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Furry Sex Game - Market Research

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1Report
itoril at 22 Jan 2006: 01:36

Hey everyone, long time lukrer, first time poster.

I'm thinking of designing a full, proper, commercial furry sex game, and I'm looking for market research, as any competent developer knows that it can help them tailor their game to those who want to play it.

I've got a questionnaire here, which has only nine questions and I'd be really grateful if you were to complete it.

http://www.brandsberg.com/user/1011022/1/

Thanks for your time, and if you're really interested, please don't get your hopes up for a non-distant release - I'm only one person ;p

2Report
at 22 Jan 2006: 02:45

If you actually plan on doing this, I suggest looking at Japanese sim games as a reference. A good game, which is somewhat furry, is Let's Meow Meow. You can buy it from J-list. Their formula is probably the best.

Also, while you may be marketting this directly to furries, there's a lot of people out there who know very little about the fandom. If you made the game more open to everyone to enjoy, without labeling it directly as "furry," you'd probably reach a much wider base of users. I recommend avoiding any such "hardcore" fetishes, at least in the core version of the game.

Just my two cents.

3Report
Foxstar at 22 Jan 2006: 06:16

If your also serious, plan for it to be ripped and uploaded to torrents the secound it's released to the public, so don't count on major..if any profit.

4Report
Shalla at 24 Jan 2006: 00:46

There are ways around that, I think. The security keeps getting tighter all the time.

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Shalla at 24 Jan 2006: 00:48

Besides, Companies and people are, more and more often, making fake torrents that just waste your time, and even contain Viruses.

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Foxstar at 24 Jan 2006: 05:18

>>4 There are, but it's nigh impossable to do stop it totaly. Plus it costs money to do that. Not worth it for a furry hentai game.

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at 24 Jan 2006: 15:39

What graphic style are you thinking about? pixels? Cell shading? Lifelike?
 

8Report
at 24 Jan 2006: 17:06

well if he wanna do popular game he must go for random doodles

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Shii at 24 Jan 2006: 19:37

If I were you, I would listen to >>2.

Good luck.

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Itoril at 25 Jan 2006: 05:59

I have the ability to do 3D in DirectX9, so I could utilise vertext shading for a real-time cel effect. I'm quite an ardent beleiver in portability, so I'd probably use a number of different methods for rendering and allow the user to choose, based on their system and personal tastes.

Thanks for the comments folks, but I think I'll just develop it for fun and release it for free. There isn't enough interactive yiffy stuff out there, in my opinion.

11Report
at 25 Jan 2006: 08:54

>>10
That's the spirit!

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Min at 25 Jan 2006: 13:31

Well, if you're interesting in portability, DirectX is exactly the wrong way to go...

Personally, I'd rather not even have 3D graphics.  They tend to look fake in any sort of pornographic scene, not to mention that making fur look good in 3D is insanely hard.

I'd prefer a game done in the style of Japanese PC games -- they typically have a branching story told through text, with full-screen, 2D illustrations that go along with the scenes.  (and, typically, after you've seen a scene the first time, you can flip through the illustrations in a gallery at any time)

13Report
Lloxie at 25 Jan 2006: 13:44

This sounds like an absolutely awesome idea. If it were done well, and had a pretty good ammount of customizeablitiy in it, I'd gladly pay $50+ for it, or maybe a little lower if you go with the expansions idea. Though frankly, it might be easier for everyone just to go with the core game and let people add most of the more out-there fetishes themselves via modding.

I can't say how successful this will be, but I wish you lots of luck in it. Sounds like an awesome venture. And take as much time as you need, it should be worth the wait. <^.^>

14Report
at 25 Jan 2006: 13:54

>>12

Exactly. Just the mention of 3D in this sort of game makes me want to run away really fast.

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Vorde at 25 Jan 2006: 15:56

2D definatly would be better unless you can pull off amazing graphics in 3D. Also, it would be best to do the Japanese anime PC game style where it shows the text and the picture, and then make choices to choose where to go.

