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

NMMMN

Newbie
Feb 19, 2020
32
29
3-lighting test.gif Welcome traveller to my dev diaries

Unlike gopher.upg who came out of the womb hitting home runs, im just gonna start --
We all start from nothing so why not document the process:
1- I might help give insight to those who want to try but are unsure (like me)
2- You might give me community, the support I need to follow through this time

Game info______________________________

Title: TBD
Hook:
Doom like RPG with monster girl titties
  • Game Loop: Explore, fight, loot, sex repeat
  • Theme: RPG Fantasy
  • Genre: tbd
    You don't have permission to view the spoiler content. Log in or register now.
  • Perspective: First person
  • Combat: Real time Melee combat, light heavy attacks, abilities, gear stats
  • Itemization: Diablo 2 gear (rarities, sets, etc)
  • Exploration: Find hidden passages and secrets
  • Sex: Worship goddesses, Ai stills, to be later animated
  • Romance: NTH (nice to have)


You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:
  • Like
Reactions: gopher.upg

kinrean

Member
May 12, 2018
206
51
a long post, but to make it short, you have low skill in art and coding and you want to make a AAA game, so what you should do.

first , you need to choose you want to make a 3d game or a 2d game, i don't mean the art i mean the space. 2d game = side scroller .that it self make a very big different of how you design and code a game.
and it seem like you want to make a 2d game but alot of the game you want to make is 3d game.

you must know what you want, and clearly now you don't know what you want. so it better to just anyhow make a game first to understand what you really want and what you want to sell/focus.
you may say you know what you want but base on what you say it seem that you want every thing.
 
  • Heart
  • Like
Reactions: NMMMN and thediaro

DuckHeal

New Member
Feb 27, 2025
10
10
Making real-time 3D games without looking cheap, amateurish or uncanny is hard. Our brains are hardwired to notice even tiniest flaws in movements and expressions.

I'd go with pre-renderded images. Maybe in the cel shading style? There aren't many cel shading games around, the niche is mostly free.

As for 2D art, it has own issues and difficulties, especially if you don't draw. Though modern AI's have mostly solved consistency issues, I tend to avoid AI art because it tends to look super generic and bland.
 
  • Like
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
a long post
pitty that.gif
you want to make a AAA game, so what you should do.

first , you need to choose you want to make
thank you for not saying give up (y)

✅ i think ill go with 3D unity URP,
I was thinking HDRP but since the world i want to build will be v big, it will cost a lot in performance. So my best bet is to go with the URP render pipeline aiming for a AA graphics instead of AAA.


you may say you know what you want but base on what you say it seem that you want every thing.
THIS x9001, ah man im a mess. I think with everyones help ill be able to finally decide on something, thank you for helping


Making real-time 3D games without looking cheap, amateurish or uncanny is hard. Our brains are hardwired to notice even tiniest flaws in movements and expressions.
Yeah i prob wont hit AAA, ill try for AA. In terms of 3D sex scenes i totally get the uncanny, idk but the 2D sex scenes seem less uncanny *depending on quality right lol..* i think 2D sex scenes might be faster? bc of ai. I dont have any experience in DAZ but i can see how using daz model then throwing a style over it with ai can be ideal to get the poses and clothing, at that point though you might as well stick with DAZ you rendered. hmmm im still not sure of the sex scene / character workflow.

✅ Choosing mechs as the 3D movement avatars
allows me to kit bash and use robotic simple 3D animated rig (easier animations), easier to apply a shader with PBR like settings to get a better quality aesthetics. Though the con is it'll take some time to 3D model.. I could try the octopath traveler 2 method: 2D avatar in 3D world space...

