hakarlman

Engaged Member
Jul 30, 2017
2,095
3,270
You're asking the devs to make all of these things, but you seem to not realize that they have given you the tools to do a lot of that yourself.
It takes too long to code sex scenarios with the current event system. I prefer a contained, linear system, not OOP. If I'm gonna make OOP code, I'd rather do it with the actual source code, then make something super easy and intuitive for the user to use.

You went on a rant about a pong EXAMPLE, which is only meant to showcase what is possible in the sandbox. The event system's primary purpose obviously wasn't to just make pong.
The end user shouldn't have to code essential functionality through OOP. Essential functionality should be there from the start, in highly intuitive form.

In fact, that gives me an idea - since sandbox scenes are saved in an easy-to-read JSON format, it would be possible to make a custom scripting language parser that takes a script + a sandbox scene and adds all the necessary logic to the scene automatically based on the script.
Finally a good response. FINALLY. Okay, what you just said is in the figure I made:

See the middle diagram? That's what you're proposing, a scripting based approach, perhaps based on a scene index.


But, I think a scripting based approach is still too complicated for the end user. The goal is to design something so easy to use, that anyone can make a perverted scenario, then share it with the community. If it's too hard to make, we'll get less content from everyone. Note the figure all the way on the right in the above screenshot. That is an approach the end user can understand, it's linear and organized into scenes. It's based on their existing animaton queue design. User clicks the event and edits properties. They enter things like character names in the outliner, or prop names. They do things that don't require any OOP.

It would be great if someone could PROVE MY LOGIC WRONG, or introduce better logic. I just want sandbox to be better and better.

The following is code I wrote. It's too complicated and took too long to make. It also has minor problems outside my control.
1657509958930.png

A lot of the above functionality should be encapsulated and contained in a system that's more intuitive for the end user.

The following screenshot is VERY intuitive, this is BEAUTIFUL design:


I see 5 scenes in the above screenshot. Do you see it too? So before each animation, you let the user add events that are easy to edit, that control that one sex scene; events like look at, set facial expression, show dialogue narration on bottom of screen, clear cum decals, etc. IMO, that is much better than expecting the end user to invoke OOP(object orientated programming) just to make a scene, lol.
 
Last edited:
Oct 8, 2019
205
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I realize it was a stupid question now but I'm not a dev, my bad. Once I saved a preset and the folder actually opened when I hit open folder, then I realized all I had to do was copy the preset files over to add it to another skeleton. The file location wouldn't open before creating a preset though which was why I was asking if it was possible.
I think he's talking about the childish bickering going on over the game, not you.
 

hakarlman

Engaged Member
Jul 30, 2017
2,095
3,270
This is just sad.
Respectfully, we should focus on the logic.

For example, how do you plan on handling cum decal preservation on NPC? Currently, if you add a sex scene object to your scene, and Maya gets cummed on, how will she retain that cum on her body, when having sex with other characters of a different skeletal type? The only way to do currently achieve that, is to use the T-Menu spawned system, but those characters exist mostly outside of the event system; which begs the question, shouldn't the character system have been streamlined before creating an event system? That way the event system would easily tie into: NPC/Prop/Sex Furniture?

How about this. When we first create a new sandbox. Have Maya exist in the outliner. Then only ONE kind of NPC can be spawned, we'll call it interactable NPC. That actor is only destroyed if the player deletes the character so no matter how many different people Maya has sex with, she'll still be covered in cum. We won't have to worry about hiding and showing her, instead she just goes from standing idle, to having sex on furniture, then back to idle again, using the same actor. Efficient, no? If this is too time consuming, will you consider this for a future, better sandbox editor? Like the Porn Editor 3000 that Svenni mentioned?

Do you think it's okay to auto spawn furniture inside an animation, if not, how do you plan to tackle this issue? Perhaps allow the player to form a party, set party member roles and designation, then the player press E on furniture to occupy it with a sex partner, while having access to couch sex animations, based on furniture type, from a highly intuitive poser menu?

We can spawn Maya in three different ways:

Add Pose
Sex Scene Object
T-Menu Spawn

Technically, three copies of Maya can exist, in different formats. Do you see this as a problem? If not, please explain? Is this permanent or will you streamline the character system so NPC are only spawned in one way; and exist in outliner?

There's a reason why I'm asking this combination of questions, BECAUSE all these systems will tie into together. The sooner you see it now, the more heartache it will save in the future.

