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Thanks for the suggestion and bug report:

  1. I tried to search for Anti-Anisotropic filtering in the settings, but I didn’t find any relevant option. But I do find a command called: r.MaxAnisotropy=0 I try to run this command once the game starts to see if it helps with the redness bug.
  2. I may not fix the clipping issue caused by the cumflation. Because I don’t want to complicate the animation sequence atm, I need to save the performance for other future gameplay.
  3. I’ve used as many optimization methods throughout the last 6 months. NPC mesh simplification, scene unloading, texture map downscaling.... etc. Currently, the game is using around 8 GB of memory, which is already at the minimum gauge. With more race and gameplay implementation coming, I can’t find a way to scale it down without sacrificing more visual quality.
  4. I’ve tested the consistency of the cumflation state between story scene and interactional phase— there’s no issue on my end, but I’m not sure about other players' PC.

Here’s the reply to the suggestions:

  1. Changing the color of attire isn’t easy. To make this change, I’ll need to work on the clothes shader and regional texture maps to determine which areas can use a specific color— individually.
    Other than that, once changing attire’s color becomes part of the game, I’ll need to maintain the consistency between the data using the function. But this is not a no, before I move on to this system, there are other foundation must be in place first, like the NPC wardrobe system...etc.
  2. I may work on the cumflation patch when I am ready to work on the kinks. The outcome of the poll tells me I must work on more gameplay content, about NPC interactions, like phone, or commands like undress or wear a certain garment, public awareness... etc.
  3. This is doable, but not the part-time job schedule for NPCs— there are other, more urgent feature must be completed first.
  4. Light effects for day and night are already in the game, but adding a weather system is likely to rank lower on the priority list. If it's just as simple as adding a rain effect to the world, that can be easily managed, but changing the effect on the NPC's skin will take a long time to implement. Adding effects is often the hardest part of the pipeline I want to avoid, for the sake of efficiency and performance. About them standing in the place like scarecrows, I’ve made a poll asking the community if they want to prioritize the revision of the idle state of the NPCs, like some of them will sit on the bench, playing... etc. But it seems other gameplay features need more immediate development. I may work on this another day.
  5. I’ll add this to the poll if the community wants more story scenes.
  6. I’m not quite sure whether players want complete freedom to roam the game without restriction or to follow a fixed schedule. This will need a follow-up poll.

My technical experience:

1. For clothing, you can use the old method: use multiple color textures for one model.  Simply import the clothing texture into Photoshop and adjust the hue.

Then, set a "color judgment" for the NPC to read the corresponding color texture.

However, I don't recommend pre-loading all textures in bulk; instead, the game should only reload the selected textures during "nighttime sleep" and "passing time" scenarios.

2. Yes, several authors I know think this way. Purely erotic content is difficult to survive in today's AI-driven, free-mod environment. Only better storylines and more detailed settings can guarantee the continued development of the game.

3. I just hope that the effort put into each NPC will not be in vain.

4. For now, only weather is needed; weather is only a partial trigger condition. As for issues like wet fur and water stains... I know this is troublesome, which is why I didn't mention wetting the NPCs before.

Keep up the good work.

Thanks for the suggestion,
I'll see what I can add based on the suggestion when I finish the promised contents.