite gaming company, that is not something I say lightly. I honestly didn't even feel that the visuals were bad. They weren't the best, sure, but there are plenty of games with way worse visuals.
So yeah, I am really sad and disappointed. Still though, I definitely wish you all the best.
 

ding000

Newbie
Dec 6, 2016
81
234
I'm just gonna make this official for anyone that cares.

Yes, this project is abandoned, and the main reason for it is Daz. I'm not talented at 3D rendering, my set up is not optimal for 3D rendering, and (this is the biggest one) I don't enjoy 3D rendering. Because of this, the renders for OLaP are lacking in quality, which many players have correctly observed. These renders along with the lack of animations on top of my naive creative decision to include multiple *conflicting* fetishes make me believe that OLaP will not do well commercially.

And for a game requiring as much time and work as this at the expense of my personal enjoyment, I need a commercial incentive. Unfortunately, I don't think OLaP can compare to today's market of NSFW VNs/RPGs. Maybe its story can, but not the visuals. And let's face it, that makes or breaks you in this genre.

There's other things as well. I have very limited time today after graduating college and getting a full time career, along with a million other interests both more fun and more lucrative than OLaP. My experience with Daz actually inspired me to take up 2D digital drawing again, which I found way more fun and fulfilling. So who knows, maybe I'll do something with that.

But if I do, it'll be under a different alias anyway. I've burned a lot of bridges under this moniker, so if I'm going to make a new game with an entirely different art style, might as well just do a complete restart. I've also found some success outside the NSFW industry too, so who knows. Maybe this space just isn't for me.

If anyone has questions about how the story or characters would've gone, DM me on X and I'll be happy to tell you, spoilers and all. I'm not gonna be checking my F95.

Big thanks to any fans of the game and the fellow Devs who've offered me advice over the years. Sorry I couldn't follow through.
Rendering is never the end all be all problem of a game not doing well. Just look at a struggle with sin, the renders are nothing to write home about. But the gameplay is just good. The amount of things there are to explore in that game and the way the game lets you explore those when you want to is just great. The impact your choices have on outcomes it just feels immersive.

What you and 90% of the other devs do is (mis)use rpgm to let the player preform menial tasks to advance a story line that is pretty much set in stone with little to no player influence. If you set out to do that that's fine. But use something like renpy and make it vn.

Rpgm games need to have discovery, you have maps for a reason to discover and explore to stumble on a event or story thread. Nothing is as mind numbing as just following a story line with little to no interaction in rpgm.

And the real art of making an rpgm game is having these interactions but also making it feel intuitive. Or at least having a very comprehensive quest log.
 

bearclaw01234

Member
Mar 13, 2018
322
186
I'm just gonna make this official for anyone that cares.

Yes, this project is abandoned, and the main reason for it is Daz. I'm not talented at 3D rendering, my set up is not optimal for 3D rendering, and (this is the biggest one) I don't enjoy 3D rendering. Because of this, the renders for OLaP are lacking in quality, which many players have correctly observed. These renders along with the lack of animations on top of my naive creative decision to include multiple *conflicting* fetishes make me believe that OLaP will not do well commercially.

And for a game requiring as much time and work as this at the expense of my personal enjoyment, I need a commercial incentive. Unfortunately, I don't think OLaP can compare to today's market of NSFW VNs/RPGs. Maybe its story can, but not the visuals. And let's face it, that makes or breaks you in this genre.

There's other things as well. I have very limited time today after graduating college and getting a full time career, along with a million other interests both more fun and more lucrative than OLaP. My experience with Daz actually inspired me to take up 2D digital drawing again, which I found way more fun and fulfilling. So who knows, maybe I'll do something with that.

But if I do, it'll be under a different alias anyway. I've burned a lot of bridges under this moniker, so if I'm going to make a new game with an entirely different art style, might as well just do a complete restart. I've also found some success outside the NSFW industry too, so who knows. Maybe this space just isn't for me.

If anyone has questions about how the story or characters would've gone, DM me on X and I'll be happy to tell you, spoilers and all. I'm not gonna be checking my F95.

Big thanks to any fans of the game and the fellow Devs who've offered me advice over the years. Sorry I couldn't follow through.

I've noticed that many RPG games that fail are filled with excuses to justify being a QUITTER.

My personal opinion on Of Lust and Pride: The storyline was good (confusing at some points, but nothing game breaking), the missions & quests were good, & the graphics, while nice, aren't needing to be cutting edge or whatever to make it great. Even if ye cut back on the graphics, ye still have a game I'd very much enjoy playing (& have been waiting for an update to continue it, as it is was one of my favorites).

To give ye an example of a couple awesome low-graphic RPGs: Desecration of Wings (great storyline, great missions/quests, & great 2D graphics) & The Queen Opala Series (great everything, with great 2D graphics). Both are expansive with NO CUTTING EDGE 3D GRAPHICS that are favorites of mine which I've replayed countless times (& will continue to do so).

