About based on 3D-Unity games

Avyta

Well-Known Member
Feb 26, 2016
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Hello! ^^ I am writing to share here a very curious matter, in my opinion, I see many small erotic content creators here, small projects that grew, but the big question ...
I play Second Life is a great game MMO, not aimed only for adult content but have very erotic content and is very varied. I have seen many other 3D-based games, the most common program is generally used by some content creators is the Unity 3D, I examined some other games that is based on this program, as Yareel, and some others. I realized to be very light when you turn on the computer system, and thought this would be one of the best, if not the best program based on graphic games.
But even being a lightweight program, I see many relevant games based on Unity 3D, do not know anything about game programming, or how much money it takes to develop a game, but I see very little investment in the area of games with erotic themes, and with very little variety, unfortunately.
Just to show my thinking, I idealize a free life game, based on 3D graphics, not only facing the erotic content but with a real-life content, such as The Sims, but as creative as the game Fenoxo.
 

Nekas

Active Member
Aug 31, 2015
27
5
Yeah, I dreamt about a sims style game without limits...

I still dream about it to... then university and course in programming and dam did it broke to apart. I still want it but dam the time and manpower it would take to make it reality. Engine, 3d models, and if you want something like tits or coc ... the changes that happen as you go(in real time or when you sleep) how do you make em work, what changes first, just now thinking about it makes my head a mess. I'm sure that there are people who have ideas, hell have looked in this and know even more than I do.
 

Sadtaco

Well-Known Member
Aug 27, 2015
116
4
There are lots of Skyrim porn mods.


To make a game like that from scratch would cost hundreds of thousands minimum to contract out the assets.
 

Avyta

Well-Known Member
Feb 26, 2016
46
0
26
There are lots of Skyrim porn mods.


To make a game like that from scratch would cost hundreds of thousands minimum to contract out the assets.

I know that the investment should be high, I follow the progress of CarnalSouls with a campaign Patreon and Indiegogo their developers earn about 50 000 per month. I can use as perfect base about what I imagine The Sims 4 the issue of graphics, and the game interface, this seems to be much simpler than Skyrim.
 

Ethereal Dragon

Well-Known Member
Aug 28, 2015
2,005
560
I know that the investment should be high, I follow the progress of CarnalSouls with a campaign Patreon and Indiegogo their developers earn about 50 000 per month. I can use as perfect base about what I imagine The Sims 4 the issue of graphics, and the game interface, this seems to be much simpler than Skyrim.

Game interfaces aren't even the expensive part. Models, texturing said models and making the animations for the models are what eat up a lot of monetary resources. Also you have to have a world and environment the game is in. That has to be designed and built as well.
 

Sadtaco

Well-Known Member
Aug 27, 2015
116
4
Eh? Carnal Souls Patreon says it gets $860 per month for me.
$50k was their initial indiegogo. That's not enough to make the kind of game you have in mind.


Pretty crazy to me the amount of money people pull in for these things with no actual development experience sometimes, though..  That one, Pocket Pussies, some others come to mind.
 

mvelesk

Well-Known Member
Jun 13, 2016
116
6
the problem with such a game in a scope of sims is actually in a balancing. to make such game interesting, you have to spend a lot of time testing - adjusting the pacing and interactions with player. i was working on a 3D game in c# - brothel master 3d and due to low support i had to discontinue. i would say that 50% of time invested was the 3d modeling, animations and gui and 50% was balancing. in the end, the game was probably not balanced enough to be interesting for players. also, due to not enough time on testing, the game was buggy at the start, which probably deterred potential supporters
 
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Avyta

Well-Known Member
Feb 26, 2016
46
0
26
Eh? Carnal Souls Patreon says it gets $860 per month for me.
$50k was their initial indiegogo. That's not enough to make the kind of game you have in mind.


Pretty crazy to me the amount of money people pull in for these things with no actual development experience sometimes, though..  That one, Pocket Pussies, some others come to mind.

