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SortaLewd

Member
Feb 26, 2019
374
510
I think perhaps what's frustrating to so many people is that out of all the projects on this site, this one has perhaps the most potential, and watching it go unrealized is disheartening. It's really the epitome of patreon funded game development, both good and ill.
I know the feel of seeing a game you have interest in taking a direction you wish it didn't(Fallen Doll), but the game is well received by a good portion of supporters so at some point you just gotta accept it might not be for you. Maybe it'll change down the line at some point, but with WL's sandbox at least they've been consistent enough with how they're developing it that I think they're happy with how it is.
 

SortaLewd

Member
Feb 26, 2019
374
510
We are actually currently working on an animation feature for the sandbox with which you can create your own animations. But this most likely wont be able to edit existing integrated animations.
Do you think this new feature makes it easier than how people are currently making custom animations using sandbox tools?

Edit: Btw did a previous patch break older scenes? I still have a few scenes that was shared in the old discord server and noticed they're kinda broken now with prop placement being off and events not firing properly.
 

Perelik

Member
May 12, 2019
116
48
We are actually currently working on an animation feature for the sandbox with which you can create your own animations. But this most likely wont be able to edit existing integrated animations.
Thats fantastic news. I currently struggle with HoneySelect NEO but it is really frustrating. I dont know how it will be implemented here, but nevertheless, it will be awesome.
 

AdeptusSteve

Member
Game Developer
Jun 9, 2017
184
1,333
Do you think this new feature makes it easier than how people are currently making custom animations using sandbox tools?

Edit: Btw did a previous patch break older scenes? I still have a few scenes that was shared in the old discord server and noticed they're kinda broken now with prop placement being off and events not firing properly.
Oh I estimate this will make custom animations orders of magnitude easier to make. It goes from abstract connections between animated characters, events and poseable characters to simply keyframing objects and attributes.

About the patch breaking older scenes. This is something our coders actively try to prevent whenever something changes internally by creating a so called update path in the sandbox scene loading code. However, old scenes breaking could have various reasons and its best if we get a specific bug report and with the scene in question, and a description of the expected behavior and of the actual outcome.
 
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NickStenton

New Member
Feb 26, 2024
11
8
I've been following this project for a long time. very, very cool!!! success in development, the main thing is that the developers do not abandon
 

scoobydoo86

New Member
Mar 6, 2021
5
2
Of course it's a sandbox when you can place objects, scale them and trigger events...and so on. But we should also bear in mind that this project is predominantly about sexual content. It's all implied on such a huge scale that it's not realistic that this project will ever be finished. And since it's just implied sexual content and the "players" are polishing their palms, the ideas of a sandbox may be somewhat different. From a commercial point of view, something like Naughty Sandbox 2, for example, would probably have been much more worthwhile because it could have been realised with much less effort. But if you prefer real games and see this as a lesson, then the developer has done nothing wrong.
 

Cloudrunner

Newbie
May 13, 2020
31
95
Is there anything I can do to help with the fur pixelation at closer zoom levels? Like Rasha's tail in PoV camera always gets really pixelated. And Yanu in particular has really "blocky" fur compared to the rest of the characters.
 

GerP1

Newbie
Nov 4, 2022
62
64
Of course we are, our animators are neither coders nor designers working on story.
With the budget we get from patrons we can afford to employ several specialists and they can all work simultaneously.
So you can get new animations while also work on story and code is being made :)
The magic of teamwork.
Question related to the optimization;

I was messing around in the sandbox, trying to optimize my map. However I noticed when I use combine mesh function to create bigger surfaces and potentially eliminating unneeded complexity on the map I noticed my framerate actually suffered when I did this.

I ended up testing this in another map of mine as well where I combined round tower that is made from 'round tube' + 'cube rounded' -blocks to create some 3d effect into the texture. Before combining my PC ran the map around 70+ FPS (4.2k+ objects), however after combining most of the block into one unified block my FPS almost halved meanwhile individual objects were down just to hundreds + one big mesh. This doesn't seem the intended behaviour.

Do you know if this is downside of combining some of prototype blocks into a mesh or is this still a bug in the code?
 

GerP1

Newbie
Nov 4, 2022
62
64
We are actually currently working on an animation feature for the sandbox with which you can create your own animations. But this most likely wont be able to edit existing integrated animations.
That's shame. With all the clipping of different body types that would have been S-tier quality of life for the sandbox creations.
 

Sum Gi

Member
Nov 10, 2017
387
523
I've been following this project for a long time. very, very cool!!! success in development, the main thing is that the developers do not abandon
I'm not saying I'd call this project a failure at all, in many ways it's absolutely a miracle, but wow those have got to be the most depressingly rock bottom standards I've ever seen. This is what western game development standards do to a man :(
I know the feel of seeing a game you have interest in taking a direction you wish it didn't(Fallen Doll), but the game is well received by a good portion of supporters so at some point you just gotta accept it might not be for you. Maybe it'll change down the line at some point, but with WL's sandbox at least they've been consistent enough with how they're developing it that I think they're happy with how it is.
Thing is the changes could be minor, and have an enormous impact. There's a huge library of animations built up, just attaching any gameplay element to them at all could massively elevate the product. Then imagine what could be if they went the full mile and added say a social sim element where npcs could dynamically interact with each other and react to the player's actions, have personalities, opinions of each other, etc.

