BlueMaster1

New Member
Aug 21, 2023
1
4
Here's a really stupid question...
As some of you might know - in addition to being a HUGE fan of paperwork and Project Sage - I have been a writer for AVNs (Adult Visual Novels) since 2018.
I could never write like paperwork.
Even if I tried to write the exact same story, I wouldn't be able to match paperwork's brilliance and complexity.
I'm not saying I could even try to make something similar.
Just that I'm writing down notes for what I would do if I could.

If I tried to write something more-or-less inspired by Project Sage...

Well, here's that really stupid question:
What is your strongest memory of this game/games?
What would you want/expect from a game inspired by Project Sage?


also note: I'm just a writer. I don't know the first thing about HoneySelect, HS2, Daz3D, or otherwise creating visuals.
HOWEVER, if someone were capable and willing of creating visuals for what I might write... well, DM/PM/message me.

I'm not expecting much/anything, especially since this game has been dead/abandoned for almost 4 years, but... maybe...
No promises.
Just thinking/hoping.
I like the most in Project Sage the freedom. I always have different chooses. If a character is not sympathic to me, I can refuse him not need to fuck with him. I think this is the magic of Project Sage. The game doesn't hold my hand, just give the biggest freedom what I ever saw in a porn game.
 

Alexander Krisnov

The Dead Commisar
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Sep 14, 2016
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The side content story seems to be an alternate timeline ? where the MC works as a photographer. There are a lot of bugs in this and i am pretty sure its a straight kinetic novel that the dev was working on in between the updates either way if u want some more of the content from the dev i think this is it unless someone else finds it Just remember that it maybe unfinished and as i said buggy as hell. Huge thanks to L7Bear for finding this.
 
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wsadwsad

Newbie
May 14, 2019
15
30
BTW. Since it is probably so long that it doesn't matter anymore...

Did anyone ever upload the "PhotoshootPt3-3.0-pc" game?

Not sure if I should even have this, or if I should share, but what the hell, right?

Let's see if I still remember how to MEGA:
Mega
Oh thank you for uploading this. I'm so miss of something new with Amy. But it's sadly that this is no finished, and will never be(
 
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Zangief86

Newbie
Jun 23, 2018
74
138
i loved all the plots. The modelshooting, the beachboys, wilson, the schoolguy, the blackmailing... i loved the teasing, because it was the right line between realism (at least in the remake, not the 0.17) and still a porngame. the dialogue was interesting, because it was lustful an curious, not just "i want big dick". Aaaand the model was awesome! Amy was the best bodytype of all, and i found her most intriging in HS :D
 

Valetto

New Member
Feb 28, 2020
11
10
Here's a really stupid question...
As some of you might know - in addition to being a HUGE fan of paperwork and Project Sage - I have been a writer for AVNs (Adult Visual Novels) since 2018.
I could never write like paperwork.
Even if I tried to write the exact same story, I wouldn't be able to match paperwork's brilliance and complexity.
I'm not saying I could even try to make something similar.
Just that I'm writing down notes for what I would do if I could.

If I tried to write something more-or-less inspired by Project Sage...

Well, here's that really stupid question:
What is your strongest memory of this game/games?
What would you want/expect from a game inspired by Project Sage?


also note: I'm just a writer. I don't know the first thing about HoneySelect, HS2, Daz3D, or otherwise creating visuals.
HOWEVER, if someone were capable and willing of creating visuals for what I might write... well, DM/PM/message me.

I'm not expecting much/anything, especially since this game has been dead/abandoned for almost 4 years, but... maybe...
No promises.
Just thinking/hoping.
I consider Project Sage as one of the best games ever tried despite the fact that I do not like graphic at all. Charachters and Papework's writing are just brilliant. Answering the question about the strongest memory:
- Wide range of Amy's strories/adventures covering all the kinks. My personnal fav are: guys at the beach and gropping at the train
- A lot of attention to anal experience, especially if you want to develope your Amy in this direction. Many games here have "anal" tag, but just Progect Sage has it at absolutely phenomenal level
- Naive and seem so real Amy's thoughts and experiences

It is more or less obvious how each of the storylines could be developed further, but can someone write as good as Papework did... this is the big question. Hopefully you could or at least try.
 
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L7Bear

Active Member
May 29, 2017
850
1,406
Any news for PhotoShoot ? :/
No new news on paperwork, if that's what you mean.
"Photoshoot 3" is just a side (commission?) project that paperwork shared with me about 4 years ago, which I recently decided to share with the rest of the class.
 
