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AdeptusSteve

Member
Game Developer
Jun 9, 2017
192
1,370
Maybe you should check out other games and how long did it take to make them, before making excuses on any developers behalf, especially when you are using scam citizen as an example. "Normal" games rarely take more than 4 years, more than 5 years is even rarer. Only "h-games" and "patreon games" made it a standart to take too long(more than 4 years) to develop and anyone with a brain already knows why.
This has not much to do with h-games. I feel like a broken record saying this but game development is a very complex thing with uncountably many moving parts. Listing a bunch of games and how long those took really only tells you how long that specific developer took to make that specific game. Once you start taking into account studio experience and pre-existing resources, scope, amount of devs on board, amount of pre-production not counted into the official development time, amount of funding from previous projects or mainstream investors, workplace related regulations for the country the dev is based on and other such factors, you realize your little list really was good for nothing, especially not telling how a completely different developer in a different situation with a different game should perform. But people with your argument really never think this far and one would assume im already tired of explaining this, but here I am, going at it once again. I guess I actually enjoy doing this to myself :HideThePain:




AdeptusSteve
The new event system is really cool. After playing around with it for a bit, I had a few ideas that would really expand its horizons further:

- Make the transformer able to move relatively, instead of just from absolute position 1 to absolute position 2. This would allow for things like cars/boats/airships/etc. (I think it might be possible to do this yourself with math operations in the current build. But I couldn't get the "Set Option" event to work with vectors.)

- Some kind of object for hit detection on the player/NPCs, to allow for combat.

- An NPC controller with basic actions such as making an NPC follow the player, making a speech bubble appear on top of an NPC, etc. It would be even better if this had more advanced functionality like making the NPC shoot at an object or another NPC.
Nice, glad you like it so far.
About your suggestions:
1. Just confirmed with the coder who worked on the system, the transform node should already work that way, if you put it in a group and move that around the node will work relatively to its parent object.
2. Combat would be best if we just properly implement it for the sandbox. Might be a while tho before we get to it, first we want to make sure the combat is final for the game story mode.
3. This sounds like the controller already in place for the T-placed npcs. We plan to make the sandbox 2.0 placed ones have the same interaction at some point. Anything more would be good to have more detailed descriptions of what you mean :)
 

Slayer128

Member
Jun 30, 2017
396
606
We plan to make the sandbox 2.0 placed ones have the same interaction at some point.
I do hope this gets implemented soon. The thought of banging a twerking or stretching NPC would be noice. Right now, the Sandbox 2.0 posed NPCs still feel pretty lifeless if you can't really interact with them.
 
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user0609

Member
Dec 17, 2018
409
1,263
Technically there is no difference between h-games and normal games, they all have textures, meshes, sounds, voices, animations, the only real difference is the audience, of course you need to find the right people to fit your game concept.
 
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Corrupting Myself

New Member
Nov 4, 2021
5
1
I take it you take suggestions? One thing that would immensely improve the game for role-players, would be the customization options. For instance, to select more body parts (or regions) to colour independently. Examples would be, the tongue, the teeth, the nipples, the nether region and so on. The eyes being different colours, the list goes on and on. Another suggestion, if you do in fact take suggestions (I seem to recall that you once wrote that you take it from anywhere, "because a good idea is a good idea" unless I am totally off in what I remember), would be accessories.

I mean for the furries of the community, this would be something big, I am sure. Such as horns, they come in various shapes and sizes after all. Ram horns and so on and so forth. One thought that came to me was, that there could be some sort of character we design from scratch (almost anyway), where they can put on the accessories of any other character. Because clothes and such seem to be limited to specific characters that you pick to modify (unless I am mistaken?).

I wonder if you considered adding a slider for a certain male part. I suppose I thought of that when I thought back to the Skyrim mod that was called OSex or something along those lines, where you could make any character, act out certain actions. I am mentioning this, in case you say that the size would hinder that somehow, which I am sure it does. I suppose it is a tricky thing for now.

