Feedback Follow-up + Nimin Boardgame?
9 years ago
Thanks very much to everybody who provided their thoughts on the previous journal. The thoughts provided were very helpful from both perspectives. I'm still unsure what I will be doing in the end, since I haven't actually gotten to that point yet, but now I have a much better idea of why I would be doing/not doing it.
For instance, I had mostly forgotten -why- I made your race selectable from the get-go. I didn't want to make humans "special", because that was too common and cliche'd. But, if I do want to keep the race selectable, I will have to consider a better way of telling the story from the multiple starting points, which would be a unique challenge as a writer in its own right. Or, if I did go with the human start, I'd want to come up with a more interesting reason than just "that's what the player already is, so it's easier".
So, again, thank you all for the input, it was much appreciated!
On another note, I remembered I have a project that I started 3 years ago and never had the time to fully develop. A Nimin boardgame.
I was using Vassal to play boardgames a lot with friends at the time, and I thought it would be fun to create my own Vassal module for Nimin. Vassal is a program to emulate boardgames online and can be coded to automatically set up pieces and do stuff, so I was going to give it a shot. But I never got around to doing the coding, especially as my play group lost interest in Vassal for other things.
However, I did write up most of the rules and :usericonchichi: arted up some of the key assets very nicely. There's still a need to write up the Event, Item, and NPC cards, along with some of the art for those cards, and actually draw the game board, but the core of the game is already there.
The game is essentially a pawn-based move-around-the-board type of game, where you roll for movement and go in whichever direction you want. You start as human, with variable penis, boob, and vagina sizes, the ability to grow a belly with pregnancy, and alternate races that you can transform into if you hit the right events/items. When you move to certain spaces, you can draw event cards that alter the game, or you can interact with stationary npcs, or go into a town to buy items from the store, or masturbate/interact with other players. There's a bit of Munchkin influence, as well as some other games. It's basically a sexual rpg and the goal is to be the first to get to the target SexP mark, which is set based on how long of a game you want to play. And like Munchkin, the game is very modular, to make each game unique, and allows for subsequent expansions quite easily if desired.
The reason I'm bringing this all up now is... Does anybody want to work on it with/for me?
I am not going to complete this on my own anytime soon, but if somebody wanted to do the coding in Vassal or actually create a physical version of the boardgame, I'd be glad to team up to finish it if people are actually interested.
I am not looking for idea people to help create the concept of the game, I've already got it largely fleshed out. I'm looking for people that want to actually bring the game itself into existence. This is probably easier than my attempts to find writers for the original game and won't actually take up much of my time either, if anybody did volunteer. Heck, if people just wanted something they could print out, cut apart, and play, I'd be up for filling that in too.
Just thought I'd check since this thing is otherwise rotting away on my drives :)
For instance, I had mostly forgotten -why- I made your race selectable from the get-go. I didn't want to make humans "special", because that was too common and cliche'd. But, if I do want to keep the race selectable, I will have to consider a better way of telling the story from the multiple starting points, which would be a unique challenge as a writer in its own right. Or, if I did go with the human start, I'd want to come up with a more interesting reason than just "that's what the player already is, so it's easier".
So, again, thank you all for the input, it was much appreciated!
On another note, I remembered I have a project that I started 3 years ago and never had the time to fully develop. A Nimin boardgame.
I was using Vassal to play boardgames a lot with friends at the time, and I thought it would be fun to create my own Vassal module for Nimin. Vassal is a program to emulate boardgames online and can be coded to automatically set up pieces and do stuff, so I was going to give it a shot. But I never got around to doing the coding, especially as my play group lost interest in Vassal for other things.
However, I did write up most of the rules and :usericonchichi: arted up some of the key assets very nicely. There's still a need to write up the Event, Item, and NPC cards, along with some of the art for those cards, and actually draw the game board, but the core of the game is already there.
The game is essentially a pawn-based move-around-the-board type of game, where you roll for movement and go in whichever direction you want. You start as human, with variable penis, boob, and vagina sizes, the ability to grow a belly with pregnancy, and alternate races that you can transform into if you hit the right events/items. When you move to certain spaces, you can draw event cards that alter the game, or you can interact with stationary npcs, or go into a town to buy items from the store, or masturbate/interact with other players. There's a bit of Munchkin influence, as well as some other games. It's basically a sexual rpg and the goal is to be the first to get to the target SexP mark, which is set based on how long of a game you want to play. And like Munchkin, the game is very modular, to make each game unique, and allows for subsequent expansions quite easily if desired.
The reason I'm bringing this all up now is... Does anybody want to work on it with/for me?
I am not going to complete this on my own anytime soon, but if somebody wanted to do the coding in Vassal or actually create a physical version of the boardgame, I'd be glad to team up to finish it if people are actually interested.
I am not looking for idea people to help create the concept of the game, I've already got it largely fleshed out. I'm looking for people that want to actually bring the game itself into existence. This is probably easier than my attempts to find writers for the original game and won't actually take up much of my time either, if anybody did volunteer. Heck, if people just wanted something they could print out, cut apart, and play, I'd be up for filling that in too.
Just thought I'd check since this thing is otherwise rotting away on my drives :)
While I do have to alter sprites to change clothes or fit them into furniture, the massive amount of variation that would come with different levels of animal transformation on top of adding clothes to each one sounds like hundreds of hours, not counting the rest of the work the game would require, though maybe I'm overestimating the difficulty.
I'm not familiar with the graphics changer plugin so I'm not sure how much easier that would make the process.
I wish you luck on your ventures. For the time being, I've switched over to Inform to save myself the trouble of having to worry too much about visuals... Someday, I shall return to my abandoned RPGM Project.
There's always so much to do, and I simply can't make a small game. Lol, plus, I'm actually juggling three games at once. I've put at least one of them on the back burner until I get the other two going.
The biggest one in general is the more luck based you make a decision in game (or the whole game, for that matter) the simpler it should be. As an example, the worst game I've played, (Blasphemy! You're Not te Real Missiah) took me 45minutes to read and understand the rules, 80 minutes to play, but was almost enirely luck based (80% or more luck, in my opinion). It wasn't a good time. Compare with Zombie Dice, a game that takes minutes to learn, 15ish minutes to play, and is a good time (assuming the high luck mechcanics don't instantly turn you off), and you'll see what I mean.
Also, just my opinion, but the only economical way I see the transformations working is using a card based system for the transforming bits and a race based mat to hold them in, one giving a side on persective to your character for ease of slotting and too better show off the size increases. Although a slider/wheel based system might also work, if you're fine with a more stat based representation of player transformation.
If you want to keep the RNG elemens of transformation, I'd reccomend a set of dice tables with rules on rolling them as you gain/loose racial points. You could even "gate" off certain trarnsformations until a player has at least x number of racial points and are then able to roll a second die or get a bonus to their roll, which would get them past the die cap. Example:
D6 chart (bovine):
1. nothing
2.nothing
3. milk increase
4. grow fur (if don't have it already
5. nipple length increase
6. breast growth
7. udder growth
8. bigger milk increase
9. face becomes bovine
10. bigger nipple increase
11. bigger breast growth
12. padding increase
...
I guess that's it for now.
Also, before I even consider contributing to that board game, I'd like to see some things done.