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L7Bear

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May 29, 2017
850
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Ugh. I've been trying to trim down the number of characters just to cover what I consider the main storylines (home, school/college, fashion photography, coffee shop, etc) and even though I found some ways to reduce the number of characters (for example, most students would attend classes virtually) so far I still have at least 40 named characters.

I know I counted ProjSage Act I characters back in the day. I forget whether it was 80+ or 180+ but mostly remember it was a fuckton :ROFLMAO::LOL:o_O
Likewise with the variables. I think there were 300+ that paperwork was tracking...

The writing will be difficult enough to keep track of & code (something like whether she goes to bed wearing clothes or naked at night could result in her doing morning exercises and going to breakfast either in her nightclothes or in exercise clothes, etc) to keep it balanced and interesting for each choice/option.
I mean, sure, even paperwork had a few obvious options (lock the door, leave the door unlocked, leave the door open), but a LOT of the choices were balanced, interesting, and still meaningful.

This is a very interesting project... that might take a long time to prepare.
 
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Gunsothegreat

Member
Jun 12, 2018
379
2,128
I know I counted ProjSage Act I characters back in the day. I forget whether it was 80+ or 180+ but mostly remember it was a fuckton :ROFLMAO::LOL:o_O
Likewise with the variables. I think there were 300+ that paperwork was tracking...
You can see all this in script.rpy after you decrypt the resource archive,
about 107 named characters ( + whisper versions of many of them ) are defined,
91 generic characters ( like old_man or student1 or such).
about 600 variables defined, but many of them seem to be unused, could be left over from older versions of the game after he made changes, some seem to be things he had planned but never got around to using.

the story branches can get quite confusing when you have even just a few variables, I highly recommend taking some time to organize things before you start, the scripts can quickly turn into a complete mess which makes fixing bugs a huge pain in the ass.

good luck on your project.
 

arkypoub

Member
Nov 18, 2018
316
640
Here's a really stupid question...
As some of you might know - in addition to being a HUGE fan of paperwork and Project Sage - I have been a writer for AVNs (Adult Visual Novels) since 2018.
I could never write like paperwork.
Even if I tried to write the exact same story, I wouldn't be able to match paperwork's brilliance and complexity.
I'm not saying I could even try to make something similar.
Just that I'm writing down notes for what I would do if I could.

If I tried to write something more-or-less inspired by Project Sage...

Well, here's that really stupid question:
What is your strongest memory of this game/games?
What would you want/expect from a game inspired by Project Sage?


also note: I'm just a writer. I don't know the first thing about HoneySelect, HS2, Daz3D, or otherwise creating visuals.
HOWEVER, if someone were capable and willing of creating visuals for what I might write... well, DM/PM/message me.

I'm not expecting much/anything, especially since this game has been dead/abandoned for almost 4 years, but... maybe...
No promises.
Just thinking/hoping.
Hey Theo,

Thanks for the share! It would have been great to know the end of the story and the different branches (I always wondered where the story with the guy following her on the subway and the story with George were going).

Strongest memory? In a way, it's the best corruption game I've ever played, even today. I like the corruption/light blackmail part with the exhibitionism. And of course, the focus on anal.

What expect from a game similar to project sage? I'd say the overall story would be quite similar, but with fewer branches and more focus on certain parts, while removing what in my opinion didn't add much (rpg game, the academic duo, etc...). Trying to make a copy of Project Sage is going straight into the wall, both in terms of writing and rendering: there are far too many choices to make it a viable project in the long term.
 
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L7Bear

Active Member
May 29, 2017
850
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Back in the day I messaged paperwork a lot (maybe too much. A lot of it reads like "the adoring fan" now.) There were a lot of discussions about bugs, spelling, beta tests, minor details on the existing game; and a LOT of me providing ideas for future events (sometimes paperwork even asked for those ideas.)

Right here I'm just going to try to pull out quotes from those messages that were relevant to the future of the game.
All quotes below are from paperwork (although not necessarily in order... or making sense without context.)
Alternating colors to make it easier to see which quotes were together.

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I think I must have missed some message thread because I remember paperwork describing the end of Act 1, but didn't see it in the notes above.

Basically, as I recall it went something like this (and maybe this is entirely my imagination?):
Throughout the entire game - Acts 1, 2, and 3 - Amy's actions are pretty much the result of her decisions or the player's choices. The only exception would be the end of Act 1 - which we were getting very close to reaching. Somewhere around release 0.21... or maybe it was Day 21.
Amy gets abducted and knocked unconscious. She wakes up hours later in a hotel room. The abductor says some confusing things, before another character shows up surprisingly and kills the abductor. One of these guys - and i forget which one - is the guy who murdered the subway thugs that were stalking Amy. We don't see either of their faces here, but Amy stares at the face of her rescuer. She recognizes the person and can't believe her eyes.
Allies of Amy (pretty sure Grandpa George and Matt were involved, not sure about Chris or the 3 homeless guys) break the door to the hotel room. This distracts Amy and by the time she looks back her rescuer has inexplicably disappeared.


