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Be the greatest ideas guy in our new home! Talk about game ideas and development here.

old
>>12
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I wanna ask the dude who made monster mind if he intends to update it to work now that flash was fucking murdered
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bros, help an esl out. 
how should i phrase this question? 
i've thought about just asking how old are you?
the issue is that it's too shocking for the common man. 8, 11 or 14? none of those are acceptable. i want the focus of the game to be on youthfulness, but i also don't want to scare most people on the character creation screen.

however, if i word it a bit differently, for example elementary school, middle school, high school, it is less shocking and also less restricting on the imagination, you can just imagine the age you prefer
the issue is the following: it is technically called an educational stage, which is a word i've never heard of before, and so i'm assuming it's not very commonly used.

i also ask for school grade, but then nobody actually knows what age it refers to. what is the age of someone on 7th grade? depends on the country, and even for your own country most people don't really know, although maybe this is not a bad thing

i could also just cut off one option and leave it open to imagination. child and teen, although this has the same issue as the first one, where seeing child is very shocking.

thoughts?
>>39913
>do you wisjh to relive your childhood or would you prefer what being maturer is like
then you just ask how old were you or will you
>>39913
>the issue is that it's too shocking for the common man.
why bother appeasing them at all if you're making shit they don't/won't like anyway.
Replies: >>39919
>>39918
covering your ass in the mimimumist manner is never a bad idea
Replies: >>39924
>>39913
I guess you could keep things vague, like "youthful" and "very youthful", or maybe put things in terms of mental development instead, like "child-like mind". 

You should get someone to proofread for you either way.
Replies: >>39928
>>39919
>why yes officer, while the characters are children and it's set in an elementary school, it in no way means it's pedoshit.
fuck off, no matter what mental gymnastics you try to use, it will never fly if (even implied) children are involved.
Replies: >>39925
>>39924
it's only pedoshit if the art used is based on actual abuse or life references
Replies: >>39926
>>39925
explain that to "the common man" anon is trying to appease.
Replies: >>39931
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you guys see how there's some blue text? that's what happens when you click a button and the whole screen isn't reset. do you think highlighting what the player said is a good idea or no?
it's a weird experience, having to code and write. it's different, like you're a one man band. 
>>39922
hmm, i could also pretend the MC is mentally retarded and has flunked the same grade like 10 times. but i these mid term solutions don't satisfy anyone... maybe i'll remove mentions of age, and have them flat, tiny, child-like and everything. i think i will ask just for breast size (read: flat or aa cup) and the rest is up to the players mind.
Replies: >>39950 >>40011
>>39926
well the argument there is if you've got an attraction to it then the run off is you're attracted to children which I agree isn't an argument you'd want to have because if you have to explain attraction to someone you don't know then it's not like they give too shits to even bother past their initial disgust so it's better to keep these things where they should be and not flaunt it like a loser so that if you do have to explain it you can better hope it's someone who is either being dishonest or has some level of understanding already
Replies: >>39938
>>39931
or just ignore them entirely, if they sperg out their unwanted opinions, just continue on and let them seethe.
there are forums that allow or even welcome this kind of content. keep it contained to those places and normies won't even be a problem.
also, in most countries that actually matter fictional cp is legal, there might be some additional rules to that, like "only unrealistic" (no 3d renders), "not obscene" or "not abusive."
but i'm pretty sure that's about art and not writing, it just says fictional...
Replies: >>39945
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>>39938
mate you don't need to seek reasons to accept something you like nor even defend it to such degrees merely be happiness and all good things will come to you
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>>39945
don't (you) me with that retardation faggot
Replies: >>39948
>>39947
the reason why you feel the need to fight me is because you are fighting your self please understand this
>>39928
What game?
Could we please have a non-autistic sandbox sim game, with Liliths Throne sex engine? Similar to Newlife, but more open and with more sex options.

Tile-based open world, with different relationships a la Sims. Suck off your (male) boss for a promotion and some PTO so you can cuck a coworker and try and seduce your SIL, all behind your spouses back.

Text-based, open ended. More Sims-like Liliths Throne.

With the ability to create your own NPCs of course.

Is it that much to ask?
>>39986
Non-autistic sandbox sim was too much to ask, probably. But some kind of actually good Cataclysm DDA sex mod is my dream porn game so I'm pretty high on the autism scale.
>>39986
there's a lot of shitty life sims out there
thing is they're not autistic so they're shit
Replies: >>40010
>>39989
cdda if you give the new devs time I'm sure they'll add their awful fetishes and stuff in there's already a bdsm starting class and fursuits
Replies: >>40014
>>39989
>>39992
I can live with having to get fucked by a sheep's thee meter mutated schlong in the intro or every once in a while as long as I can skip it quick or remove it post intro, like Lilith's Throne spawn rates.

In fact, I can live with an autistic world such as LT's if need be. I just want a more developed AND sandbox relationship system with self-designed NPCs.

Sims 4 with WW is a good alternative but Id rather have it be text based.
Replies: >>40040
>>39928
Blue on black is hard to see, but if it's brighter blue, I don't see why not. Make red a bit lighter too. Will you post untranslated version?

>i will be the one asking questions
apparently "I" is always typed with capital letter, but fuck those capitalists, keep it i.
Replies: >>40017
>>39995
Yeah but that stuffs been in there for years
>>40011
>i is always typed with a capital letter
woah.... never realized this, now i see it everywhere
thanks for the colour suggestions, i'll try them out. and no, the game will be purely in english
Replies: >>40038
>>40017
l always replace capital i with a lowercase L.
in most cases you won't see the difference anyway and it's slightly faster when you get used to it.
>IlIlIIllIIIIllIlI
see.
>>40010
Apologies, all I can offer you is a flood of Ren'py games using Daz3D models and a linear story-line that gives no choice whatsoever.
But seriously, have you seen ANY text-based sandbox games developed recently? It's all fucking dead. Text-based sandbox games with player choice are fucking dead and I don't like it. It's been replaced with basic Daz3D smut that provides nothing that a simple image board can't.
>>40040
there's always something being made it's just a shame that there's not more developers I'd say
>>40040
Yeah, Liliths Throne is mostly dead too.
>>40040
text is falling into disuse. the common man is so desensitized by porn that he can't visualize eroticism without images. and why would he visualize? his fetish is just a big tits big ass bimbo, he can find that everywhere. becoming a Communist Partymember  did this to me for a while too
Replies: >>40078 >>40079
>>40048
Sad. Text is infinitely better than graphics. If I wanted to see tits I'd watch porn.
Replies: >>40079
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>>40040
>>40048
>>40078
TFGames.site is still a thing some gems come out once in a while it's kinda sporadic with quality and doneness. Though I do see a slowdown which sucks because it was so comfy to play at night while listening to latestation.
Replies: >>40088
>>40079
Let me guess. Your fetish is being turned into a sissy and sucking a mile of dick? Because I can't remember anything that's unique to that site other than an ungodly amount of low-effort sissy crap and Male-to-Female turboslut stories for gays in denial.
Even Fag95 is less gay nowadays.
Replies: >>40096
>>39986
I'm interested in trying to make something like that or being part of a group.
Replies: >>40274
every porn game is a text based game tbh
>>40088
sucking cock and wanting to become a woman is less gay than banning lolis
Is the monster girl farm concept played out?
>>40107
No where near played out, but it has been done so poorly that most will be wary of any new ones that pop up. If someone can do it and do it well they'll be raking in shekels.
>>40107
I don't know if people would want one that is mainly text but attempts with much art and animation have gone poorly.
>>40107
seems like alot of the time the worst ones are actually just trainers with a tacked on idle useless income personally though I think the traditional monster girls are very much just free spaces and I would prefer more fetish monsters and or something creative
if one were to add images or video clips of, for example, bolshoi's children's ballet into their erotic game, would this be considered sexualizing children and thus a crime? asking for a friend btw
when i asked him he specified that this is meant to be used outside of erotic situations of course, only during the harmless parts of the game, such as going somewhere to train your agility
Replies: >>40132
https://youtu.be/26FtOBBjgjc?t=814
from 13:34

here is an example of what my friend wants to add, timestamped. it's on youtube, just normal ballet. if it was added to a h-game do you think it would suddenly turn illegal, even if the situation it is inserted into isn't erotic?
Replies: >>40349
>>40125
In Russia?
Replies: >>40136
>>40132
no it must be in most of the west, otherwise what's the point if it results in it being the same as downloading illegal material
>>40040
Although I prefer text games, I have no issue with images. The problem for me isn't really the images, it's the fact that every damn popular game is now Daz3d or Honeyselect 'visual novels' with choices that have zero impact. I'm so sick and tired of shit western VN's and if I ever had the urge for a VN I would just go with some translated Japanese VN because they do it far better and are more professional then some faggot in his basement. A single glance at fag95 makes me want to throwup, the entire trending list is Daz3d VN's.
Replies: >>40158
>>40152
Just ignore those, if you played one Daz3D game, you played them all, the shitty aesthetics don't help either. Also, most western "VNs" are more nukige in nature. That being said, there are a handful of good western games
Replies: >>40174 >>42213
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>>40158
I quite liked The Headmaster. It's Honey Select, which I find a lot more tolerable than Daz3D, and the story felt less retarded than I've come to expect from western developers. Plus, maledom with decently fleshed-out female characters, and the MC is neither a dumbass nor a simp.
It does have a strong focus on spanking, which I find uninteresting, but there's enough fucking, humiliation and other BDSM kinks going on that I enjoyed my time with it.
Also Rachel (pictured) is adorable and makes an excellent pet.
>>40174
it's just souless. i can't see the appeal. so bland, so generic, so unnapealing
like a computer crafted everything (it did)
Replies: >>40218 >>42178
>>40186
anything is gunna be soulless if no care is put in and the care that's put in usually amounts to what the dev can do and typically what the dev can do is based upon the software he uses to cheap out of his lack of ability
>>40174
i'd rather just play honey select than see static poses.
Replies: >>42178
>>40090
Please do
>>39836 (OP) 
Isekai Harem game taking place pre-Gravital Holocaust when?
Replies: >>40332
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>>40290
the pre-gravitational holocaust didn't happen (but i wish it had)
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>>40127
bump
what do you think?
do you think simple images that are gotten from video clips or singer photo shoots could cause trouble if in an erotic game, even if detached from erotic content?
it feels very important for me, helps set the tone. look at the clothing, each age group has a different style. this is the one for the little octobrist age range, 7-9. what if i for example hid the face and. would a piece of clothing without a face attached maybe give me legal trouble?
i know nobody here has much legal knowledge, but use your intuition. from my knowledge it has something to do with the intent of the image.
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Glad to see there's a new thread already. Also, new locations to explore.

>>40174
I think HS is better than Daz3D, slightly so, but the problem of it being sterile remains.
Replies: >>40358
>>40352
That's a cute dog.
Replies: >>40389
being a fucking pedophile is better than being a steven universe fan
>>40349
>what do you think?
It shouldn't cause trouble. Using video and images without permission may put you in legal trouble if the owner cares enough to make a legal case against you but that's unlikely. The intent stuff is for weird poses and inappropriate perspective or focus. What you've posted so far should be safe, including the upskirts in the ballet video because that's not the focus. Although it might be weird if an ero game forced you to watch the whole thing before moving on. I wouldn't worry about it.

>what if i for example hid the face and [owo].
Hiding, or fading out, the face and legs for a clothing focus could work and may help to avoid the potential legal trouble of using their likeness without permission.
Replies: >>40374
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>>40365
thanks. i read the law just now and it seems like as long as it's not sex, edited to simulate 
sex or showing sexual acts, it's fine.
important to note that there is this thing about sexual organ exposure, which makes me think i probably can't share, for example, the shirtless photos of the girls which for some reason are available in many normal sites.
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>>40358
It's a lion.
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New Stuff.Music for Gem Dom, New Art for Ich Will, and a new project.
Replies: >>41966
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Is it necessary now to make html's game be stand-alones which do not run in a browser? 
a recent browser update i just did completely changed the MS-Gothic font i was using for something. In microsoft edge (which nobody uses) it is the same as before, so i'll show it for comparison
on top is what it is now, on the bottom is what it was before. literally nothing changed. so fucking gay. is there any way to counter-act this without making it stand-alone?
Replies: >>41449 >>41542
Browser name? Version? I will blame it on linux faggots.

Try using one of those fonts https://www.w3schools.com/Css/css_font.asp . MS Gothic is a japanese font, not everyone has it, and it has shitton of kanji in it.

https://qiita.com/vox_magnus/items/c18349b230b9d647ed33

Try this: font-family: "MS ゴシック", "MS Gothic", "Courier New", monospace;
Replies: >>41448
>>41444
seems like this change affected basically 90% of east asian fonts, even chinese ones. absolute faggotry, they all look like shit now when bold or unreadably thin while normal
>>41442
It's the price you gain for going with HTML. Browsers might introduce a new feature, which in turn might break or slightly modify the behavior of older features, it's just the nature of the beast. I'd just bundle the game with Electron if you truly want a static design.
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this almost makes me not want to use it... but i'll try. was looking at something similar earlier
Replies: >>41531
nevermind. nobody should have to run an .exe file, it's very suspicious.
Replies: >>41463 >>41544
>>41452
I can only speak in the sense of playing games, not developing, but for electron games you can open the main html file in a browser to skip the exe (or if you're on linux or whatever).
Replies: >>41544
>>41450
The fact that you're bundling a castrated browser with your html game is what should make you not want to use it.
Replies: >>41544
>>41442
There should be a way to specify your own font in HTML. Just package it with the game.
Declare thus in CSS:
 @font-face { font-family: Delicious; src: url('Delicious-Roman.otf'); } 
body {
  font-family: 'MyWebFont', Fallback, sans-serif;
}[/code]
Add different formats for compatibility reasons:
@font-face {
  font-family: 'MyWebFont';
  src: url('webfont.eot'); /* IE9 Compat Modes */
  src: url('webfont.eot?#iefix') format('embedded-opentype'), /* IE6-IE8 */
       url('webfont.woff2') format('woff2'), /* Super Modern Browsers */
       url('webfont.woff') format('woff'), /* Pretty Modern Browsers */
       url('webfont.ttf')  format('truetype'), /* Safari, Android, iOS */
       url('webfont.svg#svgFontName') format('svg'); /* Legacy iOS */
}
Replies: >>41551
>>41531
I don't know about games, but it's really useful if you want to develop a prototype for a web app to show to your client, after that's it's piss easy to properly deploy to production.
>>41452
>nobody should have to run an .exe file
Do you ever run programs on your PC?
>>41463
Depending on how the app is bundled, doing that could break functionality.
>>41542
i had tried doing this, but sometimes fonts were slightly distorted if reading from files (no idea why) and making it compatible for all browsers means it weights like 60 mb between all the font files for just 1 font. 
i think this is the solution i will return to eventually if i can't find a good font that simply works, slight distortion and weight bloat be damned. gonna focus on the game now anyways, not sure why i'm bothering so much about fonts when it doesn't matter without a good game to apply it on
>>39836 (OP) 
is the guy making that cyberpunk text-based semi-eratoho thing still alive? If so, any progress?
Replies: >>42026
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>>41911
are you making 3 games at the same time or what
maybe focus on one, huh? ever though of that?
Replies: >>41940 >>41986
>>41936
People who donate to patreon for these shitty games have extremely low standards. "it will be done by the year 2030" is fine with them.
>>41911
>ren'py, ren'py and ren'py.
i'm not even gonna bother.
>>40778
Tomboy loli looks like a tanned Peni Parker
Hot
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>>41936
Art is usually the bottleneck. I'm really working only on one game while I just wait for art to be done for the other two.
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>>41986
this is why you make stock holders me duder
Replies: >>41990
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>>41989
I do, sort of, ren'py already let you work with placeholders very easily, and my first game was done with placeholders, which is what I'm aiming to replace. I also write all my games beforehand, so, as I said, all I need is just to implement the art in the game and that's it.

Depending on the artist's skill, it can be harder/easier, and it also depends on stuff like the amount of customization like clothing. The good thing about having games already written is that I can focus on gameplay ideas or just neat things like the aforementioned customization, but, again, that also becomes a bottleneck because of all the variations the artist needs to work with.

The only exception for this is Gem Domination, where the artist is exceptionally fast, so I'm actually lagging behind. The game is also pretty ambitious requiring extra code, so that's the game that actively takes most of my time.
Replies: >>41991 >>42010
>>41990
the artist is fast because the art is not good though I'd admit what it's based upon art simply isn't good either but I appreciate more it being the same though I think an inbetween can be achieved like what with operation novel which I think you and thank you for suggesting wildly into the air tbh
>>41990
Honestly kinda hard to be slow when the art style you're copying was made to facilitate the mass production of shows.
>>39989
The head CDDA guy already said to multiple people wanting the same thing that he will keep anything of that nature and any framework to support stuff of the nature out of the *official* branch as long as he lives. sooooo you'll have to start doing it yourself. on the bright side the npc system has come along a long way and many things are ez to do with json. So get to it... I already started making a sex mod for myself
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>>41905
I think you mean the other anon but I'll give a short update too, life got extremely busy  for a few months but I've slowly been getting back to it
I realized that it can't exist with a traveling system like CoC1, I'll make a big map with lots of proc gen structures (and a predefined seed) and eventually let the player go anywhere, squat/take over/buy most structures and build stuff inside, it's supposed to be a management simulator after all
I think even seeing some basic squares or pseudo 3d shapes in a minimap will add a lot of immersion too, and it's definitely doable

for now all you can really do in game is hoard materials, beat up scavengers, lose and get robbed, and sleep
>>42026
You were the anon I was referring to, when I said eratoho I specifically meant K with its officer management and lite "strategy" stuff. Keep doing god's work anon, I certainly couldn't find the time to do what your doing.
>>42026
I think even rudimentary, representational, or schematic graphics in a text game are a big help, especially when they relate to something like navigation or other concepts that can be complicated to describe textually. I'd encourage you to try to include them whenever you feasibly can, just for efficiency of communication to the player let alone immersion.
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i'm such an artist. clickable doll to select body parts...
>>40225
>>40186
NTAYRT I like Headmaster, but mostly because it caters specifically to most of my fetishes. Can definitely see why it might be off-putting.
>>42174
still hotter than the steven universe characters
>>40158
tbh, most Daz3D games just look shit because their authors are shit.
Daz3D has way more potential than Honey Select does.
Replies: >>42230
>>42213
There is no "potential" in any "game" that uses Daz3D or Honey Select for their graphics. Because if a game has potential, it doesn't use that shit to begin with.
>>42174
This has more potential than ANY Daz3D ren'py/HTML game you can possibly show me.
>>42174
most promising thing ive ever seen in one of these threads
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i need some simple help coming up with ideas for the combat system. hear me out.
and don't complain about colours in the screenshot, my computer for some reason distorts all screenshots horribly
>>42278
I think separating the combat and sex would work better tbh every game like that having a retarded oh no I'm too horny to fight back anymore is pretty fucking retarded tbh
Replies: >>42285
>>42278
nevermind. while typing the post i already figured it out. annoying thing is i can't delete the post above because wrong password. aaaaaaaaaaaaaaaaaa
fuck bros...
>>42283
The thing is you're a Magical Girl (read: succubus) serving the NKVD and hunting white elements. As a little girl, you can't fight grown men, my idea is that you constantly get btfo'd but it's good for you because you use their male energies to strenghten yourself, eventually making you stronger than them

Don't plan on making the MC too much of a slut, and i want to try to balance so that combat is rarer instead of spammy and annoying

inb4 tranny game
it's easier to code and doesn't need you to write waifus.
Replies: >>42304
>>42278
Magical AK-47 chan.
Magical silver warhammer chan.
Lightning.
Bondage spell.
Stealth and snap neck command.
Wrestling moves.
https://www.youtube.com/watch?v=UHyYuVQVBCM
Strangling them with guitar wire.
You used teary eyes! It's super effective!
Magical Rock
Paralysis
Blind
Shock
Invisibility
Real magical girls are pretty overpowered, but usually use nonlethal methods.
Add enemies that aren't interested in little girls period and maybe sex in general, that would rather either walk away or kill you instead. Not in a gay way, they just have their priorities right.
Maybe make battles autoplay,
Buttons with time out bars slowly disappearing.
Smashing button as fast as you can for max damage.
Actual moving sprites instead of rpg system.
Getting both of your kneecaps broken in the middle of the fight.
Running away to a different location. Must be easy if you can fly.
>>42285
It's really determined by how you want the pace of the game to go. If early-game combat is mostly going to be the player getting destroyed, then have early-game enemies use one hit kills so that the player doesn't have to spend a bunch of downtime fighting losing battles--unless that's how power is accrued to the player. The mid-game (for combat, mind) would start when the player is either powerful enough to survive the one-hit kills or learns a skill that can reliably counter them. That choice depends on whether you want players to slowly build into the mid-game or to clearly cross into mid-game territory. This idea might be annoying for long-term players, though, because they'd probably be rushing through the early-game to get to the point where combat is interesting, except that if combat is rare then perhaps long-term players will know enough to avoid early-game-tier combat entirely--assuming that there's some other way than combat to build up power that is useful in combat. 

I mean, just asking for ideas is pretty broad and a little tough to generate useful ideas for, since we don't really know much about how combat interacts with the rest of the systems. Also it's unclear what exactly you want ideas regarding.
Replies: >>42330
>>42304
my idea is to avoid non-sexual combat because it's shit. 
nobody wants to pit their attack vs their enemy's defence in some generic rpg manner
i thought of doing it, it does make things a lot easier, but i can't think of the last time i enjoyed the generic combat system of a h game. battlefuck is where it's at
Replies: >>42370
>>42330
>nobody wants to pit their attack vs their enemy's defence in some generic rpg manner
How are you going to make sexual combat work in a way that isn't "sexual attack number" versus "sexual defence number" then? At the end of it it'll boil down to the same thing.
>>42370
yes, but it's more interesting. why? idk. it just is
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Some new stuff.
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>>40040
>But seriously, have you seen ANY text-based sandbox games developed recently?
Unholy Arts maybe. As for the rest, DoL is developed at snail pace, Newlife is even slower. Lilith's Throne is a fucking joke
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>>42461
Nigga, wtf is that?
>>42461
what is the name for the steven universe game
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>>42477
Unholy Arts... Not sure what to make of it to be honest. I'm not a fan of these types of "lewd" games because you end up spending so much time optimizing gameplay instead of the lewd part. If I wanted to optimize stats and shit, I'd play games in my Steam library.
But that's just me. I can't say it's a bad game. It pretty well made, but unfortunately the mechanics just makes me groan and cheating to skip 'em just makes the game very shallow.
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>>42486
Gem Domination, anon.
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>>42490
UM, the correct term is rock people.
Replies: >>42505 >>42936
>>42489
Just like porn game players, some porn game devs also want to develop with more focus on how the game plays than the porn. Games that succeed (who find an audience and reach something at least like a finished state, I mean) are ones that find an audience who either likes the balance that the particular game offers or who are able to convince the developer to shift it in a way that they like. One of the things that attracts people to text game development is the (mistaken or correct) idea that writing porn that people like requires a much less developed skill set than drawing porn that people like.
>>42493
Gay Space Rocks
>>42370
I think you are correct... I'll have to add some sort of combat system. Gay.
>>42370
>How are you going to make sexual combat work
You don't. "Sexual combat" shouldn't even be a thing. Seduction should be the Social part of the game and a viable alternative to combat instead of combat but with purple HP.

Ideally, you want combat to be combat and there's no surprises there, but investigating characters and getting to know them should give you clues about what to do or say that you can win them over socially and avoid combat altogether, making this an entirely different type of gameplay that still rewards exploration and planning.

Very basic example but in Lilith's Throne, NPCs have different fetishes that are usually thematic. What if instead of knowing them automatically or getting context sensitive prompts, you can instead watch them, rummage their place or just talk and get to know them. And then act in any way whatsoever, hopefully something that earns their affection, with some actions being easier if they are your thing as well.

I honestly don't get why combat is always so fleshed out in details and then "sex combat" is just tagged along so you can have a sexy alternative instead of making that it's own mechanic.
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What is the thing on her head called? head bow? hair bow?
>>39836 (OP) 
What is that image from
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>>42890
a book written by a turk. reverse image search, i don't remember the title
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Hey guys, just released Ich Will 0.3.1 recently. Please give it a try. We are in the process of updating the art, but we corrected most if not all grammatical mistakes!
https://amazonessking.itch.io/ich-will-project

Also, other games are doing alright.

>>42493
Kek.
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Made this like in 5 mins.
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>>43175
Neat. Going to do anything with it? Because there's like one good h-game with cream and it's old as fuck and not being updated. Also it runs on flash.
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>>43181
Up to the artist. She wants to remake Babysitting Cream, or we can do something entirely new. I just want to make a loli game, man...
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>>43211
>She wants to remake Babysitting Cream
That's exactly the game I was talking about and as a random guy on the internet I fully support this idea.
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Some more progress.

>>43243
Thanks mate. It shouldn't take much time if we are remaking the original for the most part.
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what other type of virginity is there??
i need 4 or it looks ugly... 
armpit virginity maybe?
thigh virginity? just sounds stupid
>>44023
cervix
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>>44025
good idea
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>>44026
I feel like wombfuck is one of those emblematically loli things that it always feels odd to be missing
>>44025
>>44026
ear, nose eyesockets and nipples for the next row.
if you're adding retarded fetishes, might as well go the whole way.
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>>44029
you don't get it. cervix fits perfectly for lolis because just vagina implies superficial sex
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>>44023
The base question you're asking is fundamentally wrong.
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>>42026
so I tried doing some sort of world building but it probably needs a lot of work and more ideas
Louisiana is probably the funniest thing here, imagine an infection that makes you behave like a CoC character, cripplingly horny all the time, (and a few "intelligent" infected that hold ICBM installations so you can't just wipe Louisiana) a little free resort city bordering the area with a bustling tourism industry, and a few very aggressive US divisions guarding the borders to keep the infection from spreading

I made a serviceable map, I'm not sure if procedurally generating the entire south is a good idea, but it's definitely an autistic one. Tthe canvas is really slow, and I could've coded things better, but it should be easily swappable for another "rendering engine". The most zoomed out shapes are 50x50km, then they're split into 5x5km squares, then smaller squares of 500x500m, and buildings are 50x50 or 100x100m
we definitely need a few bigger or non square buildings too, I'll have to think about how to generate them

I wanna get back to the actual game so this mess of a map will have to do for now
>>45415
that's a large map
>>45415
>I made a serviceable map, I'm not sure if procedurally generating the entire south is a good idea
I watched that mp4 before reading your post. When you began zooming in and I saw the blocks, my primary thought was "Why in the fuck would you need such a huge map generated?".
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>>45415
as I have said before to others and will likely say again, you are doing gods work anon keep at it.
>>45498
I guess he's getting gud at optimization
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I'm developing a text-based sandbox game after having tried several different ones and finding them lacking one way or another.
This is fundamentally a mixture of every concept I liked from other games but with the gimmick that it won't have any Thespian element at all. I'll explain below.

The game is set in the fictional Mists, a dimension where chunsk of land float around, appearing out of nowhere or created by powerfull entities known as Mist Lords.
Here, every entity has a soul and when they die, they collect Essence to eventually recreate a Body to live for a while.
Those that do excedingly well with that Body improve their Soul and eventually become Mist Lords, capable of holding a domain of their own.

The world is divided by different levels with transitions between them and the danger of what you find grows the further you are from the mid-levels.
Every level has different regions with different properties and inside every region, there are zones that you can explore. Some of these are permanent and can be revisited, others are temporary for exploration only.
Whenever you want to travel around, you find somewhere with a Mist Link (links connect different areas) and cross into The Mists, where you travel until you reach another area, optionnaly crossing into other regions.

The overall theme will be something like crystal-punk or Dorohedoro. There will be magic and tech but it will be industrialized and most societies reflect that.
The idea is to create a brutal opressive world where civilized areas are just as dangerous as wild ones.

Here's what currently works:
I can generate levels, regions, zones and areas. I can travel between different zones through the Mists. I can save and load the state of the world as well as the current zone.
I have most of the mob script done with all the variables currently necessary.
I have progression for the player so you can improve your character, inventory system working, consumables, weapons, armor, etc.
Combat system is basically done. It's not too complex but complex enough that I believe it to be fun.
Effects and Wounds that can be applied.
I have other mobs and basic AI to make use of what's available:
some Goblins that try to kill anyone not of their race and run away if too injured, an Elf that runs away if attacked, remenbers the attacker and tries to struggle if grabbed or restrained.

Some explanations regarding gameplay:
If you played MUDs, this will look close to it since it's rooms and connections as well (areas and links here). I like MUDs since they're the best gameplay > graphics type of game you can find.
The difference is that you don't type in commands because I wanted to keep this as simple as possible and easy to play on Android as well.
Time also runs constantly even if you input no action, but unlike MUDs, you can pause and speedup time like most simulation games, since this is singleplayer.
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>>45864
The Combat is essentially MUD typical combat but without auto-attacking (pondering if I should add it if you're idle) but with a Range gimmick to it.
Basically, there's Range (Very Close, Close, Normal, Away, Far Away) and every weapon has a maximum range it can attack. Swords are Very Close and Close, Daggers are just Close, Rifles are Far Away, etc.
When you start combat, you'll start it at the farthest range you can still attack and you press commands to use actions.
These include the basic Attack, but you can also perform Techniques if you know any, like Lunge that allows you to close distance and attack.
You can also try to move closer or away from your enemies and you need to be Far Away before you can move out of the area.
Movement can counter movement so if you try to Move Away and someone tries to Move Closer, you can be cornered and can't Move for a few seconds, meaning they gain on you. The reverse can also happen.
You get 3 defenses, Parry, Dodge and Block, that depend on your weapon skill, your speed or your shield skill and equipment. Defending really well nets a special effect like disarming or stunning your opponent.
There's stances so you can switch to a different set of bonus and penalties as need, also something you can learn.
You can also Grab someone, which prevents movement, and then Pin which prevents actions, Choke, Disarm, Strip or restrain which uses an item capable of Restraining and leaves them helpless until they free themselves.

I never liked HP in most games as a resource. Everything that causes or heals damage competes for the same resource which means a lot of things can make each other obsolete.
It's the reason traps in most TES games are a joke. They don't deal significant damage and, because they deal it outside of combat, it's trivial to nullify their effect.

Because of this, I made a Wounds-based system where you still have HPs but this is just your limit. Every time someone or something wounds you, they add a Wound to you with a certain amount.
These can be of different kinds, some are lethal, some are unique (you can only have a single instance of them) and some put additional effects on you.
For instance, when you're hit with a swords, you'll get a Cut. The bigger the weapon and the stronger the wielder, the bigger the Cut will be. Cuts also have a chance to add the Bleeding Effect to you.
This effect adds or increases the Blood Loss Wound to you as it fades away, so you can run away with a nasty cut and still bleed out in a corner.
A mob is considered unconscious if the sum of it's Wounds is greater than it's HP or dead if the sum of it's Lethal Wounds exceeds it instead.

This opens the gameplay for a lot of different elements, all simple to use but with great variety.
For instance, most wounds are not unique so you can have multiples of them. Fighting someone with a Great Sword and you'll get a few large Cuts, but fighting someone dual-wielding daggers and you'll get a lot of small Cuts.
So what do you use? A bandage that fixes the 3 largest wounds you have? Or a potion that fixes 1 point of every wound?
You can have fist-fights and they aren't considered lethal. Unless you have claws.
You want to kidnap someone? Knock him unconscious with your fists or a club.
Someone attacks you with a Fire Sword and you get a Cut and a Burn. You have magic to heal Cuts but the Burn will remain until you find something to treat it.
Different Mobs can handle Wounds differently: Reptilians can regenerate Cuts every tick, Undead don't Bleed, Vampires cause Bloodloss with their bites, etc.
Replies: >>49615 >>59419
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Progression is a mixture of Oblivion and New Vegas with a twist of my own to fix the shortcomings of both systems.

Oblivion's progression:
+ You need to use practice and use skills to improve them, not grind XP
- you can screw your character because of how it's tied to levels and Attributes
- you're soft-penalized for using skills outside of your main kit
- casting higher level spells or hitting higher level creatures doesn't help you develop faster

Fallout 3's progression:
+ you can invest XP into the skills you really want to improve so you can tailor the character as you like
- Progression is tied to XP, so you only see progression from combat or completing quests mostly
- You can clean out a bandit cave and use the XP acquired to improve Speech or Barter

Instead I came up with a middle-term that rewards exploration, practicing, seeking higher chalenges and allows easy customization.

