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1589271460251.jpg

This might not be in the feature because resizing the penis will demand making more variate animations, and extensive codding to prevent extreme mesh intersection.
While penis customization would be nice, it's understandably a bit daunting when it comes to integrating with animations. Though, I suppose you could make it an "experimental feature" that requires clicking something in the options so people aren't surprised when their gigadong pierces the model, or their micropeenor is thrusting air. I've seen a few games do this.
 
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Okay, just started messing around with it. I'll start with bugs/weird things.
First of all, it seems like main color and secondary color are mixed around? Main color changes the color of her belly/face fur, while secondary changes her primary coat color. If intentional, you might want to switch that around.
Secondly, the color selection UI itself feels off and not very self-explanatory with the lighting/contrast selections.
The ability to rotate the characters would be nice.
It seems like the demo isn't designed for 1440 monitors, as the text windows were appearing well outside of the screen. This could be user error on my part, but if there's an option to change the res, I couldn't find it.
 
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SpaceHornDog

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View attachment 4640619


While penis customization would be nice, it's understandably a bit daunting when it comes to integrating with animations. Though, I suppose you could make it an "experimental feature" that requires clicking something in the options so people aren't surprised when their gigadong pierces the model, or their micropeenor is thrusting air. I've seen a few games do this.
In this case, the feature could be implemented.
 

SpaceHornDog

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Okay, just started messing around with it. I'll start with bugs/weird things.
First of all, it seems like main color and secondary color are mixed around? Main color changes the color of her belly/face fur, while secondary changes her primary coat color. If intentional, you might want to switch that around.
Secondly, the color selection UI itself feels off and not very self-explanatory with the lighting/contrast selections.
The ability to rotate the characters would be nice.
It seems like the demo isn't designed for 1440 monitors, as the text windows were appearing well outside of the screen. This could be user error on my part, but if there's an option to change the res, I couldn't find it.
To be more intuitive, simply swapping the name of the main & sec will fix the problem, I think.
The HSV palette might be confusing as abbreviations; I might need to change the hint.
For the camera rotation in the customization UI, I think adding left and right buttons will be sufficient.
Regarding the screen resolution, I've resized my screen to match the 1440 standard and tested the game. As you said, the dialogue does spawn behind the Main UI. I don't know how to code a player screen size detection system when initiating the game, but I can change the display priority of the dialogue widget so it will spawn upon the master UI in case more players encounter the same problem.
 
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In this case, the feature could be implemented.
To be more intuitive, simply swapping the name of the main & sec will fix the problem, I think.
The HSV palette might be confusing as abbreviations; I might need to change the hint.
For the camera rotation in the customization UI, I think adding left and right buttons will be sufficient.
Regarding the screen resolution, I've resized my screen to match the 1440 standard and tested the game. As you said, the dialogue does spawn behind the Main UI. I don't know how to code a player screen size detection system when initiating the game, but I can change the display priority of the dialogue widget so it will spawn upon the master UI in case more players encounter the same problem.
Thanks for the timely responses! Overall I'm very hopeful from what I've seen of the demo so far (though I can't really comment on the dialogue as I couldn't see most of it due to the UI issue), though I have a few additions questions.


Looking at your Patreon it seems the current sex system was from a standalone demo? I noticed some oddities, like the hands/dick matching a human, while the current default player species is a wolf/dog. I assume as player customization is added and the game/demo advanced this won't always be the case, and the hands/penis will match the player's current species?
About the sex part itself: I think it might be nice to be able to combine/automate some of the actions, like allowing you to auto-thrust so you have access to the hands/mouth function, or being able to leave actions in-play, like kissing while thrusting.

This question is more for when the game is further along, but will there be a hard limit to how many NPCs can exist in the world at once? Games like Koikatsu and AA2 had a limit of around 30 something NPCs. Personally I am fine with this, but it would be interesting to know what your plans are on this. And whether we'll be allowed to completely customize the NPC makeup of our worlds, or whether worlds will mostly be composed of pre-generated NPCs.
 
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SpaceHornDog

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Thanks for the timely responses! Overall I'm very hopeful from what I've seen of the demo so far (though I can't really comment on the dialogue as I couldn't see most of it due to the UI issue), though I have a few additions questions.


