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(1 edit)

this is how I will answer one by one, because what did you write a little about it? Firstly, I know your and AricTriton mods, because of your mods, we decided that we will create ours.

Mod as I said, but maybe I shouldn't call it a modem anymore because we have changed a bit too much and the gameplay itself is also different from heaven and earth because the package itself (Rar with the highest compression) without portraits weighs 1.2Gb and is therefore larger than the base but we do all the mechanics separately on the basis of C ++ and only after we finish it, only then we implement it as part of the Godot engine and not as part of the game, so we do not have to worry too much about any shortcomings with porting to a new engine because if something does not match we just overwrite the engine, not the game, that's why we will finally port to version 3.5 because it allows for a larger implementation of C ++ when it comes to the port itself, at the beginning it will take us 2 weeks to version 3.3 but at the beginning, i.e. almost two months earlier, but now the port from 3.3 for 3.5 it takes us 3 days, so I didn't answer for so long.

When it comes to making one mod for 2 games, because we abandoned this idea, we do not have to limit ourselves to using a few solutions from C #, that's why we will add a room creation system and not only make it difficult to improve because the concept of such improvement itself does not suit us, we have created a system for inserting on the main layer appropriately created objects, such as beds, torture devices and other "toys".

And our enthusiasm comes from the fact that we have such a complimented team that we are not afraid to think without a concept, even 3 people from our group have already made a game with similar mechanics only on clickteam, well, it is not the same engine but uses many of the same solutions that are in their favor, for example, the "Low Animation" system itself was created under Clickteam by them, although their games have not been on itch.io for 2 years, but because they have much more constipation than I, I could even entrust them to them all the fashion.

And one more thing, the mod itself was to be somewhat different for both because the code was divided into Power and Conquest thanks to the C # language solution.

Initially, we thought, but it would discourage players due to the difficulty of installation and possible errors, that's why we created this solution and the danger will always be even if I put it in normally, you can in 15 parts, for example, give a Trojan in the files that will work after launching, I do not know if anyone remembers but 3 years ago there was such a game on steam, well, it is true that then there was such a flood because of Greenlight that they just did not check.

We also did the modification system from scratch, to get rid of it, we are currently checking with a friend who has mac polizing computers for any stupid bugs, although it takes more resources than with windows or linux, but it works and for 2 days there is not a single error yet.

Yes, but many people also do not know the engine well enough to take on even simple mods, so we immediately do something that will allow you to use our additions in the engine such as: "Low Animation" and "Random Date System" and others to make it easy on the basis of portrait and full body animation, we even added a self-made tutorial to Godot so that a person who wants to learn will just use the easy-to-learn method, there will also be a C ++ section in Godot to expand the engine a little behind the scenes so that the Godot company itself can do a bit learn from modders as it was with ClickTeam and the fungame from Five Nights at Freddy's we think we can get something like that as a community.

With the futa mechanic and Dickgirl it's just that one of the testers I picked from the community said he prefers to have a choice so we added this with the slider as he wanted.

Of course, that's why we added this point so that it would not be impossible to say that we are not open to discussion (of course I will not check the forum every day because we put a lot of work into mods, so as I mentioned I did not answer you right away).

This is about the overall graphic design, because as I said, we rewrote everything from scratch to the new engine, so we refreshed everything from the basic full body, portraits, but also made all the places from the beginning because we want them to match the style.

it's not like that on newer versions there are more engine files because there are exactly 21 files and what's in the above part and the global code itself, I will say that basically it is worse spagetti than team fortress 2.

Here is the moment, I was all to fuck up because 3 years ago it was possible to ping community creators in this way, I did not know that it does not work anymore.

I have already noticed that the T9 in my phone has changed me from "traits" to "Trails" because I usually write the information with a cold beer after work.

And the post itself will be edited maybe tomorrow because I don't have the strength after work and from tomorrow I have a week off.

I just did not add that it weighs so much because the engine bases are already in fashion for each system and the only thing that will be downloaded is the internal Godot environment, which is very different than from the current version.