Pink Petal Games

Game Discussion => General Discussion & Download => Topic started by: dullman on August 15, 2014, 08:47:03 AM

Title: Sim Red Light Town RT (should be stable build)
Post by: dullman on August 15, 2014, 08:47:03 AM
So i wanted to let people on forums that i frequntly visit that i decided to start develop a game and begun recruit people to game so not talking long i copy and paste text from hongfire forum
Quote
Hello everyone i'm long time lurker, but i decided to have attention of people on this to forum and announce that i started to making project and now recruiting team to do that.

So few words about project:
It will be a sim game in which you settle in a middle of nowhere (from a goddess of love suggestion) and decided to raise in this place a proper town devoted to love and it's goddess. So this for storyline, In game you will extract materials to add new building in town, recruit new believers and fighting hordes of monsters who try to stop you from doing it. This game will use a Rpg Maker XP Engine with rewrited all base scripts to support DnD like gameplay(traits, skills etc.). It will use a modified ABS, custom resolution, mouse supported scenes and many more.

current planned features are :
- Random dungeons with random loot (look for diablo it will be similar)
- Random generated quests from Actors to gain their affection and in effect join our side
- Large Maps with many locations
- Date/Time system
- Animated sex
- manage a town through interface created specially to this, with auto-assign to work actors
- pregnancy also available for actors (although only females)
- The sprites of actors will have a 120 pixels height to make all animation more beatiful, also the tileset etc. will be enlarged to fit new setting
- The height of actors will depends on their height
- We can dynamically change a color of hairs/skins/eyes of actors if we use some items
- The Actors will be based on popular series
- Dynamic item system, change a sprite if actor equip a new armor
- many slots for armors
- Many sizes of breast to (from AA to H)
- all items will show on all templates, so we can have our character to grow her breast and make her a cowgirl in ranch
- each character can have many different classes (rule one level/one class), new traits will be gainned after her class level reach some level, also there will be a pool of traits available to choose by character on every 3 levels)
- enemies also will have a classes, traits etc.(almost everything besides dynamic item system - exception is actor based enemy)
- different weapon types are using by different classes
- each item can have a requirement to use(Class, Stat,Trait)
- Each actors have 7 base Stats(Str, Dex, Con, Wis, Int, Cha, Beauty)
- skills(not a rpg maker ones) will based on one or more Stats and max value will depend on class (each class will gain a differnt amount of skill points to spend)
- Damage of skills, spells and normal attack will use a Dice (or multiple dice) depends on weapons, traits and equipped items.
-And Many more features are planned and more will appear from suggestions.

So few words of me few years ago a decided to join a simbrothel revival team, and from that i introduce few upgrades to it :
- moved from static time to Date/time system
- rewritted base scenes to support multiple res
-added custom stats
- added loading from xml
- added many minor improvement
- and what most important added dynamic sprite system (if you want how it works search sb2 revival in google)
- also made most of dynamic sprites to game and itroduce them to game
So as you can see i'm not someone who doesn't know how much work it takes to make a projects so ambitious.
I Plan to spend few years with first version released after a year of working on it (but during this will be also released minor versions of game for a members of community) and after that release additional dlc that inlcude new actors, classes, traits etc.

There is one important i plan to go crowdfunding to fund a sprites for game (sprite animation since it will use a template which will be modified depends on actors that are partipacing) so in best case if it will be a very large success some money might go to support team members as the appreciation of their work, but if you want to join me don't expect much since the sprites for game is the main reason i go crowdfunding.

So Why i release information about my project?? Because i search for people who wants to join a team of developers. I search mostly for:
- spriter (if someone will do sprites for free i won't need a crowdfunding campaign)
- writer (to write quests, descriptions of jobs and think about main questline)
- desgner (to design a base world add traits to game, make a definnitions for classes, add spells/skills etc.)
- interface designer (to help me project an interfaces for game (mouse oriented) i will need one after i publish a tech demo)
- programmer (to help me with some simple work and populate maps with events)
- mapper (to project a many large maps for game, I have a general idea how the world looks like)
- and everyone who think that can be helpful to project

In month or two i will release a tech demo (without sex animation) and start crowdfunding campaign to finance spriters (not only but also custom tilesets and many more like characters portraits if i get enough money). So i want you to join me today, as you can be part of very ambitious project.

Ps. On the last is the information about what currently i'm working. Currently i'm making a rpg editor to support many new features in game, so everyone could configure their own game, add traits, actors, items, and even base stats). In Attachment you can have a first look for editor, but remember it still being developped and with increase of game it will also increase by new attributtes etc.</blockquote>


As for additional information i forgot to add that the actors in game have a advanced relationship system, which can leads to situation like one client get used to only one girl (or men since i also planning include male slaves for womens), in result he will only want to use her etc. Finally client will move to your town to be closer to his/her love. Or if we unlucky and girl likes more client than us she will choose to leave us. (so basically we need to keep believers happy, one of way is to make fall in love with us).

So especially search for someone who will make a design of different classes in game, add traits to game and skills, as for combat class i planned them to be based on neverwinter nights game, so the only which remain are non-combat classes
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: Xela on August 15, 2014, 05:56:57 PM
I've split this from other games thread as that's intended for something that at the very least has a demo + felt like someone should say something.

*Very ambitious + points for having previous experience with indie games + (hopefully) proper motivation.
*Why XP and not Ace? I am not versed in RPGMaker dev tools, but usually most recent framework beats 7 years old one.
*Large Maps + Many locations usually throws me off but if it's well designed the more could actually be the better.
*120 pixels sounds freaking huge :)
**I don't say this very often but this sounds like something that can be done from the get go with an interesting concept and without any insane plans from the start.

So good luck :)
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on August 15, 2014, 11:17:49 PM
I've split this from other games thread as that's intended for something that at the very least has a demo + felt like someone should say something.

*Very ambitious + points for having previous experience with indie games + (hopefully) proper motivation.
*Why XP and not Ace? I am not versed in RPGMaker dev tools, but usually most recent framework beats 7 years old one.
*Large Maps + Many locations usually throws me off but if it's well designed the more could actually be the better.
*120 pixels sounds freaking huge :)
**I don't say this very often but this sounds like something that can be done from the get go with an interesting concept and without any insane plans from the start.

So good luck :)


I try to answer your question and add some more information, as for demo it will be about month to have a proper demo (rather tech demo which shows how the base class are changing, leveling up etc. but without any adult content besides here should be an animation, it marks also time when game will begin a crowdfunding campaign for finance sprite animation and maybe other thing if i have enough money)


Why XP one thing the VXAce doesn't have any scripts to enlarge resolution besides 640x480 which i plan make game 1024x768 to fit better enlarged characters and tiles, also there is a a script to use VXAce engine in XP named XPAce which get custom resolution and only one pro of VXAce five time faster interpreter of ruby (or in other words it uses ruby version 1.9.x). Although it will be used by me only speed of base XP Engine doesn't seems to be enough to support many custom scripts, since i'm not sure if it's doesn't break a license for rpg maker.


As for large location it because i want to hide many dungeons entrance and some location that won't be easy to find, i know it need to be done well so my plan if i didn't find anyone to create maps i hire one from money gained thorugh crowdfunding(if i have enough). Also i saw a script that add a fog of war to map, i yet have to test it but i want something like that to make exploration of new maps easier.


120 pixels is huge if we compare with standard one, but i always wanted to have a bigger to include better clothes for sprites or minor items like piercings, tatoos etc. Also it will allow to abandon pictures so we could include almost anyone in game not only the most popular characters. The next reason is to have a larger sex animation, and animation of other jobs.


Thanks for your words, i'm not plan to abandon this project (ALthough there is one case that i might consider if it didn't find any interest in  community).
Also during crowdfunding campaign i publish the goals which also will a order in which i work on game.


ps. the most important thing for me is to find designer who will design non-combat classes (since combat class i plan to have based on neverwinter nights game), so if anyone want to see many custom classes don't just read but join me and thing what traits whore should have (or stripteaser, barman, miner, luberjack etc.)


Edit. Anyone knows any free forums webhosting that allows to post adult-oriented content?? I want since i don't want to have a forum deleted after they find that is for adult oriented game?
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: Xela on August 16, 2014, 01:06:02 AM
Why XP one thing the VXAce doesn't have any scripts to enlarge resolution besides 640x480 which i plan make game 1024x768 to fit better enlarged characters and tiles, also there is a a script to use VXAce engine in XP named XPAce which get custom resolution and only one pro of VXAce five time faster interpreter of ruby (or in other words it uses ruby version 1.9.x). Although it will be used by me only speed of base XP Engine doesn't seems to be enough to support many custom scripts, since i'm not sure if it's doesn't break a license for rpg maker.

I thought that there were... Although I've never seriously worked with RPGMaker. Still, seems to be that many serious devs are using Ace these day and/or switching from XP to Ace. Including that ridiculous super graphical Frenchy project that doesn't even look like RPG Maker anymore.

As for large location it because i want to hide many dungeons entrance and some location that won't be easy to find, i know it need to be done well so my plan if i didn't find anyone to create maps i hire one from money gained thorugh crowdfunding(if i have enough). Also i saw a script that add a fog of war to map, i yet have to test it but i want something like that to make exploration of new maps easier.

Yeah, the size thing is prolly a none issue.

120 pixels is huge if we compare with standard one, but i always wanted to have a bigger to include better clothes for sprites or minor items like piercings, tatoos etc. Also it will allow to abandon pictures so we could include almost anyone in game not only the most popular characters. The next reason is to have a larger sex animation, and animation of other jobs.

I figured.

Thanks for your words, i'm not plan to abandon this project (ALthough there is one case that i might consider if it didn't find any interest in  community).
Also during crowdfunding campaign i publish the goals which also will a order in which i work on game.

Interest in the community is a relative thing that's difficult to gauge properly.

Crowd funding... most games where I've seen that work well either had amazing art from the get go, incredible writing or really fresh concept (again usually with writing/art). In any case, good luck with your campaign!

ps. the most important thing for me is to find designer who will design non-combat classes (since combat class i plan to have based on neverwinter nights game), so if anyone want to see many custom classes don't just read but join me and thing what traits whore should have (or stripteaser, barman, miner, luberjack etc.)

People will join in when they see the project is stable. At the very start of the project, best you can expect is a flood of insane ideas and request unless you get really lucky :)
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on August 22, 2014, 11:57:25 PM
I have a new information about game as always i copied my post from hongfire forum:
I write this to keep people informed about progress of my game, so the first phase i completed, i wrote the my own editor to create database that will be used by my game, so know with help of user of this forum lukenukeas who modify 4 frames templates that i have to be 8 frames templates (for now i have a male template and animation is smoother then in 4 frames).[/size] [/color][/size]So for know i begun to work on sprites of starting actors, i have a hair style made for male version of player, i will work now on clothes, and after i get female templates i work on female version of player and other characters from series that player comes.[/color][/size]
As for technical things, i found the site that allows mature rated forums, and i set a forum although currently only one post about states, i will try to populate this are when the features will be added in game so in future you would be able to find basic information on game. The address of forum is
http://simredlighttown.ratedxhost.com (http://simredlighttown.ratedxhost.com/)[/size][/size]
[/color]
Quote
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on January 28, 2015, 04:44:05 AM
I want to inform you those who waited for sim brothel red light 2d will be sad since i decided to cancel project (the real problem was that i couldn't create fast enough sprites for game - ionly created five different characters which last about two months), but don't be sad i just don't abandon project i will move to 3d.

So what you can expect from 3d ?:
- Those basics for game will remain the same
- I use daz3d characters for game, which allows to morph character during gameplay (growing breast, pregnant belly and the best for those the clothes will also morph(at least for different breast size))
- I'm in the middle of creation customize character scene, after i completely created i will publish a video with customization and basic movement.
- After that it's up to community if i can get enough money to buy licenses, more models etc. to post demo with proper license to use daz3d models in game
- What is also important the animation in game will be placeholder, some money from donation go to 3d artist to create female basic animations, sex animations and male basic animation (yes you read it right i want in my game tits to bounce).
- i also plan on buying some asssets from unity store (mainly 3d assets like houses, trees etc.)

I posted here since i'm in the middle of getting the customize character scene, so probably somewhere during two weeks i post a video of it, an i would wanted to have some feedback.
Also maybe someone would be interested in making game in unity together with me (if don't mind that i'm only learn unity now), I mean i would love someone to create terrain for entire game, since i can say that my terrain which i created for customization looks horrible
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: Xela on January 28, 2015, 07:18:03 AM
Sounds even more complicated but knock yourself out :) As long as you're having fun!
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on April 28, 2015, 02:47:26 AM
So anyone waited for more information about project??
If yes i have few information, i buyed unity assets required to use morphs in unity, so the characters now have different morphs (i still hasn't decided which morphs import into game but i will probably allow breast natural, breast implant, breast small, breast large, pregnant belly, fat/skinny morph (for characters who consume more calories(or less) than they burn) and some face morphs to make characters looks different (although i still hasn't looked into this morphs so don't know if it's available), if someone has other proposition for morphs i will hear them). Also there seems to be possible apply morphs on only base genesis 2 figure, any other characters from daz3d that are on genesis 2 don't work, so it's big failure for me since i planned to use many different figures (i tried to contact with author of assets but after initial mail he ignored me).
Also i moved to unity 5 but after that the hair shader i use is not compatibile with new version, so hairs for now look funny until author of shader publish new hair shader for unity 5.

As you see i slowly work on game i still plan to finance all 3d models that i use in game through patreon but before i start campaign i want to have some basic game written, so for now I only ask if someone wants to join to me with creating game that people will enjoy playing not only for porn but also for rpg and simulation elements?
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: DarkTl on April 28, 2015, 04:01:54 AM
It's still hard to understand what kind of game you will have. Perhaps you could provide us at least some basic screenshots with those 3D models or something to attract people.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on April 29, 2015, 03:56:29 AM
It's still hard to understand what kind of game you will have. Perhaps you could provide us at least some basic screenshots with those 3D models or something to attract people.

When i completed customization of person and some basic elements like equipment, dialogues, quests log, status screen (basically entire interface) i want to have something that looks like baldur's gate or pillars of eternity with free camera movement when we want to focus on sexual intercourse of our girls (or MC or NPC). As for screen i don't post any since it's still early stage of development, but when i complete what i wrote above i will publish a short video in which we will have few base customization options, some example area when our characters will walk, some non-moving npcs just to show that it possible to make dialogues and eventually sex scenes.
Title: Video of cutomization
Post by: dullman on May 03, 2015, 05:55:44 AM
When i completed customization of person and some basic elements like equipment, dialogues, quests log, status screen (basically entire interface) i want to have something that looks like baldur's gate or pillars of eternity with free camera movement when we want to focus on sexual intercourse of our girls (or MC or NPC). As for screen i don't post any since it's still early stage of development, but when i complete what i wrote above i will publish a short video in which we will have few base customization options, some example area when our characters will walk, some non-moving npcs just to show that it possible to make dialogues and eventually sex scenes.


Sorry for double post but i have something for you
https://vimeo.com/126709611 (https://vimeo.com/126709611)
It shows only customization as it's currently done, some of sliders are not used since it will deform figure and i want to get help from author of asset that allows me to use morphs.


Edit:
ps. I want to see your comments about what you see here.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: DarkTl on May 03, 2015, 08:39:56 AM
Well, it looks sexy  :)
Of course you will need skin recolor options, not to mention hairstyles and clothes. It's a lot of work if you don't have ready presets.
Title: Re: Video of cutomization
Post by: Xela on May 03, 2015, 03:41:10 PM
ps. I want to see your comments about what you see here.

Well, it looks sexy  :)
Of course you will need skin recolor options, not to mention hairstyles and clothes. It's a lot of work if you don't have ready presets.

QFT.

=====
Is it even remotely possible to create convincing Anime characters using a doll like this? I tried searching anime chars for Daz3D and even a few that are available are not anime like and I couldn't find one even for the most widely known anime characters like Miku. They all look really great but too lifelike.

I am sure that this setup will work for original characters and maybe you'll even manage to get a good game together but ever since you've said: Unity + 3D Characters instead of RPG-Maker + High Res Sprites, I lost all faith that this will ever become a better/more advanced version of SimBro 2 with a different storyline (Build a city/Kill stuff in dungeons) meeting characters from well known anime/games/manga and etc.