There aren't many cel shading games around
Nah man cel shaded aint for me, its the same feeling i get from those low polygon packs on the asset store, its just mreih


I tend to avoid AI art because it tends to look super generic and bland
Agreed! I started looking objectively at it and it feels almost sterile how clean it is, but the quality and time savings ;o;
 

DSSAlex

Member
Aug 19, 2017
177
165
The vertical slice idea is the best you're gonna get. I would go even further. Figure out the minimum viable product version and make that. Don't let the scope creep. Just create a little demo and actually finish it. Once you have something to show you'll be more likely to finish things in the future
 
  • Heart
Reactions: NMMMN

kinrean

Member
May 12, 2018
206
51
View attachment 4662828

thank you for not saying give up (y)

✅ i think ill go with 3D unity URP,
I was thinking HDRP but since the world i want to build will be v big, it will cost a lot in performance. So my best bet is to go with the URP render pipeline aiming for a AA graphics instead of AAA.



THIS x9001, ah man im a mess. I think with everyones help ill be able to finally decide on something, thank you for helping



Yeah i prob wont hit AAA, ill try for AA. In terms of 3D sex scenes i totally get the uncanny, idk but the 2D sex scenes seem less uncanny *depending on quality right lol..* i think 2D sex scenes might be faster? bc of ai. I dont have any experience in DAZ but i can see how using daz model then throwing a style over it with ai can be ideal to get the poses and clothing, at that point though you might as well stick with DAZ you rendered. hmmm im still not sure of the sex scene / character workflow.

✅ Choosing mechs as the 3D movement avatars
allows me to kit bash and use robotic simple 3D animated rig (easier animations), easier to apply a shader with PBR like settings to get a better quality aesthetics. Though the con is it'll take some time to 3D model.. I could try the octopath traveler 2 method: 2D avatar in 3D world space...


Nah man cel shaded aint for me, its the same feeling i get from those low polygon packs on the asset store, its just mreih



Agreed! I started looking objectively at it and it feels almost sterile how clean it is, but the quality and time savings ;o;
i make game too by my self, i use unreal and more of a artist then coder . it take me a few year to know what i really want to make, from my exp i will say making thing is easy but to know what you willing use your time for atlast 5 year or more to make a project is hard.

my advise to you is not to worry about the art too much , art is just a eye candy , is all the small detail that make the game feel right.
and my another advise is to make a fake trailer and then you will see if this is a project you really want to make.

a fake trailer is a very good way to know what you want, see what you can do in skill, and is not very big to make and ask what people think before you put work in it.
use ai or what ever you can, and there for you can test which choice of making is good without going too much of coding problem.

in the end it just a matter of time that ai will replace all of us lol
 
  • Heart
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
The vertical slice idea is the best you're gonna get. I would go even further. Figure out the minimum viable product version and make that. Don't let the scope creep. Just create a little demo and actually finish it. Once you have something to show you'll be more likely to finish things in the future
henry-cavill-geralt-of-rivia.gif


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

vertical world plateau2.png
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
2D spine character.gif
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
thumbs-up-bt7274.gif
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
insect swarm mech.gif

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?
 

NMMMN

Newbie
Feb 19, 2020
32
29
i make game too by my self, i use unreal and more of a artist then coder . it take me a few year to know what i really want to make, from my exp i will say making thing is easy but to know what you willing use your time for atlast 5 year or more to make a project is hard.
very wise. im more of a coder than an artist now days, funny enough i started as an illustrator, best of luck

my advise to you is not to worry about the art too much , art is just a eye candy
I worry its the eye candy that sells the game ^ ^;
Being able to sustain myself while building this game is essential
1724535543_new_titanfall-titanfall2.gif

a fake trailer is a very good way to know what you want
This is such good advice! Like a steam page where you show off the game, like screen shots of the game; in essence make a Screen shot mood board! (y)
 

kinrean

Member
May 12, 2018
206
51
View attachment 4663370


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

View attachment 4663486
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
View attachment 4663555
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
View attachment 4663558
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
View attachment 4663534

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?

base on what you say it remind me of "The Riftbreaker' , it have building base system though.


and i do say darksoul don't work well with range/gun, the prove is the magic in elder rings is too op/easy. there nothing wrong to make a easy darksoul but it will be boring. may as well learn from other bullet hell game. and it will be hard to balance a darksoul game.


it truth people love to buy eye candy , but only if the game is already selling, most people first will worry will you even make the game or complete it at all before they worry about the eye candy. as we see many case of fake game selling , aka scam.
so it always best to have a balance of what to do/care.

and you may hire people or people will help making some art or model, it harder to get help with coding because you have to send the file, but art people can help with out giving anything.

when you are clear with what you want to make maybe you can see if any one can help you with art for free at Recruitment & Services , i my self does help sometime, as i do 2d /3d/animation.
 
