Unity Unity Game design & Concept

BlairBunny

Newbie
Sep 21, 2020
20
6
Hello.

I want to ask others about their input on current 3D games, and 2D/RPG Makers games, on their favorite and disliked content in these games.
From Kinks, Concepts, Game Play and Visuals.

I'm planning on making my own game in unity i have everything pretty much planned out from story, lore, characters, and game play. I want to learn and hear feedback from everyone on their most disliked things in a lot of 3D games so i can avoid them.

For context on the game I'm making it is a full 3D Anime stylized game. (Think Honkai, Genshin, Punishing gray raven etc.) it'll be built in unity, with three main characters you can play as. And a semi-open world level design. I'm still working out how the levels and world will be designed around the combat and battle sex combat as well. with quite a lot of kinks in lore/story and world design, like a mushroom in the shape of a penis.

But yeah I'd love to hear what everyone's favorite things are in 3D or 2D/RPG Makers games, as well as their most disliked things. I'll be making another post later once i finished the Game Development Document. And the rest of the story.
 
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ManuV

New Member
Mar 30, 2024
7
2
I haven't played many 3D porn games, I'm more into 2D/pixel art, but from the little I've seen, I would say that I pay a lot of attention to movement? I have seen quite a few times in which 3D is used and the animations are very rigid or unnatural, and unlike in 2D where you can probably ignore it a little if the art is good, in 3D it bothers me a lot.
Oh, and speaking of combat (in general) I would say that you could pay attention to the feedback when you hit and the skills. I think there is nothing more unsatisfying than when you are fighting and you don't feel like you are hitting anything.
That's what I can think of at the moment.
 

BlairBunny

Newbie
Sep 21, 2020
20
6
I haven't played many 3D porn games, I'm more into 2D/pixel art, but from the little I've seen, I would say that I pay a lot of attention to movement? I have seen quite a few times in which 3D is used and the animations are very rigid or unnatural, and unlike in 2D where you can probably ignore it a little if the art is good, in 3D it bothers me a lot.
Oh, and speaking of combat (in general) I would say that you could pay attention to the feedback when you hit and the skills. I think there is nothing more unsatisfying than when you are fighting and you don't feel like you are hitting anything.
That's what I can think of at the moment.
This is very helpful to know about thank you.
Is there anything content wise from pixel / 2D games like kinks or gameplay mechanics you like?
 

Droid Productions

[Love of Magic]
Donor
Game Developer
Dec 30, 2017
6,609
16,698
If you're planning for a VN component (talking/driving characters/choices), beware that most users 'expect' Renpy behavior, which is far less trivial than you'd assume, starting out.

It's worth spending a weekend or so making something small in renpy to see how things like rollback, save/load/resume, hotkeys, etc work; it'll save you months on the back-end when people start asking for them, and you never planned for it :)

(Speaking from painful experience)
 

ManuV

New Member
Mar 30, 2024
7
2
This is very helpful to know about thank you.
Is there anything content wise from pixel / 2D games like kinks or gameplay mechanics you like?
Mmmm, I'm someone who really enjoys good gameplay. I haven't played genshin or the others you mentioned, but I imagine they are on the hack and slash side. Different combos and synergies in combat, I think, is what makes that genre fun.
Skill tree or some way to level up and create a progression system I would say is obviously a necessity. That the combat feels fun and a feeling of progression I would say is what matters to give it more duration or replayability.
As for the "sexy" things, I would say that putting them as collectibles or rewards for completing x achievements is good, since it encourages you to play (as long as the gameplay is entertaining). Although you can also add the typical "game over" or "bad ending" scenes for the different protagonists.
 

BlairBunny

Newbie
Sep 21, 2020
20
6
If you're planning for a VN component (talking/driving characters/choices), beware that most users 'expect' Renpy behavior, which is far less trivial than you'd assume, starting out.

It's worth spending a weekend or so making something small in renpy to see how things like rollback, save/load/resume, hotkeys, etc work; it'll save you months on the back-end when people start asking for them, and you never planned for it :)

(Speaking from painful experience)
Yeah I'm making sure I'm planned out and understand everything before I waste months of work. My game won't be a VN. It'll either be third or first person, I'm leaning more towards third.

Also question, what are Renpy behaviors?
I haven't played many VN games to know how they work.
 
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BlairBunny

Newbie
Sep 21, 2020
20
6
Mmmm, I'm someone who really enjoys good gameplay. I haven't played genshin or the others you mentioned, but I imagine they are on the hack and slash side. Different combos and synergies in combat, I think, is what makes that genre fun.
Skill tree or some way to level up and create a progression system I would say is obviously a necessity. That the combat feels fun and a feeling of progression I would say is what matters to give it more duration or replayability.
As for the "sexy" things, I would say that putting them as collectibles or rewards for completing x achievements is good, since it encourages you to play (as long as the gameplay is entertaining). Although you can also add the typical "game over" or "bad ending" scenes for the different protagonists.
that is actually a really good point on a felling of progression I'll write this down.
For combat Im planning on your RPG turned based system for it.
Thank you very much for your comment!
 

hu lover

Forum Fanatic
Jul 27, 2022
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Yeah I'm making sure I'm planned out and understand everything before I waste months of work. My game won't be a VN. It'll either be third or first person, I'm leaning more towards third.

