Mar 28, 2018
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LubricatedKitty; Don't you mean a Fallout 2/3 style gameplay? There was no slavery in Fallout 4. The whole explosive slave collars was in Fallout 3 and Fallout 2 had an actual slavers guild, where you could go out and enslave people.

Even then, you don't really need combat. You could do something akin to an alien abduction style thing, with transporters or tractor beams; just fly over top, with one of those fancy spaceship models they have shown around, and beam/drag them up. Or fly over them and drop gas cannisters to knock them out, then come down, attach slave collars to them. No need for complicated combat systems.

Except that with games that do heavily rely on context with sex, the sex is almost an afterthought at that point. Take the Mass Effect Andromeda. They try to go with heavy context, but once you actually engage in sex, it totally wasn't worth it. Or take Witcher 3, again tons of context, but not worth it in the end. Honestly, if people want context with their sex, go play a game with a heavy focus on it, and not require a small indie team to try to do the same... as it takes a team of usually 30+ people just to create that context and then 30+ more to do all the animating. Its really not worthwhile in something like Wildlife, unless they want to be building a game for the next 20 years...

Kind of how that game called Babylon Project ( ) being built in UDK (ie UE3) has been in production since 2015, and is nowhere near completion. That one looked quite impressive, with its breast physics, hair physics, and cloth physics... in a UDK title, but its going nowhere in a hurry. I suspect that WildLife will follow a similar trend, of going nowhere in a hurry and eventually run out of money. Like 3D Realms did with Duke Nukem Forever. Maybe I'm wrong, and they are about to get their shit together, but I doubt it.
I'm talking about the sex features modders have added to Fallout 4 that goes very well with the game, its atmosphere/overall feel, and its lore. Combat is a natural challenge gamers are very used to, especially in this genre, and it works well for capturing slaves. Tractor beams, UFOs, and even mini-games aren't a natural challenge for these types of gamers, especially from a third-person open-world game. But yeah, they could work well if implemented correctly.

Those games you mentioned aren't using sex to get their audience off. They're using sex purely to show a peak in affinity between two characters. This is highlighted by the fact that the characters are usually clothed, the scene only lasts around a few seconds to a minute with lots of cinematic cuts, and you have no control over the characters. Even sex scenes in movies show more sex than video games lol. If they gave you as much control as Wildlife or even showed the sex happen for over five minutes with no cuts, the sex would work much better than Wildlife.

You're essentially saying you can't have a game with heavy context and appealing sex. Odd. And that I can't rely on a small dev team to include basic context in their games when Skyrim does it with a few dialogue lines.

Skyrim sex mods that rely on sexual context work extremely well. Sexual context doesn't have to be complicated. It can be as easy as adding simple dialogue lines that allow you, a male char to pay for sex from a female character, or you, a female char to seduce a male character into paying/get approached by him. Or even buy a slave and have the slave resist depending on their affinity level with you, like in Slaves of Rome. Rather than just saying "Let's fuck" every time lmfao. Lifeplay is the best example of this. You don't need special animations or hours of build-up to make gameplay with tons of sexual context.

Basic context is very worthwhile in a game like Wildlife. You don't need 5 devs, hundreds of sex animations, and pitch-perfect sex physics to make a sexy game. MGI outsells Wildlife with tons of context, around 1/10 of the sex scenes Wildlife has, no real sex physics aside from breasts, and only one developer. With only $40,000 (OTP) out of $100,000 a month, they can outsource another UE4 studio to make all these mechanics they need for them. While they focus on what they do best
 

DKOC

Active Member
Feb 1, 2019
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If you are talking about mods for a game, then you should mention that. The base Fallout 4 doesn't have a slavery system. How am I supposed to know that you were referring to mods that I didn't know even existed. Fallout 4 never really got the same kind of attention as Skyrim did.

Well for things that are focused on getting their audience off, ie a Porn Movie or 3DX Movie, they also go for very little context or story build up, and go straight for the sex. As for showing off the sex for 5 minutes, I don't think you really understand the amount of animating work that would be involved in that. Miro, who did Girlfriends 4 Ever, said that it took them about 12 months of work to do 5-6 minutes of animation. Part of that was the render time with high polygon/pixel count/texture layers, but also the time needed to tweak facial features slightly or clean up frames.