  • Hey there
Reactions: NMMMN

mibc9394

New Member
Feb 10, 2025
4
5
View attachment 4663370


To Do:
1- decide on a concept
2- vertical slice the shit out of it
3- build in phases that prioritize income; monthly content cycle (like 50% boob physics / 50% gameplay?)
4- profit??? x-x;


Core Game Concept_____
Unity 3D URP (3 axis work environment)
✅ 3D platformer: 3D mech explores new "exotic" fantasy world
✅ Interconnected vertical large world with plateaus

View attachment 4663486
✅ 2D Waifu Goddesses to find and worship, i dont know the narrative connecting this lol
View attachment 4663555
✅ mech avatar (bc i want to be lazy at modelling, animating and rigging, avoids things like clothes)
View attachment 4663558
✅ 3rd Person perspective over shoulder mouse control, options for First person perspective, Top down?
NTH
✅ Story might explore themes of love? that might be a tall order...
✅ Combat maybe added later? if so reverse bullet hell style, vampire survivors? Maybe basic ai of swarms of zerg?
View attachment 4663534

So... Mech darksouls of exploration to find and worship waifu's for some narrative reason (halp)

Questions:

- what do you think?
- what would work / be more ideal(fun) with this direction?
- whats the narrative of the goddesses? reasons to worship lol?
- how much exploration navigation should lead to sex scenes, Whats a good ratio?

I think this rough plan is a good start for you to start developing your game. But it's still very rough to be executed yet (which is fine considering your experiences.)

To make a game the first step is always visualize your entire game, and you need to do it as clear as possible and as cheap as possible.

Usually people starts with a high concept, a one-liner that can already get people's attention and is interesting enough. For example, based on what I've read, your game might be something like "a 3D platformer in which the player needs to control a mech to escape from swarms of enemies, using a variety of guns to break his way out.". You probably need something better than that.

From that, you will need to consider what environment the protagonist will be set into, what actions the protagonist can do in that environment, what obstacles the protagonist can encounter and what goals the protagonist have. And then with all these (and probably a few more elements) considered, you need to develop the basic game loop of your game, that is a sequence of actions and consequences that the player will perform and experience over and over again to progress in your game. Once you have your basic game loop set, that will be the guiding principle for you to design, develop and enrich your gameplay, so that you can develop more interesting levels and game progression for your game.

To support your gameplay, you will need good art and good story. Good art doesn't need to be pretty, but it has to be able to support your artistic vision, so it will be subjective, but the market will tell you if your artistic vision is likeable by most people when you start publishing it. A good story doesn't need to be an epic. It is for you to legitimize the existence of your game environment, your game characters, all the actions in your game and all conflicts happened in your game. It could be simple, but it should always have a story arc.

And all of the above can be done with pens and paper. Just figure out all the logics with your writing, and do good sketches to clearly draw out how you want your game to look. This is the cheapest way to do game dev. Game testing can also already be started at this stage. Timing testing may not be able to be tested accurately at this stage, but the other important stuff like game loop and game progression should be able to visualize fairly well in this stage. And if your game doesn't feel good in this stage, your game won't be good down the line. So this early stage of development is quite important.

After you have your plan and design, you will want to execute it, that's the time to actually program all the systems you need, do all the arts and testing different aspects of your game in different stages. And all these things are quite difficult to do to be honest. There are a lot of Unity plugins available to help you speed up, but if you will not be able to use them well, especially when you need to make multiple plugins to work well with each other.

