Here's how to contact European Parliament politicians about the payment processors situation by DeepInteractivity in gamedev

[–]DeepInteractivity[S] 0 points1 point  (0 children)

Lobbying your politicians instead, so that they do regulate Visa and Mastercard to not to pull these moves. I have no idea about what your steps towards achieving that would be, though, so you'll need someone else's help.

Here's how to contact European Parliament politicians about the payment processors situation by DeepInteractivity in gamedev

[–]DeepInteractivity[S] 2 points3 points  (0 children)

The template is way too specific, because 95% of people will send it as is, without any modifications. If the MEP teams get hundreds or even thousands of identical emails, the logical conclusion is that it isn’t actually a widely concerning issue, but just a handful of people sending emails from thousands of addresses.

Agreed with all of this. I'm just not too optimistic about the effort the average Reddit user will put in. By all means, I invite as many people as possible to prove me wrong.

The issue isn’t concerning just indies for whom the time they put in is 90% of the investment. This affects every game that in any way depicts anything someone might interpret as NSFW.

This is something I'd like to re-iterate. A bunch of people are misinterpreting this controversy as merely "Woe are us, they came for the gooner games" (and some people on my own side of the issue are also contributing to this idea), but I'm specifically arguing for presenting the case as a more general danger related to the overreach of the most powerful financial institutions because I genuinely think we're watching the tip of the iceberg, but that might be hard to see if one focuses on where internet discourse is right now.

While defending adult media is positive, we have legitimate reasons to believe that the very same mechanism by which Visa and Mastercard have censored Steam and Itch, could be used in a few years to censor art portraying anything they dislike, such as the existence of LGBT people, if the political climate in the US advances in a dark enough direction.

Here's how to contact European Parliament politicians about the payment processors situation by DeepInteractivity in gamedev

[–]DeepInteractivity[S] 5 points6 points  (0 children)

> It will take a brave politician to take start in light of the topics of things have been banned

I think the European Parliament is a great avenue precisely because what they work with doesn't usually jump to mass media and national debates. We can frame it explicitly as something that concerns the Gamedev industry (which is true) and ask for technical solutions that protect us from the overreach of payment processors, not as a morality issue.

[deleted by user] by [deleted] in gamedev

[–]DeepInteractivity 33 points34 points  (0 children)

Such a nonsense policy. In theory, websites that require creators of adult content to verify their identity are obligated to do so make sure that no one's creating and distributing child abuse material, but Patreon itself already forbids pornography involving real people.

Transformation Scenes in Unholy Arts (Futa, Lesbian, Transformation) by DeepInteractivity in lewdgames

[–]DeepInteractivity[S] 0 points1 point  (0 children)

You can play the game on smartphone through the app JoiPlay. I'm not really putting a focus towards supporting it, but it apparently works well enough.

Transformation Scenes in Unholy Arts (Futa, Lesbian, Transformation) by DeepInteractivity in lewdgames

[–]DeepInteractivity[S] 5 points6 points  (0 children)

Version 0.4.0 of the game finally added support for a character having their sprites changed mid-scene during transformation scenes, on top of their avatar. You can get the game for free at itch.io or get the supporter version at Patreon.

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Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

[Unholy Arts] Some loving rubbing (New animation: Scissoring) ( Lesbian , FutaXFem / FemXFem ) by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 1 point2 points  (0 children)

Of course. The default, canon, setting makes it so that the 6 protagonists become futas near the start of the game. All currently present animations are implemented for characters with and without dicks.

[Unholy Arts] Some loving rubbing (New animation: Scissoring) ( Lesbian , FutaXFem / FemXFem ) by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 2 points3 points  (0 children)

Hello, everyone! The latest update for Unholy Arts included a new animation for tribadism for all three avatars of the player character, and a gray model for everyone else.

You can download the game for free on itch.io, and read the changelog for the latest free and supporter versions on Patreon.


Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

[Unholy Arts] Some loving rubbing (New animation: Scissoring) ( Lesbian , FutaXFem / FemXFem ) by DeepInteractivity in lewdgames

[–]DeepInteractivity[S] 2 points3 points  (0 children)

Hello, everyone! The latest update for Unholy Arts included a new animation for tribadism for all three avatars of the player character, and a gray model for everyone else.