While in the past I was convinced that there might be a game like you've described (eventually), now in order for me to accept that there is even a chance, I need to see:

1) At least one map (or area) with collision, layers, events, sprites and acceptable effects (lighting, shadows and etc.) player would expect in the game (demo version) + at least one simple quests + at least simple combat setup + building at least a couple of buildings.

2) *Most important of all: A convincing way of adding/creating new content for the game in reasonable amount of time in order to believe that the game can be created by a small team in at least 5 - 6 years of "hobby time".

3) If still applicable (I am not clear if you abandoned this concept or not), at least 3 characters of different figure/face/hair/clothing from famous sources that do not look out of place and can be interacted with.

***
It's a lot... I don't really care about interface/items/equipment because that doesn't raise any flags with me at all (aka I have full confidence that it will and can be done at any point and in my opinion a development interface that offers convenience for devs is more appropriate), I'd prefer sprites to keep original clothing/go naked (if no equipment) than equipping each set of clothing/armor changing the way they look *Obviously also only if famous characters are still on the table...

===
Last notes:

1) So far best (famous) anime sprites I've seen working in unity were imported (*converted) from MMD but I am not sure how difficult it would be to have nude interactive versions due to lack of experience with 3D and both engines.
2) Link (http://www.smokymonkeys.com/kyrill/) to a very promising 3D crawler made with unity without financial support, promised free distribution and a two man "hobby" project:
*Took them 6 years to get this close to release.
*Got random dungeons you've mentioned + randomized items system + unique items.
3) Only game I am aware of that allows to create a lot of famous characters in 3D convincingly is AA2. All other games from Illusion or their competitors are... crap (in that department), although some provide really beautiful original characters. It is likely impossible or a lot more trouble that it's worth to port that to Unity but I thought it was worth a note... maybe some customization options ideas can be borrowed from it.
Title: Re: Video of cutomization
Post by: dullman on May 03, 2015, 08:03:17 PM
QFT.

=====
Is it even remotely possible to create convincing Anime characters using a doll like this? I tried searching anime chars for Daz3D and even a few that are available are not anime like and I couldn't find one even for the most widely known anime characters like Miku. They all look really great but too lifelike.

I am sure that this setup will work for original characters and maybe you'll even manage to get a good game together but ever since you've said: Unity + 3D Characters instead of RPG-Maker + High Res Sprites, I lost all faith that this will ever become a better/more advanced version of SimBro 2 with a different storyline (Build a city/Kill stuff in dungeons) meeting characters from well known anime/games/manga and etc.

I know how you feel but the real problem for me was lack of manpower, whilst i could make sprites myself it takes me to make for 3 months which means it takes too much time, if i only find some crew-members who will share the work with me i would continue but with lack of interesting in my game i gave up and decided to make 3d game and pay for figure,clothes animations etc.
If only there will be someone who will be willing to share work on rpg maker game then i would return (especially since making sprites isn't hard stuff only needs to place pixels in wright place because we have a template so artist are not needed only someone who draw hair/clothes. I know since on university every time i draw a circle needed to sign as this circle since people don't recognize it)


[/size]

While in the past I was convinced that there might be a game like you've described (eventually), now in order for me to accept that there is even a chance, I need to see:

1) At least one map (or area) with collision, layers, events, sprites and acceptable effects (lighting, shadows and etc.) player would expect in the game (demo version) + at least one simple quests + at least simple combat setup + building at least a couple of buildings.

2) *Most important of all: A convincing way of adding/creating new content for the game in reasonable amount of time in order to believe that the game can be created by a small team in at least 5 - 6 years of "hobby time".

3) If still applicable (I am not clear if you abandoned this concept or not), at least 3 characters of different figure/face/hair/clothing from famous sources that do not look out of place and can be interacted with.

***
It's a lot... I don't really care about interface/items/equipment because that doesn't raise any flags with me at all (aka I have full confidence that it will and can be done at any point and in my opinion a development interface that offers convenience for devs is more appropriate), I'd prefer sprites to keep original clothing/go naked (if no equipment) than equipping each set of clothing/armor changing the way they look *Obviously also only if famous characters are still on the table...

===
Last notes:

1) So far best (famous) anime sprites I've seen working in unity were imported (*converted) from MMD but I am not sure how difficult it would be to have nude interactive versions due to lack of experience with 3D and both engines.
2) Link (http://www.smokymonkeys.com/kyrill/) to a very promising 3D crawler made with unity without financial support, promised free distribution and a two man "hobby" project:
*Took them 6 years to get this close to release.
*Got random dungeons you've mentioned + randomized items system + unique items.
3) Only game I am aware of that allows to create a lot of famous characters in 3D convincingly is AA2. All other games from Illusion or their competitors are... crap (in that department), although some provide really beautiful original characters. It is likely impossible or a lot more trouble that it's worth to port that to Unity but I thought it was worth a note... maybe some customization options ideas can be borrowed from it.
I slowly work and see what engine is capable so some things might be off, and some things might be still on, but most interesting thing anime characters, i decided to go with original characters, but with one thing if this ever becomes popular i would use some 3d artist to make me clothes and hairs from anime girls, so in game characters can resemble them (or in other ways cosplay as someone).


ps. Is there reason why i support Xan new game even though i have full plate myself, because in 2d graphics we can make girls from anime, so even if i'm not quite satisfied with 3d models i try to introduce 2d models to other games
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on May 18, 2015, 07:27:01 AM
Hello it's me again with new information, basically i add first equipment to girl and it's also morphable meaning it's change size and shape with different morphs we use, the only fault is long time it's need to calculate but i plan to use decimator and use lower quality model to change calculation time to more acceptable length, the real problem it's cost 100 bucks and can't say when i will those money since my job isn't stable in this moment, so might takes quite a time before next update.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on August 06, 2015, 03:38:06 AM
So because pinkpetal is the site where i get most feedback i decided to post here first.
So where am i you ask?
I decided that at first i will make 2d game with sprites known from different media(as stated it will be easy to add, modify existing etc.).
As for engine i'm still undecided but if i get some help i would use unity (by help i mean someone who understand how engine works, how to create 2d assets etc. for now i watch an asset named rpg map editor which basically is something what i search since it create a tilemap in unity, but if i want to heavy modified it's code should be open to buyers, so today i asked few question author of asset). If i can't make an unity based game i will use heavy scripted rpg maker vx ace, but to be truthful, using custom sprites seems sometime causing lags during animation so it's not so smooth as what i would expect. When i raise a campaign to fund more sprites and things i talk before i would use some of money to fund someone who is able to create 2d engine in unity for me which support all the planned features, but must be clear it will require a large amount of money so it's not something that would be done fast.


So i search someone who can help me with development of game for unity if i can find a person who is able to help me with development in unity i will be very grateful.


As for those who are not believe in me i present you a simple sex sprite i made for D large breasts, it's not a high quality but for those i need to hire a professional spriters since no one wanted to help me with project. Also the sprite is in work since to made a sprite takes me a lot of time.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: Xela on August 06, 2015, 04:31:55 AM
Assume that you'll find someone to help out, what if the person write some code/makes designs through unities gui, disappear and you're stuck with an even bigger issue of finding someone who'd want to work with someone elses code.

It's safer to stick with with you can work on yourself, especially at first stages where getting professional help is the hardest.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on August 06, 2015, 09:21:43 AM
The real problem for me is lack of tutorial for 2d unity engine i didn't find any tutorial which could help me with getting 2d tile map to unity, if i have someone who help with unity i believe he will be also a source of learning so i could get the basic of 2d unity and get to more advanced theme.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: kyuubi43 on August 11, 2015, 03:50:07 AM
there really isn't the best option for a 2D unity tutorial is to google Unity Mario Clone Tutorial.
I used this when I first started to use Unity since I was more use to a 2D world having spent a few year programming in java with Eclipse. that tutorial allowed me to make unity work for instead of against.


Here is the Tutorial Site I used when I started.


Walker Boy Studios
http://www.walkerboystudio.com/wbstudio/learn-unity/


It's free as far as I remember and they provide the project resources and in-depth video instructions.
It wasn't hard to adapt what I learned to suit my needs I copy, adapt, and innovate any free code I find to suit my needs.
Reason being my coding methodology was literally built around the belief of
"Mimic and Improve - Use freely available resources while following the Ultimate Coding Tenant 'K.I.S.S.' (Keep it Simple Stupid)"
My professor actually told us most Pro-coders use semi-complex methods when programming to help prevent Tampering. But anyone with basic understanding can easily rip what they need from any program.


I used a simple 3D tutorial on mouse control function and warped it in to a 2D Certification testing system as a show that I had basic knowledge of Unity during my first Internship. They even retain a copy at the end of my Internship to use as the archetype for their future projects seeing as I had to make a work around when I couldn't adapt the old SCORM/Unity xover to the new Unity System of the time.


Well I am sorry for the tangent and getting off track.
Look at Walker Boys if they can't help they may at least point you in the right direction.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on August 11, 2015, 01:05:35 PM
there really isn't the best option for a 2D unity tutorial is to google Unity Mario Clone Tutorial.
I used this when I first started to use Unity since I was more use to a 2D world having spent a few year programming in java with Eclipse. that tutorial allowed me to make unity work for instead of against.


Here is the Tutorial Site I used when I started.


Walker Boy Studios
http://www.walkerboystudio.com/wbstudio/learn-unity/ (http://www.walkerboystudio.com/wbstudio/learn-unity/)


It's free as far as I remember and they provide the project resources and in-depth video instructions.
It wasn't hard to adapt what I learned to suit my needs I copy, adapt, and innovate any free code I find to suit my needs.
Reason being my coding methodology was literally built around the belief of
"Mimic and Improve - Use freely available resources while following the Ultimate Coding Tenant 'K.I.S.S.' (Keep it Simple Stupid)"
My professor actually told us most Pro-coders use semi-complex methods when programming to help prevent Tampering. But anyone with basic understanding can easily rip what they need from any program.


I used a simple 3D tutorial on mouse control function and warped it in to a 2D Certification testing system as a show that I had basic knowledge of Unity during my first Internship. They even retain a copy at the end of my Internship to use as the archetype for their future projects seeing as I had to make a work around when I couldn't adapt the old SCORM/Unity xover to the new Unity System of the time.


Well I am sorry for the tangent and getting off track.
Look at Walker Boys if they can't help they may at least point you in the right direction.
Hmm from what i see in this page they really aren't many 2d tutorials (one if i see right), and those which are makes a platformer game, which has only one thing common with 2d rpg game, probably both use tiles, but the usage is completely different, so i must  say it's not very helpful, and also as i didn't try making platformer in unity, but if i'm right it should be easy to make since both there are tutorials and it's not complicated games in generally (the only one that are simpler are text based games)
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: kyuubi43 on August 12, 2015, 11:27:58 AM
Like I said it's enough to give you the needed BASICS. If you don't know how to use, adapt, and overcome issues then there be problems here.

I used the basic skills from the tutorial to create a completely 2D TEXT BASED certification program in Unity.

Big Tip use the tutorial to LEARN the commands then take and break the box to start creating.

The MAJORITY of what you might be looking for will likely fall under GUI related commands to allow you to make a 2D window on a 3D plane allowing you to build everything within the scope of the window to make it seem as if the program was a 2D world. It WILL take a bit of trial and error to get the sizing right but it is possible. The largest issue will be the camera as it will need to track the player avatar.

A major tip would be to angle the camera directly down and build everything on the Zero plane and lower to allow for easier positioning of assets.
Title: Re: Sim Red Light Town(current title) Project Begins
Post by: dullman on November 30, 2015, 07:14:59 AM
Hello fellow forum members, since last time i said i decided to use haxe language with haxeflixel and openfl framework since it's allow me to use flash animations/movie clips on every supported platform, and here i add poll to my post, since i'm kinda lost first my current res for game is 1280x960, but it possible to change it quite easy, but what i want to know is what size of tile you prefer?? I ask since current Movie Clip with Female character has 240px height, current tile size is 64 (tilesheet is just zoomed version of 32px) where the trees is kinda smaller than character, When i would choose size of characters i thought that i make 128px tile size, but to be truthful now i'm kinda lost since in this case we would have screen with size about 10:7 tiles, so you might prefer if i just left tile size at 64 with big characters (Of course it also includes npcs and enemies) or go and use 128 tile size.
BTW. for anyone who think why i just don't get char smaller i reply this is about the smallest size in which we can have detail on characters, any smaller and nipples will look as a few pixels, the same with eyes and fingers.

So Please vote in Poll???
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 30, 2015, 07:31:45 AM
64px is my vote, I like to see more stuff if this is a classic kind of RPG. Maybe it is possible to make chars smaller and zoom in whenever an action that requires details is used...

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 30, 2015, 12:05:58 PM
64px is my vote, I like to see more stuff if this is a classic kind of RPG. Maybe it is possible to make chars smaller and zoom in whenever an action that requires details is used...
You see my plan was in future to recreate bitmap data for zoom(as you can see i use mc only as a source to generate spritesheet since using mc in live was heavy on my computer), but it's will be a future since i basically use haxeflixel and here zooming is calculated when we rendering scene (to be truthful every time i implement base things i find that i need recreate base classes with my own code to be able do that so it might be done faster than i thought but truthfully it isn't on my priority list).
Title: Some Show of Concept
Post by: dullman on April 22, 2016, 03:55:47 AM
Hi it's me again, since i currently work on unity engine i wanted you to show some concept work for any game that i make in  unity in future(2d at least), it has Main Menu, some simple template of body and two items (hairstyle) that you might customize for you character, it's compiled for windows platform (x64 probably). Also consider that Customization Scene is work at the beginning so you can only customize female (and as for customize change hairstyle and it's color in future i plan to add more customization option)
I'm showing this to show that an Vector art might be used in unity games.


Also if anyone wants to help with development i'm pretty open for that, especially it's needed someone who can make me some better templates of male/female since the current ones i made myself and it doesn't looks stunning.
 Here the link:





https://mega.nz/#!j08gkYqR!7L2R-E0LJfgFsNzJoQL-GuSPgIRYjlsaZvgAX5D-uNc

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 22, 2016, 04:22:12 AM
I love the coloring box + bar thing, guess it's one of those perks unity comes with or did you code it yourself (I'd like to see base code if it's the latter)?

Edit:
I've played around with values a bit so I've figured it out as you're displaying RBG values and not just the hex (I missed that somehow at first).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 22, 2016, 04:42:01 AM
I love the coloring box + bar thing, guess it's one of those perks unity comes with or did you code it yourself (I'd like to see base code if it's the latter)?


The color picker is free asset of unity, and truthfully since only pro version has access to source code, i can't say much about how it's work, but i believe if you want colorBox(only) there is three script on githtub for unity or i believe since i never checked because i was looking for something akin to current one (but as unity supports gradients it uses gradient and the only problem that might come is to convert position of slider to color (Also all UI elements for are unity standard ones, the others besides are part of asset i use). Also if you search for general source code of colorPicker i believe there should be at least few projects on githtub written in different languages so you might check it)


ps. i also consider as good asset this colorPicker and might even buy pro version not because i would want to look into source but because to support author, since the quality of others colorPickers on assetStore is somewhat disappointing.
ps2. Any one has and idea for sexy theme for my game (i need only a general idea how it should looks like, and i would make them myself)


edit: Here the link for unity free source code for colorPicker http://forum.unity3d.com/threads/color-picker.267043/ (http://forum.unity3d.com/threads/color-picker.267043/)
and it's show rgb value like you saw, if you want to use hex just use and input field besides icon to open colorPicker (and the current one will not use unless i change color picker to these one from repo since it's possible that i might do that since i would prefer some modification of color picker.


edit2: Must say that i changed colorPicker to version from githtub since it allows me to use hex values and i can start with chosen color (which is the current color in the case of current hairstyles it's single color but for other items/hairstyles it will use up to 5 different colors).
Also anyone looked towards files since almost all resources used by game are loaded from external data, so for example i have two images from WM as starting screen but anyone can change them towards they own, also it use db to configure game data so you might check how it's currently look db schema).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 26, 2016, 03:04:55 AM
Anyways here new version with slightly improved customization scene, still it isn't look that satisfied me but i'm closer to it since i only wait for new version of asset which was send to asset store by dev and i should make better looking color choice, for current it isn't update color text when picking it.
As for other changes i added different body parts for one part of body (i mean breast). In short words game could have many different body parts (next in my work are elf ears and reptilian irises), i use extension for inkscape to interpolate between two groups so from two breast sizes i gets 12 (or more less different), so it's cut off time on making different sizes for body parts and as well items.
Also for bodies you can now actually change the basic colors (but one color is inner area of mouth so you don't see any effect here), also as for body i would rework body part so it hasn't so much shadow below breast area (which is ugly on small tits).