I know little about the campaigns on Indiegogo. But the developers seem to be going through a small financial problem, and so chose to complement its gain with Patreon. 
Uh... I imagined a high amount to produce a game like this, but do not expected it to be so much. 
 

IvoryOwl

Well-Known Member
Sep 1, 2015
263
113
Can someone explain to me why this game (Carnal Souls) requires so much money to become a thing?

I don't want to be rude but... a 2-man team asking for 5 thousand dollars a month (on top of the 50k they had previously earned on IndieGogo) is a bit dubious at best... specially considering there's a few other Patreon games out there that promise a somewhat similar experience for less. That's 2.5k dollars for each one of them, every month. I don't know about you but, in my opinion, that's a luxurious amount of money just to develop a game, no matter how good they promise it to be. For all I know they could be milking us just because we're a niche group of people who are "desperate" enough to invest in any game that promises quality... and the lack of thereof in the market means they can demand almost any price they want.

If you look at Cathouse Tales, their original goal was 2k on Patreon - and they had a full team working on it - if they can make do with less, while also developing a 3D sex game, why are these guys asking for much more considering they're only two people AND had only recently acquired enough funds to make a decent indie game all by themselves? Its 50k we're talking about, which, by indie standards, ins't that bad! This is just my opinion but... if they're struggling with finances because of the scope of the project then why don't they narrow things to become more realistically manageable? There's no point at shooting for the stars if you can't deliver any of it...

I don't hate the game though, in fact, I think it looks promising... but I'd rather be cautious about it then cry over lost money due to bad management and poor decision making.
 
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Ethereal Dragon

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Aug 28, 2015
2,005
560
Can someone explain to me why this game (Carnal Souls) requires so much money to become a thing?

I don't want to be rude but... a 2-man team asking for 5k a month (on top of their previously earned 50k on IndieGogo) in order to make an indie sex game that really doesn't seem that different from most other games in Patreon (not to mention some ask for less) is a bit dubious. Divided by two people that makes 2.5k (dollars maybe?) for each - don't know about you but to me that's a luxurious amount of money just to develop a game, no matter how good they promise it to be. For all I know they could be milking us just because we're a niche group of people who are "desperate" enough to see a quality sex game come to life... hence the amount they're asking.

If you look at Cathouse Tales, their original goal was 2k on Patreon - and they had a full team working on it - if they can make do with less, while also developing a 3D sex game, why are these guys asking for much more considering they're only two people and have had previous funds in the thousands? This is just my opinion but... if they're struggling with finances because of the scope of their project then they maybe its high time to aim at more realistic goals that they can deliver rather than waiting for luck to struck at their wallets?

I don't hate the game though, in fact, I think it looks promising... but I'd rather be cautious then cry over lost money due to bad management and poor decision making.

Paying Artists is not cheap...
 

IvoryOwl

Well-Known Member
Sep 1, 2015
263
113
Paying Artists is not cheap...

Indeed it is not... however, as far as I know, most of the art used in the game is made by Benjii himself (one of the devs), including that elf lady in a chain mail bikini and the tile/map sprites. The art in his patreon page must be his too because the style and pen ship are identical to the elf's. Both devs are working on the UI and only one piece (posted in December) was made by an independent artist called Booster.
 
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Avyta

Well-Known Member
Feb 26, 2016
46
0
26
Can someone explain to me why this game (Carnal Souls) requires so much money to become a thing?

I don't want to be rude but... a 2-man team asking for 5k a month (on top of their previously earned 50k on IndieGogo) in order to make an indie sex game that really doesn't seem that different from most other games in Patreon (not to mention some ask for less) is a bit dubious. Divided by two people that makes 2.5k (dollars maybe?) for each, every month. Don't know about you but to me that's a luxurious amount of money just to develop a game, no matter how good they promise it to be. For all I know they could be milking us just because we're a niche group of people who are "desperate" enough to see a quality sex game come to life... hence the amount they're asking.

