Did you miss the Cowgirl you could snatch for the Goblins before the farm Knight Quest?This game is definetly worth supporting, for a first release it is fantastic and looks promising, could become really big since its gameplay is pretty fun and has such a nostalgic feeling to it. the 3d art looks good and neatly rendered (though I would personally prefer you'd introduce at least a few characters with a lot bigger tits and booty in the future I hope lol)
working on the UI and the saving system should be priority for next release because it can get really frustrating.
If you hit 'Esc' key there's an option to control speed of the typewriter. At fastest speed it's close to instant.why wont devs add instant text options i fucking hate the rolling text its distracting!
btw the boots say they give defence in description but actually give luckIf you hit 'Esc' key there's an option to control speed of the typewriter. At fastest speed it's close to instant.
thanks for clearing that upThe art is mine, all the renders are mine for H scenes etc. There is nothing coming from other games. The conversions are for battlers from 3D assets/models that I own that are intended to be used in games.
For instance, I have a wolf battler. The wolf is just a 3D asset that I own, but, to get the 3D model and animations to be usable in 2D, I had to render all of the wolf's animations from 3D to 2D.
Rendering like this is how games such as Diablo 2 were made, converting 3D assets down to usable 2D renders and then packing them in sequenced sprite sheets to convert to 2D animations. The advantage is the file size will be much smaller and many more assets can be used more efficiently because you're not dealing with all the 3D geometry.
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The 200k renders means that I've gone through this process for many different types of creatures. If I was trying to make the bestiary intended in the game using all the 3D models, the game would be like 50 gb... lol
Here's an example of some assets I picked up last year on sale for around $150:
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So, creatures from this pack will show up as battlers in the game, converted from 3D to 2D. - But, if they were all just left in 3D, the size from these guys alone is around 7 gigs unpacked.
Having some Player only slaves that could be captured and possibly trained is a pretty good idea, I may add something like that down the road.thanks for clearing that up
do you know what fetishes will you include in the game?
will we have for example girls only for us, or all the girls will be share by the orcs?
Did you mention horses?beastie action would add a nice flair too. Maybe a minotaur or centaur too?
i dont mind group sex when the girls are only one fuck or two down the line, as per main heroine girls id like only them fucked by me (or atleast have the option to no share them xD), kind of like rance games where you are the only one to destroy them and keep em xD (only the main heroines ofc), i think keep things optional is a nice way . It will be interesting to have orcs fights too, since thats how they become chiefs etc .Having some Player only slaves that could be captured and possibly trained is a pretty good idea, I may add something like that down the road.
As for fetishes, I'm open to most stuff. Most of my work has been in the BDSM genre, I'm good with male-dom, fem-dom, futa, etc. Someone suggested Orc incest, I'd be fine with that. Another suggestion was sex with Centaurs and stuff, I don't have a problem there either, I'm actually the author of Sexlab Pheromones over at Loverslab, which has stuff like this going on:
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lol...
One fetish that I will never do anything with is Loli, because I strongly dislike it. But most everything else I'm pretty open to.
When I have a few more patrons, I'll put up some polls and let people vote on what sort of stuff they'd like to see in the game, and then I'll make some scenes and stories that cater to it.
I will also try to keep things as optional as possible, so people can pick and choose the types of scenes they want to see as they play the game.
well, thank you for the answer but Id assume that feature is very important and could have been implemented sooner but OKi, no big deal, when can we expect the update if I may ask?djkunn The valkyries are actually Amazons, I have some 3D models of scantily-clad Amazon chicks that will be used as battlers. I'll also design some more detailed ones for rendering sex scenes and stuff. The plan is to have a whole faction of Amazons. Once I have all the units built out, they'll be organized into different faction types and it will be possible to do a 'Player plays as faction X' HoMM style. Every time I add a new unit, I'm building prefabs for them so they will be usable as both Player controlled, and AI controlled. I'm planning ahead with doing this for all units in the bestiary so when it's all built out, there will be a lot of game options including the possibilities of sequel/spin-off games. In a sequel, the Player might control a different faction type such as Amazons, Humans, Elves, Vampires, etc. The sequel would pick up where this game ends, but the faction would have a different world-view and objectives compared to the Orcs, but would still be doing some crazy sex stuff. Anyway, I've got this stuff in my head... lol
Groovatron Thanks for the report and suggestions, I'm working on the next update and you've given me some things to add to the list.
bukaneer I'll be adding a save feature in the next update.
Kings Bounty was all combat mechanics from HoMM with a little bit more RPG feel as you only had 1 Hero with special abilities.bukaneer As soon as I can, I'm working on it.
stauffi Thanks, glad you like it. The combat system is probably the most similar to HoMM3 as those are the mechanics I studied the most when building it. It's 2D / hex grid and the grid dimensions are actually the same as HoMM3 at 11x15. King's Bounty if I recall was a low poly 3D game somewhat similar to HoMM5 on a 7x8 hex grid, although HoMM5 used a square grid. I did like the King's Bounty games, I think they were a pretty good addition to the genre. Those games had a much stronger RPG feel compared to HMM. Is that why this game reminds you more of them?
As for the resource management / creature dwellings / adventure map stuff, well, that's a whole nother area of mechanics and art design to work out. As I mentioned, there were 7 programmers and probably around 35 artists that worked on the original HoMM3... lol
My priority at the moment is to get the bestiary built out, it takes me probably 5-6 hours per creature and there's more than 50 planned, so, I have some work ahead of me... While that's ongoing, I will probably have to stick to a somewhat simpler RPG type style/approach to progress the game and story like what I have now. But, once the bestiary's all in, then I'll have quite a bit of flexibility with what I can do with it and delving into the adventure map / resource management / empire management stuff would certainly be possible.
There will be Ally races, and as I mentioned, I'm making all units so they're not only usable as enemy AI, but are also playable and can be integrated into MC's army. I have quite a bit of stuff, Amazons, Elves, Humans/Knights, Beasts, Dragons, Demons, Undead, Elementals, Mythical Creatures, and more. - Should be interesting.
And yes, you've got to watch out for those Goblins (especially if you have big boobs) .