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https://gyazo.com/a02a8b6e65f369db96740a5558d9feba 

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So, this is obviously not looking very good yet, but I have gotten decently far on the sex system these past 2 days. Its inspired by what I had made for Genns visions of Nzoth, but this time its made to be much more flexible when it comes to who can fuck who.

Currently the system checks what race/gender the player is, then goes into a datatable where it checks what race/gender the npc is, and then picks the available animations. Ill probably have to rewrite parts of this at a later time, but yeah, its much more flexible and re-writable this time around. 

Im going to work on the menu tomorrow(the chests on the left side of the menu currently, will likely be ''category icons'' as an example: category 1 would show a doggystyle icon, category 2 would show a blovvjob icon etc.

Then for each category you go into, there will be a list of animations to choose from, smex speed slider etc etc.

There is still a lot to do to make this look good(fix clothing, morphs, camera mode etc etc) but its at least baseline working now! :)


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Comments

Dongles

Looking like great progress!

Anonymous

You could try adding a scene transition for when the characters are are swapping poses. It would save a lot of time having to animate the transition from player control to the sex scene. I've seen a few UE4 guides for it, like this respawn fade in/out https://www.youtube.com/watch?v=4Vufm7ue5j4&ab_channel=MagnesiteStudios

Liard

im planning on having a camera mode taking care of most of this, with black fade outs, so it wont look as stupid as it does now hehe

nukacharlie

Will it be only with these characters or in the future we can choose the characters?

Liard

There will be more characters in my next game. not this one though

Anonymous

I don't think anyone is expecting it to be perfect at this stage of development. I'm actually impressed with the progress you've made so far. Making games is much more viable now if you're a 3D artist or animator, and don't have much programming experience thanks to UE4/Unity.

Liard

it is more viable, but its still a huge amount of work to do alone, so most artists would not be able to do this. Im lucky I was already a 3d generalist(someone who knows a lot about most of the 3d fields) and have specialiced in rigging + taken a python scripting course(for rigging, but it still helped me in ue a lot), which is probably the only reason I am able to make the game im currently working on.

Anonymous

I agree. You would still need to branch out and learn some programming since blueprints/nodes will only take you so far. Both engines are very user friendly though, so at least you don't have to be a dedicated c++ programmer, although having that knowledge is still required for a lot of advanced game systems, but I would just hire a programmer at that point.