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Others WQWK — NSFW Sandbox Project (Work in Progress)

WitchKing901

New Member
Sep 20, 2025
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Hey!



So, I’ve just kicked off a project to make an NSFW sandbox.

I’ll be dropping progress updates here.



Feedback, ideas, random thoughts—totally welcome.

Moral support’s also huge, ‘cause this is a big one and it’ll be a while before you can actually mess around with the results.



P.S.

Don’t forget to touch grass, hang out with real people, and take care of your relationships.

Much love and good vibes to everyone ♥
 

WitchKing901

New Member
Sep 20, 2025
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0
1
I’m building this completely from scratch, without using a game engine.

Just got a little window running with an FPS counter—120, omg. Fingers crossed it never drops lower in the final game! Screenshot 2025-09-26 at 00.16.14.png
 

WitchKing901

New Member
Sep 20, 2025
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0
1
I WANTED TO ASK IS IT POSSIBLE TO PLAY AS SMALL DICK MC ?
I want to keep things realistic, without those over-exaggerated, terrifying sizes. It’ll take quite some time before I even get to proper dick physics, though. Thanks for sharing your ideas
 

WitchKing901

New Member
Sep 20, 2025
6
0
1
I WANTED TO ASK IS IT POSSIBLE TO PLAY AS SMALL DICK MC ?
Just to give you an idea where I’m at right now: it’s more like the stage of ‘first, God created a mathematical 3D space, a properly working coordinate system, a camera, and a collider that snaps points.
 

NeonSelf

Member
Dec 3, 2019
346
605
258
As a game dev myself I have a few suggestions to save your time and avoid problems:

- Use some Git\SVN. Its obvious for experienced developers, but I dont know your background so here it is as the most important advice.

- Since you're making a game literally from scratch, apect ratio and resizing for different screen resolutions is the first thing to think about. Its easier to "fit into screen, preserving original aspect ratio + black borders" instead of moving your UI elements and changing camera settings for every possible display.

- Start with main menu,options and gameover screen (If you plan some gameover). That way your game always feels "comlete" and you can share it with someone. You will just add new gameplay features into it later.

- All config\balance parameters should be stored separately in some json\xml file. Its easier to tweak your gameplay when you need to change just 1 line in config file to make some job more profitable or increase number of possible items in inventory etc.

- Button labels\dialogs - should be stored separately too. If your game becomes popular, you would like to translate it in different languages.

- Store all important game data inside some model, separate from display objects and game logic. That way its ifinitely easier to implement save\load, compared to collecting data that is stored everywhere in random places.

- Make at least 2 autosave slots and use them in turns. If some player's PC crashes while saving - there will always be another undamaged save file.

- Store game version inside your save files and keep a stack of functions that converts old version saves to new ones. This saves alot of headaches, when someone wants to resume playing from outdated save file.

PS: Good luck and have fun!
 
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WitchKing901

New Member
Sep 20, 2025
6
0
1
As a game dev myself I have a few suggestions to save your time and avoid problems:

- Use some Git\SVN. Its obvious for experienced developers, but I dont know your background so here it is as the most important advice.

- Since you're making a game literally from scratch, apect ratio and resizing for different screen resolutions is the first thing to think about. Its easier to "fit into screen, preserving original aspect ratio + black borders" instead of moving your UI elements and changing camera settings for every possible display.

- Start with main menu,options and gameover screen (If you plan some gameover). That way your game always feels "comlete" and you can share it with someone. You will just add new gameplay features into it later.

- All config\balance parameters should be stored separately in some json\xml file. Its easier to tweak your gameplay when you need to change just 1 line in config file to make some job more profitable or increase number of possible items in inventory etc.

- Button labels\dialogs - should be stored separately too. If your game becomes popular, you would like to translate it in different languages.

- Store all important game data inside some model, separate from display objects and game logic. That way its ifinitely easier to implement save\load, compared to collecting data that is stored everywhere in random places.

- Make at least 2 autosave slots and use them in turns. If some player's PC crashes while saving - there will always be another undamaged save file.

- Store game version inside your save files and keep a stack of functions that converts old version saves to new ones. This saves alot of headaches, when someone wants to resume playing from outdated save file.

PS: Good luck and have fun!
Thanks for sharing your experience, I’ll keep it in mind
 

WitchKing901

New Member
Sep 20, 2025
6
0
1
Small progress update.

I’ve set up the basics for the menu and save system, and started thinking about how to handle scenes
 

NeonSelf

Member
Dec 3, 2019
346
605
258
I’ve set up the basics for the menu and save system, and started thinking about how to handle scenes
You need a scene manager (I'd make it as a singletone) that will keep some scene active and allow to switch between differrent scenes. All scenes should have the same basic API like:

show() - collects data for a scene, creates display objects an places them on screen
update(dt) - called every frame to update animations, or some internal timers
exit() - clears all the display objects or other stuff from memory, maybe saves some data
 
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