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Darkmorrow Arena (v 0.2, 2019-06-16)


AcacGames

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Posted

Links:

 

Windows:

1. https://mega.nz/#!q7Q0wALI!vLiNLV7Nm11Dp-ij4Afp30QPhSHntbZ1R63KTX_KTeI 

2. http://www.mediafire.com/file/vf1if2ft7pz3qxl/Darkmorrow_Arena_v0.2_Win.rar/file 

3. https://anonfile.com/ybGd02v6n8/Darkmorrow_Arena_v0.2_Win_rar 

 

Mac:

1. https://mega.nz/#!KmA2AIAZ!Z18QvVHMTv5FK_G50T-TGk__ilkZ9fL6pgieqPzYWwA 

2. http://www.mediafire.com/file/lstltr6c7aws1ka/Darkmorrow_Arena_v0.2_Mac.zip/file 

3. https://anonfile.com/30G30dv7nb/Darkmorrow_Arena_v0.2_Mac_zip 

 

Online:

https://www.newgrounds.com/portal/view/733138 

 

Title: Darkmorrow Arena
Version: 0.2
Genre: Turn Based RPG / Visual Novel
Engine: Unity

 

Premise:
You were once a mercenary. You have been captured, and you must now fight in an arena, as a slave gladiatrix! With each fight, you win gold to buy better equipment, and glory to buy your freedom.

 

Gameplay:
The game focuses on 1-on-1 turn-based RPG fights against other gladiators. You have stats like accuracy, encumbrance and elemental damage. A big aspect of the game will be knowing your opponent, and having the right equipment for the next battle.

 

Fetishes:
The sexual scenes in the game will focus on your relationships with powerful figures in the Arena. These scenes are never forced on you, but you can take advantage of them to get an edge in battle.

 

What is in the game now:

  1. Play the game to the ending.
  2. Fight battles.
  3. Buy, sell and equip weapons and armour.
  4. You can upgrade your equipment, as well!
  5. View your combat stats and battle record.
  6. Talk to the Arena Master to get information on your next opponent.
  7. Talk to the Merchant to be able to upgrade your items.

 

What I want to add in the near future:

  1. A lot more sexual scenes with 1 more powerful figure.
  2. More and sexier outfits.
  3. Combat training, so you can improve your stats.
  4. Special traits for opponents, so you have to know what to avoid or counter.
  5. Multiple endings, based on your relationships with various characters.
  6. Combat re-balancing based on player feedback.

 

What I want to add if people like this game:

  1. Drugs, performance enhancers, and addiction
  2. Piercings and Tattoos.
  3. Night jobs and visiting bars.
  4. Pregnancy?

 

Why I am making this game:
I really like games that have some soft of sexual tension. I also love RPGs like Dungeons and Dragons, Fallout, Diablo and Dark Souls. So I wanted to try mixing the two together.

 

I have some programming knowledge, and I enjoy designing games at an amateur level. I’m taking this as a chance to learn unity, and also hopefully make some games that you all would enjoy!

 

I’ve worked on this game pretty full on for about 4 months. The game was designed so that it can be finished in a reasonable amount of time. I also wanted to make a codebase for myself. The saving system, the dialogue system, combat, UI, all of it can be reused in future games!

 

So, I hope you guys enjoy the game as much as I enjoy making it!

 

What I need from you:
I hope you enjoy my games! The only thing I ask is that you give me your honest feedback, good or bad. I don’t mind criticism, because I think they will help me grow and give me ideas to think about. My only fear is that a week from now, this thread has 0 replies!

 

Credits:
Lastly, check out the artist who helps me with this game, MutantPrawn! I love his work, and he’s a really great guy to work with!
https://www.hentai-foundry.com/user/MutantPrawn/profile

 

Also, thank you to Cheese for his excellent Hentai writing!

https://docs.google.com/document/d/1HGlR0jSb2JYvdKySiowqecIRf9bsskp9H2h3vdUdEGI

 

Cheers!