Event System: <---> Interactable NPC <--> Party <--> Sex Sites(Furniture; bed, couch; press E on) <--> Props

1657513183544.png
 
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CyanParadigm

Newbie
Aug 31, 2018
85
272
howd you pull off bioluminescence
attach pointlights to the char index bones - make sure they're actually "in" the character wherever you want them.

You could also just freeze a character and put a point light in them if you don't want the light to move with the character
 

SpicyHotBeef

Member
Mar 13, 2020
226
174
attach pointlights to the char index bones - make sure they're actually "in" the character wherever you want them.

You could also just freeze a character and put a point light in them if you don't want the light to move with the character
Got it. Thanks man. Attached sine movement to make it move inside.

Respectfully, we should focus on the logic.

For example, how do you plan on handling cum decal preservation on NPC? Currently, if you add a sex scene object to your scene, and Maya gets cummed on, how will she retain that cum on her body, when having sex with other characters of a different skeletal type? The only way to do currently achieve that, is to use the T-Menu spawned system, but those characters exist mostly outside of the event system; which begs the question, shouldn't the character system have been streamlined before creating an event system? That way the event system would easily tie into: NPC/Prop/Sex Furniture?

How about this. When we first create a new sandbox. Have Maya exist in the outliner. Then only ONE kind of NPC can be spawned, we'll call it interactable NPC. That actor is only destroyed if the player deletes the character so no matter how many different people Maya has sex with, she'll still be covered in cum. We won't have to worry about hiding and showing her, instead she just goes from standing idle, to having sex on furniture, then back to idle again, using the same actor. Efficient, no? If this is too time consuming, will you consider this for a future, better sandbox editor? Like the Porn Editor 3000 that Svenni mentioned?

Do you think it's okay to auto spawn furniture inside an animation, if not, how do you plan to tackle this issue? Perhaps allow the player to form a party, set party member roles and designation, then the player press E on furniture to occupy it with a sex partner, while having access to couch sex animations, based on furniture type, from a highly intuitive poser menu?

We can spawn Maya in three different ways:

Add Pose
Sex Scene Object
T-Menu Spawn

Technically, three copies of Maya can exist, in different formats. Do you see this as a problem? If not, please explain? Is this permanent or will you streamline the character system so NPC are only spawned in one way; and exist in outliner?

There's a reason why I'm asking this combination of questions, BECAUSE all these systems will tie into together. The sooner you see it now, the more heartache it will save in the future.

Event System: <---> Interactable NPC <--> Party <--> Sex Sites(Furniture; bed, couch; press E on) <--> Props

View attachment 1919079
Tinkering with events sure is a headache for newbies like me. (I was just able to attach a point light inside a body and made it move inside) But it's worth it when it works and it adds to player customization.
 

hakarlman

Engaged Member
Jul 30, 2017
2,095
3,270
Tinkering with events sure is a headache for newbies like me. (I was just able to attach a point light inside a body and made it move inside) But it's worth it when it works and it adds to player customization.
I think that's great you attached a point light to a character. What does that have to do with my original post though?

I've always been an advocate for props being attached to character bones. I suggested it in their discord a long time ago via this diagram:

1657519012009.png

Their current implementation of this feature is VERY intuitive: A+, because it's very easy to use. So are you agreeing with me that you want HIGH ease of use correct? Thus you agree with me? Correct?

Attaching a prop to a character doesn't require the end user to invoke object orientated programming btw. It's a controlled and contained feature, which is what I'm advocating for, based on in depth study of what Sandbox should precisely be.

Still, it's cool you're being creative and did that. Sandbox has TONS of intuitive features, so I don't want to sound like a negative nancy.
 
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hakarlman

Engaged Member
Jul 30, 2017
2,095
3,270
Is there a tutorial for making objects follow stuff? I've been messing around with it for hours and i can't get it to work.
In edit mode,

1. Add Pose: Maya.
2. add a cube in the scene
3. in the outliner, drag the cube onto Maya, it will parent to her.
4. Then click the cube and in the bottom left options, you'll see attachment dropdown, you can then bind that cube to one of her bones.
5. it works same way with sex scene object, but you can also specify the character index next to the dropdown.

Yes, there is an in depth tutorial:
 
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hakarlman

Engaged Member
Jul 30, 2017
2,095
3,270
Guys, there are no plans for streamlining the existing character system or creating a complex party based system that occupy fixed locations for sex; like a bed, couch, pillory, etc, until after the main game is completed. In all fairness, this is understandable. Adeptus is being cool for sharing this information, so we don't get our hopes up, instead we accept reality that all this will take time. They got a single player game to make and that's no easy task.