As for Act 2 and 3, they would have been done in Daz3D. The event at the end of Act 1 would be related to Time Travel with Amy's rescuer being a MUCH older person of someone she already knows. Act 2 would have more of a balanced approach converting Amy's friends/allies into a team that helps her leading to Act 3 being focused full-time on Time Travel.
 

arkypoub

Member
Nov 18, 2018
316
640
Back in the day I messaged paperwork a lot (maybe too much. A lot of it reads like "the adoring fan" now.) There were a lot of discussions about bugs, spelling, beta tests, minor details on the existing game; and a LOT of me providing ideas for future events (sometimes paperwork even asked for those ideas.)

Right here I'm just going to try to pull out quotes from those messages that were relevant to the future of the game.
All quotes below are from paperwork (although not necessarily in order... or making sense without context.)
Alternating colors to make it easier to see which quotes were together.

You don't have permission to view the spoiler content. Log in or register now.

I think I must have missed some message thread because I remember paperwork describing the end of Act 1, but didn't see it in the notes above.

Basically, as I recall it went something like this (and maybe this is entirely my imagination?):
Throughout the entire game - Acts 1, 2, and 3 - Amy's actions are pretty much the result of her decisions or the player's choices. The only exception would be the end of Act 1 - which we were getting very close to reaching. Somewhere around release 0.21... or maybe it was Day 21.
Amy gets abducted and knocked unconscious. She wakes up hours later in a hotel room. The abductor says some confusing things, before another character shows up surprisingly and kills the abductor. One of these guys - and i forget which one - is the guy who murdered the subway thugs that were stalking Amy. We don't see either of their faces here, but Amy stares at the face of her rescuer. She recognizes the person and can't believe her eyes.
Allies of Amy (pretty sure Grandpa George and Matt were involved, not sure about Chris or the 3 homeless guys) break the door to the hotel room. This distracts Amy and by the time she looks back her rescuer has inexplicably disappeared.


As for Act 2 and 3, they would have been done in Daz3D. The event at the end of Act 1 would be related to Time Travel with Amy's rescuer being a MUCH older person of someone she already knows. Act 2 would have more of a balanced approach converting Amy's friends/allies into a team that helps her leading to Act 3 being focused full-time on Time Travel.
Thanks Theo! I didn't see the time travel coming! To be quite honest, I wasn't even sure Paperwork had a clear idea of where he wanted to take the story in the long run. But after all, why not, it allows you to turn the tables and tell a different story with the same characters.

As for Daz, that's a whole other discussion, but I still don't think it was a good idea. Daz is obviously much more realistic, but you also lose a lot in terms of the characters' facial expressions, and above all it's impossible to produce the same volume of renders. And when you see how much Paperwork did for each update, I think it would have been a huge frustration for him.

Thanks anyway, it's nice to have an idea on how this story might have ended!
 

Gunsothegreat

Member
Jun 12, 2018
379
2,128
Daz is obviously much more realistic, but you also lose a lot in terms of the characters' facial expressions
What? Daz models are much more detailed and you can make pretty much any expression you want with it, HS is a lot more limited. I think you are confusing Daz capabilities with the graphics made by developers with limited skill or who intentionally don't do a lot of facial expressions to save time.

A large portion of porn game developers using Daz for their graphics seem to have a beginners level skill at best. The only reason for using HS or something similar is that it's faster and can be done on even old, out-dated hardware.

With the amount of images Paperwork did for the game, he was probably at a point where HS was starting to limit him. Once you out-grow a basic tool, you switch to a better tool if you want to improve your skill. It makes perfect sense for Paperwork to switch for that reason, but given the large amount of images he was making that would have slowed his progress quite a bit.

Obviously, this got many of his fans worried when he started talking about switching to Daz, most probably feared how much it would slow down the project, but some people do seem to prefer HS graphics to Daz ( Don't ask me why I cant explain it, it's like having a foot fetish, if you don't have it it makes absolutely no sense what so ever )

Many people seem not to realize that the vast majority of porn game developers have very limited skill in one or more areas of game design (sometimes they don't seem to have any skill in any area ). Most people with experience/education to work in game design avoid porn, being linked to a porn game production can ruin people's chance for a career in the field. There are quite a number of people out there who despise porn with a passion and think it's the root of all evil, and most people who have spent the time to get educated/experienced would not want to risk getting themselves blacklisted from well-payed jobs because they made a porn game. This is one of the big reasons why most porn games are crap. Not because the people making those games are lazy or scamming people or something like that, these are amateurs trying to learn as they go, and often they realize after a while that they bit off more than they could chew, and give up.