Often times, usually for the sake of performance, you will need to dissect the plugins you get and extract only the parts you need, or just build your own system while being inspired by the plugins you bought. All these required a fairly deep understanding in game programming, math and the domain knowledge.

Making art is easy but making game art could be tricky. What tricky is that the art contents you make must satisfy your technical needs, but to satisfy your technical needs, you must first figure out what your game is actually about and how you are executing it. If you start making game art in blind without knowing exactly how the art will be used, lots of revisions will need to be done later and a lot of time will be wasted.

So in order for you to make your game, you really need to think a few steps ahead. It is not unreachable, but it is easy for one to take many years to really do it given that the person is able to focus on that one thing consistently for many years. For your reference, to train an entry-level junior 3D artist from nothing to be able to work in the industry, it can easily take 5+ years considering that person needs to spend 4 years studying in uni and need to take a few years to acquire enough artistic skills to be able to studying in an art school. It's about the same time for training an entry-level game programmer. You will also need to consider that those entry level workers usually can only do one out of a hundred things that need to be done in game development, with proper guidance. So yea, what you are doing will be very challenging.
 
  • Heart
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
base on what you say it remind me of "The Riftbreaker' , it have building base system though.
firebat slammin.gif
Base building is a NTH,
- goes well with mechs
- it adds more assets, since world is 3D it would take more time then 2D, unless their kitbashed
- I do like in Disciples 2 buildings to unlock / evolve upgrades

nothing wrong to make a easy darksoul but it will be boring
agreed, making the movement difficult and fun will be the challenge.. at the very least there be booty ^ ^;


it truth people love to buy eye candy , but only if the game is already selling, most people first will worry will you even make the game or complete it at all before they worry about the eye candy. as we see many case of fake game selling , aka scam.
so it always best to have a balance of what to do/care.
i can code it np, will it run like a potato? ... initially yes, ill need to figure out world loading
to mitigate the art ill use ai, just consistency in characters with ai is a tech hurdle, i know you can use neural nets or something, im thinking fk that use a 3D model, tweak it and get fooocus to make it look nice.


and you may hire people or people will help making some art or model, it harder to get help with coding because you have to send the file, but art people can help with out giving anything.

when you are clear with what you want to make maybe you can see if any one can help you with art for free at Recruitment & Services , i my self does help sometime, as i do 2d /3d/animation.
I'd prefer to pay others for their work, I'll wait till i can sutain myself (the dream), maybe then hire artists, musicians etc


I think this rough plan is a good start for you to start developing your game. But it's still very rough to be executed yet (which is fine considering your experiences.)

To make a game the first step is always visualize your entire game, and you need to do it as clear as possible and as cheap as possible.

Usually people starts with a high concept, a one-liner that can already get people's attention and is interesting enough. For example, based on what I've read, your game might be something like "a 3D platformer in which the player needs to control a mech to escape from swarms of enemies, using a variety of guns to break his way out.". You probably need something better than that.

From that, you will need to consider what environment the protagonist will be set into, what actions the protagonist can do in that environment, what obstacles the protagonist can encounter and what goals the protagonist have. And then with all these (and probably a few more elements) considered, you need to develop the basic game loop of your game, that is a sequence of actions and consequences that the player will perform and experience over and over again to progress in your game. Once you have your basic game loop set, that will be the guiding principle for you to design, develop and enrich your gameplay, so that you can develop more interesting levels and game progression for your game.

To support your gameplay, you will need good art and good story. Good art doesn't need to be pretty, but it has to be able to support your artistic vision, so it will be subjective, but the market will tell you if your artistic vision is likeable by most people when you start publishing it. A good story doesn't need to be an epic. It is for you to legitimize the existence of your game environment, your game characters, all the actions in your game and all conflicts happened in your game. It could be simple, but it should always have a story arc.

