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Tits and dicks edition
Previous Thread: >>11502244

Discuss lewd games, share your projects, and have others critique them.
Post pictures (/d/ related, preferably) to inspire developers and keep the thread alive.
Check the archives before posting requests:
https://desuarchive.org/d/search/subject/%2Fdgg%2F/

>/dgg/ Game Catalog:
Password: lewd
https://scriptbin.works/u/Opekst/dgg-game-catalog
>New thread guide & template:
https://pastebin.com/196MgvBQ
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>>11517495
Hi anon, super cute spidergirl! If it's not too much trouble, do you mind sharing what your ideation process for designing characters is like? I'm currently trying to come up with a design for my game's lead heroine and I've been trying to prioritize nailing some sense of understanding of her personality (mostly for myself) and ensuring the design properly conveys it. I don't plan for the game to be writing heavy, but the little character interaction it will have I'd like it to at least be endearing and memorable.
While I think it's a fairly good way of approaching the process, I feel like it leaves the more technical side of things in the back seat somewhat.
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>>11519699
I don't get reqs like this, surely there are no games that are fully about one single niche fetish. Maybe you have a scene with quicksand, but an entire game about quicksand? How would that even work.
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>>11520673
small scope presumably
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big text game progress:

Coding part 1: done
Coding part 2: done
Lewd Texts: 89%
Images: 0%
Quests: 0%
Coding part 3: 0%
Final polish: 0%

Am now sick of writing porn texts every day but the end is in sight ;_;

It's closest to CoC & Flexible Survival with the open world cheats enabled, but will still be pretty different. All content is available from the start. Designed for short game runs and long term replayability, instead of a long chain of linear gated content.
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First game I ever made, need some feedback/honest thoughts from /dgg/
>Game Name: Emily: Between Shame and Desire
>Engine: Ren'Py
>Genre: Female Protagonist, slow-burn corruption, slice of life, voyeurism, Sexual Harassment, Romance

The game follows Emily moving to a new city, trying to balance uni life while dealing with different personality traits (Pure, Dom, Sub, Corrupt).

Links, FAQ, and PC/Android downloads on Itch (you can also play it in browser):
https://manticorestudio.itch.io/emily-between-shame-and-desire
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>>11520597
It's not my spidergirl!!!
She's still being drafted.

I can still offer advice, though

>Lead heroine
Depending on how often the character is drawn, your #1 priority should be making sure it's easy to reproduce. In the image there all the loose or baggy clothes might be annoying to draw, especially if over a bare skin layer (skintight clothing is easier since you barely have to draw any new lines) but it isn't too bad, especially because there isn't a lot of clothing. It mostly becomes a problem once you have detailed patterns and layers of clothes.
The goggles are definitely a "I like adventuring" sort of item.

Since I can't really give specific suggestions about a character I don't know about, I could at least talk about
>the process
For designing a character, I'd say it involves just kinda looking at characters, maybe while you play game or do other things, and taking note of outfits and hairstyles and such. Save it as reference, shove it in the art project.
This often amounts to deciding on themes to stick together, i.e. "demon + sheep" is a classic one. Once you have a combination of themes that differentiates the character you can kinda work with that.
You don't need a combination for a main character who should be more plain and less gimmicky, but Endfield's player character has penguin themes, for example. All the characters in Witch of Mercury are based off of birds (main character is red cardinal)
In my case, I'm basing it off of a flower.
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>>11521022
>>11520597
Maybe I should also add, having an idea of geometric shapes / patterns you want to use might matter. It extends beyond just the player character but part of what gives a game a unique artstyle is by having an idea of the kinds of shapes it uses.
For example, victorian cast iron decor has a lot of spirals, and that can fit onto UI, character design, environment pieces, etc.

I wasn't planning to do a second post but I just remembered some of the basics:
>grayscale the character to check for contrast, contrastingly light/dark areas draw attention
>follow the lines and shapes of the character's body and see if they converge somewhere, because this can draw the viewer's attention to that point (I'd say the posted character's stomach is pointed to right now)
>make the character completely dark so you can see their silhouette. Can you make out distinctive features about the character? Is it clearly them? Is it an interesting shape? I'd especially use that to check if loose glove sleeves are good, because it might work or it might not.
>The silhouette is also good for checking for shape language. Rounded shapes = soft, spikes = dangerous, that kinda thing. Loose clothes might give a free-spirited feeling, perhaps.

The best way to use these is to maybe ignore them until you notice something's wrong with a design and you can't tell why, it may be one of the above. I'm looking at my own silhouettes now and it makes me wanna change things again.
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Any new futasub games recently?
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>>11513943
just letting you know, I have very little faith in Princess Trap from here on out. Nat the author has 4000 varyingly transitioned perverts in his Discord constantly spouting their stupidity at him, and his audience on F95 is more reasonable but creates only a sliver of the noise in his ear compared to what his discord groomers create.
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>>11521303
>audience on F95 is more reasonable
Funny how long standards have fallen when F95 is the top tier community. Or maybe they alwaysa were this bad for wegs.
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>>11520948
What's the /d/ content?