What the does that mean?

- We're stuck with the Add Pose, Sex Scene Object, T-Menu Spawned system. Fortunately, this is still good for making machinima and taking and sharing screenshots. There are tons of ways to have fun with this. If you're wondering, is there something better than this? HELL YES. Spawn the NPC ONCE, stick them in the outliner, then pass them around from sex site to sex site, that's the proper way to do it, but it's probably too time consuming, and requires overhaul, but it's the BEST most intuitive method IMO; open to correction.

- The current event system is too complicated for 99% of end users. It still has massive potential if it adopted a linear approach. Discuss it in depth with the end user, I DARE YA.

- We can make a really nice scene, like of a mansion, but to have any kind of immersive sex will have to wait, or you'll have to go through an extremely painful coding process to get it done, not worth it IMO. Unfortunately the most important part; characters, dialogue and event driven party based sex at fixed locations is on the backburner; the most important critical part that features the strongest selling points of Wild Life are on the backburner for sandbox, while PONG takes the spotlight!! :ROFLMAO: (I'm sorry, I couldn't resist.)

- When coding sex scenarios, you'll be stuck in show/hide hell. If you don't know what that means yet, YOU WILL. o_O

- You can't just place a bed, couch, or pillory, then press E on it to use it, after forming a party with Maya or Shey for example.

- Having any kind of party UI doesn't make sense until the character system is streamlined, so this will probably not happen, YET.

- Since interactable NPC won't be in the outliner, I don't see how they can tie into the event system in a meaningful way that will let us create professional, highly interactive sex scenarios, YET. Unless you put an ENORMOUS amount of extra hours coding hack jobs to simulate the functionality you want; this can take an excessively enormous amount of time. Basically, the existing distinction between player and NPC isn't good for sandbox, and is actually a detriment.

- Furniture will probably continue to auto-spawn in the animations themselves, but maybe we get lucky and get a bandaid to optionally hide it. This issue is actually linked with sex scene object. The sex scene object is naturally going to change into dynamic sex furniture at some point, where it no longer pre-spawns NPC inside its container, instead waiting for actor NPC to be passed to it. So Sex Scene Object ---> Becomes Bed, Couch, etc. This is inevitable IMO, unless someone comes up with a brand new design. See 3dxchat for more information on how they tackle this issue; ignore the multiplayer aspect.

- When using T-Menu spawning, if you have multiple people in your group, they'll just stand around looking stupid while your characters have sex. I don't see how this can be fixed until the character system is streamlined, and the party system becomes more complex with roles and designations, which won't happen until the main game is finished.

This is not bad news, it's reality, and I can respect that. We have to be patient and wait until single player is done. Single player should be good, based on the demo, so that'll be cool. Single player will probably create a HUGE demand for a fleshed out sandbox, and that can be invigorating.

My advice, don't waste your time creating complex sex scenarios yet; not to be confused with scene sharing, scene sharing is cool! Just wait until after the main game is finished before trying to make interactive immersive dialogue and similar.

Also, heheh, Adeptus is not gonna like this. But he doesn't like reading walls of text, so he'll never see this part, hahaha. IMO, he and the sandbox devs only see 1-2 months in front of them in regards to the sandbox. They don't see what Sandbox will look like 3 years from now. So half the stuff I say, they have no idea what i'm talking about, and see it as a WALL OF TEXT. Hell, most of you have no idea what I'm talking about, hahaha :LOL:.

Which would you rather have? Figure A or B?

1657535753378.png

Adeptus doesn't' like walls of text, but walls of text can lead to problem solving that result in intuitive designs like Figure B. Not reading walls of text will lead to Figure A. Walls of text can actually shorten your development time, because it's like doing all the coding with the end user in theory. Some devs like this, others don't.