And all of the above can be done with pens and paper. Just figure out all the logics with your writing, and do good sketches to clearly draw out how you want your game to look. This is the cheapest way to do game dev. Game testing can also already be started at this stage. Timing testing may not be able to be tested accurately at this stage, but the other important stuff like game loop and game progression should be able to visualize fairly well in this stage. And if your game doesn't feel good in this stage, your game won't be good down the line. So this early stage of development is quite important.

After you have your plan and design, you will want to execute it, that's the time to actually program all the systems you need, do all the arts and testing different aspects of your game in different stages. And all these things are quite difficult to do to be honest. There are a lot of Unity plugins available to help you speed up, but if you will not be able to use them well, especially when you need to make multiple plugins to work well with each other.

Often times, usually for the sake of performance, you will need to dissect the plugins you get and extract only the parts you need, or just build your own system while being inspired by the plugins you bought. All these required a fairly deep understanding in game programming, math and the domain knowledge.

Making art is easy but making game art could be tricky. What tricky is that the art contents you make must satisfy your technical needs, but to satisfy your technical needs, you must first figure out what your game is actually about and how you are executing it. If you start making game art in blind without knowing exactly how the art will be used, lots of revisions will need to be done later and a lot of time will be wasted.

So in order for you to make your game, you really need to think a few steps ahead. It is not unreachable, but it is easy for one to take many years to really do it given that the person is able to focus on that one thing consistently for many years. For your reference, to train an entry-level junior 3D artist from nothing to be able to work in the industry, it can easily take 5+ years considering that person needs to spend 4 years studying in uni and need to take a few years to acquire enough artistic skills to be able to studying in an art school. It's about the same time for training an entry-level game programmer. You will also need to consider that those entry level workers usually can only do one out of a hundred things that need to be done in game development, with proper guidance. So yea, what you are doing will be very challenging.
very thoughtful, well put, and i agree
- while i can star developing, i'd save time refining the concept with you guys, then execute it
- creating art will be for concepts (for now)
- deciding on art / style could be decided after some prototyping of the core mechanics
- ill avoid unity plugins as best i can , though asset flips might be a thing :\ at least for prototyping? bought some sweet scifi asset packs awhile ago
- trying to think ahead with the mech avatar being 3D = world in 3D bc i want 3D movement systems, 2D waifu bc ai
- ill cut that +5 year 3D schooling into a fraction with asset packs and kit bashing lol.. (pray for me)

I think ill start updating my first post to reflect the games current position/direction, so everyone can be on the same page when it comes to things decided, timeline, things to do, questions that anyone can help with

time to get serious, i need:
- a concept worth throwing money at
- a prototype by the end of next month
- earn net 750CAD per month; at net 2k CAD = cost of living
fk my social anxiety, fk walmart, im gonna follow my passion (╯ಠ_ಠ)╯︵ ┻━┻
 

osanaiko

Engaged Member
Modder
Jul 4, 2017
2,825
5,306
Introspection and ideation is useful. You've clearly got that part under control.

But what really makes the magic happen is iterative learning. Making stuff.

If you don't yet have experience actually making something real, then absolutely do NOT swing for the fences.

Instead, take one small idea. make a micro game with minimum viable art. One scene, just dialogue , static images, and a handful of choices. Or make one minigame with dirty pictures as the rewards for a "match 3" puzzle or whatever.

Get a feel for all the small tasks and choices and under the covers work that is actually a huge part of the effort needed once you get into production for a larger project.

Don't expect success, expect to learn enough about it to make realistic plans.
 
  • Heart
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
Introspection and ideation is useful. You've clearly got that part under control.
too kind sir. honestly i'm bouncing off the walls up in here with all my ideas and contradicting new ideas, figuring out the best way to get this done ^ ^;

Instead, take one small idea. make a micro game with minimum viable art. One scene, just dialogue , static images, and a handful of choices. Or make one minigame with dirty pictures as the rewards for a "match 3" puzzle or whatever.
you guys are really looking out for me ^ ^
but match 3 aint the reason im becoming a game dev,
its a battle to put food on the table, the most free spirited and expressive way.