Will it ever be possible to change the height of a character?

Do you ever get inspiration from the Monster Girl Encyclopedia Vol. 1 and 2?

I suppose a new potential futa would be a hyena, what do you think? Not that they actually are in real life (that's just a misunderstanding, but for the sake of those that do like that concept, why enlighten them about boring real world things?)

The Diablo creature, which is a goatman or something, is an interesting concept. Will there ever be a female version of this?

Here is a crazy idea, a giraffe creature. Yes, that sounds wacky, but that long neck, could result in some weird and interesting animations with some equally unique creature with a very long... never mind.

Ever considered a frog girl (not an actual frog obviously) with a very long tongue? Something like Tsuyu Asui from My Hero Academia. The possibilities with that can get quite weird. Considering that the tongue might be long enough to enter one hole and exit another, making it the world's weirdest French-kiss.

What about a see-through character, so you can get an x-ray vision of what's going inside when you insert certain things.

Lastly, could you divulge any future plans you have for the game? Such as for the next big patch for instance? It helps with the waiting period if I hear about something, anything really. Maybe a hint at some new characters or something?

P.S: You don't have to answer to any of this if you don't want to, I am just a curious person. I decided to stop asking questions because they were getting too weird, and I might have scared myself there. You know, shower thoughts and all that.
 

Purple_Heart

Engaged Member
Oct 15, 2021
2,426
3,994
This has not much to do with h-games. I feel like a broken record saying this but game development is a very complex thing with uncountably many moving parts. Listing a bunch of games and how long those took really only tells you how long that specific developer took to make that specific game. Once you start taking into account studio experience and pre-existing resources, scope, amount of devs on board, amount of pre-production not counted into the official development time, amount of funding from previous projects or mainstream investors, workplace related regulations for the country the dev is based on and other such factors, you realize your little list really was good for nothing, especially not telling how a completely different developer in a different situation with a different game should perform. But people with your argument really never think this far and one would assume im already tired of explaining this, but here I am, going at it once again. I guess I actually enjoy doing this to myself :HideThePain:
Whatever helps you sleep at night. Keep developing this game for another 10 years or so, let it compete with scam citizen, see if I give a fuck.

But I'm still somewhat triggered about your pathetic excuses though. What a shame really, I've seen(and literally listed) games made with 0 budget, made by a single person, made by a newly founded studio, made by an inexperienced team but when it comes to "h-games" and "patreon games" all of a sudden everything is forgotten because reasons :FacePalm:

But people with your argument really never think this far
I do, it is just hard do justify a game that is in development for what, 5 years? And it is still not even close to being finished, I've seen indie small studios that release 2 complete games in that timeframe without any patreon or early access budget "support" :HideThePain:

Technically there is no difference between h-games and normal games, they all have textures, meshes, sounds, voices, animations, the only real difference is the audience, of course you need to find the right people to fit your game concept.
Yes, technically there is no difference, I know. I specifically wrote them as if they are different because they are the ones that are usually taking longer than it should to develop.
If a game is taking longer than 4 years to develop I assume devs are either milking their customers(using patreon or steam early access, makes 0 difference to me) or their game is in development hell which almost guarantees that game is gonna be a bad game, unless devs are rockstar or bethesda. In that case there is still a decent chance for that game to be a good one. But in this case they are not rockstar or bethesda so I believe there is close to 0 chance for this game to turn out good, that's if they ever manage to complete it before their patrons die of old age.
 

Guuii

Newbie
Game Developer
Jan 4, 2018
82
554
:D lul, maybe you can create another 2 before we release. RPG Maker is in sale right now.
Whatever helps you sleep at night. Keep developing this game for another 10 years or so, let it compete with scam citizen, see if I give a fuck.

