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Help wanted for a H/Adult new game :)


Arok

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Posted

Hi everyone :)

 

It's the first time I do this so I hope this is the right place in the forums.

If it is not I hope a friendly Admin will come to my help and move this to where it belongs :)

 

I've always enjoyed playing the kind of H game where you train/farm/pimp various actors and see them evolve.

Good example of such games would be Slave-Maker, SimBro, Whore-master, and to a certain extend, Breeding-Season.

 

But, even tho I enjoy each of those games, and don't mean to criticize them, there's often the feeling that I'd like to be able to do this or that, that has not been implemented. So, I'm thinking, since I currently have a lot of free time I might as well make my own game, one that would feel "complete".

 

I don't yet have something I can really show, this is fairly new but what I have in mind is far more complex and thorough than any H or Adult game I've played so far. I have a lot of ideas, and I'm gonna have to do it step by step, but it will contain everything I like in the games I mentioned before, but with a  VERY complete Sex system, associated to an optional BDSM system. 

By complete I mean I'm currently working with 110 variables per NPC actor, and I have not yet started to implement skills and traits, or character status, nor states of mind... 

 

It's not decided yet but I'm thinking two possible environments, one in a  post-apocalyptic context, maybe Fallout-like... and the other Medieval fantasy, which would both allow different sets of skills/items, like specialized drugs in the first, magic in the other, and so on.

The game would allow complex interaction with independent npc's, (friendly or not), npc's that would help/serve the player, and then of course hostiles. And then obviously the part where the  player can train/tutor/educate/torture/add-missing-terms various npc's. All of these could be male, female, none of the above, or both.

 

So there would be a management system for the player's dominion, evolving to new options based on resources, a workforce (want exotic slaves...doh !  gonna need a dock... doh ! I'm gonna need lumber... doh ! I'm gonna need woodcutters... doh! and so on ^^ ).

 

There would be a fight system of course (probably very standard that one), some zones for the player or his/her goons to explore, plus a randomized zone (because I might not code new zones forever ^^) .

 

So here I am grinding my way thru the code and I realize, although my English is okay for a non-native speaker, it might not be THAT good.

Like, I'm gonna have plenty of cases where I wanna describe something with nuances, (e.g. a value can be 1 to 10, each case being a different "nuance" and I need a different description for each) and this is where I'd need real English speakers, all of them of legal age, that may give me different ways of saying things with an intensity variation, and if I'm lucky with some humor here and then too.... And then of course since we are talking about THIS kind of game, it could be 10 variations to describe from how pale to how tanned a skin is, but it could also be to describe how wet a pussy is, (just an example, not real figures)

 

So that's pretty much it, are there people who think they fit for the role and are willing to help with this or that little bit of description ? ^^

 

Thank you for reading,

 

Arok

 

Posted

I am a native english speaker, and while I don't currently have a lot of free time, I am willing to lend a hand. I would first suggest that you do not rely solely on descriptive text to convey these variations if they actually are important. To take your example of describing how wet a pussy is, I might come up with scale where 6="Rather Moist" and 7="Quite Moist". But I can also imagine another native speaker would reverse the order, and understand "rather" as being more wet than "quite" So if the player will need to know the actual value, have some alternative mechanism to provide this information, and consider the text an approximate value only. If you go the post apocolyptic route, you could give the player a tool to read pussy moisture if an exact value is required for matching the appropriate type of panties for example. Language is by nature imprecise, I imagine it would be hard to find words to describe 10 variations of any trait that the vast majority of readers would all understand them to be in the same order.

Posted

Ah, I see what you mean, good point....

 

The way I'm making things, there is obviously an exact value for each variable, but lots of them are not just displayed as-in to the player, because he is not omnipotent

( hmm unless he is but I have not yet considered adding that).

 

So the player gets a description that is actually his perception of the situation, relying on several attributes, from the player, the observed actor, and their relationship.

I'm of course talking of non obvious stuff, the player doesn't have to go through a perception roll to see the apparent hair color. 

 

The same system goes for "interviews" for lack of a better word, the player can address another actor on various subjects, but that doesn't mean he can read into the other actor's thoughts (unless he can !) so there again multiple factors will make what the player "understands" more or less accurate... 

That is why I liked to display a description... There are also prefix 'hints' as "You wonder if", "You think", "You are convinced" well you get the idea.

Also values that are either very high, or very low,  are displayed in a different color.

 

So the player doesn't need to know the > exact < value of those variables, but then the better his perception of them the more efficient  the game-play.

First I thought it adds something to the game that the player kinda has to get to know the other npc's, and that some are easier to read than others. 

But it also allows me to code a system where the player kinda guesses what would be the best next move in some intimate act, or, if he has something specific in mind, what is the best route to reach that goal... (I hope I'm making sense ^^ )

 

Now according to what you tell me, I should also show the player a value, based on his perception of the situation, to by-pass the fact that a description can be differently understood from by one reader or another right ?

 

At the moment all I have is a mini case-10 that I made real quick just so I can test my code , (here from min to max : scarcely, barely, moderately,  mildly, quite, remarkably, ultra,  exceptionally,  extraordinarily, extremely) so I'm gonna see how it all comes out when I can get a few descriptions but I think you are right...

 

So thanks for bringing that up :)

 
And then if that's okay for you, maybe I send you a few examples of descriptions I need and you pick up what you fancy ? :)
 
Arok.
 