Don't expect success, expect to learn enough about it to make realistic plans.
yeah ill be setting a bit of reality aside to get this done :p
__________________________


i need to plan quickly and take action, a lot of the game design doc will evolve as the games made and i reach limitations with code and art workflows. the efficiency of the art is what worries me. who knows maybe it will be low polygon 3D...sigh

working on: game design doc =_="
- stuck on the core experience,
- trying to determine the scope of the movement system and how progression and difficulty relate.
- Figure out the essence of what i really want (and can) spend my time building
- going through old notes x-x;
 

NMMMN

Newbie
Feb 19, 2020
32
29
TL;DR Animation technical hurdle:


quantity of sex ( 2D quarter pose skeleton rig) vs quality of sex (dynamic poses)

regardless the base minimum is AI image stills, which could then be animated if things go well either Img2Vid or by hand with Spine or photoshop+unity

__________________________________


For animated scenes it would be quality fewer scenes
a strategy that works better for me would be 90% game play and 10% lewd scenes.
lewd scenes will take me longer bc i would be animating rigging a new image each time
thus focus on more non lewd game play

i'd imagine no one wants to support a game with dev content cycle with these ratios =.="

it would be real cool to have an artist on my team but i dont want to worry about:
- the communication / vision
- ownership IP (Intellectual Property)
- payment methods, invoicing for taxes

i could go the LoK 2D quarter pose skeleton rig,
it would be a character creator, great for a harem
but those stiff visuals arent the kind that appeal to my dick *cough* i mean my creative vision

i could simply start with rough ai 2D images stills,
then either hand animate them, maybe hire an artist or put them through img2video when i have money for new workstation GPU to handle it

-----------------------

Im still going with this dream game lol, working out the logistics. I'll have some mood story boards soon, i have another 3 binders of notes to check o_O
 

kinrean

Member
May 12, 2018
206
51
TL;DR Animation technical hurdle:


quantity of sex ( 2D quarter pose skeleton rig) vs quality of sex (dynamic poses)

regardless the base minimum is AI image stills, which could then be animated if things go well either Img2Vid or by hand with Spine or photoshop+unity

__________________________________


For animated scenes it would be quality fewer scenes
a strategy that works better for me would be 90% game play and 10% lewd scenes.
lewd scenes will take me longer bc i would be animating rigging a new image each time
thus focus on more non lewd game play

i'd imagine no one wants to support a game with dev content cycle with these ratios =.="

it would be real cool to have an artist on my team but i dont want to worry about:
- the communication / vision
- ownership IP (Intellectual Property)
- payment methods, invoicing for taxes

i could go the LoK 2D quarter pose skeleton rig,
it would be a character creator, great for a harem
but those stiff visuals arent the kind that appeal to my dick *cough* i mean my creative vision

i could simply start with rough ai 2D images stills,
then either hand animate them, maybe hire an artist or put them through img2video when i have money for new workstation GPU to handle it

-----------------------

Im still going with this dream game lol, working out the logistics. I'll have some mood story boards soon, i have another 3 binders of notes to check o_O
people do support less lewd game, maybe less money since you will not be control by your dick.
game like , the last sovereign. more then 90 % is about the story.
https://thef95zone.info/threads/the-last-sovereign-v0-79-2-sierra-lee.616/

and it seem to me , your ideal seem like subverse , i not sure if is truth but people not happy that they got sell the game like sex game but the game play become like that in the end. so do be careful when you try to sell it, don't over sell the sex.
https://thef95zone.info/threads/subverse-v1-1-0-studio-fow.77900/#lg=post-5409936&slide=19

and my advise to you is , if 90% is not about the sex you shouldn't lead by the 10% workflow . the sex thing must follow the need of the gameplay and so it does not feel out of place or 2 different world. there is alot of detail to worry about then sex.
you should see how to make the game feel smooth and the sex thing is in the right place. it does not need to be force into another scene .
i can't give ideal or detail since there is no gameplay choice at all.

you can try to get another artist for share.
 