But I'm still somewhat triggered about your pathetic excuses though. What a shame really, I've seen(and literally listed) games made with 0 budget, made by a single person, made by a newly founded studio, made by an inexperienced team but when it comes to "h-games" and "patreon games" all of a sudden everything is forgotten because reasons :FacePalm:


I do, it is just hard do justify a game that is in development for what, 5 years? And it is still not even close to being finished, I've seen indie small studios that release 2 complete games in that timeframe without any patreon or early access budget "support" :HideThePain:


Yes, technically there is no difference, I know. I specifically wrote them as if they are different because they are the ones that are usually taking longer than it should to develop.
If a game is taking longer than 4 years to develop I assume devs are either milking their customers(using patreon or steam early access, makes 0 difference to me) or their game is in development hell which almost guarantees that game is gonna be a bad game, unless devs are rockstar or bethesda. In that case there is still a decent chance for that game to be a good one. But in this case they are not rockstar or bethesda so I believe there is close to 0 chance for this game to turn out good, that's if they ever manage to complete it before their patrons die of old age.
 

Purple_Heart

Engaged Member
Oct 15, 2021
2,426
3,994
:D lul, maybe you can create another 2 before we release. RPG Maker is in sale right now.
No thanks, I prefer unity and unreal engine. Speaking of which, when are you gonna switch to ue5? You know that patreon well is gonna dry sooner or later if you don't do something, right?
 
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Hargan2

Well-Known Member
Nov 27, 2017
1,197
1,392
No thanks, I prefer unity and unreal engine. Speaking of which, when are you gonna switch to ue5? You know that patreon well is gonna dry sooner or later if you don't do something, right?
Speaking as the average player, I don't get the push to switch to UE5. The game barely runs well on my old-ass PC as is, wouldn't switching to a newer engine just increase the requirements and alienate anyone without a top-notch system? This isn't a rhetorical question, please educate my engine-illiterate-ass.
 
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Purple_Heart

Engaged Member
Oct 15, 2021
2,426
3,994
Speaking as the average player, I don't get the push to switch to UE5. The game barely runs well on my old-ass PC as is, wouldn't switching to a newer engine just increase the requirements and alienate anyone without a top-notch system? This isn't a rhetorical question, please educate my engine-illiterate-ass.
That mostly depends on developers ability to do magic a.k.a. optimize the game.
Think about it like a car engine. A car will move faster or slower depending on the car's(game's) weight as well as other factors.
Engine is there, other factors are all up to game developers. They are the ones that's gonna decide if the car is gonna be heavy(slow) or light(fast).
 

Hargan2

Well-Known Member
Nov 27, 2017
1,197
1,392
That mostly depends on developers ability to do magic a.k.a. optimize the game.
Think about it like a car engine. A car will move faster or slower depending on the car's(game's) weight and other factors.
Engine is there, other factors are all up to game developers. They are the ones that's gonna decide if the car is gonna be heavy or light.
Ah, I see. Thank you for the info.
 

ihatefleas

Member
Dec 18, 2018
188
381
Whatever helps you sleep at night. Keep developing this game for another 10 years or so, let it compete with scam citizen, see if I give a fuck.
I don't think the hostility is warranted. I mean, the devs themselves are unlikely to admit any mistakes they've made, but Wild Life has gone through a couple of iterations of how the sex animations work. So far we had:
1.: The generic one part animation with anal / vaginal and position A / position B variations. Not all animations use that, however, there's a couple that only have one single animation no matter what option you use, the Kral x Maya standing 69 is one of those, for example.
2.: Staged animations - Foreplay, Main, Climax and Climax outside with the aforementioned anal / vaginal and position A / position B options. Again, not all of the availabe animations have those different variations.
3.: The scrapped fluid animation system where you'd go different routes from one single starting point.
4.: The more cinematic sex minigame system.