 

Change Log:

Spoiler

Version 0.2:

  1. Many adjustments to price. This can be further modified later.
    1. Light armour is cheaper, and heavy armour is much cheaper.
    2. End game items should be much cheaper.
    3. Large armour parts (pants, skirts, chest) are a bit cheaper.
  2. Outfit sets have a bit more stat variation. For example, slave clothes items provide less protection but also cost less than typical clothing. However, this will not be too noticeable, as there are only 1 variation for each outfit class (cloth, light and heavy).
  3. Added crafting. You can now enhance your items with the Merchant’s help.
  4. Added 5 new scenes for the Merchant.
  5. Added descriptions for the Arena Master and the Merchant.
  6. Change the Main Menu screen and Character screen to be more convenient.
  7. Improved the story delivery system. You can now go back and forth.
    1. You can use the arrow keys and Enter to do the same.
  8. Slowed down the gameplay. You need to now fight more enemies of a lower level to start seeing higher level enemies. This should give you more time to get better equipment.

 

Version 0.1:

  1. You can play the game from start to finish.
  2. Arena Combat
  3. Items can be bought, sold, and equipped.
  4. You can talk to the Arena Master to get info on your next opponent.
  5. 5 scenes for the Arena Master.

 

Screenshots:

Spoiler

1.PNG2.PNG3.PNG4.PNG5.PNG

 

Posted
2 hours ago, AcacGames said:

Title: Darkmorrow Arena
Version: 0.1
Genre: Turn Based RPG / Visual Novel
Engine: Unity

 

hey, Acac,

hope this finds you well.

Darkmorrow Arena's concept and graphics (MutantPrawn's work is truly stunning) seem great; 
any plans for having it compiled for Mac OS X 10.11+? and, if so, when will it happen?

thanks for sharing your game and for your help;

cheers.

Posted
1 hour ago, ZenBuddhist said:

 

hey, Acac,

hope this finds you well.

Darkmorrow Arena's concept and graphics (MutantPrawn's work is truly stunning) seem great; 
any plans for having it compiled for Mac OS X 10.11+? and, if so, when will it happen?

thanks for sharing your game and for your help;

cheers.

Hi ZenBuddhist,

 

Thank you for the kind words!

 

I can give it a shot. I've compiled it for Mac OS X, but I don't really have any way to test it. Could you please try it out and let me know if it works for you?

 

https://mega.nz/#!b3AyzAgD!N06MOiZ7tGjOIOGwXoY1Yh0sLgtP-m5zmBD7pUuI3cM

-or-

http://www.mediafire.com/file/40ftigqovteoh29/Darkmorrow_Arena_v0.1_Mac.app.zip/file

 

Cheers!

 

Edit: It might say version 0.2, but it's not. It's still version 0.1. xD

Posted

hello, Acac!

 

7 minutes ago, AcacGames said:

Thank you for the kind words

 

i thank you for your prompt answer!
 

7 minutes ago, AcacGames said:

I've compiled it for Mac OS X, but I don't really have any way to test it. Could you please try it out and let me know if it works for you?


that's awesome, Acac! it'll be a true honor and satisfaction to do so. i'm downloading it as we "speak;" tomorrow or Sunday — the latest — i shall have some input.
thanks again; hope you have a great weekend.

cheers.

Posted

hey, Acac,

downloaded Darkmorrow Arena and had it beautifully running in no time. below is an image of my iMac 2011 configurations (note: the machine has been getting some hard improvements and mods for the past couple years, and it's is not the Vanilla 21.5-inch iMac):

 

Spoiler

1045527621_ScreenShot2019-04-26at12_52_26PM.png.704bede0bc0265a93a99b11babcbaf37.png

 

the version of Mac OS X used here — 10.11 "El Capitan" — is 64 bit and much stabler than the latest, 10.14 "Mojave."

 

i do have other Macs — actually Hackintoshes — running on newer and older OS versions, and will have Darkmorrow tested on them. yet, reading Darkmorrow Arena's Info.plist file, one sees that you/Unity compiled it for all 64 bit OS X systems; imo, an important feat:
 

Spoiler

1735511641_DarkmorrowArenav0.1MacInfo.png.d8835cf19fa3dd1e8cb5c049e94b24b8.png

 

finally — i really don't want to bother you with Mac's technicalities — this is a screenshot taken from Darkmorrow Arena's:

966979789_ScreenShot2019-04-26at12_51_06PM.png.117f8f6f3250c379abb92f3d865d333e.png


as you see, i already went for the Shortsword! :D 

thanks for everything;

cheers!

