Likewise, if a new playable character is introduced, or a monster has sex with a female enemy, all of the male's poses can be used with the female character.
Basically it adds a lot of openness. However, it is also limiting. They all work within a very specific controlled system that will allow me to do things like change the speed based on stats, player control, etc.
"Unique" animations would be ones like those in Eroico, or the average H game. Each animation is unique, and does not need to follow any sort of formula or template. As a result the animations are more specific to the characters involved, and in general are of higher quality. However there is less player input and they are less modular.
There are a few routes I can pursue with the animations.
1. Mostly global animations. This would mean a few pose types per enemy, and covering basic global poses. Yet, also include 1-2 unique animations that can ONLY be done with the player. This would limited the H when playing with other characters, but make each enemy a bit more unique in the main game.
2. Mostly unique animations. This means the animations would be all over the place, and I could have a bit more fun with them. However, global animations would be very limited, and would be limited to the basics. (for example a goblin would probably just have 1 fuck animation, and 1 pose for being dominated).
3. All global animations. If all poses are global, I could cover a lot of types that every enemy would have. So for example every enemy could have a blowjob animation, a double blowjob, a fuck animation, alternate fuck, etc. And female enemies would be able to take part in any of these animations. The downside is that they would all feel less unique. (This is how it is now, just not with all the pose types yet. Right now there are 3. Player blowjob and dominating fuck are an example of the same type being capable of looking different, and every pose type would still look different for each enemy)
Needless to say, nothing is set in stone, however I'd like to know what the average player thinks they would value between these three options.
Needless to say, nothing is set in stone, however I'd like to know what the average player thinks they would value between these three options.
Huh, quite the tough choice. I want the enemies to feel unique and yet not only have a single animation but not too many at the same time. Arrrrgh, not fair. :D
ReplyDeleteSo the idea of other playable characters intrigues me and that's why I feel like having the enemy animations be more modular like they would be in the option for mostly global would be the best choice, cause you'd still get some unique animations and still have the sex work more universally. I like when you get to have some input in choosing which way an animation will go, but the idea of having mostly unique animations does sound pretty dope too.
ReplyDeleteAll in all, this is a hard call to make.
What he said. Unique anims would be much better if there was H for only 1 character, but then monster-monster H would be much worse since all of them would have only one pose. Even if you make one unique anim for all of them, that's a ton of work.
DeleteIt's an open, sandboxy game, so it's better to make the H-system like that too. Other h-games with generic animations never felt right, but the ones you've done so far look great. And after you add more male poses it should look even better.
I think you've said you want a male protag too, as well as a futa status. That's another bajillion poses to draw for each female monster. With generic anims pretty much every female could have futa anims.
Maybe add unique anims for special events or such, and have everything else as global. Besides, you're already making Noaika with unique anims.
Shit, I accidentally clicked on mostly global.
ReplyDeleteI wanted to click on mostly unique. But I can't change my vote now.
You could also make some semi-unique animations that are restricted to certain enemy categories (Humanoids, insects, etc.)
There's a vote? I don't see any in concept art/voting.
DeleteIt's here, just scroll up a little.^^
DeleteHuh. Firefox tracking protection blocks it. Thanks.
DeleteConsidering the nature of the game (where everyone can fuck but can get fucked in turn), I feel like mostly global animations with some unique animations thrown in would benefit it the most.
ReplyDeleteI would be down option 1. Global animations for every character and enemy, and you could possibly do polls now and then for specific enemies for people vote on, the winner getting an unique animations?
ReplyDeleteAnother idea for ya would be cutscene style animations as well, like if your characters get caught in a trap, they get a unique animation with an enemy that finds her or something.
The global posing is kind of a unique positive in this games portfolio; however, I'm usually into content that features women in a variety of shame and bliss, yknow?
ReplyDeleteI mean, the cowgirl and blowie are both hot... so as long as the focus is on the female presenting a wide variety of pleasure, I think I'd be pretty well satisfied.
Couple uniques as incentives for player exploration - solid.
I'm for having all global animations. It is the sandbox nature of the game that intrigued me and pulled me in. I feel like the game as it is trying to head toward right now, could benefit from having a more modular sex posing system. It would allow more variety for individual monsters and especially when you're not playing as the protagonist. Speaking from an outside perspective and having no actual knowledge about it, I would also assume it would be easier to add more poses in the end.
