Unity Noob game dev starts from nothing to build porn game or something [Dev Diahrea]

godlovesyou

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Oct 6, 2023
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Think of it like becoming a famous youtuber, or twitch streamer. It may have been easier in the beginning but it's now just as over saturated as any other niche.

Don't expect to make any money for the first five (or more) years of development, even if you can some how dedicate full time to this.

Get out of your head and just start prototyping like a mad man. You won't know how terrible your ideas look or play until you see them in action.
 

NMMMN

Newbie
Feb 19, 2020
36
37
thank you
seen a . No money in 5 years though? Thats based on the dream game right, if so that makes sense. it could be made into a demo kickstart if its good. Im aiming for smaller game now, trying to minimize assets and use ai. 100% prototype, fail fast. Like others mentioned its good to have a starting plan after that its prototype madness. Procedural animation, procedural levels, character creators can multiply the effort based on good planing. But yeah for me its negative how many notes and docs i have bc i couldnt decide, i now have 5 games i want to make later :ROFLMAO:


kirbo ITS TIME.gif
Going with the doom like melee game reflected in my 1st post.
Reason dream game is too big, pokemon like requires character creator (3D is required for better quality sex scenes).
Sex scenes will be 2D, 1-3 strategic animated poses using lerps and maybe IK. (more focused on unique sex scene rather than generic 2D character creator).
Unfortunatly sex content will be at a lower ratio to the combat.

Starting with real basic systems that can get fixed later on.

This Months goal
  • 1HQ sex pose
  • Movement
  • Combat
  • Enemy
  • Level 1
 
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godlovesyou

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Oct 6, 2023
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thank you
seen a . No money in 5 years though?
I'm just trying to temper your expectations, so you're ready for the slog fest that is creating a game, in a competitive market.

I've been here long enough to bear witness to two common patterns with developers:

1. Developer type 1

They work very hard on a game for, what I assume is about 6 months to a year, and then release version 0.1.0, and with their crowd funding platform of choice.

1. They get some initial comments and possible some money, but less than 20$ a month.
2. They work very hard on version two for 2-3 more months and release to crickets.
3. They do maybe one or two more updates still making less than a hundred dollars a months, now closing in on two years of work on a single game and then give up or become developer type 2 (see more)

2. Developer type 2

Sees their first game not making much money after what they see is an incredible amount of time, and then decide that it's not marketable enough to make money. Either they go by the comments, or they see it as not in a niche, or as in a niche where there's already a completed game that satisfies that niche.

So they make another game and repeated the process a few more times, racking up abandoned games, seeing it as trial and error. Now they have a record of abandoning games and no one wants to donate to them.

Because their art style, writing, and game design aren't given the multiple years of practice it takes for each of those skills to become competitive, their games also don't get funding because they simply aren't good enough yet.

There may be set of skills to Ai art that requires time to get good enough to be competitive as well. I don't know.

The solution:

Here's a common one I've seen.

1. The Developer starts with games that can be completed in under a year and a half. They specifically minimize the scope of their first few games.

These games gather some followers, and improve the artists art style with practice. I know Ai art is "easy", and 3D mech art is "easy", but I don't doubt like anything there's a difference between stand out and mediocre.

These games also prove to potential supporters that the dev will not abandon games, and not rush endings, but deliver the full game.

With each successive game they get a little more traction but they don't break the 1K a month mark for 3 or sometimes more years but that's ok because each successive game get's more traction, and when they're ready they make their big game they have followers and supporters that help it get noticed more.

2. They spend 10 years becoming a famous artist, so they have a bunch of loyal followers that will help boost the ratings and comments, etc. to make their first game a big success. This may be harder now with Ai art everywhere. Or they already have a huge amount of people who know who they are from somewhere else so their first games are well funded.

3. They team up with an artist, and keep working on the same game. When the artist drops out (often), they switch to a new artist and accept the difference in art style, or finish their current game and move to a new one.

Ai:

Ai changes the landscape but games with Ai art will quickly become another over saturated niche falling into these common patterns, because they are patterns of human nature.

Here's some quick examples past developers:

https://thef95zone.info/threads/mating-season-v0-2i-love-os-games.123898/
https://thef95zone.info/threads/the-hunter-chronicles-behind-closed-doors-v0012-benaxestudio.241251/
https://thef95zone.info/threads/age-of-dragons-chp-1-v0-71-dragon-creator.145810/

And these are the ones that got enough attention to get the abandoned tag. Most abandoned games never get the abandoned tag because even after multiple updates when the dev does abandon it, there's not enough people around to flag it.

So in summary, I pointed out some potential pitfalls devs fall into and some silky smooth solutions. lol
 
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kinrean

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May 12, 2018
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as other had say, it take a long time to earn money but i will say more on the skill, it is best to do/learn skill that you really want to use for the future. in the end making game is the same as writing movie or any other entertainment job , it need luck and skill.
 

godlovesyou

Newbie
Oct 6, 2023
43
56
as other had say, it take a long time to earn money but i will say more on the skill, it is best to do/learn skill that you really want to use for the future. in the end making game is the same as writing movie or any other entertainment job , it need luck and skill.
To expand on this, they need to have skill combo's where they are high in each one.