Posted
4 hours ago, ZenBuddhist said:

hey, Acac,

downloaded Darkmorrow Arena and had it beautifully running in no time. below is an image of my iMac 2011 configurations (note: the machine has been getting some hard improvements and mods for the past couple years, and it's is not the Vanilla 21.5-inch iMac):

 

  Reveal hidden contents

1045527621_ScreenShot2019-04-26at12_52_26PM.png.704bede0bc0265a93a99b11babcbaf37.png

 

the version of Mac OS X used here — 10.11 "El Capitan" — is 64 bit and much stabler than the latest, 10.14 "Mojave."

 

i do have other Macs — actually Hackintoshes — running on newer and older OS versions, and will have Darkmorrow tested on them. yet, reading Darkmorrow Arena's Info.plist file, one sees that you/Unity compiled it for all 64 bit OS X systems; imo, an important feat:
 

  Reveal hidden contents

1735511641_DarkmorrowArenav0.1MacInfo.png.d8835cf19fa3dd1e8cb5c049e94b24b8.png

 

finally — i really don't want to bother you with Mac's technicalities — this is a screenshot taken from Darkmorrow Arena's:

(screenshot)


as you see, i already went for the Shortsword! :D 

thanks for everything;

cheers!

 

Oh man, thank you very much!!! :) I really appreciate your technical insight. Given that the build is pretty universal for Macs, I'm happy to release both PC and Mac builds in the future. :)

Posted

Thanks for sharing this. I'll give it a try in a bit.

 

If you're going to include tattoos and piercings then there are a few different approaches you could take. The first would be to consider the kind of tattoos or piercings that a female mercenary might gain over the course of her career so far. In that case you might want to make them quirky, characterful, not too many but enough to stand out. I'd recommend having a small group of set combinations rather than tons of options (so option 1 might be some warpaint style tattoos and an eyebrow ring, option 2 could be a lip ring, nostril stud & a tattoo on her thigh, option 3 could be a bull ring in her nose, earrings, and some small short spikes driven through her shoulder with a neck tattoo etc). It's also worth considering what kind of mercenary company or unit she was in (or even if she was a loner). I'm not saying the company would have a uniform look but there may be a general theme that she'd be fitting in to.

 

The second approach worth considering is that of tattoos and piercings that might be applied to a slave by her captors, or by her mistress or master once she has been purchased. These would have a different theme. The slave might be more heavily modified or the modifications themselves could have more ominous overtones than anything she got herself as a free woman. This doesn't necessarily mean big spiky things and blatant slave marks. In fact, as a slave branding might be more common than a tattoo.

 

Honestly I'd go for a small selection of themed sets none of which is strictly defined as being from her free life or from her time as a slave (or even a combination of the two) for the player to choose from. Ideally each set should be open to player interpretation but suggest whatever you want it to as some sets might suit a particular series of events in her life more than another set would. You might want to give the sets names instead of numbers (Talina, Scarrel, Glennie etc). Alternatively you could name them after different mercenary companies (as I haven't played the game yet I'm not sure if the character's background defines a particular company or if it's left more open for the player to imagine, or even if there are a number of different options to choose from).

 

Then again, if you are considering them being separate options for every customisation instead of combined sets then theoretically it might be possible to apply these to the character dynamically over the course of the game during events. Not sure how possible mid game customisation is but I imagine it would involve much more work than a simple set of options at character creation.

Posted
16 hours ago, Balgin said:

Thanks for sharing this. I'll give it a try in a bit.

 

If you're going to include tattoos and piercings then there are a few different approaches you could take. The first would be to consider the kind of tattoos or piercings that a female mercenary might gain over the course of her career so far. In that case you might want to make them quirky, characterful, not too many but enough to stand out. I'd recommend having a small group of set combinations rather than tons of options (so option 1 might be some warpaint style tattoos and an eyebrow ring, option 2 could be a lip ring, nostril stud & a tattoo on her thigh, option 3 could be a bull ring in her nose, earrings, and some small short spikes driven through her shoulder with a neck tattoo etc). It's also worth considering what kind of mercenary company or unit she was in (or even if she was a loner). I'm not saying the company would have a uniform look but there may be a general theme that she'd be fitting in to.