Everytime you use a Skill or Attribute, you have a chance to Train it. This chance is tied to the success odds of the roll you just made, the closest to 50% the higher the odds of Training.
The reasoning is that if you're doing something too easy or too difficulty, you're not learning anything new. Just repeating what you already know or succeeding by luck.
This means that, as your Skills and Attributes increase, you have to find harder and more difficulty tasks to improve them beyond your current level.

Training a Skill or Attribute does not increase it automatically but rather has 1 point of progression.
Once you hit 10, you can't earn anymore but you can now spend Essence (A form of XP in this game) to permanently increase that Skill\Attribute, resetting progression to 0 again.
This means that you can train Skills\Attributes just by using them and you can use anything you want without fear of progressing in something you don't really want.
But in order to increase a Skill\Attribute, you will have to train it first before you can spend Essence in it.

With these 2 ideas combined, you can use anything your character has and progression can be very fast if you're constantly challenging yourself but always under your control.
You essentially get the best of both types of progression with none of the downsides.

Limitations are in place, of course. Skills and Attributes are divided into Physical, Mental and Social categories and the more Attributes you have in that field, the more skills you can increase.
Attributes in turn can only be improved a certain amount of times depending on what Mob and Soul you have so there's a known hard-lock on your character that you can plan around as well.
But since you're supposed to change bodies frequently, it's a lock that you can reach resonably fast so you can have fun with a maxed out character too.

The twist I have is that Essence comes in 6 different Elements: Fire, Water, Air, Earth, Light and Shadow.
There's several ways to acquire them, items that are Essence crystalized or killing Mobs which gives you some random essences they have in their body.
When permanently increasing a Skill or Attribute, you pick what essence you will use from what you have available and using different essences will shape your character differently.
For instance, Fire will change the personality to more agressive while giving you red physical features (red hair or red skin or red eyes).

So as you upgrade your character, it will also change based on what essence you use on him.
Replies: >>49615 >>59419
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On Thespian stuff.
I've tried several "sandbox" h-games before and I came to the conclusion that the vast majority aren't really. They will frenquently have a story and characters to follow on top of the sandbox as well.
This changes the game as it puts a bigger focus on those characters than the random ones you can find and makes these less interesting in comparison.

For instance, Strive for Power, where you can manage any slave in mostly the same way, but the ones with a story have special scenes of their own. Or the entire main story as well.
Another example is Lust Doll, where the base gameplay is that of a sandbox game but you're still progressing through a story nevertheless.
Final example would be Flexible Survival or Corruption of Champions that, despite the large amount of scenes and characters written, it's still pre-written stuff to read through.

My issue with this is that videogame's unique quirk to other mediums is the interaction between player and game. In a way, you're writing half the story yourself.
But pre-written stories and characters go against this principle and you're closer to a book or a CYOA more specifically than an actual videogame, let alone sandbox.
This isn't to say I dislike the stories or the character. They are often quite compelling and interesting in themselves that I'd read it all as a book if I could.
But for videogames, I believe the correct aproach is to ditch the thespian elements as much as possible and leave as much as you can to gameplay.
There's place for pre-written stuff as lore, background and context, but from the moment the player starts interacting with the game, it must take a back seat.

The best example I can think of this would probably be the Artifical Girl and Artificial Academy series where you populate a world with a number of characters with their own quirks and they
act how based on their AI and the current situation, not a pre-written script, making the game far more unpredictable and interesting.
Some of the stories that came out of AA for instance easily rival written stories in other games and will often surpass them in what they make the player feel because he knows it's not a script.

The only issue with this aproach is the eternal "prodecural generation meme", where random things can often turn out to be nonsensical and uninteresting.
People often forget that the "procedural" in "procedural generation" means it's not 100% random but rather there's a procedure to pick something out instead.
If the results of your proc gen are boring, it's because your algorythm sucks and needs improvement or because the game does nothing with what you generated.

This is my aim with this game. To generate zones with interesting cities, dungeons and ruins, to populate them with procgen characters that are also capable of being genuinely interessting and fun.
To make basic gameplay capable of letting you do a lot of stuff but also see the AI capable of doing a lot of neat stuff, because if the world and the characters aren't captivating your interest, it's pointless.

That's why they already have values for personality and alignment, that I plan to expand the social aspect up to the complexity of combat at least and an AI that makes them act in compelling ways.
>>44023
womb
>>45867
Seems interesting.
>>45867
This sounds really cool. I like the trait system from era. Will there be a way to influence them? Can I turn a frigid man-hater into a devoted cock-worshipper?
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>>45867
got a demo/alpha version for anons to try out?
Replies: >>45917
Cool. Now set a time limit and decide where you are going to sell this. On a board that never buys anything.
>>45901
Faggot.
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>>45907
That's just a local lolcow, ignore it.
>>45901
Good. Artists are the most creative when they are starving, homeless wrecks.
Replies: >>45917 >>46067
>>45891
It's actually supposed to be a Perk system. Every 3 attribute points you improve, you can get a perk provided you meet the requisites, currently having a previous perk, skill at a certain rank or spent essence in your body.
They can however be removed or added freely so having perks that you earn or cancel by performing certain actions isn't impossible.

>>45900
Not yet. I want to make the basis for spellcasting, crafting and socializing before making some simple content to populate a world. Then I'll get an Itch.io page going and release it there.
Spellcasting and jobs\crafting is going to be quite simple, I already know mostly how I'm going to do that. Socializing will probably take a while, but after that it's pretty much just making content using the frameworks in place.

>>45901
Probably Itch.io, Steam if I could get away with it. I'll probably set it at 10 bucks once I change the assets to something worth even paying for first. But if Itch.io allows me to set it for free while recommending a price, I'll probably use  that instead.
I'm mostly making the game I'd like to play but if enough people like it enough to pay for it, I could make more of this.

>>45912
Uncle Adolf agrees. :D
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>>45917
make the game you want to play with all your fetishes and the like as explored as you like then sell it tbh
>>45912
Can't wait to pirate his half-done shit in 5 years!
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Magic and Religion Update!
Because Religion is kinda like magic but not really.

Magic works and it's pretty simple to use and learn.
You first have to find a spell you want to learn, for instance in a book, and read it once.
Now you know the spell exists and you can try it as long as you equip a book with it.
Once you've fully trained the spell, it's known to you, no longer has penalties to casting and you can memorize it.
You can only cast spells you memorize or have in a book that's equipped. Memory is limited by your Attributes.
This means you'll memorize the spells you use most of the time or want to use even without your books, for instance if you're going to use weapons as well.
But more complex or situational spells, you can just bring along a book of them or fetch it from your library and use it to cast the spell.

Because I wanted this to have an academic trial period to it, reading about a spell gives you training points. Casting a spell trains it and consumes the training points for extra experience.
This means you can potentially halve the amount of training you'll need if you actually take the time to study some books.

Spells cost mana and there's 6 different types, Fire, Water, Earth, Air, Light and Shadow.
You can spend the right type of Mana at the regular cost or Mana of other types at double the cost except the oposite element, which can't be used.
So a Fireball spell costs 5 Mana, meaning 5 Fire Mana or 10 of anything else except Water Mana.
This means you have a versatile system to use extra mana you might not need if nothing else is available but incentives to gather specific types of mana depending on what you're going to cast.

Mana can be supplied in 3 ways.
Mana Pools are internal to your Mob and can either be aquired by perks or surgery or some other method. They build up Mana based on the essences you spent on your body.
Mana Crystals are like portable batteries, they can be charged at specific stations (WIP) and hold any type of mana up to a maximum.
Mana Ingredients are alchemical ingredients that are rich in Mana. Eventually this will also play a role in Alchemy but for the time being, they can be spent to cast spells, burning the item.

There's little to no management on your end however. When you cast a spell, it first goes in that order to look for the correct mana type and if more is needed, it repeats the same order for other types.
So if you cast a Fireball, it will search your Mana Pool for Fire Mana, see that you don't have enough, move to Crystals were you don't have any, consume some ingredients that have Fire Mana,
then repeat the order and take some Earth from your Crystals to complete the cost.

You have a breakdown of available mana in your menu to check it at any time.

Also made a Witch AI that can throw spells at you before resorting to melee combat once it's reserves are spent.
Replies: >>46264
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Religion is something you can use as much as you want with greater depths the more you do.

In the Mists, there are Deities you can learn about. Once you do, you can pray and do sacrifices at their altars.
This earns you Favour and eventually a Connection to them.
The more basic things you can do is Bless and Curse people, which spends Favour to grant them an effect. Better Religion Rolls means a better effect.
You can also perform Rituals provided you have enough Knowledge about that Deity and have a Holy book with a certain knowledge as well.
These rituals are more like tools to help you, like converting Essences in your soul from one type to another or provide some long lasting advantage, etc.

Because you can only pray and\or sacrifice once a day, earning favour is something that will take only a minimum amount of your time, making it less invasive.
But since Connection acts as a multiplier to Favour, the more you keep at it, the easier it is to raise Favour.
Bigger Connections also mean free feats depending on the deity you worship and you can indeed worship multiple.

There are however Taboos. These are actions that Deities hate to see you do.
They only come into play if you have a connection to a deity, so they don't affect the game otherwise, but if you try to earn the favour of a Deity and then betray it, you'll pay for that.
It's also intended in case you, for example, desecrate an altar, to get a Connection to a deity but with negative Favour.
When that happens, you're an Apostate and everytime you perform an action or kill something, there's a chance the Deity will have revenge on you.

The only Deity at the moment is Celine, goddess of light. You can perform some basic rituals to heal people or transform other essences into Light Essences, or curse your foes which stuns them.
Celine hates to see you attack anyone that is not evil, so she might blind you when you try to do so and even burn you if you kill anyone.

The plan is that I have a simple framework in place that allows me to create any number of different Deities, each with their own rituals, blesses and curses as well as taboos.
Some will be widely known and there will be temples in major cities to find, but others will be largely unknown, either lost in time to ancient ruins or worshipped by cultists only.
>>46261
>>46263
I'add that all of this is mostly just a strong framework for now. Spells for instance are only 3 so far and Deities a single one.
But as it stands now, it's incredibly easy to add more to the list, which is more important to me in order to expand the game and add content later.
Also will help when I make it open-source for anyone that wants to try it themselves.

Now I'll give Crafting a go, which should be very simple. It's not supposed to be the focus of the game, just another tool to engage with the game and so I'll try to make it as simple but still interesting as possible.
After that, Social elements (where I'll probably spend a lot of time), then some Misc and general polish, follower by actual content and we have launch day.
>>46263
This sounds like the autistic kind of system that I like in games, hopefully you don't burn yourself out and finish a demo, God knows we need more H games that go beyond a VN or a poorly designed RPG Maker title. Add lolis to it and I'll pay for it, if it ever materializes.
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>>46263
Please, if you do intend to keep working on this, which I find intersting, make a blog site, itch or git, as spectators we can't really comment much.

Aside from that, the reason Devs force you through a story is because open world exploration with mechanics can lead to it feeling disconnected and meaningless , so they create the game in the horny dimension where coincidences are eternal. 

My advice or reccomendation is that you make an initial "story" spark in the player's imagination and then try to keep them interested by giving them info about that spark and ways to act upon it, what Im saying is: I would really make it event based with ongoing events which make you keep beliveing in this world you're crafting. 

Moreover, from what you're showing, you don't really have any indentifying art style so if your prose isn't excellent it's gonna be hard to link what you read with the images you display, either you really gear them or you do something about it in the far future, just a something you might want to think about on the long run. As for the map, im all for making lots of images for every area and area transition (like what you do in here >>45867), it's really gonna make the world feel unique (Imagine the same old image of a river there and the player saying :"yes this is a river,  this tile has a 5% chance of random encounter").

I can't comment on the systems really, you do describe some things but that's all really up to the actual implementation, do understand that, if you want to make your game actually open world, only having a combat system (which seems generic(not an insult just describing)) is NOT gonna cut it ; Your competition right now are things like FreeCities, Teraurge,Pervert Action, Pyorgara games, Lilith Throne, Fenoxo Games, AA2 ,EraGames, Summertimer Saga... Some of these mentions might perplex you, but my perspective on them is that they give you definite small gameplay systems to experience a world onto itself, and the systems which you interact with them is how you gain that freedom, I mentioned some of these that are very story heavy and which do not give you great freedom, but from the looks of your story pitch, your games gonna pale in comparison to what you can obtain story/vibes-wise to the story related ones, so I would really work on situating the player in a beliveable place. 
Now for a strange comparison which I find fit, I find that "Slave Matrix" gives you lots of freedom from what little actions you can take, in slave matrix you cannot go explore the world, nor fight, nor is it some adventure game, nor is it well translated, but it does one thing perfectly and provides great complexity for it: It's a Erotic Dungeon MonsterGirl Slave Training and Breeding Market Speculation Simulator Game ; And goamnit if you can do whatever you can think of when you think of that premise. What I mean is, determine yout niche and limitations , because every Peter Molineau game failed in its promises of simulating a real world, and they were many more people than you; in which very specific way are you gonna portray your world? Are you gonna go for the long run and introduce various complex systems in a big world which make players feel immeresed through these? Are you gonna go full AI generation and say fuck it? It's all a question of scope and sincerity.
>>46288

As for what the textlog says, I can't even begin to immerse myself in that, give me flavor text, lots of it, interesting, quality flavor text which tells me of your world without it spelling how it works but through its style of writing ,silly example:
Good= And for the love of the blood if this child is not apt for this world, how could such a frail and dirty creature even think of existing near our most strong warriors without it jamming a spoon into his own eye in an attempt to ask for mercy for the sin of his weakness.
Bad=Tha big knight loookie tha beggar child with bad eyes. Tha knight not like beggar child being weak, it bad.

In general, I want to hear more from the project, please make a git or something so that I can bookmark it or something. This all comes from somebody with miniscule experience in developing ,little programming knowledge and poor sense of communication so take it with a sponful of salt.
Replies: >>46290 >>46304
>>46289
Final thoughts.
>>46263
I likey gaems.

TLDR: How are your systems gonna play into the world and game, you need lots of world immersion if you're gonna go for a unique one, please decide your general scope, think if you want to go for the long run or not, ponder on git and community development and help and be willing to go private if it doesn't work out, general game design idea of what is it and how's it gonna play plus hows it gonna portray its story, seems like a good base but needs defining and expanding in meaningful ways which will make the game worth playing and not try to make skyrim+aa2 in text based form.

Good luck.
>make a blog site
can't be bothered to check blogs or set up rss
can't be bothered to read about unfinished games when there are so many finished ones
Replies: >>46298 >>46301
>>46293
Your input was incredibly useful, and everyone gave a shit.
Replies: >>46300
>>45867
So, what's going to be the game's goal anyway?
Every game needs one, even if it's not explicitly defined. If you're going to leave that to procedural generation, it better be some dwarf fortress tier shit, because I can't imagine walking around random tits-style maps to be very engaging.
Replies: >>46301
Once you got anything to download, create your own thread, create neocities site (or pastebin if you're lazy), and email.
I'd prefer that you create thread only after the game is actually finished, but we both know that it's never ever.

>>46298
Me telling how little I care every time I care very little is why I am treated like I do. Funny how you do exactly the same thing right now.
Replies: >>46301
>>46275
>Add lolis to it and I'll pay for it
I'll be sure to add anything that gets people to think it's worth your money, as long as it's nothing too stupid like scat.
Lolis are a given, however. Can't have a good game without them.

>>46293
Get Inoreader or some RSS extension. Not saying it helps with this, but RSS feed readers are very easy to setup nowadays. You're missing out on a lot of things if you're not using one.

>>46299
I kinda forgot that this was one of the reasons I even made these posts, to ask what would be a satisfactory goal to even have in sandbox games like this.
The best idea I've seen implemented so far was something like Sunless Sea\Skies, where upon character creation you define what the goal of your character is, usually something that involves a lot of effort and exploration, and he retires once you achieve that.
That's likely what I'll be doing here, alongside a sandbox objective for those that just want to keep going.

>it better be some dwarf fortress tier shit
Not that complex hopefully, this is supposed to be a simple project so I actually finish it. Think more MUDs like HellMOO instead.
The maps aren't all entirely random either. Some of them are generated once and saved so you can revisit them and see the same map for some familarity. For instance, cities and the like.

>>46300
>I'd prefer that you create thread only after the game is actually finished, but we both know that it's never ever.
I'll create a single thread when that happens, more than that and it's just me shilling my game. Have some faith anon, where there is autism, there is hope.
>>46288
I did mention in >>45867 that "There's place for pre-written stuff as lore, background and context", which is how I believe this should be handled.
Of course I'll have lore explaining the world, factions and races unique to it and NPCs that can dump as much exposition about it as you want. The world will be as fleshed out with story as possible, but not once will there be "story characters" or "story quests".

An example of what I intend to do, so we're not just working on suppositions:
There is going to be a race of "divine beasts" with an Egyptian thematic. These are humanoids with heads of snakes, dogs, cats and eagles. They are taller and stronger than regular humans and possess a decent amount of magical powers. They live in large arcologies, surrounded by slaves that cater to their needs, whom they see as inferior species and cattle. In fact, they often do devour humans as meals and ritualistically hunt other regions for more slaves and food. The slaves that do live with them do not revolt both for fear and because they do protect their property after all.

You as the player will find these cities and talk with the slaves to learn of their life there, maybe even with the rulers if you prove yourself important enough. You'll see them popping off every now and then around the slaves to pop one off, or see the wondrous engineering and magical feats they are capable of.
You will also come across raiding parties of them in nearby settlements occasionally where you might even be targeted as well.
You will also be capable of being born as one of them and setup your own arcology and grow it over time.

But you'll never encounter a character that is the definitive leader of that faction and every player finds the same character. At best you'll find the leader of the arcology you're currently exploring, a character with an higher AI to do more interesting things, but not unique at all.
You'll not find a city that is unique and the same that every player finds. It will always be modeled after an algorithm that creates something new that still makes sense.

You'll get story to explain what things are, can do and came to be, and you'll get some of the AI trying to actively change the world around them to some degree.
But there will never be a script to follow and read about like a VN.
>>46288
>in which very specific way are you gonna portray your world?
Some simple systems that are varied enough you can do different characters and focus on different tasks. Make an engineer that builds things, a mage of low moral fiber, an innkeeper that handles his inn, a Stalker that explores the Mists, a Mist Lord that manages an entire region.
Essentially a large LEGO box.

Have an AI with different degrees of autonomy based on how important characters are. Villagers will just move between house, work and venues to perform basic tasks like sleeping, eating and working. Leaders of factions should be capable of basic diplomacy with each other and change ownership of places around a bit.
This is something I found out through the years, the AI doesn't actually need to be as autistically complicated as most people believe since you're not going to see even 10% of the details nor do you want the game to essentially play itself and constantly revert your efforts.
It just needs to be enough that you feel the world is alive besides you and there's some pushback (not too much) to what you want to accomplish.

Thanks for the recommendations though, I already knew about most of those but I'll check the rest as well to see what's good in them.

>>46289
I literally only have a single function to output text, with an option so you only see it if you're in the area it happened.
Eventually I'll be getting strings from lists instead and using pronouns properly (so I'm not using "it" all the time, not Tumblr retardation) which means also fetching them from XMLs or the like.
This means both translations to different languages and making it very easy to add your own strings to the lists as well.

However I don't believe flavor text is as important as you might think. It has a place for some rare occasions like dialogue with special characters, but besides that, it's best to keep it succinct and informative instead of prosaic and beautiful because you're likely going to see it spammed a lot.
I remember playing Corruption of Champions and at some point I noticed I wasn't reading the text anymore. Just looking for specific keywords while skimming the text.
Same thing happened with sex scenes in Lilith Throne or with most scenes in Flexible Survival. I just need to know what's roughly happening and imagination does the rest a lot better than any writer.

It's roughly the experience I've had with MUDs and a lot of roguelikes. They have a somewhat abstract presentation to kickstart your imagination. They only have to tell you what's happening and you do the rest.
I'll relay to you a short and simple but very tragic tale of Rogue.
I was playing as a Knight and had a pet dog with me. At some point some creature managed to blind me. I knew it was at the end of a tunnel so I moved into that direction until I bumped into something. I started attacking it and found it weird that it took a couple turns until it started fighting back (I might be remembering wrong and it didn't even fought back) but eventually I killed it. The blindness effect passed and in front of me was the corpse of my own dog, that I killed because I couldn't see what it was.

That actually made me legit sad and the game didn't had to flourish it in anyway. Just seeing the corpse there after whacking at something in my blindness was enough of a context to make me feel something.

That's why I don't want to overdo the flavor texts, Anon. I don't want to compete with your imagination since it's a fight I'd surely lose.
Replies: >>46334
>>46304
Thanks for the response man, I understand your argument about spaming text, maybe something more like the first time you enter specific areas so that every time you enter them subsequently you get an idea of what that place in the world is.

As for the rest of what you mentioned,  it seems pretty cool. Godspeed.
Idea or more like generic template
<You're on your 30's
<You're a down on your luck smuck
<Character from X or Y franchise force you to get involved with them
>Try to turn your luck around
Kind of a foil to the shota, no parents/cucking your dad template

For example:
<You're part of the part of the marketing staff of X company
>You're safe from being wiped out by the company due restructuring
<You're sent to the middle of nowhere to a place that is on the border of being shut down
<You have to present your transference papers in person before certain amount of time otherwise you'll be canned
<You're running late because some robot mumbo-jumbo
<A laser beam turns your papers to cinder
<With no place to go or to return you wander the town
<You get harassed by what appears to be fish-looking hooligans
<After some tortuous hours, you find yourself sitting down in a bench on the closest park
<Your thoughts get interrupted when a turquoise blue screen wacks your head
<You hear a nagging voice coming from the screen
<A humanoid robot girl tries to help you get up
<Casually asks you what are you doing in alone in the park
<You explain the events up to this point
<Suddenly the robot girl and the nagging screen go both mute and stiff
<The nagging screen tells the robot to send you to a lab
<You get introduced to a relatively elderly woman
<She tells you the truth about the robot girl being the one who blasted your papers
>As an apology she ask you to live with them until she finds something for you to do
>A few days later she decides to put you in charge of the robot girl XJ-9 or Jenny as she likes to call herself to be something like a father figure for her
>You are also sent to work as a janitor where she is studying to keep an eye on her
<You get to meet and be mocked by two brats that are also tormenting Jenny
>You also meet a sweet blonde girl, along with a goth girl and other two robot girs, they look kind of similar on their bee-like patterns but also kind of alien
>A few days later the scientist tells you that she made a few machines and your work now includes Jenny's maintenance, being in charge of her upgrades and the town reputation
>The scientist also tells you that she's going to take some well deserved vacations, leaving you in charge
>
>
>Later on you get to meet and also upgrade Jenny's sisters
Replies: >>46782 >>46788
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>>46778
Too much filler, try starting as close to the end as possible, for example:
>I am currently rutting Jenny's hard titanium pussy like there will be no tomorrow.
Replies: >>46792
>>46778
>You're on your 30's
i'm out.
fuck mixing lolis with old dudes.
Replies: >>46791 >>46792
>>46788
>16yo is loli
>>46782
Eh, is not like it has to be explained as if it was a text-game, also some are pointers out where to introduce certain characters without breaking the immersion or as organically as i can think.
>>46788
Probably the next thing you'll say is:
<"but mother/son, younger brother/older sister, nephew/aunt, etc. is a-ok"
Right?
Replies: >>46815
>>46792
ESL-kun...
Replies: >>46947
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>nothing will happen if I don't get started
>even if I do it badly, I'll learn faster actually working than I will always putting it off
>coding is immensely unpleasant and unfun
I have a fairly clear idea in mind at least in how the game would function. 
Grid based(hex maybe?), much like so many, with combat involving your abilities affecting specific tiles. Different weapons and skills have different ranges and patterns (like a claymore's sweet being several very close tiles perpendicular to the direction attacked, a pike lunge affecting several tiles straight in the direction attacked, etc)
All entities act at once, like Rogue or Dwarf Fortress. Skills take an amount of time, permitting other entities to do more stuff in the time it takes a really heavy weapon, but virtually no reaction if you're doing something fast.
I would like a very vast world that's all seamless, but it's a very tall order, so I would set up something vaguely like TiTS in that you go to different maps from a menu of sorts. Plan to one day far off replace that with a full map.
Each encounter opens a small portrait in a very simple art style, think "hi res pixel art" but with very few colors, a bit like to rotorscoping animations in MORTIS. Just enough detail to jump-start imagination and make it easier to mentally picture the non-generic things, but simple enough that writing carries it and it's not too heavy a burden to make a lot of art. 
NPC conversations, too, would open a portrait, and new areas and towns would open a landscape pixel art image of it.

On its face, I feel like making the engine of this game wouldn't be too hard. It's all stuff that's been done before in some form or another, nothing outlandish or super weird. I'm not remaking the wheel here.
Nevertheless, I truly, deeply dread trying to figure this out.
>>46899
there is 2 types of coding
1- intellectual coding that requires you to think and so is fun
2- jeet tier mechanical coding 
my suggestion is to think of what to do for the first type while working on the second
>>46815
Worry not, i'm retarded enough that i manage to have an even worse grasp of my own native language, somehow.
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>>46899
Something like that Re:Monster mobile game?
Replies: >>46972
>>46967
Less 20v20 and more 1-3 v 1-5
And based on just that picture, that looks like left versus right, while there's no distinct side of the field for anyone
Also doesn't look like terrain exists in that game.
And since I can't tell anything else about it from that image, I can't say there's anything similar at all, on any level. I'm not looking it up, mobile games are a chink trick and every search about them only improves their metrics even if you don't download it. 
So, I don't know. Maybe. Not thematically, though.
Replies: >>47003 >>47610
>>46972
>Also doesn't look like terrain exists in that game.
You're right on that one, only not-final fantasy tactics games have that but they're turn based
>And since I can't tell anything else about it from that image, I can't say there's anything similar at all, on any level. I'm not looking it up, mobile games are a chink trick and every search about them only improves their metrics even if you don't download it. 
Fair point, even though gachas are part of the culture in several asian countries
>And based on just that picture, that looks like left versus right, while there's no distinct side of the field for anyone
Nah, that seems like a PvP thing, it actually starts with the player's squad around 4 or 6 in the center, being surrounded by monsters, it does resemble your idea a bit, they have to face enemies when they're casting skills, they all move at the same time, the skills have different ranges and patterns, they're all just .png's that you can rotate at least in 4 ways, skills having casting time, the rest reminds me of portals of phareon
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This is my promise to you as an Hentai Game dev
what are good javascript tools? like react js
don't mean memes like that shitty one every shitty western game uses
Replies: >>47112
>>47090
React is a framework, not exactly a tool per se. Javascript isn't a good choice for making games honestly, but if you're intent on going that route I'd build an app with Electron and Node as a base, then maybe MongoDB or Redis to manage a database.
Replies: >>47141
>>46899
>All entities act at once, like Rogue or Dwarf Fortress.
No such thing actually happens. Every entity acts in a specific order since you'll be iterating over every entity to make them do something. They can however take different amounts of time to complete an action, so they can even be interrupted.

>I would like a very vast world that's all seamless, but it's a very tall order
It's not as tall an order as you might think. Once you figure out how you organize the data to display your world, it ends up looking simpler than you expected.
For instance, try the Elder Scrolls approach. Divide the world in cells that act as levels. Always load the cell you're currently on and the adjacent ones. Cross from one cell to the other, unload the cells that are far away and load the ones that are now closer. Save every cell in a different file or something similar and you have your open world.

That's the basics of it. Then you can do fancy stuff like loading a very simple representation of cells far away in case you can see them in 3D or on a map, save entities that can travel outside of cells so they can spawn in your current area, etc.
Everything looks a lot harder until you settle on a solution and then they become almost too easy. You're going to have an harder time filling your open world with enough content to justify it then really making it open world.

You might want to check out Lust Doll or Rainy Skies on Itch.io. Minus the open world part and the grid based combat, it seems half of what you want.
Replies: >>47125
>>47122
>No such thing actually happens
I find that a bit nitpicky. The player chooses an action and then the game runs continuously until they have completed that action, with other entities acting in that span of time. For the player experience, all entities act at once. 
>it's simpler then you think, divide it in cells
No no, that's not at all what I meant, I mean designing an entire map of the player world is a tall order. To go from one end of the playable region to the other and fill every bit of space all in one go is a bit too much, and instead warping around and filling in those extra details later shifts the burden down the line, and gets the game in the hands of players sooner. 
>Lust Doll
I played that, can you point out what it does that I want to do? I can't think of anything... Oh, the portraits. Is that half? I know even with the art style simplified so drastically, that's still a lot of work, but half?
Replies: >>47126 >>47128
>>47125
>For the player experience, all entities act at once. 
They don't, and nobody thinks that they do. Everybody understands the concept of an energy system, especially in talking about a game like DF where 100x speed differences aren't uncommon due to projectiles (fast) and cripples (slow).
>>47126
There's a definite miscommunication going on because I describe it as I do and give examples of what I have in mind. Where the description fails, the examples clarify.
Energy system? Sounds unrelated.
100x speed differences? That doesn't sound relevant at all. Why would the notion of things moving significantly slower or faster than other things say anything about all entites doing stuff at the same time one way or the other? 
It's so pointlessly nitpicky about words when you understand the concept I'm getting across already. 
>Player selects their next action
>that action takes time
>while they are performing the action, other entities are acting as well
this is, practically, everyone acting at once, as opposed to Lust Doll or Final Fantasy where the player and enemy will begin and complete their action in sequence. The player begins their attack, plays the animation, hits, then after all that is done, the enemy begins their attack, plays the animation, etc.
A lot of JRPGs work in this sequential way, with a few unique skills through these games being stand-out for requiring a turn to start and a turn to complete, but they're outliers of the system.
It's pointless to explain it because you're aware of Dwarf Fortress Adventure Mode. You understand the concept and the distinction

Or you don't. You said Lust Doll is half of what the game concept is, which it's not even close. You may in fact have no idea how DF Adventure works and don't really understand anything I've said at all
Though in thinking about it again, I'm remembering Lust Doll does have that Baldur's Gate style of going to the edge of a map and getting a menu of other maps to go to next. I had forgotten that for a bit. Still not sure about calling that "half" but 2 similarities is I guess significant
Replies: >>47130
>>47125
>The player chooses an action and then the game runs continuously until they have completed that action, with other entities acting in that span of time. For the player experience, all entities act at once.
Except they don't and the player experience clearly labels that out. The game has a list of every single entity and goes one by one to have them act in that specific order, not all at the same time. If they aren't ready to act yet, either because their action hasn't concluded yet or it's no longer valid, they skip this cycle and the list carries on. It's a lot closer to DnD and Initiative rolls.

Take Rogue for instance. If you attack a monster and kill it, the monster does not get to attack you because he is dead when his turn to act comes (in fact, he is removed from the list actually). If entities acted all at once, you'd both attack each other and then the monster would die.
Same thing with Dwarf Fortress where it plays a lot more with different action times so you can have an entity that takes several cycles to complete an action while another takes but a few and thus acts far more often. They still go through the same list every cycle, but one entity is eligible to act far more often.

You're right that this mught be a miscommunication because it's being explained from the point of view of a programmer and the idea of "things happening at the same time" does not even make any sense when that's not how code runs.
Unless you mean threading, but you can't call it "at the same time" because time for different threads is not the same at all.

