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Dark45  
#1 Posted : Wednesday, May 5, 2021 8:46:17 PM(UTC)
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Ok so, been stumped on whether or not I want to do this. I know the decision is mine to make but I've liked talking with this community and value your guy's opinions.


So, use hair or not?


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BrotherHades  
#2 Posted : Wednesday, May 5, 2021 10:54:12 PM(UTC)
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I think it would be dependent on each character but in my opinion, with this character definitely hair. 


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Dark45 on 5/5/2021(UTC)
Dark45  
#3 Posted : Wednesday, May 5, 2021 11:04:41 PM(UTC)
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Originally Posted by: BrotherHades Go to Quoted Post


I think it would be dependent on each character but in my opinion, with this character definitely hair. 



Yeah I'm starting to think the same thing. Here's another character, don't have the comparison but I don't think it's needed tbh.


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Hellboy  
#4 Posted : Thursday, May 6, 2021 11:09:34 AM(UTC)
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I like her with hair, but personally, I'd try a lighter color, maybe a dark gray. The black distracts me a little.
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Dark45 on 5/6/2021(UTC)
Twisted_Pencil  
#5 Posted : Thursday, May 6, 2021 11:19:58 AM(UTC)
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Woof woof! what's her name, what's her number??? :-)

For me I think it depends on the context, the pose, smile and nail paint would suggest a contemporary type setting where hair style can help define and distinguish the character. For a more 'fantasy' style scenario I would say without hair would be more appropriate.

Great character either way though.
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Dark45 on 5/6/2021(UTC)
Dark45  
#6 Posted : Thursday, May 6, 2021 12:24:15 PM(UTC)
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Thank you guys for all the comments. Geramdrir pretty much summed up what I am trying to convey. Ultimately when dealing with the subject of Anthro's, especially in the adult context we are designing them for, you have the uncanny valley effect more frequently than with human models. I am trying to find that balance between animal and human without hitting that uncanny wall. My wife feels the same as you guys do about the hair bringing out more humanity and personality into the characters.


@Hellboy, I'll keep that in mind for her final look, I thought the black contrasted well so I left it. I really should experiment a bit more XD.


@Digital_Mercury, The white lupine vixen hybrid is "Grace" and the multicolored lupine is "Chassity". These characters are being designed for a visual novel we are creating called "Project Geniture". It is set in the not too distant future and a anthromorphic race came to Earth in desperation who now live along side humanity (there's more obviously but this will give you context). I am attaching an image which is what made me stop in my tracks and decide to work on the hair. If you were playing the novel, what would you be more interested in given this context you think?


I really appreciate the conversation you guys, it means a lot to me.


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Project Geniture Header Updated.png
Twisted_Pencil  
#7 Posted : Thursday, May 6, 2021 3:21:09 PM(UTC)
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Hair is one of the cues we use, rightly or wrongly, to assess other people and so can be useful to define a character visually however human style hair on one of these characters, particularly if it does not blend in with the fur could make it look like they are putting on a wig just to fit in?

From the hair or no hair example to me the one on the left is a creature that has captured in essence the allure of a woman, the one on the right has the essence of something trying to be a woman.

In probability an alien species would most likely have developed their own culture and it looks like scent would be more important than coiffage.... I'm getting to deep now.... but how about fur styles?

Personally I think they are fine without.



I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
davo  
#8 Posted : Thursday, May 6, 2021 3:53:32 PM(UTC)
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Without over thinking it, I like the ones with hair, it adds a little personality and individuality to the character.
Dark45  
#9 Posted : Thursday, May 6, 2021 11:21:52 PM(UTC)
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Originally Posted by: Digital_Mercury Go to Quoted Post
Hair is one of the cues we use, rightly or wrongly, to assess other people and so can be useful to define a character visually however human style hair on one of these characters, particularly if it does not blend in with the fur could make it look like they are putting on a wig just to fit in?

From the hair or no hair example to me the one on the left is a creature that has captured in essence the allure of a woman, the one on the right has the essence of something trying to be a woman.

In probability an alien species would most likely have developed their own culture and it looks like scent would be more important than coiffage.... I'm getting to deep now.... but how about fur styles?

Personally I think they are fine without.




Interesting take and I share your thought on the wig, reason I'm bouncing back and forth. You are also not going too deep, I like the thought process and it helps rounds things out. You are correct about scent being a key characteristic vs physical appearance as far as attraction is a concern.


