Maybe some bug happened, I'd really appreciate it if you could check that it's not about the game settings.
I re-downloaded the game to check. I think part of the problem was the music at max; that clearly toned out a lot of sfx for me. Felt a bit better to me with music at minimum and only sfx at max.
I do remember some bugging out when first encountering Bunny - at least the music disappeared for a bit (but it came back - maybe it was supposed to play a different track or something?).
Maybe something similar happened to other stuff and I didn't notice when playing.
Anyway, I listened more carefully this time and yes there's more going on than I first perceived. But I still wouldn't say it feels quite that alive to me. Some birds occasionally or a tiny bit of wave-y sounds near the sea; sure, the actions mostly have sounds (cutting bamboo didn't have any), walking sound, that sorta thing. But a bit too static-game-y. And too quiet.
I don't understand what's wrong about clipping though
Do you mean you don't understand what that is, or that you don't understand why it's bad? ^^#
Well, since I was testing sound anyway I thought I'd make a screenshot:
The point is just that it's really a typical 3D problem. Since objects are of course rigid you get that sorta thing all the time. You also got some floating bushes and whatever.
Is it super awful? Obviously not. Just saying
right now you get this type of downsides of 3D with not a lot of the upsides of 3D (but free building would certainly be one and if that's happening and working it is definitely a plus).
maybe because they have no difference with quests from the first game
Indeed, but doing the same thing again obviously already isn't as interesting.
And also: first game you were just stranded and in a difficult situation. It felt tense. Here, it's whatever. You know your stuff. Thus, more a chore than survival task.
And also also: first game requires 3-10 clicks or whatever and barely any time to gather some stuff. Here it requires way more time. Run somewhere, gather stuff, run back. Maybe manage some Stamina. That adds up. Thus, more tedious, and the further away (raft/Bunny's camp) the more annoying it gets.
Thus, yes, it's the same. But also worse. Naturally you'd hope for "the same. But better". But it's not ^^#
But what would you change in the quest log? It'll have an Archive tab in the next (0.8.0) update. On-screen tracking?
At the very least the gathering quests should say what they require. It's always possible that I missed something, but let's say you are building the new raft, and are back at your camp, and try to remember how many ropes you need ... quest log just says "build new raft" (or something similar). Not the resources needed (and gathered).
I think there's also an argument about map markers / map guides for the active quest. But maybe that makes the fetch-quest feeling just even worse ^^#
Still I can't tell more then 5 games on this site that have better realtime graphics and somewhat open spaces, but maybe I'm missing something.
Yes, what you are missing is that real-time 3D environments are maybe not the best choice for porn games when out of so many apparently barely any manage to succeed in real-time 3D
... okay, it's a bit cheeky to say, but what you say is a lot like "this is the best cake made of snails you'll find at this bakery! How can you complain?!" Well, either the cake is tasty or it isn't (and also maybe you really don't want snail-cake but you should at least try before judging ^^); who cares whether it's in the top5-snail-cakes or not...
And I'll also say ... there's AAA game companies that have been doing the occasional non-rendered sex scenes (or other somewhat erotic stuff with complex movements). Like some Rockstar GTA pole dancing or BioWare with Mass Effect and some bits of sex scenes.
They always looked pretty bad; clunky, like somebody was crudely mashing some mannequins together. I think it's just about "okay" now with Cyberpunk. And they got entire teams only there to do animations and whatnot ^^#
So yeah, you're trying something very difficult. And I think if there was an easy way to make it work a lot of people had already used that. So I honestly got no real suggestion. I do think attention should be paid to for example where the hands are placed, it looks real awkward when they are meant to hold onto something and don't. And that sorta thing. But that's probably obvious ^^#
... the only thing I could sorta consider maybe doable is leaning more into stylized visuals. Cel shading or something. Would that work? Who knows. Some would hate that too for sure. But it gets away a bit from some of perceived realism and then the immediately obvious lack thereof.
I'm interested in your findings because they can help us make the game better.
I'm honestly not too into them so you'll probably know them already anyway.
Breeders of the Nephelym is the obvious one.
Portals of Phereon is neat, but I haven't played it in a while.
Then there's the Japanese one - forgot what's it called but it's by Team-Apple Pie.
Of course there's all the abandoned ones. And some that aren't technically porn, like Elona/Elin.
But in any case my point is that usually I tend to be of the opinion that it's better to do 1 thing well than 5 things, well, not well. After all developing time is always limited. So especially with how difficult to make these breeding games already are, to tag them onto a survival/exploring game ... either it takes a lot of focus from survival/exploring so that part turns out kinda boring. Or it's not enough time to make a good breeding game, so that part is kinda boring.
Is my worry anyway. Naturally worries don't always come true.
And like I said in the first post I kinda want to say; cool, it's ambitious, it tries things. But then yeah, I'm skeptical it can work out. And what's there is just not
that fun to me currently (very subjective naturally but I hope I managed to somewhat explain away ^^).
Either way obviously best of luck with the project.