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

4.00 star(s) 120 Votes

Krosos

Engaged Member
Dec 1, 2018
2,169
2,089
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
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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
2,089
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
2,089
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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Reapergod36

Well-Known Member
Jun 23, 2017
1,054
958
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.
My experience is on the 3D asset side of things but regardless of the game design process. He's sat on 1.4 for a very long time and people are paying him money. Almost a full year in-fact. I even know that he's switched from his original engine and that caused even further delays. At this point he's set a standard and now due to delays built up an expectation that's really massive. If we get 1.6 for example, people will just be pissed if it's not filled to the brim with new content.
 

meeman

Member
Jul 12, 2019
480
564
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.......
View attachment 972440
Not really. A long time between updates, sure. But after the first release :Dgiggidy:D then the polishing updates, (Chinese, English voice, gallery, etc.) He said it would probably be a long time, maybe a year or so until more is added. A little more than a year later, here we are.
TOT on the other hand. It'll be here Friday. I mean this weekend. Sat, Sun, Mon.... Tues: I ran into a delay with ..........
Wed, Thurs. Ok I've got it figured out, Should be ready by Friday.... Friday: It's a mess, this will take weeks to fix all of this....... Weeks later... On and on and on and a different minigame, and a different side-progject within the game, with goals and timeframes that keep changing and .................................
 

olorex11

Member
Oct 16, 2017
473
833
I'm giving NG the benefit of the doubt since he LISTENED and asked us in a poll to release a playable demo to the patreon people when we got upset about the lack of content and his choice of not working on a planned video(s) of Dealer. So I give him that, if the demo/pre alpha is great and has enough content I will join his patreon again.
 
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BadMrFrostyy

Member
May 17, 2018
171
276
I'm giving NG the benefit of the doubt since he LISTENED and asked us in a poll to release a playable demo to the patreon people when we got upset about the lack of content and his choice of not working on a planned video(s) of Dealer. So I give him that, if the demo/pre alpha is great and has enough content I will join his patreon again.
I agree with this but a lot of people including myself have contacted him and replied to his posts asking about a new demo with no reply at all and just being ignored,he always seems to ignore questions about a new demo build. My fear is that he keeps doing polls and giving little animations and 'showing" a newer build, without actually releasing anything, thus turning it into a cash cow with no actual progress like ToT. Im also not saying NG is like them now,he has done heaps more in being active and showing SOMETHING and not nothing at all.
 
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Succubus Hunter

Devoted Member
May 19, 2020
8,583
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Not really. A long time between updates, sure. But after the first release :Dgiggidy:D then the polishing updates, (Chinese, English voice, gallery, etc.) He said it would probably be a long time, maybe a year or so until more is added. A little more than a year later, here we are.
TOT on the other hand. It'll be here Friday. I mean this weekend. Sat, Sun, Mon.... Tues: I ran into a delay with ..........
Wed, Thurs. Ok I've got it figured out, Should be ready by Friday.... Friday: It's a mess, this will take weeks to fix all of this....... Weeks later... On and on and on and a different minigame, and a different side-progject within the game, with goals and timeframes that keep changing and .................................
That is Boda in a nutshell. I hope NG has taken a look at ToT's thread on here and learned what NOT to do as a game dev. I love how this game looks so far and I really want to see this game be completed.

As for an overworld, I think that could be fun. Perhaps something where the player can look for powerups while avoiding getting ravished by over leveled witches/ other monster girls.
 
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fanboi

Engaged Member
Apr 19, 2018
2,213
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Not really. A long time between updates, sure. But after the first release :Dgiggidy:D then the polishing updates, (Chinese, English voice, gallery, etc.) He said it would probably be a long time, maybe a year or so until more is added. A little more than a year later, here we are.
TOT on the other hand. It'll be here Friday. I mean this weekend. Sat, Sun, Mon.... Tues: I ran into a delay with ..........
Wed, Thurs. Ok I've got it figured out, Should be ready by Friday.... Friday: It's a mess, this will take weeks to fix all of this....... Weeks later... On and on and on and a different minigame, and a different side-progject within the game, with goals and timeframes that keep changing and .................................
To be fair, there has been tons more produced by Bo/Koda this year for their patrons than NG. Obviously NG is producing things since we can see the results with those short videos, just wish that all his time & attention was on doing those (they are awesome) instead of an open-world game.
 
Aug 23, 2020
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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.
To be fair, there has been tons more produced by Bo/Koda this year for their patrons than NG. Obviously NG is producing things since we can see the results with those short videos, just wish that all his time & attention was on doing those (they are awesome) instead of an open-world game.

Honestly, Open World isn't even the biggest problem. It's just one item on a list, and while it does add to the work flow, if done in an organized fashion (Not building the whole world at once), it shouldn't tag on THAT much more time. The fact is he's building back end stuff. Menu's, the ability to save and load, the ability to get and do quests, implementing triggers that control how things progress, minimaps, etc... All these gameplay features don't just come built in like they do on RPGMaker. Once one is built, and you make another, you need to edit both to make sure they interact with each other.

Let me give you an example of what the workflow is like. You build your parent NPC class, give it stats like hp, energy, attack power, etc. Then you build a function to interact with said NPC. Then you build the ability to fight said NPC, then you want it so if you lose say 10 times, the NPC does something. Then you build a reputation system so that new options open up with more reputation. THEN you need to go back to the stats, add those reputations in, add in the loss counter, etc. Then your NPC needs to be able to read that Data, so you need to rework the interaction functions so the data can get passed through, then add more logic on the NPC to parse those new stats, then make sure everything is working properly. THEN you need to test it, optimize it, etc. THEN you need to add those new stats to the save load functions, then you need to test that to make sure it didn't break anything there! Can a quest reward reputation? Another system to modify. and it goes on and on.

What you saw in the demo (1.4) was very basic functionality. Hell, the player couldn't even walk around. That fight? It wasn't triggered, it was scripted to load when the play button was pushed.

Now I know what most people will think when reading this, and most people will facepalm and say wtf don't work on this, focus on that or have some opinion or w/e. But there's also some good news that comes with this. These are core gameplay functionalities that are being built... and once they are done, he will be able to push out content like more npcs, more scenes, etc much more quickly. This production pace isn't the pace he's going to be pushing content at regularly... This is the grind to build the framework in which he can use to push out content.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
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Would be a good option to have possibility to mute him and just read the text if needed.
She should just push a ball gag in his mouth or plaster it with a tape i think that's even what most wanted to see overall ;)
She could even use her magic alone in a visible way to mute him out entirely and by his face reaction you would see it "distress".

I think we aren't far away from him getting Strapped and have to Strapped enjoy her sooner or later poor hero he is ;)
And this Evil Dark Witch Bitch is enjoying every moment of her controlling his misery and the chosen voice actress plays this out not so bad :D
 
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4.00 star(s) 120 Votes