If you look at Cathouse Tales, their original goal was 2k on Patreon - and they had a full team working on it - if they can make do with less, while also developing a 3D sex game, why are these guys asking for much more considering they're only two people and have had previous funds in the thousands? This is just my opinion but... if they're struggling with finances because of the scope of the project then why don't they narrow things to become more realistically manageable? There's no point at shooting for the stars if you can't deliver any of it...

I don't hate the game though, in fact, I think it looks promising... but I'd rather be cautious then cry over lost money due to bad management and poor decision making.

I agree with you, be careful where you invest your money, such as Breeding Season, who earned a huge amount per month in Patreon and suddenly the game ends.


And you summarized what I was thinking, there is a huge audience to market sex games, but very little supply or games with relevant quality in this area, could say it's a "statics zone" although there many individual developers who create their own content there is still no large projects, major investments and great games in this area, unfortunately...
 

jk103

Member
Oct 14, 2015
17
0
Can someone explain to me why this game (Carnal Souls) requires so much money to become a thing?

I don't want to be rude but... a 2-man team asking for 5 thousand dollars a month (on top of the 50k they had previously earned on IndieGogo) is a bit dubious at best... specially considering there's a few other Patreon games out there that promise a somewhat similar experience for less. That's 2.5k dollars for each one of them, every month. I don't know about you but, in my opinion, that's a luxurious amount of money just to develop a game, no matter how good they promise it to be. For all I know they could be milking us just because we're a niche group of people who are "desperate" enough to invest in any game that promises quality... and the lack of thereof in the market means they can demand almost any price they want.

If you look at Cathouse Tales, their original goal was 2k on Patreon - and they had a full team working on it - if they can make do with less, while also developing a 3D sex game, why are these guys asking for much more considering they're only two people AND had only recently acquired enough funds to make a decent indie game all by themselves? Its 50k we're talking about, which, by indie standards, ins't that bad! This is just my opinion but... if they're struggling with finances because of the scope of the project then why don't they narrow things to become more realistically manageable? There's no point at shooting for the stars if you can't deliver any of it...

I don't hate the game though, in fact, I think it looks promising... but I'd rather be cautious about it then cry over lost money due to bad management and poor decision making.

Cathouse Tale was made by rote amateurs with no clue what they're doing, and the game predictably collapsed into a big pile of drama and will probably never be finished. Games are hard to make, and if you want professional programmers and artists working on them, they're going to want to be paid like professional programmers and artists. $2.5k per month is probably a fraction of what they'd earn doing the same amount of work for a company.
 

Sadtaco

Well-Known Member
Aug 27, 2015
116
4
It does indeed seem like a game that should have been creatable with the initial 50k. I'd like to have that right now. But from my understanding, they just set up the Patreon for extra support and they are making the game regardless of what they gain from Patreon, and there are alpha builds available to the supporters.
I made LEWD initially simply from having saved up money, then asked for money after I already had a bunch done to continue with it.


But anyway, if you want to make a really high quality game, to contract someone who knows how to model game assets well, do high poly models, rig and animate, well generally I believe it takes them 10-50 hours per asset and you can figure what that costs.
But then when you get into people to make adult content.. well few who have the skills will even do that. Most of that is done in Japan or SEA. It's not like making a space game where for a $30k you can contract out a ton of assets to Ukraine and pretty much have all you need for your whole game done, especially when you're talking about things with morph animations that need the right rigging and topo instead of ships that are rigid bodies.
I figured it'd cost at least $300k to make a basically a beta for a simple MMORPG, and that's only because I already have a lot of tech done myself to make it work.
 
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Avyta

Well-Known Member
Feb 26, 2016
46
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26
It does indeed seem like a game that should have been creatable with the initial 50k. I'd like to have that right now. But from my understanding, they just set up the Patreon for extra support and they are making the game regardless of what they gain from Patreon, and there are alpha builds available to the supporters.
I made LEWD initially simply from having saved up money, then asked for money after I already had a bunch done to continue with it.