16Report
at 25 Jan 2006: 19:33

>>12
Agian there are some 3-D pics floating around on f-chan and it is just very unapealing  (sp?) something like street fighter 2-D graphics would be cool, but I have no idea how to impement this art style...........
you could always just have people create their own images, frames, furry or not,and just pickelize it.
Some where not sure where had 2-D graphics but the charaters walked around in an isometric world, there aren't alot of options with this
Whitch gives me thi idea,
it could be like that one LEgend of Zelda game no one like..........you konw? But with better graphics and places wold become crowded with somany poeopl only onone plain, so you woul have diferent layers, see where I'm going.. does this even make sence to any one?, So the other people on that layer of room would be ontop with you...

17Report
Reko Hunter at 26 Jan 2006: 02:27

>>16
Eh?

Well anyway I'm in agrence that 3D,unless you get ahold of some of the next gen dev kits, a whole load of money, and a very dedicated team, and time your not realy gonna pull off a game and have the graphics match up to what the game is. The easyest way to go is defenetly 2D. If you can get an artist or two on board you could realy whip out a great furry 2D game. I personaly am majoring in game development but not far along enough to ofer more than little hints that even then have to be taken with a grain of salt due to my lack of experince.

To make a 3D game you'd need it to be a much broader game. A furry dateing game wouldn't realy fly at this point in time. Our society is rapidly growing more concervative, and the christian coalition is catching on. (when I meantion any group I'm refering to fanatic radicals of the group not the group in general) Those two factors would get the game a whole lot of bad press. The waters are turbulant and need to be entered carefully or we could all sink.

A 2D game would be great and you could even sell it for like 10 dollars and would probably make a decent profit. If your products good and at a reasonable price people will be more inclined to give it the time of day and not rip it off as much. As long as you play it cool you can still sell this game. I for one would buy it.

As far as the actual game goes you can include alot of some of the more "hardcore" stuff without ofending the semi, or not so adament furrs if you have it there but there so your not gonna be blindsided by it and that you have to go find it. thats an easyway around that. Also I'd find it realy totaly awesome if thered be a way you could talk the charicters you can interact with into things like threesums, and other acts that aren't aginst there charicter but that wouldn't happen without influence. I'd love to see more than an option select game and have some real deapth for persuation, manipulation, and even intimidation. Not my style personaly but the abilty to just force yourself onto a charicter would be intresting. Hmm is it obvious that I play exalted/mage alot yet? lol

18Report (sage)
at 26 Jan 2006: 03:34

it would be intresting if you can add your own furry character, or create it very simply with a generic editor, a bit like Quake 3 or HL skins and mods.
i dont think someone would be ready to pay for fetish plugin, so...i'd be more simple to make evrything possible, regerdless the gender, species, or the 'n' numbers of character involved into an act ( multiplayer ? 1p vs comp, 2p, etc. ) to make it really commercial, think about including humans in the species list.

to include vore, sm and such stuffs, just add it to the possibilities of action : you can start it soft and suddenly bite gently your partner as you want. either the bar goes to "pleasure" or fails with going to "pain" which brings you to thegame over if you do it ...wrong.

but for the gameplay, i imagine a sort of street fighter like energy bar, but with 'orgasm' instead of K.O. ( draw game = perfect. )

also, forget 3D, it' seriously not sexy. better make a very fussed 2-D character design using vectors or bitmaps = more smooth, and you get a sort of charm you wont ever get with a 3d game... a bit like doukutsu monogatari. you wont hear about it on IGN or the press because it's a free software, but it really works.

still less pervert than some kkk games sold in USA, but i dont believe you will able to find an editor that will accept to redistribute the game. if you do; that will be a great evolution in videogames. ( i remember a C128 8bit game you control a character chasing girls =þ of course, big pixels but that was a predecessor, developed by amateurs. )

19Report
itoril at 26 Jan 2006: 03:54

Min, by portability I meant "runs on more systems" rather than "can be distributed geographically more easily". For example, a game with the minimum system requirements of a 800 mhz processor is more 'portable' than one with a minimum speed of 1.5 ghz.

If I used OpenGL, I could port it to Mac and Linux, but I don't feasibly have that luxury, as I'd end up taking about five years on it. DirectX makes it easier to achieve better graphics, and DX9 isn't available to shockwave, only version 7.

I wasn't really thinking along the lines of a dating game, more a sort of sandbox simulator where you control the generation and interaction of different characters.

I know there's a tonnage of really terrible 3D art out there, but I'm determined that it can look good. While 3D doesn't usually 'look realistic', neither does 2D, really.

