You're the captain of this game so where you say its headed it'll go. I mean listening to your community is cool....
yeah, even in my own “research” I noticed a bunch of creators with only a handful of supporters, and some of them actually had projects with real potential. it really made me think, damn, this field is tough. if you can find that analysis the user made, I’d be grateful. I also feel like this whole “fountain” is gonna dry up even more. with AI getting better, a lot of people might start using it, maybe even making their own porn games with AI. right now everyone clowns on AI for being low quality, but if it gets good? of course people will jump on it.
and honestly, I’m not adding monsters for furry support. I’m not in any furry community and I don’t consider myself a furry. I just like the idea of a world full of different fantasy species, like in classic fantasy stuff. but I won’t lie, I like money, everyone likes money. so yeah, if the furry crowd shows interest in my project, I might give them some attention. at the end of the day I just wanna make an exploration game that captures the vibe of Uncharted Waters on the NES, with some porn in it. and if adding horse dicks ends up giving me more money and more free time to work on the game, then so be it.
LMAO the furry character design image XD, so true
In my first post, i was mentioned the nights are too dark. They are still too dark, but the lights, you add on....
thanks for the feedback friend. about the dark nights, ngl, I just have a thing for it. I
love pitch-black nights. it’s probably because my modded Fallout and Skyrim were always dark as hell. but yeah, I get it, it’s kinda trash for the vibe of
this game. I’ll tone it down
the townspeople interactions are a BIG WIP. they’ll get some love soon. I’m actually planning a whole dialogue system with branching choices, so until I start building that, they’re gonna stay barebones. I’m itching to reveal what I have in mind. I know some dudes hate AI, but I’m seriously thinking of using LLMs to power the dialogue. I did some deep tests and honestly, the current models are totally workable in terms of performance/price/consistency. imagine NPCs that actually chat with you, remember stuff, keep context, react to world events… it sounds crazy, but the tests showed it’s doable. I’ll probably start working on that in build 5. build 3 drops this week, build 4 later this month, so build 5 should land early December if all goes well. build 3 was supposed to be done already, but I had some IRL stuff this weekend so I couldn’t work on it.
about saves: yeah, no save system yet. I wanna get the core systems in first before committing to that.
i know, super annoying but it's actually super easy to fix, I just always forget the simple things. it’ll be fixed in build 3.
hair color is completely wrong. leftover from an older prototype. consider it fixed in build 3.
and yeah, good idea about the pirate clothing. I’ll tackle that when I work on inventory. right now I’m focusing on a stat/level-up system for the slaves — something that makes interacting with them feel rewarding and actually matter.
I'm fine with that, as long as you promise not to go the route of Breeders of the Nephilim where all new races....
yeah, I know, having only females would totally kill the vibe I’m going for.
and yeah, what you said about hybrids is super interesting. I’ve actually thought about this a lot too. the whole “dynamic system vs preset models” thing is honestly one of the biggest crossroads in my pipeline right now.
for the moment, I’m leaning toward going with preset hybrids. it
does make them more similar to each other, but it’s the most realistic approach for my current workload. the dynamic route sounds amazing, being able to mix traits on the fly, having patterns or physical features pass to offspring, all that stuff would fit perfectly in the kind of world I want to build. but like you said, it’s also way more intensive: you gotta make it work for NPCs, make sure the renderer doesn’t explode trying to load 200 pieces, keep file size from ballooning, etc. it’s a lot.
so my plan is kinda like:
step 1: start with preset hybrids so the game actually moves forward and players get something consistent.
step 2: once I get more free time or manage to get funding/hire help, then I can aim for a proper dynamic system. that way I don’t get stuck in dev hell trying to build the “perfect system” from day one.
basically: keep it simple now, build the foundation, and evolve it later when it’s actually doable.