@Davo, that's my issue too I really like overthinking... everything lol.


@Hellboy I've updated an image with a new color for you. I never realized the embarrassing amount of hair shaders I have lol, I'm sure we can find something that will work. I went with white to see if it blends better instead of trying to have a contrast between figure and hair.

Edited by user Thursday, May 6, 2021 11:59:43 PM(UTC)  | Reason: Not specified

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Grace 720p 200 Iterrations.png
Hellboy  
#10 Posted : Thursday, May 6, 2021 11:37:35 PM(UTC)
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Oh yeah, I definitely love it in white.
If you like it more in black, go for it of course, but in my opinion, this one blends better!
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Dark45 on 5/6/2021(UTC), XXYGeramdrir on 5/7/2021(UTC)
Dark45  
#11 Posted : Thursday, May 6, 2021 11:57:53 PM(UTC)
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The white has grown on me XD


 


EDIT : We have 3 anthro females designed for the game so far. This next one I'm attaching is "Jennazel", she is a young Vulpine. I wanted to test a more complex hair style with her. Thoughts? That hair clipping on the shoulder bothers me... even though it's just a rough draft lol.

Edited by user Friday, May 7, 2021 4:03:50 AM(UTC)  | Reason: Not specified

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Jenna 720p 200 iterations.png
Twisted_Pencil  
#12 Posted : Friday, May 7, 2021 5:01:26 AM(UTC)
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A touch of dForce on the hair can achieve a nice, natural drape over shoulders etc.
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Dark45 on 5/8/2021(UTC)
Dark45  
#13 Posted : Friday, May 7, 2021 5:41:05 AM(UTC)
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Originally Posted by: Digital_Mercury Go to Quoted Post
A touch of dForce on the hair can achieve a nice, natural drape over shoulders etc.


I should probably do that. None of the hair I use is dforce currently. I purchased a couple of dforce hair assets but when I load them, they are never styled, just a big afro lol. Then when I run the simulation it just falls down into a mess, so I just got to where I never touch it lol.


Not a bad idea though to add it to hair assets like these, so I'll give it a shot.


Twisted_Pencil  
#14 Posted : Friday, May 7, 2021 7:20:24 AM(UTC)
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dForce is a bit of a learning curve but worth it for that extra little touch that can make a big difference.

If the hair model is correctly dForce enabled though it should just be a question of running a Current Frame only, Start From Memorised Pose off (usually) to get a natural drape.
Use morphs / bones to get the hair clear of body / clothing first though.

If not dForce enabled already you can have issues with ponytails etc falling flat but that's quite easy to fix by adding a Dynamics Strength weight map... or you can play with the gravity setting.
I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
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Dark45 on 5/8/2021(UTC)
Dark45  
#15 Posted : Friday, May 7, 2021 8:27:29 PM(UTC)
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Originally Posted by: Digital_Mercury Go to Quoted Post
dForce is a bit of a learning curve but worth it for that extra little touch that can make a big difference.

If the hair model is correctly dForce enabled though it should just be a question of running a Current Frame only, Start From Memorised Pose off (usually) to get a natural drape.
Use morphs / bones to get the hair clear of body / clothing first though.

If not dForce enabled already you can have issues with ponytails etc falling flat but that's quite easy to fix by adding a Dynamics Strength weight map... or you can play with the gravity setting.


I could probably watch a tutorial on this but I'll go ahead and post my thought process on this. So lets say I add a dforce dynamic modifier to a hair asset. I then go to the weight map node and create a weight map for the asset. Is this the basic workflow of adding dforce to non dforce compliant hair, like the hair assets I use?


 


Originally Posted by: Geramdrir Go to Quoted Post
Thanks for adding the additional pictures :-)

Looking at the group my first thought was they need some hair to better blend in. Not too sure what the game will be about but assume interchange (or maybe rivalry) between the species may be a part of what creates tension. So if i were going for something like that i would try not to be too distinct - the more features human and anthro females have in common the better (for that purpose). It gets more likely the barriers between the races vaniesh that way.
Nobody would be (corporally) interested in an ugly alien ;-) -- so i think adding some other features than the body itself that is similar could help here - especially for teh players who also should find them interesting (or sexy)