Odd that you compare WildLife to Skyrim. Skyrim was made by a development team of over 100 people, while WildLife is made by a team of just a bit over 10. Skyrim also took them roughly 5 years to make (Oblivion was released in 2006) and had no sexual components. It took at least 100+ modders to get Skyrim to the point where it could support sex, physics, good hairs, good bodies, etc... untold hours of modding and developing and designing those mods. Like ChronoTrigger, the one behind the Remodeled Armors, I worked with them on their mod. They spent close to 800 hours working on the meshes, cleaning up seams, cleaning up textures (ie avoiding stretched textures), making sliders, adding physics support, etc... And that is just one mod.

Creating good dialogue can be a pain though. I've tried doing creative writing myself (literotica mostly), and it is a lot harder than you think. And any typos, or poor grammar, makes that context feel tacked on, and going through hundreds of lines of text to fix those things is a chore. You really don't understand how hard some of these things are. Why do you think there isn't more context in porn games? It really is hard to do well. And when it is done poorly, it stands out and drags the quality of the game down. Its better to have no context, than terrible context.

MGI?

Outsourcing is usually only an option if you are in a country that has a different conversion rate of the USD, that is favorable. ie Russia. $100 USD = 7460 Rubles. I believe you can live quite comfortably on 60,000 Rubles per month. So if you are making 40,000 USD, you are living like a king, and can certainly afford to outsource costs to maybe another UE4 developer in Russia. But, Germany, it is different (WildLife is german company). $100 USD = 82.8 Euros. Germany also has a higher taxation rate, and so any money they do earn would be taxed heavily. I don't think they have a ton of money in surplus to afford to outsource, and outsourcing doesn't always result in quality work... like Aliens Colonial Marines had most of its work outsourced, and remember how much of a disaster it was?
 
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If you are talking about mods for a game, then you should mention that. The base Fallout 4 doesn't have a slavery system. How am I supposed to know that you were referring to mods that I didn't know even existed. Fallout 4 never really got the same kind of attention as Skyrim did.

Well for things that are focused on getting their audience off, ie a Porn Movie or 3DX Movie, they also go for very little context or story build up, and go straight for the sex. As for showing off the sex for 5 minutes, I don't think you really understand the amount of animating work that would be involved in that. Miro, who did Girlfriends 4 Ever, said that it took them about 12 months of work to do 5-6 minutes of animation. Part of that was the render time with high polygon/pixel count/texture layers, but also the time needed to tweak facial features slightly or clean up frames.

Odd that you compare WildLife to Skyrim. Skyrim was made by a development team of over 100 people, while WildLife is made by a team of just a bit over 10. Skyrim also took them roughly 5 years to make (Oblivion was released in 2006) and had no sexual components. It took at least 100+ modders to get Skyrim to the point where it could support sex, physics, good hairs, good bodies, etc... untold hours of modding and developing and designing those mods. Like ChronoTrigger, the one behind the Remodeled Armors, I worked with them on their mod. They spent close to 800 hours working on the meshes, cleaning up seams, cleaning up textures (ie avoiding stretched textures), making sliders, adding physics support, etc... And that is just one mod.

Creating good dialogue can be a pain though. I've tried doing creative writing myself (literotica mostly), and it is a lot harder than you think. And any typos, or poor grammar, makes that context feel tacked on, and going through hundreds of lines of text to fix those things is a chore. You really don't understand how hard some of these things are. Why do you think there isn't more context in porn games? It really is hard to do well. And when it is done poorly, it stands out and drags the quality of the game down. Its better to have no context, than terrible context.

MGI?

Outsourcing is usually only an option if you are in a country that has a different conversion rate of the USD, that is favorable. ie Russia. $100 USD = 7460 Rubles. I believe you can live quite comfortably on 60,000 Rubles per month. So if you are making 40,000 USD, you are living like a king, and can certainly afford to outsource costs to maybe another UE4 developer in Russia. But, Germany, it is different (WildLife is german company). $100 USD = 82.8 Euros. Germany also has a higher taxation rate, and so any money they do earn would be taxed heavily. I don't think they have a ton of money in surplus to afford to outsource, and outsourcing doesn't always result in quality work... like Aliens Colonial Marines had most of its work outsourced, and remember how much of a disaster it was?
You really aren't getting this.

Download Unreal Engine 4, download some fantasy assets, download a combat system, an AI system, dialogue system, and a questing system, make a sex animation system (2 weeks), make a cohesive user interface in 1 month, spend 2 months getting the character assets into Unreal, etc.

