Page 1 of 1
Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jun 24, 2017 9:47 pm
by dullman
So after stopping working on my game since there were no interest in it, I decided to move to new project (or maybe old one) named currently as title of topic.
So whats the game would be about?
Hmm I decided to drop text and table based game with sexy sprites, to more civilization like looking game where sprites of girls would show on map doing whatever they do in this moment. Also I would abandon turn based gameplay (or pseudo turn based) to real time gameplay. So we basically gets a Hexagonal map of city (and some farms around it), where each hex is different district. Those districts have their own needs which if we expand to them we need to assign girl to district (one per district) and satisfy them. Total sum of needs are 100% which can be described as 100% of girl time is used to satisfy residents of district, so if we have a need that is 50% e.g. titfuck it would mean that roughly 50% of time girl is doing tifuck, the rest of time she spent doing another needs of residents.
There would be different kind of districts in game roughly design has nine different districts (e.g slums, lower class, middle class, adventurers, merchants) but there will be more in future but currently decide to start small then if it catch interest I would begin to make it bigger. Each satisfied need will increase income from district while each time need rise too much the income will decrease. Girls would never rest just they try to satisfy needs of residents, when they done with one need they go to second biggest need that currently is present (or after satisfy need it would be the biggest one now).
Each girl would have their own skills and traits that would help to satisfy certain need so we would need to shuffle girl between district to gain the highest income, since it's planned that a girl would be able to rise income from district without needed traits/skills only to low level, basically she would spend too much time to satisfy residents to be able to take care of all needs without certain traits/skills. Besides stats they would also new magical spells which help with jobs but not only girls would now only limited amount of spells also they would use mana to cast them, which slowly regen but still it would be not allowed to cast non stop them.
Besides the game I do plan to create several tools to mod the game without touching json files (which are standard for me to keep data in them where user can easily modded it). Now I work on map editor to create new city maps or modify existing ones, after that i create some basic tools for creating data (maybe something similar to WM editor, not in unity but in c# based on forms).
In a case of some error with loading data the user will be informed about it, so he can be aware that has problems with game and can send me log to try to see what is the problem.
Also during the gameplay there will be events like from VN where games gets paused and we see a window in form of VN, where we interact with events, after end we return to normal gameplay. Or maybe you think the better would look like events in EU4 style? (As for VN i think that if project would be successful i would add some kind of art to see a high res images of characters, for now I can only provide my custom sprites in 80px size)
The girls. Previous game has a mix of random girls and unique ones, but for this game I would create only unique girls (at least for first release version) since each one of girl would need their own events, and for randoms girl they would be obviously too many copies of events for them, but in future if I ever find any writer that want to help I would be glad to add some random girls to game, for now you need to be satisfied with my bad writing or if you have a problems with it just use one of tools of mine to mods dialogues for your own needs.
So I want some kind of feedback regarding my idea for new game if you would want to try it and give me some feedback or you just ignore it as my previous game? I mean any kind of feedback is precious for any author especially when they do not have patreon to see some monetary benefits which is equal to that people does enjoy playing game enough to pay for it.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sun Jun 25, 2017 4:49 pm
by AcetheSuperVillain
A picture's worth a thousand words.
I wanted to look at "Brothel Game - Proof of Concept" to give feedback, but there is only a megaupload link. Links like that are fishy, especially when it comes to porn. If it's Unity, you can do it as HTML5, which does not require downloading to play, just upload it to a tumblr or something. And if you are linking to an off-site game or wanting people to download something, you ABSOLUTELY NEED SCREENSHOTS. If it's a big game download, a gameplay demo video would also be nice. OBS is a free screencap software you can use, post it to YouTube or something.
You do have screenshots for "[UNITY]Sim Red Light Town RT" but the spritey characters don't make me want to bother downloading anything. They don't look very good.
Actually, if you like doing programming, I would be interested in having some help for my Astro Vulpus game.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sun Jun 25, 2017 7:49 pm
by dullman
AcetheSuperVillain Wrote:A picture's worth a thousand words.
I wanted to look at "Brothel Game - Proof of Concept" to give feedback, but there is only a megaupload link. Links like that are fishy, especially when it comes to porn. If it's Unity, you can do it as HTML5, which does not require downloading to play, just upload it to a tumblr or something. And if you are linking to an off-site game or wanting people to download something, you ABSOLUTELY NEED SCREENSHOTS. If it's a big game download, a gameplay demo video would also be nice. OBS is a free screencap software you can use, post it to YouTube or something.