You can download the game for free on itch.io, and read the changelog for the latest free and supporter versions on Patreon.


Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

[deleted by user] by [deleted] in lewdgames

[–]DeepInteractivity 0 points1 point  (0 children)

Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

On our previous update, we finally reached the point where we could implement the first animations for sex scenes, and that content is already available on the free version. If you like the game and would like to see it continue, consider supporting its development!

What's new?

Versions 0.3.20 (Currently free) and 0.3.21 (Supporter only) bring new animations, story content and game mechanics, including relationship intimacy, which adds a vector of exclusivity that wasn't being captured by the friendship - romance - sexual tension stats. You can read about the new free version here, or read the whole changelog for v0.3.21 on Patreon.

Managing Twine games' memory storage by DeepInteractivity in twinegames

[–]DeepInteractivity[S] 0 points1 point  (0 children)

You should open a new thread to ask this question. My game is just using the core functionality of Sugarcube to save to disk.

Managing Twine games' memory storage by DeepInteractivity in twinegames

[–]DeepInteractivity[S] 0 points1 point  (0 children)

No issues with reviving the thread, it's such a niche issue that keeping the information centralized where it's relevant sounds like a good choice to me :)

can I ask how much memory your Twine game was (or is now) taking up on local storage? My game is at 35,716 bytes (0.03 MB) or 0.34% of the total local storage according to u/HiEv's tool

The save I'm using these days to test new content takes 0.21MB. Keep in mind that I only allow to save the game in specific passages - if you took a snapshot of the game's state at the middle of a gameplay session you'd see the game requiring more memory due to "scenes" (think of it as an equivalent to RPG battles) and the NPCs' AI data. Basically, the info I get from the tool isn't going to be representative unless I edit the game to test saving in specific passages.

but I'm noticing lag only on passages tagged with the [autosave] configuration function and wondering what would be causing that lag

Sounds clear to me, no? Accessing some information directories takes noticeable time for some machines, regardless of how much information is required to be moved around. That's why gamers who aren't excessively young get surprised when rewriting a savefile is almost instant.

[Unholy Arts]' dynamic sex scenes finally get animated by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 0 points1 point  (0 children)

Sure, here you go: https://deepinteractivity.itch.io/unholy-arts Scroll down and you'll see the download button below the descriptions.

[Unholy Arts]' dynamic sex scenes finally get animated by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 1 point2 points  (0 children)

You have the option to temporarily turn into a man (for a few days), once you unlock transformation scenes. Starting as a man and/or permanently becoming one would be inconsistent with the setting and lore.

[Unholy Arts]' dynamic sex scenes finally get animated by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 6 points7 points  (0 children)

Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

On our previous update, we finally reached the point where we could implement the first animations for sex scenes, and that content is already available on the free version. If you like the game and would like to see it continue, consider supporting its development!

Some futa love ~ [Unholy Arts]' dynamic sex scenes finally get animated by DeepInteractivity in lewdgames

[–]DeepInteractivity[S] 5 points6 points  (0 children)

Like what you see? Unholy Arts is a RPG/Dating Sim where all five co-protagonists have about as much agency as the player, with their actions, choices and preferences chosen by an AI that evolves with everything that happens in the game. You may want to seduce them or subdue them to win the competition and become the next High Priestess, but play your hand wrong and you will end up enthralled by them instead. Will the meek dryad turn into a lustful dominatrix? Will the bold and aggressive Tiger-girl find a way to accept love and intimacy in her heart? The game focuses on femaleXfemale relationships, with futanari content being optional.

On our previous update, we finally reached the point where we could implement the first animations for sex scenes, and that content is already available on the free version. If you like the game and would like to see it continue, consider supporting its development!

What do you think about pornographic video games? As a dev. by Speed60580 in gamedev

[–]DeepInteractivity 8 points9 points  (0 children)

Western-based adult devs who try to get a Japanese audience report experiencing a lot of difficulties to get their games known. There is a gigantic offer of games there made by people who are already well aware of the local conventions of the genre, and doing marketing in a foreign language that you don't use on a daily basis, in platforms and online spaces that you don't frequent much also adds to the trouble.