Lead Dev: "Wait, Rapid Application Development (RAD); prototyping, means I have to actually have a 1-2 hour discussion with the end user? FUCK THAT. I don't want to deal with these obsessive, sex deprived lunatics. Oh god, this obsessed idiot is spamming me with a wall of text again. What, what's this? He wants to press E on the bed to have sex? What a fucking loser, lolololol... Oh god, another wall of text. This lunatic says we should base the sandbox on a real world model. He's talking about stupid shit, like how you have a room of 10 people who agree to have sex, then they move into a room to have sex, while talking, and how there should be designated voyeur locations, then afterwards the women should still have cum on them, man this wall of text is such a waste of time, it wastes our valuable time. I NEED MY CODERS TO MAKE PONG FOR GOD SAKE, NOT WASTING TIME WITH STUPID SHIT LIKE HAVING THE NPCS HAVE SEX ON A BED AFTER A CONVERSATION!!!!" :LOL:

On serious note, if you don't like reading highly critical and detailed user feedback, the solution is simple: Change your development methodology to drafting your own diagrams, flow charts, while studying competitor products, and start thinking what sandbox will look like 2-3 years from now. Then you'll never have to read an annoying wall of text from the pesky end user ever again. Then show what you plan on making to the end user, they'll know exactly where you stand, it saves you time and them time.

I've given $60.00 total with no regrets; they deserve it. I'd like to think that buys me the right to just explain the current state of sandbox from my perspective. And in the future, I plan on buying the game to support it, and funding more $$$ for sandbox after single player release. I care for the product, so all this is said with good intentions, the good and bad, PEACE!
 
Last edited:

gustavo2006

Member
Aug 30, 2020
151
111
Guys, there are no plans for streamlining the existing character system or creating a complex party based system that occupy fixed locations for sex; like a bed, couch, pillory, etc, until after the main game is completed. In all fairness, this is understandable. Adeptus is being cool for sharing this information, so we don't get our hopes up, instead we accept reality that all this will take time. They got a single player game to make and that's no easy task.

What the does that mean?

- We're stuck with the Add Pose, Sex Scene Object, T-Menu Spawned system. Fortunately, this is still good for making machinima and taking and sharing screenshots. There are tons of ways to have fun with this. If you're wondering, is there something better than this? HELL YES. Spawn the NPC ONCE, stick them in the outliner, then pass them around from sex site to sex site, that's the proper way to do it, but it's probably too time consuming, and requires overhaul, but it's the BEST most intuitive method IMO; open to correction.

- The current event system is too complicated for 99% of end users. It still has massive potential if it adopted a linear approach. Discuss it in depth with the end user, I DARE YA.

- We can make a really nice scene, like of a mansion, but to have any kind of immersive sex will have to wait, or you'll have to go through an extremely painful coding process to get it done, not worth it IMO. Unfortunately the most important part; characters, dialogue and event driven party based sex at fixed locations is on the backburner; the most important critical part that features the strongest selling points of Wild Life are on the backburner for sandbox, while PONG takes the spotlight!! :ROFLMAO: (I'm sorry, I couldn't resist.)

- When coding sex scenarios, you'll be stuck in show/hide hell. If you don't know what that means yet, YOU WILL. o_O

- You can't just place a bed, couch, or pillory, then press E on it to use it, after forming a party with Maya or Shey for example.

- Having any kind of party UI doesn't make sense until the character system is streamlined, so this will probably not happen.

- Since interactable NPC won't be in the outliner, I don't see how they can tie into the event system in a meaningful way that will let us create professional, highly interactive sex scenarios, YET. Unless you put an ENORMOUS amount of extra hours coding hack jobs to simulate the functionality you want; this can take an excessively enormous amount of time. Basically, the existing distinction between player and NPC isn't good for sandbox, and is actually a detriment.

- Furniture will probably continue to auto-spawn in the animations themselves, but maybe we get lucky and get a bandaid to optionally hide it.

- When using T-Menu spawning, if you have multiple people in your group, they'll just stand around looking stupid while your characters have sex. I don't see how this can be fixed until the character system is streamlined, and the party system becomes more complex with roles and designations, which won't happen until the main game is finished.

This is not bad news, it's reality, and I can respect that. We have to be patient and wait until single player is done. Single player should be good, based on the demo, so that'll be cool. Single player will probably create a HUGE demand for a fleshed out sandbox, and that can be invigorating.

My advice, don't waste your time creating complex sex scenarios yet; not to be confused with scene sharing, scene sharing is cool! Just wait until after the main game is finished before trying to make interactive immersive dialogue and similar.

Also, heheh, Adeptus is not gonna like this. But he doesn't like reading walls of text, so he'll never see this part, hahaha. IMO, he and the sandbox devs only see 1-2 months in front of them in regards to the sandbox. They don't see what Sandbox will look like 3 years from now. So half the stuff I say, they have no idea what i'm talking about, and see it as a WALL OF TEXT. Hell, most of you have no idea what I'm talking about, hahaha :LOL:.

