Game design: (need input/ideas)
12 years ago
I have continued my work on the game thingie I started with the "Testing, testing" silliness
(http://www.furaffinity.net/view/10354408/)
Short synopsis:
You get transported to the dreamrealm of (name pending)™ which is locked in a permanent purple dusk. The inhabitants are mostly nightmarish/dreamy monsters with varying agendas. Enviroment has towering urban elements (think something like coolworld :D) and reality defying wilderness, jungles, mountains and other stuff. You get to sex, fight and loot your way out of the place, back to comfy reality.
Features:
-Interactive dialogue
-A map (traveling)
-Inventory
-Unique enviroments! (frigging backgrounds)
-Fighting
-Sexing
-Encounters!
-Magic (I think)
-2D graphics
-Story FOR THE SSTORY THRONE!!1
Also I'd like some thoughts on some design things I don't know what to do with.
R-RRRAPE:
You are going to battle gals and guys through the game, but should there be an option for rape? I am awfully ambivalent on this subject because the whole thing is so disconnected from RL, but I'd like your opinions on this as well.
STATS:
Battlesystem (turnbased) needs stats! I have no idea what kind of a system I want to implement but I'd like it to be simple but if you guys have references or ideas for it please share :D atm I've got silly little S.A.M system (strength, agility, mental).
I am also planning to have a really easy way to implement new enemies or characters, so it would be possible to add anyones character into the game, hopefully growing the enemy library to a fun size :D
I might post some mockup screens sometime.
ALso have a fun summer! Cheers!
(http://www.furaffinity.net/view/10354408/)
Short synopsis:
You get transported to the dreamrealm of (name pending)™ which is locked in a permanent purple dusk. The inhabitants are mostly nightmarish/dreamy monsters with varying agendas. Enviroment has towering urban elements (think something like coolworld :D) and reality defying wilderness, jungles, mountains and other stuff. You get to sex, fight and loot your way out of the place, back to comfy reality.
Features:
-Interactive dialogue
-A map (traveling)
-Inventory
-Unique enviroments! (frigging backgrounds)
-Fighting
-Sexing
-Encounters!
-Magic (I think)
-2D graphics
-Story FOR THE SSTORY THRONE!!1
Also I'd like some thoughts on some design things I don't know what to do with.
R-RRRAPE:
You are going to battle gals and guys through the game, but should there be an option for rape? I am awfully ambivalent on this subject because the whole thing is so disconnected from RL, but I'd like your opinions on this as well.
STATS:
Battlesystem (turnbased) needs stats! I have no idea what kind of a system I want to implement but I'd like it to be simple but if you guys have references or ideas for it please share :D atm I've got silly little S.A.M system (strength, agility, mental).
I am also planning to have a really easy way to implement new enemies or characters, so it would be possible to add anyones character into the game, hopefully growing the enemy library to a fun size :D
I might post some mockup screens sometime.
ALso have a fun summer! Cheers!
FA+

I would suggest having the standard stat system for it, but you could play around with extra modifiers (things like intimidation, renown, and other junk that might effect enemy characters actions/reception towards the player character)
The more debauched and generally "bad" things the character does the deeper his alignment goes, and as such would allow him to do more heinous things in combat or just in general to random people; and these actions could play a role in building up renown and intimidation so that certain enemy characters would be less likely to attack or even refuse to fight your character due to their negative reputation.
and on the flip-side if your character is more reserved and all-around "good" he could the benefits of more building trust with monsters (and tribes and things etc..) thus causing them to be less likely to want to fight/ attack and maybe even help them in their quest, and of course you could implement an option for sexual relations through some sort of "trust" stat or something
Just throwing shit out there and seeing if it isn't too goofy or potentially game-breaking in certain ways
I would say no, but I think it should depend on the feeling of the game. How dreamy or nightmarish should it be?
Depending on the general feel of the game you could make it optional, together with other options. For example:
Combat option: Fight it out
Social option: Charm/persuade your opponent.
Or alternatively, the looser of combat has to submit to the whims of the victor.
You could put something like Dream/Nightmare points in, making the raiting influence some decisions and the end of the game?
Stats:
That depends a bit on how much loot there will be equipment-wise. And will the stats used only for combat or something else as well.
Also, will there be classes/skills? (Not probably as it looks like a point-and-klick adventure, but I had to ask)
Note:
Personally I would leave Magic out. It tends to make things more complicated or is just a combat tool and there is enought you can do with equipment in that regard.
As this plays out in some dream realm, you could learn some abilities to influence it, some of them combat oriented, some social oriented (maybe something else?)