Given the fact that Paperwork wanted to switch to Daz, and many of his fans seemed to be against it, I can't help but wonder if that played a part in him quitting the project.
 
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baka

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Oct 13, 2016
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yeah, I think u nailed it Gunsothegreat.
if I where to add something I would say:
- Just the size of the project and to switch to Daz is on a magnitude it would stress u out
even if you are skilled and motivated, to do the jump is not easy, takes time and effort. and for a project like this and to get comfortable with a new tool, it means years of learning and working. this can easily turn into a chore and destroy all your creativity, momentum and motivation.

- HS>DAZ
here I think its because ProjectSage is HS. its similar to some old-games made in old-computers. those are perfected for that system and if u try to emulate it on a new-computer its not the same. sometimes almost impossible as they require new tools u need to create. remake games can sometimes fails here.
ProjectSage was possible because of HS and Amy/Sage was born from HS. all the limitation of HS was part of her and that is why people wanted her to be in HS until the end.
like 2D/AI/text-only VN, we get used to it. like the first 3D-games made that looked crap comparing to well made 2D-games back in the day. still theres 2D-games that are superior 3D in some genre just because it feels right and its not just about making it realistic. hand-drawn can be better than 3D, in cartoon.

not sure what really happened with Paperwork, we can only speculate. but whatever happened it affected a lot of people.
 

Gunsothegreat

Member
Jun 12, 2018
379
2,128
and for a project like this and to get comfortable with a new tool, it means years of learning and working. this can easily turn into a chore and destroy all your creativity, momentum and motivation.
True, it takes a lot of work switching, and yet I'm very sympathetic to developers who feel they have hit a wall with the tools they are using and want to switch to something where they can improve their skills. Initially, though the images made with the new tools will often look worse than the old stuff because it takes time to learn to use the new software.

I do think some people are too caught up in the attitude that Project Sage was made with HS and therefore using anything else is blasphemy. Fans of the game didn't always like what Paperwork was doing, something that's quite clear for anyone reading through this thread. If Paperwork could not keep all the fans happy, anyone else has little hope.

Personally, after reading through the threads of some of my favorite porn games on here, I'm thinking a developer might be better off not sharing their project with anyone until it's finished or very close to finished. The negativity developers get from some people can seriously harm the developers motivation, causing them to start second-guessing everything in their game. While it can be valuable to get feedback from other people, dealing with the negative comments can easily outweigh any positive feedback.

So to everyone here, try to relax a bit and understand that not everything is going to be tailor made for your preferences, enjoy the games that hit the spot for you, ignore the others.
 

arkypoub

Member
Nov 18, 2018
316
640
What? Daz models are much more detailed and you can make pretty much any expression you want with it, HS is a lot more limited. I think you are confusing Daz capabilities with the graphics made by developers with limited skill or who intentionally don't do a lot of facial expressions to save time.

A large portion of porn game developers using Daz for their graphics seem to have a beginners level skill at best. The only reason for using HS or something similar is that it's faster and can be done on even old, out-dated hardware.

With the amount of images Paperwork did for the game, he was probably at a point where HS was starting to limit him. Once you out-grow a basic tool, you switch to a better tool if you want to improve your skill. It makes perfect sense for Paperwork to switch for that reason, but given the large amount of images he was making that would have slowed his progress quite a bit.

Obviously, this got many of his fans worried when he started talking about switching to Daz, most probably feared how much it would slow down the project, but some people do seem to prefer HS graphics to Daz ( Don't ask me why I cant explain it, it's like having a foot fetish, if you don't have it it makes absolutely no sense what so ever )

Many people seem not to realize that the vast majority of porn game developers have very limited skill in one or more areas of game design (sometimes they don't seem to have any skill in any area ). Most people with experience/education to work in game design avoid porn, being linked to a porn game production can ruin people's chance for a career in the field. There are quite a number of people out there who despise porn with a passion and think it's the root of all evil, and most people who have spent the time to get educated/experienced would not want to risk getting themselves blacklisted from well-payed jobs because they made a porn game. This is one of the big reasons why most porn games are crap. Not because the people making those games are lazy or scamming people or something like that, these are amateurs trying to learn as they go, and often they realize after a while that they bit off more than they could chew, and give up.