Which would you rather have? Figure A or B?

View attachment 1919452

Adeptus doesn't' like walls of text, but walls of text can lead to problem solving that result in intuitive designs like Figure B. Not reading walls of text will lead to Figure A.

Lead Dev: "Wait, Rapid Application Development (RAD); prototyping, means I have to actually have a 1-2 hour discussion with the end user? FUCK THAT. I don't want to deal with these obsessive, sex deprived lunatics. Oh god, this obsessed idiot is spamming me with a wall of text again. What, what's this? He wants to press E on the bed to have sex? What a fucking loser, lolololol... Oh god, another wall of text. This lunatic says we should base the sandbox on a real world model. He's talking about stupid shit, like how you have a room of 10 people who agree to have sex, then they move into a room to have sex, while talking, and how there should be designated voyeur locations, then afterwards the women should still have cum on them, man this wall of text is such a waste of time, it wastes our valuable time. I NEED MY CODERS TO MAKE PONG FOR GOD SAKE, NOT WASTING TIME WITH STUPID SHIT LIKE HAVING THE NPCS HAVE SEX ON A BED AFTER A CONVERSATION!!!!" :LOL:

On serious note, if you don't like reading highly critical and detailed user feedback, the solution is simple: Change your development methodology to drafting your own diagrams, flow charts, while studying competitor products, and start thinking what sandbox will look like 2-3 years from now. Then you'll never have to read an annoying wall of text from the pesky end user ever again. Then show what you plan on making to the end user, they'll know exactly where you stand, it saves you time and them time.

I've given $60.00 total with no regrets; they deserve it. I'd like to think that buys me the right to just explain the current state of sandbox from my perspective. And in the future, I plan on buying the game to support it, and funding more $$$ for sandbox after single player release. I care for the product, so all this is said with good intentions, the good and bad, PEACE!

It is very difficult to use these new tools. Could have a tutorial or video explaining each function.
 

SpicyHotBeef

Member
Mar 13, 2020
226
174
I think that's great you attached a point light to a character. What does that have to do with my original post though?

I've always been an advocate for props being attached to character bones. I suggested it in their discord a long time ago via this diagram:

View attachment 1919149

Their current implementation of this feature is VERY intuitive: A+, because it's very easy to use. So are you agreeing with me that you want HIGH ease of use correct? Thus you agree with me? Correct?

Attaching a prop to a character doesn't require the end user to invoke object orientated programming btw. It's a controlled and contained feature, which is what I'm advocating for, based on in depth study of what Sandbox should precisely be.

Still, it's cool you're being creative and did that. Sandbox has TONS of intuitive features, so I don't want to sound like a negative nancy.
Yep. I agree that the sandbox editor could use a 'friendlier' touch. (I just used the player follower prop to add to my point heh) I think it can be kept for those who know how to use it because it works and it's good for now. Steve can make short tutorials on how to add different events on youtube to better explain the editor.
 

exter

Active Member
May 29, 2017
778
841
I dont understand why there is so much discussion about the layout and functionality of the editor. its one of the first itterations so naturally it wont be perfect.
just try to give constructive criticisim without being too demanding and things will get better over time.
 

Drew242

New Member
Dec 7, 2021
5
0
Hello, can somebody help me? I don't know, if somebody try to solve this, but I download WildLife, start it in VR, but it only shows "WildLifeC-Win64-Shipping Next up" and never start. But on my monitor pc is game already started and able to play. How to really start it in VR? My headset it HTC Vive Pro
 

baho6

Newbie
May 6, 2021
87
47
In the game "Captain Hardcore" the creation of the animations of the characters themselves is well implemented, and their interaction with other objects (characters), it would be nice to see something similar here. :unsure:
 

FeltTheNeed

Newbie
Nov 22, 2021
84
474
I think hakarlman has good intentions at heart and doesn't mean to come off as , I see where he is coming from and in a way agree with some of the points he made. If only I could temporarily be a fly on the wall at CV office project meetings to hear all that Steve and the CV team are brainstorming for the game and sandbox in future, so far surpassing my own expectations.

Keep the faith and remain cordial, continue giving constructive feedback or ideas on areas you wish to see improve and who knows you just might see them or an implementation of such added in future, many of my own wishes were added over time to the game.

 
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