Also, you're talking with multiple people here, >>47126 is someone else.
>>47126
>energy system
Is that how DF does it? I tried to look up information on the wiki but all I found was that it used ticks instead, which seems like a simpler option.
Interestingly enough, attacks in particular seem to have a certain amount of ticks to prepare and another to recover, which enables a lot of possibilities to modify combat.
Replies: >>47131
>>47127
You're replying to multiple people you absolute fucking retard nigger.
>Energy system? Sounds unrelated.
Energy systems are how turns are done in basically every roguelike with variable speed, and what DF uses. If you don't know what an energy system is why are you bringing up two specific examples (Rouge, which you've never played, and one of it's (in this case very distant) children, DF)  that use an energy system?
>Why would the notion of things moving significantly slower or faster than other things say anything about all entites doing stuff at the same time one way or the other?
Because you the player can visibly see that things don't act at the same time because you can watch that things that would happen in a non-sequential-turnbased system don't happen. This is unambiguously a mistake you couldn't make if you'd ever played DF and had two braincells to rub together.
>It's so pointlessly nitpicky about words when you understand the concept I'm getting across already. 
YOU ARE LITERALLY USING THINGS WHICH ARE SEQUENTIAL AS EXAMPLES OF THINGS THAT ARE NOT SEQUENTIAL
THINGS THAT YOU DON'T UNDERSTAND THE UNDERLYING CONCEPT OF
I have no idea what the FUCK you think you're saying but it's not a system where people 'act at the same time'.
>this is, practically, everyone acting at once
It is literally not and its is practically not. Not only is that not how it works, it is frequently relevant (and obviously so) that that is the case since things dependent on turns being handled sequentially happen literally every fucking turn. If a goblin's hand is cut off between your turn and it's turn it drops shit in that hand and can't attack with it. This isn't fucking rocket science.
DF long predates DF-with-action-timers, by the way. Roughly 0% of people on imageboards think of 2020s DF when you say DF, actions being started and finished on different turns is very new and nobody would assume you'd be talking about that (not that it's relevant to the conversation one way or another).
>DF
>The player begins their attack, plays the animation, hits, then after all that is done, the enemy begins their attack, plays the animation, etc.
>as opposed to Lust Doll or Final Fantasy where the player and enemy will begin and complete their action in sequence. The player begins their attack, plays the animation, hits, then after all that is done, the enemy begins their attack, plays the animation, etc.
What's the difference, retard nigger?
>You said Lust Doll is half of what the game concept is
I didn't say ANYTHING about lust doll you cockbrained goblin.
>You may in fact have no idea how DF Adventure works and don't really understand anything I've said at all
YOU, literally, have no idea how DF (adventure mode or otherwise) works and don't really understand anything you're saying at all.

For your faggot education, I will now describe how energy systems work, including nuDF. The literal implementation may put divisors in different places, obviously, but I've laid it out this way because some energy systems  (looking at you FCB and crawl) were written by retards
<Everyone has an energy value.
<The universal loop goes through everything with an energy value sequentially
<After consulting either the speed table (using their speed and the turn number) or performing an operation using their speed and the turn number, either assign them or do not assign them a point of energy
<If your energy value is passed a certain threshold, take a turn. Taking a turn generally lowers your energy value. A lot of systems put the divisor here (e.g. you always get 1 energy in the previous step, but get -1000/speed energy when you take your turn)
That's it. That's how DF works, that's how Rogue works, that's how Elona works, that's what your examples use. If you want to be specific an accurate comparison would be it's exactly like the JRPG but taking your turn applies a stun on yourself for ~100 turns or so. In nuDF it's more like it puts you into a forced chargeup attack that takes 30 turns then puts you into a stun for anot
~In nuDF it's more like it puts you into a forced chargeup attack that takes 30 turns then puts you into a stun for another 170 turns.
>>47129
>I tried to look up information on the wiki but all I found was that it used ticks instead
>used ticks instead
Used ticks instead of ticks? What the fuck do you think they are ticks of? It's the same universal clock that all energy systems use.
>I tried to look up information on the wiki
Stop using closed source games you don't know the first thing about as examples of literally the opposite of how they work.
Replies: >>47132
>>47131
Not the poster you were talking to before, I was legit curious about the energy part since I've made different implementations of turn-based systems and always wondered how other games work but never had the time to check.

I figured it'd just be literally ticks, as in a mob defines an action to use, counts once every tick and once the time needed to complete the action has passed, it acts if it's still valid.
Energy seems something parallel to decide how fast a mob can act. I actually tried something like this in a previous project but eventually dropped it because it's too abstract. The speed of a mob can easily get out of hand and late game mobs would essentially be making dozens of attacks per second. It's not much of a problem unless you're trying to make something more grounded, I suppose.

My current approach, since I'm using real-time (and pausing\fast-forwarding) is to have an action instanced for a mob who adds the elapsed time to it (modified by mob speed so faster mobs act faster). Once the time needed to complete the action has passed, it acts if it's still valid.
Replies: >>47134
>>47132
Dwarf fortress isn't real time, nigga
Replies: >>47136
>>47134
I know it isn't, I'm saying the current approach for the game I'm making is.
I tried to program something purely turn-based before and indeed used something practically equal to the Energy-system described before.
I did ran into some problems because when a mob had to decide what to do in it's turn, it could take quite a while and after spawning a few, especially if there were too many in the same place, it lagged the game quite badly. I hear this is essentially what Elona endgame looks like especially if you customize all your party with custom AI.

So I remembered some MUDs I used to play and considered that using real-time could definitely help. I can split up most AI tasks over several cycles which the player won't notice since he is still waiting for at least a second to pass, but it doesn't make much different for the AI either since it only needs to fully commit to an action after the previous one is concluded.
The energy-system doesn't seem it'd improve things here, but the part about an action having a recovery phase, where it already acted but it's preventing a mob from acting seems like something useful to include.
Replies: >>47137
>>47136
>I know it isn't
>I figured it'd just be literally ticks, as in a mob defines an action to use, counts once every tick and once the time needed to complete the action has passed, it acts if it's still valid.
?
Replies: >>47139
>>47137
By real-time I meant tying the passage of in-game time with real time like The Sims where every in-game minute is a second IRL.
The game I'm currently working on goes 1/10 of a minute every IRL second (with an option to pause or double that for fast-forward), Actions are instanced and after enough times passes, they act. It's not dependent on number of cycles (or ticks) but rather time.

However with DF and Rogue, what I was expecting was that an entity had a speed strictly in "ticks till next turn", which is what the energy system seems to be but with extra steps. But when that was mentioned here, I went to read more on the wiki and it seems they use a different system now with actions taking a few ticks before acting and a few more to recover from, so I guess that's where the confusion comes from.

It's still funny that I did end up implementing both systems for different projects so I guess these are probably the simplest and most obvious form of doing it since I reached the same conclusions as other devs.
What exactly do FCB and crawl do wrong though? It seems a bit hard to fuck up something this simple.
Replies: >>47147
>>47112
what is better for making text based games than javascript?
c is way too verbose for this
java is gay
Replies: >>47142 >>47175
>>47141
C#, probably?
It's not as verbose as C but it's also not as retarded as javascript.
You could also stick to Unity or Godot, which work with either and do a lot of legwork for you especially for the HUD.
Replies: >>47143
>>47142
but it's a text game. i don't see what use something like Unity or C# could have 
learning C# would be useful but that's about it 

what would be the advantages of not using javascript?
Replies: >>47144 >>47176
>>47143
You can pretty much just drag a few GUI elements onto the screen and you have your console done. You can put a few more elements and have stuff like sound playing when something happens for FX, or a HUD to display extra information. There's really nothing special about Unity or Godot, it's just a lot of work already done for you instead of having to start entirely from scratch. Only thing I'd imagine is most usefull is something like the Canvas Scaler in Unity that helps to maintain HUD size and aspect ratio across different resolutions and screens. It's not 100% fool proof, but helps.

>what would be the advantages of not using javascript?
I'm not too autistic about languages, only reason I don't like Javascript is because of the "If it quacks like a duck" philosophy. I actually started with it but eventually came to really like type casting everything properly so I know what the hell am I actually working with and no longer have type conversions I never asked to begin with.

You don't need anything specific to start working, the most important thing is that you do start working in the first place. I only suggest those engines and that language because they seem like the most straightforward options to actually get some results ASAP and that helps to motivate you for the long run.
Replies: >>47145
>>47144
i already did the sound, way to save and load, interface and etc from scratch in javascript
maybe i'll learn C# because it seems useful
i'm stuck in my game because of porn stuff
i made all the other things but now i'm stuck at the actual porn part, idk how to make it interesting without requiring 100x clicks, and actually making the porn part is way gayer and less interesting than i thought. it's probably the least interesting part by far
Replies: >>47146 >>47178
>>47145
Maybe check out Lilith's Throne? When that was popular, the sex part was the feature people talked about the most since it lets you do a lot of things. Probably don't implement it the same way, I read the code once and it looks like an headache given physical shape, but the interacting was so good eventually even Strive for Power included something somewhat similar.
Replies: >>47147 >>47148
>>47146
Lilith's throne sex is literally just a copy of tohoK sex. I'm pretty sure that's not just true but has been stated publicly.
TohoK has the best sex system, maybe in any videogame, but it also involves 100x clicks and doesn't meet anon's criteria.
>>47139
>What exactly do FCB and crawl do wrong though?
FCB has nonlinear speed and uses a speed table rather than calculating energy costs. It also has energy randomization which is likewise tied to the speed table. Faster moving things have less random speeds (so do very slow things) but due to the rough-grain nature of FCB's speed table this has the impact where you often have situations where a slightly-faster-than-player monster can triple turn you but an even faster monster can't. Or the reverse, where you double turn J despite being quite a bit slower than him (and a shitton slower in terms of linear speed). I can't remember if the player has special handling or not.
Crawl has simple energy randomization (for monsters). IIRC it's literally just a 10% chance every time you get energy to get 2 instead of 1 or 0 instead of 1. Naturally, this is retarded. It also doesn't solve what it set out to solve, getting attacked once per 10 turns when pillardancing doesn't invalidate earlygame pillardancing (and crawl has no lategame) and pillardancing using structures larger than 1x1 is still more or less perfectly safe.
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>>47146
>>47147
this is where i am at now
enemy bar isn't working anymore because i am changing the UI quite often trying to find a nice spot, and it often breaks stuff

you see the doll to the left? that's your character. when you click a body part, you see actions which that body part can do. 
then there's 3 intents. one for combat, one for sexual stuff, one for positioning which you can see below the doll

my original idea was to have one doll for your character, and one doll for the enemy. then basically you used it in a sandboxy way. click your arm, click their chest, then pick one of the possible actions (example: caress), and it dynamically caresses their chest

but then i realized that'd require far too many clicks to work (even with hotkeys which i already implemented) and got stuck

without the enemy doll, your own doll is pretty useless. it's like a glorified action and information filter

but if i have an enemy doll, you need 2-3 clicks for an action. should i just add the enemy doll anyway?
Replies: >>47149 >>47173
>>47147
>TohoK has the best sex system, maybe in any videogame, but it also involves 100x clicks and doesn't meet anon's criteria.
It could probably be implemented better with an actual GUI instead of strictly by text and hotkeys. Some stuff could default to the preferences of each character (like positions) or based on conditions (like rough\calm to how excited a character is) so you get variation without having to have extra clicks.

>random speed
Random initiate I understand. Darkest Dungeon made an interesting case for that in how it changes the meta for the players. Random speed however is so retarded. It just makes things feel arbitrary when a monster gets an extra turn for no particular obvious reason or leads to inconsistent behaviour.
>fix pillardancing by giving a 10% boost of speed to monsters
Because that's basically what that is and even I know that's retarded considering how much you can regenerate in those other 9 turns.

>>47148
>should i just add the enemy doll anyway?
You should, even if only so you have a representation of your enemy. It's probably gonna look more useful once you have better images for them.

>my original idea was to have one doll for your character, and one doll for the enemy. then basically you used it in a sandboxy way. click your arm, click their chest, then pick one of the possible actions (example: caress), and it dynamically caresses their chest
That isn't a bad idea, actually, feels a lot natural even.
If your problem is excessive clicking, just streamline it a bit.
For instance, keep the limb you select until you de-select it (by r-click for instance). That way you can click on your arm and then click all over the enemy body.
You also don't need that many options probably. An arm clicking on an arm during sex is only going to caress. Genitals clicking on genitals is only going to do one action or at least there's a default action you can use.
Replies: >>47151 >>47152
>>47149
>It could probably be implemented better with an actual GUI instead of strictly by text and hotkeys. Some stuff could default to the preferences of each character (like positions) or based on conditions (like rough\calm to how excited a character is) so you get variation without having to have extra clicks.
Oh, tohoK's sex system isn't good. There's just a lack of competition.
LT and to a lesser extent SfP had some preset inclinations via the fetish systems but neither really worked. The biggest thing ERA games (including reverse, which basically sucks unfortunately) lack is a real AI system.
Replies: >>47152 >>48163
>>47149
i'll do that then. i just want to make a simple eraGVT type game but without tentacles
>>47151
LT and SfP are literally pure copies of the era system but shittier
especially SfP, it's basically ctrl+c ctrl+v
lucky for them i like era's system so much that it doesn't put me off
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>>47148
I've seen so many concepts come and go, I'm not sure I dare hope this will come to fruition, yet it looks like a very interesting concept. God speed and DaVinci inspirations too you, but I'll hold off on believing.
>>47141
SCUMM
>>47143
>advantages of not using javascript
1 you're not tied to a browser
2 you feel good about yourself
Replies: >>47306
>>47147
My uncle works at shitaraba and he said tohoK sex is copy of nightgames sex.
>>47145
Sounds like a game design problem.
Forget about the language, you're supposed to figure out stuff like that before you even begin working if you don't want your game to turn out to be a boring slog or better yet completely unplayable.
Replies: >>47216
>>47178
of course it's a game design problem
that's the point, language is worthless for text games
>>47176
>1 you're not tied to a browser
with something like electron it doesn't have to be tied to an actual browser
but even with that, being stuck with a javascript engine could be a limitation on the scope of your game
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Idea only. How about a yandere game?
>have to visit daily school and workplace for grades and money
>with progress get upgrades for better jobs and improved learning
>each place has one or more yandere girls
>they try to hunt you down for lewds becoming more and more desperate over time without success
>have to navigate between places not getting caught with another girl
>shops to buy flowers, gifts, clothes, disguises, condoms and such keeping them in check a bit longer
>when lewds happen without protection results in pregnancy and new child
>each child adds monthly costs increasing the challenge
Basically have to manage between evading/appeasing them long enough while getting upgrades for income + grades to be able to support the unavoidable cost bumps from more and more children.
Replies: >>47482 >>47493
>>47481
>more yandere girls that will kill you and each other if they know you're septuple-timing them
Remarkably I heard something super similar to this pitched as an NTR game
Replies: >>47483
>>47482
Yeah I guess it's not a super unique idea. Overlaps actually quite a lot with Degrees of Lewdity: Having to improve grades, earn money and getting better while trying to keep the downsides of lewd times in check. Main difference would be no random lewd times but the "monsters" have all characters and actually hunting you. As well as abilities to handle/appease at least some of them at a time and more than one catching you being really bad.
Replies: >>47484
>>47483
Balancing a dozen Kylars sounds interesting
Maybe you could pick 1 to be your actual gf and she'd give you a bit of a break and protect you sometimes in her areas
maybe 2 yanderes meeting could be a good thing (mechanically) as in they'll go after eachother and leave you alone, maybe you could interact with the world or them to increase the odds of them intersecting and leaving you alone for a bit
Replies: >>47491
>>47484
Being able to use them for protection or setting them up against each other sounds like a good idea.
Could even be something like manipulating them into competitions with sport, arm-wrestling or similar for promised time with player or similar.
Although it might be difficult to implement multiple yanderes going nuts after loosing.
>>47481
it sounds like a generic as fuck harasame simulator game that has literally no appeal to anyone that likes yandere specifically.
you'd have more success with a harasame simulator-type game and added a single yandere girl that will alter your game significantly after knocking her up.
quality over quantity.
Replies: >>47500
>>47493
Well the initial idea for it came from Alien: Isolation. Doing a survival horror like game with school setting having to hide in closets and other places while one yandere girl hunts you. Having more girls just came with the different places which could be around three for school, workplace and shopping mall. Would probably be not enough to go for multiple archetypes for a proper harem like game.
Replies: >>47507
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>>47500
that's just Saiko no sutoka, it just doesn't have lewds.
though, i'd play the fuck out of it if you end up getting reverse raped before getting shanked on a gameover.
Replies: >>47513
>>47507
Damn looks like I'm to late for a horror survival version.
Not a big fan of the unlocking sex scenes before game over but yeah a softer version probably wouldn't do so well with the target group.
learning c# now
gotta say, making a hentai game even if you end up dropping it is the best way to learn a new language
you have an actual big project to take on and so need to learn how to do things practically
coding is very fun to learn. maybe i'll even finish a game this time, who knows
if life ends up cucking me even harder due to vaxx i'll at least know how to make furry patreonscams
Replies: >>47556 >>47560
>>47532
>gotta say, making a hentai game even if you end up dropping it is the best way to learn a new language
Definitely. Having a target to work towards is much better than just aimlessly following along tutorials and/or books without something you'd like to achieve.
But I still have to call you a faggot for learning c#
Replies: >>47562
>>47532
catspeed
Do you think that there's a place for an animal crossing like game where your custom animus travel between player towns and such? Like some kind of player driven gatcha (I don't play those so idk.)
>>47556
what's wrong with c#?
i'm actually really liking it so far, feels very streamlined and comfy for making software, not sure why it's called c# instead of something completely different, because it's not very similar to c at all
but yeah it's jewcrosoft, i'm using a 2010 visual studio in a virtual machine so it's less gay and bloated
>>47561
hard pass, sounds like ntr trash.
if i customize a waifu, she's mine. i'm not keen on sharing.
>>47563
>sounds like ntr trash
It doesn't have to be. What if there were town specific attractions for your waifu to visit and a "no H" marker. She could make a travel diary or send you postcards of other towns? The characters can also be made unique, at the cost of customization options, to avoid the AA2 elf incident. It may be worth a prototype.
Replies: >>47592
>>47561
The biggest problem is just dearth of content. What are you going to do at another town that you couldn't just do without having to import the map? What sort of h-content could there possibly be that's dynamic in a way where something set up by a player could feel different from every other usage of the same tools?
Sex with tentacles in anon's mindcraft house isn't really different from sex with tentacles.
>>47563
>femc games are ntr
this is your brain on shit taste
Replies: >>47578 >>47579
>>47572
I have a few ideas, I'll just have to try and make it work. Any preference on graphics for the main part? 2D, 3D, chibi, realistic (not Daz/3DCG)? The game itself will be AC part city builder part gacha.
Replies: >>47591
>>47561
Please, remember the drama regarding Anons making r34 of themselves and consider the implications of giving them physical form and the ability to travel to someone else's land.

That said, this actually sounds like a fun idea but you need to keep in mind one major detail: >>47563 someone else using and abusing the OC you make is sorta NTR.
There are ways to solve this, however. The simplest is to give you an MC that you directly control and doesn't travel on it's own. If it ever does, it's on multiplayer and you control it.
The next solution is to mark a character as your main waifu and that one can't be dicked at all by anyone else. If she visits other towns, there are different things she looks for and benefits to catering to them instead.
The point is that you need to create special characters for the player to care about so that every other OC isn't relevant enough to trigger your NTR senses. Then, you're free to make cute girls and see what kind of tentacular adventures they get into other player towns.

>>47572
>The biggest problem is just dearth of content.
If the idea is to go with multiplayer, why not make it a sort of Dungeon Designer?
Part of your Town is a Residential Area. This is where you and every character you create live.
Another Part is Downtown (or the equivalent) where all the services and attractions are.
Visiting characters (if they are neutral) can visit and use the Downtown and even visit the Residential area if they are on good terms with any character there.

Another Part of your town are several dungeons designed for you.
There's the exploration dungeon where the goal is to grow and reward characters. The point is to make a rewarding challenge for them and this benefits you the more they grow.
There's the treasure dungeon, where you pile a substantial reward at the end and try to protect it with traps and monsters while other Anons keep sending their girls to try and take it. You win rewards based on the strength of the girl you manage to kill (they respawn in their hometown) but stand to risk the reward.

As long as an Anon knows what's in the Dungeon they are about to send someone in, it'd be fair. They can see the level of challenges to be found and the rewards available.
Heck, you can even make it so waifus can be captured and held for a long period of time in a Prison Dungeon, enabling you to undertake a Rescue Mission where your character can also participate and the reward includes retrieving your waifu. You could also just wait a few days, pay ramson of forfeit her entirely.

I'm thinking about this in terms of code and multiplayer and it's not even that hard. You just need a central server so clients are aware of each other and request the basic information for that dungeon.
Then you pick the girl, send it and the other player has a full day to receive her or the event is simulated entirely instead automatically. Otherwise, recreate the map and you can see (and interfere) with the intrusion.
Alternatively, the sender player recreates it locally and goes trought the dungeon himself and the results include what he did.

Or have it fully multiplayer and both players see the action happening at the same time and can interfere as possible.
Replies: >>47580
>>47579
<games as a service always online shit
What a nightmare.
Anyway my point is that there's no point having other players
>Then you pick the girl, send it and the other player has a full day to receive her or the event is simulated entirely instead automatically.
So just simulate it entirely. At best you've made an ero trap dungeon game with player maps, but for a start you could just make an ero trap dungeon game with player maps, and player maps are ultimately pointless because they're just rearrangements of pre-existing content. You could have setpiece maps for the few things you can't do with proc-gen parameters, and just use procedural generation for maps otherwise, y'know, the way everyone does it right now.
Compare: ERAtentacle palace maps created using tailored procgen, and ERAreversetentacle palace maps created by more overt player action. There's no fucking difference. In particular, what do other players (with characters) add to the dungeon? You don't see people sharing the fucking character sheets of custom characters as bonus characters for ERA games because nobody fucking cares.
Replies: >>47582
>>47580
There's different ways to do online shit that don't involve "games as a service". Peer to peer works for instance.

>In particular, what do other players (with characters) add to the dungeon?
I dunno, I don't 100% understand the fun in sharing your town in animal crossing but it seems a popular idea. Plenty of gacha shit lets you customize a room with stuff to show to other players.
I guess the idea is that ProcGen is still limited while players themselves can make something a lot more creative and interesting. It's the difference between random maps for most roguelikes and downloading custom maps for a game.

Also, you have a parallel here with the Pawns of Dragon's Dogma. They are meant to appear in other player's games and learn from their experience there while being useful to their host.
This nets you a more useful pawn and rewards if the other player liked it.
You could have something like that here where you receive characters from other players, see them go through a gauntlet of your own and you can rate that character while the other player rates your dungeon.
Replies: >>47584
>>47582
>Peer to peer works for instance.
That's still just games as a service, the service provider is some other faggot playing the game.
The idea that any of this shit should be based on live shit being constantly updated with a permanent connection is retarded. Filesharing a-la map/character packs is infinitely more palatable (stuff like illusion games already have character sharing as a built in feature that people do actually use, mind you).
>Also, you have a parallel here with the Pawns of Dragon's Dogma. They are meant to appear in other player's games and learn from their experience there while being useful to their host.
Pawns are a complete antifeature. All it is is a way to lock designing your 3rd and 4th slot AI companions behind always online bullshit - note that your gameplay experience is actually damaged by people using your pawn (she degrades and needs to be maintained, some essential virginities can even be lost) and the only reason people set up their pawns to be used (besides being cuckolds) is because it's by far the most accessible way to get the primary ingame currency.
>You could have something like that here where you receive characters from other players, see them go through a gauntlet of your own and you can rate that character while the other player rates your dungeon.
Why the fuck are you rating other people's shit? Who cares what you think? If you're sharing characters/maps then they'll naturally get rated by popularity as people share or recommend different things that are better (or that they made, realistically) more than things that are worse.

Again, the actual content of a h-game isn't your minecraft house. Your minecraft house is actual minecraft content, so sharing the house/map/world itself is actually sharing content with other people.
What's the actual gameplay that would relate to something other players are doing? I can't see how that could relate to the ero content. Something like a h-platformer mario maker is ultimately just mario-maker, since the actual h-content won't be novel between levels.
>>47578
I'd kill for more chibi styled h-games. Incredibly charming, the simplicity of the style is easier to produce a lot of, it's cute, and less likely to be terribly off-putting. 
3D is the worst, by far.
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>>47569
>She could make a travel diary or send you postcards of other towns
Without the "no H" marker, you're setting up a very high selling title for the NTR market. 
Especially since gacha players are all cucks, literally. Pic related
You're sitting on a goldmine. If you hate NTR, you might die inside, but I'd trade my heart for a middle class income, personally.
>>46972
Idea
>You can stop time
>You travel around fucking women and impregnating them
>You have to create alibies and also make shit up so you can frame them like record them getting into fertility clinics to not only get away with it, but to demand compensation so you can get money out of them.
Replies: >>47614
>>47610
Sounds like fun. Maybe also:
>organization who tries to hunt you down
>can screw them as well but higher risk to not get caught with time stop having limits/restrictions
>girl with same ability transformable into complice for help and setting up traps
Replies: >>47716
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pregfags are out in force i see.
>A GIF OF AN EGG BEING FERTILIZED IM GONNA COOOOOM
stop shitting up good games with your trash fetish.
>>47616
>tfw when you're into vore because predators and the hunt vs prey struggle but every artwork is about digestion and scat
Some fetishes are utter shit that you gotta be brain damaged to even consider.
>>47617
I am into vore because girls are made of sugar and spice.
>>47616
There aren't many games where pregnancy is integrated into gameplay or has any real role. Doing another summertime saga, harem, furry, DAZ VN or RPG adventure just would be another idea in a sea of devs who do the same. It makes sense to look into ideas who aren't done endless times already.
Replies: >>47645
>>47635
pregnancy ≠ impregnation
there really isn't a way to make pregnancy have an impact on gameplay other than 'durr number goes up' when the idea is to go around and impregnate every woman within a 30 mile radius in some retarded reverse child support scheme.
Replies: >>47647 >>47648
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>>47617
>edgy and faggy mental gymastics of sub dom power play vs becoming fuel for something greater then you will ever possibly be 

no contest get in the tum gaymo
Replies: >>47648 >>47661
>>47645
>there really isn't a way to make pregnancy have an impact on gameplay
The pregnancy itself might be difficult but the whole part from impregnation to receiving child support sure works for gameplay impact.
Replies: >>47716
>>47646
Ever played Thief or Deus Ex? There are a couple levels where you see a few creatures in a pit out of reach. If you drop someone inside, they'll actually eat the bodie. That shit always gave me a boner doing it, especially if the target was unconscious.

It's not necessarily about sub\dom, just strictly the dom part and the hunt. Once the prey goes in, I couldn't care less about it, it's time to go for another one.
I have no idea how anyone cares about it afterwards and actually finds the sounds of gurgling and farting or even literal shit somehow erotic at all.
Even the X-Ray and the acid stuff is pretty lame, if I wanted Ryona, I can get a lot better than that.

>>47645
>there really isn't a way to make pregnancy have an impact on gameplay
Isn't that what Agarest is, though? The next characters you get depend on the relationships you made in the previous generation.
Just do something like The Sims and go by generations instead of always sticking to the same character or make it an RTT and your units are your offspring, so the more you impregnate, the faster you reinforce.
Replies: >>47662 >>47716
thoughts on stats bloat?
things such as kinetic vision, spatial awareness, bullshit like that which DF is famous for and which are meme stats
ERA has similar things with personality traits, they do almost nothing but give a pseudo-depth to the game. it tricks the player, and i guess adds flavour
Replies: >>47668 >>47671
btw i mean the bloat personality traits in era. we all know that there's some that are very impactful
>>47646
>becoming fuel for something greater then you
Spelling aside, you're acknowledging the power aspect with your own denial of it. I'll eat you, dummy.
Replies: >>47662
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>>47648
so you're only caring about the control aspect suggesting you feel like you got none in your life

>>47661
cool words for someone about to become cum
Replies: >>47671
>>42278
Probably a bit late, but making most enemies opt for doing normal damage is a decent way of going about it in my opinion. POP has lust combat but it's usually rare enough to not be annoyed by the stuns.
>>47658
I won't mention the game here, but I think that the generic array of stats is more than enough. Not enough games flesh out stats besides just increasing damage. Do more with what you have.
>>47662
>if you like something in fiction, you have none of it IRL
Plenty of married women saw Titanic, I'd think.

I just don't care for the icky parts of it, the bodily fluids, digestion and literal scat. You have got to have some brain damage to find any of that erotic at all, it just detracts from the fun parts of it.

>>47658
If you're not going to do anything with a stat or only very few specific things, it's bad game design. Stats are part of playing an RPG and they test your skill to optimize a character for specific tasks by proper stat building. Adding too many stats to manage not only makes the game less fun as you have way too many things to manage but it also ends up restricting your gameplay, not expanding it, as you have a very narrow way to build your character for a specific outcome. DF only manages to get away with it because a ridiculous amount of it is automatic.

Don't forget that stat building usually has a cost or a resource shared between all stats, making them compete against each other for importance. The more stats you add, the more you exacerbate this problem and if you have "dump stats" or "OP stats", you're going to see frequent trends in character builds, rendering part of the challenge moot, the opposite of what you'd want.

Pratical example: Senses and Perception.
You could have stats for Vision, Hearing, Taste and Smell. But this only makes sense if you're gonna use them for different things, like light level applying penalties to sensing someone with Vision but not Hearing, or Noise rolls that check your Hearing and tastes in consumables that can trigger Taste or tracking Mobs with Smell.

However, if you're gonna add plenty of other content and you gotta invest points or XP to earn stats, you're probably better off having a Perception Stat that is used for all of this as an abstraction and has modifiers applied to it as necessary.
"But how do you make a character that has good hearing but bad eyesight different from someone with average Perception?"
Spealized modifiers, GURPS has this. If you have Keen Hearing, every Hearing Check(Perception) gets a bonus. If you have Bad Eyesight, every Sigh Check(Perception) gets a penalty.

This gives you something simple for you to work with and for the player to use, but easily expandable with content.
Replies: >>47685 >>47687
>>47671
It depends what "stats" mean. Sure, if it's D&D style where it influences every aspect of gameplay what you said is all true. But not every game handles stats that way. For example there's an idle game where stats/skills are just a different category of content. Focusing on a skill just offers more things to do, it isn't a give-and-take or balancing act.
Replies: >>47704
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>>47671
you have to be delusional to blind your eyes on a very bodily natural act my guy and that's the whole warmth of sex right there if you cannot love someone in their all within the moment you cannot be loved as the same wholely
Replies: >>47694 >>47704
>>47687
I would do anything for love but I won't eat scat
Replies: >>47695
>>47694
yeah you take the sentiment though
>>47685
>there's an idle game where stats/skills are just a different category of content
That just sounds like record keeping and gating content behind milestones, that's not really "stats\skill" unless you're being that literal and considering them "statistics".

RPGs with stats are entirely about the "give-and-take or balancing act", it's the skill being tested. You optimize a character to perform as best as possible, including specializing him in a team to make up for the shortcomings of everyone else.
If you can just increase all stats to max, there is fundamentally no difference between your character and any other, making it pointless to even have stats in the first place. Just have XP and improve all attributes with a level up, ala Borderlands, I suppose. Even that game at least had a skill tree and you couldn't max it all.

