Collection Unreal Engine Under the Witch [v2024-11-26] [NumericGazer]

4.00 star(s) 120 Votes

track989

Newbie
Mar 25, 2018
76
119
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
2,089
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.
 
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Succubus Hunter

Devoted Member
May 19, 2020
8,583
16,606
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

Well-Known Member
Jun 23, 2017
1,054
958
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
167
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
86
108
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.
 
4.00 star(s) 120 Votes