A lot of work? Absolutely. But it's nothing compared to skyrim style quests and third person action combat. Clearly the devs care about gameplay, or they wouldn't keep mentioning it for years. You yourself limited your praise to the sandbox, so perhaps you also feel it. Different teams or no, it won't be enough because the gameplay directions they have chosen are the most labor intensive ones out there. The ratio of dev time to play time is terrible. Player driven elements like the scene tools can remedy that, and interactive elements would only enhance them further.

The question the devs should be asking is how they can use the work they've already done most efficiently. One programmer could bang out a simple interaction system in 6 months using only assets already in the game, all without eating into the animation team's time, and I think it would completely revitalize the doubters like myself. Whose to say they couldn't add quests and combat too that down the line and make it even better? It doesn't have to be anything like what I talked about, just anything to incorporate gameplay into what they already have going.
 
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ZonesIntruder

Member
Jun 23, 2022
222
115
Sorry folks... I wanted to create a .torrent file to share, directly from the unzipped folder instead of a zipped file despite the size difference, but something seems going wrong. Any help?

This is how it seems to get sorta stuck. Dunno what I'm doing wrong.

1708950041593.png
 
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SortaLewd

Member
Feb 26, 2019
374
510
I'm not saying I'd call this project a failure at all, in many ways it's absolutely a miracle, but wow those have got to be the most depressingly rock bottom standards I've ever seen. This is what western game development standards do to a man :(

Thing is the changes could be minor, and have an enormous impact. There's a huge library of animations built up, just attaching any gameplay element to them at all could massively elevate the product. Then imagine what could be if they went the full mile and added say a social sim element where npcs could dynamically interact with each other and react to the player's actions, have personalities, opinions of each other, etc.

A lot of work? Absolutely. But it's nothing compared to skyrim style quests and third person action combat. Clearly the devs care about gameplay, or they wouldn't keep mentioning it for years. You yourself limited your praise to the sandbox, so perhaps you also feel it. Different teams or no, it won't be enough because the gameplay directions they have chosen are the most labor intensive ones out there. The ratio of dev time to play time is terrible. Player driven elements like the scene tools can remedy that, and interactive elements would only enhance them further.

The question the devs should be asking is how they can use the work they've already done most efficiently. One programmer could bang out a simple interaction system in 6 months using only assets already in the game, all without eating into the animation team's time, and I think it would completely revitalize the doubters like myself. Whose to say they couldn't add quests and combat too that down the line and make it even better? It doesn't have to be anything like what I talked about, just anything to incorporate gameplay into what they already have going.
I just think expecting the Sandbox to be all encompassing is unrealistic and really leads to development hell. Personally I'm not disappointed with how Sandbox is, I actually really enjoy it. I prefer this style of giving players tools and letting them go crazy with what they can make(same as LBP).

I hope in the end the game turns out to be something everyone can enjoy, but as of now I think the devs already have a clear vision or at least an idea of how they want the sandbox to function. Maybe more larger scale suggestions can come into play after the game fully launches if there's enough demand for them. I know official mod support is something a lot of people want and is being considered post launch iirc, so there might be hope for other stuff too.

I do think more immersive interactions such as NPCs interacting with each other will become a thing once the campaign is fully developed. There's probably a good chunk of mechanics that aren't implemented yet for campaign that will also make its way into sandbox, same way all the other assets are included in it.
 
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Purple_Heart

Engaged Member
Oct 15, 2021
2,235
3,708
I'm not saying I'd call this project a failure at all, in many ways it's absolutely a miracle, but wow those have got to be the most depressingly rock bottom standards I've ever seen. This is what western game development standards do to a man :(
People like that guy caused this situation in the first place. Low standards = shittier games. Why would anyone bother trying to make a decent porn game with decent graphics when devs know they can earn more or less same amount of money for doing way less work?

Thing is the changes could be minor, and have an enormous impact. There's a huge library of animations built up, just attaching any gameplay element to them at all could massively elevate the product. Then imagine what could be if they went the full mile and added say a social sim element where npcs could dynamically interact with each other and react to the player's actions, have personalities, opinions of each other, etc.
You are thinking of playing a real role playing game. That's wishful thinking. This game is only advertised as an open world role playing game, it is not actually an open world role playing game.