>>47687
I don't avert my gaze from my dick when I'm peeing, I just don't get a boner doing it either. Honestly, I can't think of anything more unerotic than fucking someone and hearing farts and gurgling. Completely kills the mood.
Replies: >>47711 >>47712
>>47704
you're ugly so of course you don't find your self attractive and you're a virgin because you don't know the pussy be farting when fucking it good it's trapping air akin to a queef
Replies: >>47715
>>47704
>t. virgin
farting, queefs and other weird ass sounds are really common when having sex.
Replies: >>47714
>>47712
>farting, queefs and other weird ass sounds are really common when having sex
If you're gay.
>>47711
>you're ugly
>you're a virgin
Yes, the URL still says /hgg/, all of this is a given, dunno why you wasted effort calling someone a virgin while discussing the virtues of scat fetishism.
Replies: >>47756
>>47616
>>47617
You sound as whiny as the mom/son faggots that cry when the MC is an adult man instead of the son of a dead father or the FeMC-only faggots when they see a male MC
>>47647
>>47648
Rapelay had impregnation as the bad end since it "magically" awakened the gals "maternal" instincts which drives them to kill the MC
In this case after being humiliated/seeing you walk away from the court, getting divorced, fired, etc. they get impregnated as the coup de grace which mind breaks them to the point of becoming subservient to you
But it comes from another idea that i had for a simulation game, after being saved by a witch being hunted for a potion that she developed to completely stop aging to use you as a pawn for her revenge plan against those who want to hunt her for the potion, you decide to infiltrate in several kingdoms so you can deliver the ultimate punishment by allowing kings and nobles not only die of natural causes, but to also prevent them from having kids by forcing them to raise your own.
>>47614
>organization who tries to hunt you down
That can happen after certain amount of girls have been impregnated or depending on how important that girl is Royalty>Wealthy>Politician>Police Officer>Office Lady>Commoner
>can screw them as well but higher risk to not get caught with time stop having limits/restrictions
Yup, it becomes harder to fuck women, it's the same if they try to sue you, you can't use your tricks too oftenly, probably by adding a notoriety system, which increases the wariness of the general population towards you.
>girl with same ability transformable into complice for help and setting up traps
After being mind broken they willingly start to help you, even using themselves as bait.
Replies: >>47717
>>47716
>Rapelay had impregnation as the bad end since it "magically" awakened the gals "maternal" instincts which drives them to kill the MC
I think you're remenbering that wrong. It only happened with one of the 3 girls, the more feisty one, and it wasn't because she got pregnant but rather because you'd force her to abort.
Is there any resource list for usable icons/small images for hentai games around? Something like a hand, vagina, nipples, mouth, you get the idea. Simplistic and low res/pixel stuff would be preferable, as the images will be placed onto buttons (which shouldn't be too large anyways) and onto the status screen.
I'm scrounging through my hentai games trying to find something suitable to steal as placeholders, but thought asking here wouldn't be a bad idea as well. Already checked violated heroine and found a couple usable things. Maybe someone else has an idea of a game I can yoink some icons from?
Replies: >>47745 >>47750
>>47744
Some of the CK2(/3?) and stellaris mods have icons for like, dicks and nipples and lactation and stuff that might be usable
Replies: >>47746
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>>47745
Fuck yes! Totally forgot about those. The trait icons from NoxBestia and DWR from CK2 have some good trait icons I can use. They're mostly 24px and should be fine for an initial icon set. 
I also found some usable icons/images in other game folders. Era games have some simplistic womb/pregnancy display and Violated Heroine has some nice status screens as well.
>>47744
You might want to check RimJobWorld, a mod for Rimworld that you can easily find in LoversLabs.
Some of the latest updates have a GUI with a few icons for wombs and asses, and you might be able to scrounge icons from the mod folder.
Replies: >>47751 >>47753
>>47750
Can't find anything like womb or ass icons in the version (4.9.6) that I grabbed off LL. Got a link to your version or the git the dev seems to use?
>>47750
I think I might have found the mod you were thinking about. It's an extension of RJW called RJW Menstruation, which is also on LL. The extension has womb, ass, vagina, and even fetus images, but most of them seem to be taken directly from violated heroine. I already plan on using the originals from VH. Anyways, thank you for the hint.
>>47715
it's no good dunking on your self like that man
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New Update. Possibly new artist. Why is developing these games so hard? Fuck.
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>>47773
Fuck, forgot link.
https://mega.nz/folder/8V8Q2CRJ#9utbugXZVvh1CM_1IoqZ8Q
Replies: >>47804
>>47773
>Why is developing these games so hard?
Because you're trying to make Gems look atractive, kek.

>>47774
Although, the art is definitely improving.
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>>47804
The problem was that the artist left, but yeah, I got a new one, pretty shitty still, though.
WPF or Windows Forms?

I have the nagging feeling that WPF is tranny BLM ukraine flag tier, but can't quite point out why
Replies: >>47866
Nevermind, it seems like Windows Forms doesn't let you customize stuff very well
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>>47804
>Because you're trying to make Gems look atractive, kek.
Replies: >>47943
>>47828
Use winapi like a man.
>>47838
Honestly the worst idea he had was the fact that we have to play as Steven
>>43455
Is this guy still around?
Replies: >>47972
is there any good alternatives to atf? apparently they don't allow images of children in games at all, even from normal random children
i simply wanted to have the character portrait be a real child
maybe i'll just have to submit and fucking steal assets from random loli doujins, arts and games instead of using all these cool pics i've collected over the years
>>47963
he posted not long above you...
>>47972
For 3dpd pedoshit? Probably not. WEG niggers use those horrifying 3d renders for everything (which are all over AtF) and nips/weaboos tend to use loli for obvious reasons.
>i simply wanted to have the character portrait be a real child
Could you not simply put a filter on it (a la neverwinter nights portraits and the like) and claim that it's a drawn original?
Replies: >>47976
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>>47972
>maybe i'll just have to submit and fucking steal assets from random loli doujins, arts and games instead of using all these cool pics i've collected over the years
Anon what the fuck? How many pictures of kids do you have, exactly?
Replies: >>47976
>>47973
that's a good idea. and if filters don't work, there's many traced over pictures in pixiv and nobody (at least not the admins) seems to realize what they actually are.
although i've never drawn anything more complex than stickmen in my life so even tracing might be a bit difficult...
>>47974
enough to open my own site of little girl portraits
no one wants to see ugly children in a hentai game. that ruins the entire point.
Replies: >>47978 >>47981
>>47977
there's 5000 text-based real porn games anyways, the market is over saturated.
Replies: >>47981
>>47977 
they're cute and they really would fit well in the game theme
>>47978
that's not what i want to do. i just want to have kid portraits, you ever played unreal world? like that. i liked how much the portraits added to the game despite being just 1 shitty image of some finnish larper
i can't draw so that's the best i can add, images that are very unique and can't be found by reverse image search due to how obscure they are. 1960's to 1980's stuff
i just want to make a cool little loli game with soul, i didn't want to steal loli images because i simply don't think they'd fit the theme as well, zoom in of a loli's face makes her look exactly like any other anime character because they all have the same face
>>47981
I can see what you're trying to do, but anon, that's just going to cause your game to be delisted from every site. Still, I wish you luck, we need more loli games.
Replies: >>48005
>>47981
Your best bet would probably be making a game that allows custom portraits then shipping the images separately as an image pack. 

Either way, I think that you should reflect on yourself; because, you sound like a bozo. I'd play a game like Lilith's throne any day over some rape your sister text-based game with 240p portraits of vintage goblins.
Replies: >>48003 >>48005
>>47981
>Unreal World
That game prides itself on realism, real faces there, even if from LARPers, make perfect sense.
You really don't need nor should you use real faces for a loli h-game unless you're going for realism as well.

>zoom in of a loli's face makes her look exactly like any other anime character because they all have the same face
That's still better than real faces. You gotta remember that the great majority of lolicons don't actually like real faces, it's not really the age but the aesthetics that they care about.
On the other hand, anime faces do nothing for pedophiles, they need real ones. Not gonna judge you, but it does put your idea in perspective.

>>47992
Do what this Anon is suggesting, Custom Portraits help you get out of any problems and can even be touted as a feature on top of it.
Strive 4 Power does it and it works really well. Elona had decent customization with custom portraits too and I recall Stranger in Sword City (probably misspelling it) being popular precisely because you could import character portraits for it.

The code to import images isn't even that complex and you can set up something like XXXXX_angry.png, XXXXX_sad.png if you want animated faces too.
Replies: >>48005
>>47992
but i want to make a cool system, i'm not very experienced but i'm trying
the portraits would play into the game atmosphere, giving it a theme, so it doesn't feel like a cold sex generator, they'd fit together with the music very nicely
i'm sure 99% of players would mute the music i'll put, but i dadc about that, can't even monetize loli games if you're too explicit so why should i care about the broad masses, i'll just do what i want to fit my autism about the theme
i'll use the word child pussy all the time and the player's age will be up there for all to see, i'll try to make up for my lack of experience with the loli aspect of it
however, little girl portraits would forbid me from even spreading the game, so that's a big issue.
i guess custom portraits is the only solution, even if it sucks (because 99% of players won't even look into pre-made portraits)
>>48003
yeah, adding custom portraits is retardedly simple actually
>real lolicons don't like real faces
i always thought this was a meme, pretending they don't like little kids so anti-lolicons go away
but now that you mention it, a few years ago i didn't like irl kids either... i guess lolicon corroded the mental barrier i had 

>>47990
yeah, gonna have to compromise
on another note, did you guys know ATF is a tranny site? i thought it was a good site because i rarely went there, i just sometimes picked up game download links i couldn't find or the rare mod
but i created a new account recently and it asked me my gender and there were tranny options
no wonder they don't allow completely legal nn
>>48005
Stop indulging in your fetish. Looking back at your life and realizing that the only thing you ever achieved was being pedo and eventually dying will be disappointing. Plus, I've never seen a single good loli hentai-game, it's literally the green led agents brainwashing the masses, pedophiles have always existed, but people are going to get worse and worse as time goes on.
Replies: >>48010 >>48011
>>48007
Bit of a schizo rant there, but I wish you luck in making your game irregardless of what you decide to ultimately pursue. I just don't want to see people throw away their life in the pursuit of lust, you can do so much more.
Replies: >>48011 >>48017
>>48005
>i always thought this was a meme, pretending they don't like little kids so anti-lolicons go away
You're fucking retarded if you thought that. Nobody cares what "anti-lolicons" think and nobody on the planet finds 3dpd attractive.
>but now that you mention it, a few years ago i didn't like irl kids either... i guess lolicon corroded the mental barrier i had 
This isn't some progression you faggot retard. People aren't suddenly going to lose all sense of taste and think that 3pdp isn't dogshit disgusting or delude themselves into seeing aesthetics in things with literally no value because they've been exposed to works with some thought put into them.
>>48007
>>48010
kys faggot
Replies: >>48013 >>48017
>>48011
based
>>48010
i just want to learn how to code, since i can't do anything i wanted to do due to vaccine mandates, and chose to make a little loli hentai game, you're overthinking it
>>48011
pedo cope
the amount of loli art that i've seen that is literally just cartoonfying a studio actress is enormous, not even talking about tracing over
>no you see i only like it when girls eat shit in hentai, i don't have a scat fetish!!! 3d poop is gross
Replies: >>48018
>>48017
>cope
I don't like 3dpd, because I'm not a mouthbreathing retard who's totally incapable at judging aesthetics and who has no concept of art philosophy.
You could argue I'm a pedophile, but either way that's more or less totally unrelated. Loli is (though far from perfect in most presentations) an objective improvement over hags and that can be demonstrated from first principles.
>3d poop is gross
3d poop IS gross, because it's 3d, not because it's poop.
You have an unhealthy view of the world if you think there's any real value to yourself or anything else in the world as art except as the crudest starting point possible. Likewise, no amount of shoehorning in etymological or the weakest visual similarity possible will relate anything of value to some imagined counterpart in the real.
>the amount of loli art that i've seen that is literally just cartoonfying a studio actress is enormous
Yes, and? Striving to remove flaw is pretty much what art is about. Art education is notoriously poor and very few people learn to draw in a reasonable way so there's a lot of working from nature in practice even though it's objectively a bad idea.

It's not cope to say that something that is shit is shit. 3dpd is shit. You can be a pedo and only be attracted to children and still not be so deluded as to think that there's anything of value in 3dpd.
Replies: >>48021 >>48028
>>48005
>i'll just do what i want to fit my autism
Godspeed Anon, that's the attitude you gotta have and keeping it up will be half the battle.
Every time I doubt myself, I just remember Shinobi-Anon literally making a chapel in VR to marry his waifu and the simulator he is making now. You gotta fight for your dreams and work hard to get there.

>i always thought this was a meme
Without going  into much detail to not derail the thread, here's the deal: lolicon and actual CP are two entirely different niches, even though both are about little girls. You'd expect them to overlap a lot but the audience for one doesn't seem to care much for the other and vice-versa.
There was some statistics about pedos and the content of their harddrive which had plenty of CP but surprisingly, almost no lolicon stuff.
Similarly, plenty of lolicons had raids that found a lot of that stuff but no CP on their PC.

I have my theories for this, namely that lolicon is about the fantasy of a girl that managed to be mature in mind without losing her innocence (this doesn't happen ever), her age not really being a factor. Meanwhile CP is entirely about the age and not the aesthetics, the control you exert over that person and easily you can manipulate her.
I could be wrong and I know some pedos are that way because of childhood trauma, but so far this theory seems to match the reality I find.

>>48005
Eventually all sites with degenerate content end up attracting degenerates who think they are in good company, especially those terminally online. It happened to LoversLab, so it doesn't surprise me that ATF has been hit too. Probably full of MAPs and shit.
Replies: >>48024 >>48028
>>48018
>all this toxicity
It's like I'm back at /agdg/! I miss this trash talk.

Your post reminds me of Greek statues that didn't actually represented anyone of that time in an accurate detail but rather the idealized form of a human. I believe it was Britisher's video on White Culture that first made me like sculpture by making this exact point, that art isn't about showing the world as is but rather the ideal that it should strive for.

I don't think this is entirely true, Zdzislaw Beksinski does some sick stuff and it's hardly an ideal to strive for, so maybe the point is to provoke an acute emotion on the viewer, regardless of what that emotion is, and banal stuff like pictures of real people with no meaning attached to it wouldn't cut it.
>>48020
Have you went on ATF? The site is full of shitty art and pedo-cope. "3 Year Olds are actually mature guys!!"
Replies: >>48029
>>48021
Greek statues are more sexualized if anything. I'm pretty sure weight-training and the like were actually prevalent in Ancient Greece though, it'd be hard to draw a muscular male figure without any reference as to what one looked like.
>>48018
sorry but most artists are simply not qualified to improve a pretty little girl. artists can make symmetry well but they can't make something like child teeth, they are simply incapable of making beautiful imperfection, which limits them in the real girl vs loli fight

what their advantage is, is that it's handcrafted and made with love, so they can really add what they think will fit the best, and adapt it to the scenario they want

customization and control over everything, that is what art is about, and it's why photorealistic art is retarded, because they never manage to do more than just copy a photo

i have played so much hentai and the best games many times have shit tier art, funnily enough games with good art are almost always mediocre

>>48020
it overlaps more than you think
you simply don't realize that it simply requires people to both like children and to also like the cartoonish aesthetic, so that filters most peoples, just like hentai filters most people
and i think most lolicons don't have CP because most pedos don't have CP. 
90% of pedos are limpwristed faggots who live in self-blame and guilt and who would never even get near a child, so for those who like the cartoonish aesthetic they get into lolicon
really hate that type, they are just like homos
"noooooooo i was born this way!!! pedo genes!!!"
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>>48024
>"3 Year Olds are actually mature guys!!"
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>>48028
"Rape children or you're a pussy"
Replies: >>48037
>>48028
While on topic, what type of game are you planning on making? Story text-based, or more of a sandbox?
Replies: >>48033
>>48031
sandbox, i want to learn to code, after all
story-based is just an exercise of writting
i'm thinking of a quick sandbox though, i'm tired of all these western sandboxes with infinite time to play
i want the player to get btfo'd fast and suffer then have to restart
it also would fix a problem i often have with these games, which is that once the girls become slutty it loses the fun. after all, who wants slutty girls?
Replies: >>48037 >>48044
>>48021
>It's like I'm back at discord
You could go back there
>>48028
>sorry but most artists are simply not qualified to improve a pretty little girl
That's a lie. Most people are qualified to improve 3pdp, they're just liable to fail to capture other present concepts. If you consider yourself a reasonable judge of these things then even with filters.
Comparing digital art and literal objects in the world (and not say, a professional digital photograph) is incoherent anyway. The objects are churning masses of infinite noise turned to every form of striving against their own form and design. The only historical competitor to digital works are conceptual vector works of the pythagorean persuasion. Objects in the real are arbitrarily large and cannot be meaningfully considered to have been viewed, they exist only as conceptual reconstructions to an attribute-defined form in the viewer themself.
>so for those who like the cartoonish aesthetic they get into lolicon
>and i think most lolicons don't have CP because most pedos don't have CP. 
The real western lolicon isn't as young as the twitter bullshit that's plaguing the online pedo community (how the fuck was torpedo culture almost entirely erased in <5 years anyway? I literally haven't heard phrases like llg or virtuous pedophile since 2018.) but it's still a decidedly recent trend. It's pretty obvious that even in 2012 almost nobody cared about the 2d/3d lines out of personal taste outside of a minority of turbo autists on /jp/s and the like.
Oldschool japanese lolicons more or less all had/have CP. As you say, heaps of comicLO was based closely on child models or child porn. We didn't have things like towako that are aimed at, for want of a better way of putting it, lolicons but not pedos until like 2016.
>really hate that type, they are just like homos
The niggers you're talking about are responsible for the hellish 3drenders that are flooding everything that doesn't explicitly ban them. It is, in their own words, literal cope.
>>48033
>after all, who wants slutty girls?
Lot's of people. Reject 3dpd and advance to mesugaki.
>it also would fix a problem i often have with these games, which is that once the girls become slutty it loses the fun.
It'd also fix an opposite problem I have with a lot of these games, which is that once your h-stats get up you're stunlocked for years when you try to do anything. You're running into the issue of game-over rape and encouraging players to avoid the h content though.

>>48030
Is he wrong? Either you can fuck kids or you're a retarded loser with no prospects that's got no reason to live, so you might as well go fuck a kid then kill yourself.
If you genuinely want to fuck kids and you don't then you're a huge cuck. The metaphysical hand of time is cucking you out of every scrap of cunny you look at.
Replies: >>48040
>>48037
i judge in a very simple way
is it pretty? 
things must go by instinct. i don't trust ugly people either i have taken the physiognomypill
>game over rape
>avoiding h content
i have thought about it. i think my solution will be good for those
>>48033
There's a really autistic game out there F.A.T.A.L. That might give you some formulas for simulations. Depending on how deep you want sex to be at least, Strive for Power modded is also pretty in-depth.
Replies: >>48050
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>>48044
funny, i had forgotten about that game
from what i remember it was more of a meme game than actual simulations though
Replies: >>48055
>>48050
You can just look for yourself.
https://mega.nz/folder/wrRAVbqT#1Dct2AK3oNLRbWB0EXA_dw
There is a campaign using it on smug/tg/.
Replies: >>48059
>>48055
i was looking at it earlier and i liked the idea of the hymen barrier they have, where any attempt of penetration must first break the hymen like a mini combat
the mechanics seem pretty retarded, as is typical of these tabletop rpgs since everything is 100% luck based, but there is indeed a lot of autism and cool ideas
Replies: >>48071 >>48127
>>47972
>he posted not long above you...
I'm not seeing it
>>48059
Pretty much, there's some decent ideas, and there's bound to be there was some actual effort put into it. It's hard to say which, but I feel like F.A.T.A.L has inspired a few games.
>>48059
>everything is 100% luck based
RNG tends to feel like that for the players, but it shouldn't for the dev. Probabilities are just a way to insert random behaviour and outcomes, but since you are in control of both then it's technically controlable by you.
For instance, if you set up a repeatable quest that can be completed in 10 minutes, has 60% odds of rewarding you 100gp and 40% odds of giving you 200gp, all you've done is make sure the player can make roughly 840gp per hour with some variation around it.

In my game for instance, I also roll dices for most actions, but I do not like how in a d20, every outcome is equally likely.
So instead I went with 2d10, which means a range of 2-20 with an average of 11, but the extremes are much less likely to happen. This way you can still roll snake eyes while your opponent gets a 20, but not only will this be rare, it will feel rare too as most rolls will tend to the average so your own modifiers will feel more relevant than the roll itself.
>>47151
>tohoK's sex system isn't good. There's just a lack of competition.
So what kind of sex system would you guys like to have? What features, how would it work? I'm nearing a stage where I'll have to start doing one for my game, might as well ask what people want so I don't repeat mistakes from other devs.

>The biggest thing ERA games lack is a real AI system.
Is this all that's missing, or just that big a point? I suppose a good AI would indeed make things a lot more fun, and I'm down for focusing on this.
What would this entail? Just NPCs picking logical actions during sex or also outside of it as well?
Describe your perfect AI for this kind of stuff, please.
Replies: >>48169
>>48163
anything like era games, night games, newlife, lilith's throne, but with your own twist
take advantage of the fact it's text based to maks it good
ideas on how to represent the butt on a doll like this?
i decided to split the groin between front and back, because that's where a lot of sexual actions end up and it would become a bit bloated if they were merged

however, having her knees represent her ass is a bit retarded

basically, you click on a body part with left click and it selects the acting body part (blue), and if you right click it selects the targeted body part (red)

i.ibb.co/thBd8gr/image.png
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>>48213
ass fangs
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>>48049
>>48213
You could use a different pose with legs pulled back. Basically, mating press. That gives you the zones for breasts above and then groin and ass below but still separate and visible.
You can also switch between both types of poses based on if you started sex or not, if you don't want every character to have it's legs up.
>>47773
Devs give artists the right to take their assets and own the artstyle of the game with them so everything must be made from the ground up when the artist leaves, also the artists making way more money from individual requests that from making assets for a project that 99.999% of the time gets canned while it's still on the prologue.
>>47804
>Because you're trying to make Gems look atractive, kek.
>Although, the art is definitely improving.
Someone did something like that to Nicole from The Amazing World of Gumball and other managed to make lewds of the sunflower from Plants vs Zombies, so as long as there's lust, there's a way
Do you guys think that something like Freecities or Eramegaten with incest, loli, slavery, rape, and all the other "socially unacceptable" things in it, would have a chance to bring in money on something like SubscribeStar? Or would it be thrown off the platform as soon as it gets somewhat popular? 
I'm totally thinking about doing something autistically complex like era-like training paired with the slave and arcology management from Freecities (which lacks proper hands-on training, despite the core being about slavery).
>>48290
>lonaRPG is 29$ USD on itch.io
They have a >everyone is over 21 disclaimer though, though I think it's the most based rendition I've seen
>>48290
Considering the large amount of patreon scams that give thousands every month for no updates, why wouldn't it be?
I'm willing to believe that telling someone they only have to fork over 10$ for a finished game and potentially get free updates in the future sounds like a better deal than "give me 20$ every month and keep dreaming".
>>48290
i think so
at worse you can make it unrelated
for example
Hardcore Loli Rape Simulator patreonscam page:

Hello i make art. *picture of a stickman*
Replies: >>48297
>>48296
That wouldn't fly for Patreon. Empty pages like these are a red flag for them and they'll put their investigation team on you. They're known to be nosy bitches and if they suspect you're the dev of something illegal, they'll even go as far as analyzing which pages link to your Patreon project and ban you for some arbitrary TOS violation shit. I know about a couple of projects from ATF that tried to get their projects on Patreon honestly, who the fuck is stupid enough to do that? and were found out simply by Patreon checking the referrer info from the links.

I think I'll take a different approach - one I was already developing. The game consists of the main engine (like the era-anchor-thingy), and the character/scenario/dialogue package. I already implemented something like that internally and hardcoded, and I'd only need to write it out into actual files. Obviously you'll need both the engine and the game data to play, but I can just put up the engine on SS (fuck shitreon) and the actual game data will be separate. Sound good?
Anyways, enough blogposting. I'll try to post some actual screenshots in the next couple days. What's everyone else working on? Besides gemfag
Replies: >>48318 >>48555
>>48290
Depends on how much money you had in mind, your skill in writing (if it's text only) and how you intend to improve on those games. Something to keep in mind is the market has been flooded with games who ask for money. A good portion gets abandoned probably because it's more work than expected while producing low income unless one is close to the top.
>>48297
patreon is garbage anyway
they take an insane cut
just put your loli shit where you want and worry about it later, if you want to patreonscam don't bother with loli. with loli you'll make peanuts and so you'll last longer
the bigger problem is anonimity, not sure i'd like to link a bank account to something heavily loli related, not sure if it's possible to make a nameless online bank account but honestly never looked into it
>>48297
me i'm working on the combat system of my game
i wonder if i should overload the player with choices (example: caress breast, caress nipple) or if i should leave it up to fate, with a single option (example: caress breast) having multiple possible results from it, and the result you get is modified by many things, such as your character's perception of the enemy's sensitivity (which you must find out before the combat or by trial and error) and own preferences
Replies: >>48556
>>48555
Sounds similar to all the options I'm thinking about adding to my era clone. There's going to be lots of options for the body parts that can be interacted with, but any action done with/to them actually influence the state of the entity - going for the breasts all the time will increase sensitivity and such. In your case, I'd go for lots of options only IF there's an imminent effect to them. If it's just flavor text, bunch them together into general options.
what are possible ways to penalize a player for having sex and at the same time make it also reward you?
actually, i just realized that the whole question is retarded. why the FUCK would i penalize a player for sex in a hentai game
it should be moral degradation and such... i guess i could make people look down on you, lower resources your organization pays you for your missions, etc, but it makes the enemies like you more.
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>>49026
Thanks for realizing how retarded it is.
>>49026
Less pay and people degrading you can be viewed as a reward with it being and extra challenge plus masochists like being degraded.
Just don't make it a constant never ending spiral down or then it becomes fucking shit
>plus masochists like being degraded
Bullshit
Degradationists have (for want of a better term) co-opted masochist as a slur, so it gets used to describe a person being/inviting degraded/degradation but it's just being used as a generic synonym for slut or pervert like whore or bitch are. The fact that in a technical sense e.g. whore is totally inappropriate to describe a woman that's giving herself away for free and indeed begging to be used doesn't enter into it, just as it's totally inappropriate to call her a masochist in most cases. It's just the consequence of corruption being such a mainstream fetish for whatever reason and therefore the bulk of dialog.
>>49026
Anon is correct that the balance to strive for is extra difficulty without a downward spiral. What I would suggest is some sort of alternative progression system that buffers the drawbacks of subjecting yourself to h-systems while encouraging (or forcing) interaction with those systems.
The classic in nip RPGmaker fodder is losing/giving up equipment slots (or the ability to wear non-lewd stuff in those slots) but gaining ero attacks that e.g. work while grappled, or aren't subject to the penalties from h statuses; especially in games where clothing ablatively protects from h-attacks.
>i guess i could make people look down on you, lower resources your organization pays you for your missions, etc, but it makes the enemies like you more
Without knowing what you're actually making it's hard to give specific advice but in general I'd suggest thinking of the target playstyle (for a maximum slut run) as like playing a souls game naked where you aren't actually penalized in any way which interferes with your output or ability to avoid damage but the room for making mistakes without losing fights/time is much less.
>>49026
Depends on the type you had in mind but there are a couple games who do some kind of soft punishment with a reward or unlock.
Like the one where sex produces children->have to buy/cook quality food to raise stronger children who can then be used later. Or the management games where it increases the costs/their demands but also levels up/unlocks income and more harem options. Or the game where having sex corrupts them and unlocks new options for the future but also increases the risk of getting caught which can lead to a game over.
Or even Karryn's Prison where having sex punishes but also gives advantages with progress.
>>48021
>>all this toxicity
go back
Replies: >>49190 >>49194
>>49189
How uninclusive of you.
Replies: >>49191
>>49190
Tits or get the fuck out.
Replies: >>49194
>>49026
It can be done, just give the character some sort of useful item while taking away their stats or something, it really depends on the kind of game you're trying to make.
Replies: >>49194
>>49192
>just give the character some sort of useful item while taking away their stats
Should be the opposite, generally
>>49189
>>49191
If anyone needs to lurk moar &lrn2read it's you
Replies: >>49197
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>>49194
Don't be surprised no one is going to be nice to attention whores my friend, now are you going to show me those milkers or are you just gonna keep jerking yourself off?
does anyone know a good GUI framework for c#?
unity is garbage, refuse to get anywhere near it
i've been using WPF, and i've done everything so at this point i don't really care to switch, but it's really shit
really don't think i'll switch at this point, but i'd like to know for the future
i'm not sure how html and css compare to other ones, but they are far superior in options and usability compared to WPF
javascript is really garbage in comparison now that i've used c# a bit, but WPF is really not that good
Replies: >>49210 >>49267
>>49205
Use winapi like a man.
i've been wondering, what is a good way to avoid the retarded orgasm trap that era games fall into?
you know, when girls start orgasming every single turn
the best way i've thought of is to maybe lock them out of low level orgasms as they get sluttier. for example, make all their orgasms have to be strong orgasms, or the equivalent, otherwise nothing happens
Replies: >>49222
>>49214
>retarded orgasm trap [...] era games [...] orgasming every single turn
What's so bad about it? era games work by assigning gems/XP to increasingly slutty characters. The XP gained increases with higher level orgasms. More XP -> sluttier -> even more XP. You could just put in a timer, aka a refractory period.
>lock them out of low level orgasms
Maybe add a kind of desensitation which increases the orgasm threshold?
Orgasms in era games are calculated by how far you've stimulated beyond a certain value. Like 1k for reaching the orgasm threshold, but if you manage to get her so slutty so she gets 3k stimulation out of one action, she'll experience a stronger orgasm. If you wanted to delay that, either do the refractory thingy, or just increase the value needed for orgasm. But why would you do that? After all, where's the fun if you can't ahegao someone in a game? Maybe elaborate a bit on the accompanying mechanics you're trying to put together? Why are multiple orgasms (each turn) a problem?
Replies: >>49225 >>49248
>>49222 is right, if you want to be realistic, repeated stimulation should decrease sensitivity, not increase.
>>49222
well, it's still a work in progress so maybe i'll come up with something better, but i'm basically working into an escalating orgasm system
so instead of having a mouth orgasm, there is a mini-mouth orgasm which helps build up towards the big orgasm. i want the big orgasm to be punishing
multiple orgasms are a problem because it'll make the big orgasm come too fast, and it's something that just keeps escalating once your sensitivies get too high. i wanted to try to mitigate it a bit at least

i was thinking of having the player be a succubus/incubus of sorts as a main mechanic, sucking vitality out of the enemy to keep going. vitality is something that can help you recuperate stamina/energy and is also used for magic and abilities during battle

the idea is: the player has shit physical status due to young age, but a very powerful soul, also due to young age. depending on the age you pick at the character creator, the mixture differs. i went for 6-12
the enemies would be strong but with shit soul

so, soul is basically what is used for magic, buffing body, etc. and as you get more corrupt, your soul stat starts dropping, which is made up partially by new traits and how you can suck the enemy's stamina more easily

at this point i'm trying to balance and improve the big orgasm with different approaches, because it should be the turning point of the battle.
or maybe i should just leave orgasms be body part based anyway? not sure still. but the game must be built on the combat system, not the other way around, so i need to finish this first
>>49205
Depends on the type of project. There are a couple options with no real king. Microsoft tires to push WinUI 3. I still use WinForms for simple projects. If it's more graphical Godot supports C#.
BlazorWebView might also be interesting in the future as it decouples the UI and runs in booth WPF + WinForms.
You guys know any less famed, shit but with promising hentai game with great ideas/potential? 
Want to steal some ideas from others, see what's cool and what's not
Replies: >>49366
>>49325
This and the other dev thread have a few ideas. It's rather easy to come up with an idea by looking at games who are fun or popular and making h-game version out of it.
>>49364
Cute. I hope you're not engine devving instead of creating content like you said.
Replies: >>49391
>>49364
looks better than 99% of western 3d games already
although if you don't want to starve while making games for westerners you better add a big  dick on that girl, tits 3x bigger than her head, and then pay some random fake moaner whore to record a terrible voice acting for her
>>49367
Good point, lol.
what are good male erotic parts to add that are not gay as fuck? 

for women there is infinite. everything is erotic.
but for men... i'm having trouble
nipples is gay, obviously. ass is gay. 
mouth is weird but i'll keep it for gameplay reasons
i guess i could have male chest, girls like feeling the muscles and such, but it wouldn't be an orgasmable part

it's just weird. they feel like shells compared to female characters. maybe that's just how it'll have to be
>>49392
>what are good male erotic parts to add that are not gay as fuck?
Only penis and balls come to mind. Anything else will at most be supplemental.
>nipples gay
Well, they're not as manly as sticking your dick into a cunny, and I doubt any male actually cums from stimulation to that, but they could still be a supplemental erogenous zone.
>ass gay
True. Any straight sex act won't see interaction with the males ass or prostate. If anyone's thinking about how pegging would be a fine thing to do, neck yourself you filthy gay.
>mouth weird
Yeah, but still acceptable, as you said.
>male chest
That's pretty close to male nipples. Hard to write that off completely, but also hard to write a scene about a male cumming just from chest simulation.
>shells compared to female characters
There's definitely less potential, but I do also think that females are a bit oversexualized. Cumming from earlobe nibbling? Thigh rubbing orgasm? Feet licking orgasm? Sounds like that stimulation was only the tip of the iceberg.
After playing eratohoK for a bit, I started liking the idea of the female stimulating the males' balls as a multiplier for ejaculation amount.
>>49392
You need to play more eroge shit, especially sandbox games.
After a while, gender\sex is just a type and it doesn't sound as weird as you'd expect. I'm fully straight and I still find it hot to rape a twink with a futanari.
This is only valid for text-only, mind you. Graphical gay sex completely kills that idea because we're a lot more visual and you're going to get the same reaction as seeing literal shit. 2D sprites would be absolute borderline.

For my particular game, I'm going with Penis and Ass for guys only. Mouth is kinda redundant, you can just assume it's always present and it never sees the same amount of customization that justifies making it an actual object.