Now you have a very basic 3D sex game in 6 months granted you're a somewhat decent game developer already.

Now implement Sexlab Romance, Dialogues, TDF Prostitution, Horrible Harassment, and Babo Dialogues in your very basic 3D sex game. Which would be very easy granted you have a very good framework to build off of. Now say we have 0 creativity. Just go to a generic sex game and paraphrase the dialogue from that game or literally any other sex game out there. Boom, you have a game with more context than WildLife.

Now you can have men approach you, ask you to fuck, and get money for it. You can walk up to a King NPC in the game, go to the castle, get a quest to kill a dragon, kill the dragon, and get knighted (a player tag) and get your own castle (castle says []'s Castle when you enter it). Then you can ask women to follow you, have them stop following you at the castle, and keep a harem. One person can do this fairly easily granted they are a good game developer and they have a strong framework. LifePlay shows that it is very possible to have a game where you can roleplay as anyone and anything you want.

Game concepts I made 2 years ago:



That reminds me, you're making excuses for a dev team that won't even implement a basic save system that would only take them a day or two to implement LOL. They have an utterly weird preset save system that makes no sense. You can't even spawn the character you last played with or save their positions on the map. They can do way more than you give them credit for.

You don't need to make a AAA porn movie or a world-class sex simulator with real-life ultra-realistic graphics, world-renowned physics, top-tier animations, and Shakespearean dialogue and plot to get people's rocks off. People have made very sexy games with slideshows and bad dialogue.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
Your product will be nothing special no matter how many marketplace things you put together, it will be like all the others totally lifeless and full of bugs and clipping like crazy ;)
And if you additionaly depend in most cases on Epics Progress ontop you'll be lost ;)
 
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Your product will be nothing special no matter how many marketplace things you put together, it will be like all the others totally lifeless and full of bugs and clipping like crazy ;)
And if you additionaly depend in most cases on Epics Progress ontop you'll be lost ;)
Take that back you hurt me! ):< People use assets from the marketplace all the time. As long as the game is fun, pretty, unique, and relatively bugless, people won't care whether you use assets or not.
 
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Krosos

Engaged Member
Dec 1, 2018
2,169
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Surprise us
Though you got a Bonus point you develop it rather in the hidden and work it out away from the public before presenting at least a Vertical Slice of it, that at least shows that you don't seem to be so dependent and under pressure and care more about it and from what i see it shows ;)
I see already some interesting things

Despite "Hey you are Cute" Wanna have Sex :D

Rather than just saying "Let's fuck" every time lmfao.
 
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marmaduke

Active Member
Dec 23, 2017
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You really aren't getting this.

Download Unreal Engine 4, download some fantasy assets, download a combat system, an AI system, dialogue system, and a questing system, make a sex animation system (2 weeks), make a cohesive user interface in 1 month, spend 2 months getting the character assets into Unreal, etc.
Looks more like YOU arent getting this. If it was really that easy we would be swimming in top tier games with great bugfree gameplay, deep lore and context and plenty of fappable sexy animations. Where are they? The videos you showed do indeed look like some asset packs slapped together in 2 weeks. It doesnt look fappable at all no matter how much "hey youre cute" you put in before the "lets fuck".
Spare us your subjective opinion on game dev and make your own dream game if its really that easy.
 

Krosos

Engaged Member
Dec 1, 2018
2,169
2,080
Yep and in terms of Adult it is so problematic it is still more undergroundish, though thus why also many go rather shady concept ways of how to monetize.
And their is certailnly a lot of shady things in terms of overall promises going on, but this is overall nothing new in Software Development ;)
 

DKOC

Active Member
Feb 1, 2019
836
896
Alright LubricatedKitty; I'll respond to that.

I don't really think you understand the complexity of what you are purposing, for two reasons:

1] Slapping asset packs together isn't going to fly with most people, for a paid product, because it is a literal asset flip. You can't do asset flips anymore and make a profit. Professionals may take asset packs and use them for specific things, like plants or ground textures, but won't build an entire game from asset packs. Asset flips are fine, if the game is entirely free and no one is paying money to support you. But when it comes to monetary support, people expect you to use asset packs intelligently enough that they don't realize you are actually using one. When it is obvious that you have slapped asset packs together, this pisses people off, you'll get review bombed and places like Steam will take your game off their service.

