Others Total Fan Adventure [Dev, Slow, Casual]

Apr 11, 2025
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NOTICE! This dev post is for a CASUAL project.
I get around to working on this when I have the time and energy. (only like 10-30 hours per month)

I am posting this mostly as a reference for any potential commissions I make.


Total Fan Adventure [Placeholder Name]

Business Plan: Minimal [The internet and NSFW games seem to be going to hell. Making a profit isn't my goal, I'll figure out a way to get donations later.]​
Sales Pitch: [None, Project will sell itself based on the premise, and first two images to show quality and gameplay]​
Premise: Fan Fic characters, living in a Medieval RPG world.
Objective: [None, I'm making this for myself, sort of like a living breathing fan fic + custom RPG game]​

Project Priorities:
  1. Characters: Bringing them to life (both by art and writing), making them interesting through their interactions/relationship with other characters.
  2. Fun Gameplay: I don't like grinding, I don't like waiting, I don't like complex games. I want fast, fun, quick gameplay, to quickly get through the story and content, but the game play itself should also be fun.
  3. Erotic: I like sexy characters and sexy art and lewd situations. I don't really care for sex scenes, or fap games. I'll make characters and scenes erotic when I can, but what makes sense for the characters and gameplay takes priority. Lewds are second to that.

Project Status Overview:

State: Preliminary Art and Coding​
Levels/Chapters: None​
Locations (Planned): Cave, Forest, Camp​
Characters (In Progress): Total Drama Island Characters (in my own style):​
Heather, Gwen, Leshawna, Lindsay, Courtney, Harold, Cody.​
Characters (To Be Considered): KPop Demon Hunters (as r/Polytrix)​
Technical:

Engine: Strider3D (basically Unity but pure C# and not as bloated)​
Graphics: 2D, 2.5D, Pixel Art environment, "Vector" animated characters.​
Game Play: Auto-Runner, Jump-Duck-Dodge-Attack, Side Scroller, Lane Defender, TBD Open World, TBD Detailed RPG mechanics.​
Dev: Yandere4GameCreation or my old user name Saki (code BVZ)
C# Programming: +15yrs​
Character Art (2D, 3D, Animation): +10yrs​
Strengths: Can code just about anything. I consider myself more of a technical artist than an artsy fartsy artist. I have a full pipeline for making custom characters from scratch, full topology and rigging.​
Weaknesses: Extreme ADHD, makes it hard to focus on things I want to do. I have no attention span for Environment Art, but I can refine character art for days.​
Experience: Been "making" games for nearly 20 yrs. But as I get better, my standards get higher. My only finished projects were back in school. I have never been able to finish a project for F95Zone/Adult game dev community, despite my great love for this community. I always found the adult game dev community surprisingly very positive and supportive.​


Project Status Description:
Currently:​
  • Working on Minimum Viable Product for the game mechanics.
  • Gathering Environment Art Resources
  • Creating Animated 2D character Rigs for each character and outfit.
Attached is the current Art I have worked on. These have been included mostly for reference for any potential artist commission, and are watermarked. They are mainly for referencing dimensions, as I have worked hard to create a set of standardized units that work with my character art philosophy.
Cabinet View Projection: An old style I really liked from the old Yoyo GameMaker days. This will be used for some levels, as well as for the Open World environment once I have enough assets to start making open levels. Its technically a 16x16 based tile set... but the actual assets are much large as its uses techniques from more advance tile sets where larger more complex assets are made using a collection of tiles.​
Trees - 360x360: not really 16px based, but final estimated based on a custom perspective projection calculation.​
2x Proto Template: Reference for level creation... at some point.​
Perspective Testing: An alternative graphics setting to Cabinet View Projects, inspired by old Yoyo GameMaker 2.5D tutorial, I really liked the charm of faked 3D.​
Style:
Characters: Animated "Vector" Art characters (think flash animations or 2000's cartoons like Total Drama Island or Kim Possible. I put "Vector" in quotes as its actually a 2.5D character rig (basically what Live2D and Spine2D do under the hood, but I work on the raw .fbx file), custom made so that I can have detailed control over the art, the animation, I even use custom math to modulate line weight to give a more hand drawn feel regardless of character art scaling. For now characters may be flat, but since its just a 3D mesh with a UV map, more detailed shading and texturing can be added afterwards.​
Environment: Simple and Pixel Art - Characters will be high quality, but Environment art I actually want it to be a bit more flat/simple so that the characters stand out. I don't really care about the environment art quality, other than the metrics I try to use for the Cabinet View projection tileset. In fact, I coded up an algorithm for Gimp, where I can pass in simple paintings (such as some tree assets I bought), and the code converts it to my preferred usage of color theory and pixel art techniques.​

Scale and Graphics:
All attached image look to be at 1:1 scale, or that is to say, pixel art. However, in game, I plan to scale assets by 1x, 2x, and even 3x, depending on how I want to handle scenes or levels. Such as, for Cabinet View Projection, I find a pixel art scale of 2:1 looks readable while still being zoomed out (for open world exploration and interacting with other characters). But for a more zoomed in and dramatic feel, Using a fake 3D perspective technique, I actually like it when the graphics zoom in to a 3:1 ratio (but the "vector" art character will still be clean and crisp).​
Using all the same assets metrics, I can have art that work for both Cabinet View Project, fake 3D Perspective, while also having consistency across character rigs.​
Example, every px = 0.5 inches (xy plane). Trees roughly in a 360px image = 15ft. I aim for loosely realistic dimension, but my stylized characters (thin and tall with curves) tend to be a bit too tall/thin for 1:1 matching with realistic models.​

Credits:
  • Trees (base painting): By Spiral Atlas @
  • All Assets otherwise created or modified by me, and watermarked as such.
 
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Apr 11, 2025
21
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[Reserved]
(ok, finished editing initial post)
(I'll check here now and then but mostly just have this post to link to when exploring commissions).
 
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