>male chest
If you think about it as Breasts instead of Chest, you don't need to add them for men, they literally do not have breasts.
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>>49422
>I'm fully straight and I still find it hot to rape a twink with a futanari
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>>49392
Do you mean erogenous zones for male characters? If so ear stuff works for me, along with lip stuff and leglocks. Leglocks are more of an mental thing over a physical thing though, maybe consider things that would set your character off mentally?
If you're looking for sexy stuff for female characters/players I know they like shoulders, that V muscle where the abs and hips meet, and butts.
>>49422
>I'm fully straight and I still find it hot to rape a twink with a futanari.

i have some very bad news for you anon
>>49422
sorry i will not add any gay shit to my game mr faggot
i do have tummy as a female erogenous zone though, in fact i have way too many female erogenous zones, but i'll try to keep most as secondary ones

i think i'll just have men be 

for men right now it's just 3 in the groin, chest and mouth, so 5. for women it's 12 total
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>>49422
>I'm fully straight and I still find it hot to rape a twink with a futanari.
>>49464
inb4 men having erogenous zones is gay, but replacing them with futas is also gay, so women will have 1000 fully interactable erogenous zones with "lateral fold of labia minora" level of detalization and men will just have "Cock"
Replies: >>49507
>>49504
>inb4 men having erogenous zones is gay
Well it is gay if it's a male player character interacting with it. If he wants to do it for female players why do it half assed? Not sure why anon wants to include it while at the same time claiming he doesn't want to add gay content.
Replies: >>49509
>>49507
because i want both men and women, player and enemy, to work the same way. 
i could give men the same erotic zones as women, the game works by looking at the available parts, but the issue is that it's gay as fuck to rub a guy's nipples, grope his ass, caress his thighs, kiss his tummy...
Replies: >>49512
...suckle on his thick slimy cock
>>49509
Why have male enemies in the first place? If you have to at least allow a filter for male characters to only fight women. Assuming your target group is straight men they aren't usually interested in fighting male enemies. Doesn't matter if they have 5 or 12 erogenous zones.
Replies: >>49515
>>49512
you don't understand, enemies = player too, i want them to work the same. imagine, for example, mount and blade. the player is 100% the same as an enemy in combat, they work the same. it's not like era where the player is completely removed and works differently than the girls
that way, it is very simple to have 2 possible genders for players too without having to redesign everything, not to mention that it makes the system flow better
Replies: >>49516
>>49515
>it is very simple to have 2 possible genders for players too without having to redesign everything
Isn't it the other way around? Having a game with only female enemies for male player character (plus the inverse if you want) would allow to use all characters with close to the same erogenous zone setup. A female enemy going after male player nipples or similar isn't gay. 
On the other hand having female + male enemies but not wanting it to be gay requires you to have two erogenous zone setups. Giving a male player less erogenous zones to defend than female players.
Replies: >>49522
If you want to have a generic system where both your enemies and your player work based on the same system and are interchangeable, you're gonna have to drop the "it's gay" mentality.
If you truly want to make something universal, that means doing stuff you're not necessarily interested in. I recall a dude making one of the first sex mods for New Vegas complaining about having to do the gay animations since he was straight, but it was supposed to be for everyone.

Don't think about yourself touching a male because that's mad gay, think about where a woman would touch to arouse a man. Only when you can abstract from yourself and freely mentally LARP as a woman will you be able to develop this from the other side.

Alternatively, you could actually make guys have less zones to work with, but they are stronger in effect. Girls have more zones to cover, but guys have only a few very critical spots.
Replies: >>49523
>>49516
well, the actions are actually the same. i am going for a more random approach for now, might add "focused" techniques for more experienced characters, i'll see how it plays out once i balance the numbers a bit more and add flavour text

for example, a male uses his left hand to caress a woman's groin. there are 3 body parts in the groin, clitoris, pussy, womb
the game then checks which are penetrable, since you shouldn't be caressing a vagina or womb since they are not superficial. this leaves the groin (general area) and the clitoris that can be targeted, and then the effect and text depends on which one was

still not sure if letting general areas (the groin, in this example) be hit directly is a good idea, i'll see as i work it out in the future, could be a good debuff for less experienced characters, not being able to focus well on one area
Replies: >>49527
>>49518
to add it in the future would be extremely easy. but why would i do that? to satisfy random faggots i don't care about?
i could easily let a woman finger a guy's ass but there is nothing more offputting. even having the option is offputting. maybe i could leave men with belly and nipples and whatever though, there's probably some weird non-fags that like that stuff
Replies: >>49577 >>49617
>>49392
Go for more cerebral visual and auditory stuff, a lot of stuff that is generally considered foreplay too. Presentation is going to be more important that contact zones.
If I were to cop out and pick a pornstar that consistently does it RIGHT I would say Lelu Love, but as an example there would be good ways to do a scene and a wrong way.

When you see some 3DPD the ones that are into blowjobs the bad ones are presenting the situation like "I'm so sexy BECAUSE I'm giving you a blowjob" and then proceed to give a sorry as hell blowjob barely working the shaft or getting past the head treating the task secondary to the fact that she is doing it, "gives blowjob." A good BJ has her giving a bit of foreplay, getting her face close enough you could feel her breath on your member, giving seductive lines while alternating her attention between your eyes and your cock and alternating between sucking, licking and going back to foreplay upon your member. Her attention never wavers, never gives the impression that she is taking a break from the act of pleasuring your cock and pleasuring you because pleasing you is a pleasant act for her.

tl;dr how a woman goes about pleasing a man is more important that the fact that she is making contact with his dick

also I'm not gonna say Lelu Love is a really attractive or "great" pornstar, I think she's kinda nasty but she hits a lot of the marks and that's more than I can say for most porn actresses https://www.xvideos.com/video16089191/licking_your_balls_and_sucking_your_cock_til_you_cum_on_my_face
Replies: >>49526 >>49539
>>49525
sorry wanted to include another link for comparison
https://www.xvideos.com/video48666623/onlyteenblowjobs_harmony_wonder_wakes_him_up_2_suck_
Replies: >>49539
>>49522
Is it going to be moddable?
Because I'm not interested in games I can't tinker with.
Replies: >>49539 >>49577
>>49525
>>49526
well, i hate porn, but i know what you mean. it gives some idea for text variety for these limited bodyparts
>>49527
the combat? probably not
Replies: >>49542
>>49539
The game, lmao.
Bye, then.
What is this "Rust" programming language?
Is it a meme or is really superior to C as i heard this guy say
>>49523
>why would i do that?
You can't complain that guys are just "cock and torso" and then ask why would you make them have deeper mechanics. If you don't want gay shit in your game, literally do just cock, mouth and maybe chest. They clearly won't be the focus of the game, so why bother with any extra detail?

An even better question would be why would you have men in the first place. If the player is the only one, you can stick with low detail and make up for it in different ways.
But if you're thinking about female players finding male NPCs, then you're gonna have to add extra content there. If you want to stick to vanilla stuff, (i.e. no butt stuff) then have the player either focus on being submissive and pleasing the male with all her female parts or being dominating and have that gameplay revolve around edging.

That sounds like extra work to me, though. Just have an arousal counter going up from certain actions and modify the gain based on gender, fetish, hole, skills, etc.
Who cares about fingers in butts, it's literally just
action_fingering(playerMob, targetMob) {
targetMob.arousal += ((playerMob.gender == targetMob.gender) && targetMob.gay || !targetMob.gender) ? -10 : 5;
playerMob.arousal += ((playerMob.gender == targetMob.gender) && playerMob.gay || !playerMob.gender) ? -10 : 2;
}
And whatever is erotic in this comes from the imagination anyway.

>>49527
What counts as "moddable"?
For instance, would it be enough to have text loaded from XML files so you can edit and add extra if you want and do the same for images so you can change the look of the game and even the images of the items\mobs you find, with the option of using custom ones?

What about straight up having the source code in some git repo you can use to make a custom tailored version for you? I see a lot of projects here that go that route but to be honest I'm not sure how comfortable the majority of people are with editing code on their own and wouldn't rather use something pre-compiled instead.
This last solution would probably be terrible since merging concepts from 2 different modders would be quite hard unless they both agree on it.
Replies: >>49578 >>49581
>>49577
I'm curious what is this game? what already existing game is it most similar to?
Replies: >>49615
>>49577
yes sure that is the gist of it, but coming up with a cool system from that is not that easy. not due to the coding part, mainly the coming up with it part. it needs to be simple but also not too simple. 
for example, how much do you really need to rub something to make it orgasm? what should be the consequences of the orgasm? should an orgasm make it easier to have other orgasms or harder? 
otherwise it's boring. it needs to have a nice sense of progression, of corruption. shit like lilith's throne has all that fluff but it just ripped the era sex system without any of the actual things that make it a "system"
Replies: >>49616
>>49578
If you mean the sample code, that was just to give an example, though I am working on >>45864 >>45865 >>45866 >>45867
I've finished combat, religion, magic, progression, socializing (but I'm not happy with how that turned out) and last I've done was basic sex mechanics.
Now I just need to redo socializing, world editing, rework the HUD away from programmer graphics, have some base content and I'll have a Demo soon enough.

If you mean the second part, Elona lets you use custom images as sprites and character portraits as well as TXT files for lines of dialogue that mobs can say under certain conditions.
Replies: >>49619
>>49581
You can split your problem into 2 simpler ones first of all.

Balance, or how much should this variable be incremented per action, is something you can work on after the rest of the system is done and you usually tweak it to achieve a particular "feel" or statistical results.
Specifically for this case, you'll want to define how long a sex session is supposed to take for the player on average and then tweak arousal gains based on how long an action takes to complete.
Once you have your average, the rest is relative to it, weaker actions are 50% or have less 20%, stronger actions are the reverse, etc.

This isn't an exact science. You literally just decide on what feels like a fun balance between time invested and actions performed and then tweak variables to come as close as possible to it. Don't sweat it, this is the easiest part to change later.

Gameplay elements are the things you include that the player will be able to use in order to interact with the game one way or another. You think of it as tools available for the player, even if they are just information to analyse what's happening.


For instance, judging from your description you want consequences to orgasms, some variable that controls how easy it is to achieve it, corruption mechanics and progression. Here's what I'd do, assuming this is supposed to be the main focus of your game:
Standard Arousal, increases with sexual actions, orgasm at 100 so you can treat it as a percentage as well.
Touching increases Arousal a lot (+3 to +5) when it's low (< 50%) but increases it slowly (+1) when it's higher (>= 50%), optionally with a cap at 75 if you don't want Touch alone to be capable of provoking orgasms.
Penetrating actions increase Arousal a lot (+5) once it's higher (>= 50%) but can cause pain when it's lower than that and thus increase it slowly or can cause partner to outright cancel the interaction if you do it multiple times.
With this, you already have foreplay integrated in gameplay. Now add a refratory period at least for males where they can't gain Lust or Arousal and this won't spam your game too much.

Secondly, have Purity as a variable. Pure characters have a penalty to Arousal when low and a bonus once high. Slut characters are the reverse, bonus when low, penalty when high.
Then apply penalties to staying Aroused as debuffs for combat or other fields in your game and have long term ones in case a sexual enconter ends with Arousal above 50%.
This way, Pure characters have a natural defense against Arousal, but if pushed over the threshold, they'll quickly orgasm, lowering their Purity.
This means they'll overtime become Sluts, who easily because Aroused but take extra effort to be satisfied, making the game harder.
Eventually Sluts will require multiple partners to be satisfied or even rape someone to quench their lust with easy gameplay loop to convey this to the player.

There, now you have balanced Purity and Corruption with 2 different playstyles, provided you give some advantage to orgasming so Sluts get something out of it. (Maybe making a character cum before you do gives you a reward, which means Sluts can do it easily).

Let's go the extra mile. If you have dating or relationships, sex with a significant other removes the modifiers applied so both characters can have sex more easily and orgasming returns Purity instead of removing it.
If you have some mechanic external to sex like Lust that serves as need for Sex, you can limit this to only work if both characters need Sex so you can't just farm Purity by fucking all day.

If you want values for this, start with 0->100, work with multiples of 5 and modify it by 1 or 2 for variants. That should get you started and then you can see what works, what doesn't and go from there.
Replies: >>49632
>>49523
You're too neurotic to design a game, this isn't gonna work out.
>>49615
Thanks but I mean what is the game about and how does it play. The gameplay, story, setting etc.
Replies: >>49621
>>49619
Should've noted this before but I noticed you have posted alot abut the game. However it is paragraphs upon paragraphs. Which most people don't want to read just to find out something as simple as game genre.
Replies: >>49627
>>49621
>you posted a lot of text about a text-based game
Well, now I've seen everything.
Replies: >>49628
>>49627
Genre text based adventure. 5 fucking words not a paragraph. People looking at a game need to know wtf it is.
Replies: >>49629
>>49628
4 not 5 fuck me.
Replies: >>49630
>>49629
>fuck me
Not with that attitude.
>>49616
i like your ideas, helped me a bit. thanks
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>>49729
>roastie
>fat
>tranny
>nigger
I'm sorry, anon, I just don't see the appeal.
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>>49729
>>49764
If this is the best then...
Replies: >>50198
>>49764
official art and things that are too faithful are shit but i've seen some lewds of them that surprise me
>>49729
>Steven Universe
>Sex appeal
Fucking pick one.
Replies: >>50198
learning c++ now
cool language, can recommend
I like it when the people I'm wacking it to look like people and not plastic underaged cockie cutter mass produce tbh matoes
Replies: >>49852
>>49846
Moment of silence for anon who managed to press 'Reply' as he was dying from seizure halfway through his post.
Replies: >>49904
>>49852
if you cannot understand me you're not human matoes
Did anyone ever get anywhere with that remake of Babysitting Cream?
Replies: >>50192 >>50198
>>50158
Nope
Replies: >>50195
>>50192
Damn, I was really looking forward to that one
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>>49764
She is damaged, desperate for attention, quite strong, and can give you a blowjob standing.

>>49765
>>49798
I don't know, I like it :^)

>>50158
I could do it, the art is actually there:
https://baraag.net/web/@LINEN_LOLITA
But the original dev got a bit pissy about it, not that much, but took me back from it, I could do it, give him credit, yadda yadda, but dunno. Will gather the newer assets and work on it.

At this point, I really just want to make a loli game, I'm fucking desperate.
>>50198
beta pedo in denial, this linen lolita
ultra faggot
>>50228
Please don't sign your posts, Ultra faggot
>>50228
>comes to hgg
>sees lolis
>????
>get mad
what ?
Replies: >>50294
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>>50228
Enjoy this loli mr ultra faggot desu.
Replies: >>50294
>>50198
>I really just want to make a loli game, I'm fucking desperate
Man I feel you. Godspeed, whatever you do
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>>50228
go back to leddit tranny nigger dildo user
Replies: >>50294
>>50289
>>50274
>>50276
you're so low iq. just click the linen lolita account link, you'll see what i'm talking about
Replies: >>50326 >>50357
>>50294
Ok ultra faggot
>>50294
back to plebbit.
What is a good alternative to the console for c++?
I just want to make some very simple 2d interface yet have a bit more ease of use and simple graphical displays like showing an image. or maybe even without the possibility of showing an image, some advanced console library maybe?
Replies: >>50624 >>50683
>>50608
You can use ncurses. If you want to display high-res images then use something like raylib or SDL + SDLfonts. You'll have to set up some way of displaying text in a nice way for the latter two. Ncurses also has no way of displaying images by default, you'll have to use something else with it unless you want to spend a few hours on wikipedia.
Replies: >>50632
>>50624
Hmm ncurses seems good, i heard of it before
SDL seems kinda overkill for something basically text based. Learning it would be cool, but on the other hand console aesthetics are hard to beat
Thanks
>>50608
This might upset some people, but oh well.
Get Visual Studio Community Edition (since that one is free) and use that instead.
You can still write your stuff in C++ (or even C#, which I'd recommend) but you get all the utilities necessary to make windows, buttons, images, etc.
If you want to make something that has a GUI at all, it's a far better option than sticking to a console.
Replies: >>50755
>>50198
>See Greg
>Instantly think i can play as him or hell as an adult in general
<See Steven Icon next to the talk option
FUCK! i always fall for this
Replies: >>50756
>>50683
For anyone seeing this, don't do it. Modern microjew sucks. They stopped doing anything good past 2008 and even then there's probably better tools out there for the period, not to mention modern tools
Replies: >>50756 >>50763
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>>50748
I plan on doing Chad Steven, fixing some flaws of the characters, and not making it as insufferable, at least in the corruption route.

>>50755
They just killed Atom to shill their own editor, so... I mean, they technically owned it, sure, but Atom was very much open source. I will keep using it for not, but I do really want a neat alternative that can work well with ren'py/python code.
Replies: >>50763 >>54497
>>50755
I'm all open to alternatives mate, but sometimes you don't want to code your own engine from scratch to do something.
The entire point of VSCE or something like Unity is precisely so you have a lot of tools already available and easy to use.
Besides, wouldn't "Community Edition" essentially mean this is out of Microsoft's hands in the first place?

>>50756
Wasn't Atom property of Github, though? Or are those subsidiaries to Microsoft as well?
I still use it if only because of the file browser tab, but Notepad++ is a solid alternative to write in.
Replies: >>50789
>>50763
but making everything from scratch is literally 90% of the fun and learning experience
making games doesn't really need much coding
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>>50999
wew lad
Replies: >>58590
>>50999
Out of absolutely everything that has had potential and showed some promise, a fucking Steven Universe game is the one thing that somehow keeps surviving.
Been a while since I saw this brand of autism, though last time it was a fucking South Park porn game, so I guess the quality is somewhat better.
Replies: >>51055
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>>51045
>show has a shit ton of women
>some of them are attractive
>some of them are dykes in need of dick
Dunno anon, seems like a perfect show to make a porn game from. Probably a bad time to say I'm working on an Amphibia game AND potentially a MLP game :^)
Replies: >>51064 >>51086
>>51055
On top of that, the show has Greg Universe's regicidal dick, so it's reasonable to thing Steven has the same power of "gem breaking".
Replies: >>51068
>>51064
Steven can also shapeshift, so there's potential there.
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>>51055
>some of them are attractive
Which one? Looks to me like the goal of the show was to make them unattractive.
Replies: >>51092 >>51465
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>>51086
The only character that can be objectively horrible is the worm, other than that, all of them can easily pass as hot monster girl/alien girl characters, anon. What is your exact problem with them, anon?
If something, the show has something for everyone, if nothing else, and all of them can shapeshift, so even if you don't like how they are presented, they can be literally anything you may want them to be.
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>>51092
It's always possible to change original characters enough to get something attractive. But most watching the show won't be like "wow those girls are hot". 
No problem just surprised on the list of shows without a h-game yet having to cross out this one already.
>>51092
they are all horribly unnatractive to the non-mkultra'd mind
fat, ugly, weird colours. they are literal the ugly fat dyke equivalent in a cartoon, and a badly drawn uncute cartoon too
Replies: >>51105
>>51102
and people still get off on them.
i'm just glad the dude is staying true to the character designs instead of slapping his on style on them. not that the borderline corporate art is hard to fuck up.
>>51092
Wish I had the sid the sexist someone drew going 'Y'divvent sweat much for a fat lass. Fancy a shag?'
How does one get over the cringe feeling when writing an ero scene? Alot of written western game smut feels weird to me, especially my own.
I personally prefer the H scenes that are mostly just the girls panting in dialog or whatever but I'm worried it won't work unless it's voiced and that (potential) players may not like that style.
Replies: >>51240
>>51238
>voiced
yes yes all your hentai needs is some 50 iq whore voice acting with terrible skill and making fake pants
Replies: >>51241
>>51240
western ""voice acting"" is nowhere near comparable to the qt np seiyuus in my loli game collection
Replies: >>51282
>>51241
>loli voice acting
ah you mean a 25 year old whore grating her voice so that she sounds younger? now that's hot
get a little girl to do it or it's just as bad
>>51282
I don't want to hear a voice from a little girl that reminds me every second I play that she will one day grow into a disgusting 3dpd whore you silly, it takes away from my immersion. A convincing whore that can't disappoint me further than she already has by aging won't hurt emotionally.
Also even ""good"" irl child voice actors sound like annoying autists at best and generally cant vocally act to save their life, they rely mostly on their physical appearance to land gigs in pedowood. How /co/ autists manage to get a stiffy from cartoon network girls that sound like they have down syndrome is beyond me.
Replies: >>51316 >>51468
>>51296
whores can't act for shit either
you think nobody can tell those fake moans aren't real?
i've yet to see a good voice acting in hentai games, at least kids would have a good voice. then it's a simple matter of not giving them dumb roles that require being retarded on purpose (such as modern mkultra cartoons)

the good old sound of some guy slapping his fat belly to represent sex and then squeezing an almost empty bottle of ketchup to represent cumming is the peak of audio design
Replies: >>51468
>>51282
I could have my daughter voice act for a loli, but I think that may be unethical, even if she wouldn't understand or care what the script is for or about.
>>51086
As a fan of domineering women, dsl, and black lipstick, White Diamond was initially pretty fap-worthy. However, as per the "Rule of SUck", she was written to be terrible and undo every quality I liked about her.
>>51282
>>51296
You've obviously never been around a real child, their voices are the most disgusting sound in the world, and the only thing that makes some rare adult whores trying to imitate them even remotely bearable to the ear is failing really hard into success.
>>51316
>being retarded on purpose
Once again, children are plainly retarded to anyone with a fully formed brain.
Some pedos specifically get off on a power play of mental retardation, but pretending like real(istic) children would be as smart a grown adult or at least a post-pubertal teenager is either delusion or plain dishonesty.
A mentally formed adult in a childish body, on the other hand...
Replies: >>51470 >>51483
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Not much to say, backpack menu done for gifts, as well as shops, with dialogue and stuff.

>>51468
>their voices are the most disgusting sound in the world
They are that way on purpose, kids demands are supposed to be urgent, so they are purposely irritating to convey the urgency.
Replies: >>51516
>>51468
sounds like you're low iq and so have a low iq fetish, no shame in that
>>51470
go shill your shit on aco. this is hgg. your shit is western and disgusting.
Replies: >>51517 >>51541
>>51516
It is true that that shit is fucking garbage, but "this is hgg"
It's a hentai game, isn't it?
What the fuck is aco?
Personally I prefer they just abandon it entirely, but your reasoning to not post it here is nonsense
text based games will always be the best
graphics just limit you
Replies: >>51547 >>51570
>>51516
Maybe you should just go back to cuckchan.
>>51538
Why even make a game if it's text only? Text is already taken over by monkey AI's.
Replies: >>51559 >>51570
>>51547
because people suck at drawing
Replies: >>51567
>>51559
Most devs also suck at writing. 
It's still better to get pictures + story than some story only to figure out it sucks halfway through. At least you still got the pictures at that point.
Replies: >>51570
>>51567
>>51547
>>51538
Ultimately what matters more than anything else is good gameplay. If it's mechanically engaging, the game will never be a chore. Even the best porn is brought down by a game that just sucks to play
But bad porn in a fun game is still something you'd play.
Replies: >>51654
>>51570
No, I would just play a funner game.
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Jenny sketches for her upcoming scene. Also, ver0.3 is out for patrons, sorry, guys, and, finally, an extra project, not much more comments there.
>>51692
Who is Jenny and why does she have nigger lips?
Replies: >>51699 >>51908
>>51698
>>51698
>why does she have nigger lips?
Because she is a nigger.
>>51692
>fifth image
That vn was C&D by a toy company like a year ago, what are you implying here?
ive come to the conclusion that the only reason half you niggas here hate the gem domination guy is cuz your favorite shit will never get updated again and this guy is actually doing something
>>51838
Maybe what is being said is just exactly what is meant? I simply hate the art style, and think it doesn't belong here (western != hentai). I'd much rather see any of the other devs post, than seeing this disgusting western shit.
Replies: >>51840
>>51839
Is anyone else actually posting concepts?
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>>51838
Making a lewd game about steven universe is just a strange choice. They filled it more or less on purpose with unattractive characters.
Feels the same like the daz dev who makes his characters on purpose unattractive. Then throws a tantrum wenn everyone calls them goblins.
If it was just about choosing a well known franchise there are enough options available.
The upside is at least a dev is posting.
Replies: >>51908 >>54497
>>51692
Is babysitting cream still on the menu? The artist is posting what seems to be images from a game but they could just be mockups.
Replies: >>51908
>>51838
ARRRRRRRRRRR I HATE YOU, GEM DDOMINATION GUY!!!!! 😠😠😠😠😠
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Available on itch.io and Newgrounds, for web browsers. Finally released something on newgrounds like the old flash games I still like.
https://amazonessking.itch.io/gem-domination-gloryhole-edition
https://www.newgrounds.com/portal/view/850323
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Forgot to reply in the same post, so sorry for the double posting.

>>51698
She is a character from Steven universe, and yes, she is a niggress.
>>51838
In order for people to hate me I should be more notorious, I only post here once every week. Although I'd say the reason most people would inherently dislike an SU parody game is because SU is tied with trannies and woke people. I don't blame them, but their blind rage doesn't let them see that you can get back at them by defiling icons with your dick in this game.
>>51841
Likewise, I don't think they are ugly. They are just different with a shit ton of different body types. Not like SU was my first choice of IP, mind you, but I'm ok with it. I want to make an amphibian game at the moment.
>>51842
It is, but it's up to the artist. He is making a lot of assets, and I have permission to use them, but dunno if it will be a full-on remake of babysitting cream, since the original game is still ongoing, for some reason, and I wouldn't cross that line.
On the other hand...
Replies: >>51911
>>51908
>I want to make an amphibian game at the moment.
Much better use of your time.
Replies: >>51912 >>51945
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>>51911
It isn't a matter of time, anon, it's a matter of money, art is expensive, and artists don't like to stick around too long, mostly because working on their own is far more profitable anyway. The artist that wanted to make the amphibian game with me disappeared, it has been around 2 months, so despite the game being completed, I'm in limbo with a full game with no art, and it's not the only one.

The reason Gem Dom is going so smoothly is because ElFatGato, the original artist, was very passionate and committed to the project, and when he disappeared, I used the money we racked to hire someone else, and he only accepted because the project was already mildly successful.

Trust me, anon, if I could just pull art out of my ass whenever I could, I'd have 20 games under my belt, but that's not how it works, and SU happens to be the one game I consistently have been getting art AND support on.
Replies: >>51954 >>51957
>>51911
How would a girl fucking frogs be better?
Replies: >>51960 >>51966
>>51912
>i sold out to trannies so i could make a project!
this is why i decided to drop my game, not even for the money, but the trannies are so prevalent that i wouldn't be able to put it even in AtF for fucking free

not even a matter of fag95, entire hentai community is fags now, i think that when it westernized it was over
Replies: >>51958 >>51966
>>51912
Then slap together a bunch of mspaint prog-art so that you can show whatever artist you're peddling your 'full game with no art' to that it's already done and playable, just needs a bunch of sprites and backgrounds.
Replies: >>51966
>>51954
>this is why i decided to drop my game
LMAO, yeah, right.
>>51945
I'd play it.
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>>51945
I would remove the frogs and just keep the main girls.

>>51954
>i sold out to trannies so i could make a project!
Haven't personally met a single tranny while making my game, so dunno what to tell ya. I'd say cucks are a bigger threat, since trannies keep themselves to female protagonist games, and although I have had people ask me to add fag content to the game, I always refuse, because I'm not a fag myself.

>>51957
Time-consuming and retarded. Ren'py already has a placeholder system, and I can show that to anyone, which is what I usually do, but I don't actively scout for artists since I already have a few projects I'm working on.

Again, I wish it was that easy, but whenever there's a faggot complaining about this shit, I guarantee they haven't even moved a finger to try to make a game.
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>>51966
>I would remove the frogs and just keep the main girls
Well, I would keep some frogs, but I'd want to focus on the 3 main girls.
>>51966
>waaaah renpy so hard 
there's a reason why you need art and that's because without art a ren'py game is worthless
Replies: >>51971 >>51987
>>51970
No shit, anon. I'm not autistic so I wouldn't make a text game, plus, I like art myself.
Replies: >>51979
>>51971
yes you are not autistic, so you're making visual novels about sheebons
>>51966
Loli PC getting rimmed by frog shotas never ever :(
>>51970
What's the angle here? Of course visuals are important in a porn game.
Replies: >>51992
>>51987
i fapped to many games with ms paint tier art because they had soul, not even mentioning text based games
you wouldn't get it
you guys should use nscripter / kirikiri2 more, renpy is gay cancer. Or just use gdi / directx directly. Yes, spend years fucking with this shit without making anything actually valuable.
Replies: >>52015
>>52010
well visual novels also aren't valuable
eroge are traditionally valued as 10000 yen a piece, though you can see them cheaper nowadays.
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New Update. 0.3.3. Hope you like donuts.
https://mega.nz/folder/xVUXmR5D#inKyQJm0ZWy4Lyu4zcp85g
Replies: >>52301 >>52371
>>52292
Jolly hell, I thought that was Stephen doing a goatse or something on the first picture for a second.
>>52292
Cute enough.
you think i can make a hentai game and put it in my resume? if so i might do it, otherwise having a coding passion project that you'll spend so long doing yet is completely useless for professional advancement seems shit... much better to develop some cool software you want to use instead
>>52605
I think that it might actually hurt you depending on what kind of job you want to land, especially some white-collar shit job.
That being said, why would you like to taste freedom just to bow to some other faggot that will exploit you, anon?
Replies: >>52613
make hentai game with space marines
Replies: >>52927
>>52606
because i want to migrate, and to migrate i need to get a job in the target country. if it was in the EU or USA it'd be easy enough, but it's not, so i need to get a pro gaming job there
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Release soon.
>>52609
How are they going to convince space marines to make a hentai game?
>>52605
Wanna commit career suicide before you even get hired? Anon here's trying to speedrun life I see.
>>52605
>you think i can make a hentai game and put it in my resume?
If you are applying to a company who makes porn games sure that can help.
For normal companies it will usually be a no go unless it's some real high level stuff but even then it will depend on the company.
>Gem Domination
It could be worse. Any of you remember Angela Anaconda? don't do it I'm begging you

I think these would be receptive to their own games:
>Gwain Saga (great art style)
>Worm (it's a web novel so there's no canon art style) (spacebattles autism guaranteed)
>RWBY (a cheapskate could just use cel-shaded SFM models or something)

I'm looking forward to the Amphibia game (why not Owl House?)
Replies: >>53024 >>53035
>>53020
>Gwain Saga (great art style)
>Worm (it's a web novel so there's no canon art style) (spacebattles autism guaranteed)
>RWBY (a cheapskate could just use cel-shaded SFM models or something)
Never heard of Gwain, but it looks nice. Worm and RWBY being weebshit, will be hard to match the style, western cartoons can easily be adapted to either use the style they have or a completely different style. Also, I'm sure RWBY has a couple of games, but I've heard they aren't very good.
Replies: >>53034
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>>53024
>Worm
>Weebshit
I don't see how, it's western in origin and most of the fanart is clearly by western artists. The art styles are rather hit-or-miss. Some might seem too Tumblr-y, others are too rounded and simple. Thankfully there are great pics like in this post.

>western cartoons can easily be adapted to either use the style they have or a completely different style
Agreed. Some art style are perfectly good as-is (DCAU, Totally Spies), others aren't without extensive tweaking (Steven Universe, maybe the Loud House); and some would be good for a laugh (Dick Figures, Youtube STAs). There's a thread I liked on halfchan's /aco/ for stickmen and simple art styles so a desperate hack could make a ren'py game with literal stick figures.

>I've heard they aren't very good
Considering I haven't heard of them you might be right. Although I am curious that someone has made attempts.
Replies: >>53035 >>53080
>>53020
>>53034
Oh right, when I said web novel I meant that it's 100% all text so there's leeway. It's actually called "Web serial" but eh.
>>53034
i tried reading worm and it embodies all that is wrong with western society
meanwhile chink webnovels are escapism, there are no niggers, no feminists, no homosexuality, it's paradise. a paradise where the strong crush the weak, and there's nothing wrong with that.
worm reminds me of another western webnovel i read that had orcs, goblins and other creatures and the protagonist was fighting for equality between all races... i read it because i thought it was ironic at first, and then turns out protagonist is a dumb dyke whore and i realized... western society is fucking retarded
Replies: >>53094 >>53367
>>53080
Why else do you think there's so many fanfics? Aside from, worldbuilding autism, big cast of characters, sufficiently-explained power system, Masters providing an in-universe explanation for mind control stuff, the character Nice Guy, and the protagonist being in the perfect spot to be influenced by literally anyone she hangs out with the most (various fanfics run the whole spectrum).