2] Developing in UE4 isn't the easiest thing to do. I've tried it. Unless you are literally doing an asset flip, with the minimalistic amount of effort to make the various modules fit nicely together, it is really complicated to develop a game in UE4, especially if you are coding in C++ or creating your own unique systems. I'm certainly not giving WildLife devs a free pass here, as they do say they are industry veterans and professionals rather than noobs, but I can certainly understand how things that appear to me like they would only take 2 weeks of work, is going to take them 2-6 months of work.

Also:
-> A good AI system is extremely hard to create. Merely getting an enemy to head to x,y,z is one thing, but what happens if you stand on a boulder and they can't reach you. What if you hide behind an object and break line of sight; do they immediately know where you are still, or do they start searching for you.
-> A good dialogue system is also extremely hard to create. Sure a simple "click" "ok" to proceed is easy enough to do. But what if you want branching conversations, the ability for the player to ask questions, or to try to get to understand the npc better. Also many people don't like reading huge amounts of text, so they'll want it voiced. Then you need lip sync, and workable enough faces to do a lip sync.
-> Same thing with a Questing System. I believe with Skyrim, it took them 2 years to make one, and theirs is buggy as shit. There is so many ways for the system to fail, and that can mean you can't complete the quest or you are stuck with a quest item that you cannot remove ever.
-> Same thing with a Sex System. I believe the Skyrim Sexlab Framework took developers over 1000 hours just to get the framework functional (and that is without any actual sex animations). And even so, it is still quite buggy because it is Skyrim Script Jank. Then untold hours were spent by other modders to get animations into it, and sometimes those still fail because you need specific combinations of mods and mod conflicts are common.
-> Or with the Sex System; Lord Kvento has been trying to make their own sex game in UE4, and they've tried to make a sex system for their game, and most think that this has broken the project, as they stopped doing weekly updates back in February.
-> I could go on but you get the picture. Probably.

If you think things are so easy, go do it yourself. I'd probably support you financially if it was good, and so would a whole lot of others. But until you actually prove it is easy to do, you can't really say others are incompetent or slow, vs your opinion on how it should be progressing.

A basic save system is only basic if you have a basic system of savable variables. If you don't, then a save system is actually quite complex to do. Also you need to consider savegame bloat size and maximum number of things that can be saved. For skyrim, it is 65536 references that can be saved, and once you reach that point, any time it tries to save 65537 references, and then tries to load that game, Skyrim crashes. It usually reaches this reference point in roughly 30 hours of gametime. And then the save file is unloadable.

I'm not actually making excuses for the development team. If they were noobs, I might make excuses for them, but they claim they are industry professionals and veterans in their field, so no excuses are relevant. Unless they lied about that to get funding...

You also don't need context to get people's rocks off. One can imagine a scenario in your own mind, that is often better than dialogue in sex games, and thus they don't need to provide a context. That is what a lot of people do with Skyrim Sexlab Framework; they make their own stories up and play them out.

=====

EDIT:

So with a bit of digging, I see you have a Patreon for your own title called Empires of Lust ( ). You have a roadmap from back in October 2020, stating that by April 2021 you'd have release 0.5 out. So, it is mid-May, do you have release 0.5 of your own game ready for consumption? Or did you give up on development, as the last post on your Patreon was in October 2020?
 
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Mar 28, 2018
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Surprise us
Though you got a Bonus point you develop it rather in the hidden and work it out away from the public before presenting at least a Vertical Slice of it, that at least shows that you don't seem to be so dependent and under pressure and care more about it and from what i see it shows ;)
I see already some interesting things

Despite "Hey you are Cute" Wanna have Sex :D
Yeah I'm not releasing it until there's content available. My game's not a complete asset flip though. I have a game world database spawning system that procedurally spawns around a hundred or more buildings in towns, cities, and enemy encampments with each name for each establishment in the city randomly generated. It also procedurally generates hundreds of NPCs and families for every household, assigns them to a house, and assigns them a job within the city they go to.

I also have a relationship and class system set it up so that NPCs talk to you differently depending on who you are to them. So if you're their son or husband they'll talk to you differently depending on who you are. Haven't tested it out but you would also be able to possess other NPCs like a King and have all of their relationships instead of your player character.

Then I made a custom character creation system that uses daz assets. Probably just as heavy as the database system. Then I have a basic sex system that uses tags. And a custom AI system that allows for factions (faction system) that fight each other along with notoriety and companions (companion system). I use the dialogue plugin and mission and quest system from the marketplace because they make questing and dialogues extremely easy. You could probably make the main quest in a few days. Everything else is from the marketplace because it would probably take me 10 years to make all assets from scratch.
 