Last thing here is the link to new version: https://mega.nz/#!u5V1mZKR[/size]!HSCjtAsdg17GaIViytZZ-BR5DG1mVhgbXIIeiX04cKg[/color][/size][size=78%] [/size]
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 29, 2016, 05:33:41 AM
New version of customization screen since i would call it complete layout of customization screen (meaning it shouldn't change anything besides themes and new entries if needed) but i saw that on fullscreen the left tab takes too much spaces, so i would change it, but as for general layout it's all here.


Also there is one important thing that i introduced, some basic animations (only Idle), so you can see how changing items/body parts looks on character (although it seems there is a slight lag with that but truthfully currently i'm thinking how to make it and probably i just go with swapping characters when copy is done, but still i didn't even slightly test it, so i do not know how the animation etc. will behave)


and here is the link: https://mega.nz/#!H5E02BiC!2lkdNJ4vu7smkFZdvE3ASS3WlYFyIMrwHvQTZ2ehL5Y
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on April 29, 2016, 11:52:00 AM
the way it currenly is it is unplayable, as the log below shows it is got quite a few errors
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 29, 2016, 12:47:24 PM
...

Awesome! What software do you use to animate the sprite? Is it Unity's interface or something 3rd party?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 29, 2016, 01:24:17 PM
the way it currenly is it is unplayable, as the log below shows it is got quite a few errors


I suspect that you overwrite your previous version and in DB files there are files that were remains of previous files (since the game read all files in DB folder and tries to execute queries from there which i might in future changes) so there were remains old files with insert in non existing tables in current schema and when the error was catch it break reading files loop and the needed db was nonexisting, so i will ask you to remove previous version from folder and try again new version (since for me it's currently works fine).


Awesome! What software do you use to animate the sprite? Is it Unity's interface or something 3rd party?


it's unity tool with third party assets from githtub which is free (but just for IK in animation although truthfully doesn't work so great) i basically create skeleton for animation every time i create character and apply pre made animations made in unity for current template (which is human female). Also even if i call it a sprite it is made like flash characters or any bone based animation by each bone moving different body part, i have actual and mesh created from svg data which why slightly lag during modification since it's need to create new meshes.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 29, 2016, 01:32:31 PM
Well, I love the Strumpets design (but don't really like Flash), this looks like this will be taking a similar approach to animations and paired with Unity this can come out really great. This is quickly becoming my fav project to keep the tabs on :D
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 29, 2016, 01:52:39 PM
Well, I love the Strumpets design (but don't really like Flash), this looks like this will be taking a similar approach to animations and paired with Unity this can come out really great. This is quickly becoming my fav project to keep the tabs on :D


I know strumpets but prefer the other brothel sim in flash, and truthfully whilst i like vector graphics i dislike programming in flash, and regarding strumpets it seems that the last versions that moved to new graphics has make a mistake since Vector graphics would be the highest selling point of flash and they just used raster graphics, which is slightly disappointing for me, and whilst we are here as for now the animation will remain as now, but i would prefer to learn more about meshes and try to make FFD for it dynamically so i could make a bouncing boobs.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 29, 2016, 02:00:35 PM
I don't care much about vector/raster as long as it looks decent.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 29, 2016, 08:27:57 PM
I don't care much about vector/raster as long as it looks decent.


You see the difference is in possibility of customization, whilst vector arts allow much of customization with minimal work, than raster allows less customization with more work (I mean check the skin tones in strumpets it's only around five because for each skin tone they need to have another image)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 30, 2016, 01:43:27 AM
Really? I didn't know that, why can't they change colors of the raster images, do they look off when they do?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 30, 2016, 01:59:42 AM
Really? I didn't know that, why can't they change colors of the raster images, do they look off when they do?
It's not like they can't do that bur it's either affect entire image or certain colors, it's something that i made for rpg maker where sprites was changed based on previous colors, but with image that have shades/lights so more then few colors it would be painful from user/artist to define it, so it easier to make a new ones, or if it affect entire image it is much easier to define than colors but still it's affect parts that we don't want to affect like outlines etc. Of course there seems that exists resolved to just make different images for different parts like layers in svg (vector arts) but to have different image for outline, different for skin color etc. seems also a large amount of work, so most of games that uses raster graphic just go with different images for different colors than making some programming trick. In Svg file i just use css like styles to define colors of elements that have a right classes, so i only need to change one class that has information about fill color for chosen element and set a flag to redraw and i had character with new colors ready, isn't it much faster and easier than trying to do that with raster graphic?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on April 30, 2016, 02:12:59 AM
No idea, I can't say one way or the other never having to mess with it in the first place. It makes sense but there are less artists who know how to do vector art and it prolly takes longer to load (or at least it was what google told me, this "longer to load/calculate" crap screwed me in the past, where people write that "approach 1" is faster than "approach 2" and they are right but in reality the difference is in nano seconds and impossible to notice anyway).

In any case, there seems to be nothing really wrong with the vector approach, so it's all good. Just one thing, you're wrong to think that "vector" can be the highest selling point, even if it translates to the full color specter. Gamers care about decent quality art (mostly this in H-Games), logic and content. I would be amazed if it actually became selling point at all, other than for the potential vector enthusiasts :)

If you can translate vector into better content, it's all great, I am just hoping that it will not be too much of a pain to get artists interested or find decent once who know it well.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on April 30, 2016, 05:33:02 AM
No idea, I can't say one way or the other never having to mess with it in the first place. It makes sense but there are less artists who know how to do vector art and it prolly takes longer to load (or at least it was what google told me, this "longer to load/calculate" crap screwed me in the past, where people write that "approach 1" is faster than "approach 2" and they are right but in reality the difference is in nano seconds and impossible to notice anyway).

In any case, there seems to be nothing really wrong with the vector approach, so it's all good. Just one thing, you're wrong to think that "vector" can be the highest selling point, even if it translates to the full color specter. Gamers care about decent quality art (mostly this in H-Games), logic and content. I would be amazed if it actually became selling point at all, other than for the potential vector enthusiasts :)

If you can translate vector into better content, it's all great, I am just hoping that it will not be too much of a pain to get artists interested or find decent once who know it well.


No rather than Vector is being higher selling point, I said that is the highest selling point of flash(other than vector graphic i do not see any good points of flash), since truthfully both of graphics raster and vector have their own selling points so it's hard to tell which is better, but as am i searched for highly customization vector art seems much better than standard raster graphics, at least for 2d games.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 01, 2016, 10:22:21 AM
Whilst i'm currently implement the method for having different breast size and other body parts, i wanted to ask what you as a player would prefer, and as a potential modder.
In previous version the different breast sizes was just pre-generate in inkscape and added to db so the game will now that files exists. For modders it's a different that they should be also pre-generate items for those breasts size, but i wrote a little extension which just interpolate between two similar groups of object, so basically it's only needed to create themselves a border frames (Max, Min, and normal state) and the others are easily generated with minimal work from user. The pros is that if it generate not quite right we can manually adjust generated shapes.


As for new one version it works a little different, the user supply only borders frame and game will interpolate shapes between them, the range of slider is between -100(min) to 100(max), but truthfully it's only programming range, it's possible to made it's different or even interpolate farther then border shapes so we could gain larger/smaller breast although in this case we can't be sure of result (especially in a case of smaller ones). For a modder he only need to create at least 3 frames (MAX, MIN, NEUTRAL) with possibility of more, and in future if item should support this morph, modder should also create 3 frames per morph of used body part.


I Hope that you understand me since as you can see english isn't my main language.
And here is the version with newer one body customization.:
https://mega.nz/#!uts30I7D[/size]!MN1_7UmrUaYw8wdq7qLJBs97XcczpIbA3dqz5QA0pQw[/color]
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on May 02, 2016, 06:35:00 AM
Perfectly understandable, there should be an option to do both eyes at the same time (unless there is one and I've missed it). Looks perfectly reasonable otherwise, the female sprite is very noticeably jumping from behind the menu to the middle of the screen as you enter new new game screen for the first time, dev version or not, it shouldn't be difficult to get rid of that.

There aren't many (any?) changes from the last version other than coloring body parts. Just the skin, hair and eyes would have been perfect for a dev version imo, more animations/male sprite/world/business logic/basic interface layout (without fancy gui, just seeing the general idea of a layout + logic) would be awesome.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 02, 2016, 10:13:19 AM
Perfectly understandable, there should be an option to do both eyes at the same time (unless there is one and I've missed it). Looks perfectly reasonable otherwise, the female sprite is very noticeably jumping from behind the menu to the middle of the screen as you enter new new game screen for the first time, dev version or not, it shouldn't be difficult to get rid of that.

There aren't many (any?) changes from the last version other than coloring body parts. Just the skin, hair and eyes would have been perfect for a dev version imo, more animations/male sprite/world/business logic/basic interface layout (without fancy gui, just seeing the general idea of a layout + logic) would be awesome.


As for jumping sprite it's a simple reason, it's created on runtime, and sometimes with slower start it's visible on the beginning along with window color picker (at least for me). In future i probably just cover it by some random images, similar to starting screen, but it is to be done when i'm done with customization scene which is almost done, but lacking male sprite, few basic clothes/items some with morphs (which i need to create logic for morphing items), and the most important is how to use morphs during runtime, which is one of most important thing that i need to resolve (basically i wanted to have animated eyes that are closing/opens during animations as well few others parts like vagina/mouth), so before you see any gameplay i first needs to resolve those problems, especially creating male sprite will take considerable amount of time.
As for animations they comes along with introduction of proper game scene with map, characters on it etc.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 12, 2016, 02:38:01 PM
Now i have done work on male model, so any comments about male are expected by me (especially what do better), do not random a name when male gender is selected since it would crash the game.





https://mega.nz/#!u81DRTbJ!HeSfNOarXTY59FCzpbFco7za1MSxtnTsap9xy87yLOw

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on May 12, 2016, 02:53:26 PM
Laggy as hell, incomparable with the last version which ran fine. I am not all that interested in males and this is prolly fine for a start. There are already more than enough options to set character apart from one another.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 12, 2016, 10:35:52 PM
Laggy as hell, incomparable with the last version which ran fine. I am not all that interested in males and this is prolly fine for a start. There are already more than enough options to set character apart from one another.


You see i know it's laggy when you change your gender (or item/shape), since, to be truthful I'm not sure why, it becomes laggy when i add/remove new game objects for few seconds, basically i do think to get a loading state which will block all content so that lags aren't visible for user if i don't resolve this problem (my idea is either set loading screen to constant time like 5 sec or bind it with fps so unload when the game fps counter increase to min 30 fps). As for resolve I have an idea from the beginning how to help this but since the version of code didn't work like planned i didn't pursue it farther, but now i will work on it.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: seden on May 13, 2016, 04:50:22 PM
No worry with lag here, FPS over 1k..

Curious as to what will become of this game/project.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 15, 2016, 01:09:01 PM
No worry with lag here, FPS over 1k..

Curious as to what will become of this game/project.


Thanks for expectation although to be specific this demo's aren't the same project on first page, since first i decided to create turn based economy game with rpg elements, and then with animation and art created here i create rpg game with real time economy game.


I worked on reducing experienced lag so i changed slightly concept how the characters are created. I believe i can reduce it more with rewriting code, which i do slowly since i have a first person following private repository, and i need it to make cleaner, so i would slowly rewrite code to more friendly manner.


[/size]https://mega.nz/#!DwEnCZab[/color]!yc3x_5nr3vetJqYI4ikHKv3JlBMqiMnrvglJDYUsY6w
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: seden on May 22, 2016, 04:19:45 PM
Ok, as to code, yes indeed, there is "always" more performance possible.


In any case, as said, thanks !



Edit : No, the version I tryed was from page 3, the same (apparently) that the one you linked (or at last, nothing to do past the gender selection + minors parameters).
Then, guess I should give some ref as to this system ? 4x2,9HGZ+ , 8gb Ram, not sure which graphic card, should be one with 1 or 2 gb memory ?

As said then, no lag here (or, I am missing something ? :x).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on May 23, 2016, 12:28:06 AM
It runs at 1000 fps (which you should prolly limit to something reasonable) until you change the sprite. There is also some lag when recoloring and make other changes to sprites, but not as bad.

If this is a tech demo and spawning/controlling animation speed of new sprites can only be done at this speed, there is still work to be done.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on May 27, 2016, 12:22:51 PM
It runs at 1000 fps (which you should prolly limit to something reasonable) until you change the sprite. There is also some lag when recoloring and make other changes to sprites, but not as bad.

If this is a tech demo and spawning/controlling animation speed of new sprites can only be done at this speed, there is still work to be done.


Whilst time from last post i spend mainly on trying to have clothes follows body morphs, it was something that i almost give up and goes to 3d where there were be much less lags, than here, but today i made it and officially clothes follows morphs of tits, and it's only needed one svg for clothes (of course it's quite simplicity here since some complicated shapes in the middle of figure will be deformed especially in making tits smaller), but noneless the ooutline follows morphed tits, of course there is and will be a lag, but firstly i tried to minimize it as much as possible and second to be truthful it's something that i agree here since modification of body/template will not happen to often, as for in animation deformation i would like to implement FFD but truthfully i must firstly find any documents that describe it in 2d so i could implement it, but now it will wait until i have some gameplay here.


ps. And for lags i drastically reduced it during changing template, but as i said it something that will be since every time i make even tiny modification the entire shape is triangulated which takes a time a probably CPU time (since no one mention that it would use a GPU) and average size of element in triangles is 1.5-2 k , so it takes a time.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on June 01, 2016, 09:41:13 AM
Hello i have a new demo with shirt for female and showcase of my algorithm to fit clothes onto morphed body parts, there are some known bugs here most visible that sometimes if we change /morph during animation the clothes don't stay onto body but slightly on side, i know (or suspect) what is case basically when i fit one body parts to another i don't count the rotation of these body parts, but i lack an actual time to fix it since i would need to remember how to calculate rotated shapes, so i currently leave it as it is until i make some progress onto game other than customization screen, also there is a problem with clothes not fitting body until you actually morph it (but it's to fix by single line of code but i always forgot to do that).
 So here a build so tell me you comments if lags are on acceptable level or not (and where).







https://mega.nz/#!vhVkwZCK!B5Sz9_rH5rKK7wmjFQb987q9jCYQAC9bvbJWb24dQJQ

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on June 01, 2016, 09:53:31 AM
It's a lot better now. There are still small lags when you switch sprites and the clothing but nothing like before. Loading also takes a while for some reason, feels like it shouldn't at this development stage...
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on June 01, 2016, 10:33:06 AM
It's a lot better now. There are still small lags when you switch sprites and the clothing but nothing like before. Loading also takes a while for some reason, feels like it shouldn't at this development stage...
About loading it's a known problem but basically it was was something that was introduced because of lags, so preload all assets so it will lag less, so basically when changing gender i don't need to load files from disk. Although i tried to run loading in Coroutines it takes more time than a loading in normal way, so i do not know why it happened, but if i would have an idea how to decrease loading time i implement it, but as for now i do not have idea how i could decrease loading time.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on June 01, 2016, 10:35:46 AM
as for now i do not have idea how i could decrease loading time.

It's not an issue (imo), if it keeps the game running better, it's all good.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on June 21, 2016, 12:14:41 PM
any news on whats going on with the game?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on June 22, 2016, 01:01:02 AM
any news on whats going on with the game?