You do have screenshots for "[UNITY]Sim Red Light Town RT" but the spritey characters don't make me want to bother downloading anything. They don't look very good.
Actually, if you like doing programming, I would be interested in having some help for my Astro Vulpus game.
Thanks for feedback, and whilst i do like programming but my area of expertise lies in 2d, so basically what you required is some minimal knowledge about programming 3d in unity I do not have it (also one time I tried to try game with daz models but never goes behind cutomization) but your project has something that lacks mine good art.
As for screens I do not have anything besides importer for hex map from tiled, it's still early work I just posted to see if people would like my project.
As for sprites truthfully I was pretty satisfied from sprites in SRLT RT since i like sprite sex, it wasn't the highest sort of sprites but also it wasn't the lowest (I think), but certainly I decide to go with sprites since it was advice from other forum, but the second choice was to use Vector Art which would be rendered to image (which also would be fully customizable similar to sprites). But if you feel like spritey characters seems like bad idea maybe I need review my project, since truthfully I had two projects in mind one introduced in topic and second one was breeding game with rpg elements where we breed females (humanoids or in first version humans) with other species that ranges from animals(e.g. horse) to other humanoids (like orcs) which i do plan to make it in vector art but since in unity which is my engine of choices it would lacks animation and all art would be static images.
Hmm so if you can take your time to say what you think about other option that I considered if it seems to be better idea to invest my time I would be grateful?
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sun Jun 25, 2017 11:12 pm
by AcetheSuperVillain
Well, if you were to work with me on Astro Vulpus, it doesn't actually need to be in 3D. The arcade portion of the game would be flat scrolling shooter, so even if it uses 3D elements, they are not actually doing anything in 3D. The main things that I would need help with are saving data, transferring from scene to scene (like title mode to gameplay mode to menu mode, etc), UI menus and playing video files.
You remind me of myself a little. When I first made Flash games, I was self-conscious of my artistic ability so I made games with spritey characters. Eventually, I got tired of this format and desired to make something better. For me, I started learning 3D. It's different, but ultimately, I like it a lot better and I find certain things about 3D work easier than in 2D. If you are thinking about vector graphics anyways, remember that 3D is a kind of vector graphic. If you understand the basics of 2D vector graphics, then you already understand the basics of 3D graphics.
There will always be people who like the charm of spritey graphics, but I think there are more people out there who will not accept spritey graphics, more so for hentai games. People made of squares are not as sexy as people made of curves.
As for the two game designs, either sounds fine to me. You can only predict so much from a write-up, I would need to see proof-of-concept before making real decisions.
You mentioned that Unity lacks animation for vector artwork? There are ways around that. If your vector program supports animation, you can render your vectors as multiple frames and use a sprite-sheet, (which I've done before with 3D vectors). And I know that Unity has some way of supporting skeletal animations, the kind you see in PlayShapes games. I've seen several games that do it, but it's not something that interests me, so I don't know how it works.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Mon Jun 26, 2017 7:55 am
by dullman
AcetheSuperVillain Wrote:Well, if you were to work with me on Astro Vulpus, it doesn't actually need to be in 3D. The arcade portion of the game would be flat scrolling shooter, so even if it uses 3D elements, they are not actually doing anything in 3D. The main things that I would need help with are saving data, transferring from scene to scene (like title mode to gameplay mode to menu mode, etc), UI menus and playing video files.
You remind me of myself a little. When I first made Flash games, I was self-conscious of my artistic ability so I made games with spritey characters. Eventually, I got tired of this format and desired to make something better. For me, I started learning 3D. It's different, but ultimately, I like it a lot better and I find certain things about 3D work easier than in 2D. If you are thinking about vector graphics anyways, remember that 3D is a kind of vector graphic. If you understand the basics of 2D vector graphics, then you already understand the basics of 3D graphics.
There will always be people who like the charm of spritey graphics, but I think there are more people out there who will not accept spritey graphics, more so for hentai games. People made of squares are not as sexy as people made of curves.
As for the two game designs, either sounds fine to me. You can only predict so much from a write-up, I would need to see proof-of-concept before making real decisions.
You mentioned that Unity lacks animation for vector artwork? There are ways around that. If your vector program supports animation, you can render your vectors as multiple frames and use a sprite-sheet, (which I've done before with 3D vectors). And I know that Unity has some way of supporting skeletal animations, the kind you see in PlayShapes games. I've seen several games that do it, but it's not something that interests me, so I don't know how it works.
As for 3d I would be glad to learn it butnever found some simple adult oriented figure which i could start modifying for my needs, so if you for example knows any good model and some tutorials how to understand 3d graphics (written not on youtube) I would start learning 3d grpahics.