But anyway, if you want to make a really high quality game, to contract someone who knows how to model game assets well, do high poly models, rig and animate, well generally I believe it takes them 10-50 hours per asset and you can figure what that costs.
But then when you get into people to make adult content.. well few who have the skills will even do that. Most of that is done in Japan or SEA. It's not like making a space game where for a $30k you can contract out a ton of assets to Ukraine and pretty much have all you need for your whole game done, especially when you're talking about things with morph animations that need the right rigging and topo instead of ships that are rigid bodies.
I figured it'd cost at least $300k to make a basically a beta for a simple MMORPG, and that's only because I already have a lot of tech done myself to make it work.

My intention was to finance a 3D game of life and the free world, based on sims, involving various sexual themes, all free to play.
I expected a value that I could afford, but 300k is too high a value, unfortunately do not have that money with me, before any thing I need financing, then find artists and programmers ... (the most expensive)
And I played LEWD and liked what I saw in their game, I'm curious about future releases and more content.
 
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IvoryOwl

Well-Known Member
Sep 1, 2015
263
113
Cathouse Tale was made by rote amateurs with no clue what they're doing, and the game predictably collapsed into a big pile of drama and will probably never be finished. Games are hard to make, and if you want professional programmers and artists working on them, they're going to want to be paid like professional programmers and artists. $2.5k per month is probably a fraction of what they'd earn doing the same amount of work for a company.

The did go through a turbulent phase not too long ago but they have finally straighten themselves up are back on track. They are currently working on a better version of the character creator that allows us to make just about any type of character we want (furry type), the only limitation is that their engine doesn't allow for custom heights so everyone has the same size.

 

It does indeed seem like a game that should have been creatable with the initial 50k. I'd like to have that right now. But from my understanding, they just set up the Patreon for extra support and they are making the game regardless of what they gain from Patreon, and there are alpha builds available to the supporters.
I made LEWD initially simply from having saved up money, then asked for money after I already had a bunch done to continue with it.


But anyway, if you want to make a really high quality game, to contract someone who knows how to model game assets well, do high poly models, rig and animate, well generally I believe it takes them 10-50 hours per asset and you can figure what that costs.
But then when you get into people to make adult content.. well few who have the skills will even do that. Most of that is done in Japan or SEA. It's not like making a space game where for a $30k you can contract out a ton of assets to Ukraine and pretty much have all you need for your whole game done, especially when you're talking about things with morph animations that need the right rigging and topo instead of ships that are rigid bodies.
I figured it'd cost at least $300k to make a basically a beta for a simple MMORPG, and that's only because I already have a lot of tech done myself to make it work.


Yeah but you can't really compare an MMO to a single-player in terms of costs. You can make a single-player game and distribute it either online or through physical media - while post-launch patches are a thing, its not nearly as complicated as with an MMO. An MMO usually requires a bunch of servers to store and load the content online, not to mention it has to be capable of managing the constant flow of data between the connected player and the host... and there's usually hundreds, if not thousands, of players at the same time. If there's an MMO budget, the biggest slice probably goes towards maintenance and means to keep it online, more so than the actual development.
 
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Ethereal Dragon

Well-Known Member
Aug 28, 2015
2,005
560
The did go through a turbulent phase not too long ago but they have finally straighten themselves up are back on track. They are currently working on a better version of the character creator that allows us to make just about any type of character we want (furry type), the only limitation is that their engine doesn't allow for custom heights so everyone has the same size.

 



Yeah but you can't really compare an MMO to a single-player in terms of costs. You can make a single-player game and distribute it either online or through physical media. On the other hand, MMOs require a server to store and load the data online, it also needs to handle thousands of data transfer as people connect and play actively... plus the maintenance costs. 

