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Others Pornstars templates for a management game

Aug 28, 2021
181
150
Hi,

I'm "working" on a studio management game. Within other things, the players have to hire actors and actresses whose are create by procedural generation.

To avoid conflicting stats I want to use some archetypes/templates as base. So stats won't be absolute random, for each character an archetype get picked and its finals stats are a variation of this archetype.

I think 15 to 20 templates would give enough variations but, for now, I got only 9, most for women.

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If you have some suggestions, you're welcome :)

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tooldev

Active Member
Feb 9, 2018
718
648
If I understand you correctly, you plan to make this in Godot and are asking how to implement this? Or are you asking for model suggestions for the archetypes?
 
Aug 28, 2021
181
150
Sorry. English is not my native language.

Implementation work fine (for now I use a csv, not a database as planned but I can already fetch a template and generate result which follow this archetype).

I ask for models. I want actors and actress to each have theirs skills, theirs limits, turn off and turn on, to make them more alive/realist and copying reals folks seem an easy road.

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tooldev

Active Member
Feb 9, 2018
718
648
Sorry. English is not my native language.

Implementation work fine (for now I use a csv, not a database as planned but I can already fetch a template and generate result which follow this archetype).

I ask for models. I want actors and actress to each have theirs skills, theirs limits, turn off and turn on, to make them more alive/realist and copying reals folks seem an easy road.

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I feel you try to solve this upside down. Define an archetype, then assign actors to that archetype. Your archetype is the foundation of your characters and thus you should probably assign them to a resource instead. Nothing wrong with a CSV but Godot has the 'resource' type for exactly that kind of thing. Resources are best used for static elements and your archetype is supposed to be just that.

Make a base model of a char (the common elements of all types), identify the elements that are different among archetypes and create nodes for those parts. Then you compose each character by using the base part and adding all those nodes, that are needed for that particular archetype only. Godot is very powerful when you use composition properly.
 
Aug 28, 2021
181
150
How I deal with my actor resource (Yes, I already got one) :

When populating the Hire menu (where the player broswe for actors) I create new actor resources and call their function

func generate():
actor_genre = pick_sex()
actor_name = create_name()
actor_age = set_age()
actor_height = set_height()
actor_weight = set_weight()
actor_dispo = set_disponibility()
actor_corpulence = set_corpulence()
actor_morphologie = set_morphotype()
actor_mensurations = set_mensurations()
pick_template()

As you can imagine, a lot of random and randomfn at each step, so each populate its own data with brand new values.

Lastly pick_template set "porn skills". This is where I pick a model/archetype, tweak it and the actor is ready. As I start from handpicked data I should avoid to create a shy model who only accept nude modelling and gangbang, or a gay actor who don't want to touch an other cock than his.

Archetype, in this context, is a set of data that can been feed into an actor resource to set its base values to mimic a model.
Ex : An actress based on Angel Vicky should have a high score into anal related stuff. An actor based on Christian XXX should accept to appear in a bisexual scene.

If the player hire it, it's save into the database. If is not hired it go to trash, as its resource and new actors pop on the next "turn".