>>11521303
>only a sliver of the noise
Why would a dev who wants money for their work listen to a piracy forum? If the person who's asking you to implement something has no intention of paying you for your work, why would you spend time/effort/money to do that? At best they are bug testers.

>>11521329
>F95 is the top tier community
It's the top *visible* community. You can't touch Discord discussions without signing up and joining, and that's where "peer-to-peer info sharing" is really happening these days. Google indexes forums, though, which means complete outsiders can walk in. TFGS is a place where a lot of these games get a start, with positive reception and constructive feedback, but it's niche. F95 is more broad. It provides "normie" exposure from people who stumbled into it looking for "vanilla" stuff and then branch out by gorging on everything else. It's more mellow because broader appeal requires toning things down, where Discord (and TFGS) echo chambers reinforce deepening spirals.
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>>11521347
>Why would a dev who wants money for their work listen
Better than listening to a discord circlejerk for sure.
If you get any sales or visibility at all from a huge forum, it's gonna make you more dosh than hanging out with the same handful of obsessive retards year after year unless your business model is milking whales via subscriptions.
But more importantly from a game development POv, feedback tends to be most honest and less skewed toward loud individual/minority preferences
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>>11521352
>you'll make more money by catering to retards on the piracy forum instead of your paying supporters on discord
You don't actually believe this, be honest. Dev is making at least 2k a month on Subscribestar, clearly what they're doing is working.
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any new fat games?
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I finally tried to play the lustiest lair DD mod.
Is there anyway to distinguish normal chests from mimics?
>>
>>11521354
The moment you have to start crafting greentext strawmen, everyone knows have no argument.

Sorry that I interjected into your conversation, but I was talking in general terms rather than any specific dev. Also 2k is barely a livable wage for one person, might as well live on benefits and neetbux at that point. Not a very strong "it's working for them" argument lol

I'm not a hgame dev so I'm not familiar with the scummy coomer subscription milking ecosystem and I don't particularly want to be, but I know a thing or two about indie game development, did that for over a decade before the war. How important visibility is for a literal nobody, how listening to a few obsessive fanboys can blind you from the bigger picture, how massively impactful bigger platforms are for your success, etc.
And I can say discord being a problem is not limited to hgames. Actively engaging with your discord community (even if they are relatively normal rather than creepy groomers/trannies/whatever freaks you get in porn discords) is at worst harmful to the quality of your work, at best a waste of your time. And hard to do in a manner that retains a shred of your professionalism. It absolutely is too casual of a channel for interacting with internet customers.

For a hgame dev, I would see F95 as an important step (along with smaller communities) in building up reputation and gathering feedback before the steam launch. But it's another community you shouldn't actively engage with (waste of time), and gamedevs generally shouldn't even read feedback addressed directly at them. The real important stuff you have to read between the lines, how players are engaging with your game and what they are talking about among themselves. Whenever someone comes directly at you wishing for changes, they have ulterior motives. The goals of those motives may align with yours, but nevertheless it colors the way they represent their feedback and makes it less direct/honest, in my experience.
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>>11521376
>Also 2k is barely a livable wage for one person, might as well live on benefits and neetbux at that point. Not a very strong "it's working for them" argument lol
Making a barely living wage on paysites already puts them in the 100th percentile of /d/-game devs.
>I'm not a hgame dev so I'm not familiar with the scummy coomer subscription milking ecosystem and I don't particularly want to be, but I know a thing or two about indie game development, did that for over a decade before the war. How important visibility is for a literal nobody, how listening to a few obsessive fanboys can blind you from the bigger picture, how massively impactful bigger platforms are for your success, etc.
Okay but we're not talking about Risk of Rain or Slay the Spire here, we're talking about niche fetish porn games. The market is vastly different, and the most proven way to make money is by catering to the tiny minority of wealthy perverts who are actually willing to bankroll their fetish content.
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2000 USD per month is probably livable enough in some countries
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>>11521376
2k is less money than the benefits you'd get if you applied for the army, spent a year in training and then left due to "depression", iirc
Also worth noting, I wouldn't recommend wrangling F95 unless you're running a Patreon. When I've talked to devs who release games on steam, they're the ones most against F95, whereas Patreon devs usually work with the Fags.

>>11521385
>already puts them in the 100th percentile of /d/-game devs.
It's not that hard to achieve if you're thinking of doing it, as long as you're dedicated and keep working on the game.
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>>11521393
It's basically "generally well off" range in everywhere but the following locations:
>US, Canada, Germany, UK, France, Australia, South Korea, Netherlands, Spain, Luxembourg, Ireland and Japan

Independent development in those countries in general is pretty risky either way.



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