So as for news i have created few items for female (which takes me soo long), and started to working on character classes(since i decided for now males will be naked since art is something the most painful for me). Here i decided to remove for now ethnicity of characters from game and just use value defined in DB if character is named in asian style (last name first), Also my slower working on the game comes because there are few games which i started played like stellaris, EUIV cossacks and CIV5, but basically when i post new version it will be when i have completed Customization Screen (truthfully here i would make few changes that first player choose a predefined characters from list and than he customize it, rather than starting with random generated character) and character classes (here i will take my time since i'm currently thinking how it should look like in code, since for my plan i only had a vision how it would look like from user side).

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on July 11, 2016, 07:29:19 AM
Hello it's me again.
I come to say few things about my project, I come to create animations having two characters on screen (and you know one is inside otherbut truthfully here my skills and design showed flaws. It just either i couldn't make a good template for mouth both open and close and/or making animation in unity sucks especially with not enough morphs.


So i thought hard how to make animation easy process and i come to one thing, just change my approach, instead of using runtime created meshes from svg I just use runtime created sprites from svg, so basically i change asset i use for it, the test shows that created an single image for character with many clothes takes about 0.1 sec, so if we for each animation create 10 images it will take 1 sec to create spritesheet, of course we need to add time that will take to manipulate xml file(or svg) that we make during runtime changes to base characters (like breast size morphs, elf ears morphs etc.), but it will allow us to create a different shape of mouth if we need for animation, also making easier to create good quality animation. Also this approach allow us to move creating animations/poses from unity to Inkscape. It's has one problem Inkscape doesn't have any animation tools so we need to create it handmade (or use adobe flash but i do not believe it could export animation to svg file but might be wrong).
The other minor problem is quality, as you know it would be difference between vector and raster art, so you might think about it, but for test characters with size 256x512px it looks good enough that i do not have any problems with that.
Of course current algorithms i create for svg should be written from zero since i change the object of manipulation (from mesh to svg data).
But on other hand with current way there are also exists problems one most important, that i could not display characters on UI layer since sorting layer of objects becomes mess. the other is slow loading, so if i use new approach it would only create svg file from scratch and render single file (which i said takes 0.1sec) so i wouldn't need to load it before needing it.


So what do you think i should do go with bigger modifiability which cost rewriting current svg algorithms or just use old approach and have a faith that someone in future will help me with creating animations (As for current i do not believe that i have enough skill to do that in unity, in inkscape i believe i could make a single pose files which should be doable to create spritesheet based animations from them).


ps. One thing i believe similar library to rendering also exist for c++ so if someone wants to try and modify my current algorithm to use by whoremaster it's quite possible.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Spritz on July 31, 2016, 07:48:13 PM
This is a very good idea, If you need any help with art or sprites be sure to let me know.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on August 02, 2016, 07:22:26 AM
This is a very good idea, If you need any help with art or sprites be sure to let me know.


Whilst truthfully in the end I would want to create something like that but since i did not find any help and myself the game seems too much work I decided to move slowly first make a game in gameplay similar to whoremaster, but it would use sprites instead of pictures, and sprite animation for different acts, but still it would be slow before i got it to working version (And I know i planned to use svgs and made even a prototype but since truthfully I'm more fond of sprite work(and true reason i started to hate making svg since it wear me out for entire day) and it's better for me i decided to move to pixel graphic. As For templates i have few different with body Types from AA to H, but since myself it would be slowly to create new items for every different size of tits I'm thinking about including only three body types (In the end i would also loves some items to display during sex animations (or work)) but i feel like with many different jobs it would be overkill for my time.


If you still interested in cut project we can discuss this, but I don't have a hope for this truthfully.
 Edit ps. Still I do not abandon this idea but since truthfully I'm only knows some programming making the game in rpg maker MV or any other engine seemed too much for me, at least for my knowledge about engine (And believe me or not i do not found unity easy to use in 2D game, where the 3d seems to be rather easy, Unity by 2D means mainly platformer and so it was created). But still if i would found any teammates who would help me with tedious work in rpg maker MV or helping with creating top Down rpg/simulation i would gladly accept help and return to idea.


Edit2.
ps2. In last days i begun experiment with rpg maker mv and whilst it's allowed me to make a dynamic sprite system I do not know how far I would be able to stretch engine to make something similar to idea i posted in first post, but still even if i successful I could not make any content myself, I'm only good enough to program few things, not good enough to make entire game myself (Previously I had much more optimist look at myself but currently i know that i basically lack many skills needed in game developing, I just better work in team.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: seden on October 14, 2016, 06:14:34 PM
If so, noted, that said, they are several already quite enough developed game out there by now, so, as long as there is an svn or another easy to use (collaborative development) it would be neat to look that way.

Also, if you have specific area where you need more skills, they are tutorial online, even if most of the time they are not that easy to find.

To be seen, hope to read you later on ;)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on October 17, 2016, 06:16:06 AM
If so, noted, that said, they are several already quite enough developed game out there by now, so, as long as there is an svn or another easy to use (collaborative development) it would be neat to look that way.

Also, if you have specific area where you need more skills, they are tutorial online, even if most of the time they are not that easy to find.

To be seen, hope to read you later on ;)


As For several games already (some even completed and here java sim brothel) I know there exists, but truthfully what i would want is to something that isn't image pack based, so for me i would release the game with at least basic svg's (Meaning some body with one or two different outfits and of course with something similar to morphs from 3d) and also based on randomly generated characters rather than pre-made, so our characters can get pregnant and in result we have more crew. Also i would prefer brothel manager with large amount of possible girls, not like 5-10 in most current sim brothels before it get to much to manage (Flash Brothel Sim). The most close to my ideal was WM EX but the code was never published, and the WM has not treat boys at the same way as girls (or player ) so if i would want to help to develop WM i should first rewrite how characters are treated, so i decided that easier is to develop my version of sim brothel myself.
As how much i developed I must say i have a break, and currently I'm thinking if not port WM to Unity with changing how the characters are treated (or C# Form, but Unity is better since it has more platform to be available).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on October 21, 2016, 10:44:10 AM
So I was thinking about events for my game and i need some brainstorming with others.


So what i would mean by events it short things that can happen when job is started/finished e.g. for example the client was already on the verge of cumming and girl have a choice between wait for a while or make him cum right away (which obviously change the time served as well exp gained) but here is my problem is better to have every choices in events are left to player (It would be better for up to 10 girls since it would means about 5 events per turn - for example i do not yet decide how often events will fire - but if we would have two brothels with 40 girls every turn we will get too many rather unimportant choices) or the second which i rather prefer and easier to implement for me is to make that each girl would have some archetype of personality and in Example above the girl with personality Nympho(example and i do not know if this will be personality) will choose waiting with 80 chances whilst making customer cum right away with 20 chances (So basically if event fire five times, four times nympho will wait), and the player only will be able to affect girl choices by assigning girl with right personality to right work (but certainly if ever will be able to release working version of my game the next versions will have system which is mix both of this (meaning choices for player will only appear if he will focus on girl (meaning set a manually leveling up)).


Also after currently i had implement automatic level up for girls depends on which job archetype girl have, so whore will most likely choose sexual skills if able to level up them (but still there exists a chance to choose non sexual skill). The amount of points able to spend by girl every time she level up is determined by stats, current modifiers on character and states but not less than 2 skill points per level (or 1 i don't remember now), similar case is with stats the girl will be able level up about one point in stat every four levels (and here we can have different modifiers and states change that) but not less than one point about 7 levels (to be truthful it's 6,66). Also one thing by girl i meant character which is also possible to have a male.


As for general gameplay i do plan to create six hour shift with time line, so every turn will just be run clock from 6.a.m. to six a.m.(So the amount of clients that girl serve will depend on two things: attracted customers and how long girl served single customer), I do not plan to have a matrons in game instead we can choose girl in building manage to automatically allow to rest character which are tired/hurt until full health or any other threshold we set up.


I wrote attracted customer which is i plan to make buildings working similar in result to Whoremaster EX version, which basically needed to occupy all available jobs by characters to have optimal results. For example in my notes the job which attract customers for brothel are two: barman/barmaid and cook. Customers come to eat/drink which require to hire waitress/waiter to serve them dishes/drinks. The support jobs (stripper, singer, dancer, escort) allow to increase amount of attracted customers but do not attract customers on its own. After client eat/drink he would move to choose one of our available entertainment facilities(Glory hole room, bedroom, Cum Toilet), choose the most favorite and free girl or if not any girl available he would leave or try other entertainment.


The game will be very moddable, since i do plan to keep most data in json files so anyone could modify for example Modifiers which for testing i have this :
{"Name":"Great Figure","Id":"Great_Figure","Description":"The Proportion of this character are amazing, which increase Beauty","Values":{"Beauty":1},"OppositeModifiersId":[]}
we can change that it also adds Charisma
{"Name":"Great Figure","Id":"Great_Figure","Description":"The Proportion of this character are amazing, which increase Beauty","Values":{"Beauty":1,"Charisma":2},"OppositeModifiersId":[]}
and the game will use new values for next game (Not entirely truth since the data will be updated on next run of game, but Modifiers are kept as property in Character class besides general data tables, Only for newly generated characters they will be able to use new values).


It was a long post and i forgot about what else i wanted to write about so i take my chance and end here. Every comment is welcomed even if you want to say that i suck.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MrKlaus on October 21, 2016, 05:54:14 PM
So I was thinking about events for my game and i need some brainstorming with others.


So what i would mean by events it short things that can happen when job is started/finished

 If you are looking for similar looking events; I think it could look like:
- in S&M play the customer uses the safe word, your girl decides if the "fun" is over or she ignores the fact
- using sex toys or performing sex acts that one of the sides is oppose to; in here accept the deny or ignore and have your way
- paying and not paying the girl for the service also is an option
- girl can try to steal from the client or a similar event when the client lefts he's wallet behind (keep it, run after him and give it back or give it to MC)
- mood can be a factor; for example she just wanted to be done quick or on the other hand she wanted more and convinced the client for a round two. For more skilled girls the clients may ask for more time with the girl.
 
for some bad event that don't profit the player:
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)
- a girl fell in love and escaped with a client
- a noble man / politician / hig ranked official or other all mighty asshole wants a certain girl for himself; player would have to give her for free or for a fracture of her value; when not letting her go serious trouble for the player (nothing an assassination or a large bribe could solve this)
- priest protesting in front of a brothel reducing number of customers
- disease running around your brothel (some virus, bacteria, mold other demonic shit making your girl weak and unable to work)
 
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on October 21, 2016, 10:56:26 PM
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)


Hmm death I mean I'm not sure if I want to have it present in my version or at least death as something which is as small random effect on character. In the first brainstorm with my cat the death is something that can only happen during adventure for male characters (when they lost fight and I know it's not fair to them), females are raped and we get them fainted which require to use healing item(s) until the health level when they stopped being fainted. In second version of my brainstorm session with cat I decided that only available death for characters will be by magic button delete/fire/sell character. The events will only leads to character being heavily injured and here we have choices either we use items to save them or fire them since we don't want invest more money for them. As for death of customers since in my version they are full fledged characters so there were be no deaths for them, although there will be no problem if customer become one of our characters or our characters become free and begin to use our facilities, also it implicates that customers will also level up during gameplay so they become harder to manage, although speed of level up will be slower than our girls to allow newly birthed characters keep with customers.

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: seden on October 26, 2016, 01:26:38 PM
As to small choice, it could also be handled trough a dedicated setting..

An example as to an heavy number of npc to manage = Free Cities, who is currently going over multiple arcology to be handled (still, it seem like it will use puppet as to managing the additional ones).

- in S&M play the customer uses the safe word, your girl decides if the "fun" is over or she ignores the fact
- paying and not paying the girl for the service also is an option
- girl can try to steal from the client or a similar event when the client lefts he's wallet behind (keep it, run after him and give it back or give it to MC)
As to these events, it should be tied to the girls stats (obedience for example). Also a punishing system (trough a dedicated npc  featured to the task ?)
That said, if there is no Matron, they are quite some feature who could become heavy later on depending on how much girls/locations are available ..
for some bad event that don't profit the player:
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)
- a girl fell in love and escaped with a client
- a noble man / politician / hig ranked official or other all mighty asshole wants a certain girl for himself; player would have to give her for free or for a fracture of her value; when not letting her go serious trouble for the player (nothing an assassination or a large bribe could solve this)
- priest protesting in front of a brothel reducing number of customers
- disease running around your brothel (some virus, bacteria, mold other demonic shit making your girl weak and unable to work)
 
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on October 26, 2016, 02:20:20 PM
As to small choice, it could also be handled trough a dedicated setting..

An example as to an heavy number of npc to manage = Free Cities, who is currently going over multiple arcology to be handled (still, it seem like it will use puppet as to managing the additional ones).


As for free cities i basically didn't play on than hacked version, but i do not remember any automatic management of characters.


As for dedicated settings it's possible but i want to avoid certainty in game meaning that not every job with max skill character will be successful, similar to events not every time the girl will made the same choices. Especially that in current projected code the choice are influenced by both template(base job) and personality.
Second the events will be handled similar to traits where we create them through json files (At least projected i'm yet to test any example but from my brainstorm session with my cats it's seems possible) so it settings screen need to be made to handle hundreds of events which would be nearly impossible for spending half an hour to set every girl individual ( i believe in future but for start i would aim 5 events per job and for start i project a brothel with about eight job (didn't check my notes to certain so i might be wrong) and i have in plan to add several different building types). The only problem is how often the job would trigger event (the first thought was in about half times but i thought about increasing chance, especially that each event will fire up with different probability and on job done we could handle only one event) but the problem with my coding whilst i can code i have a problem with creating smart code regarding jobs. I mean i would even thought about porting standard WM to unity whilst changing at least characters to have a different gender and use tested code for jobs since i'm currently have a hard time writing a job code which makes a sense.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on October 30, 2016, 11:16:06 AM
So as i slowly making code for jobs, currently i have a two jobs done without any events (sorry there is one test event for whore job). The customer service will look like that:
- Client Arrives
- Client choose one of Basic jobs (in brothel it's Cook and Barman, i would remove the waiter code since i basically decided that jobs can have up to two participant)
- He does interact with cook/barman by taking small time of cook/barman, and for himself he use larger time.
- After eating/drinking is done he would want to choose one of support jobs (singer/stripper) if there is someone who actually doing a job (since as i said previous each interaction between client and character takes a time for basic and support jobs it shorter time on the side of our character and longer time on customer time, if there is none free character from support jobs available, client would assume there isn't any support jobs available. It is made like this because i do plan to include job related events to singer/stripper where they actually fuck the clients, so during that time they won't bring any additional support for brothel)
- Client watch the show made by support character for some time, after which he choose one of service jobs supported by our building (means there is any free character doing this job) and then there is sex (or any other service)
- Client leaves our building.


So what i had done is barman job and whore jobs done, but there is few things regarding this, I mean i include as one of stat obedience, but when we use that obedience check?? I mean for every jobs similar or only for few chosen, or remove completely and assume that all of our employees are happy to provide every service for our dear customer (please note that i do not plan to include any fetish that bring real harm to our girls besides adventurer jobs (and similar like arena where injury can happen).


Also with different building besides brothel like buildings there will be jobs that we call "productive" jobs but how it would looks like i didn't decide yet but either it will takes entire shift to complete once, or in it will trigger begin job in loop until the shift is done.


Last thing i made a working test event for whore job, and it looks good, so if anyone has an idea for more event effects that you would want to use for events i would gladly implement them.
Currently the planned event effect (and partially implemented) are :
- every change in result of jobs (Change and No_result for every of three main variables for characters (health, happiness, tiredness), changing basic stats/skills for character that event triggered, change exp, gaining character, items for player, gaining timed modifiers and states for characters.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 02, 2016, 12:42:48 PM
I have a question for those who read my topic (and probably there is no one who read it but still i have a slight hope),
Whilst i must say i would want to keep project open source but truthfully if i goes entirely unity it seems that i wouldn't be able to do that since i need to use at least two commercial assets (so publish entire source code is out of question) but as i want to keep it open source i found an UI code for Mono games which is basically WPF code for interface, so my question is that keep going with writing game in unity and maybe later when i have demo ready to move to mono (And in the case of mono also there exists open source library to rendering svg file).