A lot of work? Absolutely. But it's nothing compared to skyrim style quests and third person action combat. Clearly the devs care about gameplay, or they wouldn't keep mentioning it for years. You yourself limited your praise to the sandbox, so perhaps you also feel it. Different teams or no, it won't be enough because the gameplay directions they have chosen are the most labor intensive ones out there. The ratio of dev time to play time is terrible. Player driven elements like the scene tools can remedy that, and interactive elements would only enhance them further.
They keep mentioning it because it helps them keeping their supporters for longer. Helius also kept saying there will be a game and it won't be just an animation viewer. If you look at Fallen Doll's steam page it still says:
A roguelike strategy game featuring squad tactics and deck building, paired with a real-time sexually explicit third person sandbox supporting up to 10 players on the same map. Command glamorous investigators as they battle (and bed) cultists & eldritch horrors from Cthulhu mythos.
But "game" doesn't have any of that. That description is simply a lie.

The question the devs should be asking is how they can use the work they've already done most efficiently. One programmer could bang out a simple interaction system in 6 months using only assets already in the game, all without eating into the animation team's time, and I think it would completely revitalize the doubters like myself. Whose to say they couldn't add quests and combat too that down the line and make it even better? It doesn't have to be anything like what I talked about, just anything to incorporate gameplay into what they already have going.
I have a full stack web developer friend irl, he knows nothing about developing games, at all. I am confident even he could turn this "game" into an actual game with various gameplay mechanics under 6 months using only already existing assets in the "game". It would be buggy like palworld currently is but he is a fast learner, in one year this would be a complete game ready to release on steam. But we can't have that, they need more money from patreon.
 

ZonesIntruder

Member
Jun 23, 2022
222
115
I just think expecting the Sandbox to be all encompassing is unrealistic and really leads to development hell. Personally I'm not disappointed with how Sandbox is, I actually really enjoy it. I prefer this style of giving players tools and letting them go crazy with what they can make(same as LBP).

I hope in the end the game turns out to be something everyone can enjoy, but as of now I think the devs already have a clear vision or at least an idea of how they want the sandbox to function. Maybe more larger scale suggestions can come into play after the game fully launches if there's enough demand for them. I know official mod support is something a lot of people want and is being considered post launch iirc, so there might be hope for other stuff too.

I do think more immersive interactions such as NPCs interacting with each other will become a thing once the campaign is fully developed. There's probably a good chunk of mechanics that aren't implemented yet for campaign that will also make its way into sandbox, same way all the other assets are included in it.

I was playing this morning and I was thinking about that seeing the way the NPCs I loaded behaved, just walking and idling around with no goal or other activity so I thought it was someway strange they are not using tools UE already has for giving them a purpose, alike a full daily circle [ to make it simple: sleep - wake up - eat - go to work - work - go home - eat - have sex - sleep ] of activities which several assets about AI and AI behaviours help to accomplish with different approaches. Personally, for example, I purchased a small asset that defines the activities of farmers but the developer planned to make it available for different professions as well, so I can tell it's 100% possible to achieve.

Might be that they actually implemented that system already indeed but are waiting to make it active until the story mode is actually launched or the environment and locations where those activities are supposed to take place [ houses, market/shops, farms and so on ] are set up. I'm positive about the fact Steve and his team won't sleep on that aspect, considering it ain't a big deal when you have at least one developer taking care of the necessary data. It's annoying to do, at least I personally struggle doing that on a steady basis developing my own game, but it's relatively easy and just needs consistency and patience [ which I lost completely in the last 10 years!].
 

GerP1

Newbie
Nov 4, 2022
62
64
People like that guy caused this situation in the first place. Low standards = shittier games. Why would anyone bother trying to make a decent porn game with decent graphics when devs know they can earn more or less same amount of money for doing way less work?
Gotta love the absolute logical fallacies of this guy's comments.
 
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grahegri

drunk off sake
Donor
Feb 23, 2023
10,159
5,597
Sorry folks... I wanted to create a .torrent file to share, directly from the unzipped folder instead of a zipped file despite the size difference, but something seems going wrong. Any help?
This is how it seems to get sorta stuck. Dunno what I'm doing wrong.
View attachment 3387542
I'd put my money on your client having a hard time creating a torrent for an unzipped folder rather than a zip.
I don't know what client you're using, and generally the creation itself shouldn't be an issue, but I'd test with another, see if it changes anything.

As a side note, is there a specific reason why you want to make a torrent of an unzipped folder?
Most game torrents you see will be packed in some way (iso, zip, etc.) and it's because single big files are much easier to deal with than multiple (thousands) of smaller ones with varying sizes (especially with P2P transfers).
Easier file integrity checks. No traffic loss through overhead. Disk doesn't need to deal with read/write during transfer. Easier for trackers to determine missing pieces and to assign peers for quicker download completion.
 

SpicyHotBeef

Member
Mar 13, 2020
247
191
Oh I estimate this will make custom animations orders of magnitude easier to make. It goes from abstract connections between animated characters, events and poseable characters to simply keyframing objects and attributes.
Oooh man the possibilities when keyframing becomes availableeee
 
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