In RPG games, rendering is last in the quality expectations & most XXX RPG players don't care as much about 3D graphics as they do about the storyline & missions/quests (because while graphics are needed for a RPG game, they aren't high ranking (hence why most have 2D graphics). The storyline & missions/quests are what make up most of the game & what make it enjoyable.
 
Last edited:

Eliza12

Member
May 2, 2017
226
347
Western devs just don't have what it takes to actually finish projects. However, I do respect that you came out and announced it, unlike the vast majority who just disappear without giving any closure.
 

365 others

Member
Aug 31, 2022
211
291
I'm just gonna make this official for anyone that cares.

Yes, this project is abandoned, and the main reason for it is Daz. I'm not talented at 3D rendering, my set up is not optimal for 3D rendering, and (this is the biggest one) I don't enjoy 3D rendering. Because of this, the renders for OLaP are lacking in quality, which many players have correctly observed. These renders along with the lack of animations on top of my naive creative decision to include multiple *conflicting* fetishes make me believe that OLaP will not do well commercially.

And for a game requiring as much time and work as this at the expense of my personal enjoyment, I need a commercial incentive. Unfortunately, I don't think OLaP can compare to today's market of NSFW VNs/RPGs. Maybe its story can, but not the visuals. And let's face it, that makes or breaks you in this genre.

There's other things as well. I have very limited time today after graduating college and getting a full time career, along with a million other interests both more fun and more lucrative than OLaP. My experience with Daz actually inspired me to take up 2D digital drawing again, which I found way more fun and fulfilling. So who knows, maybe I'll do something with that.

But if I do, it'll be under a different alias anyway. I've burned a lot of bridges under this moniker, so if I'm going to make a new game with an entirely different art style, might as well just do a complete restart. I've also found some success outside the NSFW industry too, so who knows. Maybe this space just isn't for me.

If anyone has questions about how the story or characters would've gone, DM me on X and I'll be happy to tell you, spoilers and all. I'm not gonna be checking my F95.

Big thanks to any fans of the game and the fellow Devs who've offered me advice over the years. Sorry I couldn't follow through.
That's so sad to read. I had great hopes for this game. It had something very few out there have: an interesting plot, with great development and background.

I'm afraid I have to disagree that renders are that decisive, we can see it in games like The Last Sovereign, or others such as Peasant's Quest. They do not have exactly high-quality renders (The Last Sovereign is even in static 2D), yet the story they tell is so rich that the image quality does not need to be cutting edge for them to be great.

Of Lust and Pride had this potential, with very rich lore, well-written characters, good combat dynamics, and overall excellent storytelling.

But real life always has to come first. And as much as it pains to see this jewel going to waste, I'm glad you found your way.

I can only hope to see some other project of yours, as I'm sure if you invest as much thought in it as you did with OLaP it will certainly be a game to remember.
 

Puckhog27

Member
Apr 26, 2018
155
144
I enjoyed this game aside from the main characters talents and lack of NTR. I also don't like that the ntr scenes that seem to exist are hard to figure out where they happen. It seems to happen after losing certain battles, but what battles are they. It's also disappointing that there's nothing with Evelyn other than lesbian. Perhaps because the game wasn't finished. I was hoping to see some NTR especially for her.

The main characters talents are a bit weak. It would have been nice if you could have had a choice of talents both for melee characters, support, and magic. The magic system in general was a pain due to the cost of regents to fuel the spells. I know that's how old games used to work and balanced magic using so I live with it. I was around in those days.

The women were all interesting characters with varying backstories and personalities. Evelyn was especially interesting to me. I would have liked to see her corrupted by some of the evil forces in the game like the fat man.

The game seems fairly similar to A Struggle with Sin. Even some of the art is exactly the same. I feel like the developers of this game may have gone on and formed a new organization to make A Struggle with Sin. The later is a far more fun game when it comes to Hentai scenes and NTR.
 
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SunlessXre

Member
Oct 9, 2020
335
211
The game seems fairly similar to A Struggle with Sin. Even some of the art is exactly the same. I feel like the developers of this game may have gone on and formed a new organization to make A Struggle with Sin. The later is a far more fun game when it comes to Hentai scenes and NTR.
with this, do you mean they could have, down the line, made a game similar to struggle with sin? or that they made it?
i'm presuming the first, as ASWS has been in works for a long time, and is developed by CHYOS.

personally, while i see both as RPGM games, this 1 was a bit more of a linear, story game, with some small branching paths, and small sections of exploration in each "Chapter" section (a few interactable characters, couple quests, and a small map section).

whereas, struggle with sin is a bit more of an open world/adventure type, story game(definitely more gameplay driven than this, but, it's certainly no Kenshi, or Crusader kings), where pretty much every character & quest is optional, and where what you choose to do, and in what order, can have some affects on potential options & outcomes in other quests & story moments(access to magic, smithing, mercenaries, & particular characters/skills, as examples).

although, i'd say ASWS, while it has some mildly different outcomes, doesn't really branch very far between routes. you'll, for the most part, end at the same destination, with some differences in relations of characters, or whether a char is alive/dead.

i'd put it as a bit of a half point between stuff like peasants quest & ASWS, story driven semi-open world RPG games, with some gameplay & adventure elements(again, not gameplay driven like alot of professional projects. but you can unlock 1 thing that can influence other things and open up new branches or options) & stuff like Ataegina, & snowstorm, which feature stats, but are very much Branching Story games VNs, with minor gameplay & exploration elements(both ataegina & snowstorm though Have HEAVY branching paths, with completely different allegiances, outcomes, factions, locations, etc. VERY impressive).
 