I know this will make the game more complex to program, but why not plan for several different ways to end the game? So it would allow different ways of style to play. You could either fight, charm, rape, sneak or seduce your way through it?
I might not do traditional "magic" at all but traits and things that just cling to you and give stats or other quirky things. But most likely no fireball throwing :\ Maybe something to enhance the social/persuade.
dream/nightmare points seems interesting but not sure what I could do with those :D Maybe a resource you gain and then used to alter the realm? :D
btw not planning to make it into a point and click but more of a rpg adventure.
Maybe you need a certain number of points to even leave the Dream Realm, and/or enter some places? Just an idea.
As for charming wildlife, well, having a piece of food with you could enhance your chance to persuade a wolf not to attack you.
A spritz of 'wolf bitch in heat' might charm a male wolf to mount you and female wolves to ignore you. 'Dominant Wolf # 5' might make male wolves to let you pass and female wolves could offer themselves to you.
Just throwing in ideas. It also depends on haw many types of loot/equipment you want to include.
In this case it should be more about how much of a nice guy/asshole you want to be in the in ci#onversations and such.
I't thinking about decision making as in Mass Effect. Also a little like beings that think alike can talk better with each other. So it's not exactly an aligment thing, even if it can be seen as such.
Since you're trying to make an RPG system on your own, you might find it easier to lift ideas from early games which were also one-man or small team creations, like Eamon:
https://en.wikipedia.org/wiki/Eamon.....mputer_game%29
The EamonAG site in the links section has downloads for modern OSes as well as online Java gameplay. The stats system is pretty simple, similar to yours, though it includes a charisma score which is used to decide how a monster reacts to you at first. If I remember right, it was all coded in BASIC, so if you get the original source you can get an idea how it works internally pretty easily.
As for stats, probably better to keep it simple instead of something more akin to SPECIAL. I also had lust and aggression as substats for enemies in my eternally-unfinished game thing. Low in both = friendly interaction/run away, high aggression = attack, high lust = seduce/offer themselves to player, both high = rape.
I'm going to lean on yes, put in rape but also add a clear disclaimer at the beginning of the game that it will have it.
I'd lean towards no.
Fantasy and fiction doesn't hurt anyone, but allowing such options is a great courtesy to those who get emotionally sucker-punched by such subjects, y'know?
agility = 8
intelligence = 8
attack = 14
defence = 20
hp = 100
gender = female
puke of text/
Some stuff from the code :D basically stats for a test enemy.
Strength is converted straight into damage (Strength 7 = damage 7) that can't be blocked by "defence". Attack value is damage increased by the equipped weapon, which is 14 atm.
"Defence" is mostly raised with armor and a bit with weapons.
Agility stat acts as a minimum damage for the "attack" damage which is randomized between the shown value and the minimum (between agility 8 and attack 14). If "agility" exceeds the "attack" value it will always hit max damage.
"Defence" blocks "attack" damage by the shown value. Strength damage cannot be blocked if attack is succesfull.
"Agility" compared to your enemy's agility which gives you succesfull hit percentage, not sure what the math looks like yet but that's the plan :D
So if this enemy was hit with 10 strength damage + 12 attack damage, she would receive 20 hitpoints of damage.
This kind of system (though slightly illogical) will make low level enemies trivial if you find good loot but will keep higher level enemies dangerous a lot longer :D (I think). I was planning not having levels in the game and the progress would mostly be loot and aquired (curses?, powers?, traits?) stuff.
Still working on the intelligence stat stuff :\
Now looking on this I might have to reconsider this spaghetti :D
/puke of text
It looks balanced to me based on the stats you've shown. I also think there is no problem with doing away entirely with leveling, as long as there is some way to guarantee that most characters are viable to play. Like, if a low agility/high strength character just wiffs constantly and there's no way to raise agility, that's bad, and likewise if a high agility/low strength character just ends up against a wall where he can't damage enemies because of defense, that's not good either if there's no way to correct it as a player. Alternately, if you can mitigate either of those things such that there's no functional difference, then you might as well not have like, a point buy character creation and just have a fixed character that you start as (with balanced stats or w/e.) Really, though, it doesn't seem like low agility would be nearly as viable as low strength.
It seems like equipment would basically to a large degree mitigate a low strength character's disadvantage, but not a low agility character's disadvantage, because as long as there are high attack value weapons, then a character can still mostly deal damage to enemies, and on top of that, if strength never really goes up, then as the monsters scale in HPs, the "free" damage from Str will start to mean less and less. Unless there is a monster that just has such outrageous defense that you could only damage them with strength, but that would be a bad design decision from the other direction (because a low str character would just be totally boned.) If your hit chance never goes up, though, then there is no way to mitigate low agility at all, so it seems like the "better" stat right off the bat.
