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File: VivaProjectLogo.png (71.38 KB, 1935x1300) ImgOpsiqdb

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File: Viva1.png (1.78 MB, 1478x976) ImgOpsiqdb

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No.340

VivaDev ha venido a Wired-7 a responder nuestras preguntas sobre desarrollo de videojuegos, realidad virtual y waifus. VivaDev es el desarrollador de Viva Project, anteriormente conocido como Shinobu Project.

Permitamosle presentarse a el mismo:
I'm VivaDev, shader programmer at work, born in Aguascalientes but now live
in the US, and I made Viva Project. I've been working on it since I learned
to model 3 years ago where I made a weeb wedding simulation in Unreal and
then shortly afterwards I moved to Unity.

>Vale pero, ¿Que es Viva Project?

Viva Project es un simulador VR de vida con un personaje customizable (por defecto Oshino Shinobu). En el simulador puedes cocinar, pasear, bañar a tu carácter, cambiarle la ropa…

Aunque VivaDev entiende algo de Español, esta entrevista será en ingles. Se pueden hacer preguntas en español y las traduciré personalmente, pero espero que sean mínimas.
Puedes postear tus preguntas en este hilo hasta el 10 de Febrero de 2020. (~15 días). Cuando finalice el periodo de la entrevista, recogeré todas las preguntas y se las enviaremos a VivaDev.
Recomiendo probar Viva Project antes de hacer alguna pregunta.

Podéis conseguir Viva Project en:
https://shinobuproject.itch.io/game
Más información del proyecto en:
https://www.patreon.com/sgthale
>>

No.341

Is it difficult to create a game alone? You have to do the programming, design, models, advertisement and surely much more. Looks like you have to have all the skills of a team in only one person.
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No.342

I remeber your thread in 8chan when the game was suposed to be lewd, what make you change it to a sfw game?
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No.343

Why did you decide to set your game in a Mexican village? In what ways did you take advantage of this location?
Can you talk us about your first steps in game development? What was the first games you developed?
What would you do if someone offered you a blank check to create the game of your dreams?
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No.344

Shinobu is your waifu?
At what age did you start programming?
What plans do you have in the future with the development of the game?

And last but most importanly. Loli (A.k.A Node) sent you photos of her panty to do this?
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No.345

Did you think to release the project on video game store such as Steam maybe like an early access?

And in the case that the project becomes famous to the point that you can live with the money earned from it. Would you create a video game developer company to continue improving the project?
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No.346

Is it difficult to program the IA? Are you using anything for the IA or are you doing it yourself?

I want to add that your IA is pretty good and have advanced features but It looks like it's always waiting to the player commands.
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No.347

>>341
Yes it was difficult. I do get some people helping me out with making clothing models. I also have a guy who makes sounds for me. Some of them don't mind not receiving a compensation but others I give some money to. I also use the funds to hire professional Japanese voice actresses from Japanese Voice Acting Schools. And Japanese composers. I've also hired a person who worked on Azure Lane for an original character that's coming out later. I do all the programming though. There's 2 other small devs who only program the website and the upcoming game launcher.

>>342
VR Porn is boring as hell. It's vapid, clunky, and difficult to setup. But it's also because when something becomes pornographic, you think differently about the game. You don't really care about your character anymore. You just care about seeing her pussy. It's a primal instinct I feel and it was affecting me when I made lewd test animations. I cared less about "my waifu". I totally think it's a psychological thing.

>>343
>Why a Mexican Village
Because I like the aesthetic that pueblos have. It's less seen in video games. The advantage was not having to do much "hard surface modeling" which takes a lot longer to do compared to basic old fashioned buildings. First games I developed was in Flash (en la secundaria). I spent my afternoons learning to make crappy flash games. Viva is the first game I ever published. I usually spent the time learning to build game engines in C++ rather than making games. If someone offered me a blank check I'd be very cautious. Nothing in life is ever free and if someone offered me a million dollars for this game, I'd refuse it. The game is a hobby, not a financial liability. I think money is a poison.

>>344
6th grade. Future of the game maybe have custom maps but that's something really far out. Translations is something I'd like to do soon. If it ever gets really big I'd consider multiplayer but that is a TALL order and very difficult. What? Panty shots?

