all latest games have more sex poses but then the demo limits poses races and spaceWhat's the difference between the current Steam Demo, itchio v24 and Steam release on March 8?
Couldn't find any info about it.
That's actually objectively wrong to say, considering it turned into something with actual gameplay pretty recently. As far as progress goes, these devs have a pretty good pace all things considered.It's genuinely amazing how little the development has progressed over the years.
It's okay a lot of the dev work isn't outwardly focused. So to the layman we are not adding new content constantly (content being new models or levels) so it appears nothing is happening. But in reality it's a massive refinement of systems, tools, optimizations, and other assorted things.That's actually objectively wrong to say, considering it turned into something with actual gameplay pretty recently. As far as progress goes, these devs have a pretty good pace all things considered.
None of us using Linux. So it would require learning Linux to make sure the builds work. Because we were seeing customers with issues on it, and our basic troubleshooting was not solving issues.Question, whyd you guys move away from a Linux release? Too much to be doing two builds at the same time I'm assuming?
1. Maybe if more people asked about it we could add a filter. Not many have.Well congrats. Not only did you push me to play and like a game with furris, but also to actually buy it.
Game is shaping up nicely.
With that said, a few thoughts/suggestions:
1. no balls option for monstergrils
2. anal filter. Quite a few animations are anal, and I'd rather hide that content than look at it. Vaginal/anal variations of animations (where it makes sense) might also be an idea. At east it should be easy as it's just a separate NLA track with an offset.
3.the whole befiending monstergirls idea is great, but doing it completely trough photographs? Perhaps a two-way approach? Monstergirl persistance and individual familiarity (NPC variable) and global relations. So having sex, petting could also improve individual relation. And monstergirls that really like you might hang around your camp and offer sex.
4. Fade to black and timepassing after surprise sex... is it really necessary? It is kind annoying as it also re-sets monstergirls you where tracking.
Guess you can add my vote too, then. Don't particularly like balls on my futas either.1. Maybe if more people asked about it we could add a filter. Not many have.
The anal filter is about future content based around it. And you're very much under estimating the work that goes into that. What you're asking for is compounding work load. It means for all current and future animations we need to add more mechanics to remove that animation or change that animation for a filter. Plus all the testing time required on new animations to see if they work. We are a small team, I avoid compounding work pipelines like this so we can actually build a full game. Shit like that is why no one ever finishes games.Being mostly about photography doesn't mean every single system has to be tied to it. But I guess it depends on the gameplay loop and what exactly is unlocked with photographs.
Photographing monstergirls to build familiarity with the species and have them less scared is fine (an asbtraction of observing their patterns).
But I am taking about individual monstergirls. A way to mark them/befirend them further past photography. These would be saved (up to a limit) and be persistent. Basically a way to give more personal touch. If you prefer a specific variant, you can basically befriend it further and it would laways spawn near you base. Soemthing along those lines.
As for anal filter... don't you have some tags for animations set up? When the monstergirl selects which animation to use, just filter out that animation list by tag. That's how I would do it.
as much as i want this, i feel like this requires alot of stuff that isnt there currently when you could get 90% of the way thru this idea with alot less work (and then potentially expand back to that later). i think you could get the same kind of feel if you could make it so being noticed by a creature while photographing others over time could raise some familiarity level and then higher familiarity levels just make them act like they do now with your racial friendship level capped out. i dont think any new ai behaviours are really needed, just different more local changes to where npcs sit on the feral to friendly scale thats already there3.the whole befiending monstergirls idea is great, but doing it completely trough photographs? Perhaps a two-way approach? Monstergirl persistance and individual familiarity (NPC variable) and global relations. So having sex, petting could also improve individual relation. And monstergirls that really like you might hang around your camp and offer sex.
Ideally you remain hidden. The system is there so that the difficulty to taking candid photography remains no matter the familiarity with the speciesas much as i want this, i feel like this requires alot of stuff that isnt there currently when you could get 90% of the way thru this idea with alot less work (and then potentially expand back to that later). i think you could get the same kind of feel if you could make it so being noticed by a creature while photographing others over time could raise some familiarity level and then higher familiarity levels just make them act like they do now with your racial friendship level capped out. i dont think any new ai behaviours are really needed, just different more local changes to where npcs sit on the feral to friendly scale thats already there
well... assuming that never happens: in the future will there be things you can do to make creatures be less friendly? its kinda hard to run around stalking people if every time you get too close they start posing. them being skittish was kinda cute...
Wouldn't all sex animations use the same call/function?The anal filter is about future content based around it. And you're very much under estimating the work that goes into that. What you're asking for is compounding work load. It means for all current and future animations we need to add more mechanics to remove that animation or change that animation for a filter. Plus all the testing time required on new animations to see if they work. We are a small team, I avoid compounding work pipelines like this so we can actually build a full game. Shit like that is why no one ever finishes games.
Not so much a full taming system as "mark up to X monstergirls with maxed familiarity. They are now saved and will always spawn near your base". Granted, anything else, like more behavior and options would be nice, but feature creep kills projects.Some deal with the taming mechanics. It's a mechanic that is outside our design scope. It won't be added unless we accidentally build a system that is close to what you want and the wind up time is next to nothing. The exception to that is the base building suggestion as that is a mechanic that would sell copies of the game. But it's not really something we wanna build just yet. If we did it would likely be some sort of campsite building stuff.
That is the point of being caught, you miss out on stuff.Wouldn't all sex animations use the same call/function?
You must have a list of animations you pick one from? Making a new list from basic list +blacklist and using that should be easy. It would take more time to make an interface to make a blacklist than to implement the filter...assuming you are using C#. (Then again, I dont' know how your code looks and you have more of a working game while I have a dozen half-finished projects, so perhaps I shouldn't be offering advice)
Yeah, sure, everything will take some time to implement, but compared to some other things this is trivial. But it's also not that important and it's "nice to have QoL thing", so sommething that can be done one other systems are done.
Not so much a full taming system as "mark up to X monstergirls with maxed familiarity. They are now saved and will always spawn near your base". Granted, anything else, like more behavior and options would be nice, but feature creep kills projects.
Base buildings system sound waaay more time intensive, unless you plan to make a really simplistic one, but those don't generally feel very rewarding.
P.S. - when I talked about blaking out, the main reason I don't like it is the big passage of time. This makes is very easy to miss the pink moon events, since it WILL pass if you get caught.