As for joining you I need to think about it for a while.
As for animation in Unity using vector arts those things that you mention I tried all of them and all lacks perspective since loading takes too much time to be smooth gameplay. for example a single frame of svg takes about 0.2sec with only few items on character, and on customization of characters I would not compromise (since if add tattoo to character I want it to appear on character, or maybe different size of tits for females). So my only option is to generate character image during runtime.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Mon Jun 26, 2017 4:35 pm
by AcetheSuperVillain
There are zillions of 3D figures out there.
https://free3d.com/3d-models/woman https://www.cgtrader.com/3d-models/female https://www.turbosquid.com/3d-model/woman If you only need a model to look at, sketchfab has a huge gallery
https://sketchfab.com/tags/girl some of which are downloadable.
As for joining me, take your time. I have posted the offer in a few places and my plan is to wait until the end of July (when my school is finished) and take the best offer.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Fri Jun 30, 2017 8:26 pm
by dullman
Yes I decide to stick for now with sprites, at least until i would not learn 3d, but made a few attempts on creating Iso sprite and wanted to ask if they still looks spritey or maybe better than in my last game (less spritey) since they are larger than in last game.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Fri Jun 30, 2017 10:03 pm
by Troy168
What is the story behind this game.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 4:52 am
by AcetheSuperVillain
See if you can give the walk animation a bit more character. Like these:
Spoiler (click to show/hide):
I actually haven't gotten around to doing this with my own animations yet, but what I learned in school is that the female walk is hips first or toe first, like the hip or toe goes first and pulls the rest of the body along. The female feet land in a straight line, exaggerating the swinging of the hips. The motion of the arms is subdued, or just swinging freely, not contributing to the walk. (As opposed to a man's walk, which is shoulder first or hands first, and feet landing shoulder width apart, or wider)
I remember from our previous conversations that you don't like to get too deep with your animations, but see if there's some small thing you can find to make the animation a bit more appealing.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 5:54 am
by dullman
Troy168 Wrote:What is the story behind this game.
Hmm good question and the really good one.
As for main character story it's still undecided but if I go with approach that I would add girl/characters based on anime it would :
"The world of Erdgon is where the influence of various gods from different worlds borders each other. In this world the newly birthed intelligent beings are reincarnations from worlds managed by different goods, since it's a border world there is no pantheon who govern this world, so people from this create their own destiny, you are one of those born as reincarnation of ..., during puberty your memories awakened like any others people in the world, after graduating you decide to work as someone who manage districts of town. This is quite dangerous thing for you since many trying to achieve this and they never miss opportunity to back stab you, the rule by government is simple do not kill each other, other things like kidnapping and persuading characters working each other are okay, or maybe you use the power of money in district owned by rival until you gain upper hand here and slowly drove enemy to submit herself to you. But be careful they always appear new enemies for every old one defeated."
As for others characters they would have each one would have their own stories randoms one would have one of random story generated by game whilst unique characters would have individual story.
I wrote many good thing but remember I'm bad writer so those stories even if ideas would be good ones, the actual story would primitive and simple until I find (or could afford) any writers who would join me.
AcetheSuperVillain Wrote:See if you can give the walk animation a bit more character. Like these:
Spoiler (click to show/hide):
I actually haven't gotten around to doing this with my own animations yet, but what I learned in school is that the female walk is hips first or toe first, like the hip or toe goes first and pulls the rest of the body along. The female feet land in a straight line, exaggerating the swinging of the hips. The motion of the arms is subdued, or just swinging freely, not contributing to the walk. (As opposed to a man's walk, which is shoulder first or hands first, and feet landing shoulder width apart, or wider)
I remember from our previous conversations that you don't like to get too deep with your animations, but see if there's some small thing you can find to make the animation a bit more appealing.
Hmm I would try to change the right hand to lay on hips and move hips during moving but to be truthfully I'm pretty sure I would not have enough skills to do that but trying could not hurt me.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 10:11 am
by dullman
AcetheSuperVillain Wrote:See if you can give the walk animation a bit more character. Like these:
Spoiler (click to show/hide):
I actually haven't gotten around to doing this with my own animations yet, but what I learned in school is that the female walk is hips first or toe first, like the hip or toe goes first and pulls the rest of the body along. The female feet land in a straight line, exaggerating the swinging of the hips. The motion of the arms is subdued, or just swinging freely, not contributing to the walk. (As opposed to a man's walk, which is shoulder first or hands first, and feet landing shoulder width apart, or wider)
I remember from our previous conversations that you don't like to get too deep with your animations, but see if there's some small thing you can find to make the animation a bit more appealing.
