Unreal Engine Under the Witch [v1.8] [NumericGazer]

3.90 star(s) 102 Votes

track989

Newbie
Mar 25, 2018
71
109
I realised what bothers me about the main character's voice acting, he basically makes silly noises like weebl and bob
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
That's the biggest mistake with most of these porn game creators. They're forgetting the fact that it's porn and not some GTA game.
Well if they want to try their hand at actually incorporating actual gameplay and not being a glorified animation viewer, more power to 'em.

There is a truth in both views and it is really interesting from multiple different standpoints :)
Though UTW has a very simplistic Game Design never the less it is Gameplay following a Logic and Rules behind it, to reach to the Part we mostly want to see.
I think you talk rather about the actual overall Complexity as a whole and how the Sex plays out :)

Does it take to long to see the Sex, how often, should it be directly available, how should it play out and does it need to be in any context at all ?
Even a Virtual Novel Format can or mostly has some kind of Logic your following that leads to the Sex Scene.
 
Last edited:

Succubus Hunter

Conversation Conqueror
May 19, 2020
7,685
14,784
Creator said" I'll hopefully be able to announce a release date for the alpha (demo) version next month! " Well at least we can anticipate something in the next few months:D
Awesome, I cannot wait!

On a side note, Are there any tricks to play UTW on a lower spec laptop?
 

Reapergod36

Active Member
Jun 23, 2017
973
875
This developer needs to stop apologizing for not releasing a new version and just release a new version. I've seen his patreon people are upset and I can see why with little animations meant to tide them over when it's been ages since a new release of the game.
 
Aug 23, 2020
46
166
This developer needs to stop apologizing for not releasing a new version and just release a new version. I've seen his patreon people are upset and I can see why with little animations meant to tide them over when it's been ages since a new release of the game.
I get people are upset, but I'm going to be honest with you here. This project is NOT a simple project, and many of you have no idea what's required. I'll list out some simple facts, and provide some insight into these factors to help explain what's going on.

- The game that's being developed is open world.
What this means, is that maps need to be developed. Not one, plural, and they need to smoothly transition from one map to another. Every thing you see in a game requires a texture. From grass, to rocks, to trees and their leaves. 3D Models are needed, rocks, foliage (Trees grass and flowers), etc. Then, once you've created your basic map, you need to add Nav Meshes, lighting, paths, etc.

- 3D Assets. I'm not going to say much here, I'm just gonna point to this video and tell you to keep in mind this is from someone who's job is ONLY to produce 3d assets.

- UI - I'm not a pro, but I've spent days building up a menu system, then scrapped it and spent days again rebuilding it. Over and over, until it had the functionality I wanted. Nothing to do with art or style, never got that far. Just pure functionality.

- Sound Effects. Everything you hear? Either you've got a high quality microphone and you're spending days recording things for your sound effects, Then even more time clipping the tracks, modulating them, converting them, timing them to play with animations, etc. or you're dishing out cash to buy a license to use someone elses work, and you're still doing half the work.

- Programming Logic. From what happens when you click a button, to saving and loading variables that make things work, to the AI behavior of enemies, everything that happens has a back end to make it happen. These back ends are not easily developed, get built and rebuilt. Added something new? Go back through everything you've already built and make sure you didn't break anything (Which you did and will have to fix).

- Optimization. Got something built? Do a quick run through, and why the heck is the FPS at 15.00? Guess it's time to go back and edit what you've already done and do some optimization (Won't go into detail here as it gets pretty technical, but lets just say time consuming and hard).

All of these things take time and money to do, and AFAIK this isn't a big project with multiple people dedicating entire work days to it. This isn't RPGMaker or Renpy, UE is a complicated system.
 

Troutmask90

Newbie
May 11, 2020
75
85
I get people are upset, but I'm going to be honest with you here. This project is NOT a simple project, and many of you have no idea what's required. I'll list out some simple facts, and provide some insight into these factors to help explain what's going on.