Mar 28, 2018
18
21
Alright LubricatedKitty; I'll respond to that.

I don't really think you understand the complexity of what you are purposing, for two reasons:

1] Slapping asset packs together isn't going to fly with most people, for a paid product, because it is a literal asset flip. You can't do asset flips anymore and make a profit. Professionals may take asset packs and use them for specific things, like plants or ground textures, but won't build an entire game from asset packs. Asset flips are fine, if the game is entirely free and no one is paying money to support you. But when it comes to monetary support, people expect you to use asset packs intelligently enough that they don't realize you are actually using one. When it is obvious that you have slapped asset packs together, this pisses people off, you'll get review bombed and places like Steam will take your game off their service.

2] Developing in UE4 isn't the easiest thing to do. I've tried it. Unless you are literally doing an asset flip, with the minimalistic amount of effort to make the various modules fit nicely together, it is really complicated to develop a game in UE4, especially if you are coding in C++ or creating your own unique systems. I'm certainly not giving WildLife devs a free pass here, as they do say they are industry veterans and professionals rather than noobs, but I can certainly understand how things that appear to me like they would only take 2 weeks of work, is going to take them 2-6 months of work.

Also:
-> A good AI system is extremely hard to create. Merely getting an enemy to head to x,y,z is one thing, but what happens if you stand on a boulder and they can't reach you. What if you hide behind an object and break line of sight; do they immediately know where you are still, or do they start searching for you.
-> A good dialogue system is also extremely hard to create. Sure a simple "click" "ok" to proceed is easy enough to do. But what if you want branching conversations, the ability for the player to ask questions, or to try to get to understand the npc better. Also many people don't like reading huge amounts of text, so they'll want it voiced. Then you need lip sync, and workable enough faces to do a lip sync.
-> Same thing with a Questing System. I believe with Skyrim, it took them 2 years to make one, and theirs is buggy as shit. There is so many ways for the system to fail, and that can mean you can't complete the quest or you are stuck with a quest item that you cannot remove ever.
-> Same thing with a Sex System. I believe the Skyrim Sexlab Framework took developers over 1000 hours just to get the framework functional (and that is without any actual sex animations). And even so, it is still quite buggy because it is Skyrim Script Jank. Then untold hours were spent by other modders to get animations into it, and sometimes those still fail because you need specific combinations of mods and mod conflicts are common.
-> Or with the Sex System; Lord Kvento has been trying to make their own sex game in UE4, and they've tried to make a sex system for their game, and most think that this has broken the project, as they stopped doing weekly updates back in February.
-> I could go on but you get the picture. Probably.

If you think things are so easy, go do it yourself. I'd probably support you financially if it was good, and so would a whole lot of others. But until you actually prove it is easy to do, you can't really say others are incompetent or slow, vs your opinion on how it should be progressing.

A basic save system is only basic if you have a basic system of savable variables. If you don't, then a save system is actually quite complex to do. Also you need to consider savegame bloat size and maximum number of things that can be saved. For skyrim, it is 65536 references that can be saved, and once you reach that point, any time it tries to save 65537 references, and then tries to load that game, Skyrim crashes. It usually reaches this reference point in roughly 30 hours of gametime. And then the save file is unloadable.

I'm not actually making excuses for the development team. If they were noobs, I might make excuses for them, but they claim they are industry professionals and veterans in their field, so no excuses are relevant. Unless they lied about that to get funding...

You also don't need context to get people's rocks off. One can imagine a scenario in your own mind, that is often better than dialogue in sex games, and thus they don't need to provide a context. That is what a lot of people do with Skyrim Sexlab Framework; they make their own stories up and play them out.

=====

EDIT:

So with a bit of digging, I see you have a Patreon for your own title called Empires of Lust ( ). You have a roadmap from back in October 2020, stating that by April 2021 you'd have release 0.5 out. So, it is mid-May, do you have release 0.5 of your own game ready for consumption? Or did you give up on development, as the last post on your Patreon was in October 2020?
I use Dialogue Plugin and Mission & Objectives, so making dialogues and quests are painless. I could've made my own system for this, but it's not fun to add content unless you have a GUI. I heavily modified another AI system so I can add factions and custom behavior for AI.