There is also second question whilst i have a job code entirely in C# but when i described how the works will work in game it came to me that it could be also able to keep jobs in json by using lua (I found the moonsharp lusa library for c#) at least for those most important things like calculating change in character variables or duration of work, but it's a worth to work on it if i plan to publish code open source (even if i remain with unity my own code will be published without third party assets)??


And those are the question i want you to ask.


ps. In a case moving to mono i would need some time to familiarize myself with it.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 02, 2016, 01:54:00 PM
Develop in whatever sdk you know best and release a workable game, see how it's received and how many would be willing to mod/contribute to it and what their level of skills is like. You can make these decisions based on that info, it should be possible to allow modding or even expose a large enough portion of source code if that seems sensible at later time.

If someone with good online time gets interested in your game design and proves to be a reliable co-developer(s) over an extended period, all decisions should be made within that group, it's almost never useful to ask "masses" or sometimes even players for advice about development tools, sdks or ethics because it's hard to see the whole picture without taking active part in development and know the code base and design/paradigm well enough to suggest what's best.

Even if you stick with Unity, you can still expose a lot of data for modding through JSON/XML/Lua and etc. and maybe even allow adding custom quests and stuff like that.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 04, 2016, 07:57:06 AM
Develop in whatever sdk you know best and release a workable game, see how it's received and how many would be willing to mod/contribute to it and what their level of skills is like. You can make these decisions based on that info, it should be possible to allow modding or even expose a large enough portion of source code if that seems sensible at later time.

If someone with good online time gets interested in your game design and proves to be a reliable co-developer(s) over an extended period, all decisions should be made within that group, it's almost never useful to ask "masses" or sometimes even players for advice about development tools, sdks or ethics because it's hard to see the whole picture without taking active part in development and know the code base and design/paradigm well enough to suggest what's best.

Even if you stick with Unity, you can still expose a lot of data for modding through JSON/XML/Lua and etc. and maybe even allow adding custom quests and stuff like that.


Thanks for answer. As for sticking with unity or go with mono it's have only one difference in game that in unity i would not be able to publish entire source code but the modding capability i plan to have both the same despite having different engine since practically i both use Json to save/keep data.


As for where am i now it's just i implement seven jobs to brothel (starting building) which two are basic jobs(Cook, Barman), three support jobs (Singer, Escort, Stripper) and two service jobs(Whore, GloryHole Job). As currently it's implement entire through the code each jobs use similar algorithm to calculate change, but in future i have a hope that i would make it moddable and additional make a better algorithm to calculate results of job.


Current task is to define starting event when player choose his/her gender, hair, eye, skin color (the basic color is the same for both player and his/her sister since we would need first employee free).
Also currently i'm slowly making UI which will be based on basic skin theme provided with asset.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 06, 2016, 04:28:49 AM
So anyway i wanted to report progress on demo.
I made a working game with jobs being done, but what i have might say about it that tiredness is killing, i mean even when character is working on single shift he gain slowly tiredness and we have four shift, so i mean after i done with interface next job to correct is to set better tiredness gain algorithm as current one isn't exactly the best one, I mean i would want to have similar to current one when character is working on half of shifts should gain similar amount of tiredness to current gain when character is working on one shift. But it's not simple as reduce tiredness gain by two, since attracting customers also depends on amount of characters having support jobs, so fully occupied building will gain more customers per basic job than building with single cook/barman.


As you might say where is demo I since i have something working, I answer that I only made a working Main Screen, so others screens like character log, character screen, inventory screen etc. are still not done and some of them will not be done probably even in demo (inventory screen) if i want to go with more complicated than listing of items.


At the end of the post i want to say something about future, as you might remember that i said that in demo that i first publish will be no art for characters, since i wanted to to have first working game without art and new what i need to have from art side game for characters. But i might ask here now what art do you prefer in game?? I Know i experimented with SVG art and event created simple templates but truthfully while I lean toward SVG, but there is one large problem with this, if i go with svg it will have a static images most probably since i do not have thought about any other different to make an animation than creating something similar to spritesheet, and it most probably take a time meaning either we have "animations" in game with lags or static images without lags.
The second possibility is sprite work since some time i decide to create template for characters, I even created a few sex animations, which one i include in post, As how is the quality everyone can see it's kinda low but still I'm satisfied with my work.


So what do you people prefer game with static SVG images or sprite based animations within game, as for me the work i need to get done on both of them is similar and whilst i lean towards SVG but there is only one reason i do that, because with SVG art i can add tattoos for character in game, whilst in sprite based art is too little to do that.


Also one thing at the end current version doesn't have any racial distinction but i do have actual plans to have different races in game to have an orc clients, or elf beauties in brothel (this two race are needed but i would also want to have other races from not only western lore like dwarf but also eastern lore like catgirls) and with svg based art it's not something that i would be able to do myself, whilst in a case of of sprite work i have some faith that i should be able some easier races.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 06, 2016, 04:38:51 AM
Demo first! Graphics preferences are often based on the feel of the game and logic, it would be great get a feel of the game so one could say: Wow, it's be amazing is "this" was backed by "that' kind of an image/animation/render.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 08, 2016, 07:22:46 AM
Demo first! Graphics preferences are often based on the feel of the game and logic, it would be great get a feel of the game so one could say: Wow, it's be amazing is "this" was backed by "that' kind of an image/animation/render.
Thanks for reply and as for demo the first thing that i would have will had minimum to gameplay elements, so basically only implemented jobs in brothel and few items that change tiredness, health and recover character from state depressed. As what currently i had Main Screen, Character Info Screen with inventory and equipment and basic manipulation like using/euipping item, transfer item between characters, transfer character between buildings (here it was tricky thing since i have come to bug where list displayed buildings only for first time, I resolved this by changing list to combobox from which we choose destination) and building naming. Currently to have something to release i begun to work on Shop Item, which basically will be a special NPC with inventory (since i have a inventory code ready why not use it) from whom we can buy/sell items for certain Price (On the beginning i didn't have a price variable for item since i just didn't think about it, and wanted to buy/sell items depends on their base level, but i choose to ad price and allow to have certain things cheaper whilst other more expensive). Currently i'm thinking about how shop should look like if either it had a fixed amount of items from the beginning and it will resupply in next turn when it run out of defined items from stock (plus of course the items we sell them), or just something along WM way when items in shop reset every tun.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 12:36:49 AM
So i'm done with shop, as many of you can see it comes closer to first release of tech demo, but the last thing that remain from interface is Log, so here my question what look should do have there is two options:
- First one a standard one option when log is a part of character info screen and shows all entries from character (It is actually implemented but needs a slight rework in job section)
- Second one view on log is the building log so we can see all activities in building. The plus is that we can see customer flow since we have all entries in one place, minus is with max amount of characters in building (20) we basically could have too much information.
So my question to you what log would you prefer?? Or maybe both of them??
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 01:57:02 AM
So i'm done with shop, as many of you can see it comes closer to first release of tech demo, but the last thing that remain from interface is Log, so here my question what look should do have there is two options:
- First one a standard one option when log is a part of character info screen and shows all entries from character (It is actually implemented but needs a slight rework in job section)
- Second one view on log is the building log so we can see all activities in building. The plus is that we can see customer flow since we have all entries in one place, minus is with max amount of characters in building (20) we basically could have too much information.
So my question to you what log would you prefer?? Or maybe both of them??

Both options sound great! Some ideas just don't pop into your mind for whatever reason :D We got to implement option one to pytfall as well at some point.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 03:19:24 AM
Both options sound great! Some ideas just don't pop into your mind for whatever reason :D We got to implement option one to pytfall as well at some point.
Thanks i decided to implement both options, and whilst i do that i saw that building log is large even with only two characters working on all four shift (so it's something like we have four characters working) and for some reason the adjusting height to text is not working in list item, so i even with small fonts with entry which takes more space can overflow to neighbor entries, especially if job trigger events which has large portion of text as well. Maybe i should experiment with different fonts for those entries.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 04:44:49 AM
Well, cosmetics are impossible to give opinion on if you're the only one who can see them :) But both options is a great choice, it's a great option for players who like to focus on a few characters and there is no need to go through hundreds of reports to find info on them.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 05:31:23 AM
Well, cosmetics are impossible to give opinion on if you're the only one who can see them :) But both options is a great choice, it's a great option for players who like to focus on a few characters and there is no need to go through hundreds of reports to find info on them.


Well I know the problem is with cosmetic i would like to hire a professional to create me a project of UI, as for current one i would remain as it is, and basically i have a working tech demo with few items and effects, and without any events. In most interface if it feel there is a large amount of empty screen (in Logs view and character info ) it was left for potential pictures of selected character (action in a case of logs). But first thing even with bug (I know one thing where i set <= instead <) the amount of job that characters gets are too much, not to mention it's really profitable so i think whilst the current implementation does not have an obedience check, since i decide that if they go work in this industry they know what can expect, but still i have an obedience stat, so what i need to think and hear any proposition is some check for obedience, if it make that before every job/ before only service job/or maybe leave as it is without any check/Any other idea?. Also might you ask why i didn't implement obedience check? It's simple when i saw that character was refusing to serve a client in barman job i decided to put on hold, also it made the thinks easier since i do not need to think about situation what client do when he is refused, either try again to ask (but here what happening if this is the only free character he ask her/him once again ?) or leave.


ps. You want to see tech demo now or wait until i created some basic data base for game.
ps2. I search for proposition for propositions of personalities for character, if you have something besides nymphomaniac which i had currently please post your proposition with short description if something is not clear (Like if i would have a Shy personality than it's clear how the character would behave, whilst tsundere is not clear how character would behave)
ps3. One thing in current plan i do not have include any way to gain new characters other than during events (and this is still in work since events are not completely created). But  what i though now i would include something akin a hire agency where we have ten characters, each one described with personality, template, Look, and stats (so we can't saw their skills, only we can assume that if she is nympho/whore she should have high sex skills), so you would want something like that in game or better to remain with gaining new characters through events/pregnancy?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 08:07:15 AM
So when i was working on creating events for game i saw a big flaw in code, it's when the event fire with information that character should do other job than is set by player (I mean it's the situation when barman is asked out for fast service), as beginning settings i decided to allow service jobs to be done only by opposite genders, so we can not worry about that homosexual sex acts (and less art is needed :) ), but if we had run service job from event we can get homosexual pairings. So i need to first think how to resolve this.


ps. I decide to publish tech demo after populating jobs with at five event each, so the people can see what events are meant to be, even if it will be lacking with other content.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 09:14:49 AM
ps. You want to see tech demo now or wait until i created some basic data base for game.

My preference is to release after base, but that causes some friction with fans.

ps2. I search for proposition for propositions of personalities for character, ... whilst tsundere is not clear how character would behave)

I am not the right person to ask this cause we went with Japanese personality stereotypes in PyTFall :D

ps3. One thing in current plan i do not have include any way to gain new characters other than during events (and this is still in work since events are not completely created). But  what i though now i would include something akin a hire agency where we have ten characters, each one described with personality, template, Look, and stats (so we can't saw their skills, only we can assume that if she is nympho/whore she should have high sex skills), so you would want something like that in game or better to remain with gaining new characters through events/pregnancy?

I like open gameworld setting, so I would go with all of the above.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 10:05:31 AM
I am not the right person to ask this cause we went with Japanese personality stereotypes in PyTFall :D
I know since i allowed to peek into git, but resigned after that i do now only about yandere and tsundere.


As for release and make a complete base it's painful to do that at least for me, i prefer to do more programming work (or some art) than being creative.
So i decide to showcase my code with first techdemo which includes five event for two basic jobs (cook, barman) so tell me what do you think about mechanic, also you could say how to improve interface since now it's something that i'm not satisfied. Also one think if character is able to do sexual jobs he will choose if the other party is opposite gender, what i wanted is to show you how the events will look like.


https://mega.nz/#!m4djzRob!69SxLtD0WCPt8ixe5oK9ch3iaA-BDUFN3eSchgPr4Js

ps. Check the streamingassets folder when they are json files.
ps2. don't save during working since i didn't disable buttons.
ps3. All crashes please report me if you are able .
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 10:28:22 AM
...

So far it looks very generic, exactly what you'd expect from early design. I like the very good response times you pretty much expect from Unity, text are blurred at my end which is not pleasant but I assume you can fix. On day three the two starting chars happiness dropped and it's not clear why without Logs (reports).

It's a fair start, GUI is too impersonal at this stage to get a feel of personalities and/or other traits. I liked this more than the precious demo with the sprite, eagerly waiting to see where you take this.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 11:11:01 AM
So far it looks very generic, exactly what you'd expect from early design. I like the very good response times you pretty much expect from Unity, text are blurred at my end which is not pleasant but I assume you can fix. On day three the two starting chars happiness dropped and it's not clear why without Logs (reports).

It's a fair start, GUI is too impersonal at this stage to get a feel of personalities and/or other traits. I liked this more than the precious demo with the sprite, eagerly waiting to see where you take this.


As for blurred text, hmm i also get this on my monitor with small fonts (only in logs entry) but i thought it's something with my monitor, If this i try to change a font to some standard one like arial or times new roman, if you say it has also blurred font on other places than logs tell me.


As for happiness drop i suspect you have made them tired since if tiredness is > 50 the change of tiredness also affects hap the more tired the larger factor, but truthfully without any hint it might be confusing, I probably add to beginning event few sentence about variables, since if your happiness drop to large your character might become depressed, whilst in a case health if he drop <25% health he became fainted where he doesn't regen anything only waiting for player to use health recovery.
As for getting feel of personalities is hard to see since the only one i has is nympho and whilst character almost always choose sexual way in events, but truthfully here is more important that customer many times has the same gender as character which make character choose the non sexual choices.
But truthfully any comments regarding event fired during job, make them more common to fire (now it's 60%) or maybe something else like?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 12:34:15 PM
As for blurred text, hmm i also get this on my monitor with small fonts (only in logs entry) but i thought it's something with my monitor, If this i try to change a font to some standard one like arial or times new roman, if you say it has also blurred font on other places than logs tell me.

Trying to read logs (on the first try), I got nothing at all, assuming it was not implemented yet. My guess is that I checked them out only after chars went into negative happiness, you may want to add report about why they're unhappy, maybe with a suggestion of what could be done about that.

For me, text is blurred everywhere, but logs (now I can access them during normal work) are barely readable, some of them are not even that (so impossible to read).

But truthfully any comments regarding event fired during job, make them more common to fire (now it's 60%) or maybe something else like?

Events such as? Do you mean extra texts added to Logs? Or something more?


It seems to break down pretty fast, I had them work for a while, than male (MC I assume) char didn't get any tiredness restored during rest so I've set him to rest in all 4 shifts, didn't work, I set the girl to rest 4 shifts as well, which worked for both but afterwards, setting them to any kind of activity did not provide any form of reports and/or actions. I just got -1000 Gold every turn and nothing else ever happened.

This is too fresh for gameplay, I also don't see any new ideas or features (yet). This is a good start, game feels very responsive and not bloated with data and stats (which I like).


Two things that you should take care of:

The weird thing unity does where it tries to connect to something (like some server or maybe a local loop, I didn't check)... turn that sh!t off. Both of my firewalls got triggered, it was the same with your other game (the once with the sprite). It's fine for the dev version, but when you release a demo that you'll expect a lot of people to try out, that got to go!

Add Shift Number to interface, not just time/date. It's very confusing, especially when trying to figure out what's going on. (if it's already there, I've missed it)


Otherwise, it's nice. Very early in the design so it's impossible to see what will set this iteration from similar games but it feels like a solid foundation to build whatever you have in mind on.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 12:40:57 PM
Oh, and the game size? Zipped = 30Mb, unpacked = 190Mb? Do you store all graphics in binary or something? I can understand when that is done for 3D assets, but it's weird for a 2D game.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 12:58:58 PM
Trying to read logs (on the first try), I got nothing at all, assuming it was not implemented yet. My guess is that I checked them out only after chars went into negative happiness, you may want to add report about why they're unhappy, maybe with a suggestion of what could be done about that.