ReplyDeletePersonally I have little interest as playing someone other than the protagonist. I feel that if someone were to play as other characters though, having the more modular approach would allow more variety per character without taxing creation efforts. Once many monsters are added to the game, it feels like it would be overwhelming to add in unique poses between that monster and every other existing monster previously. Eventually it would be daunting to make new content. I'm not sure about the direction of the types of monsters being added in, but maybe having unique animation sets for monsters with various traits, such as tentacles or vines, while still remaining modular, is a mix of both sides.
I say remain modular with a few variances for unique monsters. Though, these are just the thoughts of someone with no experience in game design. So take my opinions loosely.
Unique animations basically = animations with the player. I definitely wouldn't be able to do animations between all the enemies, which is why "all unique" is not an option listed. Either way, I will still include 1-2 global poses so that enemies all function with each other.
DeleteAnd yeah, adding poses is easier with modular since if I'm feeling lazy I only have to animate a pose for one character, as opposed to animating both characters (though ideal I will usually animate a new pose for both)
If you're going to add a male PC, how are his sprites going to work for unique anims? I imagine he'd be relatively easy to add with modular ones, but for uniques every female monster would need an individual 2-person sprite. Same for the futa status on the female PC, unless those'll use the one generic anim per enemy. Are female enemies going to be able to get that status too?
DeleteReally hope you go for modular anims, especially if unique ones mean a simpler (less input and less variation) H-system. It would make expanding the game a lot easier. You'd have to draw 5-10 poses for each monster, but they work with ALL opposite gender ones and their sprites could be modified (preg, futa, clothes or no clothes, whatever). That'd make female monsters a lot more intriguing.
Male PC is going to be simpler than the female MC regardless of the chosen choice, so there would be more options for male PC if the animations are mostly global.
DeleteI feel like mostly unique is the nicer option, but the workload is the thing that makes me fully convinced that it's the best option.
ReplyDeleteAhem. But the workload is the thing that stops me from being fully convinced that it's the best option*
DeleteBetter late than never on the corrections.
"Mostly global" would allow for multiple partners (even of different ennemy-types?) while giving unique animations to player-dominant actions and boss/rare'monster to create an ero hierarchy, rather than everything feeling like being on the same level. Plus, this is supposed to be a side-project, if we start asking for "full unique" what's next, the come back of super time consuming full screen animations for game overs? xD
ReplyDeleteUnique animations don't really take any longer than modular animations. Generally I can do one per day, very comfortably. Unique ones can be more detailed, but modular ones can be a bit finicky and have limitations to work around, so they even out to about the same.
Deletei'm voting for unique but feel like i owe a bit more feedback than just answering without giving a reason to my answer so here i go:
ReplyDelete1- global animations sound like they'd kinda hinder monster individuality
2- global animations sound like some form of a palette swap in the form of the poses seeming rather ...counterproductive ? not quite but that's my best way of puting it it sounds like your puting a bunch of animations up against each other on one thing as opposed to covering more of them
3-having global animation sounds like it'd just hinder your freedom as to what you can do with certain enemies
4-while i like your animation a lot along with the games (it's rare to have a sex game that doesn't feel like shit to play let alone be fun) i feel like the goblin's animation are worse than the slugs that's a subjective opinion but if that could in some way be because of the global animations i feel like it makes a valid point against them then again i don't know that but you most likely do
that's it for my uneducated feedback good luck no matter what you end up doing
Even though the poses are global, they are still different. For example the player's blowjob/fuck domination poses are the same "type". Same way that the slug's animation is better than the goblin's despite being the same type. They can look and function differently as long as the insertion direction/angle is the same
DeleteAnd yeah, the goblin's is worse. Doesn't have anything to do with being global though. Likewise the slug's front animation doesn't have the punch it should have.
IMO the goblin's H look worse mostly cause it just thrusts to the side, while the slug's sprite faces and overlaps the female sprite more. A doggystyle/mating press where the gob is properly facing the female would look much better.
DeleteThe slug's front animation kinda looks like it's jumping on the girl, though.
Goblin's animation also loops into itself weird.
Deletein that case point 2 and 4 are just me misunderstanding the concept of global animations i guess if that's what it is it's just high risk high reward the risk being the animations loosing some charm because of them feeling similar the reward being being able to work more efficiently if you manage to make it look good enough we don't notice either way it's only high risk high reward as long as you're not confident in your ability to pull it off so who am i to stop improvement to preserve the status quo
Deletethat's it for the (hopefully) slightly more educated feedback i guess gl still
I would say do what you would like to do most, that way the project will be the more fun for you.