  • Like
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
people do support less lewd game, maybe less money since you will not be control by your dick.
game like , the last sovereign. more then 90 % is about the story.
https://thef95zone.info/threads/the-last-sovereign-v0-79-2-sierra-lee.616/

and it seem to me , your ideal seem like subverse , i not sure if is truth but people not happy that they got sell the game like sex game but the game play become like that in the end. so do be careful when you try to sell it, don't over sell the sex.
https://thef95zone.info/threads/subverse-v1-1-0-studio-fow.77900/#lg=post-5409936&slide=19

and my advise to you is , if 90% is not about the sex you shouldn't lead by the 10% workflow . the sex thing must follow the need of the gameplay and so it does not feel out of place or 2 different world. there is alot of detail to worry about then sex.
you should see how to make the game feel smooth and the sex thing is in the right place. it does not need to be force into another scene .
i can't give ideal or detail since there is no gameplay choice at all.

you can try to get another artist for share.

yeah im eating my words rn (and want to go crawl into a hole and die lol)
and start from the ground up building an actual sex game, simplified, with all 2D assets :c

i really want to create my world. Reality is 3D asset packs are not the right style or have to be modified.
i'd have to go low poly for my 3D world and learn blender or autodesk =.=" fk ,
there's not only the player avatar but the enemies and environment etc o_O

i've been levelled back to reality, lol it sucks

i should set my fears aside and work with an artist for rev share, idk, i cant rely on others the risk is too high --like wanting to build my dream game, i just need to keep it simple silly

fk if i know, we'll see what my brain comes up with next...

me thinking:

kirbo rotate.gif
 

kinrean

Member
May 12, 2018
206
51
yeah im eating my words rn (and want to go crawl into a hole and die lol)
and start from the ground up building an actual sex game, simplified, with all 2D assets :c

i really want to create my world. Reality is 3D asset packs are not the right style or have to be modified.
i'd have to go low poly for my 3D world and learn blender or autodesk =.=" fk ,
there's not only the player avatar but the enemies and environment etc o_O

i've been levelled back to reality, lol it sucks

i should set my fears aside and work with an artist for rev share, idk, i cant rely on others the risk is too high --like wanting to build my dream game, i just need to keep it simple silly

fk if i know, we'll see what my brain comes up with next...

me thinking:

View attachment 4681976
speaking from my exp, making model is not really that hard, and there is ai that can make 3d model too. (not really that good for animation) .

and as i say before there is people that will help for free some time, and making 1 model is not hard. but the harder part is to get people interesting to help.

again is all about choice, and again from my exp, i will make something that is hard then regrets later for not trying harder.
and other will advise you to try something simple /small, again choice, life is all about choosing so is game.
 
  • Like
Reactions: NMMMN

NMMMN

Newbie
Feb 19, 2020
32
29
been reworking ideas, a lot.
pivoting from dream game, to something (initially) more realistic?

i worked on 2 GDD's debating between them
- 3rd person, pokemon like game play with monster girls
- first person, melee doom like with monster girls
im probably most likely (if i dont change my mind again) going with doom like

after a lovely chat with Velomous about unity physics movement, i am now having an existential crisis and looking deeper into my movement system

movement goals:
- momentum based / addforces
- sharp controls with velocity = overwrites
- reacting to world physics like knockbacks
- maybe flying NTH

i tried to wrap my monkey brain around getting a shader work for lighting in 3D while using sprite renderer because setting the asset to a sprite atlas allows me to auto slice the uv coordinates, though with my shader results in color being dependent on the image rather than taking into account the sprite renderers color

Lighting: 3-lighting test.gif
Sprite rotation:
1-lighting test.gif
 

NMMMN

Newbie
Feb 19, 2020
32
29
keep it simple silly..
2D npc rig, 2D world, basic movement, basic combat thus ill make a simple pokemon like game nothing fancy ^ ^;