For me, text is blurred everywhere, but logs (now I can access them during normal work) are barely readable, some of them are not even that (so impossible to read).
Text blurred everywhere?? It certainly shouldn't be this a case, do you mind if i you can check if text is blurred with other font (arial), also the default res is 1280x960px so it might if it be blurred if it has lower res.

Events such as? Do you mean extra texts added to Logs? Or something more?

Yes it's extra text in logs at least it what is visible for player (with higher/lower pay) the rest is hidden by changing the amount of lose tiredness and other variables, also one event which gain you a skill if character choose.



It seems to break down pretty fast, I had them work for a while, than male (MC I assume) char didn't get any tiredness restored during rest so I've set him to rest in all 4 shifts, didn't work, I set the girl to rest 4 shifts as well, which worked for both but afterwards, setting them to any kind of activity did not provide any form of reports and/or actions. I just got -1000 Gold every turn and nothing else ever happened.

This is too fresh for gameplay, I also don't see any new ideas or features (yet). This is a good start, game feels very responsive and not bloated with data and stats (which I like).
[/font]

You gained injured state which row should display in red  (at least before you select them). As i mentioned i should add some pretty explanation about that. And injured state means you gain no natural regeneration at all, which is curable by potion. I think i just add at the beginning of turn information in log that he should take care of himself.




Two things that you should take care of:

The weird thing unity does where it tries to connect to something (like some server or maybe a local loop, I didn't check)... turn that sh!t off. Both of my firewalls got triggered, it was the same with your other game (the once with the sprite). It's fine for the dev version, but when you release a demo that you'll expect a lot of people to try out, that got to go!

Add Shift Number to interface, not just time/date. It's very confusing, especially when trying to figure out what's going on. (if it's already there, I've missed it)


Otherwise, it's nice. Very early in the design so it's impossible to see what will set this iteration from similar games but it feels like a solid foundation to build whatever you have in mind on.
As for firewall I must ask sometimes it also trigger for me but what the problem lies here i do not know i need to to research it deeply.
About shift number no there isn't but since Next turn button goes through all shifts i assumed that it shouldn't be needed since most time it would display first shift, or would you prefer if button next turn would take you next shift??


Oh, and the game size? Zipped = 30Mb, unpacked = 190Mb? Do you store all graphics in binary or something? I can understand when that is done for 3D assets, but it's weird for a 2D game.
It's Unity shit, I do believe my Asset folder takes 30mb, rest i do not even know what is it (But probably unity logo etc.), I do not know if with free version i can cut it off (probably not since i can't disable made with unity)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 01:08:06 PM
Here link to version with changed fonts check if it's blur you also.


https://mega.nz/#!34NWVLhI[/size]!s-ZdrdmKWFTAluQgFVBgC9zKehSNCWN4hS9A6uzjA98[/color]


ps. I want to correct myself those pdb files besides exe file are not needed for game and they take around 150-160mb.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 01:15:59 PM
Same thing with the other font, game runs in full screen mode. My monitor res is 1920x1080. It's like the text is not fully opaque or poorly antialiased.

I assumed that because the time changed, next turn meant next shift. If it doesn't, it'll all good.

Events occur at acceptable rate.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 09, 2016, 01:29:49 PM
Same thing with the other font, game runs in full screen mode. My monitor res is 1920x1080. It's like the text is not fully opaque or poorly antialiased.

I assumed that because the time changed, next turn meant next shift. If it doesn't, it'll all good.

Events occur at acceptable rate.
I see for somewhat reason build settings wasn't updated properly and def res was 1100x537px which is the same as unity editor window, now i changed to run in windowed mode so check if this work
https://mega.nz/#!68UwhYjb!e5CiYBrkNo1H8UrpK_5H76lmBOoi3oau8E2XmniBx4M
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 09, 2016, 01:37:25 PM
Maybe it is a little bit better, but not by much. It's playable anyway, as long as the log is improved.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 09, 2016, 02:06:17 PM
You still can switch between full screen and windowed mode via shift+enter, and in full screen everything is blurred. In order to play normally you have to maximize window instead, this way interface is big enough and there is no blur too.

There is output_log in the folder, it even tells you what kind of net connection unity tries to use.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 10, 2016, 08:02:09 AM
Maybe it is a little bit better, but not by much. It's playable anyway, as long as the log is improved.
Truthfully i decided to move to arial font entire game, since there is problem with blurry fonts, and this in such case should be easier to read, log also made entry larger and font larger but truthfully sometimes single entries seems blurry, but i do not know if this is not fault of my eyes since it's only problem with entries with large amount of text
You still can switch between full screen and windowed mode via shift+enter, and in full screen everything is blurred. In order to play normally you have to maximize window instead, this way interface is big enough and there is no blur too.There is output_log in the folder, it even tells you what kind of net connection unity tries to use.
Thanks i do not even know that there is output file (since truthfully i only use unity console. As for blurred fonts, i found something that might help partially, but in my opinion it's only slightly better, and what i made was to use setting for fonts hinted smooth instead of smooth. Also i made a selection for resolution to appear before game but remember the game is made for 1280x960 res. https://mega.nz/#!DtUkxBqB!5M-kQN0PJYiK9cEFMqREsDH5p9RyQ1D4xdK_BiUbV10 (https://mega.nz/#!DtUkxBqB!5M-kQN0PJYiK9cEFMqREsDH5p9RyQ1D4xdK_BiUbV10)

Edit I Do not know why the text was so small so i change to proper size
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 11, 2016, 07:45:37 AM
So when writing events for job i thought that i would add requirements for events so we would run only the events that are possible for character (or other scope would be Player), additionally i think about allowing to store simple string variables and also check it in requirements, so we could make a chain of linked character or player quest (e.g. character first heard some rumors about genius teacher  leads to find and get few lessons from him resulting increasing stat, for player it would be obviously geared toward player and player should benefit like gaining powerful item or new character), but as current i want to fill events as in current format, and would think how to implement after that.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 11, 2016, 11:07:57 AM
Maybe I don't understand something, but I don't see any pictures/animations in the current build. Only logs. Am I missing something, or they are not there yet?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 11, 2016, 11:29:37 AM
Maybe I don't understand something, but I don't see any pictures/animations in the current build. Only logs. Am I missing something, or they are not there yet?
Not here since i wanted to have working base before creating art for game, or implementing, and second i still hasn't decided if i go with svg to bitmap render which result in statistic images, or maybe use my own spritework for game, I asked and get answer that is better to have working base, so i didn't added any art these although it's mostly that i probably go with svg art and after current work, but since it's need basically something like my own svg library since i want to modify paths, add etc. and truthfully what i make before was that data was modified after loading svg, and now i need to modify svg file before loading and it's difficult work for me since it's quite boring.




Edit: One thing i forgot to add although i have few bad memories about bone based animation but there still exists a possibility of making it but with bitmaps instead of mesh, so i didn't dissolve this idea completely, but truthfully I'm even reluctant to give some works towards this since for animation i'm not skilled enough and unity is not great animation tools that forgive you mistakes.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 13, 2016, 05:41:00 AM
Not here since i wanted to have working base before creating art for game, or implementing, and second i still hasn't decided if i go with svg to bitmap render which result in statistic images, or maybe use my own spritework for game, I asked and get answer that is better to have working base, so i didn't added any art these although it's mostly that i probably go with svg art and after current work, but since it's need basically something like my own svg library since i want to modify paths, add etc. and truthfully what i make before was that data was modified after loading svg, and now i need to modify svg file before loading and it's difficult work for me since it's quite boring.




Edit: One thing i forgot to add although i have few bad memories about bone based animation but there still exists a possibility of making it but with bitmaps instead of mesh, so i didn't dissolve this idea completely, but truthfully I'm even reluctant to give some works towards this since for animation i'm not skilled enough and unity is not great animation tools that forgive you mistakes.


Hmm i have sad information i do some experiment with svg files and it seems i found the most time consuming process which is loading files, the worst thing that i didn't check before so i wasn't aware of it and thought it's something else, but since i read today when looking any svg parser written in c# it shows that in unity loading xml file is time consuming, and truthfully my test shows that it's the case here since it takes nearly 2sec for only naked character (funny thing rendering svg takes 0.08 sec), and truthfully i really and i say really don't have a mood to write my own xml parser since as rendering shows it can be read much faster. So what remains is to try to make some funny trick like preloading assets or goes with sprite art.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 13, 2016, 07:40:24 AM
goes with sprite art.

Even if you find that clever trick or figure out how to get it to work using standard libraries... there will still be an issue of finding an artist who can do complex vector graphics that you need. Not mentioning finding one that does smut/hentai.

Raster ("sprite?") art is a safer solution that has the highest chance of success. 3D renders are obviously still an option for you as long as you're sticking with Unity.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 13, 2016, 08:13:16 AM
Even if you find that clever trick or figure out how to get it to work using standard libraries... there will still be an issue of finding an artist who can do complex vector graphics that you need. Not mentioning finding one that does smut/hentai.

Raster ("sprite?") art is a safer solution that has the highest chance of success. 3D renders are obviously still an option for you as long as you're sticking with Unity.
As for sprite art i also agree that has the highest to be successful although to be truthful each asset need longest time to work on it from those three (I include 3d render but only for static images, if goes with animation i do not know how long it takes to do that).
As for render there exists two way to use pre-generated sprites or use 3d models, but as i'm not 3d artists than even creating additional hair color is not easy task for me, but i would see if there is any sensible way that allows me to have different outfits/hairstyle/haircolor/etc. per one character other than generate every possible combination.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 14, 2016, 12:27:09 AM
I decided to goes with sprite art (and that is slightly different from raster since raster graphic is basically small pixelated art and large art (like textures for game), whilst sprite is small pixelated art which to be truthful i had the current template about 105px height, in game i would probably either zoom it by 2 or 4 I decide later when based on result, but what i need is help!!! Help to assemble basic wardrobe of characters for both males and females since i need some reference when creating sprite, I mean short description sexy outfit isn't helping, so i need few clothes with description/image that i can base on it to create.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 14, 2016, 07:03:30 AM
In my experience, deviantart is the best place for such things. For example

http://www.deviantart.com/browse/all/digitalart/3d/?q=tera+online&offset=0

There are dozens, if not hundreds, clothes pictures from tera alone. And you can find much more quality 3D pictures from other games.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 15, 2016, 01:01:57 AM
In my experience, deviantart is the best place for such things. For example

http://www.deviantart.com/browse/all/digitalart/3d/?q=tera+online&offset=0 (http://www.deviantart.com/browse/all/digitalart/3d/?q=tera+online&offset=0)

There are dozens, if not hundreds, clothes pictures from tera alone. And you can find much more quality 3D pictures from other games.


You misunderstood me or i don't get find many normal looking clothes i do not want any beautiful clothes (Some of them are gorgeous) but certainly some of them might be right, but what i want is some basic/common cloth that are usable for any character (For unique characters they would have their own wardrobe - maybe if i would have time to make it).
As i take a look for it has too many uncommon clothes to be usable by me (I'm not sure if i saw one or zero common clothes), similar to any image searcher where they have rarely any common clothes. And one thing i do not want specifically 3d render it might photo, draft or description, everything what from what i can image how this cloth look like.


ps. By common cloth i mean a cloth that isn't any variation created specifically for certain game/character.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 15, 2016, 08:57:24 AM
Ok, then here (http://rolance.deviantart.com/gallery/58152044/Dead-or-Alive-5-XNALARA-MODEL). These clothes were made for DOA characters, but they are not special or fancy. Like this (http://rolance.deviantart.com/art/DOA5-Leifang-Costume-12-Special-Set-624463465) one.

We also have some generic clothes in our game, but there are just icons and descriptions, no full 3d models.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 15, 2016, 12:09:48 PM
Ok, then here (http://rolance.deviantart.com/gallery/58152044/Dead-or-Alive-5-XNALARA-MODEL). These clothes were made for DOA characters, but they are not special or fancy. Like this (http://rolance.deviantart.com/art/DOA5-Leifang-Costume-12-Special-Set-624463465) one.

We also have some generic clothes in our game, but there are just icons and descriptions, no full 3d models.


thanks it's something similar to what i want, as for your game i could take a look and maybe "borrow" few items and make them sprite if the description is enough to do that (or Icon).


As for current state of project I currently create a sprites for game so code development is in hiatus until i had five or so items( by items I mean outfits not a single part of outfit, currently I make an sexy dress outfit which is based for old sexy dress sprite for rpg maker xp, but when i complete beginner wardrobe i would begin implement sprites actually in game.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 17, 2016, 12:14:38 AM
Ok, then here (http://rolance.deviantart.com/gallery/58152044/Dead-or-Alive-5-XNALARA-MODEL). These clothes were made for DOA characters, but they are not special or fancy. Like this (http://rolance.deviantart.com/art/DOA5-Leifang-Costume-12-Special-Set-624463465) one.

We also have some generic clothes in our game, but there are just icons and descriptions, no full 3d models.
I had done the casual outfit for characters, which is also the outfit from second link, so any comments if this art is good enough??



Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 17, 2016, 09:04:04 AM
Well, it looks very nice. Also weird due to lack of hair  :)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 18, 2016, 04:16:10 AM
Well, it looks very nice. Also weird due to lack of hair  :)
She shaved her head from shame :P


But to be serious I have few hairstyle remained from old projects so would probably reuse them, but now i didn't want to make file too big to use (like having 100 layers in file is too much for using and creating new ones). But what I currently need to do is to create basic animation for sex and maybe for other jobs, but truthfully for other jobs it seems the static sprite art would be enough since what animation to do when character is singing. And after that i need to recreate clothes and animation for every possible combination of genders in job.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 21, 2016, 01:40:42 PM
I have sad information, it seems that loading and creating texture from multiple parts is time consuming (I mean only alpha blending takes much more time than loading from file) with only five pieces i get 0.5 sec loading and i didn't even apply custom colors to skin/eyes, So truthfully i can imagine that fully equipped character would load in about 5 sec and naked characters in sex pose 2sec, which is unacceptable for me, so until i do get a bright idea how to resolve this I must return to the state where i consider every option for art.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 22, 2016, 09:09:08 AM
I have sad information, it seems that loading and creating texture from multiple parts is time consuming (I mean only alpha blending takes much more time than loading from file) with only five pieces i get 0.5 sec loading and i didn't even apply custom colors to skin/eyes, So truthfully i can imagine that fully equipped character would load in about 5 sec and naked characters in sex pose 2sec, which is unacceptable for me, so until i do get a bright idea how to resolve this I must return to the state where i consider every option for art.


quoted information is not actual after dozens of hours spending with trying to get it run faster i found a method which actually works and loading sample sprite in no more than 0.1sec (but usually 60-70% of that). It was different approach which required from me to find one ready shader (since i do not know how to write shaders myself and i couldn't find any tutorials). The approach is simple and yet complicated instead modify texture manual we render texture with shader which is used to colorize item/sprite, then takes a snapshot and save to new texture. Those steps are repeated until we run out of texture to blend together (or in our case spritesheet).
Basically this approach use GPU instead of CPU, so the most time consuming process is actually loading textures from files.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 23, 2016, 12:18:48 PM
So as to regard to answer unasked question what's new (Can i dream that there is someone who is interested in my game?) I might say that i successfully implement creating spritesheet for pose/animations during runtime which should not slow down game too much. As for idle pose it will be displayed on main screen besides characters list, and it include sprites for equipped items, as for other animation by default it will try not include any equipped items unless we specifically create a spritesheet for this item in this pose/animation. It is made this way because i feel the main approach (at least in the beginning) will be for sex animation and this will look better naked.
Whilst hairs, body and eyes can have a different colors even if they are the same "item" (not exactly but when display i treat them the same as item), so if we choose red hairs, blue eyes and african skin tone we get a sprite with this colors, but items can only have one defined color, why?? Simply items are stackable bunch so if i wanted to keep information of color i would need either some trick or simply made a player to create another item with the same sprite but different colors defined in json (so basically we can have red dress, blue dress and black dress, all of these without needing creating sprites, but only defining color palette for item).
As for how the sprite is created is simple we have two information on which layer part of sprite lays, and which draw order on this layer item have (As some might saw that i used part since items can have multiple part since the basic human model has five "body" layers (BackArm, Body, Tits, Forward arm, Eyes) and two "hair" layer ) so for example the skirt is on Body layer with draw order 2, which makes this to draw it after back arm layer and body which by default has draw order 0, and any item with order 1, as for others items with draw order 2 i suspect it will depends on which item was added first but not sure since i used sort method with linq expression here.