The problem in going with 2D, is that it would be really limited as a result of this. I'd have to animate each character one by one, and in a variety of different poses. On the other hand, with 3D, I can create one animation set and then apply it to every mesh, which means the workload would be decreased phenominally. It's also much easier to create the animations, as once I've created a mesh, technically I don't need to 'draw' it ever again, just provide more animations.

As for next gen graphics, I can certainly pull those off. I have access to multitexturing, and the vertex shading as I mentioned earlier would make the graphics look *just* like 2D, but with really smooth animation. There's no end to the effects and styles I can pull off with .fx files, from anime flat shading to a more gradated surface.

Once I get a model I'll configure some .fx files and post screen caps of my results in the /crit/ section.

Thanks Lloxie, your words have made my day. I'm quite set on providing it for free now though. I suppose I could add a donate button to the download page, so users can decide how much it's worth for themselves. I don't really mind about money, I've downloaded gigabytes of stuff from websites supporting my tastes for years now, so I might aswell give a little back in return.

The game will be very moddable, so users can create their own content for it. Furthermore, anything created with the game will be redistributable for free, provided that credit is intact and no money is made from it :)

20Report
at 26 Jan 2006: 09:02

3D can be sexy when it looks like Final Fantasy or DOA, but creating that kind of fluid and organic models and animation takes supreme artistic skill. If you have real experience in 3D animation, then go ahead and make this game. But if you’re a programmer by nature, then it’s time for a reality check. All the programming skills in the world cannot create sexy animation. Rendering effects don’t mean anything if the models and animation are not convincing. Sorry.

21Report
at 26 Jan 2006: 10:19

with good underlieing 3D engine it whuld pass with bad opening content. (especially if it will be free). but if import framework will be good (give chance to import from main 3d Aplications (3ds,vrml,dwg. etc.). then people start making mods, eventually somone with skills will do something realy good.

22Report
Seraph at 26 Jan 2006: 14:09

Now, I could be wrong about this, but this is how I see the idea.
It seems to me, that most people in the fandom, or orbiting it, are NOT into bestiality.  So it would be a more marketable game if the characters were humanoid, rather than being Disney-esque talking-walking animals.  By having human type anatomy, you make it accessable to all but the most hardcore zoophiles.  But if you put animal bits all over the place, it's going to freak out a lot of the less animal-inclined among the population, including all the non-furries who enjoy anthro porn.

I'm sure a bunch of people are going to call me a nazi and rant about how much they love dog cocks, but I don't really care. :)

23Report
GG at 26 Jan 2006: 15:15

>>22 I'm with ya on this.

24Report
at 26 Jan 2006: 19:45

To all his own I guess. It could be added as a fetish plug in.
If needed of course. ;)

25Report
Reko Hunter at 27 Jan 2006: 01:48

>>22 Easy enough to take care of. In the options have a simple check box for animal atomicaly corectness. Then everything will just switch back and forth easily enough, and once again if it's made sand box wise you don't have to get it on with animals and what not. I personaly just love it when animal anatomy comes through in furry art for some reason, yet I'm not heavy into the zoo realm. A well detailed options menu is a way to weasel in alot of the more out there stuff. No ofence to any weasels reading this by the way.

>>18 Haveing a "wrong" way in a sand box style game is a realy bad idea. Sand box style game play is just that, as solid as sand. An environment is provided and some nudges in the form of a story are provided but basicaly your aloud to do whatever the heck you want. I'm not into roughf stuff myself but if in a sand box game theres alot of other options and I'm outright penalised (game over) for that then I'm gonna count it as a strike aginst the game. Sand box basicaly is an open invitation for whatever you want. Think GTA for a moment. You've got one guy to kill. Now you can pick him off with your sniper rifle the easy way, or you can shank him and run away from his body guards, or blast him and everyone around him with a chain gun, or just fly low with a plane and give him a close shave with the propeler blades. You don't get a game over for one of those. Ofcourse if you mess up with the plane this thing called physics takes over and smites you royaly for your stupidity.


>>19 "The problem in going with 2D, is that it would be really limited as a result of this." I personaly don't see 2D as dead yet. It just needs a breath of fresh air into it but saying it's limited isn't necisarly true. Guilty Gear Isuka went and broke the mold for the 2D fighting game by adding foreground and background areas. Now the game didn't exactly live up to Guilty Gear X2 but it was never the less a new take on 2D.

