If you ask them (in their discord or anywhere else) they'll tell you how they're slowly working on it but it can't be released yet and the one guy has mental health issues so the team of 5 or whatever all can't work on it. If you ask anyone who's not benefitting from keeping 2 separate subscription services open, well let's just say the answer's obvious.So is this dead?
What would that really add though? Except making things even more tedious by making you physically travel between scenes.if only someone could make a 3D sandbox remake version of this.
I know that I mentioned being on the "no" side of the fence for 3d, but I think you're a bit misinformed in how easy/hard it would be to pull off mechanics.3d sandbox would require a lot of effort if you want to keep the freedom to dress individually and to have individual body transformations. You would need a 3d engine to render in realtime while playing since you cannot render all the clothing+body transformation combinations in advance. It's different for 2d paper doll systems where you simply have different layers of images.
Even if we ignore copyright and ownership drama it won't be terribly hard to make a 3d game but the things you consider a problem won't be such as animations, environment, character model, skeleton, presets, skin textures etc. The hardest things would be physics and coding. And also as a sidenote if you want to go full gung ho on this game the amount of animations will be a back breaking job. Basically not a free job also can't be done on Patreon as they are not that experienced. Also right now only godot is a viable option for me at least but it requires some dedication. If a creator starts just getting money by not doing anything they will get lazy.I know that I mentioned being on the "no" side of the fence for 3d, but I think you're a bit misinformed in how easy/hard it would be to pull off mechanics.
In a hypothetical world where a 3d version of PE was something being considered...
The TF stuff, once they either found an existing body to use, or made one, would actually be quite simple to implement. When creating the body in a 3d software, you can create shapekeys (morphs basically), that lets you blend between the original body and the changed shapekey. So for example, if we wanted the model's breasts to get bigger, your base model would have a flat chest, and you'd add a shapekey for the maximum breast size. No need to make a separate one for each size, as sliding the value from 0-1 would encompass all of the sizes from flat to maximum.
In game, it would be a simple matter of setting that breast value to whatever value corresponds to a given size, or even just gradually increment it over time to give subtle growth.
Likewise, assuming the clothes are implemented correctly, and built off of that same body, the clothes would also change based on body size as well since it's using the same shapekeys.
But yeah, all of the different body shapes would be contained in the model. So it would/should be simple to change just like the character creator in any other game. If you've fucked around with any custom character in a game, or something like Daz, VROID or anything of the sort, shapekeys/morphtargets/blendshapes are the system they use.
It's just a matter of setting them up in advance when creating the model, and letting the game engine handle the rest. There's no impact on performance, since you're rendering the same amount of verts, just in different places.
Even if you didn't want to make a model by hand, most base character models you can get on various game asset marketplaces (or even somewhere like Smutbase) has these shapekeys that you can edit and call upon in game.
We're talking in "hypothetical imaginary land" where the devs of this game dropped HTML and moved to 3d. Not serious prospects of someone picking up and making a 3d version, or the existing devs actually doing this.Even if we ignore copyright and ownership drama it won't be terribly hard to make a 3d game but the things you consider a problem won't be such as animations, environment, character model, skeleton, presets, skin textures etc. The hardest things would be physics and coding. And also as a sidenote if you want to go full gung ho on this game the amount of animations will be a back breaking job. Basically not a free job also can't be done on Patreon as they are not that experienced. Also right now only godot is a viable option for me at least but it requires some dedication. If a creator starts just getting money by not doing anything they will get lazy.
So what engine would be ideal for such a game?I know that I mentioned being on the "no" side of the fence for 3d, but I think you're a bit misinformed in how easy/hard it would be to pull off mechanics.
In a hypothetical world where a 3d version of PE was something being considered...
The TF stuff, once they either found an existing body to use, or made one, would actually be quite simple to implement. When creating the body in a 3d software, you can create shapekeys (morphs basically), that lets you blend between the original body and the changed shapekey. So for example, if we wanted the model's breasts to get bigger, your base model would have a flat chest, and you'd add a shapekey for the maximum breast size. No need to make a separate one for each size, as sliding the value from 0-1 would encompass all of the sizes from flat to maximum.
In game, it would be a simple matter of setting that breast value to whatever value corresponds to a given size, or even just gradually increment it over time to give subtle growth.
Likewise, assuming the clothes are implemented correctly, and built off of that same body, the clothes would also change based on body size as well since it's using the same shapekeys.
But yeah, all of the different body shapes would be contained in the model. So it would/should be simple to change just like the character creator in any other game. If you've fucked around with any custom character in a game, or something like Daz, VROID or anything of the sort, shapekeys/morphtargets/blendshapes are the system they use.
It's just a matter of setting them up in advance when creating the model, and letting the game engine handle the rest. There's no impact on performance, since you're rendering the same amount of verts, just in different places.
Even if you didn't want to make a model by hand, most base character models you can get on various game asset marketplaces (or even somewhere like Smutbase) has these shapekeys that you can edit and call upon in game.
Whatever floats your boat? There's nothing hyper-specific in this imaginary 3d PE game that would require a specific engine. It'd be pretty bog-standard. Move from place to place, maybe play an animation with some text for a scene. If you really wanted to gamify it, I guess you could fit in some cheerleading minigames, or put some minigames in for the arcade, but I think that'd just add tedium rather than "fun".So what engine would be ideal for such a game?
Rn we don't have any good engine at all. Godot is closest in potential tho. Give it some years.So what engine would be ideal for such a game?
Immersion. Eroticism. A cohesive vision. New 3D mechanics. Seeing your character in 3D not just transform over time but their discomfort and emotion and full gettup from any angle. All the rich animations your character could have idling, walking, sex, in conversations. Don't have to be full open world. Could be more like open hub: the house being the hub and you jump to other locations. If done right it could take the experience to a whole new level. By your logic why did games need to go beyond text adventures?What would that really add though? Except making things even more tedious by making you physically travel between scenes.
Don't get me wrong, 3d sex scenes and a 3d transforming avatar would be cool, but I don't really see any kind of advantage that 3d would bring to the table other than that. Just seems like a lot of work to pull off something that's the same or inferior to what we already have.
Willing to hear other perspectives though, maybe I'm missing something.
Yeah they are all waaaay too ugly and/or uncanny valley for meTo be honest, I don't really have any interest in porn games with 3D models in them
That's more the fault of the developers than the medium.Yeah they are all waaaay too ugly and/or uncanny valley for me
Artist, not developer. And more often than not, there isn't a real artist involved, as they're expensive and need to invest a LOT of time in projects like this.That's more the fault of the developers than the medium.
I actually think a mod for Skyrim or similar game would be a good candidate.So what engine would be ideal for such a game?
Which was exactly my point. And in the case that there is an artist on the team (as in actually part of the team and not someone contracted out or commissioned), I'd consider them part of the development/developers.Artist, not developer. And more often than not, there isn't a real artist involved