Also some of you might think about it but the equipable items will usually be gender locked to avoid having male in skirts or female with beard :) but i can imagine that some of item will be unisex so don't worry i would allow game to have unisex equipable items.


As for state of sprite working i begun to work on male characters copy/paste work done to standard spritesheet of this game, and slowly i would create programming side of game to choose right pose/animation to be played after i use created sex animation in game since it would be best test too see if creating spritesheet dynamically works as intended by me.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 24, 2016, 08:25:02 AM
I have a first demo with working sprites, now it shows only on main screen sprite of selected characters, there are few bugs (with coloring of male characters) but it was saw by me when i checked if run fine after built.


But any comments regarding sprites?? How they look in game maybe if they must be done better or any other comment??


ps. You can see how coloring of sprites working by choosing hair color/skin tone/eye colors. As for items i defined to get three items for female characters so for them you can test (but here the sprite doesn't refresh when you equip item but when you select again sprite - it would be fixed when i search on visible sprite in character info screen)


https://mega.nz/#!Tw8QlKKB!c3Dd_3L4B64DYU-0ZRCnvGcCu78o6E-pCwykLDU1EfQ
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 24, 2016, 08:44:39 AM
Tis not bad. Looks a lot like pixel art, a lot of people love that.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 25, 2016, 05:07:11 AM
Tis not bad. Looks a lot like pixel art, a lot of people love that.


Because it's pixel art :) or how i call it sprites. But it's scaled by 3 from 128x128px to 384x384px. In CharacterInfo i still didn't decided but most probably it will scaled four time with panel on left and sprite on right.


by the way any one knows any good wooden UI interface which i could use as a base for my game, since after implementing sprites and completed interface a would go with making a proper UI elements since i know dimensions of elements.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 26, 2016, 04:17:58 AM
So what i have is working character log with showing a proper animation with proper actors (at least for created single animation of sex). It's properly colorize sprites so we can get different colors depends on characters that are part of animations, also animation like works can have up to two characters, and important thing the animation of sex with our female employee and male customer is different than animation with our male employee and female customer.
I decided to rework jobs (or rather than rework move most code work to lua) so it would be easier to modify jobs by users so before i release version with proper sprite sex i will take my time, since truthfully i would also try to rewrite job related in better form.


As for my request for wooden UI i ask for inspiration rather then completed works ready to apply, so if anyone saw a interface or template that would fit my game (or a game with adult theme) give me a word
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 26, 2016, 06:39:22 AM
As for my request for wooden UI i ask for inspiration rather then completed works ready to apply, so if anyone saw a interface or template that would fit my game (or a game with adult theme) give me a word

PyTFall uses wooden styled UI but ours is custom made for the most part. I don't recall a single all-in package to cover all the bases but there are bits and pieces you can collect and https://www.google.bg/search?q=gui+game+wood&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiv46_WqsbQAhWpQpoKHQLUApgQsAQIGg&biw=1680&bih=931#imgrc=buuiNuv6DR0rOM%3A.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on November 26, 2016, 10:55:14 AM
PyTFall uses wooden styled UI but ours is custom made for the most part. I don't recall a single all-in package to cover all the bases but there are bits and pieces you can collect and https://www.google.bg/search?q=gui+game+wood&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiv46_WqsbQAhWpQpoKHQLUApgQsAQIGg&biw=1680&bih=931#imgrc=buuiNuv6DR0rOM%3A (https://www.google.bg/search?q=gui+game+wood&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwiv46_WqsbQAhWpQpoKHQLUApgQsAQIGg&biw=1680&bih=931#imgrc=buuiNuv6DR0rOM%3A).


Thanks for that although i saw this and truthfully there were none which i could say that i would want my game to look like.


I wanted to present you few UI elements, also there is sprite sex now in game :) although only when female character has a normal sex :) so get her to work as whore and check how it looks like, you might do that few times to see different second actor since there isn't many different hairstyles for males (only one) and only two eye and skin colors.


ps. Check if now program trigger firewall since i tried to disable all checkbox in build settings.


https://mega.nz/#!L19kiSIQ!rQaqoSQf1sWbdoXCgBj4DEpgNMtV5v-VdK33_mA6GVs
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: Xela on November 26, 2016, 11:52:52 AM
ps. Check if now program trigger firewall since i tried to disable all checkbox in build settings.

It didn't but it may be similar enough to the old version for already existing exception to work.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: DarkTl on November 26, 2016, 03:36:47 PM
Yeah, it doesn't try to access network any longer.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on December 03, 2016, 02:58:05 PM
any chance you will try to make a linux version Please
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on December 04, 2016, 01:52:51 PM
any chance you will try to make a linux version Please


I currently taking a break from making game and during break i hack rpg maker mv(since truthfully i was surprised when i learn that it's possible to use shaders in rpg maker), as for linux version theoretically there is a possibility in unity but truthfully i didn't check  it yet if my game exports to mac and linux. As for when i would go back from break i don't know since currently i search for inspiration regarding jobs, since from current code i'm not satisfied.


ps. It's really not much in game rather it show off possibilities of modding.


Edit: It seems that currently i can't download unity packages for linux so today i will not try to build for linux
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on December 04, 2016, 09:59:43 PM
Well that sucks. well thanks for trying. :)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on December 16, 2016, 11:41:21 AM
So I'm back from hiatus, but truthfully I'm not at all satisfied with interface, general look and hard to read fonts, which i believe it's either fault of unity or asset that i use. But i was searching asset store for any alternative but truthfully I'm not sure if exists since asset was wonderful even with it's problems (but it seems like was abandoned by author). So where am i now?? I truthfully do not know whilst i created a simple framework for future expansion, i would seek to move this to another GUI, but if it would be still unity i don't know, now i need to find any game engine that preferable gui side of game making would do by built in functions (like having a proper data grid to display things), so i would want ask if anyone has know any game engine with gui elements that includes data grid, as for language any will do.


ps. still have a problems with downloading packages for linux and rest optional thing for unity so i would try tomorrow morning maybe it would be donwloadable by then.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on December 17, 2016, 03:16:18 AM
Well that sucks. well thanks for trying. :)


Here is the link for linux


https://mega.nz/#!S18DyK4B!DO7SFZRjNncd2tlxVN6PDf1Bk0lbsHnHkcxPbMw-y54
[/size][/color]
[/size]tell me if it working, the version is the same as the last posted here, so you can only get a feel of game.[/color]
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on December 17, 2016, 08:20:51 AM
awsome will try after my nap
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on December 17, 2016, 08:29:12 AM
honestly i like it. rofl had to test before nap :) keep up the good work
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on December 17, 2016, 10:48:07 AM
honestly i like it. rofl had to test before nap :) keep up the good work


Thanks for kind word with that i might return to work on it even with current problems with ui.


But certainly its not like what i achieved is something that i wanted, what i dream is to create something akin to 4X strategy but with whores, but truthfully I'm pretty sure that i would never achieve this alone so i never even tried hard to do this, but truthfully i would love if someone would want to team with me with this project.

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on December 17, 2016, 01:13:46 PM
I would but unfortunately the linux version of unity doesn't want to work for me.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 17, 2017, 03:47:21 AM
So basically i changed code to support uniques id's of characters, which is meant to add unique girls to game, but first i search for help to someone who is willing to help me with filling db of game, since it has the utmost importance to do now when i returned to developing this game.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on January 17, 2017, 05:34:51 AM
That all depends on what exactly you need

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 17, 2017, 06:26:44 AM
That all depends on what exactly you need
Basically filling db or in my case is json files. Currently the quest is to think about what personalities/templates should be present and add modifiers/traits for characters (this is easier since it can be based on WM since it has a bunch of traits but find those which can be used in game and add to file), think about custom made items which add temporary effect, what effect should add (state).
Since this job requires group rather than single it would look like we chat about possible personalities gives our proposition and one of us fills the file with proper values. I search other for new ideas for personalities/templates/traits/items since mine ideas ends on basic things (the only one templates i have for current build ideas based on work done by her means i do plan whore/stripper/escort/barman/cook/singer/glory hole occupant(? how name it better maybe someone who speak properly in english can give me ideas), as for personalities i had a harder time since my english isn't so good to be able to name it what i have in mind (like different personalities).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: MuteDay on January 17, 2017, 07:51:01 AM
well i have to clean house today and tomorrow but ill give it a shot on thursday. feel free to message me on skype with the json templates that will help me

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 17, 2017, 08:34:14 AM
well i have to clean house today and tomorrow but ill give it a shot on thursday. feel free to message me on skype with the json templates that will help me
Thanks for proposition so for future reference i would describe what each entry in json file means.


I start from CharacterModifiers.json (traits) files. Current one looks like that:
[/code]

[
{"Name":"Great Figure","Id":"Great_Figure","Description":"The Propotion of this character are amazing, which increase Beauty","Values":{"Beauty":1},"OppositeModifiersId":[]},
{"Name":"Agile","Id":"Agile","Description":"This character is more agile than usual","Values":{"Agility":1},"OppositeModifiersId":[]}
]
Code: [Select]


First entry Name : It's the name of modifier that is shown in game.
Id : Id of modifier, need to be unique.
Description : Description of trait effect
Values : Dictionary of elements that trait change, might be stat, skill or job effect (this i will explain at the end of post)
Opposite Modifiers: modifiers with whom trait can't coexists, they are removed every time we add trait to character


As for job effects i do plan them to implement in this format (currently basically each job has a name for modifiers based on action not job so it's pretty confusing.
I would explain what are job modifiers slowly based on whore Job :
- Whore_Job_Duration and Brothel_Job_Duration - change the duration of work for (1) whore job (2) jobs that characters are doing inside brothel. 0 means no change, 1 two times long, -0.5 half times long.
- Customer_Whore_Job_Satisfaction_Level, Whore_Job_Satisfaction_Level - change th threshold which is needed for customer to be satisfied from sex (1) the bigger value the harder is satisfy this character (this is used for customers) (2) bigger value means means the character has easier time to satisfied client. Use integer values.
- Income, Brothel_Income, Whore_Income - change the pay character gets from work. (1) is for income from any kind of job, (2) is for incomes that comes from working in brothel, (3) income that comes from working as a whore. It's the same situation as with duration time 0 neutral, 1 twice as much, -0.5 half amount of pay.
- Exp, Brothel_Exp, Whore_Exp - change of exp that character gains from work, the same situation as above.
- Tiredness, Brothel_Tiredness, Whore_Tiredness - how much tiredness we gain from work, same as above 0 neutral , 1 twice as much, 0.5 half
- Happiness, Brothel_Happiness, Whore_Happiness - how much happiness character gain from work, same as above.
- Health, Brothel_Health, Whore_Health - how much health character gain from work.


All jobs, and buildings will follow this scheme as it's easier to mode than every one has unique named modifiers.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 20, 2017, 05:23:45 AM
So i successfully added first unique girl and code behind it (at least partially since i need to add equipment to characters both random and unique).


So i thought about how unique girls would be earned in my game. Since i pretty much start with low amount of unique girls so basically through shopping is something that at beginning will be disabled. There is job related event system which basically allow you you to made a chain of events that led you to gain new characters/items/money/etc., so some of girls will be available through this method. Other thing i would introduce new currency in game (besides gold) which we earn either through sexual acts but in this case the cost of girls will go up with every unique girl we bought this way, or by simply earning achievements for girls (Achievements i have in plan for my game which will be in form have sex, striptease/etc. 1, 10, 100, 1000, ... times) but this require any writer who can think fitting names for achievements. With future development there will be new ways to gain unique girls but since it would need introduction of new jobs/buildings it would in future.


So what your thoughts about unique girls it's something that is needed or not?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on January 21, 2017, 01:02:42 AM
I liked how it was explained and handled in Otherworld. The characters basically were all random clones from one "original", which could appear randomly (a few percent chance on open market or available only through scripts/events/rewards). There were no special gameplay effects, except "collector" value (and ingame price value which was about 10-20 times as for clones) or maybe later achievements planned.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 21, 2017, 03:24:19 AM
I liked how it was explained and handled in Otherworld. The characters basically were all random clones from one "original", which could appear randomly (a few percent chance on open market or available only through scripts/events/rewards). There were no special gameplay effects, except "collector" value (and ingame price value which was about 10-20 times as for clones) or maybe later achievements planned.


Thanks for answer and might say that i forgot about otherworld, but truthfully since I rather enjoyed this game, I never played it since development was halted, and whilst it was a great explanation for the same set of images, as for my game since it based on sprites the identical duplicate of girls would be rare (at least farther in development), but truthfully the clone things can explain why the unique girls agree to work.
Explanation would if i ever implement premium shop that we try the summoning ceremony which use a dna and memory of person from another world and on this basic it would recreate body and clothes in game world with mind being tuned to this world.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on January 22, 2017, 06:30:50 AM
New build with one new animation (I'm not satisfied from it so might in future change or find someone to change it for me) and support of unique characters, for now we get our first unique girl from start so we could check how she look like and how it's functioning, also added support for starting clothes, each template has own sets of starting clothes for both male and female, and truthfully i would follow this suit and add gender specific traits for templates and personalities.


Current my goal is to modify job related code to have uniform naming of job related modifiers. After that i might start working on actual hiring of new girls. I thought for a while how it's resolve and I would create it and I decided to create employment agency which we pay some amount of gold (5000) and specify our criteria, then we get list of potential candidates from what we can hire single girl. Also i still didn't decide how i would resolve maintenance of characters, there are two choices i thought:
1) The hire is free but all characters get their own cut (20% - 60 % depends on girl level or 40% not dependable on level) from work, but not less than some threshold (e.g.500?) if they earn less we pay from our pockets. It's advantage is that our girls don't loose/gain happiness from slider of characters cut's but disadvantage is that we have less micromanagement.
2) We have a maintenance cost for characters, each character cost money to hire (besides initial gold to find potential employees), characters besides maint. would expect some cut of money and if we don't met them expectation we they would loose happiness. It would introduce more micromanagement since every time the character level up their expected cut will increase so we would either set slider on higher value than current expected value or change slider every time character is level up.


What do you think which road i should take with maintenance of girls? Myself i feel like first one would be easier to play on low levels whilst we get less money on higher levels than if we go with second option.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 05, 2017, 01:06:47 AM
So last week i was busy entire time so couldn't find time to work on game but on the weekend i found time to work on it, so what is being worked?


First I introduced new currency Faith which we could spend for gaining new unique girls, it's earned through achievements system (which is moddable like most of features of game), which after some action are repeated enough time we gain achievements(or rather character gains so we can earn the same achievements multiple times from different characters). I have code behind earning completed what is left is to implement it in game and UI.


Second change is modify last introduced animation for Anal sex. I changed how the breast moves to have a better quality of animation.


Third change is introduce of employment agency, for merely 5k it allows you to search characters to employ based on gender and occupation. After that you can hire one of five proposition to gain new hired characters.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 11, 2017, 01:15:06 PM
So i wanted to say that currently I'm testing new asset for UI, and by trying it I just slowly trying to change old interface to new ones which supports html like table layout, so i believe i could make somewhat cooler interfaces with it, but truthfully I do not have high expectation that i could replace old code with new one so probably i would try keep layout as it's in current releases and make interface and code for interface from scratch, learning new asset along way, so this weekend and probably few weekends more i wouldn't release how the new interface looks like.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 21, 2017, 03:41:35 AM
So what I have done with my game is not as i planned changing UI assets, but decided to remain with old one (with few problems), since it goes open source (although i still use the old version since new ones has bugs which is probably why it goes open.
But the game changed why? Because i used one of gui skin available for unity, so please tell me your thoughts about new gui.


With other changes there is adding small checkbox for allow character to pay pension which boost his/her happiness so allow them work longer, also add notification in a case when one of our character get bad state (Also his name change to shade of red depends on state).