I also always thing 'too much' with my stories but think it is basically a good thing (and better than not enough ;-) ) -- interesting approach from @digital_mercury with the scent - i do think You should find a way to explain to players. And maybe this is even an idea to shape the anthro characters a bit more - as i do not think they should be perceived as 'wolfes' or 'dogs' but rather as an alien species which has some optical features resembling some animals on this planet - but nothing more ;-)
Of course depending on Your background (i do not know) i see no problem that this species has developed some secondary sexual characteristics - hair is a common feature here - with apes but also just take lions. it's often the males here but hey, maybe the Anthros are a matriarchy ;-) (just kidding :-)) -- no, what i want to say is one advantage of aliens is that many things can be explained in a plausible way

I totally agree with @digital–mercury about the 'wig-effect' (had a similar thought) -- and agree with @hellboy that the white one is very convincing. I especially like teh third character with the hair color being one that also appearselsewhere in the fur - this could be the ultmate solution as it looks especially believable. The brown of the hair is also on her arms. --

For Grace i could imagine to use that light grey - or even put a few darker areas in her fur an also use it in the hair. -- Now i must say i love the white hair for her (and MUCH better than the black one) but could imagine something a bit more grey creates a nice contrast fr the white face - just out of graphic viewpoint
But i maybe would try the whiter hair on Chassity - same color as the part of her lower fur - without the 'blonde' effect.

Looking at it again now i would say it sounds good to me if a bushy tail and a bushy hair has developed as a sign for attraction in that species (like Grace has in that pinup shoot ;-) ) - maybe in addition to scent - but still. They could share the same color, which would make these things look logical and convincing.
And of course the now civilized version of that original wild species has made something out of it - like we humans do - applying some hairstyle or similar. Still the natural attractiveness of long bushy hair has remained (maybe after a period of time when the females tried to get into male roles and cut their hair short to be considered male ;-) )

Btw. Did You think about adding soem hair also to Your male anthros? I guess to make it plausible they woudl need at least some short one - but You could also play with it going from short to shoulder long - just imagined how Your avatar character would look that way and i think it would fit - of course it depends on Your intentions - and maybe on teh complexity as with or without dforce hair is always some extra effort :-)


That was a fun read :). I like how you are speculating on the topic and you are not too far off at all. I got lucky with Jennazel's hair as that was a material that came with the hair, it blended perfectly. I have not adjusted Chassity at all yet but I will get my shaders in order and find something that will look nice hopefully soon. The anthro's do indeed need to have attractive traits that human's find attractive since we do not rely on scent. Obviously the people who play this novel will have to have that connection. Not only that, Human's interacting with Antho's is kinda a big deal with this novel. I'll give a bit more info on the game to help with your speculation, it will be vague as I don't want to divulge too much.


The anthro race home world's atmosphere was failing. They left on multiple colony vessels in different directions to increase their chances of finding a home. A vessel made it to Earth but at a very high cost, not many had survived. After they had arrived on Earth, a plague had broken out which in turn devastated humanity. Human males were the hardest hit during the plague and anthro males are already a rarity due to genetics and territory disputes (they get aggressive over females). Scientists of both races got to work on a recovery plan thus Project Geniture was born. This is a program where they acquire all genetically healthy males of both species at birth. Here they will learn how to better coexist as well as be protected from outside influence and dangers. The individuals acquired will undergo rigorous genetic modification to increase their survival, attractiveness, and mating success. The males will also receive genetics to make interspecies breeding a possibility as human and anthro are incompatible in their naturally evolved state.


At the age of 18 the males are tested and if deemed capable, they are released from the institutions care. They place the male in a temporary home that has volunteered to care for him until he finds his own way.


The story is quite in depth but this hopefully will give you an idea of it's direction. The main character of the game is the male you see in my avatar and in front of the main image that I uploaded of the 5 characters. The story starts off as a young males journey in this world and then evolves into something I think readers will be surprised by (in a good way). Expect a lot of things to happen that will hopefully not be expected as well as the title developing into much more than just a run of the mill visual novel / breeding simulator.


The game is also going to be heavily music influenced, I have run into an amazing set of composers who I've got a license with to access to their astonishing library. Expect full music scores not just little quip music that feels cheesy / corny. Here is an example from a pivitol part of the game soundcloud.com/video-background-music/best-sad-music-please-dont-cry-emotional-movie-film-score-soundtrack


This has been a passion project of mine for a few years now. I was previously trying to develop it in a heavily modified version of The Sims 4, but that proved way too... dated for my tastes. Then two months ago I found Daz and seen that I could finally make the game how I wanted it (with some much appreciated help from the community, financial investment, and a couple years of work). I'm no artist or designer, I'm not very good with that kind of stuff, but I do have a story to tell that I think readers of this genre will greatly appreciate. I hope to get the reaction "I came for the bewbs and lewds, but stayed for the world and story".