>>345
Yeah Steam would be kind of fun. I don't know if Steam likes loli games anymore though. I'm VERY against having my project blow up into something corporate. When I was young I wanted to work in the video game industry. As I graduated college and started seeing how the industry changed for the worse, I realized the industry wasn't the same industry I fell in love with years ago. Hell, I hate modern AAA game development. It's very corrupt and corporate. If somehow this game managed to be really big, the conditions for me to open a company for it would have to be very very favorable for me. I highly doubt I'll ever get that kind of a chance. There's also the problem of my game being forever tied to "lolicon pornography" which can easily cause a huge PR mess for any publication.
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No.348

>>347
why you moved from unreal to unity?
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No.349

I can't think a question now but a quick feedback. You should think about adding ear cleaning.
Maybe a mimikaki item that you give to your waifu, lie on her nap and she cleans your ear.
God bless ASMR.
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No.350

>>349
this tbqh
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No.351

What is your opinion on VR becoming a mainstream thing? Do you think it will happen in the short term or we'll be stuck for a while with the kind of limited systems we have right now?

Would it ever be the future of gaming and other things as expected? or would the resources to achieve this be simply way too much for the average consumer?
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No.352

>>348
I wanted to try out a different engine. I ended up liking unity better for single man development. It feels faster.

>>349
Maybe in the future. ASMR would be nice to have.

>>351
VR going mainstream is kind of hard to see becoming because of so many factors. I think VR is REALLY good at getting people hyped but it's not very accessible. it's difficult to have a setup to play games like Boneworks. I think we are gonna keep being stuck with the limited systems. I don't think things like haptic feedback gloves will become a feasible thing for VR consumers. I don't think VR wil ever be a thing like READY PLAYER ONE. My guess is that by the time we achieve something like READY PLAYER ONE, we are gonna have better tech elsewhere.
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No.353

>>340
The game have custom waifus?
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No.354

>>353
You should try it, It's one of the first things you can do.
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No.356

How many hours did you work to get the first "playable" version?
Do you have any funny story about a silly bug?
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No.357

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More of a philosophical question rather than about the game itself: ¿Do you think that in the future people will be able to ditch their social lives completely and just live in a virtual world? ¿Has that happened already?
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No.358

>>356
I don't know. It was about 5 months? No silly bug stories.

>>357
I know a couple people who have done that already. Live off of welfare and do nothing all day but get drunk and masturbate in a virtual environment. No social life either. I think the world is heading into a more pronounced direction of that though. We can't get enough entertainment.
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No.359

What is the feature you're most proud of implementing?
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No.360

>>359
The card system. It packs 3D binary data into a PNG that can be decoded ingame. So you dont need to use Unity for custom content.
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No.361

Hello VivaDev. I knew and enjoyed your game since v0.3. I loved the idea. Everyone always talks about in the future you will be able to live in a simulation with your waifu but no one ever worked on it. You are working on the first steps towards this goal the goal of erase any chance of weaboo descendende lol

I have a question. I'm a student of the similar of computer engineering in US. I always wanted to work on videogames industry but I'm not sure about chances of success compared other fields of IT. What do you think about chances of success on videogames industry?
By success I mean like at least earn enough to make a decent living.

>>360
Oh I saw a hentai game that uses this system. I always wondered how they made it. I thought that was the only method but I couldn't confirm it.
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No.362

>>361
I quit trying to join it so I'm probably the wrong person to talk to but I feel like the industry has made it difficult to break into. Many of the big companies like EA and Activision make it difficult for newcomers to work for them.
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No.364

Sorry but you didn't reply my question ( >>346 ). I made a mistake writing IA, in english is AI (artificial intelligence).
I don't know if you skipped it or you don't want to answer, sorry if it's the second.
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No.366

>>346
The AI is just one big state machine. It's not terribly difficult if you know how to keep it clean and concise to work with. A lot of it was going back and forth between implementing it in an OOP way and not doing it in an OOP way. I ended up doing it in an OOP way but removing Monobehavior as a base class. Most of them are activated by player commands just because there is no implementation of autonomy. Eventually I'd like for them to bathe by themselves and cook in random intervals.
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No.374

Not sure how to question this:
Does Viva Project have a finished point or you are planning on continuously developing patchs?
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No.375

From outside, imageboard users are seen as no-lifers that only try to harass other people. You posted on 8chan about your project.
What was the reaction of the users when you revealed your project? Did the users help you or the development?
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No.376

>>374
Probably keep continuing to develop it

>>375
I was from 8chan. I was a long time denizen of 8chan since 2014. I just decided to start a project in 2017 and post some casual progress on a certain board. The reaction was normal. It wasn't as impressive at the time and it was rather small at the time. No users helped me.
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No.377

What inspired you to do a simulator game?
I mean, choosing between weeb games you could have done other type of games, like a visual novel.