Looking at your Patreon it seems the current sex system was from a standalone demo? I noticed some oddities, like the hands/dick matching a human, while the current default player species is a wolf/dog. I assume as player customization is added and the game/demo advanced this won't always be the case, and the hands/penis will match the player's current species?
About the sex part itself: I think it might be nice to be able to combine/automate some of the actions, like allowing you to auto-thrust so you have access to the hands/mouth function, or being able to leave actions in-play, like kissing while thrusting.

This question is more for when the game is further along, but will there be a hard limit to how many NPCs can exist in the world at once? Games like Koikatsu and AA2 had a limit of around 30 something NPCs. Personally I am fine with this, but it would be interesting to know what your plans are on this. And whether we'll be allowed to completely customize the NPC makeup of our worlds, or whether worlds will mostly be composed of pre-generated NPCs.
In the current version, both the interaction system and the sex system are integrated as a whole. There's a "Fool around" button at the ask section, which will transition to the sex system.

According to the oddities you've mentioned, because the game is still in the early stages of development, the goal is to test out most of the playability and stability of the basic framework. About the unmatching dick/hand, I use human dick as the foundation of all the potential insertors can be added in the future; If I use wolf's, which can inflate and stuck the orifices, will need to script a unique inserting mechanism that's more complex than human or other racial dick. Wolf dick will be added in the future, and have the coherent hand/penis throughout the game as well, but only after the Protagonist customization system is completed.

The auto-on insertion and interaction are feasible, but I'll need to complete the dialogue system first to better understand how to integrate all of these systems bug-free.

I'm still unsure about the number of NPCs that can be added to the world. This deeply depends on how the script and master framework are optimized. I'll have to test it out first before I can answer this. The experiment will likely involve putting 15 NPCs roaming around the world map and gradually increasing the numbers until I can see an evident drop in PC performance. Regarding NPC initialization, I can give the player a list of pre-generated NPCs and the freedom to adjust their appearance, name, and race to any one of them when a new game is started.
 
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In the current version, both the interaction system and the sex system are integrated as a whole. There's a "Fool around" button at the ask section, which will transition to the sex system.

According to the oddities you've mentioned, because the game is still in the early stages of development, the goal is to test out most of the playability and stability of the basic framework. About the unmatching dick/hand, I use human dick as the foundation of all the potential insertors can be added in the future; If I use wolf's, which can inflate and stuck the orifices, will need to script a unique inserting mechanism that's more complex than human or other racial dick. Wolf dick will be added in the future, and have the coherent hand/penis throughout the game as well, but only after the Protagonist customization system is completed.
No worries! I actually appreciate that it defaults to human hands/penis, I just had to point that out since it's noticeable when the non "fool around" options show the player as a wolf, but I understand this is only an issue until player customization is added.
I assume as the demo/game progresses, more positions and poses will be added, but will it also have integration into the game world? A few examples being sex taking place on a couch/bed if nearby/inside a house, or NPCs being able to walk in on the player/NPC having sex.
Another question about NPCs: Will NPCs personalities be highly customizable, with sliders to make them more dominant or submissive, Happy or Sad, or will it be similar to other games of the genre where NPCs have a few select-able "base" personalities, like "Bossy", "Mean", "Playful"?
npcpersonalities.png
Here's a mock up of what I mean.
 

thatsbqnkers

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Looks great so far... although a bit of graphical polishing is definitely needed in the future
(the banner for this post looks great but the in-game graphics look pretty...dated and low quality)
 
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SpaceHornDog

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Looks great so far... although a bit of graphical polishing is definitely needed in the future
(the banner for this post looks great but the in-game graphics look pretty...dated and low quality)
I really can't do much to improve the graphic.
Right now, the graphic is set to the minimum requirement. Because I made a big mistake buying Intel's latest CPU, it kept failing and crashing during the exporting game unless I set everything to the perfomance efficent. I can't even use some better anti-aliasing or the latest fancy feature unreal could provide. The only good side is that most people can play this game without a good PC(I think).
 