I have attached an image of the male with the final design of his sheath (I had to use mesh grabber on Meipe's Lassie design since he seems too busy to make one). I think it turned out ok enough for the project. I tried adding hair to the males but due to the design, the receding hair line as well as "wig" effect were far too great and distracting. Therefore I believe the males will not have hair.


Intro video for the game - www.youtube.com/watch?v=bV6S0p87HJI


 

Edited by user Friday, May 7, 2021 9:02:07 PM(UTC)  | Reason: Not specified

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XXYGeramdrir on 5/8/2021(UTC)
Dark45  
#16 Posted : Saturday, May 8, 2021 5:08:19 AM(UTC)
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Sorry for the double post but I feel as though it is relevant.


We have decided the hair will be staying. Currently working on updating the renders I had done thus far.


Thank you guys for all the thoughts and comments, hopefully we can keep it going XD.

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XXYGeramdrir on 5/8/2021(UTC)
Twisted_Pencil  
#17 Posted : Saturday, May 8, 2021 8:07:36 AM(UTC)
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Regarding dForce:

There is a lot to it and you can use it on anything... almost, there are some geometries that don't work well but most do... it's great for natural drapes of hair, clothing etc but can be used on otherwise solid stuff for weird effects. I'm sure Salvador Dali used it in some of his works lol.

You can also capture realistic motion for those actions shots, add wind effects, depict alternative gravity and so on.

Clothing can be a bit more involved particularly for seated poses and such like but from the above image it looks like you have a handle on the cloth drapes already.

Hair drapes are usually quite easy if the the hair geometry is compliant, I have had a couple that just fall apart.

Like I say, there is a lot to dForce but for hair drapes in short:-

1) Save the scene - dForce can crash DS.
2) Use morphs / bones to get all hair strands clear of the body / clothing, it will snag otherwise.
3) Select the hair model on the Scene tab then Edit > Figure > Geometry > Add dForce Modifier: Dynamic Surface
4) Just try a static sim to start with - On the Simulation Settings tab set Start From Memorised Pose to Off and Frames to Simulate to Current Frame and give it a go.
5) If the hair does odd things or tries to fly off into space try reducing the stiffness parameters in the Simulation category that will have been added to the hair surfaces on the Surfaces tab.

You don't necessarily need a weight map but it can be useful / necessary to reduce the effects of dForce across a surface. Ponytails for example can fall flat without, a weight map can reduce the the effects of dForce at the root of the tail while allowing the rest of it to flow / bounce / drape nicely. But if you just want to capture that drape or movement shape try playing with Simulation Settings > Environment > Gravity or Surfaces > Simulation > Structure > Dynamics Strength first.

For me I think the time invested in learning dForce, well some of it anyway, has been well spent but for you it depends on the importance and what value it may add to your project or your art.


I'm just here by mistake, for a friend, for science... anyway you can't prove nuffin'.
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Dark45 on 5/8/2021(UTC)
Dark45  
#18 Posted : Saturday, May 8, 2021 7:09:47 PM(UTC)
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Originally Posted by: Digital_Mercury Go to Quoted Post
Regarding dForce:

There is a lot to it and you can use it on anything... almost, there are some geometries that don't work well but most do... it's great for natural drapes of hair, clothing etc but can be used on otherwise solid stuff for weird effects. I'm sure Salvador Dali used it in some of his works lol.

You can also capture realistic motion for those actions shots, add wind effects, depict alternative gravity and so on.

Clothing can be a bit more involved particularly for seated poses and such like but from the above image it looks like you have a handle on the cloth drapes already.

Hair drapes are usually quite easy if the the hair geometry is compliant, I have had a couple that just fall apart.

Like I say, there is a lot to dForce but for hair drapes in short:-

1) Save the scene - dForce can crash DS.
2) Use morphs / bones to get all hair strands clear of the body / clothing, it will snag otherwise.
3) Select the hair model on the Scene tab then Edit > Figure > Geometry > Add dForce Modifier: Dynamic Surface
4) Just try a static sim to start with - On the Simulation Settings tab set Start From Memorised Pose to Off and Frames to Simulate to Current Frame and give it a go.
5) If the hair does odd things or tries to fly off into space try reducing the stiffness parameters in the Simulation category that will have been added to the hair surfaces on the Surfaces tab.