Combo 1 - For Adult VNs Aimed At men:
* Art
* Writing For Branching Paths

Combo 2 - For Adult VNs aimed at women:
* Writing For Branching Paths
* (Art can be mediocre)

Combo 3 - For Adult Games Aimed at Men:
* Art
* Game Design
* Coding (Bugs will drive people away from even a good looking game well designed)

Combo 4 - For Non Adult Games (Art Doesn't have to be as good as it does for adult games to succeed)
* Game Design
* Coding

It sounds like The Op is good at Coding, but if he wants to make a SFW game and make a lot of money, all he has to do is level up his Game Design and Project Management (time budgeting) skills to make good money. His art skills are probably already solid enough for SFW games.

If he wants to make an adult game aimed at men, then he needs to find a way to make great art, competing with artists who have been honing their craft for decades, and "Ai artists" who have been honing their Ai art process for a few years.

I look forward to see the Op think through these problems and find his path and succeed.
 
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NMMMN

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Feb 19, 2020
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holy shit you guys are lit! :D this is what its like to have good friends ^-^ thanks guys!
super insightful landscape overview of adult games, i really appreciate it.

So in summary, I pointed out some potential pitfalls devs fall into and some silky smooth solutions. lol
Silky smooth eh :p dont forget to multiply any project by dev time by 4 :ROFLMAO:! yeah starting small building an IP and leveraging it is very sane and logical - unlike me ;D . My goal is to get everyone's help with my indecision's.


Average adult game creator on Patreon brings in around $100 USD per month, even after 4 years on Patreon
I checked out your " Patreon Creator analysis for 2024. ",
fuck.gif

i want need this to be my job. but reality:
expensive petroleum.jpg
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best to do/learn skill that you really want to use for the future
If i can sustain myself i'll most likely improve my 3D modelling and go with character creator that can be re-used even for ai art poses.

Combo 2 - For Adult VNs aimed at women:
* Writing For Branching Paths
* (Art can be mediocre)
Perfect, i just need to get good at writing ;p

If he wants to make an adult game aimed at men
this 100%, i feel like there's a need for 3D rpg adventure games, or atleast 2.5D pseudo 3D ones.
i love the forum but most fantasy adult games take it in too niche of directions for me, or the art is meh.

I look forward to see the Op think through these problems and find his path and succeed.
Me too! Cheers guys :cool:
my first game.gif
 
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godlovesyou

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Oct 6, 2023
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Perfect, i just need to get good at writing ;p
If you want to make adult games aimed for women, that's a much more narrow niche. Because most women don't even need graphics and are happy reading books, and fan fiction online.

But for visual novels, there are adult VNs aimed at women like "Our red string" that you might want to checkout for an idea of how good the writing has to be. Though as a rule, always expect you need to be significantly better to break into a niche than the existing dominant players.

The Plot lines and character arch types, and writing style. are also different for what women want compared to what men want.

I've watched many games written for women, with a female MC, but written by a guy flop hard because they're writing in a way that guys would like, not women, even though they're trying to write for women.

If you want to get good at writing for women you might want to start by reading books like twilight and 50 shades of grey. You could also start by writing short fan fictions, and growing followers, before you consider making a patreon and games.

But your doom game Idea sounds cool and it sounds like it fits into your current skill set. You could make a "simple" version of it as your first game, and then later make another version of it with the lessons you learned from the simple version. Or, you iterate in secret on the demo/initial version of your first game for three years before release so that it makes a splash when it's released. If you can iterate to the point where it looks and plays stunningly, and it's got very good adult content in the first version people will still love it.

Most devs release too early and don't get enough followers. The reaction you want when people look at your screenshots is "Oh shit! That looks incredible, I've never seen anything that looks that good." With enough gameplay and adult content to justify a download.

If the reaction is "That looks pretty cool", you get basically no downloads. If I were you, I'd stick with the Doom Idea and start prototyping and iterating. Make Sick monsters, particles, and animations. If it's Ai, fix all of the issues that are common with Ai so there's no artifacts. An extra finger or limb where it's not suppose to be will kill your game before it has a chance to grow a following.
 
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NMMMN

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Feb 19, 2020
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If you want to make adult games aimed for women, that's a much more narrow niche.
Sorry bud was teasing ^ ^; I feel like nothing is as simple as it appears. I've thought about making a book with Amazon Kindle Direct Publishing, apparently there's over 60,000 books in romance but tbh its probably more ">,>

yeah female MC's i dare not write for. but if i do for sure will check out twilight and 50 shades of grey to understand their fantasy.

Or, you iterate in secret on your first game for three years
nuu after seeing other AAA devs, im certain my game will end up broken like Dante's jukebox and not so pretty if i plan on getting it done.

thanks again for your kind and thoughtful advice ^ ^
 
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