Also question, what are Renpy behaviors?
I haven't played many VN games to know how they work.
you can learn more about writing VN with RenPy on this tutorial.

 

Droid Productions

[Love of Magic]
Donor
Game Developer
Dec 30, 2017
6,609
16,698
Also question, what are Renpy behaviors?
I haven't played many VN games to know how they work.
Things like being able to undo conversations (rollback), skip previously seen conversations, speed-read by holding down ctrl, save/load from anywhere, hide the UI at any time, etc.
 

BlairBunny

Newbie
Sep 21, 2020
20
6
you can learn more about writing VN with RenPy on this tutorial.

This is very interesting, thank you very much. I don't know if I can use any of this for a unity project but I'll give it a read for ideas
 
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hu lover

Forum Fanatic
Jul 27, 2022
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This is very interesting, thank you very much. I don't know if I can use any of this for a unity project but I'll give it a read for ideas
:)

glad to hear you found the link i provided was resourceful and useful to you.
 

Winterfire

Forum Fanatic
Respected User
Game Developer
Sep 27, 2018
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7,234
For context on the game I'm making it is a full 3D Anime stylized game. (Think Honkai, Genshin, Punishing gray raven etc.) it'll be built in unity, with three main characters you can play as. And a semi-open world level design. I'm still working out how the levels and world will be designed around the combat and battle sex combat as well. with quite a lot of kinks in lore/story and world design, like a mushroom in the shape of a penis.
This whole thing reads like a huge red flag, have you made a game before that... ? Do you work in a team?
 

Droid Productions

[Love of Magic]
Donor
Game Developer
Dec 30, 2017
6,609
16,698
This whole thing reads like a huge red flag, have you made a game before that... ? Do you work in a team?
Everyone has to start somewhere; as long as he's not betting his house on it, this kind of blue-sky "like genshin impact with sex + collecting girls like pokemons" is largely harmless.

What Winterfire's trying to say is that it's a *lot* of work, likely far more than you're expecting, and that games like Genshin Impact have teams in the hundreds. A more reasonably path to actually shipping something is scoping it way down (I usually recommend beginners start with something you think you can complete in a week, that way you might actually ship it in 6 months).

Having said that, we all started somewhere. You'll hopefully learn a lot, even if it doesn't end up being the game you always dreamt off straight off the bat.
 

BlairBunny

Newbie
Sep 21, 2020
20
6
This whole thing reads like a huge red flag, have you made a game before that... ? Do you work in a team?
I'm sorry that this reads as a red flag too you.
I'm just asking what people, like and dislike in their favorite games. One i'm aware of is "losing on purpose to see/unlock scenes" and other annoying game mechanics. Of a similar mechanic.
Outside of that I'm not asking for people to work for me or anything of the sort.

I'll be working on this project as a solo developer, and hire people when needed for assets. Designs. And concept images etc. since I want to get a playable build of this done before I even consider hiring others or even make a team.
I know that's a dumb way of doing it.

I have worked in small studios that didn't even finish their own projects or tried to scam me out of my own work, if it amounts to anything I do have experience in this field of 8+ years the only thing that's new / learning experience is some parts of unity.
I've used it to create and have VRchat models and effects.
 
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hu lover

Forum Fanatic
Jul 27, 2022
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I'm sorry that this reads as a red flag too you.
I'm just asking what people, like and dislike in their favorite games. One i'm aware of is "losing on purpose to see/unlock scenes" and other annoying game mechanics. Of a similar mechanic.
Outside of that I'm not asking for people to work for me or anything of the sort.

I'll be working on this project as a solo developer, and hire people when needed for assets. Designs. And concept images etc. since I want to get a playable build of this done before I even consider hiring others or even make a team.
I know that's a dumb way of doing it.

I have worked in small studios that didn't even finish their own projects or tried to scam me out of my own work, if it amounts to anything I do have experience in this field of 8+ years the only thing that's new / learning experience is some parts of unity.
I've used it to create and have VRchat models and effects.
thanks for telling us your background and history of your experience, that helps us understand where you come from in a game designer perspective.
 

BlairBunny

Newbie
Sep 21, 2020
20
6
Sure, i will provide more help when i am most ample.
Made a lengthy reply.
This will be my first game project.
But I've worked on three different ones as a freelance/contract hire but they never released etc.
I'll be a solo developer for this project for a a bit while I learn and figure things out.
 

hu lover

Forum Fanatic
Jul 27, 2022
4,028
4,424
Made a lengthy reply.
This will be my first game project.
But I've worked on three different ones as a freelance/contract hire but they never released etc.
I'll be a solo developer for this project for a a bit while I learn and figure things out.
thanks for letting us know.