I’m finally back. Once again thanks for the comment! I really appreciate that you thought about the game and its future and that you took the time to write it all out.
- Better movement. I’m not sure if I understood correctly what you were trying to suggest so I’ll address both interpretations that I had. You mentioned gtav movement as an example of what the game should strive for, but I disagree. I’m using rdr2 as a reference since I’m much more familiar with that one as I haven’t played gtav in years and they’re similar enough on that department iirc. There’s a term for what I’m referring to that I can’t remember right now, but essentially in rdr2 when you press a key to move the game plays an animation, your character movement is driven by that animation so when you stop pressing that key your character doesn’t stop moving until the animation is done. I have nothing against this type of movement handling, in fact rdr2 is one of my favorite games, but I don’t think it fits my game for two reasons. One, even in a game as high end as rdr2 it gets wonky somewhat often and if that whole team couldn’t make it work right everytime I can’t even aspire to a quarter of that polish. Two, that type of movement is pretty, realistic and very immersive, but I don’t believe that will fit the game. I’d prefer this game’s movement to be responsive rather than fancy, since two of the main mechanics of the game will be hiding to avoid detection and running away from npcs. With those mechanics in mind, your character not moving or stopping exactly when you meant it to could lead to frustrating or unfair situations that I’d rather avoid. Of course if along the way more people voiced their preference for this type of movement it could be changed, right now though priority is adding more of the basic features and structure. I think this topic will be revisited once the game development is further along.
On the other hand if you meant that the game needs more or better animations I totally agree. Currently there’s just walk, run and idle, with no transitions between them, only what unity can come up with. Also the animations were done by yours truly and I’m definitely no animator. They will improve as development progresses, through me becoming a better animator or by buying animations/hiring an animator.
- Change controls. Thanks for the suggestion, it will be added though not in the next update, it could take a while tho.
- Character customization. I plan to add some on the next update, just colors for the moment. Things like breast size, hairstyles, clothes, etc. Are planned but may take a while as I would need money to hire someone for it or buy other assets. I checked out the game you mentioned, while character customization probably won’t be as in depth as that one’s, presets could be implemented into the game. I had thought about something similar for colors but I’ll have to see what comes of it.
- More and better sounds. Yes, hard agree. Currently the game is just a demo meant to be played a few minutes to check it out (though if someone plays it for longer I’m really glad you get such enjoyment from the game and would love to hear your thoughts about it) and as such sounds are low on the priority list as I feel they’re more important for longer play sessions. Moans and npc sounds are something that are planned but I haven’t really thought how to make them, by that I mean where to get the sounds from.
- Better camera placement. Those are great suggestions that I hadn’t really thought of. I’ve added it to the list of things I’m working on, so thank you!
- Game modes. Game modes are not exactly the direction I want the game to take, at least in the way of the game just being different game modes. I’m getting quite ahead of myself since it will take a while to get to this point of the game, but essentially my plan for the game is a sandbox/open world/free roam or whatever other term there is for it. You will have to manage different things, for example as you mentioned, money. You’ll need money to pay rent (not paying may lead to a game over) and it can also be used to buy clothes and other items. You can get money by working normal jobs, or you can get potentially more money by doing lewd jobs. Taking risky public photos of yourself and selling them is one of the methods I have planned. I can see some game modes being “quests” that can make you money and if that’s what you meant then yeah they will be added.
- Bigger map. Definitely, this map is just a demo scene to test out mechanics. Zones are what I have planned for the game, for example a residential zone or a park zone, with each having different density and amount of npcs. Areas that can produce interesting situations are something that I tried to do in the current map, for example with the area you mentioned on your post. I definitely think it can be improved for future maps.
- Horny meter. I saw that you mentioned that it does deplete when you dress up, but I wanted to add on the topic that arousal, embarrassment and other things need fine-tuning. I’ll have to test it out to do so, but reports like the one you made about embarrassment increasing too slowly help out a lot. I’m thinking of ways for the player to change how these formulas behave, nothing concrete for the moment.
- Red meter. Thanks for the suggestion. The shy trait is meant to be restrictive about what you can do. Currently it only changes facial expressions and doesn’t allow manual cover up, not allowing masturbation once a certain amount of embarrassment is reached would be a great way to add to that, but I’ll have to try it first as it might take away from the fun. In the full game, the restrictions of the shy trait can be slowly removed as you expose yourself more and more, as often is the case for these games.
- Bugs. I’ll try to replicate these reports and fix them. I have an idea what the second one might be about.
- Main menu. Damn, I hadn’t even thought about adding the title of the game to the main menu, I’ll see if I can cook something up. Toggles work weird in Unity, but I’ll try adding those options to the main menu.
- More npcs. Yeah they will be added, it might take a while as I can’t make a good one on my own. Women npcs are planned too.
- Npc reactions will be expanded upon, but for the moment just their basic behaviours will be worked on, like following, running or just staring.
- More kins. I definitely have more ideas for kinks and traits, if you have any don’t be afraid to share them!
- More animations. More animations are planned! But they take me a while since I’m not a very experienced animator, stripping animations are in the works. Facial expressions will be tough, the ones in the game are mixes from ones that came with the player model. Your suggestion for water particles for the climax gave me the idea of adding a “squirter” trait, I think that fits part of what you were talking about.
Your comment has been helpful and I hope that future updates of the game live up to the potential you see in it.