Honestly I thought the biggest issue is that the author is doing everything he can to make characters more unlikeable in the long run (most notable in the sequel) and something against authority since most big organizations are intentionally dumb as bricks.
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Jenny is coming.
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>>53080
Needing to escape into worlds without shit you can't handle in real life is pretty pathetic, anon. Also pretty "western society" of you, since that's their case for trigger warnings. Maybe you could ask tumblr to label some safe stories for you. "Worm. TW: Female protagonist, interracial relationship, sex before marriage."
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The new version is up for patrons, so, sorry, guys. Still, take a look.
Replies: >>54132 >>54159
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Also, Gem Domination Wardrobe Edition is up!

You can play it on Newgrounds or Itch.io, while you can also download it to your PC/Android. Have fun playing Dress-up while you wait for the new update!

https://www.newgrounds.com/portal/view/855890
https://amazonessking.itch.io/gem-domination-wardrobe-edition
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>>54083
Uuuuh...
Ok.
>>53361
this looks like a shitty dickneck animation
>>54083
can't you post this shit somewhere that's not here? no one wants your western trash.
Replies: >>54160
>>54159
why complain about the only actual dev here
Replies: >>54161
>>54160
Death before dishonor.
Replies: >>54166 >>54172
>>54161
Feel free to kill yourself, then, anon.
Replies: >>54172
>>54166
No, >>54161 is right. This disgusting western shit shouldn't be here.
is this sort of graphics fappable? i showed it to my sister and she said it was creepy
https://ibb.co/fnzxkqV
yeah, this fag95zone tier shit with troons and niggers really shouldn't be allowed here. it's dozens of times more disgusting than kobold adventures
>>54177
Fap to banish the spirits...
>>54177
I mean, there is something creepy about it, but give me loli and I'll fap anyway.
>>54177
It might look less creepy with white sclerae.
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>finally thought of the perfect game
>don't have the skills to make it
Replies: >>54248 >>54250
>>54246
>Be the greatest ideas guy in our new home! Talk about game ideas and development here.
That's what the thread is all about. Share your lewd thoughts.
Replies: >>54259
>>54246
There is always the option to post it in an idea thread and watch how no one will implement it. But it creates at least the chance for someone to integrate parts of it into their idea.
Replies: >>54259
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>>54248
>>54250
In DAH you can hypnotize humans and have them follow you. In Prototype the protag has super-human abilities and basically gores everyone. A short while ago I saw >>>/d/510 (a loli dressed as the devil in cosplay) which I initially thought was a vampire loli, and then I realized that a loli vampire could do hypnosis and gore humans with super-human abilities. Imagine a village of humans in the 1800s with a single loli vampire that blends in with the villagers by staying grounded and wearing human clothing. Being caught flying around, biting villagers, and doing impossible super-human things has the local law enforcement chase you with revolvers which are easily dodged because vampire, and then it escalates to vampire hunters with silver bullets which hurt until you go out of sight and blend in. You can hypnotize humans as servants to attack, distract, or raise money through prostitution to buy a farm where they're assigned roles to increase yield to buy and maintain a castle. Or shadow the villagers through restricted areas, peeking on them through keyholes, and stealing valuables to sell in black markets. Meanwhile the vampire loli harvests the hearts of the villagers and is attacked by waves of werewolves every full moon. She then gets tricked by her merchant friend - a witch cow who appears in a caravan every fortnight - into cult sex rituals, as every time she buys something - that offers perks and new abilities - with the human hearts and enters the merchants portal to the shop in the mist, she faints as that's the only way to leave the area. First waking up in an underground dungeon were she must fight a bunch of naked psychos and fat guys with cult masks and armor plating on their necks so she can't bite them, using melee attacks while resisting their grapple rape attacks. The second time she's strapped to an altar and surrounded by sex cult lunatics, easy to escape and reveals a location in the forest which can be returned to for easy heart harvesting every time they gather. The forest can be home to lamias who are captured after challenging magic duels using the lock-on from Metroid Prime and fireballs (and other magic instead of the power beam), to act as cute maids and enforcers in the castle. The villagers can also be gored, reverse raped, etc. TL;DR DAH X Prototype with a loli vampire protag.
>>54259
Sounds interesting enough, the main problem I see is scale. An 1800s village would be what, maybe a thousand people? Aside from that, I'd personally prefer the loli being gurod as opposed doing the guroing, but that's just my opinion. Slap together some shit in Unity and see how it feels.
Replies: >>54268 >>54269
>>54264
unity is for niggers
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>>54264
>I'd personally prefer the loli being gurod as opposed doing the guroing
That works too, actually it's far better. A weaker loli vampire sneaking bites, favoring defense, and avoiding danger.
>Slap together some shit in Unity and see how it feels.
If only it were that simple, but I can try.
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>>54259
Would play your game anon. Powerful loli vampires are always nice to have.
Replies: >>55819
>>54259
>female protag
Nope, not into getting fucked. But good luck deving.
Replies: >>54298
>>54274
i wonder where this mprotag/fprotag divide comes from
at this point i think its literally what you played first, some shitty VN with male MC or an epic flash game/platformer with female MC
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>>54298
It's self-inserters vs people with autogynephilia
Replies: >>54302 >>54316
>>54299
you think too much. most games are femmc and thats just how it is and always was, who cares about your jewish gender studies
Replies: >>54305
>>54298
>epic flash game/platformer with female MC
All good flash games were male MC.
>>54302
Kek, you are the epitome of that pic.
most eroge are male protag, most doujin eroge are female protag, most eroge are vns and also very old and also very often not clearly vns and more like adventure games or rpg.
>have the idea and skills to make the game
>have no way to make money from it
>>54298
Might be from the focus on pov games nowadays. Early games were more often abstract with only a few self insert options. Gamers got more used to play games without self insert. Nowadays pretty much all big games have a character to self insert into. Often even with options to customize it to match your appearance & gender or they are pov.
Thus recent gamers are used to self insert into every game. Possible as a result there is now also much more push for having to include all types and bodyshapes to represent any person possible while back then no one cared about such things.
Replies: >>54313
>>54311
you know that flash game where you have this ninja girl tied up and you touch her? that's a great example of what you said. it's a woman and magic hands. it's perfect for self-insertion, just like all those other touching games
the issue with male mc fags is probably from playing too many VN's, i can't stand having to play as those beta generic anime protags and be expected to somehow be able to self-insert as them, not to mention the gigantic wall of poorly written text you're expected to read in even the most generic rpgmaker male protag game
i think basically, male protag is good as long as your guy doesn't talk
Replies: >>54327
>>54299
So, what you're saying is femmc games should be played by women?
Replies: >>54320
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>>54298
They're arguably different genres. Especially when you consider that the motivation for both the player character & player along with the playstyle wildly differs based on the sex of the PC. Frankly, arguing over protag preferences is stupid. You don't see fightan game fags bitch and whine at city builder fags or vice versa on /v/, yet somehow we only need one person expressing they're not interested in one or the other here to trigger self defensive sperging from both sides of the aisle here.

>at this point i think its literally what you played first, some shitty VN with male MC or an epic flash game/platformer with female MC
My first eroge was Monstergirl Quest. My tastes are far from femdom and I believe Luka is the single most genre damaging protagonist in existence.
Replies: >>54395
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Gem Domination v0.4.3!
https://mega.nz/folder/FM9lxTwZ#tJAkuJYBkBS-8VG6eEUtLA
Come help Jenny do business! New version is available for PC/Linux, MAC, and Android.

>>54316
>women
>>54313
>i think basically, male protag is good as long as your guy doesn't talk
It's not enough. In most VNs you don't have enough freedom. They will force you into choices you wouldn't take who at the end either way have no impact to the story beside got action with girl/didn't get action with girl.
Western games = you have shitton of choices, sometimes every single line you say is a choice, but they often still railroad you into retarded situations because choice is very basic yes no selection.

Japanese games = characters are given tons of freedom to act, and characters think on their own, while player is asked for choice very occasionally, often the choice is the game asking the player what he feels rather than what the character will do.

I find western style dry and tiresome, feels like controlling a robot, and just too much useless interaction. Jap system tends to look more natural, characters do feel more human, though you do feel more like a passive observer there. I'm fine with the role of passive observer, this is what videogames are anyway, every choice was already written before you even launched the game..
Replies: >>54400
>>54317
mprotag, fprotag, and byoc are different genres
>>54365
1 - Yes
2 - Hell Yes
3 - No (sarcastic)
4 - Hell no (yes)
5 - Stay silent (yes)
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failing
>>54444
Did atf sister-fucking novels finally upgrade from twine to renpy?
Replies: >>54497
>>54444
i can fap already to the one on the right no problem
>>50756
>I plan on doing Chad Steven, fixing some flaws of the characters, and not making it as insufferable, at least in the corruption route.
I was more thinking that Greg have more potential that Steven because well, his son find himself at the center of a race war which his son must participate, Greg would have gripes with the gems
Also not being another young male protagonist who ends up with a harem falling pussy first in his dick, one by one. 
But i realized you most likely are working on Ich Will Project so i know that you'll focus on young males forever, i am grateful that you didn't killed Greg though, that seems to be a common trend among young male protagonist, either they or a romantic intrest kills the father, kind of like on SAO where a "friend" of Kirito dies so Kirito doesn't have to fight him for a girl.
My gripe with young male protagonist is that the protagonist is a sex god super saiyan god kaioken-over9000 and the ones writing those stories do it in a way that obviously shows that it will happen, everyone is atracted to the MC but they're just pretending that they're not
TL;DR: Young male stories feel shallow which permanently turned me off from them
>>51841
Someanon wanted a VN based on Angela Anaconda or at least with the same style so...
>>54449
Apparently no, those in ATF now claim that they became proficent at twine, which means that they'll most likely stick to that forevermore
Replies: >>54501
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>>54444
Looking good, anon. I want to make my own Loli game as well.

>>54497
The thing is, anon old men are fucking disgusting. That being said, I didn't want to do Greg dirty either, so in-game, even though he won't have any action, he doesn't need to, the game makes it clear that he lived a fulfilling life. I hate that he is mainly used in fucking shitty NTR stories, and there's nothing I hate more than NTR, but I don't want to hate the actual character just for that. If you want young Greg, Beach City Nights already use him, and it's a pretty nice albeit short game.

I will defend my choice of going with Steven by saying that Steven can change sizes and practically be whatever the plot needs him to be, not to mention that he canonically has a ton of actual powers.

As for the
>young male protagonist
gender, I'd say that it's the equivalent of, say, shonen for port games, and I happen to like shonen, and like Disney movies, the reason these games tend to have a dead father is because it makes it easier for the main character to fuck his mother. Here, I really don't need that excuse, but I needed it for Ich Will. Speking of which, trying new style.
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Kings Fall allowed me to realize what the perfect parody game is.
>Take a game
>Replicate it
>Make your own story
Sadly they skipped implementing proper playable characters, so you are just a disembodied hand clicking on monsters to kill them, which... made me return to MapleStory... FUCK!
>>54501
As i said, i don't mind, i know that's your kink and that's good enough for me, our taste just are opposites, i think i stated that i like Seinen, and not the "haha it's seinen because more nudity" but the "MC is not a Gary Stu who gets pussy because he exists/is a shota, therefore he naturally attracts pussy"
Related to the spoiler, i don't mind as long as is not bara or worse, deliberatedly grotesque like pic-related
Replies: >>54987
>>54444
>Loli game
God-speed, anon.
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More.

>>54735
>therefore he naturally attracts pussy
Dunno mate, that sounds like a gray stu to me. Personally, I like to establish a situation and a reason for shit to happen. In Gem Dom is totally a plot device, but it doesn't just happen, at least. With Ich Will I do establish the situation better, if nothing more. I think it's a matter of being in the right place at the right time.

>deliberatedly grotesque like pic-related
That's my problem with most old/fat male protagonist centric porn. I feel like they are ALL made deliberately grotesque, why? Because the objective is usually to degrade women, and what's more degrading than doing it with some disgusting fuck? Same with stuff like blacked, even though I'm ok with colored protagonists, but, well, most of those are >muh BBC meme shit.

For example, I recently read this: https://exhentai.org/g/2236883/a4c00f27ca/
Pretty good doujin. Guy gets old, he fucks, but he isn't depicted as some old disgusting guy.
>>54444
Looks good to me, what mission failed?
>>54987
>massive wall of text against deliberately grotesque men
>posts massively grotesque women
Replies: >>55007 >>55015
>>55002
t. Grotesque man
>>54987
You know what you need? A clear "main" girl.
Replies: >>55015
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>>55002
What's so grotesque about Sadie, anon?

>>55010
I wouldn't say this isn't the kind of girl to have a "main girl". However, there are categories, the gems are "main characters", and thus, they have more scenes than the townies will have. Also, Connie is an special case as well.
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>>55015
>/hgg/ doesn't allow webp
Come on.
Replies: >>55026
>no webp
holy based site
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>>55015
You need main girl for the same reason, as why games require main story. 
>every character is special
If everyone is special, no one is. 
>50% of the work is done by the square root of the total number of people who participate in the work.
At least a single character should be better than others, even if its donutsteel original, even if its something as simple as "long lost female twin, never mentioned before" or "lolified mom", just a foil for protagonist. Despite obvious harem setting, most players do want to have a special waifu, which is why harem endings in almost all of the games are extra content after you finished main routes with a single girl, in case of jap games. And in case of western games, side girls are specifically easy to get and have much less content than the main girl, like in case of Avatar game. Players are specifically told the main goal and the main girl. Not to mention, it tells players what content to expect in next updates, unlike "some random content for random character is next". 
Think about it this way, if you put double the effort into a single girl, it will be much more appreciated than putting 5% more effort into every girl already in game.
Replies: >>55038
>>55015
>>55016
I honestly can not comprehend whats going on in your mind. How you could look at these characters and find anything appealing much less sexually enticing is completely beyond me.
Like I understand that people like different body types and art styles but I can normally at least see what they're getting at even if I don't share those tastes. But in the vast majority of your art there is just nothing to grab on to, the other anon put it succinctly its simply grotesque.
Replies: >>55028 >>55038
>>55026
None of this explain how or why these characters are grotesque. Sounds like you just want to be a contrarian.
Replies: >>55033
>>55028
are you really this dense or just pretending? She's a dwarf, people used to pay to watch freaks like her in circuses. And most gems have weird proportions, not always grotesque but not sexy either.
Replies: >>55038 >>55337
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>>55022
As I said, the closest will likely be Connie since she has a lot more involvement, but they work in categories rather than having a main girl per se. This is common in (eastern) harem VNs, anon, the choice is ultimately yours, with a cast of main characters, and the respective support characters that could get 1 or 2 scenes, even if non-canon.
There is an underlying plot, though, but each character has their own stories that will be intertwined when threesomes become a thing.

It's not like I don't think what you are saying doesn't make sense. It just doesn't in this game where you are free to pick whoever you want.
>Think about it this way, if you put double the effort into a single girl, it will be much more appreciated than putting 5% more effort into every girl already in game.
To be absolutely fair, Sadie route, and townies in general, is around 25% of the effort the gems will get, since they are side-characters and easier to get. Gems get 5 scenes and a shit ton of threesomes. Twonies get 3 scenes and selective threesomes.

>>55026
>>55033
>She's a dwarf
That's the best part, anon.
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>>55033
dude I'd fuck a xenomorph even if it melted my dick off.
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Happy Halloween.
https://amazonessking.itch.io/jumpscare
why aren't there any good coop multiplayer smut games? Someone make one.
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>>55714
>multiplayer co-op porn games
Replies: >>55720
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>>55715
what, you don't have a degenerate qt tomboy gf to play them with?
Replies: >>55837
>>54270
>The Depravity of a Lewd Vampire
Mein Neger. Need more games where you play as a powerslut.
>>55714
Are there that many multiplayer smut games to begin with?

People who say they want it don't want to pay for it.

>>55720
Without the snark this is genuinely one of the main problems, it is difficult to add additional players without resorting to limiting privileges to the host or player 1 and that tends to lead to other players getting disengaged with the action unless they like being out of control.
Replies: >>57044
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These are the four races: elf-like, half-beast, orc, and full-beast.
Replies: >>56234
>>56228
*Sniff*
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It's out for supporters, but I still love you, guys.
Replies: >>56824 >>56883
this belongs to the gore thread on /d/
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>>56810
Is this in?
Replies: >>56826 >>56827
>>56824
Yup, although the new version is only for patrons for now, contains the new sadie scene. The Jenny scene sketch will be implemented next, but depends on whether the artist works first on Jenny or Sadie.
>>56824
Oh, you mean the rape. Yeah. That's in as well.
>>56810
Disgusting
Hi I'm making a game and I need help with a few sprites. If anyone is willing to help it be much appreciated.
Replies: >>56909
allright, my rate is 5 replies per sprite
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>>56897
You're welcome.
Replies: >>56942
>>56909
damn thats a thick dick
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Was my price too high? Okay, 4 replies per sprite is fine too.
>>55837
>Are there that many multiplayer smut games to begin with?
My neighbors when I was a kid showed me one
>>54298
>Pic Related
>>54987
>I feel like they are ALL made deliberately grotesque, why? Because the objective is usually to degrade women, and what's more degrading than doing it with some disgusting fuck?
Sex actress admit they love ugly actors because ugly guys persuade their body with sex good enough to make them cum while they have to fake orgasms with handsome /fit/ actors because they are more preocupied with their own pleasure
Replies: >>57167 >>57235
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>>57166
Fuck, i abandoned my train of thought when i was seaching for the pic
>>55714
>why aren't there any good coop multiplayer smut games? Someone make one.
It's difficult to make it work. One problem is you need very high replayability as otherwise there quickly won't be any players online to play with. Not many ideas who would work with that.
There are roleplay ones like vr chat obviously but beside that?
Like strategy games have high replayability but if it's about stealing waifus or capturing waifus together it's full on ntr.
Give some ideas who would work for multiplayer having high replayability without being ntr.
pretty easy, add infinite waifus, randomly generated. A strategy game where you and your friends rule country together, and pillage and rape neighbors. Can optionally pillage and rape each other, or each other's wifes / daughters / mothers.
Replies: >>57412 >>57464
I need to play Crusader Kings II, neet to finally check what it's about.
>>57166
God you are a fucking mentally retarded simp if you believe that fucking shit
Replies: >>57236 >>57246
>>57235
he's probably ugly, so they normally make these copes, even though ugly people are genetically inferior, and not just in appearance
there is a reason your instincts tell you to stay away from them without even meeting them
Replies: >>57246
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>>55714
>>57235
>>57236
>Women only date 10/10 guys
>Using cuckchan lingo
Welp, first was trannies invading 8chan, now cuckchanners are invading this place
Replies: >>57347
>>57246
>Women only date 10/10 guys
They do. Sorry to break it to you, anon, but your shitty fat bastard doujin is not real.
Replies: >>57348
>>57347
it is kinda true, but in the opposite way. older women love fat ugly betas they will cheat on, they don't cheat with fat ugly betas
>>57232
Where is the advantage vs playing a single player one?
Replies: >>57426 >>57486
>>57412
Stealing a real person's waifu is more satisfying than stealing it from a computer
Especially if there's customization and the ability to dispose of waifus you don't like, openly. Steal someone's wife and then throw her in a meat grinder because she's ugly as all sin with the worst kinks on display you can imagine. 
I would feel driven to steal peoples' wives that I find ugly just so I can kill them to clean up the world. Hurl a few insults to the people I pillage about it. 

I'm sure they'd try stealing my wives just to kill them too, because what goes around comes around, and then this porn game is just a group of people murdering women for being ugly. 
Much better than rape.
Replies: >>57463
>>57426
>stealing
truly the nigger fetish
where do these niggers come from anyway?
Replies: >>57474
>>57232
CK2 with mods literally already has this and is multiplayer
>>57463
>he doesn't find killing women fun
Where did you come from?
>>57412
>Where is the advantage vs playing a single player one?
The advantage multiplayer games have over singleplayer ones are:
1) characters are somewhat smarter, sometimes, depends on a game.
2) you can bond with real people you know, or if you are an extremely lonely fuck, with real people you have never met and will never meet.
Disadvantages of multiplayer games are:
1) Harder to pirate
2) They tend to die as players get bored of it
3) Players come and leave at random, have to schedule instead of just playing whenever.
4) Pain in the ass to moderate, and will attract both criminal and government attention if left unsupervised.

You know what, fuck multiplayer online porn games, just find yourself some roleplaying forum. Even singleplayer porn games kinda struggle to exist due to... payment processors and various regions being assholes mostly? Fuck this world, it can burn for all I care.
Replies: >>57550
multiplayer porn games are retarded, you'll always be sexing it up with another dude, most likely a tranny.
women can't write smut that's arousing for men.
>>57486
>2) you can bond with real people you know
That target group would be extremely small. Partners wouldn't play a "steal the waifu" game and how many friends would play lewd games together having to steal waifus from each other? Sounds like a good way to get rid of some friends.
where you took that "steal the waifu" from even, you could just rape strangers together, one does handholding while other gives them sausages. If your friend steals your waifus nonstop, you probably better find a better friend.
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v0.5.1 is out and stuff.
https://mega.nz/folder/pNEWHCQS#LGVVl1UgmLNXGwVmRuXbtQ
Replies: >>57556
can you please create your own thread already, jesus. When I create threads about games I like, they get deleted, but I bet his will stay for fucking forever.
Replies: >>57555 >>57557
>>57554
Nah
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>>57552
frog cartoon pornography when
Replies: >>57574
>>57554
when is rape being added to this game it looks boring
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>>57556
Actually, coming soon.
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>>58586
re >>51015
Wake me up when you do an Emmy, Jenny or Katia game.
Replies: >>58593
>>58590
>Jenny 
I was talking with someone to do this. Also probably Wakfu or Scott Pilgrim.
Replies: >>58649
hey devs, make some games with intact cocks please. snipped cocks just look lazy.
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>>58593
>Scott Pilgrim
This is unironically all I know about that.
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I'm trying to make my own monster breeder now.
>>59375
10/10 walking animation
>>59375
How the hell are the monsters supposed to breed you if they have no gigantic futa dicks?
>>59375
looks cool but
>futa
dropped
isn't it funny how every western game must have men with tits aka trannies?
saying it's not trannies is like saying lolis aren't girls or yaoi isn't fags
Replies: >>59385 >>59394
>>59383
isn't it funny how 100% super straight manly men require a masculine figure in their porn instead of having double the thing you're supposed to be attracted to?
you're fine with a cock, as long as it's attached to a dude. that's gay as fuck my guy.
>>59385
right sorry a tranny is way less gay than a normal dude, you are right. you blew me away with your non-homosexuality index
Replies: >>59394
>>59383
>>59385
>>59392
stop arguing with yourself nobody cares
>>59385
go away, fag.
>>59385
Futa is the thinking man's solution to the yuri problem, aka how do you make lesbian sex less boring?
You can have straight sex (the best kind of sex) by having exactly the best amount of dicks required, no more no less, and 2 women instead of only one.
Bonus include staring at a nice ass from behind instead of a fugly hairy one, twice the moaning and because futanari still have a vagina, you can even fuck one regularly too.

That said, most devs should probably keep futa as an option, disabled by default, otherwise it's going to trigger several autistic degenerates.
Replies: >>59453
>>59375
I see there's already some effort with a shop and money. Keep working on this, Anon. The amount of monster breeders, especially in 3D is fairly low.

I saw that time moved forward 30 minutes when you changed map. If you're going for time skips instead of real-time, consider dividing the day time in segments instead. A visual representation helps more with gameplay than numbers. Consider Recettear for an example here, but do use way more segments for this time of game.
Better still is to have large slices that represent different times of day (morning, day, afternoon, night, etc) and smaller segments represented by pips or something similar.
Then have every action consume a certain amount of pips and change the behaviour of characters based on time of day.
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i made one game that is a little lewd with some sex scenes i guess lol. i made it a while ago and never realy finished but i think its still cool. billys quest for love. its on itch here https://ily888.itch.io/ with another game i made horse orc rape academy. the browser is a bit grlitchy so its better if you download them from my website here https://shithole.neocities.org/
Replies: >>59438
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I'm the same Anon that was working on
>>45864
>>45865
>>45866
>>45867

Made some more progress. Currently, the underlying framework for the entire game is about 90% done.
I've got all the game systems needed to act, factions, jobs, tasks, inventory, combat, magic, crafting, etc.

What I don't yet have is a decent enough GUI, which will be my next step and content that uses all the frameworks I've written.
For instance, I have a magic system that requires finding spells, learning and practicing them, using mana from 3 different sources (ingredients, batteries or an internal mana pool), but currently I only have a single spell to test.
Same for religion, a well detailed framework for different deities, rituals, taboos, blessings and curses but currently only made a single one.

Once I have a decent GUI with proper art, something that I'd use for the finished project, I'll try and create enough content for a few villages and locations to explore. Then I'll put a demo out.
I'm sure that a proper sandbox game is something most anons would like.

Here's a few pics of me walking around the streets of a village where I test things, and my character inside a tavern trying to have sex with a dancer there.
Replies: >>59422 >>59441
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>>59419
The HUD probably looks massively overloaded, but that's also why I want to work on that next. It's actually very intuitive once you understand it, but it could be cleaner to ease the player into it.

Also, something that I'm quite proud of since it's a challenge with text games: making things atmospheric.
Here's a small videoclip of a storm with rain and lightning. Notice that as soon as I go indoors, the sound is muffled.
I also added sound to the fire place strictly for the comfy feeling of being inside cooking meat.

This also does a good job at showing a bunch of stuff that can be done now.
There's a fireplace that needs to be refueled with wood to turn on, plays a background sound and can be used for crafting.
You can learn recipes by learning a book but you'll have to equip it if you haven't memorized the recipe yet in order to use it.
And you can use some props that are crafting stations and craft things, in this case, roasted meat.

Not shown is that there is a need for food (not eating penalizes your resource generation and attributes), and some boosts depending on food types. Proteins for instance make it easier to train Physical Attributes and Skills.

The plan is to make something that doesn't look hideous or cheaply made and include enough content that Anons can test some dungeon delving or exploration to see if they like an entirely freeform sandbox game or not.
Replies: >>59439
>>59414
why didnt you steal art lmao
or better yet make it text based
>>59422
but what about der sex
how does it work
current icons are fine unironically, maybe steal some basic svg ones later
Replies: >>59441
>>59439
Second pic here: >>59419
You'll notice that there's a new row of Actions on both sides. These show up when you start having sex with someone and include basic stuff like changing positions, fondling different parts, penetration, etc. Also fetishes if you happen to have any.
Some actions are done in a standard way however, stripping just requires opening your or theirs inventory and try to remove clothing.
On the bottom, there's a section for extra panels that show up as necessary. Combat for instance has a panel with current targets and distances, etc. Sex has it's own panel with current positions, excitement, etc.

If you're asking how you start it, literally just find an NPC that likes you enough (and vice-versa) and ask for it. Or demand it and if they fear you enough, they'll accept (which is what I did in that screenshot because I couldn't be arsed otherwise).
You can also just Grab someone in combat, a regular combat mechanic to disarm, choke or just immobilize someone and force yourself on them.
They'll probably try to Resist if they are not afraid of you hurting them (which is why you have an Action specifically for that) but you can also restrain them with a rope or similar and they'll have to break free of that first.

One thing I never liked in Lilith's Throne is that sex kinda happens in a parallel world and the time you spend there has no correlation to the real one, so I wanted instead to keep this all happening in real time. As in, time keeps passing and NPCs keep doing their stuff while you're busy, so you could try to rape someone midbattle, but their friends will probably try to stop you.

The idea is to do something closer to MUDs (a lot of this might seem familiar to anyone that played HellMOO for instance) but with a GUI instead of typing commands and the ability to pause the game or fast forward it.
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>>59441
Here's a video of showing exactly that. Just take a rope, go into the nearest forest, find an elf and rape her.
The button to Stop Sex bugged on me and I couldn't end it so I had to keep going until I used all Stamina, but it showcases a few actions, albeit the text isn't yet done.
Replies: >>59443 >>59452
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>>59442
And here's some combat. To be improved with some proper effects and different sounds, but still.
First goblin takes a hit from a sword infused with fire (those require mana cells to stay charged, they are just regular swords otherwise).
Second goblin takes a few firebolts to the face.
Third goblin I found in the basement and essentially, I chocked him death.
Replies: >>62321
>>59442
you plan to make something like nightgames then? you're fucking someone and suddenly they try to beat you up
Replies: >>59466
>>59404
>lesbian
>sex
No such thing.
>>59441
>The idea is to do something closer to MUDs (a lot of this might seem familiar to anyone that played HellMOO for instance)
HellMOO, I haven't played that in an age.
Didn't they release the core files and then the content also got leaked at one point?
Does anyone know where you can download them? Always wanted to run my own private instance away from the GOONS
Replies: >>59466 >>60202
>>59452
I'm not planning on making something that specific but rather a framework and gameplay that does allow for something like that to happen.
It wouldn't be impossible to have family members moving around the house at night, be atracted by noise (something I already coded) and it's already a crime to be inside someone's property or to force yourself into someone. Non-marital relationships as "crime" would be neat to add as well.

>>59456
I managed to get the files several years ago from that leak, though I only managed to get a server running in a Linux machine.
It was pretty great, just making 4 different accounts for different builds, gather up in a party and exploring the world, using macros to command them all from any one of them.
It was the first time I realized that most multiplayer games that try to focus on PvP actually fucking suck because they never make it fun for both parties and that's why you end up with dead servers or carebear shit.
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https://amazonessking.itch.io/kanker-love-lee
https://www.newgrounds.com/portal/view/874802
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kinda want to make a game

was thinking of the following:
standard tile based rpg, you're a teacher or director in a school. it has a basic life sim system, girls move around fulfilling their needs. you need to rape them without getting caught pretty much, still haven't decided on why the player needs to do this.

teacher is male of course and all girls are lolis, i'll probably add female teachers just so they can be annoying, and maybe you can fuck them (although it really lowers your character's mood) so they stop getting in your way, and maybe even help you
Replies: >>59688 >>59790
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Gem Domination ver0.6.2
PC, Linux, MAC and Android!
https://mega.nz/folder/Vd13nLzS#LZl2zBaPACTr6XMO1vpcTQ
anyone know a good converter from image to "drawing"? something that basically traces over something and makes it look artsy
Replies: >>59688
>>59680
Based, we always need more loli games.
>>59686
If you have a graphics card with >= 4GB of RAM you can run Stable Diffusion locally, img2img allows you to do just what you ask.
Replies: >>59690
>>59688
i tried online stable diffusion and it was garbage, made the ugliest freaks imaginable
Replies: >>59797 >>59864
>>59680
that sounds like a HHS remake
Replies: >>59832
>>59690
Base stable diffusion is hard to wrangle, you have to use one of the many finetuned models out there.
Replies: >>60098
>>59790
that game was highly dissapointing when i played it
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>>59690
>online stable diffusion
>>59797
Any suggestions on model? Agree, base SD is pretty garbage.
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>>59441
>>59456
Aww, I just found out Hellmoo was killed and deleted a few months ago
Good to see Necanthrope is a still a fat neckbearded nigger faggot

How's your game coming along?
Replies: >>60213
>>60202
Aw that is a shame, I liked hellmoo when I had time to nolife it and had hoped it would reach a point where I could play it again some time.
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>make game entirely first person pov
>adds third person pov CG
why are devs like this?
>>60289
Pussy's so good you had an out of body experience.
>>60289
I wosh that were me
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>>60289
There's a rather limited amount of sex positions that can be enjoyably drawn in first person Anon
Your pic is very related: here is an accurate rendition of it in first person
Replies: >>60317 >>60319
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>>60312
alternatively
Replies: >>60341
>>60312
Pretty much this. If you're limited to still CG's then first person is too limiting on what scenario's you can portray. If it's animated though then I think it's always hotter in first person.
>>60317
That would mean she's just standing on top of your face anon
How are you supposed to taste her sweet nectar if your tongue can't even reach her delicate folds?
What happened to simloli? Is author for it dead?
Replies: >>60344
>>60342
Pretty sure he's been considered AWOL for years now, consider him dead for all intents and purposes by now.
Which is a fucking shame, because I always say we need more devs making loli games, and simloli looked like it could've been something fun eventually.
Do any of you still have a copy? I lost mine after migrating my PC a while ago.
Replies: >>60357
>>60344
It's easily found on the loli sites
What should be focused on first, art or story?
>>60375
Story can be somewhat important in porn games, shit like Black Souls is non-ironically interesting, but personally I'd say character writing is far more important than the actual lore. But in general art is more important than either of those aspects, as visuals provide a very direct way to appreciate the action.
That said, it doesn't mean you can write whatever and get a pass; you could have godly art, but if your game revolves around NTR or if the MC is an absolute retard then you can count on me not playing or enjoying that game.
>>60375
art matters very little, although it can really help a mediocre game
but truly good games need no art to shine
>>60375
Story. Your work is competing with all the art and porn on the internet. Unless your art makes Gods cry with their dicks plot is going to be the your beacon in the sea of smut.
This is a poor answer as you didn't ask which is more important. Story, or at least a rough roadmap, is important to start with because having a basic frame of where the game starts and ends helps with filling in the rest of the game.