ReplyDeleteIf it was what I'd like to do most it would be 3d and made in Unity.
DeleteSo that a no go.
I love the animations from Eroico and Noaika, so I'm in full support of unique animations. The monsters from those games only had one animation anyhow, but they were great nonetheless!
ReplyDeleteReused animations aren't necessarily a bad thing, if the replayability is focused around the game design and events / scenarios. Not sure if dialog is planned but, would love to see a fleshed out story and interactions with the different races, especially once pregnancy and offspring are added. Maybe even a progression system as the character becomes more used to her lewd acts? :)
ReplyDeleteEven with reused animations, dialog and the changing context in which the animation is occuring could add a lot of replayability and depth of gameplay.
In terms of adding content for the player, animations won't really be re-used in the normal sense. Any time I add a pose for an enemy, I will usually do a pose for the player too. It will be more like re-using when enemies fuck each other, since they may only have 3 poses were the player will have as many as all the enemies combined.
DeleteConsidering multiple payable characters, I feel like it would be more enjoyable to have a few unique H animations per characters, and per monsters, in addition to general H animations that cover every type and gender of enemies/characters.
ReplyDeleteThat's way, people will automatically choose there favourite character, and the game will be more alive.
Am I insane for wanting you to do Global Only for now?
ReplyDeleteWell, if nothing were to change, it's more or less the default option.
DeleteI'm very torn between options 1 and 2. Both have a lot of merit and have their own disadvantages. I think 3 is best if only the main character can be the subject of an H attack. But as this game will include other characters in its hijinx, I think that option 2 is best.
ReplyDelete1 - Mostly global animations
ReplyDeleteI love some unique animations but I think your new system is very cool and should be explored.
Wholeheartedly go for: Mostly Global.
ReplyDeleteThat was my biggest gripe with Eroico; all the quality designs didn't have a BJ animation.
It's always a bother to find X enemy cannot be H'd the way you'd like, in similar games.
I'd rather you save your unique creative flow for your actual projects.
If a Goblin can be succ'd.
Everything should be succ'd.
To add on to that, since there may be other playable characters(?)
DeleteIt'd be nice to be able to perform the same sort of actions as a different design of a character.
Preference comes down to character design followed by position, personally.
If you add a character that's more appealing than defaultgal, I'd like to be able to perform the quality animations I've seen thus far, as the more appealing character.
If the protagonist looked like the one from your bunny fighter, for example -
It'd be a shame if she didn't have a succ animation, in the timeline with "Mostly Unique" animations.
Mostly global. Accidentally selected mostly unique because it was the first option. Probably skews the results too...
ReplyDeleteA question:
ReplyDeleteDuring animations, I've noticed that all other monsters seem to pause and wait while the animation can take place. This makes sense for when Lufu (character name?) is on the bottom, but doesn't make much sense when she's on top and holding the monster down. Should monsters be able to knock her away and save their buddies when she's on top? Maybe in addition, when monsters are on top, they should line up and wait their turn in an orderly fashion if she doesn't resist.
There will be different behaviours later based on character relationships, but for now it's just simple because I need to focus on other mechanics.
DeleteA dog/fox/wolf type enemy would be pretty nice to have what with the whole "riding" and "knot tying" positions. But that's jsut me being selfish with my fetishes. Feel free to ignore me if its too much of a hassle. I've always enjoyed the games you made, ever since Kurovadis. Now that's a fun game to blast through from time to time.
ReplyDeleteThat sort of enemy would work pretty well with the current H-system and jizz meter, even with global animations, since thrusting normally and thrusting while cumming are separate.
DeleteI feel that having only global or only unique animations would be a bad idea. Only global would easily get old but only unique would drastically increase the amount of work required to add a new enemy. Imo, enemies should be separated into types like normal(goblins or bandits), giant(orcs or giants), tentacle(squids, living trees), etc. This way, there could be a high amount of enemy variation without it getting boring
ReplyDeleteI think it's fine if each enemy has one animation that's unique, tops. That alone would help them feel unique enough without drastically increasing work load.
ReplyDeleteThats basically what mostly global would be.
DeleteWhen I play NSFW games like this, I favor interactive sex as opposed to just watching static animations. So a unique animation may be fun to watch for a time or two, but when it's more dynamic and controllable, it's something I'll keep coming back to.
ReplyDeleteSoooo maybe just global + giving uniques to a few special enemies (like bosses, if that's a thing).