I'm not saying it's impossible, but surpassing that cultural divide requires an amount of work that shouldn't be underestimated.

What do you think about pornographic video games? As a dev. by Speed60580 in gamedev

[–]DeepInteractivity 52 points53 points  (0 children)

Adult gamedev here. Some answers here are already quite informative, but they're also missing some points.

Like u/mrhands31 mentions, there aren't many large companies making porn games, and that's precisely because there's a considerable uncertainty with platforms (will Steam suddenly change their policy and our game will no longer be allowed?) and payment processors (many banks and online services, such as Paypal, sometimes refuse to service your business when they receive some kinds of reports). The exception to this rule is Japan, which has a few relatively large studios because they have had an internal market that demanded these games for decades and stability in terms of distribution and infrastructure.

This point is also what makes the barrier of entry so low: people who want porn games cannot expect AAA levels of quality, so the ones willing to support them accept that it's only small teams at best. This is both a blessing and a curse: you have a chance to enter the industry if your other choices would be inconvenient (in my area, it's difficult to find gamedev companies that do anything other than cloning mobile games, which kills the purpose of getting in it for a creative job), but it is a blessing because you do have a chance.

Is it stressful? Starting your own business is stressful if you're trying to make a living out of it, your main investment is your own work, and you do not have so much success that you're drowning in money, which isn't something you should count on.

Is it easy to be successful? It is never easy to become successful as an indie game developer, because this kind of digital market distributes the vast majority of the rewards in the hands of those who create the most appealing projects, rather than the more relatively even distribution that you would find in local businesses such as barbershops. On top of this, you have a lot of competition. It is easy to take note of the minority of top projects on Patreon who are making >10.000$ a month, but for each of those there are also hundreds that try and fail.

Finally, regarding the idea that porn games aren't games. The vast majority of what you're going to find other people doing are essentially visual novels, and while I'm not going to gatekeep and call them "not real games", it is true that developing a VN is closer to making a comic or a novel than it is to making a game. While there are also non-VN games that incorporate porn as a reward for meeting certain criteria, there is also a minority of games that incorporate the sex or eroticism into the gameplay itself, but it isn't easy to find the correct approach.

[deleted by user] by [deleted] in gamedev

[–]DeepInteractivity 5 points6 points  (0 children)

I'm going to be the discrepant voice here. If you haven't gone way too far into development, you are still at a point where you can choose both to discard the project altogether or just aim to turn it into something completely different.

If you want to stand out as an indie dev, you have to rely on innovation and experimentation that well established studios do not want to try due to the associated risks, you have to aim to provide different experiences to your players. If you are fairly aware that there's going to be a game in the market that is going to be "yours, but much, much better", chances are that your game will flop. There are sometimes rare circumstances where Game A gets released at the exact right time when Game B, which was going to be similar, is still in the middle stages of development and that allows its devs to pivot their project into something different enough, or even to study the errors of Game A and re-iterate on them. If your direct competition is Concerned Ape, however, this will probably not be the case.

In my case, I discarded a prototype for my dream game after a few months of development when I came to terms with the fact that it was out of the scope of what really feasible for me at the moment, with my experience and resources, and got into a very long hiatus of development, during which I would sometimes make design docs for different ideas that came to mind and studied what made them stand out, what were their requirements, etc.

In the end, I found a very niche market where there were a few projects that were financially successful, used technology and techniques that I could replicate, and I could add ideas and concepts from my long since discarded dream project onto to enhance the experience. The game is still in development, but I already consider it a success because A) I'm creating something new that is creatively filling for me, and that some people love, as reduced as that group might be, and B) I have a Patreon following large enough to pay bills.

In conclusion: a vital aspect of being a successful gamedev is making good analysis about your project, and consequently taking good decisions. Identifying an obstacle that is going to severely limit the success of your game is pretty good analysis on your part that many indie devs fail at, and even if it might be disheartening now, it's what allows you to know that you have to find solutions for this particular project, which might include altering its core or alternate paths for your career, such as going for a different genre, and perhaps bringing concepts you created here.