How powerful should enemies or the player be at any point? How much money would the average player have on hand upon reaching the first hub town? How long should the "Will they or won't they" phase last? How gradual should character(s) corruption be?
Having a roadmap, frame, whatever you want to call it helps answering these questions and more. It doesn't have to be detailed or finished as you're going to change your mind, add stuff, and shift bits around as you work.
Replies: >>60473
>>60456
My 2 cents: that depends on the particular genre of hentai game he intends to make. For example monster (girl) breeder games, that apparently are more than popular enough, no especially good story is required for them. Two sentences-long that the MC inherited the farm with its accompanying debt is the usual fare.

On the other hand art is what makes or breaks any porn game. Show me any successful hentai game with sub-par art. It's art that advertises your game, the story shows its value when the player is hooked enough already to want to explore it in earnest.
Replies: >>60480 >>60490
>>60375
When someone browses through the tons and tons of hentai games on steam, the first thing that's going to catch their eye is the scenario and the art. if they like one or both enough it might get them to click on to your game to investigate further. From there it kind of depends on what your game is. If its' a VN you better have pretty damn good art and story or else why would anyone really read your VN. But what if you actually have gameplay that's fun and merges well with the hentai, suddenly your story and/or art may matter a lot less. To sum up it depends.
Replies: >>60480
>>60473
>>60475
using such an argument in favour of art is retarded. might as well tell him that he should go for a gay fetish like futas and NTR since it'll be more popular
Replies: >>60489
>>60480
Be serious, actually it's furfaggotry that pays the most.
>>60473
>that depends on the particular genre of hentai game he intends to make
I tried to cover multiple genres with my example questions, guess I did so poorly. Main point is that constructing your frame gives you a means to visualize your game's progression.

>For example monster (girl) breeder games, that apparently are more than popular enough, no especially good story is required for them
Monstergirl breeders are in an odd state where there's a ton of demand and very little supply. This allows the suppliers to essentially offer table scraps since the competition within the premise is minimal. Non-femdom monstergirl stuff is in a similar situation.

>On the other hand art is what makes or breaks any porn game
Hard disagree. At best, when favoring art over story, you'll end up with something like Princess Trainer.

>Show me any successful hentai game with sub-par art
Ignoring text games?
Black Souls off the top of my head. Anything by takamakuran, hell let's go with the majority of titles on DLsite. The games containing bad or generic art far outnumber those you which could consider good or superior.
As for the western side of the scene, damn near all of the successful projects use Illusion game screenshots or DAZ monstrosities for visuals.

>It's art that advertises your game, the story shows its value when the player is hooked enough already to want to explore it in earnest
This is an "industry" that largely relies on word of mouth to spread. If I were given the option to spend my free time playing a generic pretty game or something that looks like a chicken drew it but promises an interesting experience I'm going to play the chicken scratch. If I like it I might end up talking about it, but chances are slim to none that I'll ever end up talking about the game I didn't play.
But really releases/updates are the start for word of mouth to begin trickling. If your art is so resource or time  consuming to produce that your releases or updates can't compete with more productive, asset wise, projects players are going to lean towards the games that offer more. And they'll talk about those games instead of yours.
>>60490
I guess Princess Trainer was more successful financially than the majority of titles on DLsite, each considered separately.

And it's not about what you specifically would like to play the most, but what most people would like to pay for the most.
Replies: >>60492
>>60491
Akabur's patreon grosses ~45k annually https://graphtreon.com/creator/akaman . Though pre-2018 data seems to be missing. I'll let you choose what dlsite circle/patreon you want to compare that with.
Replies: >>60493 >>60562
>>60492
isn't he russian? in russia you multiply that by at least 2x to account for purchasing power. dude's rich. ok, maybe not rich, but quite well off
>>60490
>Hard disagree.
NTA, but let's be real, most people can't write for shit, and writing a good story that integrates smut is actually kinda hard. Shit, the amount of poorly written melodramas on fag95 pinned by awful authors is a testament of that.
Rather than wasting your efforts trying to get a good plot, I'd recommend people to just go for a basic plot that facilitates sex scenes. I doesn't have to be Tolkien-tier to be a good porn game, it just needs to lead you into the good stuff. I wouldn't call that a good story, but I'd rather see serviceable than bad drama in my porn games.
On the other hand you almost certainly need good art to succeed, unless you get carried hard by good gameplay like Black Souls or the era games. Chances are that the average dev won't hit that level of gameplay either, so we go back to "focusing on art is better".
Replies: >>60506
>>60490
>Monstergirl breeders are in an odd state where there's a ton of demand and very little supply.
Aren't they somewhat risky to do now with patreon? Was considering doing some kind of breeding game. But patreon forbids now incest which will happen in pretty much any breeding game.
Replies: >>60506
Any suggestions for combining interactions/dating with gameplay to make it more interesting?

Ideas so far:
minigame=usually boring
remember what she likes=difficult with multiple chars
have to select answers she likes=so bad it results in guides
>>60499
I don't think either of us are going to be able to convince the other.

>>60504
So long as no one is calling another by a family title I don't think patreon gives a shit. I think Breeders of Nephylem may have added an incest debuff trait as a patch in an attempt to avoid patreon issues, the game is far too furry for me so I'm not 100% sure.
Either way fuck patreon. Use it till they dump you and ensure you have a subscribestar running as well. Hell, I'm half convinced onlyfans would be more accommodating than patreon.

 >>60505
Watching a date through the protagonist's eyes is boring. I would keep it to interactions and use them to show the player more about the girls. Things like; engaging in her hobby with her, helping her with an issue at work, maybe she enlisted MC's help in straightening up her hoarder grandma's house, a roadtrip to anywhere but a beach. The main point of these interactions is to allow the players to understand your girls better. And hopefully fuck them during or after.

>difficult with multiple chars
Do they know about each other? Could be fun to suddenly drop players into a situation where MC needs to keep B from running into MC and A without tipping off A.
Replies: >>60511
>>60505
>remember what she likes
Then why demand that of the player in the first place if you can make it for the game to take notes about their preferences automatically? If you go with staggered partial releases the players are bound to forget that stuff, demanding of them to start again from scratch each time is sure way to losing most of them over time.
Is it possible to write peeping/voyeurism events without triggering the pro/anti-ntr squad?
Replies: >>60528 >>60535
>>60505
you should make them give you missions so you can progress their relations, missions tied to the girl's story itself
and give the player the option to rape too, because some bitches with annoying missions should just be raped
>>60506
>Watching a date through the protagonist's eyes is boring. I would keep it to interactions and use them to show the player more about the girls. Things like; engaging in her hobby with her, helping her with an issue at work, maybe she enlisted MC's help in straightening up her hoarder grandma's house, a roadtrip to anywhere but a beach.
Making the gameplay about helping her would probably make it close to another summertime saga clone. Looking for a more unique direction to integrate the gameplay with the interaction.

Other ideas I know about:
1. The western futa game where the player selects positions during battle mixing lewd interaction with gameplay. But my guess is a similar system for dating would probably be boring.
2. Huniepop has dating with gameplay although the integration of the two is very weak.

>Do they know about each other? Could be fun to suddenly drop players into a situation where MC needs to keep B from running into MC and A without tipping off A.
Yes some would know each other. How would you do the having to keep them from running into each other part while keeping it pov?

>Then why demand that of the player in the first place
Keeping it saved for the player is definitely better. My list was just some examples of what I have seen but not good examples. But how to get gameplay if everything can be looked up?
Replies: >>60516 >>60522
>>60511
>But how to get gameplay if everything can be looked up?
Make it so that there can't be one perfect answer. Win some, lose some. Then even with knowing everything it won't devolve into automating everything.
>>60511
It doesn't need to be helping, even if half my examples were helping. You can also switch things around by having the girls help MC with whatever or offering random gifts to him. I am now imaging a clusterfuck where the girls grind affection from MC while MC grinds affection from them.

If you're looking for another example of dating minigames check out Portals of Phereon. You can tell plenty of thought and effort went into it, but it's just not fun.

>How would you do the having to keep them from running into each other part while keeping it pov?
I think I'd turn it into a minigame, any alternatives would boil down to 'pick the correct choices in order'.
Create a grid map, something like 3*4 maybe remove 2-3 corner cells, place MC and A in a cell and B in a cell 1-2 cells away from them invisible to the player. Start the game with a Fun counter for A. If at any point B enters the same cell as MC+A add a Notice counter for B and a Suspicion counter for A.
Fun is raised by doing activities within cells. Notice is raised by taking any Fun or travel action in a cell with B in it. Suspicion is raised by traveling away from a cell before preforming x actions within it or by taking hiding actions.
Should the player finish the date with an unfavorable Fun/Suspicion scores give them a penalty of sorts, If Notice gets maxed either give a game over/restart date or an appropriate penalty. If the player manages to complete the date without maxing Notice and a high Fun with low Suspicion reward them with a scene.

>But how to get gameplay if everything can be looked up
I recommend you accept that some players will guide/walkthrough all of your content and focus instead on creating content for those who choose not to. If you're concerned that the latter will feel tempted to guide their way through you can lock the auto notes behind a, cheap, 'Little Black Book' purchase which unlocks the ability to access the discovered notes when bought.
Replies: >>60532
>>60508
I assume you mean for something beyond watching a girl masturbate. Well, you could just put a random whore with no connection to the plot or characters as the one getting railed. You could also set up an event further down the line where harem members go lesbian for a scene.
Other than that, scenes where other dudes are banging the girls in a game just feels like a waste to me most of the time, and more often than not is straight up NTR trash.
Replies: >>60530
>>60528
You can make that a part of the story, for example  if you want a girl stop dating her boyfriend you might try to collect dirt on him cheating on her with random women who don't appear otherwise. Then peeping on them and collecting evidence that way would have its natural place in your game. Of course, make that optional for only those who want it, others could just hire a PI and get the results straight, or even ignore any girl that they consider sloppy seconds and let them continue dating their cheating bf. You can make that wives for those wanting to bang milfs too. It's up to you to decide what you want in your game, right?
Replies: >>60542
>>60522
The girls having to grind affection as well sounds like a interesting twist to the usual concept of MC doing quests. Will have to think a bit more about how it could be integrated well.

>Portals of Phereon. You can tell plenty of thought and effort went into it, but it's just not fun.
Interesting game. Probably to much gameplay with little integration of the lewds. It's quite difficult to find a good balance between the two.

>Create a grid map, something like 3*4 maybe remove 2-3 corner cells, place MC and A in a cell and B in a cell 1-2 cells away from them invisible to the player. 
Remembered me of Hitman Go. Could take some inspiration from there as well by having the other girls move each round in a certain pattern. While MC has to figure out a way to get past them or surprise them from the back to get extra points.
>>60508
Not unless you build the game around voyeurism. Normal people are going to wonder why they're watching other people fuck in their power fantasy, paypigs are going to wonder why dev time went to other people fucking, and cucks are going to wonder why that girl isn't their girlfriend.
The best way to avoid all of this is to make it clear from the premise that this is a voyeur game. I'd go with a perverted cupid protagonist going undercover as a human to match the perfect lovers with one another.
Replies: >>60536 >>60542
>>60535
I have another funny idea. Does anyone remember a really old manager type game titled Ghost Master? Your role there is to direct a menagerie of ghosts to scare away the residents of various buildings in the shortest possible time. I wonder if there can be a similar type game where you are trying to 'hook up' the residents into pairs (or larger groups) with bonus score going for various levels of corruption achieved. See how the original idea works:
https://www.youtube.com/watch?v=08ECY5CYhD8
Replies: >>60547 >>60563
>>60530
I would repeat part what >>60535 said. I don't want to see a LI getting fucked by someone else, or even know she's in a relationship, I tend to avoid used goods. So knowing that the dev spent time developing not only on the storyline for the used goods, but also on scenes for the boyfriend would be a fucking disappointment.
You just don't please anyone with that scenario, and It's better to just avoid it altogether.
>>60536
There are at least two games who go somewhat in that direction. From the gameplay booth aren't bad but early versions. Would have to look up their names.
 
One is a daz game with side view into a building. You are a ghost and the day is split into time slices with the inhabitants being at different locations for each. The player can select which one to interact at the current time to advance them into lewder stuff.

The other is a html game with 3d art where each morning the player selects to control a family members. You can then interact with the other family members to corrupt them or unlock new traits for them while the one you control won't change as you are the one in control. Thus it's necessary to switch between the characters to corrupt the whole family.
Replies: >>60554
>>60547
I'd add one to those. I don't remember the name, but it was a QSP game where you controlled a ghost that could haunt a family of 3 (mom, dad and daughter). You could possess them to get control of them, driving them to do more corrupted acts as time went on.
I think it was called Home or something like that.
>>60492
I wouldn't call his art unfappable. His fetish preferences are another thing though.

As for Princess Trainer, I recently saw a new clone of it titled Noblesse Oblige. It looks like it would sink if mostly judged by the quality and quantity of contained art.
>>60536
It could go in a different direction, still true to the initial setting of lewd manager game, like people unknowingly settling their new town in a place that was centuries ago used for sealing the spirit of Demon Lord of Lust with their (pick your preferred sex/gender here) entourage (or harem) of lewd demons. The seal is vulnerable to sinful acts done nearby, the more the better for you - the more it decays, the more influence you have over the psyches of people here. You go through the missions with the goal of releasing your subordinates first, each devoted to a different combination of kinks. But beware, there is also a threat -- if you go overboard, the church of light and purity is sending here its prudish exorcists determined to seal you again once again, this time for eternity. So you have somehow to make them unable to perform their task, them becoming hopelessly addicted to sex being the best outcome. The final mission would be in the monumental cathedral/monastery housing the seal, and also the headquarters of the delegation from the church. Well, how about this? You have a lot of possible cliches and jokes to subvert and make, just like another ancient series of games did once, the Dungeon Keeper.
>>60563
And you have many possible flavors to borrow from, from Japanese isekai, through classic western medieval-like RPGs, modern urban fantasy settings to Warhammer 40K with Slaanesh and its minions. You have lots of possible inspiration to pick from.
>>60563
>Dungeon Keeper
The gameplay mode here is unsuitable for copying it, because the player is supposed to design and run a dungeon here, but if you are curious, here is a gameplay in enhanced resolution, just for fun:
https://www.youtube.com/watch?v=NGfGHpR2a2Y
Replies: >>60606
>>60563
>>60603
A full possession spell would be too powerful tool to have, but a limited one to observing events passively would be about right, if you want to grasp the daily schedules and preferences of people you are supposed to corrupt. I wonder if someone with a voyeur fetish would prefer a game with an avatar who peeks on other people, or rather using some magic to look at the world through the eyes of people being peeked at? Or is that the associated risk side of things that is needed?

And scoring based on shortening the mission time is bad for this instance, because it gives penalties for you having fun. It's enough if you dawdle causes more enemy exorcists to spawn, I think.
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Need i say more?
A question, there is some open proyect for a game with the style of Lilith throne? If there isn't one, what do you recomend to start, using some engine like godot? Or directly program it all included the interface?
For something text-base I think that making it from scrach can be a good solution, but after that there is the difficulty to add more content to the game and modding it for third-parties, maybe for that is best to use a engine like godot that is open and free.
Replies: >>60644
>>45864
I suppose there isn't a repo to contribute to the game, no? I want to contribute like a code monkey to some game without being tied to it, and meanwhile I am already contributing to the coc mod the mergin is going slow.
>>60635
>using some engine like godot? Or directly program it all included the interface?
Please don't be one of those retards that try to reinvent the wheel making their own shitty engine from scratch, use an actual game engine. As for which, I'd just go with Unity since it's got a huge community and pretty much every question you'd ask has been answered already.
>but after that there is the difficulty to add more content to the game and modding it for third-parties
Try to get past the idea man stage before thinking about modding.
>maybe for that is best to use a engine like godot that is open and free
Nobody really gives a shit if an engine is open source or not. Being fully free is not really much of a point either: Unreal is free to use until you hit a million dollars in revenue, after that they take a 5% cut, and Unity is free if you keep the default splash screen.
I'm not saying you shouldn't use Godot, go wherever your autism takes you, just know that there are more mature solutions out there.
Replies: >>60648 >>60655
>>60644
-Godot have an open community as well, and it's not limited like Unity is, especially the lower tier of that piece of crap of an engine, only disadvantage is that gd script (godot) is close to python coding wise, and python is somewhat annoying to use, while C (unity) is more intuitive, it's possible to use c++ in Unity, but depending on the project it's not worth it

-Modding need to be considered from the very beginning, otherwise you'll find yourself having to recode half the game just to support it, if as a developer one believe that modding will be important for the project, then all it's aspect must taken it into consideration from the very first line of code written

-Unreal is somewhat complicated to use, requiring a good deal of understanding in both coding practice and how to properly implement animation, effects etc. It's not exactly newbie friendly, while Unity and Godot are much more user friendly in that regard, better for somewhat smaller projects as well
>>60648
Not him, but I heard that Ren'Py is retard-friendly if all you want is a visual novel with branching choices or little more than that.
Replies: >>60651 >>60667
>>60650
The thing is that I want to make something similar to CoC or lilith throne, so is more like a text base rpg with customization of your character being key. I thinked about Ren'Py, but like you have said is better for doing visual novels.
>>60648
>Godot have an open community as well, and it's not limited like Unity is
For what I understand you can code in C# in Godot too, the problem being is that there is less documentation compared to if you use Phyton. But yea, after hearing about how cowmilking the CEO of Unity is I prefer much more to take a open source alternative, and hey, is text-base, so 2D and for what I understand Godot is pretty better for that compared to Unity.
>Modding need to be considered from the very beginning, otherwise you'll find yourself having to recode half the game just to support it
Yep, the thing is that I don't know what is best to do, if to have a open repo so people can add what they want easily and compile his version of the game or having open files in the game so the can simply dowload scenes and add them, I suppose is best if I make it so little things like items (cloth, consumibles, etc) can be added without compiling in json format, and for more complicated matters like a character expasion you compile the version, but then one will have a lot of different versions... Well, sorry for the ranting, I simply need to think well how other people will add easily new content.
To be sincere my idea is to create a good skeleton, having all the basic and the people who is interested in the concept can add things, because to be sincere with my level of english I don't think I can write good scenes.

>Unreal is somewhat complicated to use
Yea, and like is really fucking overkill to use Unreal to make a text-base rpg, for that I think is better to simply write it from scratch with graphic helpers XD
Replies: >>60652
>>60651
ren'py or some html framework is plenty for that
only use unity if you want a shit game, and theres no reason to use godot if you wont have sprites and stuff like that
there's also the c# stuff for building interfaces like WPF, or the Java version, those are drag drop and cool but kinda hard to customize, and even harder to make it have 1 look in all machines
you can also use QML or even QT Widgets, if you're making something like CoC there is no point to limit yourself to a game engine, a good interface builder is all you need. although i have to say that i don't like how QML integrates with c++ at all, despite the whole point of it being the ability to integrate with c++. Meanwhile, QT widgets limits your interface a bit more but is pure c++, i think you should stick to QML since you probably want to make something pretty and very customized
Replies: >>60653 >>60667
>>60652
Maybe I can use JavaFX and pure Java like is done in Lilith Throne, for what I understand at least in code I can do better by simply having more experience. The thing is that one needs to be careful in Java so it doesn't run like shit.
I can try to develop in c++ too, but I have zero experience with the language, so probably isn't in best interest to use it if one wants to dodge the spaguetti code of developing while getting acostumated to it.

And now is when I develop the game in java and I do le funny Wakfu memory leak, not removing the popups of the tooltips and making the game explode after a couple of minutes playing XD
Replies: >>60654 >>60667
>>60653
Oh yea, and there is another thing I was thinking and the reason I was looking for a good engine, while at first is only going to be text-base with some icons and textures for the UI, I wanted to make it easy to add a paperdoll system,  you have already all the bodyparts and sizes in the game, so you have the information needed for it, and meanwhile I am not a artist if for some change the proyect takes off then it will be more realistic tobuy commisions for the game paperdoll system (or portraits for important characters). The only bad thing of a system like that is making it look good, I suppose the hard work in that is for the artist and not so much for the programmer, but well, that is already thinking to far, while I will make it so it is easy to be done another thing is that will be used.
Replies: >>60661 >>60662
>>60644
>Nobody really gives a shit if an engine is open source or not.
Using a engine which isn't open source is a disadvantage. Had myself some missing functionality in unreal but thanks to access to the source it's not really an issue. With closed source like Unity you are really at the mercy of the developer. 
It's also an advantage for mod support as with Godot you can distribute whatever part of the development engine you need which isn't really possible with Unity or Unreal.

>>60648
>-Unreal is somewhat complicated to use, requiring a good deal of understanding in both coding practice and how to properly implement animation
Depends on the project. Had an easier time learning Unreal than Unity. Especially with blueprint it's quite easy and fast to get a project running.
>>60654
when i did it i implemented with svg, and i did it in c# too, i don't remember how, i think it was a clickable image or something, same principle
>>60654
and the art i just stole and changed a bit although i admit i spent way more time making 1 little doll than i did making any game feature
but after all was done and said i couldnt bring myself to write sex text, felt some blockage idk, just felt gay and nasty so i dropped it
Replies: >>60663
>>60662
sad, but that is one of the exact reasons I want it to be easily moddable, so even if I can't pump scenes or writing another person can.
And saying that, what do you all think of the sex system in Lilith throne? I like having so much control in the scene, but at the same time isn't the same compared to having a well writen one (but for another part it a option system can give you more entertainment in the long run or better say, less burnout of seeing always the same scene).
Maybe the best for that is to have a hybrid? All the npcs give you the option of using the system, but apart from that you can select a writen scene? Or do you think that maybe is best to give the important npc writen scenes and the generic ones the sex system?
Or simply go with one or another.
Replies: >>60688
>>60653
>Maybe I can use JavaFX and pure Java like is done in Lilith Throne
Avoid Java, there's a reason nobody that isn't maintaining 20 year old corporative software uses Java anymore.
>>60648
>Godot have an open community as well, and it's not limited like Unity is, especially the lower tier of that piece of crap of an engine
The hell you're talking about? There's a bigger community and thus a lot more support content for it online. If you want to get the most people to contribute to a project, then it makes sense to use the platform that provides the most support. And again, the only difference between the free version and the lowest tier is the ability to change the splash screen.
>Modding need to be considered from the very beginning
And I'm here to bring you down to earth. You're shooting way too high from the get go for someone who doesn't even know what engine to use. Make a prototype first to get an idea of what will be your game's framework, only then you'll be able to get an idea of how to build modding into it.
>>60650
>Ren'Py 
That'd be a fucking mistake for anything that isn't a VN. The engine starts to show its limitations once you implement even the most basic of systems.
>>60652
>html framework
That's somehow an even worse suggestion than the guy who mentioned Renpy. Have you seen how much optimization had to be done to FC in order to get it to run at acceptable speeds?
>>60652
Qt would be at least a sensible choice to a degree, just keep in mind that C++ is not exactly beginner friendly so don't expect a lot of contributors.
Replies: >>60689
Hi, i hope you don't mind i blogpost about my progress or issues in here
Replies: >>60672
>>60670
So yesterday i got done with the combat side of my game, at least in regard to laying down the systems and making sure everything works, i still need to add more content and such. But anyway, for today i moved back to the SoL side of my game, i adapted the layout to the new architecture i created when working in the combat part of the game, and after checking that everything was still working, i then moved to think of how i would move things around as the layout is smaller than the current window size i settled on. And one of the main changes i wanted to make was changing teh character selection from being a button, to little cards like the picture. I think everything is self-explanatory, the hearts are the arousal, the electric icons are the energy, and the diamonds are the mood, couldn't think of a better icon for it, they are blue if it's a positive mood, and red if it's negative.
Replies: >>60673
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>>60672
Forgot the image. The first one is the prototype i did in the editor, and the latter is the one i actually implemented on the code. At first, i forgot about removing the borders of the icons, but i think it actually looks better with borders.
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>>60673
Managed to implement teh cards system. On the elft of it you can see how it looked before with the buttons instead of the cards. Besides that everything is still working despite the deprecated code in the backend, as it can be seen by the NPC's interacting, and the text updating for the stats near the bottom, as well as on the main lavel on the center.
>>60686
Goodspeed. What you have so far looks good, even if clearly WIP. What's the game about?
Replies: >>60693
>>60663
make one like era,but try to make the AI not garbage.
issue with era and liliths throne is you have to do everythint yourself, ai is retarded
like if you have 2 guys and a woman, in lilith's throne thr guys start assfucjing eachother and forget the woman exists
>>60667
free cities is a garbage porn game though
its a cool game but garbage for fapping
normal hentai games dont need that many calculationd
s
Replies: >>64062
>>60686
>edithe has tits
shit game, reorted
sorry for ba fgrmsmsr bte im.drunk
>>60686
I can definitely see the era inspiration.
Replies: >>60693
>>60687
Thanks, the game is like the others pointed out, a Slice of Life kind of game, you go around your day meeting and interacting with girls, romancing them and looking at how their relationship develops with one another. I put heavy emphasis in a couple of things, the first would be to make it so you can add your waifu as easily as possible, including adding flavor text for them and custom events or even things like custom personalities. The second thing i wanted to focus on, was to make it so NPC's could interact with one another, which for me i think should bring a lot more life to the game.

>>60691
Yes i took quite a bit of inspiration on the eragames, mostly due to how much i liked the TW games, to the point where i wanted more, at first i tried my hand at modding them, without publishin my results. But eventually i moved to instead trying to make a whole new game instead, again in big part due to how i wanted to make the game more volatile or alive in a way, as the eragames don't have that many events or things that can naturally occur on the game. At least since last time i played.
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>>60686
Second progress update. Started working on updating the back-end for the game, i thought about just dusting off some of the functions that are useful. But for today i focussed in the functions that aren't compatible with the new way i want to handle the actions of the NPC's, as well as the actual refreshing of the front-end layout. The actual refreshing of the layout was rather simple to implement, if anything the main issue was building up the new data structure, but again it wasn't that hard. For the CheckNPCActions function on the otehr hand, this one did prove to need a lot more thought, but overall using the new data structure, and what i've learned since last time i touched this side of the game, i think i managed to make it a lot tidier and cleaner in a sense, compared to it's previous version. So for today i managed to implement all the basic logic to detect the change of scheduled task of a NPC, or their idle movements, or the idle actions they take with one another given they are in the same location. Next is actually implementing the new modular actions, not much to show for it this time, so here is the main menu instead.
Replies: >>60702
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>>60695
Doing work implementing the new commands, for now it hasn't proved to be too much trouble, i had to write a new function to make the font smaller for the buttons that had too much text in them, but otherwise i've managed to eliminate a middle step wit this new architecture, which again makes the code cleaner. Besides that i had forgotten just how many commands i had, there are not that many for normal scenes, but once a sexual scene is initiated there is a ton of commands, so for now i'm wondering if i should keep them as is, in a scrollable area, or if i should do a pagination system so the player click to change the page of commands they are seeing, not sure which way to go. And below the interactions commands there is area for the NPC, or location events, as well as control commands like to move or to go back to the menu.
Replies: >>60706
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>>60702
Working in the CommandsTriggered function, i mostly spend the time thinking of how i would organize the data structure and what data i should send to be processed, at the top you can see a couple of examples of how i had it before, and i think i've settled for what you can see below. Now i just have to rewrite the CommandsProcessing function, which is always a headache, but hopefully since things are cleaner now, it shouldn't be as complex to do.
Replies: >>60731 >>60763
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>>60706
Update for today. I worked some more on the commandsProcessing function, i think most of the general structure and logic is in place,  the only thing lacking is traits and abilities processing, as well as complementary functions like the one to pass the time, or to retrieve the flavor text. For the matter of traits and abilities, i had thought to make the traits modular, but now that i'm doing it, i think doing it so the abilities are modular as well shouldn't be that much more work. Either way, i've thought now about the way i'll handle calling for the modules containing the traits and abilities, what data will be shared, and when these functions will be triggered so hopefully they don't take that long to implement. Again it's back-end stuff so not much to show, so instead have a Remilia instead
Replies: >>60764
May your inspiration and motivation continue, lone Dev Anon, the sole being of interest in this forsaken carcass of old.
Also because I crave something that isn't yet another fucking VN using fucking Koikatsu or fucking Honey Select models or even worse, fucking Daz3D models to make a generic as fuck fucking bland ass fuck boy fucking fucks for his fucking harem fucking EVERY FUCKING TIME WITH NO FUCKING DIFFERENCE.
Replies: >>60764
>>60706
please allow rape
hate romance, why can't i use my superior strength to rape some ugly whore i don't even like while my wife isn't willing to sleep with me yet because i'm still romancing her?
Replies: >>60764
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>>60731
Progress update for the day. Set up the systems for the Traits and Abilities, tested them and everything seems to work, i'll need to carefully check on the data spit out at the end before i wrap things up and i overwrite the old information with the new one, i don't want to mess up the dicts, and speaking of i need to rewrite part of the already established dicts, as they were a port from the older system, and with the newer one i set up a few things differently. Same will likely go for the locations dict, not really needed this one, but i can change it's structure to add a bit of size in exchange for needing less operations in some functions, which i think it's worth the trade, mostly for making the code easier to read and understand. Besides that, today i went to a birthday party for a family member, it was nice, but i still wish i could've worked for longer on the game today. I'll try to make up for the lost time tomorrow. So again, no picture to show the progress since it's code, so another Remilia for you.

>>60748
Thanks for the encouragement, i'll try to continue delivering updates as i have them.

