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textbook703

Evard's Tentacles of Forced Intrusion
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Re: Renfield

Yeah I keep downsizing the project as it progresses.
The finished release will be maybe 1% of what I originally planned.

But after the initial release I plan to keep adding and expanding.
Eventually I want a game that can stand on its gameplay merits alone.
Ultimately, you still want to put some unnecessary detail in there just because it's fun, it helps you improve as a developer, and it adds polish to the project. Just try not to get carried away.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Been watching some Morrowind footage.



This feels like a more attainable standard.
Skyrim-level graphics and mechanics are likely beyond my reach at the moment.
 

YummyTiger

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Re: Renfield

Morrowind with or without mods? :D

Either way, that standard is just fine in my opinion. I am by no means a programmer, but have you seen the DaggerXL project? The person rebuilding Daggerfall with updated graphics. His blog was pretty detailed, and could be useful for developing a system like this.

Of course, it could be a completely different language and have no bearing on what your doing. As I said, I am no programmer. Just thought I would mention it.

Love to see you making updates on this again though!
 
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KleptoLizard

KleptoLizard

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Re: Renfield

but an adult version of daggerfall with updated graphics...
That essentially what I have in mind.
But of course, Daggerfall is huge.
Difficult to make a game of that scale these days.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

At first the game will feature still CGs accompanied by text, facial graphic and internal cumshot-cam.



From there I'll upgrade the H-scenes to include gifs and then finally dynamic runtime animations.
Baby steps...
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Ultimately, you still want to put some unnecessary detail in there just because it's fun, it helps you improve as a developer, and it adds polish to the project. Just try not to get carried away.
Once the basic systems are in place it becomes easier to add content.
Getting the first melee weapon working is a chore.
But after that I can just keep adding as many weapons as I like.

The game will eventually contain a great deal of variety.
Both in terms of gameplay and H-content.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

While I plan to continually update Renfield after release,
I certainly won't upload a broken, buggy, incomplete experience like The Forest:



The Forest looks like fun, but it just seems like devs are getting lazier.
"Early Access" is being used to excuse way too much these days.
 

TheThingNotThinkingAtAll

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Re: Renfield

Woah I just came across this now and after reading some posts (if I understood them right) I have to say that you are doing amazingly and to take your time doing what you think would be most beneficial.

For the quality (Morrowind vs Skyrim graphics) go for what makes the game unique. Good graphics are nice but a good game is better (just no backwards legs while running)
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Good graphics are nice but a good game is better (just no backwards legs while running)
Heh.
So far that kind of problem hasn't cropped up.
Unity's animation system is pretty foolproof.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

NPCs constantly getting in your way?
Do they just stare at you while you try to jump over them in a narrow passage?



By squishing the character collider you can turn sideways and squeeze by them.
No more being trapped in a room with only one exit because your follower is blocking it.
 

thswherizat

Evard's Tentacles of Forced Intrusion
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Re: Renfield

The Forest looks like fun, but it just seems like devs are getting lazier.
"Early Access" is being used to excuse way too much these days.
I totally agree with you about buying Early Access games in most cases, but I also don't see anything wrong with uploading a demo (for free) to help people find those bugs and glitches to get sorted out.

But Yes, I find it astounding that developers are basically letting you start to pay for a full product while it's still in Alpha stages.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Been playing a game called War Thunder:



One day I'd like to make an H-Game with vehicle combat like this.
 

NutakuDev

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Re: Renfield

Been playing a game called War Thunder:

One day I'd like to make an H-Game with vehicle combat like this.
DMM has an air fighting game called Patriarch Ecstasy which is pretty much that, though the controls and physics don't quite match up to WarThunder.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Found this 3D H-anime recently:



The girl's face wasn't very good, but the breast physics were outstanding.
I immediately looked into how I could get this "jelly" effect.
Turns out using soft bodies in Unity is relatively simple:

 
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KleptoLizard

KleptoLizard

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Re: Renfield

Take a look at this Flash game if you get the chance.
It's given me some ideas for the actual H-animations.
(Please note that animations likely won't be in the initial 1.0 release)



The game lets you choose between 4 different types of thrust.
1) Normal
2) Fast
3) "Quick" (actually long, hard strokes at a slow rhythm)
4) "Revolution" (medium speed, hips and waist rotate and grind)



In Unity you can dynamically change the speed of an animation as well as blend different animations together.
So it's possible to create a "dynamic thrust" system!

A sex animation could have 3 different speed variables:

X for penetration speed / Y for withdrawal speed / Z for delay-between-thrusts speed
Plus it could have another variable [V] that blended the
humping animation with a grinding/swiveling animation.
Lastly a final variable [W] could determine stroke length.

So there would be lots of subtle variations of fucking style.
Not only would this create a great deal of interactivity for the player
but I think people who preferred the female role would especially like it.
Different NPCs would fuck the PC in different ways.

It would be an incredibly dramatic departure from Oblivion and Skyrim
sex mods where the sex animations often become too repetitive.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Most NPCs will be generic.
But I've taken time to make 25 unique townspeople.



I've also created a Personality Generator
It's based off the personality types in Artificial Academy 2
Each character gets an "Outer" and "Inner" trait.

So a fighter named Carol rolls [Genuine] + [Stoic]
These traits complement each other well.
Genuine exterior, Stoic interior.
Obviously a woman who values honor and loyalty.

Meanwhile Jayne, a landowner, rolls [Smart] + [Rough]
She would be cunning and ruthless.

Erik, the head of the local Fighter's Guild chapter, rolled [Playful] + [Playful]
So despite being an older man in a position of responsibility, he would have a very goofy personality.

I'm really liking this system and the interesting characters it creates.
Plus the dynamics between characters write themselves.
Carol works for Erik. So it's easy to see how her serious attitude would occasionally
cause friction between her and the lighthearted Erik.
 

Yes

Demon Girl
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Re: Renfield

Sounds interesting :eek:

You can't go much wrong if you're planning to borrow some of the ideas involved in AA character creation, it was excellent.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Been working on more dungeons:



The dungeons at the top of the chart are accessible from the surface.
Black lines show where they connect with each other.
Heavy inspiration comes from Dark Souls' level design.
It was interesting how much stuff was underground and how the areas all tied together.
 
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