Games, Comics, Animations, Money. Here goes nothing
9 years ago
I want to develop an overly ambitious, never before done porn video game. It will rely on procedural animation techniques that don't currently exist in real-time, and take a minimum of 1400 work hours. I have no experience in professional AAA game development.
Phew, ok that's a high bar. Much too risky for crowdfunding in its current state. It wouldn't be the first time I've failed an endeavour either, last year I spent 6 months full time building porn animations, and weeks coding add-ons for Blender to allow a new form of 2.5D animation... All of which I had to abandon when my credit ran out. Shit.
What do I have going for me? Well, 13 years experience in programming small video games and simulations, a few years of university. Not that special, what else. Well... I typically spend under $15k USD per year... But if I worked full time on pay comics, the math works out to nearly 6 figures of yearly income. That's quite a disparity!
Cut to the chase? I'm going to crank out loads of pay comics to buy time, hire experienced developers, and go full force developing the insane foundations I want for the TF game. I just turned 24, this is perhaps my last chance to completely uproot my life on some crazy project. The volume of pay content will probably piss off my audience, but I'm sick of just endlessly talking about the TF game. The time's come.
Phew, ok that's a high bar. Much too risky for crowdfunding in its current state. It wouldn't be the first time I've failed an endeavour either, last year I spent 6 months full time building porn animations, and weeks coding add-ons for Blender to allow a new form of 2.5D animation... All of which I had to abandon when my credit ran out. Shit.
What do I have going for me? Well, 13 years experience in programming small video games and simulations, a few years of university. Not that special, what else. Well... I typically spend under $15k USD per year... But if I worked full time on pay comics, the math works out to nearly 6 figures of yearly income. That's quite a disparity!
Cut to the chase? I'm going to crank out loads of pay comics to buy time, hire experienced developers, and go full force developing the insane foundations I want for the TF game. I just turned 24, this is perhaps my last chance to completely uproot my life on some crazy project. The volume of pay content will probably piss off my audience, but I'm sick of just endlessly talking about the TF game. The time's come.
FA+

As for artwork, I'm trying at least one cheaper commission comic. Lower quality sketches, inks, and plots with minimal colors. But it'll be like 9 pages for $2. Bottom line is, I charge by the hours I put in, I have no plans to rip folks off.
A suggestion to appease the people unsure about purchasing would be to do a mini comic of the same quality free or release a couple of pages as a taster to say THIS IS WHAT YOU GET BUT THERES MORE IF YOU PAY giving people an informed choice.
Very glad to hear the games still on the cards. Loved the initial system you had. And I still think you should have TF matches in lieu of death matches. 1 team throws TF animal transformation potions and the other TG potions that turn you human again. Being hit switches your team to which ever you are now. First team to 50 conversions or all players are one type wins.
Hm yeah I should see if I can rename the billing thing on Ejunkie.
> when I made the mistake of having one bought as a present. lol.
Ouch haha. Heh a while back I took a USB drive to Staples to get some photocopying done, and the name Becumming popped up on screen with my dad peering over my shoulder. That was scary.
I've thought about releasing free content as indicators of what people can expect, but my style changes too quickly and the comics are too different. Becumming #2 is shockingly different from #3, for example.
Oh that's clever, like Zombies in Halo! I like that. And the animals will control quite differently, for fun gameplay. Minigames like that are a very low priority, but yeah that's actually pretty cool.
Glad you like the idea. Ultimately I'd be more interested in the Transformation(s) to Mini games but the more it has . . . Plus you mentioned AAA titles and they love bolt on MP lol. I recall the 3d alpha you released with the potions, so much potential, can't wait for the next rendition.
What you WANT the mini games? I was gonna try and basically make an interactive VR version of my favourite comics, both mine and other peoples. Each story would be 5-30 minutes, then you're TF'd and might as well restart fresh. You would prefer throwing quickie TF spells at random players online? Doesn't sound like the best porn to me.
I meant the AAA bolt on MP bit as a joke, sorry if I was unclear. As entertaining as it would be the TF quality is a priority for me personally and a 'quickie tf' is a bit dull. Plus actual MP's not my preference, especially with your aim being a XXX game.
That said, this sort of thing with dumb AI bots would be fun, like the Halo Zombies but your the zombie against AI humans. Sort of like your the witch/wizard cursing everyone kind of thing. Magic student going potion postal. I think the best analogy would be Dying light. In campaign your a human trying not to be a zombie. In 'be the zombie' mode your the zombie chasing humans (just so were clear I don't want zombies in the game lol). Or it could be the epilogue, the TF is contagious, so contage everyone until you reset (yes I made that word up).
