And then there's Deep Space Waifu.
Easiest game to build.
Easy sure, but also iconic and a meme for how bold it was when it came out.
The game's super simple, but it also balances out things like sound design strangely well in their aim to mix space-shooter with dating sim sex metaphor. Something to the sound design has a retro feel while also feeling round and echoey, it was aiming to hit mild elements of the 80s throwback the Lean era had.
I mean ffs it has a giggle when you destroy clothing. It's delightfully shameless and before it was more of the norm.
I'm going to copy that. blasting away at clothing. I also have a method for generating soft bodies so it not only jiggles but the flesh will have ripple and impact waves. I don't want it to be a porn game, but a kind of hard soft porn. Or maybe there'll be nudes. Or maybe I should just make the damn thing wild.
The one thing I'm fearful about making games like that, it can eat my soul and it could end up not being worth it.
I'm gonna look into how well that game sold. If it's good I'll make a better one and slap it down for PC, Android and iOS.
lol Systematic was the one to recommend this one to me when we were still roommates. I was like 'you can't be serious' until he showed me the gameplay.
The cutscenes poke fun at the genres itself.
But dude, titles. This genre is blossoming right now.
Preaching to the quire.
I'll show you something I hate.
Sample this if you can handle it.
I see a lot of this floating around in my communities. Some of my pupils enjoy making MMD video, but my gripe with this culture....
- They are usually all over the place.
- The dance is over the top
- The camera work is over the top. Too snappy, cuts around too much.
- The music is usually annoying but that doesn't particularly annoy me, it's everything else.
- They usually like to shoot the video at 60 fps
It ties too hard and it ends up being brain rot slop. No professional developer in their right mind would let something like this escape their lab.
So I made one of my own. Of course it's age restricted and you have to be logged in to view it probably because of the solo dance scene, and Anis's tits bouncing all over the place.
This is my gaming channel, where I post shit, it's dominated by Nikke not very popular nor is it really on the radar.
I got away with using this soundtrack cause the owner welcomes users using it on youtube.
The white bunny girl, she's glitchy, I fixed her now but too late. I also placed a collider on the pole but when I did the final recording the thing never wanted to work so her hair crosses the geometry. This is a test video anyway.
Here's what I did.
- Lowered the frame rate to 12 fps ( could be 15 I would have to go back and check) then played it back at 30 fps. Still maintains the low framerate look I was aiming for.
The reason for doing this, 60 fps is too damn smooth, especially when doing toon like characters. Lowering the framerate gives it more or a choppy look, the way anime is supposed to. It's also more cinematic. More picture like. Some feature movies do this on purpose, like Miles Moralis spiderman. very stylized and not too smooth
- Timing. Since I hate the snappy motions for every fucking beat, I made sure speed dance motions can be more expressive than on beat. I can't stress how I intentionally did this. I wanted the motion and the words to speak to the viewer instead of the characters having an ADHD meltdown on camera.
- Subtle camera motions. More like how a professional would do it. I am a professional anyway.
- Fog. Some is unnoticed, some of it was used to create a blackness for some angles.
- Multiple spotlights. I also coloured them. Some soft pink.
- Faked lens flair. For the shots with direct light hitting the camera. I tweaked them so it doesn't burn out the viewers eyes.
- Dust particles. Adds more atmosphere. Looks nice when the camera pans
- Lens dirt. The camera showcases these halos simulating how a camera looks when light is hitting the lens when dusty. Details like this gives it a more familiar tone toward realism, even though it is not.
- Motion capture. Of course, I'm not animating the whole fucking thing that would've taken forever. I used 2 generic mocaps the rest is imported.
- Animation. Some parts I had to animate, but I took shortcuts and modified a lot of existing motions. Camera is animated.
- Custom outfits. Some modified existing outfits. Some parts made from scratch.
- Depth of field. I can't believe I did not use this. It's fine.
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In any case, if I release a waifu game, it will look like this at the least. Using toon shaders mixed with traditional CG gives the illusion of superb visuals without eating up a lot of VRAM. I don't want to reach for something that looks realistic, cause the day games look too real, we're going to start moving back to something more traditional. Cell shading is popular and even timeless.
That video is a hardware render running off of Unity. Unity....Unreal.... Very nice, but those game engines are free to use until you release something, then they'll have endless royalty fees based on how many units I sell
My game engine of choice = Godot
Godot is an open source game engine. So when we make games with Godot, it is 100% ours.
How powerful is Godot ? Powerful enough to handle my games. Experienced developers are liking it.
I have an idea to produce 3D sprites, just how the arcade version of Killer Instinct 1 looks. That game aged well and there hasn't been sprites that polished since the 90's. I'll bring it back.