Posted

Ok, if the descriptions are meant to include a measure of guesswork, then my concern may not be a factor. I can see two ways to go. The first is to simply always follow the value mapping. 5=moderate, 6=rather, 7=quite, and the player will eventually sort out the rankings given context and game mechanics how the mapping works. "Hmmm.... I gave the girl an arousal enhancer, and her pussy went from rather to quite. I guess quite is more wet than rather ..." Or you could add a bit of randomness to it to simulate the character's limited ability to measure the trait. The true value is 6, but maybe there is a 15% chance you use moderate, and a 15% chance you use quite. Makes it harder to work out the real mapping, but probably closer to how an actual person would struggle to categorize a trait.

 

Sure, send me some descriptions you need spread across a range, and some idea of the size of the descriptions you are looking for. Just a word or two to plug into a sentence (like moderate, rather, quite above) or you want to substitue whole sentences? Or if you don't have a perference for size yet.

Posted

I think I keep the randomness inside the perception process and try to stick to the same value mapping ^^ Since the description it-self might already be appropriate...

 

As for the descriptions themselves being words or sentences, I think it depends if it's a description that is important for the feeling of the game or not so much.

Like a hairiness description can probably go with words to plug between strings of text, when arousal for instance might be worth something with more quality to it.

But even in a Case where I work with strings an 'plugs' as u put it, I would keep a sentence if it's pretty good. Can always find a way ^^

 

Ok I'm thinking I'll message u a list of variables I currently have that do need some graduation and u see it you want to address some :)

 

thank u ^^

 

Arok

Guest Comrade DR. MAHUJ DIK
Posted

Good luck with the project, but Im a bit confused about the gameplay, you talked about combat and "player dominion" so Itll be a kind of rpg with strategy elements? Or a strategy/management  game? Both are prwetty awesome kinds of game.

I dont want to interfere with your ideas but the "player dominion" part gave me a Idea, you could make the player a perverted king/warlord that is trying to expand its dominion, unify the continent or take over the world, the slaves could be used for various things, but in the military/combat aspect of the game they could not only be soldiers but also be used to keep theyr morale high or reward them for a good battle.

If you decide to put a tech tree, it could be a nice  idea to divide it in diferent types:

example(fantasy): by training slaves or focusing your research on slavery you advance in the slaver tech/civil tree, the same for magic, and military.

I would like to help with the game.Im a designer (no, this is not a "what I want to do, so I gave myself  a job, Im really a designer (student))   so, if you ever need help with lore, caracter design or any design related stuf you can ask me(but youll stil have the final word,Ill just give you ideas acept them or not will be your choice)

Posted

Ok that's a bit tricky to answer to... I don't know if u played the games I mentioned above, especially SlaveMaker and WhoreMaster ?

It's basically that kind of game that I have in mind, but much more complete and complex. 

So each of those games has a dominion of sorts, in SM it's your house, and u can move to a bigger and more expensive one; while in WM it's just new buildings that u purchase on the map. 

 

Now what I want I have in mind is, allow new options to the player based on several factors :

- his own stats ! e.g. A high Ruler_Reputation or Slaver_Reputation

- his ressources obviously, gold, misc materials, some uniques/specials/event-triggered and so on

- his workforce : this will be a big part of it :

          The more populated the dominion the more things that can be done altogether. And that's not just slaves, but ppl moving in our out of the dominion too

          Specialized characters, like maybe a sorcerer/summoner in fantasy, a Sergeant-at-Arms, or a drug-chemist in apocalyptic type

          Highly trained slaves/servants/companions : basically the same as specialized characters, but that the player made evolve

- already existing infrastructures and the player "house" it-self

and a few other things but that pretty well sums it up. So those elements would open new game stuff.

 

Like hmm player has resources and workforce, decides to create a Vineyard, now he can go for wines and liquors. With good management maybe the wine gets famous and increases not only it's market value but also brings renown to the player dominion, triggering more ppl visiting and also maybe new types, like a high end merchant, or nobility.

And that can also trigger new events... Maybe the Inn is getting too small now, or more prostitutes get needed ? Maybe it's time to think about a commercial fair, or some festival ?

 

Now for the tech tree thing :

 

- The Player trains a slave him-self, it will only affect their respective stats, and whoever is witnessing.  So it will hopefully lead to the player becoming a better trainer, the slave improving, and the slave-player relation evolving for good or worse. But it's not really gonna open new "tech" options unless the said slave is becoming some high-end specialist

 

- Magic :  ( facepalm ! ) well to be honest I totally overlooked the player him-self being a magician !!

I realize t's obvious but I guess that's how it is when u build up something from scratch :)

So thank u for mentioning, I'll slap my-self on the back of the head and see how I wanna make that fit in the game ^^

 

Now what I do have planned are special magicians NPC. I don't wanna disclose too much, but there will  be magic.

Just one example, in the fantasy world, some triggers exist that may bring the player in touch with Drows (them-selves being well known slavers in most fantasy lore)

If this relation turns out to be good, the player may access drow magic (summoning and control mostly) in exchange for counterparts.

 

- Military : I think that will be a limited aspect of the game, combat should only be used in capturing new slaves/creatures, dungeon exploration, and keeping the law.

So combat that the player actually will witness will involve a limited amount of actors, I'm thinking between 1-vs-1 to 3-vs-3 but that's still theoretical. 

I don't foresee any wars of something, that'd be another type of game :)

 

And last but not least, yes, your help is most welcome !! An english speaking designer ! I must have done something good in a previous life ! ^^

I don't have anything described yet, so I think u message me and tell me what you prefer to design, a person, a place, something more complex ?

And then I start spam you with matching requests ? :D

 

++ 

 

Arok .

 

 

 

Guest Comrade DR. MAHUJ DIK
Posted

Ive sent you a Private Message.

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