You don't necessarily need a weight map but it can be useful / necessary to reduce the effects of dForce across a surface. Ponytails for example can fall flat without, a weight map can reduce the the effects of dForce at the root of the tail while allowing the rest of it to flow / bounce / drape nicely. But if you just want to capture that drape or movement shape try playing with Simulation Settings > Environment > Gravity or Surfaces > Simulation > Structure > Dynamics Strength first.

For me I think the time invested in learning dForce, well some of it anyway, has been well spent but for you it depends on the importance and what value it may add to your project or your art.



Nice, great info. Besides hair and clothing, I cannot see at the current moment how much dforce is going to be involved in the development process, at least in this title. However, the more I know about it, the better it can be implemented if needed. I really appriciate the tips and advice.


 


Originally Posted by: Geramdrir Go to Quoted Post
Thank You for taking the time to tell the whole story around th game :-)

As i had no connection to Anthros so far it is definitely the idea and story around that attacts me here. I do like the intro and the situation You are creating. It sounds interesting for a player - and provides a good setting as for the player as well as for the character the situation in the 'outside world' is new. Apart from that there are many nice questions raised and from what You write i could imagine You will work with them inside Your story.
Just as a kind of feedback here these would be the questions i as a new player would have at the moment (not asking You to answer them as they should stay hidden - just so You know what soemebody not knowing the background is thinking about): First i am wondering if the plague was coming with the Anthros and if the humans now hate them for that (or to be exact why not). Second i wonder the scientists united and tried to breed both species - and even more why they decided to mix them up or even allow that. At this point i as a player would assume there must be a reason for that, like this being the only option to save both species on the long run.

Of course the setting is nice for a male player - at first look it seems the goal might be to fulfill the 'duty' as much and good as possible ;-) -- but i also would assume this is not the only thing and what You say about background seems to support that thought. Still for people getting in contact with Your game the first time You maybe will need to place a few hints somewhere - as with the setup so far - that story until they are realeased at 18 suggests that mating-storyline being the main part of it. So You might attract those who will not value Your surprises and miss the others who would have liked them but do not dive deeper (this thought coming from someone having worked in advertising for some decades ;-) )

I absolutely LOVE the music in Your link! - It sounds wonderful if YOu won some composers and can add something of that quality! I compose myself but it's rather trance and melodic tecno. And there is no connection at all to this graphic self of me :-)

And i can understand You very well doing a passion project. I am working on my opus magnus for about seven years now and hope to be able to start creating pictures and share them soon. It will have some huge depth if i really manage to express what i have in mind (and the huge pile of papers that are already here) - it will take me years to complete if i manage ever, but it is something i just have to do - so i understand You well. Already now i was rather coming for the story and world, so i could imagine it will work the way You hope.

Sadly i can not help with Daz or dforce as i have a very different workflow (cinema4d, vray - in the meantime marvelous desiner)
But i will lve to follow this project if You post some of the stuff You create here :-)


 


Well... not the whole game :p.


 


Something to take note of before I start going though your questions. It has been 8 years since the Anthro had arrived when the game starts (2023). The plague broke out 1 year after they arrived and was cured 2 years after it first started. So it has been 5 years since the last reported infection. Most of the conflict has since past, expect a positive experience for the most part during the first few acts.


 


You are treading that line of things that indeed I cannot answer, some of this is for the player experience. However, there are a few things I can shed light on without giving away too much just to see if it peaks your interest further.


 


The plague broke out due to what is believed to be a containment failure with the arrival of the Anthro race. It was a year after they first arrived, so the theory is that the area where the ship had landed was not cleared to it's fullest extent. Something the ship had picked up during it's voyage, not the Anthro's themselves, is what started the reaction. The contagion from that point infected terrestrial animal which carried the virus. Upon consuming said animal, the spread of the infection began. The game goes into detail on how it is spread if the player chooses the option to hear it, so I will not go further into it than that on this part of the subject. Please take note that I chose my words very carefully, note that I said "theory" :).


 


Humanity responded mostly positive to the Anthro arrival, even after the outbreak. Most people actually blame the CDC for doing a poor job. There are some human factions that do not like the Anthro race at all, they feel as though they have been invaded. Others go to the opposite extreme and cannot get enough of them... if you know what I mean :p. Most humans and Anthro live together peacefully these days, at least in the "Green Zones", the "Red Zones" are a different situation and I will not say much on this subject. Lets just say some humans like the fact the world burned and some Anthro's did not want to assimilate, thus "Red Zones" were created. These ungoverned areas are never really mentioned by the civilized individual. This will be a large part of the player experience. Sorry that I cannot say more than that lol.


