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Thoughts on clothing changes?

DameJudyMench

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Are multiple outfits and clothing choices worth it to you? Obviously it's a lot of extra work and render time so it means longer waits between updates. But does it add enough to a game that you think its worth the wait?
 
Hmmm I think it would actually feel like time passes when you rest in games. Never really thought about it to be honest.
 
I'm interested to see how others feel about this. I like it cuz it adds some variation but it definitely takes more effort to implement if not done in a specific way
 
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Personally i like it. But I feel like most devs miss the opportunity to have it make an effect. If I'm choosing a different outfit and it's just for 1 date with an LI that's fine. But why not have it effect some dialog or a love/corruption/sensuality stat if the game has them?
 
I appreciate the effort that goes into it when done well, but sometimes devs take shortcuts just to add them in and it often feels somewhat shoe-horned in such that it comes off as rather off-putting.
 
I don't know how long it takes to make, but I imagine it can't be that crazy. I'd say it's pretty important for the immersion aspect, having everyone wearing the same clothes all the time looks cheap.
 
Thats the most irrelevant thing games offer, i also dont care much about clothes in rl, they are tools to stay warm and avoid public lust overload ^^
 
If game does not tell me outright something is a different outfit I usually don't notice at all. Yeah, I had real life issues because of that.
 
I am not sure how the question is meant. Either way it's not anywhere near the top of the importance-ranked list of things to do, but it can certainly add a little to an already great game.

Most so far seem to have interpreted it as being about different clothes in different pre-rendered scenes. In this case: Yes, especially meaningful changes such as the MC wearing plate armor when going to war but not when in a banquet, or even better a love interest wearing something more sexy for a date, are of course a significant improvement and probably worth the effort in many cases.

If this is about a clothing selection screen for the main character, as in many modern RPGs, then that's a lot more effort for a lot less gain. I doubt it's ever worth it in pre-rendered indie games. I guess it really only makes sense in a 3D game, using a library that supports it and does most of the work.
 
It's nice to see and have for sure but is it worth the extra time? I don't think so.
 
Clothing change is very important in general i belive. First it keeps things fresh, new and exciting.

Like imagine u are watching a movie trilogy or some series and the characters keep using the same clothes all the time... The same applies to haircuts or hairstyles.

For me its annoying and ugly.
 
Probably only if it's actually relevant to the game (e.g. if there's a mechanical effect to wearing Outfit A vs. Outfit B). Otherwise it's a fun bonus I guess, but I'd rather see progression in other areas.
 
Love it, but for me only works when the girls become more lewd like showing off more skin otherwise i think is a waste of time.
 
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I don't know how long it takes to make, but I imagine it can't be that crazy. I'd say it's pretty important for the immersion aspect, having everyone wearing the same clothes all the time looks cheap.
Depending on their rig the render times are what really takes time. I've seen devs talking about render times being anywhere from a minute to a few hours with in depth shots (stills vs motion clips as well)

I've only output a few things in daz when I was trying to see how it worked. Single stills took around 2 or 3 minutes a 5 second loop without camera movement took around 15-20.

I am not sure how the question is meant. Either way it's not anywhere near the top of the importance-ranked list of things to do, but it can certainly add a little to an already great game.

Most so far seem to have interpreted it as being about different clothes in different pre-rendered scenes. In this case: Yes, especially meaningful changes such as the MC wearing plate armor when going to war but not when in a banquet, or even better a love interest wearing something more sexy for a date, are of course a significant improvement and probably worth the effort in many cases.

If this is about a clothing selection screen for the main character, as in many modern RPGs, then that's a lot more effort for a lot less gain. I doubt it's ever worth it in pre-rendered indie games. I guess it really only makes sense in a 3D game, using a library that supports it and does most of the work.
I was mostly thinking about the LIs when I asked. Lots of games have a shopping scene (changing room scene) where there are 2 or 3 outfits and you choose 1. Then for a date or something they wear the outfit you chose. Since that means rendering out all the scenes for that character in all outfit choices.

regular outfit changes that are locked in and change with the scenes but don't give a choice don't mean extra render time, just a little setup time. I hadn't thought about that, but yeah, definitely needed
 
I was mostly thinking about the LIs when I asked. Lots of games have a shopping scene (changing room scene) where there are 2 or 3 outfits and you choose 1. Then for a date or something they wear the outfit you chose. Since that means rendering out all the scenes for that character in all outfit choices.

regular outfit changes that are locked in and change with the scenes but don't give a choice don't mean extra render time, just a little setup time. I hadn't thought about that, but yeah, definitely needed
I see. Then yes, it's a nice gimmick, but probably only worth the effort if you don't overdo it: MC helps LI select an outfit. Then she wears it on one occasion that doesn't require too many renders. And I would put some thought into the outfit really making a difference, perhaps even temporarily branching the plot. E.g. when going on a hike. It could be some modern sportswear that hugs the body, or an airy white dress. In one case they spontaneously climb on a hill, and in the other it's not possible, so they later spontaneously go bathing in a lake, where the dress becomes transparent. Of course that's far more effort than just rendering the same scene with different clothing (and contradicts my point about not too many renders), but it's also a kind of branching that you probably wanted anyway. Just make sure to include clear hints that something happens because of the clothing selected.
 
Adds value to the game but if the developer is already slow I don't think it's worth the wait.

I think it works better in a week loop game with corruption
 
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I don't think it's necessary really, but it can certainly add things. Either just immersion in general, or in corruption games wearing more corrupt outfits can be nice, although sometimes devs go a bit overboard there for my tastes :P
 
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