The Island and NSFW Projects updates
Hey everyone Quick little update.
About NSFW :
Right now I’m deep in the story writing. Like… really deep. And yeah, it’s slowing visible progress a bit. But honestly? I’m super happy with how it’s turning out so far.
I’m rewriting, polishing, adjusting dialogues, making sure characters feel consistent and that scenes actually hit emotionally. I don’t want to rush it just to push an update, I want it to feel right.
About The Island :
I’ve been experimenting with creating lewd-ready character models in Unreal Engine 5 using MetaHumans, and the results have been extremely satisfying so far. I’ve even found a workaround to implement convincing body morph physics (including bounce behavior), which opens up a lot of possibilities for more immersive character interactions wink wink.
On top of that, I now have a solid gameplay framework in place, something comparable to narrative-driven titles like Life is Strange or Telltale’s The Walking Dead. This approach significantly reduces the overall scope of the project. Instead of building massive 8x8 km or 16x16 km open-world maps, I can focus on carefully crafted, story-driven locations.
The Island will lean heavily into strong narrative design, meaningful player choices with consequences, and focused QTE sequences.
In a narrative game like the one I’m building for The Island, a QTE (Quick Time Event) is an interactive prompt that appears during a cinematic sequence. The player must press a specific button within a short time window to trigger an action.
How It Works:
Prompt: A button icon (such as X, A, or a directional key) appears on screen during a cutscene.
Timer: The player has a limited window of time to react.
Consequence: If successful, the character performs the intended action (for example, grabbing an object or dodging an attack). If the player fails, the scene branches differently, sometimes leading to negative, unexpected… or more intimate consequences.
This structure keeps the experience cinematic while still giving the player agency and tension in key moments.