Puckhog27

Member
Apr 26, 2018
155
144
with this, do you mean they could have, down the line, made a game similar to struggle with sin? or that they made it?
i'm presuming the first, as ASWS has been in works for a long time, and is developed by CHYOS.

personally, while i see both as RPGM games, this 1 was a bit more of a linear, story game, with some small branching paths, and small sections of exploration in each "Chapter" section (a few interactable characters, couple quests, and a small map section).

whereas, struggle with sin is a bit more of an open world/adventure type, story game(definitely more gameplay driven than this, but, it's certainly no Kenshi, or Crusader kings), where pretty much every character & quest is optional, and where what you choose to do, and in what order, can have some affects on potential options & outcomes in other quests & story moments(access to magic, smithing, mercenaries, & particular characters/skills, as examples).

although, i'd say ASWS, while it has some mildly different outcomes, doesn't really branch very far between routes. you'll, for the most part, end at the same destination, with some differences in relations of characters, or whether a char is alive/dead.

i'd put it as a bit of a half point between stuff like peasants quest & ASWS, story driven semi-open world RPG games, with some gameplay & adventure elements(again, not gameplay driven like alot of professional projects. but you can unlock 1 thing that can influence other things and open up new branches or options) & stuff like Ataegina, & snowstorm, which feature stats, but are very much Branching Story games VNs, with minor gameplay & exploration elements(both ataegina & snowstorm though Have HEAVY branching paths, with completely different allegiances, outcomes, factions, locations, etc. VERY impressive).
To me, the game engine/mechanics feel very similar. The art and movement of characters is also fairly close. In terms of the actual game there are differences as you mentioned. There are more choices in a Struggle with Sin. Still, if you play them both it's hard not to notice that some of the art assets are the same and in general it feels the same walking around both worlds.
 

SunlessXre

Member
Oct 9, 2020
335
211
I
To me, the game engine/mechanics feel very similar. The art and movement of characters is also fairly close. In terms of the actual game there are differences as you mentioned. There are more choices in a Struggle with Sin. Still, if you play them both it's hard not to notice that some of the art assets are the same and in general it feels the same walking around both worlds.
I agree it has similar artistry, using a sort of full pre-rendered background, rather than a tiled system like most RPGM, with the characters sprites being more proportioned, rather than abstract.
(Haven't played this 1 in a LONG time, so can't remember exactly how it appears).
Asws having some perspective clashes with chars vs backgrounds.

Both probably use same poser program, daz, or whatever, with similar character asset packs(no idea how that works).

And both are RPGM games. MV, if I remember right(same engine as A LOT of games on here). Although, the battle system in this was more like a VN, from memory, using scenes, & dialogue window, with hidden stat rolls/determined stat reqs, and predetermined outcomes rather than using the very typical RPGM combat.(Again, can't quite remember).

This game also didn't really have any dynamic/respawning elements, or much environmental interaction, survival mechanics, etc.

Either way, hope dev makes a similar game to this in future. I really liked it's direction.
 

365 others

Member
Aug 31, 2022
211
291
To me, the game engine/mechanics feel very similar. The art and movement of characters is also fairly close. In terms of the actual game there are differences as you mentioned. There are more choices in a Struggle with Sin. Still, if you play them both it's hard not to notice that some of the art assets are the same and in general it feels the same walking around both worlds.
It's common for different games/AVNs to have the same assets, as I think they buy (or get them) from the same source.

What about in terms of the story? Does Struggle with Sin have any similarities with OLaP?
 

Puckhog27

Member
Apr 26, 2018
155
144
It's common for different games/AVNs to have the same assets, as I think they buy (or get them) from the same source.

What about in terms of the story? Does Struggle with Sin have any similarities with OLaP?
True, but I haven't seen many RPG maker games that look like these two visually and game play wise. I've played quite a lot and most are anime. These are the only two I've seen with these art assets.
 

hakulaku97

Well-Known Member
Mar 13, 2019
1,001
2,077
Gallery Unlocker / save
--------------------------

copy the file named persistent in your save folder and overwrite when prompted
 

Haykeens

New Member
Sep 11, 2023
1
0
Y'all should recommend games similar to this... I have played peasant quest and the last sovereign already
 
4.50 star(s) 16 Votes