So no new content just bug fixes for this down load?
most of it bug fix after all we have the ending wait for more game content
Most of it is dozens on new animations, improved renders and sound effects in scenes which didn't have them before.
I think ren py sucks, but Unreal is very likely overkill... as long as he has a reliable developer, I dont really care. Also, he says he already has a bunch of guys applying. Otherwise I might have tried myself.
Unless you are going to make the next VVK game an open world run around and f@#$ everything game.. Unreal, please no.
Aside from Unreal being so much harder to just lightly edit for my own reasons (tweak edit almost every renpy game for myself locally), If its still going to be the same style of game, and you dont need anything like real-time animations and open world stuff, id say skip Unreal. It would just be a waste of time and energy otherwise.
My opnion on this coming from someone with commercial game development experience,
If the 2nd game is gonna be very different wherein it's gonna be some type of an open world sandbox w/ quests and stuff to do that would really benefit from what you usually see in an Unreal Engine game(in general, not just like the UE games we have here), I don't think it's necessary to switch to Unreal engine.
Since if it was decided for it to be in Unreal this time, it's gonna be a completely different game direction already at least to me. Since if you're switching to Unreal, you'd better make use of the assets and stuff you can do w/ the Unreal Engine. If u still plan on keeping the territory conquering/managing and such like with the world map, I would think an actual 3rd person combat system w/ armies and such like what you'd see in Mount & Blade would make more sense compared to the current one we have to justify the switch to Unreal. That, and UE alone could significantly increase development times compared to Ren'py

And like with all UE games, there's also the fact you may experience a lot of performance issues at the start, like how Wuthering Waves was performing during it's early days where in only people with High-end PCs could fully enjoy it.
So unless you're gonna fully utilize the Unreal Engine in the 2nd game, I think it would be better stick with Ren'py and keep the original core mechanics your game currently has. Just my opinion really. I'd still try the 2nd game if u made it in UE specially since my pc wouldn't have problems running it, albeit not as enthusiastic compared to the current Ren'py one. Not sure bout the others though, but I in fact actually exclude Unreal Engine games on my filters

So it would be the only UE game I would be playing here if ever.
I don't know exactly what the sequel will look like if I decide to use Unreal Engine, but I do know that in the last few weeks I've been seen the word "optimization" (used by the Unreal developer) more times than I have seen it in my entire life. The Unreal dev is an Unreal pro and the first thing he looks at is optimization.
Like I said, I don't know what (and
if) a VV-K game will look like, but here are some general ideas I have:
1. Usage of Daz assets exported to Unreal. So far (and again, we're very early on this road) it has been a successful process, saving us the need to hire a dedicated modeler (or whatever they are called). Before anyone says Polygon count, I purchased a
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which is supposed to significantly cut down polygon count.
2. Sex scenes 1: Unreal will allow us to chain and randomize animations, making sex scenes more interesting. Also, since I don't actually have to render every scene locally, I can create much longer animations.
3. Sex scenes 2: Control fucking speed during sex scenes. Now via "fast/medium/slow" buttons, but directly keyboard controlled.
4. Sex scenes 3: "transition pose animations" in sex scenes. Move from doggy to Missionary, for example, using an animation.
5. Sex scenes 4: camera control, of course.
6. Combat will
probably stay the same (R/P/S) only nicer, played directly in the scene and animated hits. Developing a distinct real time combat system a la Mount & Blade is essentially making another game. Same with army Vs. army combat (which, yes, needs to be improved before VV-K2 sees light): nicer animations but probably same engine.
7. That leaves the Unreal engines for the quests. Instead of overhead map and icons to click on, Karder will be in an environment, which is IMHO much more immersive.
I can't stress this enough: My focus in the coming (and recent) weeks is how to make the
current game better. When I do think of VV-K2, it is mostly story ideas and charatcer development. Despite the seemingly detailed manifest I wrote above, I have not decided on whether to go with Unreal for many reasons, the biggest being: I'm comfortable using Renpy. I can debug its problems and fix them. Switching to Unreal will make me a stranger in my own home and force me to rely on others.
Will the sequel have more male rape and bestiality? I was a bit disappointed we only got 3 sissy scenes and almost no Beasty scenes apart from 1 blowjob with a dog and the flashback with the red stallion.
I don't know. All I can say for now is: check out the K9 blowjob scene in the recent update.
...The last 5 or 6 updates are just fixes and have no story. I'd like to continue playing the game, but the developer hasn't released anything new for about a year. (Translated with Google)
Actually, version 0.14 was a story version (Karder crosses the Sea of Knives), meaning the last 2 updates had no story. I think the quality of the game should be uniform, and I hate it that earlier sections have no animations.
steam no update still 0.15
Version 0.16 will reach Steam before the Winter Sale for sure.
The Mk2 combat system absolutely needs to be reviewed; I just lost a 3 vs. 2 battle because my soldiers missed their attacks while the enemy didn't (attack on Marbia, 50 vs. 40).
I'll miss fewer attacks in XCOM lol
Yes. I'm aware of the problem and intend to fix it.
the queen is yet pregnant?
No pregnant content for Queen Remy yet.