 


As for multi species breeding, the Antho population was down to 100,000. Of that 100,000 only 1500 of those were males. The birth rate of male and female is very imbalanced among the Anthro, only 4% of births are Male. Of that 4%, on average 10% of them are steril. Mix the low male population with their aggressive territorial behavior and you have a recipe for disaster.


 


Pre-outbreak, the population of humanity was hovering around 8 billion. Post-outbreak, the population dropped massively to only 2.5 million remaining. This number in itself is fine and humanity could recover in due time. However, male humans were now less fertile post-outbreak, and the birth rate had changed drastically to only 5 males per 100 females. The amount of births per year also dropped from 140 million per year (obviously), to only around 10,000 births per year.


 


These numbers led to great concern of the long term survival of both species. "Project Geniture" is a government controlled "Green Zone" program to try and make the species compatible so the genetic pool can increase helping the chances of both species survival. This program is also to help create a new culture for both species. The main character of our game is one of the first to successfully undergo the process. He was 12 when he was first taken into the institute, he was a very genetically healthy male, it's the only reason they made an exception. Normally they would not take anyone of that age as the institution serves other purposes than just genetic manipulation and the younger they are, the more adaptable they are.


 


I could have just wrote that we genetically modified eggs and sperm, then went the artifice route, but where is the fun in that :p.


 


Essentially, the game does start out basically as a breeding style of game. As you can tell, just by what I have said so far (my little hints are probably driving you mad lol), this game will evolve into so much more. I plan to release a bit more as the first chapter grows closer to it's completion. The main bulk of the audience I expect to be those who are attracted to this type of content, it maybe a niche audience but they deserve a quality game for once. Most Anthro / Furry games are no where near as complex or flushed out. On top of of this being a personal journey for me, I wanted to give the Anthro / Furry community something that they would be very happy about. The community is always very nice and it feels good to be working towards something that will hopefully blow their minds.


 


I never really put much thought in the game appealing to those not attracted to Anthro characters. I'll keep this in mind when it comes time to release the next bulk of information before the first chapter release.


 


I love all types of music, but fell in love with film music when I was a kid and have always had a passion for it. I also do love edm of all types, techno, house, trance, future bass, melodic dubstep, chillstep, etc.. Love it. I wouldn't mind taking a listen to what you come up with. I have a decent sound setup as I have done a few things in the world of music. Sound treated room, soundcraft mixer, jbl designed studio monitors, open back, semi open, and closed back headphones from Shure, Sennhieser, and Audio Technica at the ready. Expect a musical journey with this game, everything from moogs to uilleann pipes, from classical to EDM will be in it, and well placed. I'm not just fitting music in there and hoping it works, each track I place in the game is treated like a character and has a very important purpose.


 


As for your project, I do not know much about it but I have learned a bit about you. Most of the general public is no where near as detailed as you are (that is not a bad thing btw, I like in depth stuff). The reason I say this is that you will most likely want to try and find a balance between to simplistic and too overwhelming. You just seem like the type of guy that will use 5 paragraphs to capture the full essence of a leaf falling into a pond that created a ripple that captivated the mind of a character XD. If that is how you write then that's cool too, it will appeal to less people but who is to say that is a bad thing. It would also take you a couple of life times to complete :p.


 


I understand as an example that my product is a niche type of genre and I embrace that fact.


 


Thank you for finding interested in this project, it's still very early in it's production but the progress being made is ahead of schedule. I'm not sure what do to on here to post updates besides making a thread for it. I use a site that cannot be named for funding as well as keeping people informed. I'm also very active at Fur Affinity and post all updates there often.


I cannot express enough how awesome the community on rotica has been. You all are the main reason it's going as quickly as it is. I have a question it gets answered quickly and is almost always the exact info I need right away. It blows my mind tbh.


 


EDIT : Btw, I meant to mention this before but it skipped my mind. Grace is an aspiring music artist who loves EDM. She mainly works on with Dubstep but dabbles in a bit of all of it.

Edited by user Saturday, May 8, 2021 9:11:24 PM(UTC)  | Reason: Not specified

thanks 1 user thanked Dark45 for this useful post.
XXYGeramdrir on 5/9/2021(UTC)
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