My sex system was very broken, but 2 years of game development working 6-16 hours a day made it fairly easy for me to make a sex system based on my old broken one. I use blueprints to make it easier on myself but if my game has optimization issues I may use C++.

I make my own game worlds using world machine + the ue4 editor so my environments don't really look like asset flips. If I get a system from the marketplace, I change around the animations so they don't look like an asset flip too sometimes. And most ue4 developers don't use Daz characters in their games. My Daz characters don't look too much like Daz characters.

I hang around a lot of discords for UE4 assets so I see asset flips all the time.

But my original point wasn't really debating how long it would take to make a game at all. My original post was stating that it wouldn't take much to add a few lines of dialogue to roleplay and increase immersion. I then added that they could add a save system that saves the NPC's position on the map. Not a save system that saves every script that is being run. Saving the location and which character you last played wouldn't cause your save games to bloat at all and it is very easily done.

It seems like they want you to play as Maya but she has small tits and I want to start playing as Tanya. It's a pain in the ass to spawn Tanya and switch characters every time I play the game. And I can't even keep my other spawned NPC's in one place. All I want to do is have all my characters in one place every time I start the game. I stopped playing the game after this
 
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Mar 28, 2018
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Looks more like YOU arent getting this. If it was really that easy we would be swimming in top tier games with great bugfree gameplay, deep lore and context and plenty of fappable sexy animations. Where are they? The videos you showed do indeed look like some asset packs slapped together in 2 weeks. It doesnt look fappable at all no matter how much "hey youre cute" you put in before the "lets fuck".
Spare us your subjective opinion on game dev and make your own dream game if its really that easy.
And your opinion is any better? You seem like you think that you know it all, so how about you make what I made in two weeks? The GUI alone would probably take you four months. You honestly think making a character creator from scratch with races, hairstyles, clothes, hair color, skin color, face morphs, body morphs, tattoos, and eyebrow textures, with no experience in Unreal Engine is easy? Only takes you 2 weeks? No offense but that sounds ridiculous. Please tell me, how many Unreal engine games on here have character creators with that many options? Please tell me how many Unreal engine indie games, in general, across the entire world, have a character creator as I did there?

My entire post you commented on was in reference to an experienced solo developer with over 2000-5000 hours put into Unreal. "granted you're a somewhat decent game developer already". When you have 2000-5000 hours of experience in Unreal, you either ending up joining a small or large development team, you freelance and develop systems you later sell on a 3D website or the Marketplace, Unreal becomes a side hobby (most serious developers end up with a job in the computer science field), or most of them, probably 85% just end up quitting. Only a very, very, very small percentage of experienced solo game devs end up making their own game. And even a very small percentage of those people end up making sex games.

I never said bug-free gameplay, I never said deep lore and I never said fappable sexy animations. I said relatively bugfree gameplay, basic context with a few lines of dialogue, decent graphics, and decent animations.

It sounds like you have no clue how game development works, no clue about the unreal engine community works and you aren't even listening to what I'm saying.
 
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marmaduke

Active Member
Dec 23, 2017
502
709
It's a new modern outfit which they are making for Jenny. Hopefully other female characters can wear it too though. Except for Shey and Jadeen they all share the same skeleton I really don't understand why they are locking outfits to certain characters. Have to say that if they make a version of this with the jacket but without the tank top it would be hot.
The characters have two levels of difference: Skeletons and model. Maya and Shey for example have a different skeleton so obviously they also have a different model. Maya and Lala on the other hand have the same skeleton but still a different model, Lala is a bit thicker than Maya. Jenny and Maya also share the same skeleton but Jenny has bigger boobs and is a bit more thicc too. Because the models are different in thickness it doesnt matter too much if they share a skeleton or not, repositioning the clothing to that other model is still going to take some time and it isnt a 1-button and done thing. But from what I saw in the post they do intend to repurpose it for other characters suggested by the patrons anyway tho so it probably wont be released only for Jenny.

They also posted this on the discord.
 