In short if you had your alpha you released, put in bots to TF, it would be fun which would make a good companion to 'Story mode' as you have 'serious XXX TF' there with crazy TF fun in 'Potion Postal' but my priority is the Story mode which is what I'd be looking to purchase if I got a hard core tf game, mini games are fun but surplus to requirement. Especially if they'd detract from the quality of the story.
I think that's makes sense (not the best at conveying what I mean).
No no no lol. This will not be the equivalent of watching a movie and mashing quicktime events and options once in a while. One of the major research problems is 'procedural animation' and movement. I want you to have full control of the character at all times, but the character is bound by the normal laws of physics and logic, not canned animations like most games. The character will stumble and trip as their legs TF, fail at walking on all fours, and be distracted by a changing mind and sexual desires making it harder for you to control.
>Plus actual MP's not my preference, especially with your aim being a XXX game.
Ahh, but what about 'roleplaying'? =3
That idea makes sense, I'm sure there will be contagious TFs in the main gameplay even if it's not immediately a mode. There will be lots of TFs.
Yeah I getcha.
I find this hard to believe. Two Titan Xs in SLI should get you at least 30% on one Titan X.
Anyway did you read the part about "It will rely on procedural animation techniques that don't currently exist in real-time"? That's because I intend to bring soft body physics into my game so that naked bodies don't look like shit, like they do in every AAA video game. Problem is, typical accurate soft body physics relies on FEM, which takes MINUTES per frame, not miliseconds. So as I said, I have my work cut out for me bringing such advanced capabilities to real-time graphics, without limiting myself to super high end users. Especially if I want the game to run at 90fps.
Have you checked VR games btw? The graphics are usually pretty simplified so that they can hit 90fps. Even the new Eve game visibly cut corners.
I'll admit, first time I read the OP I thought you were exaggerating when you said it doesn't exist in real time yet, and I completely forgot that part when I made my comment. I wasn't aware that the performance cost was that high, though I really can't help but feel that at least some of the stuff you're looking to do in real time is possible today. You've probably seen this before, which the researchers note can be run in real time once the controllers are optimized (though the optimization process itself took between 2-12 hours for a model "on a standard PC"). This methodology could possibly be adapted for different skeleton types, and the training procedure could be drastically sped up if you supply generic optimized controllers for different skeletal types then have the game begin optimizing based on the differences between the old skeletal information and the new information. Alternatively, for stuff like movement, look at some of DARPA's stuff, like their cheetah robot jumping over objects.
It'll be hard to optimize this stuff for real time, but there is some related work functioning at real time already.
So, we've been looking at these problems for a couple of years and have lots of ideas to try out. Here's a really recent and promising idea https://www.youtube.com/watch?v=xgx.....nel=HubertShum . I don't think I mentioned it but I also want to have as much procedural animation as possible; I even want canned animations to be acted out by adding rotational forces to the character joints, so that they use physical simulation to try and match their keyframes. But that's a long story, and a separate issue.
Do you perhaps have experience with soft body sims, procedural animation or rigid body physics, or programming...? Especially GPU programming. (Also I could swear I've seen your username for years, but FA says it's a new account)
I should mention that I'm mostly focusing on the "stumble when your foot transforms" idea. When you said "procedural animation," I wasn't connecting it with the very difficult issue of dynamic mesh deformation (not even the second time) but instead thinking of stuff like procedurally animating a character while interacting believably with the game world. It's certainly related, but not what you were probably looking for. Unfortunately, I don't even know where to begin with that stuff...
My first link was a research paper from two years ago with a video that you've probably seen (http://www.goatstream.com/research/papers/SA2013/) on muscle-based locomotion. The basic idea is that they took a skeletal mesh composed of rigid bodies for bones and elastic joints, hooked it up to a series of muscles and controllers, and threw it at a neural network to optimize the controllers for creating forward locomotion over a number of iterations. What interests me about this approach is that the system is shown generating optimized results for many different types of bipeds, including creatures with tails, which could traverse uneven terrain at different speeds all while interacting with physics objects (potential applications of which could be spells pushing a target in a certain direction, or containers of potions hitting a player and causing them to stumble). Assuming that the controllers can handle the types of movement usually found in games and the process of training the controllers can be sped up to have workable results over the course of a few minutes instead of hours, you could have a player transform, literally adapt to the new body, and begin walking with a physically accurate gait as the game itself learns how to do it. The smaller the changes, the less time it'd take to begin walking properly again. That would be pretty fucking cool, though optimizing the training process for the NN would be a nightmare that I don't even know how to begin to approach.
The second one is also technically procedural animation, albeit something a lot more situational that probably won't be of as much use as you'd like. As you've probably seen, DARPA's cheetah robot is capable of leaping over obstacles while running in real time (https://www.youtube.com/watch?v=_luhn7TLfWU). Unfortunately, there's no whitepaper for this that I could find in the few minutes of Google searching I did, but perhaps combined with something like the above you could make jumping over obstacles a lot more realistic than you'd otherwise be. Food for thought, I guess.
