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I waited a while to see how the discussion progresses, but I have been following it closely.
Even though the title has a bit of a negative connotation

, most comments are constructive criticism, and that is a good thing.
To give more insight in the direction we want 'the train to take', here is a high level description of our ideal game.
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Self awareness
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Characters should be able to make decisions themselves. They make decisions based on their attitude against other characters and the first person player.
The characters have a memory, a personality, self awareness. This sounds somewhat complicated so here is an example:
Red-riding-hood:
- Knows she is pretty [me.know.pretty = 90%]
- Character is a arrogant [me.personality.arrogant = 80%]
- Scared of wolf character [me.wolf.scared = 100%]
- Likes hunter [me.hunter.like = 90%]
- ... etc...
So the character is defined by a lot of personality and memory parameters. The game developer/modder has to do this for all the story characters.
Once the characters are defined they automatically react to the first person player and the other characters.
If the wolf gets close she runs away. If the hunter gets close she makes an arrogant flirting remark.
In essence you do not build a story, but create an environment, place characters in it, define the characters and your story is set.
The better the characters are defined, the more depth the story will have.
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Visuals
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To make it possible to have diverse stories and environments, there has to be a scene and character generator.
Using sliders you should be able to create a character that is suitable for the story you want to create.
Also the amount of clothing has to be diverse.
In the red-riding-hood example a blond girl with a red dress has to be created. Also a cap has to be available.
Because most likely not all clothing will be available in advance, it should be possible to add new cloth in an easy way.
Same with the environments. Creating the wood-scene with the grand-mother house should be easy to do.
This also shows that in order for the engine to support this, a lot has to be build by us.
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Erotic animations
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Most adult stories will end in 'getting' the girl somehow. For red-riding-hood it could be defined as follows:
Red-riding-hood:
- If wolf is killed [me.know.hunter.wolf.killed = true]
- If hunter made two compliments [me.hunter.relation >= 70%]
Then she will undress in the woods. After that several sexual positions and interactions should be possible.
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Ideal situation
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In the ideal situation, a story writer should be able to build a basic story in a matter of days.
More complex stories should take a maximum of a few weeks.
Basically it should be like Minecraft for making (adult) stories.
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How do we get there
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There are basically two scenarios to get there:
- The road we are on now, namely improving with every iteration until we reach the ideal adult game engine.
- Venture Capital. The potential of building games for adults is very high, so we will investigate this direction this year as well.
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Final
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We would love a game engine were people can easily create their own stories/fantasies and we think we can realize it.
We will do our utmost best to get there, and the feedback we are getting from the community really helps to focus and keep us on track.
But we have to make a few big steps to get there! The current version's have scratched a lot of aspects we want to realize, and I think people notice the potential it has.
But we are still far from the ideal engine and we know an huge amount of work still has to be done.
Thanks!