For the end as always i would gladly to accept any help regadless of amount.


https://mega.nz/#!ft1klCya!XJoFavNZfwAOzX0VtwESNJEB_ZjESVaOGBWy1NwpD-M
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on February 21, 2017, 11:30:02 AM
I just tried a basic setup with 2 barmen (shift-rest-shift-rest and rest-shift-rest-shift) and 2 strippers. After 3 days all got depressed. Is this intended?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 21, 2017, 12:51:43 PM
I just tried a basic setup with 2 barmen (shift-rest-shift-rest and rest-shift-rest-shift) and 2 strippers. After 3 days all got depressed. Is this intended?


The game is far from completed, so the funny things like getting depressed to early is something that can happen, ideally one character should last on two shift two rest schedule about week, but truthfully since i only implement framework for character traits not traits, so in future the girl with whore job will get additionally two traits which would lessen cost of tiredness and happiness if they work as whore (one trait) and in brothel (second trait) similar traits will get other girl backgrounds (like stripper background for stripper job). As for current build there is a possible to get longer work without getting depressed if we use Pension checkbox, it will pay girl additional money from our pocket, which directly get them rise in happiness (effect at once visible). I would also implement auto use owned potions by character (only if owned by this character or MC, other will be not used), but in here i need to think how i would resolve obvious lack of potion in shop (and implement buying multiple items from shop).


But regarding filling traits for character it's something that i need to do that myself since i couldn't find any help, but when i do it i do not know (since first i need to make revision of surnames and names for characters since i copied from WM and obviously i had too much funny sounding names in game - or maybe any one knows db with common names so that i could get them to use in game?)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 22, 2017, 02:18:57 PM
So i decide to slowly fill db with traits for characters, where i created eight new traits, all of them are quite broad traits that influence either all jobs (for six traits) or jobs and buildings related to background/personality (2 traits). I can say that both Background(template) and Personality could provide unique traits to character and even if personality/template has no unique traits it can provide any traits with percent set in json file (Not entire truth since currently i have 5% chance to appear on character for any of traits, but when i write this post i happen to realize that some traits should be unavailable for this (like dick related traits for females)). But returning to subject we can define any trait to appear for template/personality with probability from 0 to 100 percent so if both personality and template provide the same trait with 40% we have two chance to get this trait (or at least we would get two chance as i need to change code which is responsible for this).


And what traits i added to json you may ask?
There is two template/personality related traits:
- Whore which increase income,whore related skills, whore satisfaction level (which basically overlap with skills so the gain is two times bigger than normally would be for checking if customer is satisfied) and decrease lose of happiness, health, duration time, gain of tiredness. Also there is second set of bonuses for any job done in brothel building so if our character do whore in brothel building she\he would gain double amount of bonuses so for example gain of tiredness would be reduced by 30%.
- Nymphomaniac it has bonuses related to sexual jobs (whore and glory hole)


Other six are broad traits that has effect on all jobs:
- strong and weak - increase/decrease strength and health loss
- smart/stupid - increase/decrease int and exp gain
- tough/sickly - increase/decrease constitution and tiredness gain.


I would add to code some safety check to disallow modify values to less than 10% of original value (events can modify it to 0) so that we would never get negative values.
But can I ask what do you think about my current proposition of traits if you feel they are too strong/weak, also mind that with increase of trait list i would most modify to weaken their effects, so overall we could get no overpowered characters.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 25, 2017, 05:05:44 AM
So i finished creating a list of character traits that will be added to game and it's a short list of 82 traits (it was made short by from simply looking at list of ~240 positive traits than choosing important ones, creating negative than adding), almost all traits has opposite, some even has two opposites, but what i would like to see is that someone would review list of traits and delete unnecessary ones so anyone is willing?? (What i lie to myself probably no one is interested in my game, but lies can keep me doing (developing) game :P)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on February 27, 2017, 12:39:53 PM
So basically i added character traits to game which we gets together 82 traits for our character, as for physical there is few but more will come in future (describing female/male sexual parts mainly but it  would love to see more). I would love to say that now the game is balanced and we can play at least week without needing to rest with two shifts/two rests but is not true, I would latter investigate reason why for trial game i couldn't last one week without getting bad state, it's probably if i do not make some mistakes in code which does not takes effect of traits to account i would lessen burden of work on character (although not on happiness since it's one that easy to counter if we pay girl every day or might weaken effect somehow). But currently I'm open to suggestion what i need to add to game to balance gameplay to something fun.


Also i found one bug which i left unnoticed that sometimes character can get two the same traits, it just i remove opposite trait but never thought to check if it exists when adding to character.


ONE important thing i kinda changes the pool of names in the game to elvish ones (or generated from elvish ones so if you find any name funny tell me to remove or not) since i never was satisfied for current ones that were used, i though i would either go with japanese names or just use some fantasy name generator. So I need how you feel about current names in game, it is satisfied with them or you prefer real ones over fantasy ones.


Also for the end I want to ask if you know any friendly file hoster which keep the amount of times file being downloaded, since i didn't get any response on threads i decided to try and find any statistic for my files.


and here is the link https://mega.nz/#!KoF22RQR!Q_AZkR7O5XjPdu6EChjlxRYpzj0uwXaFimkK4pUv7x4
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 04, 2017, 11:38:29 AM
So it's time not for new release, since i only worked on new animations (only worked on animations i still need to configure them and add) and for release i want game to be more playable state (like last time i talk i think about lower tiredness/happiness hit for every work). But what i want to talk game will have two new kind animations for glory hole jobs (no female will not suck dicks through hole, at least not for now), The new animations that are made are tit fuck and oral sex.
For tit fuck i must mention that it has all range of female breasts so even if the female has smallest cup she still try to do that but it looks funny as she trying to do that.
What i do plan to do for animation is to add some boolean value to determine if animation might be played also for character being second actor, currently we have animations being played for character only if there is fitting animations with first actor being the same gender as character. I mean it was created because in the case of waitress job (or any other job) we would want to ensure that the actor do actual work (so he serves dishes not sit idly on the chair), but in the case of sexual jobs i decide to turn off this function since in this case we could have more animations for job and truthfully in the case of sexual job is not really important who is customer who employee but rather who has a dick and who vagina,
Also what information would you like to get colored in logs? I mean my target is to make more colorful descriptions of works (currently only earned gold are shown on red) like employment agency.


Last think is there any interest in my game?? I ask because maybe it's time to resign myself from making game and begin to search some other project when i could join and offer my sprite work and/or programming skills? 
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 04, 2017, 11:22:32 PM
I somehow could not start your latest version. It gave a page default error and froze the engine.
I tried the version from 21.02. and it worked, but this time stopped (next turn button seemed to have no effect after a while). I could still click and manage the rest of the game.

About the interest: The competition is there, but i find it always interesting how different people approach the trainer/management genre.  How customizeable or modable do you design your game (can people add own jobs/characters/items)? Do you have any help (i am sure you can count on some on this forum for playtesting at least)? Will there be a storyline and (intended defined) ending conditions?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 12:12:08 AM
I somehow could not start your latest version. It gave a page default error and froze the engine.
I tried the version from 21.02. and it worked, but this time stopped (next turn button seemed to have no effect after a while). I could still click and manage the rest of the game.

About the interest: The competition is there, but i find it always interesting how different people approach the trainer/management genre.  How customizeable or modable do you design your game (can people add own jobs/characters/items)? Do you have any help (i am sure you can count on some on this forum for playtesting at least)? Will there be a storyline and (intended defined) ending conditions?


Hmm I see there is some with run a game, to be truthful I do not know what could cause that since for me it's works fine, but you should some kind of output file so if you can get me these (output_log.txt).


I knew that there is competition but I would be glad if there exists at least some feedback.
As for how moddable and customizable are my game i kinda turn answer into what we can not customize and it's only jobs which are hardcoded (although i do planned to move them to lua but probably not move it).
As for help I do not have any everything from projecting/spriting/programming to playtesting are done by myself so if the problem is not on my comp i can't fix it, so even if you give output file with logs i would be glad.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 05, 2017, 12:32:57 AM
Sure, i added the file.

About feedback: I think you improved a lot between the last two versions i played (one from 2016 and the last one). Most criticism i have is related to things you'll probably fix anyway (ambience graphics, background, buildings and environment maps maybe, spell checking) due to the work in progress. You seem to have now a good framework to add stuff already.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 01:20:27 AM
Sure, i added the file.

About feedback: I think you improved a lot between the last two versions i played (one from 2016 and the last one). Most criticism i have is related to things you'll probably fix anyway (ambience graphics, background, buildings and environment maps maybe, spell checking) due to the work in progress. You seem to have now a good framework to add stuff already.


Thanks for logs, but certainly it only give me that either i have a problem with my shader (but since there was only problem on d3d9 so i never get it to fix) or there is problem with your graphic card (like being too weak or you use laptop which use for some reason built-in graphic card not the second one - I read with one version unity this was also the problem), but first try this version since i fixed shader for directx 9 so we can tell if this was the problem or maybe just my game use too much graphic card (and try to set quality to lowest if fix didn't help, also please tell me results)


https://mega.nz/#!DpFFSCIT!eNQwVXhX5dbfSLpIKPkKKyWHa26wIpEnOL__dGjOi-w
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 05, 2017, 03:06:25 AM
It must be something changed from your last to current version. It also seems not systematic, since i could run it at a second time (i can't remember how it went with previous versions, it might be something related to a first run).
The thing i mentioned with the "next" button still seems to be there in current version, it stopped working after one day. Had 3 chars in alternating shifts running.

Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 03:46:20 AM
It must be something changed from your last to current version. It also seems not systematic, since i could run it at a second time (i can't remember how it went with previous versions, it might be something related to a first run).
The thing i mentioned with the "next" button still seems to be there in current version, it stopped working after one day. Had 3 chars in alternating shifts running.


Thanks for report, as always could you include output files since for the next button i happened to see similar bug but i fixed it, so probably something new (or old but never was catch by me).
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 05, 2017, 04:12:52 AM
With the next button it is not crashing, so there is no report generated. I can still do other things like hiring, buying and view char screens, i just can't seem to get time moving again. Maybe i try later with different job combinations, might be a trigger there.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 04:18:23 AM
With the next button it is not crashing, so there is no report generated. I can still do other things like hiring, buying and view char screens, i just can't seem to get time moving again. Maybe i try later with different job combinations, might be a trigger there.


Wait it did not create output_log file?? I mean for me it's create everytime i run a game, since even with no output to console unity should create one filled with information, i check if this is normal behavior of unity, and post here what i get.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 04:29:11 AM

Wait it did not create output_log file?? I mean for me it's create everytime i run a game, since even with no output to console unity should create one filled with information, i check if this is normal behavior of unity, and post here what i get.


I checked and by default unity should create output_log file either in game folder or in c:\Users\UserName\AppData[/size]\LocalLow\DefaultCompany[/size]\Sim Red Light Town RT if program runs with low priority so check if there is here any log file ?? (Eventually try to run as admistrator maybe unity can't create output file since you do not allow to create it.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 05, 2017, 06:00:00 AM
Yes, i found it under the game dir.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 05, 2017, 06:38:10 AM
Yes, i found it under the game dir.
Thanks found the error which was in singer job code, so big thanks to you as you playtest this build for reward check this version it has already added two new animation, so in this case we have a complete animation for whore and glory hole jobs, although since it's not official release this still is unbalanced so pretty fast i think characters loose happiness and gain tiredness.


https://mega.nz/#!uoNRwDLJ!o8vG00_SjBkK7-qdcxilmMxzR44pL14kNrN7MZgiaU0 (https://mega.nz/#!uoNRwDLJ!o8vG00_SjBkK7-qdcxilmMxzR44pL14kNrN7MZgiaU0)

Also as the ciritics, truthfully better UI which is in atmosphere of game is one of my targets, but it would never happen if I don't find any help to do this, since the current one is the best i could manage with my imaginations.
Background - are you feel like getting a background is need for this game?? I also thought about that but decide that it might hinder visibility of elements, but as you think that I need background i will search an internet for good background image (I would want something like medieval town city made into oil paintinng).
Buildings ? I do not quite understand what you mean by that, if you mean you don't like this ugly red square with building name on it I agree, one of my targets is to make icons (something about the size of this red square) of each building type (maybe even more).
Maps - Since my buildings are not extensible in infinity (they have 20 characters max), so I made it so we can have many different buildings so static map is not and options
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 06, 2017, 04:07:56 AM
One new thing I want to ask about feedback i added to code simple auto use of items (only for recovering health/happiness/tiredness) but what i do is pop-up window every time the character use or try to use item (which if we have many girls can lead to annoying things) so i thought about similar resolve as we had with pension, we pay for healing/recovery magic every time there is need and no information will be displayed, of course the pay will be higher if we heal higher level character, so i ask which way would you prefer to be included in game?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: grishnak on March 06, 2017, 08:17:39 AM
Maybe you can create rules for that for each personnel. Like an options menu where the player clicks/tags the default behaviour:
- auto use
- ask each time
- never use
- conditional use (like when below x and below y etc.)

A bit like firewall rules, where each char is handled as a "program" :)
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 06, 2017, 09:02:59 AM
Maybe you can create rules for that for each personnel. Like an options menu where the player clicks/tags the default behaviour:
- auto use
- ask each time
- never use
- conditional use (like when below x and below y etc.)

A bit like firewall rules, where each char is handled as a "program" :)
Yes you talk about auto use items, whilst ask each time is undoable with unity since there is no Message Box which would stopped program from working and wait for input, so there is auto use and never use. As for conditional use I see what you want to have but truthfully since mine code for autouse only search for single effect and gets the cheapest potion to use, so it would be possible to use not the most fitting potion, if we want rules we should define them with target potion, whilst if we do not add custom made items it would be fine, but will bloat our saves, or there is other define a rules class, set some rules in json and just select the rule in combobox. But the problem lies somewhere else, micromanaging for every girl we would need buy them a set of potion and re-buy them every time they run from that, which for single buildings isn't problem but with 100+ girls would be pain in ass (or there is a possibilty of buying from shop, but in this there is a problem with lack of supplies, since i decide to set shop to sell only finite amount of items every turn, similar to WM).
So I though about another approach since most time we have so much money that we do not have something to do with them I thought that would be great idea to spend them more and i reward we can use characters more, so I also implement some simple mechanism similar to pension (but in one aspect different while pension is payed always when checkbox is checked, here Auto Heal and Auto Recover is cast by qualified mage every turn (this is the background for those option) the health is not full or tiredness > 0)), where on the beginning of turn it's been casted and recover small amount of health or decrease tiredness.
The result are better than i thought with MC has been working on two shifts for more than month before I needed give him a rest and additional i earn more than spend (But only small amount), so if we add pension for non-player characters it should give income at level near zero which on higher level the cost of this will increase, until it will be cheaper to use items (As for result for MC sister she needed twice times potion to help her with fainted state).


So currently I would keep those mechanics similar to pension, and I think in future I would implement a better algorithm to use items with rules which we define either in Lua or Json, depends how simple structure i could get with using only json. Also I would probably give the shop option to keep infinite amount of potions and buy 10 button also buy for every character in posesion (which i mean buy a single item for every character we own, so we do not need to manually give potions for them) but it would not be in near release, since I need to think more about not only algorithm but also changes for shop.
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 07, 2017, 01:00:07 PM
So I'm near releasing since only what to remain is to make sprites for clothes for four unique girls (for good thing that they wear the same school uniform and only differs in undershirts) from old good anime/ln named kampfer, after all they with Maya kumashiro (from anime occult academy) will be added to faith shops, which basically work as premium characters shops with being paid by faith which we gain by earning achievements with characters, each new character can be bought by last time price + 10 faith points.


So my question is simple since current built allow to play quite long (dev build not last published) so what characters would you like to see in game?
Title: Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
Post by: dullman on March 08, 2017, 11:31:30 AM
So even if I said I wanted to release game with five unique characters, I decided to release with only two, the other gets items almost done and are imported to game, so you can mod them to show in game, but what i need is to feedback about mechanics i Implemented if this feel good/bad or any other comment.


SINCE IT's SHOULD BE STABLE BUILD SO DON"T BE SHY AND DOWNLOAD IT.


https://mega.nz/#!mgM2wQxb!U0KPSpe5CGZjVOIw4JQRSbnd4eb--770O4HpbPwQQRQ