Now for the average Joe this would probably look like a lot of wasted money right there, developing 4 different sex systems without commiting to any of them 100%. However, it's likely the devs experiment as they go along and listen to feedback from their users or realize something sounded way cooler as an idea while the actual implementation is kinda meh. I don't know how open the devs are in their discord or whatever, but it's clear they didn't have a solid vision from the start. So yeah, it's wasted time and ressources in a sense but it's not because they're incompetent or malicious. There isn't a great deal of experience to draw from when you want to develop something like Wild Life.

Which brings me to what irks me: The game is simply to ambitious. The very basic gameplay isn't finished. I'd go so far as to say that it's still in a conceptual phase given how clunky the combat is right now. Then you need to develop the world - which itself has gone through 3 iterations right now (Old Map, Fisher Village, New Map) , a story and gameplay loops outside of sex as a reward. Which, for an action RPG would be loot and xp I guess. All the while keeping your patreons happy with new sex animations for each update.

It'd be much more feasible to set the bar lower. Making a simple brawler with unlockable characters and sex animations first to get the combat right would've been a much wiser choice than trying everything at once, spreading ressources thin and not getting anything completed. I dig the new Sandbox, though. That's time well spent in my opinion, if we get a rough poser / simple animation tool like many games from Illusion had in the past the devs can rely on their customers for more content.
 

AdeptusSteve

Member
Game Developer
Jun 9, 2017
192
1,370
I take it you take suggestions? One thing that would immensely improve the game for role-players, would be the customization options. For instance, to select more body parts (or regions) to colour independently. Examples would be, the tongue, the teeth, the nipples, the nether region and so on. The eyes being different colours, the list goes on and on. Another suggestion, if you do in fact take suggestions (I seem to recall that you once wrote that you take it from anywhere, "because a good idea is a good idea" unless I am totally off in what I remember), would be accessories.

I mean for the furries of the community, this would be something big, I am sure. Such as horns, they come in various shapes and sizes after all. Ram horns and so on and so forth. One thought that came to me was, that there could be some sort of character we design from scratch (almost anyway), where they can put on the accessories of any other character. Because clothes and such seem to be limited to specific characters that you pick to modify (unless I am mistaken?).

I wonder if you considered adding a slider for a certain male part. I suppose I thought of that when I thought back to the Skyrim mod that was called OSex or something along those lines, where you could make any character, act out certain actions. I am mentioning this, in case you say that the size would hinder that somehow, which I am sure it does. I suppose it is a tricky thing for now.

Will it ever be possible to change the height of a character?

Do you ever get inspiration from the Monster Girl Encyclopedia Vol. 1 and 2?

I suppose a new potential futa would be a hyena, what do you think? Not that they actually are in real life (that's just a misunderstanding, but for the sake of those that do like that concept, why enlighten them about boring real world things?)

The Diablo creature, which is a goatman or something, is an interesting concept. Will there ever be a female version of this?

Here is a crazy idea, a giraffe creature. Yes, that sounds wacky, but that long neck, could result in some weird and interesting animations with some equally unique creature with a very long... never mind.

Ever considered a frog girl (not an actual frog obviously) with a very long tongue? Something like Tsuyu Asui from My Hero Academia. The possibilities with that can get quite weird. Considering that the tongue might be long enough to enter one hole and exit another, making it the world's weirdest French-kiss.

What about a see-through character, so you can get an x-ray vision of what's going inside when you insert certain things.

Lastly, could you divulge any future plans you have for the game? Such as for the next big patch for instance? It helps with the waiting period if I hear about something, anything really. Maybe a hint at some new characters or something?

P.S: You don't have to answer to any of this if you don't want to, I am just a curious person. I decided to stop asking questions because they were getting too weird, and I might have scared myself there. You know, shower thoughts and all that.
I enjoy constructive feedback and suggestions like you'rs :)
Yes we do take suggestions from all sorts of places, whether or not we end up implementing them is a different topic tho.

1. More customization is planned, but nothing that modifies a characters base skeletal proportions as that would make animations incompatible and open up a pandoras box of issues down the pipe. This unfortunately includes the "certain male part"

2. Hard to say where exactly my inspiration comes from, I guess its a bit all over the place, but its most certainly not monstergirls.

