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.
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EDIT:
So with a bit of digging, I see you have a Patreon for your own title called Empires of Lust (
You must be registered to see the links
). 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?