Unfortunately, my knowledge of physics simulation is rather topical and purely conceptual; I just happen to spend a lot of time on the Internet looking at stuff that one day might come in handy. I've been interested in game dev for a while, and I try to follow the industry trends as a prosumer, but regardless of what I've said in the past I don't have a lot of experience making them. I try to learn how the different technologies in the industry work so if I ever find myself making something I would at least know where to start, and I'm really good at Googling things and searching StackOverflow for help, but I lack the experience working with them. The more I learn about this stuff, the more I realize how little I actually know.
Anyways, I'd expect you to recognize this username from /r/transformation :) I moved to this account a few months ago, though I've had my old account on here since 2009. It really sucks how you can't change usernames or have your profile be delisted from Google...
> and begin walking with a physically accurate gait as the game itself learns how to do it.
This is something I kinda want btw.
Hm, the cheeta jumping looks simple (but it does have papers published, though they're behind pay walls). Too simple to be really applicable to bipedal locomotion. I looked up Big Dog, the DARPA robot that you can kick and it'll rebalance itself, but couldn't really find detailed papers... Making a system that can dynamically balance a biped is looking difficult, might have to fake it more than I was expecting... Damn I'm too tired to research more, bed time.
I do the same, keeping up on interesting advancements... But you still gotta practice developer skills if you want to be able to do the stuff some day. Otherwise if you just download a text editor and a compiler one day, you'll just be overwhelmed =P
I'm not disagreeing with you; I was pointing to it more as a starting point than anything else (hence why I said if they can be made more robust to handle other types of movement). They don't have specifics on the optimization procedure for their models, but they did mention that at some points they used prior training to accelerate the learning process. My thought is that if you have a number of precooked controller settings, the game can select one of the precooked ones that best matches the player's current state, try optimizing its current controllers towards those sample controllers, then optimize for the player's actual body structure. Of course, cooking all of those sample sets could take considerable time during development, but at runtime you'd have many different starting points for the optimization process to start from. Since it wouldn't have to do nearly as much work, the optimization process would take significantly less time, possibly bringing it down into the realm of possibility for real time applications. Of course, the process itself probably would need some performance work, but I think it's a possibility.
> I do the same, keeping up on interesting advancements... But you still gotta practice developer skills if you want to be able to do the stuff some day. Otherwise if you just download a text editor and a compiler one day, you'll just be overwhelmed =P
Oh that much I'm well aware of :) I've got a good bit of hands on experience doing scripting and programming for various tasks. Game dev, physics simulation, and GPU programming just aren't the type of things I've put significant time into, so while I can do some problem solving, those particular types of problem solving aren't things I've needed to throw myself at just yet.
Fair enough. I began coding by making little games, and that's where most of my experience lies. I feel like that's given me an edge a few times when I've tried more advanced (but related) projects.
Heh been there. I'm actually not really taking commissions atm, they don't pay well compared to pay comics. It's much easier to raise money through lots of small purchases IMO. Anyway, yeah I hope this game lives up to all the expectations. I'll certainly be trying not to cut corners on the sexiness.
The next pay comic will just be images, not animation. I need to practice more animation before doing something big.
... please tell me you still have the code you wrote though, or that would be a total fucking disaster, even more so then it already is!
Until you start generating six figure incomes from pay comics, there is always Patreon. I'll gladly support you, your ambitious endeavors are far cooler then anything people I already support on Patreon do. ... and if you already have a Patreon or equivalent, could you like, link me to it?
I do have a patreon but I put it up too early and plan to completely rebuild it later. There's no need for patreon level money just yet, I can pay my bills and developer salaries easily if I finish a couple of pay comics. Once the risky parts are done, I'll refocus on patreon.
You're gonna go far kid.
+1 Fur. (I don't even know... -_-)
>Rack 2 is being developed in Unity. I worked with Unreal Engine back in college, and I almost went with that instead, but Unity's community and support pipeline are much more active right now, and my experience with Unreal's asset pipeline wasn't always pleasant.
I'm using unreal engine. So, we can't share much in the way of tech. And I doubt there's TF in the game, so we can't share models (or model, singular, as it were for my TFing cast). Besides graphically it looks like we're going for pretty different looks.
So, appreciate it but I'll role my own content for now.
That's fairly cryptic, I know. I'm not going to announce details until I know the stuff will work; You're less likely to complete things if you brag early. But rest assured that this game will be as open source as I can make it, when it's out in any appreciable form.
EDIT: You don't have a Vive VR system by any chance...?