 

The second approach worth considering is that of tattoos and piercings that might be applied to a slave by her captors, or by her mistress or master once she has been purchased. These would have a different theme. The slave might be more heavily modified or the modifications themselves could have more ominous overtones than anything she got herself as a free woman. This doesn't necessarily mean big spiky things and blatant slave marks. In fact, as a slave branding might be more common than a tattoo.

 

Honestly I'd go for a small selection of themed sets none of which is strictly defined as being from her free life or from her time as a slave (or even a combination of the two) for the player to choose from. Ideally each set should be open to player interpretation but suggest whatever you want it to as some sets might suit a particular series of events in her life more than another set would. You might want to give the sets names instead of numbers (Talina, Scarrel, Glennie etc). Alternatively you could name them after different mercenary companies (as I haven't played the game yet I'm not sure if the character's background defines a particular company or if it's left more open for the player to imagine, or even if there are a number of different options to choose from).

 

Then again, if you are considering them being separate options for every customisation instead of combined sets then theoretically it might be possible to apply these to the character dynamically over the course of the game during events. Not sure how possible mid game customisation is but I imagine it would involve much more work than a simple set of options at character creation.


Thanks for the ideas! I can dynamically add them piecemeal to the character during the game. I have some plans already, but I won't ruin the surprise. :)

I hope you enjoy the game! Please let me know what you think, if anything is fun/boring/wonkey/buggy/etc. Thanks!

Posted

Ruffian

Ogles

It's like Ogre. Ogle, ogles, ogled, ogling. There is no double G unless you're wilfully trying to mispronounce the word to rhyme with Toggle or something :p.

 

You might want to run this through a spell checker a few times.

 

Okay, so after playing for a while here's some thoughts.

 

We don't get a lot of interactions with the merchant. They (presumably the woman behind the bar but they read as a man so probably not) are fairly dispassionate & disinterested. I don't know if we want to have some interactions with the merchant to maybe get better prices in the future (probably not) or better quality goods (at a higher price).

 

Currently after the first few fights the fights get really boring. The game seems to be less about the fighting itself and more about being groped by the arena master to find out what kind of elemental damage an upcoming foe is likely to wield.

 

It would be nice to have graphical representations of the opponent during the arena fights. I am not suggesting that the art should represent every single equipment option for them. Just a single piece of art for every foe (slave man, slave woman, bandit man, bandit woman etc). The art should ideally not depict weapons or shields and just give a general impression of what this foe is like. However we do not have art for the Arena Master yet. We may (or may not) have art for the Merchant depending on if it actually is the woman behind the bar or not. You seem to be going for a theme of no character art, just blank empty scenes. This serves to reinforce the dehumanising side of slavery but it also can make for very dull viewing after a while.

 

As for adding piercings and/or tattoos to the slave during gameplay here's a thought. It's not as if some npc is going to pay the slave to allow them to experiment upon her flesh. It's also possible (but unlikely) that she might be able to pay them to modify her. In this case they are more likely to be punishments (or rewards). Were you thinking of them as unequippable equipment granting stat modifiers? I was initially considering them only as character customisation. If they end up granting things like initiative or elemental resistances then that's another aspect to be considered regarding how they are gained and what the price is.

 

Being forced out to the general area every evening so we are constantly reminded that we can visit the arena master is clunky. It feels rather forced. Could probably be implemented a bit more smoothly.

  • 1 month later...
Posted

Updated to version 0.2!

 

Version 0.2:

  1. Many adjustments to price. This can be further modified later.
    1. Light armour is cheaper, and heavy armour is much cheaper.
    2. End game items should be much cheaper.
    3. Large armour parts (pants, skirts, chest) are a bit cheaper.
  2. Outfit sets have a bit more stat variation. For example, slave clothes items provide less protection but also cost less than typical clothing. However, this will not be too noticeable, as there are only 1 variation for each outfit class (cloth, light and heavy).
  3. Added crafting. You can now enhance your items with the Merchant’s help.
  4. Added 5 new scenes for the Merchant.
  5. Added descriptions for the Arena Master and the Merchant.
  6. Change the Main Menu screen and Character screen to be more convenient.
  7. Improved the story delivery system. You can now go back and forth.
    1. You can use the arrow keys and Enter to do the same.
  8. Slowed down the gameplay. You need to now fight more enemies of a lower level to start seeing higher level enemies. This should give you more time to get better equipment.

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