Given the fact that Paperwork wanted to switch to Daz, and many of his fans seemed to be against it, I can't help but wonder if that played a part in him quitting the project.
Lol, I really didn't want to start a pointless discussion about whether Daz is better than HS or not. I mostly agree with what you say even though your tone is very pedantic and arrogant. You seem to be in the category of people who think that more pixels, fps, more realism, more of whatever you want is better. I don't. Especially in a game.

True, it takes a lot of work switching, and yet I'm very sympathetic to developers who feel they have hit a wall with the tools they are using and want to switch to something where they can improve their skills. Initially, though the images made with the new tools will often look worse than the old stuff because it takes time to learn to use the new software.

I do think some people are too caught up in the attitude that Project Sage was made with HS and therefore using anything else is blasphemy. Fans of the game didn't always like what Paperwork was doing, something that's quite clear for anyone reading through this thread. If Paperwork could not keep all the fans happy, anyone else has little hope.

Personally, after reading through the threads of some of my favorite porn games on here, I'm thinking a developer might be better off not sharing their project with anyone until it's finished or very close to finished. The negativity developers get from some people can seriously harm the developers motivation, causing them to start second-guessing everything in their game. While it can be valuable to get feedback from other people, dealing with the negative comments can easily outweigh any positive feedback.

So to everyone here, try to relax a bit and understand that not everything is going to be tailor made for your preferences, enjoy the games that hit the spot for you, ignore the others.
I couldn't agree more. The negativity on this site is way too high and the number of people who want to see their stuff in a game at all costs is completely stupid.

If you don't like something, rather than spitting it in people's faces, just move on to the next game.
 
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Gunsothegreat

Member
Jun 12, 2018
379
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Sure call me pedantic and arrogant, the difference in quality between Daz models and HS models is not a matter of opinion, while some people might feel that HS is good enough that's a different matter, even if people prefer the low quality, that's an opinion. My opinion is that Daz model look better, the difference in quality is however a fact. But you don't have to take my word for it, take an average HS character and an average Daz character and show it to anyone with even a basic experience of 3d modeling and they'll all recognize the difference in quality just from a single T-pose image, it is clear as day.

I was simply pointing out an error in your statement, you can create any facial expression you want with daz character, in daz studio, you are not limited to the default expression morphs unless you have very little experience with daz, which does seem to be the case with many porn game developers, that's a lack of skill problem and nothing else.

I don't attack anyone for using HS or similar low quality tool, everybody has to start somewhere, and daz models are not free so there is that.
 

warlans

Newbie
Jun 29, 2022
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Many people seem not to realize that the vast majority of porn game developers have very limited skill in one or more areas of game design (sometimes they don't seem to have any skill in any area ).
When it comes to 3d animations (renpy games), I have not seen anyone do anything decent here at f95. (there are some unreal/unity games that looks okay but they are always stuck in 0.001 hell). Most games have terrible render quality and still get praised for "good graphics". Everything looks the same, as they all use the same free assets. They have no background 3d animations or anything artistic so they don't understand that facial expressions and render composition is a thing. When it comes to animations there is no attention to detail. Peepee goes in and out of hole, done. Boobs go up and down and you are already in the top of f95. Everything is so stiff. When you look at render count for animations you will often see how wasteful it is. Same movement will be looped 3-6 times with no variation and they will still fuck it up, as they don't know what an animation loop is. So it looks choppy.

ps: nothing wrong with being a beginner, just get sad seeing people charge money for something they put minimal effort into.
 

L7Bear

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May 29, 2017
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Oct 24, 2019 :
This is happening again...Whenever a DAZ image is shared here, the talks about a backfire, losing support and my intentions about earning more money is brought up. I am spending nearly all my free time on this and have a plan. The last act will be in DAZ. Because it will be worth it. You can believe me or not. I just want to share what story I have in my mind for Amy. Please stop judging my intentions. It's rude.
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L7Bear

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Hoping we can be civil about this, but throwing my own fuel on the HS/Daz oil fire:
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When it comes to my own dream project I still on the fence about what sort of graphic artist(s) I would be looking for: HS, HS2, Daz3D, something else?
NOT AI CGI. NOT "Real Porn".
Even if I could afford a cast & crew to make a live-action "Game of Hormones" I wouldn't do it.
Like I said back in 2019 (see above) it just wouldn't be the same.

I know I want that character (and many of the other characters) to be *inspired by* their corresponding character in Project Sage, but definitely want the graphic artist (or lead graphic artist) to be able to their own stamp/style to it.
In 2019 I think I made some good points (above) about "Amy" looking like "Amy", but for a game *inspired by* the visual look and style both should be and need to be distinct.

{rant about shot-for-shot remakes that don't add anything new, and how a new interpretation demands transformation}
 
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