Troqu

Well-Known Member
Aug 6, 2017
1,076
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So is this dead?
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.
 
May 31, 2019
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if only someone could make a 3D sandbox remake version of this.
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.
 
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f96zonetrooper

Engaged Member
Dec 21, 2018
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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.
 
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May 31, 2019
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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.
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.
 

chesire

Active Member
May 5, 2017
620
393
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.
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.
 
May 31, 2019
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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.
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.

Anyway, I don't think I mentioned animations and the like. Simply how the other person mentioned TFs being hard, when it wouldn't be. I do 3d and 3d animation professionally, so I'm quite aware of how something should be done and how difficult it may or may not be.
As for "character model, skeleton, skin textures" all of that would pretty much go hand-in-hand with the character model themselves. Obviously those assets don't poof into existence, but you really don't make one without the other. I'd consider all of that contained under a complete "character model". As with "presets" whatever that entails (just seems to me like preset shapekey values).

If we're pretending this is done under a budget, or the devs have limited artistic experience, most of the environment (and even character model) side of things can be done by grabbing assets off of a store (like so many other game devs). But in the situation that they have someone on the team capable of 3d modelling characters, that person is also no-doubt capable of putting together simple enviromental assets as well.

Aside from coding, which I'm sure the imaginary devs would be skilled enough in if they were seriously considering switching to a 3d engine, animations would be the most expensive and taxing part of development. You can grab stock mo-cap animations from somewhere like Mixamo for general stuff like walking around, but any sexual stuff would have to be custom made. Which would be a bit of a bitch if they didn't do something like a VN and just show non-animated poses.

"Physics" (whatever that's supposed to entail), wouldn't be an issue at all. The game wouldn't need anything more than the basics, as you're not jumping around and platforming, at most you'd be walking around from place to place. Tit physics would be a simple matter of turning it on for the relevant bones. There's a bit more to it than that, but it's nothing that hasn't been solved before in a way that you couldn't use the same solution.
 

orellion

Newbie
May 12, 2023
57
26
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.
So what engine would be ideal for such a game?
 
May 31, 2019
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So what engine would be ideal for such a 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".

But yeah, choice of engine these days largely depends on how familiar you are with the programming language, and the program/workflow in general. Depending on if you're going to leverage an asset store, I'd wager the support offered there would also be a factor in the decision.

That being said, I think this discussion has kinda run its course. It's not really something that was on the table or ever going to be on the table in the first place. All of this discussion is about an imaginary game that'd never get made. It can be anything you like.
 

sourdoughboy

New Member
Aug 7, 2019
9
18
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.
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?

Obviously like you said in a later post it's not happening for PE, and I agree it'd be an insane amount of work, but one of these days I'd just like a game in this subgenre (or most subgenres on this site) that looks like it was made in this decade. I'm imagining an actual AA level game, not an illusion game or the 3D VNs peole make here. Guess it's the same problem with hentai: if you're very talented at animating, coding, etc you'd prolly spend your time making something other than a porn game that'd get you wider success.
 
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moonhead

Newbie
Oct 8, 2016
57
57
So what engine would be ideal for such a game?
I actually think a mod for Skyrim or similar game would be a good candidate.

It already handles character creation, clothing, animations, world building, conversations etc. Sure you'll need to create a lot of new assets for it, a whole world really, but the game itself is built and ready to run, you just need to add in your stuff on top of that ("just"... yeah, right!).
 
May 31, 2019
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Artist, not developer. And more often than not, there isn't a real artist involved
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.
 
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