3. Hyena kerpalis is actually something we want to make soon. A futa version of the female would also be quite fitting.

4. We dont plan for a female version of djablo at this point as it would require the creation of a complete new skeleton base which we cant afford to do at this stage of development. Sadly this is also why a giraffe isnt planned either.

5. A seethrough / xray feature is on my list of things to look into tho its not high up in priority at the moment but I definitely see the potential in that so im determined to explore that feature.

6. Coming up this year is move to UE5, working on the main game world map, quest system+ test levels for quest prototypes, combat system, character outfits for the main factions, sandbox improvements wherever we can and as many new sex animations and minigames as we are able to produce.

I hope that answers your points to your satisfaction. Thanks for showing interst in our game :)
 

GoGoBananas

Member
Jan 10, 2018
354
201
I enjoy constructive feedback and suggestions like you'rs :)
Yes we do take suggestions from all sorts of places, whether or not we end up implementing them is a different topic tho.

1. More customization is planned, but nothing that modifies a characters base skeletal proportions as that would make animations incompatible and open up a pandoras box of issues down the pipe. This unfortunately includes the "certain male part"

I hope that answers your points to your satisfaction. Thanks for showing interst in our game :)
Yeah, I would love to see more character customization. Particularly with the facial features like eyebrows in particular. It would be nice to have more sliders for different parts of the face and body to add personalized touches to characters. It would be awesome to see what the community can create using just those resources.
 

VengefulKron

Member
Aug 17, 2018
170
600
Nice, glad you like it so far.
About your suggestions:
1. Just confirmed with the coder who worked on the system, the transform node should already work that way, if you put it in a group and move that around the node will work relatively to its parent object.
2. Combat would be best if we just properly implement it for the sandbox. Might be a while tho before we get to it, first we want to make sure the combat is final for the game story mode.
3. This sounds like the controller already in place for the T-placed npcs. We plan to make the sandbox 2.0 placed ones have the same interaction at some point. Anything more would be good to have more detailed descriptions of what you mean :)
Ah, for #1 I meant more like "move in this direction, at this speed, without any destination". So that you could make, for example, a ship that can be 'driven' anywhere on the map with levers.

I understand on #2.

And for #3 that's pretty much where I was going with it. The same interactions as in T-placed NPCs, but controlled with events instead. In addition to that:
- An event to make the NPC walk/run to a prop. (along with an event that's dispatched once the NPC reaches the prop.)
- An event to make the NPC follow another NPC.

My only other suggestion would be a way to make text pop up on screen with events. Like the speech bubbles that are in the current build, but on the HUD instead of in the game world.
 

Corrupting Myself

New Member
Nov 4, 2021
5
1
SNIP

I hope that answers your points to your satisfaction. Thanks for showing interest in our game :)
It does, and I didn't expect an answer, so I am pleasantly surprised. No problem, and for the record, I am one of those that just prefers the sandbox element. I would prolly just download a sandbox exclusive version of the game if I could, because that's where the fun is at, in my opinion. I understand that others don't agree, so I can't speak for everyone. It would be cool though, if one day you guys allowed modders to mod for the game, like how it works in Skyrim and such games.
 
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SpicyHotBeef

Member
Mar 13, 2020
275
207
Loved the new update. Right now I'm backreading on how does adding props to scene works. I'm seeing a lot of good sandbox saves but I can't see a full list of props (?) Are they custom additions and loaded in the sandbox editor?

Also, I think heels would be a good addition to the clothes. Not sure how that works with the current skeleton tho. (Idk how Cyberpunk2077 did it, I think they worked with a tip-toed model so adding heels was easy (??) )
 
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baho6

Newbie
May 6, 2021
90
50
The moving camera cannot capture
any object for tracking, except for characters. After loading, the camera focus is reset. It's a pity...
 
3.80 star(s) 186 Votes