- The game that's being developed is open world.
What this means, is that maps need to be developed. Not one, plural, and they need to smoothly transition from one map to another. Every thing you see in a game requires a texture. From grass, to rocks, to trees and their leaves. 3D Models are needed, rocks, foliage (Trees grass and flowers), etc. Then, once you've created your basic map, you need to add Nav Meshes, lighting, paths, etc.

- 3D Assets. I'm not going to say much here, I'm just gonna point to this video and tell you to keep in mind this is from someone who's job is ONLY to produce 3d assets.

- UI - I'm not a pro, but I've spent days building up a menu system, then scrapped it and spent days again rebuilding it. Over and over, until it had the functionality I wanted. Nothing to do with art or style, never got that far. Just pure functionality.

- Sound Effects. Everything you hear? Either you've got a high quality microphone and you're spending days recording things for your sound effects, Then even more time clipping the tracks, modulating them, converting them, timing them to play with animations, etc. or you're dishing out cash to buy a license to use someone elses work, and you're still doing half the work.

- Programming Logic. From what happens when you click a button, to saving and loading variables that make things work, to the AI behavior of enemies, everything that happens has a back end to make it happen. These back ends are not easily developed, get built and rebuilt. Added something new? Go back through everything you've already built and make sure you didn't break anything (Which you did and will have to fix).

- Optimization. Got something built? Do a quick run through, and why the heck is the FPS at 15.00? Guess it's time to go back and edit what you've already done and do some optimization (Won't go into detail here as it gets pretty technical, but lets just say time consuming and hard).

All of these things take time and money to do, and AFAIK this isn't a big project with multiple people dedicating entire work days to it. This isn't RPGMaker or Renpy, UE is a complicated system.
I kind of think this is also part of the problem, sometimes independent devs bite off more than they can chew. Also, as stated above, it's good to remember the purpose of the game, if people want to play some deep open world game with dynamic environments and immersive atmosphere, there are studios out there making those games and its not ultimately what brings someone to a game like UTW. I think sticking with something really simple like battles and having to trigger certain mechanics to unlock content like the present release is probably a lot better of a concept imo. It means you can more narrowly put your focus on the things that matter like character models and endings.

In the end I just think these overly ambitious concepts leave you wasting a ton of time on things that aren't the primary draw to your product. Ultimately it's up to them, they can make whatever game they want to, but it seems like a poor allocation of resources to me.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
I get people are upset, but I'm going to be honest with you here. This project is NOT a simple project, and many of you have no idea what's required. I'll list out some simple facts, and provide some insight into these factors to help explain what's going on.

- The game that's being developed is open world.
What this means, is that maps need to be developed. Not one, plural, and they need to smoothly transition from one map to another. Every thing you see in a game requires a texture. From grass, to rocks, to trees and their leaves. 3D Models are needed, rocks, foliage (Trees grass and flowers), etc. Then, once you've created your basic map, you need to add Nav Meshes, lighting, paths, etc.

- 3D Assets. I'm not going to say much here, I'm just gonna point to this video and tell you to keep in mind this is from someone who's job is ONLY to produce 3d assets.

- UI - I'm not a pro, but I've spent days building up a menu system, then scrapped it and spent days again rebuilding it. Over and over, until it had the functionality I wanted. Nothing to do with art or style, never got that far. Just pure functionality.

- Sound Effects. Everything you hear? Either you've got a high quality microphone and you're spending days recording things for your sound effects, Then even more time clipping the tracks, modulating them, converting them, timing them to play with animations, etc. or you're dishing out cash to buy a license to use someone elses work, and you're still doing half the work.

- Programming Logic. From what happens when you click a button, to saving and loading variables that make things work, to the AI behavior of enemies, everything that happens has a back end to make it happen. These back ends are not easily developed, get built and rebuilt. Added something new? Go back through everything you've already built and make sure you didn't break anything (Which you did and will have to fix).

- Optimization. Got something built? Do a quick run through, and why the heck is the FPS at 15.00? Guess it's time to go back and edit what you've already done and do some optimization (Won't go into detail here as it gets pretty technical, but lets just say time consuming and hard).

All of these things take time and money to do, and AFAIK this isn't a big project with multiple people dedicating entire work days to it. This isn't RPGMaker or Renpy, UE is a complicated system.