If the acquired stuff basically can give you stats, then this isn't a problem because you can correct for deficiencies in your character that you learn through play: For instance, if you notice that you're just not hitting enough, you can, as the player, spend resources to bump agility, then it's fine. Or the opposite, where you just aren't really dealing enough damage to enemies and you raise str.
As long as the player can mitigate deficiencies without having to start over from just like, not building the best character to start with, then it's fine and balanced as-is. Or as long as the deficiencies don't make the character nonviable.
If the upgrades you can get don't give you stats, then to a large degree, balance is determined by how much agility matters for hit chance. Like, if it's pokemon-like where it ranges from basically 50-100% or so, I would say it is not nearly as huge a deal as the above would indicate, because you can still run around doing massive damage and the lowest chance to hit isn't GOOD but it also isn't UNREASONABLE. If a difference in agility makes it functionally impossible to hit a monster, then it's sort of untenable to play a low agility character.
And I mean we don't know what intelligence does, so I can't comment on that. :v
I tested the system I proposed and found it pretty lacking in the areas you described. It would have needed a lot of exceptions for special cases to make the system palatable to play.
So I looked up some more obscure rpg systems and found some more interesting ways to describe a fight. I dumped the hp stat completely and replaced it with wounds that reduce character stats as they accumulate (seems counter intuitive, I know :D). And added distance/grappling system that mitigates high agility character's effectiveness against high strength. There are also unbalanced stat that reduces character agility temporarily after failed action/attack.
The disparity in combat now mainly comes from weapons and armor which I am looking for. There's also a other abilities you can use in combat, like distract, charge, overpower, a move you can after grappling that causes pseudo wounds that are nonlethal, basically wrestling enemy to ground. The wounds disappear if enemy breaks the grappling. The distance system gives small (knife),medium (sword) and long (spear) weapons different areas of use, for example you can't use a spear if enemy is grappling you but a dagger is fully functional and sword gets debuffs but is still usable. The only combat stats weapons get are weight, size and piercing :D
I'll do a proper update about this craziness in a another journal post soonish.
dialogue, map(traveling), stat system, visual system and combat systems are pretty done so far.
Will probably post a scrap pic about art styles I am thinking at some point.
Did you take out defense too? I am just curious, because the "unbalanced" thing makes high agility even better.
I would be concerned about the grappling wounds instantly going away when it's broken. It makes it bad from a purely game-based standpoint. If you're dealing me damage that is persistent and makes it harder to deal with you (because they're stat reductions,) and all of my damage has a chance to vanish, your damage is just straight up better. Since wounds are stat reductions anyway, some persistent "damage" from being choked or fatigued or just pain inflicted makes sense. Maybe make it half or something?
The weapon system sounds really cool. I wrote a tabletop game that had similar distance rules for weapons. Making weight a stat makes Str a lot better though, if it just forecloses the agility character from using certain equipment, or reduces the effectiveness.
It sounds really interesting. I am very curious to see how it will play.
Given Im sure players will fight harder to avoid scenes you dont want given the option to partake in taking advantage or not. Tho it would be entirely up to the monster (Random rolls for just what it does to you) if you lose just what it intends to do to you once you have lost..
Encounters (sexual or combat, or really any kind of encounter the player will have) should always serve a purpose. Just having random fights to build your EXP gets really boring, really quickly, so it`s good to make sure that each encounter has something to do with the story, or is a challenge to overcome to get to the next part. With sex, there`s a lot you can do that`s different from "normal" games, so be creative! (Not like that would be a challenge for you! )
What you're describing sounds a bit like Myst, but with monster sex, which sounds exactly like the sort of game I'd love to play! XD
All those points are very good with the story, setting and cast that you have for your game, Draco.
If anything just make it challenging and fun without having too much regret based on it being too easy or heavily unfair based on the battle, situation and satisfaction on how the game is run.
In short, Let me enjoy the game while letting me be surprised and find out some secrets in terms of items, actions, dialogue and art and we're good to go overall.
Im really looking forward to it and yes; have a rape function toggle on/off. Though, personally Im game either way whether their be one or not.
And since you said other dream/monster people can be used for your game have a look at these.
Ref:
1-http://www.furaffinity.net/view/10455207
2-http://www.furaffinity.net/view/9921588/
3-http://www.furaffinity.net/view/9925265/
Thanks for sharing and stay burnin', man.
Though are there any other changes that you think may or may not be implemented based on Stats, Story and Gameplay?
And when's the due date? -XD-
Either way, thanks for responding, dude. Laterz.