Yeah another problem with MMO's is most of them are tending to go FtP with cash item shops. A decent number of these are cosmetic items, only issue though is they charge a massive amount of cash for certain items which usually amount to a month or several months worth of a subscription fee for PTP games. Cash Shops are notorious for ruining good MMORPGs.
 

IvoryOwl

Well-Known Member
Sep 1, 2015
263
113
Yeah another problem with MMO's is most of them are tending to go FtP with cash item shops. A decent number of these are cosmetic items, only issue though is they charge a massive amount of cash for certain items which usually amount to a month or several months worth of a subscription fee for PTP games. Cash Shops are notorious for ruining good MMORPGs.

Its not the cash shop that ruins the game, its the developer's mentality on its implementation and use... and their concept of "fairness". To be honest, walling a game behind a sub fee or buy 2 play doesn't guarantee quality (not anymore at least) - if its poorly made by greedy devs, no payment method in the world is going to save it. F2P are notorious for having unfair cash shops but that doesn't mean it has to be that way - Path of Exile is a prime example of a cash shop done right on a F2P game. But then again I've heard many times that cash shops usually bring in more money that subs alone... so maybe that's why more games are following this trend?

IMO there's nothing wrong with a cash shop that only sells cosmetics, in fact, I think that's the ideal because nobody needs a fancy costume to "win" or enjoy the game. People who believe others buying costumes is a "P2W" need to re-evaluate what real "P2W" means in the overall sense, not just what affects themselves (aka, their egos). There's a difference between paying real cash to gain an advantage over others (usually through powerful armor you can't obtain anywhere else in-game, aka P2W) and buying a costume just to brag about their looks. Complaining about the former is fair, the latter means 1) you're just being jealous and 2) you're complaining about something that ins't a real issue in a more "wide" sense. In other words, you're being a selfish, cry baby. Those people are paying to keep the game alive - let them brag about their "looks".

I just wish people were a bit more sensible and mature to understand that.
 
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Ethereal Dragon

Well-Known Member
Aug 28, 2015
2,005
560
I've nothing wrong with cosmetic items, so long as they are permanent. Some mmoprgs I've played that sold cosmetic items in their game shop had a time limit for how long you had the item which in my opinion is fucking ridiculous. Vindictus did this... then again it's Nexon NA that is very bad with how they mange the games they host and how they screw over their playerbase with cash shop items.
 

Sadtaco

Well-Known Member
Aug 27, 2015
116
4
Yeah but you can't really compare an MMO to a single-player in terms of costs.

Running an MMO doesn't actually cost much, unless you're talking about the GaaS costs. But simply referring to the cost per player to run a server, it does not.


The claim that the largest slice of the budget in an MMO goes toward paying for and maintaining the services is absurd and completely false.
 
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IvoryOwl

Well-Known Member
Sep 1, 2015
263
113
Running an MMO doesn't actually cost much, unless you're talking about the GaaS costs. But simply referring to the cost per player to run a server, it does not.


The claim that the largest slice of the budget in an MMO goes toward paying for and maintaining the services is absurd and completely false.

All I know is that, in general, large MMOs tend to cost more than single-player games. Whether the biggest slice goes towards development or maintenance I don't know... it was merely an assumption. The reason I assume as much its because the pre-launch development only happens during a certain amount of time with a (somewhat) fixed amount of money, afterwards the game launches and it can keep running for an indefinite amount of time... and during that time (assuming its very long-term) the costs can pile up to a similar or even bigger amount than it took to make the game. Launching expansions and maintaining the servers may only take a small slice of the pie, but what if we're talking about a game that has been running for 10 years for example? I'm not including cash shops, monthly fees or any other payment methods to counter-balance the costs.
 
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Sadtaco

Well-Known Member
Aug 27, 2015
116
4
The game keeps running for 10 years because it's still making money delivering new content and such. Because, you know, it's generating high profit.