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This month I've been working on overhauling the toybox, and that process is taking a lot longer than expected and the changes being made aren't at a point where they're demonstrable.  So I thought I'd write up a post detailing what's going on with it as well as a second post detailing what my plans are for the future of SmutCube.

The toybox overhaul is going to be a change focused on making the toybox easier and more intuitive to use. The current implementation has been called clunky on numerous occasions due to some design flaws.


Problems with the Toybox
First and foremost is the camera, which was modeled after the camera in Illusion games. It's unlike any other camera from other games which means if you haven't played Illusions games or FuckNAF before the camera has a learning curve to it. For such a basic feature that isn't acceptable.

Second, the way toys are moved is also problematic, having to explain to users that they need to "click and hold on the torso" is confusing. Again, like the camera, if the user is used to this system (as I am) this is fine, but this update is aimed at eliminating the learning curve.

Third, selecting an animation is tedious and clunky. The process of getting a specific game over scene to play is terrible. For new users, you have to learn what "Lock on and sync" means, figure out what toys pair together, and then figure out what animations in each toy correspond with an animation playable in the other toys synced to it.

Fourth, the toy box barely ties into the meta reward system. Toys have a price tag, but it's confusing to new users that the "money" used to purchase toys isn't actually spent, your money only acts as a limiter on the maximum number of bots.


To address these issues
First the camera will be replaced with the new game over scene camera, changing the controls in the toybox that previously conflicted with the camera.

Second, toys will have transform handles added that allow players to click and drag toys around the toybox and have the toy go where there mouse goes. The goal is to imitate Unity's controls which are much more intuitive.

Third, the way sex scene animation data are stored is being completely overhauled. This is the process that is taking the longest as all of the FuckNAF scenes are being implemented into a new highly extensible architecture that I plan to use in every game I make in the future. I'll post more details on the discord in the "Boring math stuff" channel for those interested.

Fourth, toys will start costing money. Player's will be able to buy the toys or rent them, renting will cost 1/10th the buy price but must be paid every time the toybox is opened. Buying the toy will allow it to be used continuously regardless of the player's current money.

Comments

Jonathan Marlow

I'll be honest and say I wish the game were more scary, or had a creepy atmosphere at the very least, it is supposed to be a porn parody of a horror game after all. Weird Al Yankovic did such a great job making parody songs coz he knew to replicate the look and feel of the original music video he was parodying, he'd just put a comedic spin on it where it really mattered. The porn spin in this game is there but the look and feel isn't really if I'm honest here. I know it's too late to change anything too big now but I just really felt like I needed to say this. Did you say you were going to do a sequel based of Fnaf2 after this?

smutcube

Yes there will be a sequel (more details in the post I just made), but it won't be a horror game. There's a balance to be made between making FuckNAF closer to horror and closer to porn. For most people they'd prefer almost no horror element in their porn, a common concern from people who haven't played FuckNAF before is that the game will be scary like FNAF. I originally played with making the game much more scary during early development, with actual jump scares, Fredrika popping up in the window, tapping on the glass, and other more horror-inspired elements. The result was a bad horror game, and an even worse porn game, so I lent more into the porn and comedic aspects. Parodies often don't emit the same feeling as the original, people may laugh at "The Series Begins" by Weird Al and cry at "American Pie" by Don McLean. If FuckNAF was a fan game it would be a different story, but it's designed as more of a critique of the horror genre than a celebration.

Jonathan Marlow

More horror elements could work very well when combined with porn, they just need to be integrated properly. It's about when to be scary and when to be sexy, it's about subtlety, timing and astablishing a proper context to what's going on, as well as having a consistant theme to go along with it. The player should tempted and curious as well a bit afriad, they don't necessarily need to be insanely terrified to the point of screaming or anything like that all the time. It just needs enough to get the heart racing a bit, make them feel a bit tense, coz when it's done well in a porn game it raises excitement, taps in to that thrill-seeking side of them, boosts enthusiasm and imagination of the player about what's coming next. Establish a level of danger, it's about the rape fantasy when it comes down to it, but it doesn't hit as hard when the consequences are just losing moneyas a result... which is a real downer, not much sexy or exciting about just losing money, that makes me legitimately not want to see the sex stuff and that's the point of a porn game. Some may not like horror with their porn games but there are plenty of us that do, it's a rarely tapped market that isn't catered to enough. Horror porn games actually do well, it's just that horror porn games pop-up so rarely that their success isn't really noticed coz a hundred non-horror porn games arrive soon after and just take the spotlight. I think you should really give it a try, I bet you'll be pleasantly surprised, you get some that'll say this and say that but just ignore them. "If you build it... they will cum".

Anonymous

You could impament like a horror mode or nightmare mode (like in fnaf 4) to fix the problem stated above as such. Also Custom night might be a good idea though idk if that was your attention with arcade mode. But to repicate the "custom night" I would have bought like all the didlos and clicked which onces I wanted out of the night maybe you could do something or impment something to make it easier as such instead of having to change the date on my computer farm for money and buy as its a long process hell could throw in a skin achievement for doing 20/20/20/20/20/20/20 mode. God I cant wait until Circus baby and ballora being added.

Steven Bills

I have no clue what Illusion is, whether it's a game engine or modelling software or whatnot, but I found both the camera control schemes to be quite intuitive, personally. I'll be sad to see it go honestly, because I have had little to no issue with it so far, but hey I suppose I can just keep the current version and the final update as separate files lol. Also, I'm glad to hear that some of the controls within toybox mode as far as selecting animations and such goes will be reworked/streamlined. I didn't have much of an issue with it once I began experimenting with the different options ('lock + sync to' and such) but making it faster and easier to get to different animations would be lovely. It can be a little bit tedious to have to hunt and click the right tabs from a selection of menus to get the animations I want, so making that process faster will be a treat. Also, I'm admittedly sad to see the current way money works go away (I mean, I have access to the cheats now so it doesn't really affect me anyways lol) but I suppose it does make more sense to be able to rent or permanently buy the animatronics rather than fake-pay every time you load into the toybox. (SPEAKING OF WHICH: I just remembered, but is there a way to delete/sell back animatronics and object purchased in the toybox?) Overall very happy with the game and the current development, and excited for the current concept and ideas for FuckNAF 2 or whatever you decide to name it ^-^ Further feedback will be found under that post relating more to it