I'm not gonna doubt your abilities for 3D art and animation and all but it's gonna take forever to do it to the quality hinted and especialy working on your own and for free. Yes the next gen games are breath takeing but youve got a whole team assigned to one asspect of the game. I'm just a bit worried about your sanity and personal life in this endevor cause it is by no means a small one at all.

26Report
itoril at 27 Jan 2006: 04:21

Hehe, well, we'll see what happens. I'm an artist first, and a programmer second. I have formal 3D training. As for customisability, I'm way ahead of you. Even the individual models will be modular, in that you can choose the genitalia the individual characters have. There will be two attachment points so you can have a straightforward male or female, a herm, a shemale, or even a double-endowed male or female. Mix & match 'til your heart's content. The checkbox system is a good idea, instead of radio (toggle) buttons. I'll be able to code a bunch of different fur/skin/scale types, and use 'vertex coloring' so that the user can choose what color it is, and it won't need to have loads of different textures or .fx files. This drives down the size of the download file.

Customisability will follow normal file formats, like 3DS, JPG/BMP/PNG, etc.

27Report
at 27 Jan 2006: 05:51

>>26 ow goodie can't wait (starts up 3d max and does refreshing course)

28Report
at 27 Jan 2006: 06:46

>>26
Just a suggestion: Create a preview first and then show it here and see what the people say. :)
If it goes wrong you'll get input on what's wrong and if it goes well you will have gained support.

29Report
itoril at 27 Jan 2006: 12:35

Absolutely. I'll keep everyone posted so that you can steer me in the right direction.

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Randomlizard at 27 Jan 2006: 18:39

Sounds like fun, but I'm on a mac (i really dun wanna hear any "haha, mac sux. you can't play the game." stuff. I'm not here to bash PC's and i'm not looking to be bashed because I happen to have a comp I love.) anyway, back to topic. I'm on a mac and I'm sure there's a way to get it to work without resorting to OpenGL. Hell, I have 3 3D modeling/animation programs on here that my room mate was convinced weren't even made for Mac.

31Report
Min at 27 Jan 2006: 23:40

Well, OpenGL is the de facto (and de jure, really) standard 3D API for non-Windows platforms.  If you're running a 3D applications on OS X or Linux, I guarantee that it uses OpenGL for its backend, even if it doesn't explicitly say so.  Of course, bear in mind that comparisons between OpenGL and DirectX are really invalid; while OpenGL is just a 3D graphics API, DirectX is a more general multimedia API that also handles sound, input, and so forth.  A better target for comparisons against DirectX would be something like SDL ( http://www.libsdl.org/index.php ), which provides a general multimedia interface.  I'm not sure where this misperception that "Direct3D is better than OpenGL" comes from... OpenGL is used in plenty of games that people rave over, such as all of the Doom, Quake, and Unreal games.

Either way, though, it's going to be hard.  Keep in mind that there are plenty of games that have dozens of programmers and millions of dollars behind them, and it still takes them years to come up with something decent.  Not to be a wet blanket or anything, but I do digital signal processing for a living, and I've dabbled in game design before -- and let me tell you, digital signal processing is a lot easier than programming a good physics engine. ;-)

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itoril at 28 Jan 2006: 02:55

It really is a shame that I can't support Mac or Linux, but the API I'm using (which will make this particular game feasibly writable by one person) only supports DirectX. I'm quite sure however that there's some kind of DirectX emulator out there. If Windows can emulate Mac OS, I believe that it could work the other way around.

I also agree that the argument between OpenGL and DirectX is as moot as Nvidia vs ATI or CRT vs TFT. They all have their advantages and disadvantages.

33Report
at 28 Jan 2006: 08:19

I heard there will be WINE port to macs, so mayby you will be able to run directx anyway.

34Report
at 28 Aug 2007: 00:24

Is this dead?

35Report (sage)
at 28 Aug 2007: 02:08

>>34
So dead that even Roger Corman won't touch it- so why did you?

36Report
at 28 Aug 2007: 07:02

>>34
Yeah. It's been dead since Jan.

Necroposting sux. :(

38Report
at 10 Apr 2008: 18:33

It rules >.>....

39Report (sage)
at 11 Apr 2008: 08:47

sage goes in every field.

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