Have you created any games before this one?

I don't want to make you uncomfortable talking about money but your patreon seem to go pretty well. Have you considered going full-time on this?
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No.378

Nice interview so far. As a fellow gamedev I will support your project a bit in patreon.
Just saw you are going to release v0.75 and I got a question:
How do you control your code, bugs, what to do…? Do you do any kind of agile development?
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No.380

>>377
I just wanted to make a weeb game. I wanted deep interactions and I know nobody will ever make it like how I wanted to. So I made it myself. This is the first game I've published but not the first game I've made (far from it). This project is not something I want to go full time on. I have an actual job in the technical industry that makes way more than the patreon. The patreon project is purely a hobby. Less liability and less stress.

>>378
I have a discord for bugs to report. Usually I tend to refactor big changes after an update though I do try to keep clean code while implementing features. I used git as well. What do you mean agile development?
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No.381

>>380
Agile development it's the planning that nowdays almost all software uses on developing.
Well, the question was focused on how do you plan, design, code and test your game/code.
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No.384

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>>381
Since I do all the code the bonus is that I know exactly where everything is so there's less planning involved in an organized sense. That said I like to make a TODO list for things that need to be done. If they coincide with bugs, I tend to work on that first. I used to use online graphs for planning out AI behavior but I have evolved to just do it as I go. I like to leave comments in my code for things that need to be implemented. Here's a new feature I'm implementing right now.
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No.385

¡Ya queda poco para finalizar la entrevista, no podemos tener a VivaDev respondiendo por siempre!

Aprovecha y pregunta a VivaDev sobre el desarrollo de videojuegos y Viva Project.
Waiyādo, todos sabemos que te encantaría vivir a una simulación con tu waifu, ¿no tienes algo que decirle al desarrollador que está haciendo realidad tu sueño?
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No.386

>>384
This is not a personal attack to your game but:
Why all games suck with water effects?

I know that simulating a liquid is a heavy GPU tasks so you can not simulate water as real. But with all the improvement game industry is making, water seems to be very behind.

What do you think of Ray Tracing?
I'm not sure if this is already implemented but i didn't saw it so i also ask, are you going to implement Ray Tracing?

Also as the top one, i don't know if this is implemented but i didn't saw it: Do you plan on allowing modding? OFC the first mod will be turn your game to NSFW but it won't be official. This could attract more users without changing your developing plans.
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No.387

>>386
Because water is very difficult to simulate just like you said. We always have to cut back on water effects by just having a simple plane. Particle physics are out of the question right now.

Ray tracing was implemented by someone else as a hack. It looked meh. No I am not going to implement ray tracing right now.

I dont know about mods. It will be tricky to build a platform with interchangeable scripting assets. My answer is I don't know. Not in the near future.
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No.388

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Since your project started as a game for adults, I was wondering if you could share your thoughts on those kinds of games. Would you be comfortable working on a porn game in the future? What do you like and dislike about this "genre" of games?
I ask you these things because I think porn games have a lot of potential in terms of gameplay, but most people tend to only see them as an excuse to jerk off. This makes me think that these titles will never be considered "real" games.
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No.394

>>388
Porn games? They make money. Straight up they RAKE in cash way way more than a regular non-porn game. There are LOTS of patreon games that don't have a tenth of the content that I have and they manage to make 5x more money. So my thoughts are, if you are in it to make money, make a porn game.

>Would you be comfortable working on a porn game in the future?

Probably not. The problem is that the "skill ceiling" for development is really low. There isn't much you can do with sex. Now if you work on a game without it, you can literally do anything. Way more features that you can implement. Literal infinite variety.
>I think porn games have a lot of potential in terms of gameplay
The problem as I said before is that when you put in porn in a game, it's not just a game anymore. It's a porn game. And your mind will think differently about it. Your brain will want to be rewarded with sex material and kick in instinctive behaviors to make you succeed. It will make you more rabid. If you like games like Huniepop, you probably like it because you enjoy the activity of the mini-game as well as the hentai images that you are rewarded with. But take away the mini-game, what do you get? You just get hentai and you probably don't think that's as fun by itself. So really you enjoy the mini-game part. The hentai is just a goal to look forward to. It's the bait at the end of a fishing rod. I guess it's good to mix both games and porn to get this effect but I feel that it is a cheap and easy way to do it. I'd much rather have a story or wholesomeness to look forward to.


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