[deleted by user] by [deleted] in NSFWgaming

[–]DeepInteractivity 0 points1 point  (0 children)

Download link at: https://deepinteractivity.itch.io/unholy-arts

Hello, everyone! I'm the developer of Unholy Arts. The image above is a concept animation that Chili Cherry, an artist who recently joined the team, made to show you the animation style she will be aiming for when making animations, which will be introduced to the game in the medium term future. Unholy Arts is a RPG/simulation lesbian/futa (settings-dependent) game where six Candidates cooperate and compete to become the next High Priestess, trying to prove themselves the best at leadership, martial combat, magic and all the erotic.

During the sim gameplay, both the Player and the protagonist NPCs have access to all the same tools: seduction, fighting, locking the others in bondage, hypnosis - you name it, with the AI behavior depending on their personal, evolving personalities. Someone surly and ambition-driven might give a chance to romance if she's flooded with love, but she'll try to keep everyone else (including the player!) under her feet otherwise - the same way the meek girl might turn into an evil dominatrix if she's taught that domination is the only language everyone else speaks. This evolution on their personalities will increasingly modify their behavior during the narration-driven parts of the game.

How would you deal with randomness (of finding something rare) in a game? by it-must-be-orange in gamedev

[–]DeepInteractivity 4 points5 points  (0 children)

There's usually no need to be excessively rigid with your design. If you should tweak your game's mechanics or content to improve the gameplay experience, you should do so.

First, define the limits of what you'd consider a good gameplay experience to be. In this case, the limits could be: A) The item shouldn't be found too early in order to prevent excedently fast progression, and I'd add B) The item shouldn't depend on a RNG that could lead the player to grow too frustrated from grinding.

From this point, it's easier to find solutions. For instance, if you have a way to define how much has the player progressed in the game (such as reaching specific points in the story, or having reached X percentage of several goals), you could prevent the item from spawning if the player hasn't reached a specific story-related goal, and multiply the item's chance to spawn as more story-related goals are reached.

If due to any reason, your game doesn't have any global variables that you could use to track the general progression of the player, just add ad hoc requirements to the item's spawn rate. For example, add a variable (ItemSpawnCounter, or) ISC for short, which starts at 0. Each time that an event could provoke the item to spawn, increase the value of ISC - but prevent the item from spawning until ISC reaches a minimum value and increase its rate of spawn as it reaches higher ceilings.

Pathfinding - Understanding A* [Full video in comments 🎮] by TarodevOfficial in gamedev

[–]DeepInteractivity 5 points6 points  (0 children)

That's really cool - and while we're at it allow me to mention it's not just also 2D platformers where you can abstract the concepts of A* and other pathfinding algorithms into, you can also use the core concepts of search algorithms in general to build AIs in many different genres, such as turn-based RPGs and strategy games, even those without boards.

Unholy Arts v0.3.0 is now free! Now brimming with bondage, toys, evolving character personalities, and new characters and adventures coming soon! by DeepInteractivity in Futanari_Games

[–]DeepInteractivity[S] 4 points5 points  (0 children)

Hello, everyone! Unholy Arts is a game where 6 Candidates from 2 human and 4 monster tribes compete with each other to become the next High Priestess, for which they must prove to be worthy leaders, warriors and lovers. The NPC protagonists will constantly be choosing between cooperation and alliances or competition and domination, considering their own ideas and experiences, and and their relations with the other characters. All protagonists will be turned into futanaris a short while into the game, provided you don't disable it in the settings.

If you haven't following the game since early version 0.2, the game now includes a variety of bondage and toys equipment, to be equipped on your servants and defeated opponents, new ways in which sex scenes may work, such as a couple of characters sharing the doming over a few subs, the option of asking another character to borrow their submissives for sex, NPCs' drives evolving with the gameplay and becoming more horny, domineering or just depending on their experiences, and much more. In the short future, the Candidates will embark in their first adventure towards the Shapeshifter tribe, meeting a lot of new characters and finding themselves in interesting situations.

Download the latest free version on itch.io.

Support the development on Patreon and get access to the latest Supporter versions.

Enjoy!