Hmm I tried to make hips movement with hand on hips, truthfully I don't see much difference between previous sprite and current one but it slightly more appealing probably
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 11:10 am
by AcetheSuperVillain
It's an improvement, see if you can push the hip movement just a little further, animation is all about
exaggeration.
Also, her arm (character's right) looks like it's bending the wrong way. Try making the motion more from the shoulder and less from the elbow. (So that the upper arm would probably pass behind the boob)
It also kinda looks like she's got kneecaps on the backs of her legs.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 12:04 pm
by AcetheSuperVillain
Also, it should help to make something like this first, before the real thing:
- qdhKTva-ace.gif (4.68 KiB) Viewed 1266 times
(actually, there are a bunch of mistakes in this, since I'm going fast. Head should not bob evenly, there should be some sense of arc to it. Head should rock left-right a little. Lefthand shoulder should not be following the hip. Righthand arm should fall behind the body further. Righthand hip should rock forward a bit more on contact. Righthand shoulder could move a bit more. )
Some other things, I know it's common for sprite-makers to make the neutral standing pose part of the walk cycle, but this is incorrect. Walk cycle should follow contact-recoil-passing-highpoint-loop. For simple walk cycles, contact and passing will do, but try giving it all 8 frames. What I did for mine was draw out frames 1, 3, 5, 7 and then I made 2,4,6,8 as "in-betweens".
Keep in mind, the walk cycle is actually one of the more difficult types of animations to make, so don't get too discouraged. If you can nail this, you can nail anything. But doing even that much myself reminds me of how much I prefer animating in 3D.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sat Jul 01, 2017 12:49 pm
by dullman
AcetheSuperVillain Wrote:Also, it should help to make something like this first, before the real thing:
qdhKTva-ace.gif
(actually, there are a bunch of mistakes in this, since I'm going fast. Head should not bob evenly, there should be some sense of arc to it. Head should rock left-right a little. Lefthand shoulder should not be following the hip. Righthand arm should fall behind the body further. Righthand hip should rock forward a bit more on contact. Righthand shoulder could move a bit more. )
Some other things, I know it's common for sprite-makers to make the neutral standing pose part of the walk cycle, but this is incorrect. Walk cycle should follow contact-recoil-passing-highpoint-loop. For simple walk cycles, contact and passing will do, but try giving it all 8 frames. What I did for mine was draw out frames 1, 3, 5, 7 and then I made 2,4,6,8 as "in-betweens".
Keep in mind, the walk cycle is actually one of the more difficult types of animations to make, so don't get too discouraged. If you can nail this, you can nail anything. But doing even that much myself reminds me of how much I prefer animating in 3D.
Thanks for good reference, certainly I would try as you said in previous post move right hand slightly different way (truthfully it was like that in first place but changed since it looked kinda weird, but i try to make it one more time).
As for eight frames I experiment with it in previous project, but truthfully I cut it to 4 since it would take only half of effort to create new sprites, And truthfully even than sometimes I had a problem to create in-between frames since the change of position was less than two pixel some time between two positions, so currently I would remain with four frames (but maybe in future there would be increase but I would need artist to join me in developing game).
As for upward animation I would try to change back of knee but truthfully the only time i would be using upward animation it would be in certain poses (like in doggy style), so I made it as a reference for future rather than something i would use in game now (Although to be truthful I'm still undecided if really do not want to have all four direction for characters in game but as I said it would increase workload on me by big amount, especially since for clothes I do plan do make also visible during sex scenes in certain state (like open shirt during titfuck etc.).
And for last thing trying to make hips moving bigger, I believe I made it max move without getting sprite weird but certainly I take your advice to heart and try to make it bigger but have not much faith in that I would be able to do that.
Re: Sim Red Light Town Hex Edition - new project announced
Posted:
Sun Jul 02, 2017 12:16 pm
by dullman
Whilst the game it's not near the release version and currently I need to work on characters sprites, I decide to spend my weekends on programming side of project. So today I basically slightly completed loading and displaying map (with overlay layer for hex that we own, grid lines and borders for owned hexes (although those are something that i think that maybe need to change approach toward it and make them thicker)), so I can say that map side of work is rather completed, what be left in it is to fill all small things that comes with coding character class (mainly with character sprite). So how the map looks like I have few screens (one is in zoomed in, the other is zoomed out) one with characters templates (to see how much of space that would take on map) and second without any character on map.