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SpaceHornDog

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No worries! I actually appreciate that it defaults to human hands/penis, I just had to point that out since it's noticeable when the non "fool around" options show the player as a wolf, but I understand this is only an issue until player customization is added.
I assume as the demo/game progresses, more positions and poses will be added, but will it also have integration into the game world? A few examples being sex taking place on a couch/bed if nearby/inside a house, or NPCs being able to walk in on the player/NPC having sex.
Another question about NPCs: Will NPCs personalities be highly customizable, with sliders to make them more dominant or submissive, Happy or Sad, or will it be similar to other games of the genre where NPCs have a few select-able "base" personalities, like "Bossy", "Mean", "Playful"?
View attachment 4642751
Here's a mock up of what I mean.
I'll have to be very selective about the available position because there will be more races in the future. The formula of workload would go like this:
Races X Positions (blowjob, Vsex, Asex, etc..., the more the animation, the more damage to my liver)
So I'll have to think twice before adding any new position.

The sex location will be determined by where the sex scene is triggered. For example, if the protagonist asks to fool around while in the living room, the NPC will likely lie on the living room's floor. If triggered in the street, they will be on the pavement. The background is pre-defined based on the talking location.
But what if, in addition, the sex scene is triggered while there are people around? The sex scene will be counted as public sex, which could be fun, though it is just a concept without much concrete plan atm.
I'll need to think about the NPC spotting sex scene. This could be triggered randomly or based on the time system when the character walked in. It won't be very easy to work around.

The dynamic personality sounds good but may be too complex to plan and execute.
Once the game is initialized, I plan to give all the NPCs their fixed personalities. Their mentality and dialogue feedback will change based on the scale of love, obedience, and corruption stats.
But nothing is predeterminded; maybe I'll have some inspiration when coding the game.
 
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I'll have to be very selective about the available position because there will be more races in the future. The formula of workload would go like this:
Races X Positions (blowjob, Vsex, Asex, etc..., the more the animation, the more damage to my liver)
So I'll have to think twice before adding any new position.

The sex location will be determined by where the sex scene is triggered. For example, if the protagonist asks to fool around while in the living room, the NPC will likely lie on the living room's floor. If triggered in the street, they will be on the pavement. The background is pre-defined based on the talking location.
But what if, in addition, the sex scene is triggered while there are people around? The sex scene will be counted as public sex, which could be fun, though it is just a concept without much concrete plan atm.
I'll need to think about the NPC spotting sex scene. This could be triggered randomly or based on the time system when the character walked in. It won't be very easy to work around.

The dynamic personality sounds good but may be too complex to plan and execute.
Once the game is initialized, I plan to give all the NPCs their fixed personalities. Their mentality and dialogue feedback will change based on the scale of love, obedience, and corruption stats.
But nothing is predeterminded; maybe I'll have some inspiration when coding the game.
Sounds great so far. I'll be very much looking forward to the updated demo that fixes the dialogue UI and seeing the game progress in general!
It's hard to "wish list" stuff when the game is so early in development, but it would be neat to see NPC personality types like a "Speciest" and a "Xenophile", where one starts with absolutely no interest in any species but her own, and the other expresses interest in every species but her own. It would also work great with the Love, Obdience, and Corruption stats, allowing players to either win over the speciest purely with love, or dominate/corrupt her into inverting her values. Kind of hard to really gauge how do-able any of this is though in the current stage of the game.
 
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SpaceHornDog

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Sounds great so far. I'll be very much looking forward to the updated demo that fixes the dialogue UI and seeing the game progress in general!
It's hard to "wish list" stuff when the game is so early in development, but it would be neat to see NPC personality types like a "Speciest" and a "Xenophile", where one starts with absolutely no interest in any species but her own, and the other expresses interest in every species but her own. It would also work great with the Love, Obdience, and Corruption stats, allowing players to either win over the speciest purely with love, or dominate/corrupt her into inverting her values. Kind of hard to really gauge how do-able any of this is though in the current stage of the game.
Xenophilia and xenophobia could be innate traits of any NPC, while they have their master personality. With this design, the traits change dynamically based on how the protagonist gradually influences them, but their personalities remain the same.
 
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