Perfect you analyzed everything correct why it never will be finished in a foreseeable future congratulations and why when the scope is to high just on Patreon without some masterful multi source funding and team building strategy you gonna fail.

Unreal is a tool not more it doesn't do Magic and overall for certain cases it can be quiet limited and you need the manpower and knowledge to overcome these limitations just on this part alone, or you need to hope that Epic does what you need in time or find it on the Marketplace by a 3rd Party but even that often creates other Problems.

Thus why the High Profile AAA Studios have their own Engine R&D they don't have time to wait for Epic they need to finish their Project the bigger the Scope the more problems you will encounter and nothing is bigger than to solve Open World and you never start this as a 1 Man show it will always fail.

You need decades to Master Open World in your company and if you made it you build up a massive amount of Internal knowledge through many shipped titles.

Start low work up High but really forget Open World for some YEARS in any competitive form unless it's gonna be a mini open world ;)
 
Last edited:
May 25, 2017
820
1,532
There is a truth in both views and it is really interesting from multiple different standpoints :)
Though UTW has a very simplistic Game Design never the less it is Gameplay following a Logic and Rules behind it, to reach to the Part we mostly want to see.
I think you talk rather about the actual overall Complexity as a whole and how the Sex plays out :)

Does it take to long to see the Sex, how often, should it be directly available, how should it play out and does it need to be in any context at all ?
Even a Virtual Novel Format can or mostly has some kind of Logic your following that leads to the Sex Scene.
Well yeah if I want to play a VN, I'll play a VN. My personal preference is adventure games like what this dev's wanting to do, so I'm expecting such. At the end of the day a good porn game is a game with porn integrated within either the mechanics, story, or both. As much as the horny bastard in me protests, and brace yourself because an unpopular opinion is incoming, I'd actually rather see this develop into a cool action adventure game than just see him spitting out animations every month and getting burned out on it.
 

NotTime

Newbie
May 24, 2020
45
51
Well yeah if I want to play a VN, I'll play a VN. My personal preference is adventure games like what this dev's wanting to do, so I'm expecting such. At the end of the day a good porn game is a game with porn integrated within either the mechanics, story, or both. As much as the horny bastard in me protests, and brace yourself because an unpopular opinion is incoming, I'd actually rather see this develop into a cool action adventure game than just see him spitting out animations every month and getting burned out on it.
totally agree with you, let him work.
There are TONS of VN and animation out there, if someone just want the porn it's nonsense to push the developer and get angry because of a low rate of updates.
 

first name

Newbie
Nov 22, 2017
49
50
For a while now, it seemed like UTW was heading in the same direction as TOT. However, at least he's uploading something monthly so.......
not-yet-not-yet.jpg
 

Excablecar

Newbie
Dec 7, 2018
56
69
totally agree with you, let him work.
There are TONS of VN and animation out there, if someone just want the porn it's nonsense to push the developer and get angry because of a low rate of updates.

Also, in term of quality, this game is very polished for what is there. The timings, menus, animations all feel like a game and not some gobbled together jank that "shows promis" and the animations also aren't just some basic keyframing. They have character.

Polishing takes more time than the slapped together concepts that are held together with duct tape and semen you normally see.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
Well yeah if I want to play a VN, I'll play a VN. My personal preference is adventure games like what this dev's wanting to do, so I'm expecting such. At the end of the day a good porn game is a game with porn integrated within either the mechanics, story, or both. As much as the horny bastard in me protests, and brace yourself because an unpopular opinion is incoming, I'd actually rather see this develop into a cool action adventure game than just see him spitting out animations every month and getting burned out on it.
I understand i would take a look at Auril3D she is about to go into that direction she is very close to find a interesting path.
Of course Hardcore Adventure Gamer still smile a bit ;)
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
You could go some crazy ways here like a top down oldshool jap RPG in the earlies and then blend from that into the 3D Animations, way less effort than to think about a entire open 3D world you could make the World 2.5 D and concentrate most resources into the 3D Animations blending in while still being able to push a story ontop with a bit less manpower effort ;)
 
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3.90 star(s) 102 Votes