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marmaduke

Active Member
Dec 23, 2017
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709
And your opinion is any better? You seem like you think that you know it all, so how about you make what I made in two weeks? The GUI alone would probably take you four months. You honestly think making a character creator from scratch with races, hairstyles, clothes, hair color, skin color, face morphs, body morphs, tattoos, and eyebrow textures, with no experience in Unreal Engine is easy? Only takes you 2 weeks? No offense but that sounds ridiculous. Please tell me, how many Unreal engine games on here have character creators with that many options? Please tell me how many Unreal engine indie games, in general, across the entire world, have a character creator as I did there?
If my post came off as a personal attack im sorry. I never said that my opinion is better than yours, how could it be, its all just opinions and opinions are always subjective, there is no good or bad opinions. Anyway I want to apologize, I didnt mean to attack you or your work, im sure you are genuinley trying to make the best you can and want to support the community. I made my post purely based on what I saw. Clearly I didnt have enough information to make an objective and unbiased satement.


But my original point wasn't really debating how long it would take to make a game at all. My original post was stating that it wouldn't take much to add a few lines of dialogue to roleplay and increase immersion. I then added that they could add a save system that saves the NPC's position on the map. Not a save system that saves every script that is being run. Saving the location and which character you last played wouldn't cause your save games to bloat at all and it is very easily done.

It seems like they want you to play as Maya but she has small tits and I want to start playing as Tanya. It's a pain in the ass to spawn Tanya and switch characters every time I play the game. And I can't even keep my other spawned NPC's in one place. All I want to do is have all my characters in one place every time I start the game. I stopped playing the game after this
I also have to agree with you here. Come to think about it the save of position and character cant really be that hard of a task to do. But I dont really know much about it so I wont judge. I can only imagine it wasnt done so far because the community isnt really asking for it that much and there is probably other big things they are prioritizing with focus on the demo. But I really hope they add this soon, it would be a huge quality of life upgrade.
The dialogues is a bit of a different story. Making decent dialogue that works is not easy and failing at it or releasing it mid-development can damage the immersion of the game way more than keeping it dumb and mechanically straight forward until they have actual story elements, writing and dialogues. The recent split between sandbox and game and the few new story scenes they added is a big step towards more meaningful and immersive dialogues and scenes, even tho the current scenes from the fisher village quests do suffer from what I said earlier in that the dialogues feel very unfinished and half-assed and dont really make me immerse in the story. Lets hope the next build has that part of the game also improved.
 

DKOC

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Feb 1, 2019
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LubricatedKitty

Nothing is much fun without a GUI. Or having to manually create a GUI from scratch with code.

As for painless Dialogue, does it allow for branching dialogue trees, different options that have different effects on the character, and allows it easily to import voice lines into it?

As for painless Quests, does it allow you to make complex quests types, or only the basic types (ie fetch, kill, scout)? Most people only like the basic types for side missions, so you'd still have "pain" with making the more complicated types I'd imagine.

OK. So you fixed up your sex system. Got a more recent video of that, to show off what you accomplished since the two prototype video trailers?

I'm sure the developers of Slige, said the same thing about procedurally generated Doom levels, but anyone who plays them can tell they were procedurally generated. Have a video of your procedurally generated world, so we can see what you mean?

Actually a lot of developers do use Daz characters, but maybe not in UE4. She Will Punish Them, built in Unity, uses Daz characters, as an example.

So you change up the animations... how is clipping? Did you eliminate that? Like in the prototype videos, there was a lot of clipping, like with clothes on bodies.

And yes, keeping spawned locations and last played character would be a nice quality of life feature, for Sandbox. I too don't like Maya, but I prefer Serenia, personally.
 

savagesix

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Jan 30, 2019
168
165
the last time I played this it was a glorified tech demo with a handful of half-implemented missions and sex scenes. Is it more of an actual game now?
 
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LubricatedKitty

Nothing is much fun without a GUI. Or having to manually create a GUI from scratch with code.

As for painless Dialogue, does it allow for branching dialogue trees, different options that have different effects on the character, and allows it easily to import voice lines into it?

As for painless Quests, does it allow you to make complex quests types, or only the basic types (ie fetch, kill, scout)? Most people only like the basic types for side missions, so you'd still have "pain" with making the more complicated types I'd imagine.

OK. So you fixed up your sex system. Got a more recent video of that, to show off what you accomplished since the two prototype video trailers?

I'm sure the developers of Slige, said the same thing about procedurally generated Doom levels, but anyone who plays them can tell they were procedurally generated. Have a video of your procedurally generated world, so we can see what you mean?

Actually a lot of developers do use Daz characters, but maybe not in UE4. She Will Punish Them, built in Unity, uses Daz characters, as an example.

So you change up the animations... how is clipping? Did you eliminate that? Like in the prototype videos, there was a lot of clipping, like with clothes on bodies.

And yes, keeping spawned locations and last played character would be a nice quality of life feature, for Sandbox. I too don't like Maya, but I prefer Serenia, personally.
Yeah, actually the dialogue and quest system allows for both of those things. Before moving to the next line of dialogue or quest point, you have a condition object you can put in to specify any condition possible. Then you can simply execute an event when you reach a dialogue point or a quest point. This is a simple system that handles a lot of things. There are also branching dialogue paths. None of this is my work though the plugins handle this all for me. But there's no way for anybody to tell if I change the UI.

As far as my new sex system, I don't have a video of it yet. But it's more like Skyrim and less like wildlife. Much less control available to the player, the player just chooses which type of position depending on dialogue. There are somewhat bad clipping issues and there will likely always be clipping issues because of morph targets, etc. But I can always fix it later. Clothes clip too but I can hide the skin underneath when it releases.

I don't have a video of how it works, but the idea is simple. Create the world, (I'm not procedurally generating the world, I'm procedurally generating the building information to make the building functional for the game), Place trigger boxes over every town and city. Get all buildings within the trigger boxes in the world, get the city they're located in and save it, get their location and save it, (the process would take a few paragraphs to write down) then take that information and respawn the houses and assign each building with procedurally generated info like establishment type, establishment name, max workers, reputation, fame, etc. Eventually, I want to give the player the ability to own and run their own establishment and even kingdom by giving them each their own stats. It's just a framework though, not a feature.

My game is less focused on sex as it is focused on questing, roleplaying, and factions. There are a few main reasons I'm making this game. 1 Pretty much no sex games out there have a sex skill stat for your player. If my character had a high sex skill, I want the NPC my player is having sex with to be absolutely stunned with his/her prowess. Also if my character has done a lot of cool stuff, he should be famous, so fame and beauty will allow people to approach him/her and talk to him/her differently. 2 I absolutely loved the familiar faces Skyrim mod and wanted to give the player the power to play with characters from his/her other saves. 3 I like anime with guilds and pirate crews. 4 I want as many roleplay options as a fantasy setting gives. Even if it's basic and very rudimentary.

Daz characters look different in UE4 than they do in Daz Studio, Unity, or Blender. I have some pictures of what they look like below. This was about a year ago so some improvements have been made and I think they look much better than what was shown 2 years ago. Here's my discord with more info

As far as quests, I'm not a AAA developer so I'm not really making complex quests. It's more so go here then go there. It seems every other game on here does this too, including games like corruption of champions 2. There can kill quests, location quests, Delivery quests, Gather quests, Escort quests, Rescue quests, Assassination quests, etc. All quests have one thing in common, they have to meet certain conditions to be satisfied. As long as you let the quest system know that the quest condition is satisfied and the condition is met, the player either fails or passes the quest. You can create functions, events, and inputs to make the process easier as well. Quest types like scouting and tailing are more difficult.
 
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If my post came off as a personal attack im sorry. I never said that my opinion is better than yours, how could it be, its all just opinions and opinions are always subjective, there is no good or bad opinions. Anyway I want to apologize, I didnt mean to attack you or your work, im sure you are genuinley trying to make the best you can and want to support the community. I made my post purely based on what I saw. Clearly I didnt have enough information to make an objective and unbiased satement.




I also have to agree with you here. Come to think about it the save of position and character cant really be that hard of a task to do. But I dont really know much about it so I wont judge. I can only imagine it wasnt done so far because the community isnt really asking for it that much and there is probably other big things they are prioritizing with focus on the demo. But I really hope they add this soon, it would be a huge quality of life upgrade.
The dialogues is a bit of a different story. Making decent dialogue that works is not easy and failing at it or releasing it mid-development can damage the immersion of the game way more than keeping it dumb and mechanically straight forward until they have actual story elements, writing and dialogues. The recent split between sandbox and game and the few new story scenes they added is a big step towards more meaningful and immersive dialogues and scenes, even tho the current scenes from the fisher village quests do suffer from what I said earlier in that the dialogues feel very unfinished and half-assed and dont really make me immerse in the story. Lets hope the next build has that part of the game also improved.
Yeah, my bad sorry for the aggression. Yeah, dialogue is definitely more than just a few lines. A lot of variation is required in some cases. I don't really mind repetition if there are 3 different variations to a dialogue line, but if NPCs are repeating the same thing over and over again it can get a little annoying and uninspiring for some people.
 
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