>>60763
I'll include it, but not on the first update, that'll likely come with the eventual update for owning other characters, or giving proper training to them, i'd say it will be one of the first things i want to implement, but i'm not sure how long it'll take me.
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>>60764
Update for the day, i mainly worked and thought on how i would handle the flavor text generated by the player, the NPC's, and other stuff like the environment. Before it was a big chunk of text that was built up as the game was refreshed, but given how i've changed the way time passes this wouldn't work. Still, i managed to think of a good architecture for that, and implemented the basics of it, but to progress i need furtehr i need to set up some otehr systems first, one of which will be the targeting system, so tomorrow i will work more on the UI, and i guess i might have another picture to show for the game. For now here is one more Rmilia, this time with Flandre as well.
Replies: >>60803
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>>60777
Progress update, Today i worked some more on the CommandsProcessing function, i now remember why it always took me like a week while working on it the previous few versions, there are always a lot of minor details or structural issues that aren't obvious until you implement everything and give it a lot of thought, either way i fixed more of those, moved around a bit the data dicts for the commands, and split them up into TargetDict, and ActorDict. I also thought a lot about how i could handle the values, like the shame or favor, or pleasure that a command can give, before these were hardcoded, and tehy would turn into usable experience after a character sleeps, but since i've been trying to avoid hard coding stuff, i thought about making it modular, it feels kind of overkill to give modularity to these kinds of things, so in the end i thought about instead integrating the modularity of these values, together with the abilities file, so if a new abilty is called Exhibitionism, then this file can also handle turning Shame values into Exhibitionism exp, that then can be used to level up the exhibitionism value, i doubt this feature will be used too much, but it's there in case anyone needs it, as it also needs to have a proper command or trait that gives these shame values for it to be even useful or triggered. After that i then started working on the GUI and what to add to it, a no brainer was the player card, which would just be the same as the NPC cards to the right, after that i wanted to implement some Map to show where the player is, this arose a few more issues, the first of which was how i wanted to handle the map, i know i wanted to give liberty for the map to be edited and to add new places, for like new character rooms, or like if i wanted to add a character that comes with their own area like let's say Remilia with her mansion. This issue meant taht again hard coding was a no, and that i would likely have to have Location files that are modular in nature, and at this point i'm really feeling like this whole modular matter is getting out of hand, but it's the best solution again so i stuck with it, haven't thought too much about the functions and structure about the Locations file for now. Instead i started working on the EventCommands and the ControlCommands, they weren't too hard to think about, nor to implement, which is nice, the main issue was the styling issue, which like always is easy to fix, for now the location and NPC events are placeholders, and the commands ones aren't functional just yet, but the general structure is there and working, so implementing the actual function for the buttons shouldn't be too hard. But with these buttons now implemented i noticed an odd thing with my layout, that is t osay that the buttons are aligned by default, which shouldn't be an issue, but the problem is that this is not the default behavior, i somehow never thought about that, but the way i styled stuff should have given some trouble, as it is lacking a certain piece of code, right now i have no idea why stuff is working, and i'll try to research why it's working tomorrow, likely extrapolating the code to the combat menu where the grid layout of buttons is  working as intended, maybe i did set up the piece of code that i'm missing somewhere, but either way i'll handle that at another time. This time there is a picture of the game, so no Remilia for today.
>>60803
Dunno if you've mentioned it, but do you plan on having the player be customizable as well similar to the Era games?
Replies: >>60817
>>60816
Yes, i tried to make it so the PC goes through the same lines and functions as the NPC's so your character is as customizable as any of the NPC's there, which is why you can see that 'Switch' button on the NPC cards, that means you switch places with the NPC, becoming essentially that character.
>>60803
Keep up the good work anon, it's not often that a fellow autist makes it this far.
Replies: >>60829
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>>60803
Progress update for today. I spent the first part of the day thinking and working on how i would handle the locations, it was harder than i expected, even if i haven't yet started to think on how i would handle the Map, but after some time i think i found a good way to deal with those, the dict is slightly bigger, but much more convenient to handle, and also the locations are now set up to handle the custom functions for each location in case they have one, haven't yet included these into the logic of the game, but the structure is there. After that considering how i set up the way i would handle favor text for each location, i transitioned into working on pulling and setting up the flavor text from everything, and now i can say that the text in the middle isn't a placeholder, but it's actually working now. It was mostly a straightforward process, and for the Target State, like how tired or moody they are, i just copied and adapted a bit an older function that was doing that, there were some bad code in there, but overall most of the logic was good an up to standard. The rest was simple enough, and again another modification to how i handle tasks, this time i split up the fluff as i call it into two sections, so each command will have to provide BriefFluff, so what you can read in the character cards, and LongFluff, so what will be displayed on the main label. With all of that set up i  then started to move on to working on the control commands, the back to menu is working and was very simple given how the function that i made to handle the layouts work. And the Move is half working, for now it displays the correct locations as it can be seen, but i haven't yet made the Move function, instead it just prints some text for now as it can be seen at the bottom of the editor. Overall another fruitful day of work i'd say, and again no Remilia

>>60820
Yeah i'll likely have to step away for a few days by the end of the week for some family matters, so in the days i have now i'd like to try and makeup for the time i will lose.
Replies: >>60851
you know hentai games have been losing their charm to me... it's sad
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>>60829
Progress for the day. Today i started by working on implementing the control buttons, the move button was trickier than i expected, not due to the actual functionality of it, but because it revealed some other bigger bug that i'm still not quite sure how it happened, as it happened just after a manual refresh, but not from an automatic refresh, even if both were pointing at the same function. Either way the fix was easy, which led me to think some more on how i want to handle styles, in case in the future i want to give players the option to choose another theme instead of the dark one by default, i came up with a few possible solutions, but i didn't give it much more thought this time. After that i moved into working on actually implementing teh NPC actions, i got them almost there, their idle movement works, as well as the triggering of the commands, so the only thing left is to clean up the older dictionaries of the NPC's and bring them up to the current standard, as their old structure is what is triggering an error right now. Besides that i confirmed that the commands are indeed working as intended, and i also got confirmation that the diamonds for mood work as can be seen to the left, as well as the system for short and long fluff. Overall, i would've preferred to get the NPC actions working today, but it's still decent progress.
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>>60803
>angrily scolds Player
>angrily scolds Player
>angrily scolds Player
>angrily scolds Player
>angrily scolds Player
Something-something, gook game.
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>>60851
Progress update for the day. I continued what i left yesterday, first i started to work on dusting off the NPC dictionaries, there wasn't really that much that i hadn't already changed, so the issue i had last time with the NPC actions wasn't because of the dicts, but rather due to a logic error, that is to say i wrote a 'Actor' where i should've written 'Target', silly mistake, not sure how the code even worked before. Either way i fixed it and the interactions between NPC's are indeed working. After that i made some more changes to the logic so the NPC actions were triggered every few minutes of idleness instead of triggering once until the next action is scheduled, that could be just never so essentially one interaction a day. And once that was done, i set up the targeting system, very easy stuff, but it showed another issue, which is to say the performance of the application when refreshing, which is what i worked for the next few hours, this led me to change a few data structures, again increasing a bit the ram size of the app in exchange, and making the code slightly more complex, but in exchange i could shave off in the end like a hundred or more milliseconds between updates, which reduced it's total time of refreshing to a more reasonable level, i'll try to continue making optimizations, but i don't think i can get it much lower, mostly due to what i learned that setting stylesheets is rather costly in time. Either way everything implemented is working, so i think next i might focus on adding more content to the current systems, like making more commands work among others, today i could show a picture but it would be more or less the same as last one, so instead here is a Remilia.

>>60853
I'm not exactly suer what you mean by that, if you are talking about the action per se, i mostly based off t he placehodler picture i found first, the girl looked upset and also embarrassed so i assumed it was the PC doing something lewd with her. And if you mean the writing, yeah i worded it like that as i'm still not sure how i will handle the concatenation of the text, like for example with locations i could make it so everything starts with 'You are in the' + Location, this would work well for 'You are in the Laboratory' but not 'You are in the Home', so i wrote like that since i was still thinking about this, which i think i came already to a good solution, but i haven't implemented it yet.
Replies: >>60881 >>60886
>>60860
he means gook game i think because it's a repetitive action
gook games are always grindy and repetitive
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>>60860
Progress update. I started yesterday today with thinking of how i could handle some more how i could handle the issues i described yesterday with the updating of the stylesheets, couldn't come with anything concrete for just now, but ate last i learned some more the inner working of some of the widgets, i also learned a native way to handle something i previously used an import for, so i can cut that off. Besides that given how the basic systems are in place, i started to work in the commands, for now the part of checking if they are available for the PC, or for any NPC trying to interact with any other given NPC, not much to say about this, just doing progress about it. But doing this also led me to think of how i would handle some of what makes a character, a character, like it's body types, sizes, attitudes, and overall descriptions. I can guess i'll hardcode t his ones, so for now i'm trying to come up with which sections to implement, and how to implement them, again today was a lot of thinking and just doing what needs to be done so not much to report, so here is another Remilia.

>>60881
Oh okay, thanks for explaining, i wasn't familiar with the word. And yeah, due to it's very own nature as a Slice of Life game, it will indeed be kind of repetitive in a sense, but i want to provide some variety with the way the NPC's can interact between one another and such kind of emerging content.
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>>60881
No, it's because gooks are into feminism.
Refer to >>43085
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>>60886
I'm curious. Have you've tried to contact the guys doing the Era games? While they do a lot of stupid shit, I believe they've got a pretty good grasp at this type of game by now. Might be willing to give you some tips about systems that could be useful and such.
Or tell you to give up and run for the hills, tell you you're a fag, or just ignore you.
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>>60890
Then that's not the case, like i described, i based the temporal text on that first picture i saw. For femnism and such, perhaps i'll add some trait that is sexist at one point, but besides that i don't think i have anything like that.

>>60896
Haven't done so, i thought about it, but i'm not sure if it might feel too shill-y to go and talk about the game in there.
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>>60904
It's a joke
AKA (Also Known as)
a kek
a funny
a heh
a limow
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>>60886
Update of the day.I started to put progress into making the new version of the Character Maker, there were bits of ti that were more convoluted than i expected, but for the most part it was smooth going. So far i implemented the body characteristics at the top, which as i described are hard coded. As well as the Traits in the middle, these are modular and i'm happy to report that the container of the traits indeed expands or shrink based on the amount of widgets, as well that the widgets even get in their right positions, took a bit of thinking on the logic to prevent a few edge case issues, but now it works well enough. Tomorrow i'll add the labels for descriptions at the bottom, and after that the button to process the data and make the characters shouldn't be too hard, nor the one to load a character to be edited.
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>>60928
Progress for the day. Spent the day working some more on the character creation window, as you can see there are a few tweaks here and there, as well as a couple more sections in the body characteristics, as well as adding the fields for people to go into further detail about sections of the character. Besides that i also worked on the save and load buttons, the load one is working completely as it can be seen by me just opening the window and loading Edithe's data and it being displayed on the picture. The save button will be done tomorrow, and i've also spent even more time thinking on how i'll handle compatibility of character data through the versions, as the one that i came up with, is that it'll be partial, the body characteristics will likely be compatible, but the traits will likely break whenever they change their ID or overall structure, so hopefully not too often.
Replies: >>61020
Nice to see you are including the functionality so the PC can have the same affects applied that NPCs can have applied.
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>>60928
Psyched to try it once you have a working alpha
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>>60978
Woke up early, so earlier update for the day. Started today by working some more on the optimization stuff, it bothered me that the setting of stylesheets were so costly, so i spent a while coming up with a good enough solution, and indeed now i have brought it down to a time i think it's acceptable, it also led me to understand a new principle of how the stylesheet works, and i'll likely be using it a lot to style the rest of the app. Besides that i continued working on the character creation window, everything works, and i gave the NPCDict a bit more of a new form, i also changed the form of the layout thanks to some feedback, and i added the status layer a t the bottom as it was hard to tell when the character was made, plus it also works to remind the user of common errors that could break the characters. And after all of that i also started to put some progress on adding tooltips, they work, now i just need to impleemnt them, but i'd rather wait until i've implemented the functionality of the traits to describe what they do. So overall i'd say i'm happy with how this worked out, now going back to the SoL window, likely first fixing the bugs the new dicts made, which hopefully aren't a lot.

>>60979
Yes it was kind of a challenge early on to design stuff i na way that was bidirectional, and not hardcode and assume certain things about the player, a fun challenge overall and i hope it proves to be a good addition to the game.

>>60983
Glad to hear that, there is still work to be done, but i hope it doesn't take too long before i have a playable version of the game i can release to the public.
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>>61020
Progress update. I started the day wanting to test out the new dicts i made yesterday to check for possible bugs, this was when i realized that for those changes to be reflected, i'd had to export the old NPC and it's data, and import the new one. So for today i set on the task of making the import/export/remove menu, which was a bit trickier as i realized that i needed some data that was initialized when the SoL menu was open for the first time, but you could access this new layout without first opening the previous one. I thought about shoving all of that data initialization into the starting main function, but it was a messy solution, so in the end i spend a good while rethinking how i handled layouts, how i initialized them, how i called for their GUI's and similar stuff. In the end i cleaned up that whole part of my code, and it led me to being able to just initialize the SoL layout upon starting, not yet drawing it's layout, but just setting up the data i needed. After this i moved on to making the actual layout i  wanted to make, i thought about how i would display the characters, as before it was just a label with a name and ID, but having made the cards for the SoL menu, i thought i could use it there too. But those had a bunch of useless information, so in the end i made a smaller version of them just with the buttons needed, the name and picture, as well as the status indicator to the left, green for characters that are already in use, red for those who aren't and can be imported, and yellow, for NPC's that are in the game, but don't have any written data, like temporal NPC's and the like. Things were rather smooth in this last bit as i used the same principles for drawing the cards as i did for the traits in the character maker layout, and so far i implemented the import and remove function, i'll work on the export one next, and then on to fix the bugs i already found on the SoL menu.
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>>61058
Progress of the day. Lots and lots of bug fixes, a bunch that arose in the NPC import and export for situations like removing the NPC the player was currently targeting, or trying to update with no NPC in existence and similar situation. Then there were some more issues on the refreshing of the SoL window, like some esthetical ones with the buttons having too much separation for some reason, or them having their stylesheet stripped off, i already knew about this, and solving them led me to standardizing the way i coded the scroll areas which is nice. Plus a few more for the checking NPC interactions, checking for commands available, and everything that might need the 'BodyType' key, which was changed into 'BodyData' Overall i manged to make a lot of progress, but there is still a bunch more bugs around which i'll deal with tomorrow, and after that i should be able to get back into adding content everywhere in the game. Since this was a lot of bug squashing, there is no picture to show off, so here is another Remilia instead.
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>>61092
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>>61092
Progress update for the day. I started by working some more on all the bug fixes, i think i got most of them, at least the ones i was able to find while playing normally the game, and also trying to force some edge case scenarios. While doing this i also implemented the switch button to change the character you control to someone else, as expected this one gave more bugs to squash, and i also implemented the quick save button, both simple things but they helped me debug stuff. 
After that i started to work on the commands, not yet implementing any new one as instead i'm thinking some more on the structure of the commands, specially since i decided to move the connotations inside the command, instead of having it be separate, so i've spent a few hours just thinking on the possible connotations that the command could have, like is it friendly, aggressive, passive, active, dominant, submissive, and so on and so forth. The commands i'm using as sort of a guidance, are a missionary position, male dominant, female submissive, with the male initiating the action, and the same one but with a sort of power bottom situation, so it'd be a female active, male passive, female submissive, male active. This led to me having to split up the connotations, at least some of them, into giving and receiving, like despite both having the 'VPenetration' characteristic, they still shouldn't be applied the same, as the first one would go as expected, but the second one as is the woman initiating the command, it'd end up looking like she is the one penetrating the male if i used the same connotations. 
Overall there is a lot of thinking that needs to be done with this, for the connotations as i explained, the values such as favor or desire, the permanent values like speechExp or attraction, and the state values like arousal or mood. And how all of these interact to represent the intention of the command. Again this was thinking and back-end, so here is another Remilia

>>61104
This but with features, implement one and three more appear, feel like you are almost done with a section of the game and realize just how much more work needs to be done
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>>61123
Progress for the day. I mostly have just been thinking and trying to flesh out in it's entirety the connotations system that i've been working on. After writing yesterday's update i thought of a good solution, but thinking more about it, it had a lot of implied elements that could've added a bit too much complexity to designing the commands. So after that i thought of another solution, but this one was instead way too verbose, and even worse i could foresee that cascading into other elements of the game, which in the end might add the same complexity as the one before, but also making everything bulkier which is not ideal. So after a lot of thinking i think i've settled for a middle point between these two systems, not too verbose, not too implied or complex. Now i need to think of how i'll correlate the weights of the command to the connotations, at first i thought a single command had a single connotation so i could directly link them, but since i split those up into the actor connotations, and the target connotations, it means i can't directly link them, so far i'm leaning more into having both of the connotations having weights, but for the NPC AI of sorts, they will use only the actor weights to choose what to do, this after they pass all kinds of modifications from traits and abilities and all such things. Overall i think i still need to think about this matter for a while longer, but besides that part, everything else i think is already fleshed up so i've already started to write the final version of the commands. Again lots of thinking and some back end stuff, so not much to show for today, here is a Remilia instead.
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>>61123
Update of the day. Started the day, or rather since yesterday, i've been thinking a lot more about how i want to handle connotations, in the end i think i'll indeed use the actor connotations as the main weights, but the target connotations will also have some weights attached to them, for the sake of being manipulated and considered in abilities, traits, and personalities. 
I also started to think of how i wanted to handle preferences, as before i just thought it would be on a command by command basis, like if you do a command too much, the character might have a higher chance of doing that same command. But now i'm thinking of linking the preferences with the connotations, so if you do like a anal caress too often, then instead of the character just wanting to do more anal caress, they will instead have a higher chance of doing any anal related action, as well as any caress related action. This also solves the preference for being more submissive or dominant based on what they do most, as the dominant, active, and their counterparts are also common connotations. This will likely add a bit more complexity to everything, but i also think it will make the AI more interesting in their behavior and training of sorts. 
With all of that, and not wanting the day of being spent just thinking, i instead moved to make the actual save and load screen beyond the quick save button, not much to say it was rather straightforward, and i could borrow some old code, not like there was much complexity about it, and i'd say amongst all the layouts i've done so far, this one looks pretty much the same as the older one, just with a different hierarchy of widgets, being bigger, and having the middle section being scrollable instead of having a pagination system.
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>>61168
Progress update. Not much to say for today, i eventually settled on a way to handle the connotations and preferences, and afterwards i moved on to start writing all the commands, they aren't really that hard to make, they mostly just take a bit of time. So yeah, steady progress without any issue, i think i should have the commands done by this coming week, and after that i'll move on to likely design the base personality for the AI, as well as setting everything up for custom personalities and the like. Either way, not much to show, so here is a Remilia instead
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>>61199
Progress update. Like yesterday there isn't much i can share for today, i've been working some more on the commands, for today i finished the common commands, tomorrow i'll move on to the sexual ones, even if i'd also like a lot more common commands, but i'll see about that once i'm done with all of these as there is a lot more sexual ones than common ones. 
Besides that i also thought a bit longer about the whole problem i had the other day of verbose and implied aspects of the connotations, in the end leaning a bit more towards the latter, as my main issue with this one would be for commands depicting more than a single action, as in the end i thought that i would not support such kinds of commands, instead i will implement a way to trigger multiple commands at the same times which should be a better solution for these kinds of commands. Either way, not much to show so here is one more Remilia
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>>61168
>>61199
>>61252
Anon, even though I know you haven't been getting many replies, I just want to say: please don't stop working on this! You are the first hentai game dev I've seen that seems to be in the process of creating the kind of gameplay loop and systems that I've always wanted. Even seeing these small updates day by day is filling me with excitement that my dream porn game might become a reality.

Carry on you glorious bastard!
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>>61252
Progress of the day. Again, lots of commands done, and a few more added to the list that i noticed were missing, not much more to day about today, there is little to say as the commands are kind of pick and choose in regards to the stats they cast, but despite that they also take quite a bit more time than one would expect, mostly due to the whole implicit part of them, like for example giving a blowjob, and asking for a blowjob, it isn't just inverting the roles, as when you are giving one you aren't completely acting submissive, but when you are asking for one you are acting dominant, so i need to see what are well, the connotations, associated with each command and their wording and such kind of thing. Overall, not much to show once more, so another Remilia for today.

>>61292
Thanks for the encouragement, i don't plan on giving up on this project, and i hope that the game lives up to your expectations when i launch it's playable alpha
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>>61292
We're all here. Just lurking and watching, as per usual.
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>>61336
Update of the day. Like the previous couple of days, i mostly worked on commands, i was a bit more productive today thanks to splitting the work load into two sessions instead of a single larger one, and at this pace it should take me a couple more days before i'm done with the commands, and maybe an extra one for the complementary stuff like the button text, or the logic to check if a command is available or not, but likely won't as i'll try to deal with that in the following couple of days as well. Besides that i've been having some time to think about how i'll handle personalities, at first i thought it would be just sending the weights to be processed, but now i think i'll give personalities more control over the NPC behavior, it will make things again more complex, but it should also make the personalities feel more unique and fun to play with. Again here is a Remilia
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>>61369
Progress update of the day. Lots and lots more commands, not much to say, some of these are kind of tricky to think about the connotations they carry in one way or another. Besides that i've also been thinking a lot more about everything else about the game, as i'm kind of eager to go back and try out all these ideas, i'm sure most will be discarded, but i have hope for a couple that might give the game some flexibility in regard to what traits, abilities, personalities, and everything else is able to make, as if things go right they should be able to get almost unlimited freedom in what they can do, but first i need to make sure the system works, i looked online and in theory they should, and if not i should be able to think of a good solution, but again first i'd like to mess around with these ideas before implementing them. Either way, here is an example of a basic command, there is still stuff to do like adding variations for like a super success, or mild success or such, or getting more/less of some values depending on their body characteristics and such, but again first i want to have every basic version of it, mostly so i can start setting and testing everything else.
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>>61395
Progress update. Finished the last one of the commands, in the end it took me more or less the week like i kind of expected, even if it was more laborious than i anticipated. Even so i think it was the right choice to make them now before the personality or traits, as it led me to refine and think more about the basic connotations i would have, as otherwise i would've written logic based on connotations i now know i would've deleted or redone in some way. I'm also feeling a bit like after you finish writing something, kind of glad you are done, but also part of me wants to do some more, which i'll likely do as i noticed a lot of gaps in the commands i'm currently handling. Besides that on the next days i'll handle everything around the commands and then i can get into the personalities and other logic, as i've thought about how i could handle some other mods or traits that would need a deeper integration on the game, at first i thought i'd just set everything up and leave it turned off by default, but now i think i found a good solution to implement these more complex, and even any simple traits, plus solving a few issues i had in how i'd handle the logic of personalities. Either way here is another Remilia.
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>>61433
Quick question about personalities. Are they set at the beginning of the game by the players, semi/completely random, or will they be an evolving thing?

Could I potentially take a loving housewife and turn her into a complete dumpster whore and vice versa?
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>>61439
Personalities as i'm planning to implement them for the first alpha, are set at the time of making the character. Having said that, for your example you can always level up abilities like their lust, or use many submissive, or humiliation actions against them, which eventually will move the weights and make them prefer to do such things, effectively becoming sluttier than they would normally be. But aside from that, hearing that i think it shouldn't be too hard to implement a way to switch personalities, like if you make a character gain enough experience or points in certain things, you can spend certain points into changing them into another personality, in theory it would be actually rather easy so i might just do it before the initial release if i have the time.
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>>61433
Progress update. Did some work in the complementary parts of the basic commands, mostly just separating the connotations and then linking them back together, so i don't have to pull the whole data to judge weight or check for command availability or such kind of stuff. Besides that i started to mess around with the signal based events that i was thinking on, it was a bit troublesome to get it working due to some ideosincrazies of Qt and how they handle signals, but once i figured it out it was simple enough to implement, for now i did a proof of concept with the Chastity trait, more specifically the 'Not for Lewding' level, which makes it so if a command, has the 'Sexual' or 'SHarassement' connotation, the status of these commands will be 0, so they won't be available to use against the characters with these actions. As it can be seen in the screenshot it all worked really well, it was even bug free which might just be that i'm not actually seeing the bugs, either way i'm quite pleased to see this concept working and it should enable deeper integration of mods with the base game as i hoped. Besides that the commands are mostly compatible with the previous data structure, besides the preferences due to what i described before, of moving the preferences from being Command based, to Connotations based, but this will be simple enough to fix.
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>>61463
Update for the day. I worked some more on the supporting area of the commands, most of it is finished besides the tasks data and flavor text, which shouldn't take too long to finish tomorrow so i can wrap up the basic commands. Besides that i've been thinking a lot more about how i want to handle the logic for the personalities, due to how i wanted to give them almost total control of the character behavior and logic, not only choosing which actions to pick as they were designed to be before, so far i think this change will increase the complexity of the key functions of the game a good bit, but they also should make the personalities feel more unique, and enable them to do some more interesting stuff besides just moving, or doing whatever action. So for now i've been just trying to think which lines of communication i want to establish, and how i want to establish these. Either way, here is a Remilia, i must say that my folder of Remilia's has been growing a lot recently.
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>>61484
Progress update of today. I worked some more on the tasks of the commands, they are quite a bit more laborious than i expected, so they will need me to work on them for a few days on a second plane. Besides that and related to the tasks, i started to think on how i wanted to handle rejection, as so far i've split the tasks instead of just one, into four, one for success, one for forced success, one for failure due to resistance, and one for failure due to energy, the increase in number also contributing to the labor these are taking. While working on this i've also been thinking longer on the way i want to handle the actual logic for the AI, as i get an idea for the basic levels, but once you get to the higher falling states i'm a bit unsure on how to handle, more specifically for characters with more than one fallen state, such as a character being in love, but also being slut in a fallen state sense, as i'm wondering if i want to design the logic to build up on top of each other, or if i want to handle the combinations as it's own separate block of code. I still need more time to design this, so for now i finished the day by putting a bit of work into testing and making sure it works, and it does, for now the weights of the commands are equal, and there is a patch to make sure every command goes through, but overall it's nice to see the work i've been making reflected on the actual game. Another small thing to note is the variations of the 'behind' and 'ass', as i implemented some simple function to randomize the selection of the words used for the description, the state, and the part, of a specific body part, like 'small, erect, nipples' which could variate to stuff like 'tiny, stiff, nipples', or such.
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>>61498
Progress Update of the day. Started working on the foundations for the personalities, setting up the general flow of data and the kind of logic that i wanted to use, in the end i chose to go for a build up kind of system regarding the fallen states. Besides that things went without too much issue, and while i haven't actually implemented them, sending test data everything flows and works nicely, now the characters can give weights and choose who to act with, and what action to take with them. Given the logic i'm using i also solved a few other not quite issues, but still stuff that i wasn't sure how i'd handle in the future, such as for example how i would make the PC let the other character do some random action against them, or similar kinds of things, so that was nice. After making this proof of work, i've thought some more about how i want to handle the signals i've started to implement, as while i know i want to use them, and where i want to use them, i'm still wondering if there is a way to make this process more efficient as i feel like the way i'm handling it, there will be a lot of wasted signals, but then again these takes practically no runtime if they are missed, so maybe it isn't that big of an issue. 
Either way, while thinking about this i made some changes to the character maker, namely to add the physical age picker, and also to add a slider for the character maximum energy, which proved to be a lot trickier than i expected given how i had a very specific way i wanted it to behave together with a line edit box next to it, so the player could input a number, or select it, and either of these would reflect on the other. 
Anyway, i'd show this latter bit, but it'd be virtually the same picture as last time i showed the character maker, so here is another Remilia instead.
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>>61527
Question about the fallen states. How potentially extreme are you currently planning on making them? Is it just a matter of how much they're willing to have sex/serve you personally or will there be other things you can force them to eventually do, e.g. exhibition, prostitution, etc. ?

And I guess building off of that is rape/blackmail and other such things also planned? Great work regardless!
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>>61529
The behavior of the fallen states will depend on each personality, but most should indeed just affect their willingness to let you do certain thing, as well as how much of certain stats they gain, their inclination to do stuff with you, and what kind of stuff to do with you. Once i have more commands implemented into the game, i can make some be locked behind a specific fallen state or the like. So they'll mostly behave as a modifier to the base personality. For forced stuff, i don't think there'll be much of that in the initial launch, but it is something i want to include and that i've been thinking for quite a while now on how i could implement it, blackmail or such kind of coercion will likely take a good bit more of development, but just actual rape shouldn't take too long to be implemented past the initial release
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Progress Update. Started the day by thinking some more about the behavior of the NPC's, which inevitably led me to how the erotic actions would happen, which led me to realize how in most scenarios they wouldn't happen due to their exhibitionism not being high enough to do stuff in public. So with that in mind i realized i had to implement the advanced actions and intentions system i had planned for a later update, at least the bare bones so i can implement some action like 'Take somewhere private' that would be available if the characters were horny enough or the like. 
And while thinking about this, i also started to think of how i would handle other matters, more specifically the negative ones like demanding some action, or forcing a character to do something. I've been thinking about this for the whole day, and so far i have no good answer on how i want to handle this, or more specifically, link this to the connotations, and any other system already in place, to do stuff like change the text of a task, the values they send, and such kinds of things. At first i was leaning more towards having a 'Demeanor' value that could range from pleading, to forceful, but this would add way too much repetition to making a single command, escalating the tasks that were originally a single one, that then moved to 4, to now 16 at least if i implemented this system, not ideal. After thinking about it for a few more hours, i think i'm leaning  more to setting up some system to modify already existing commands, so far the idea is still nebulous, there is still a lot to figure out until i start to flesh it out and actually implement it. 
While i think about that, for now i just implemented the personalities into the game, they indeed work just like tested,  plus making some changes to the character maker, i also did commands stuff, but given how i might have to rewrite them, i'm not sure if i should count it. Anyway, here is another Remilia.
Replies: >>61630
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>>61577
Progress Update. More time trying to figure out how to handle the problem of yesterday. I think i'm leaning more to a mesh of all the ideas that i've hand in mind, so i'll add two bits of data extra to every command, one of which will be the sort of intention, or modification to the command, like forceful, pleading, hypnosis, drugged and such kind of thing, which will correlate to the second piece of data, which will be an implementation tracker, which will do what it says, tracking if a command has handled the added modification, so if the command has an extra piece of data or an alternate version, or if not then here the signals come in, with each modification adding connotations and altering the overall data cast by a command, with this my main issue was how it could change flavor text, as i couldn't come up with a good way to make the flavor text modular, without feeling overly generic, but again i can leave this to be handled by each command modification, this will also mean i'll change a bit the way i store the flavor text data for each character, but it shouldn't be too big of an issue. So that was most of what i did for today, spending the whole day thinking about, plus also some experimentation to make sure these ideas i have in mind indeed work, which they do so that's nice, i'm still figuring out the signals system, as i've also thought about implementing a custom version of this one for flexibility and performance purposes, but again not the time to think about this. Either way here is one more Remilia
Replies: >>61646
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>>61630
Progress update for the day. Worked some more on the same issue i've been working for the past couple of days, the idea in my mind still doesn't feel fleshed out, but it was still enough for me to start setting everything up, which i did, and besides some minor issues that were easily solved, everything once worked, i also had some minor concerns about the overall usage and architecture of the signals needed for this to happen, but tracking the pointers of my data, and checking the actual performance, things seem to be doing well in that regard. 
Besides that i've also been thinking that having stareed to actually implement mods, i'm thinking of how i could handle a mod manager or loader to check for the order in which they load and such, i'll likely won't implement this for the first update but i'm already thinking about this. Besides that i did some minor fixes around my code, and i think with all of this done i can get back to dealing with the commands, which in the end won't need to be changed as much so i won't need to rewrite my code which is nice, i'll only add a few connotations to the list, and the rest should be handled by the mods. Anyway, here is another picture of Remilia as this was more back end stuff.
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>>61646
Just wanted to say I'm still keeping tabs on your progress, just in case you were wondering if anyone cared.
Honestly can't wait to see a prototype! Love the Era games for their versatility.
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>>61646
Progress Update. Today i wanted to take things a bit light, so i thought about working on the details menu for the NPC's. This proved to not have been a light task at all, mostly due to me having a very specific way i visioned the starting piece of data to look like, with the wrapped text around an image as it can be seen on the attached image. I started trying to work with this, not even sure if what i envisioned of the picture being embedded in the text was possible, and having the image be a separate widget wouldn't work, given how i wanted the text to wrap to the bottom if it was long enough, again as it can be seen, so this would've added a lot of complexity if i wanted to split the image and the text. This led me to investigate how i could do this idea using rich text, which QT partially supports, and after not too long i found a way to indeed embed the image and text. 
Up until this moment things were going not that badly, but then i ran into an issue, caused by QT partial support, and not full support of rich text, which while it wouldn't have broken the overall structure and it would've worked mostly as i envisioned, it would still have looked off and the style would look not as good as i wanted. This took a bunch of time to fix, and in the end i had to split the image as i didn't wanted to, but not completely, as i had to do some bad coding and set up a placeholder blank image in the text, and then set up the image on top of this blank one, it isn't an elegant solution at all, but searching around it seems like this is an issue with QT overall, and at least the questions i found didn't had an actual answer, so this had to do.
Another good source of pain for doing this, is what can be seen at the bottom of the text, that line shows that the label is automatically being resized to fit the text and not more, as otherwise the text centers in the middle, and once more things looks bad. With this i found another pain point with the way QT handles style sheets and fonts, which means that i had to discard a good idea i had to normalize stylesheets across the entire app, this will make implementing themes more difficult, but there is not really much i can do about it, i guess it was a good thing i caught onto it now. 
Either way, it was a painful experience, but i still learned a good bunch about the way QT handles rich text, and i hope the following bits of this layout won't be as complex, which they shouldn't, but one never knows.

>>61656
Thanks, it's good to know there is people who care about the work i'm putting on this. And i should have this in a playable enough state for a release in a bit over a month, i'm aiming to June 4th for it.
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>>61669
Progress Update. Started the day by implementing a fix for a couple of issues that arose with the way i designed yesterday's code, it took a bit of time but overall it went without too many issues. Once that was over i continued working on the character details layout, which once again proved to not be as simple as i expected, mostly due to styling issues, and me being stubborn as i could just put the whole text in a scroll area and make the user scroll if the text is too long, but i wanted to have it change the size as seen on the previous update. Regarding this, i went through af ew more revisions and ways i could handle that whole thing, all of which were promising, and had some advantages in simplicity or such, but all of which ended up breaking far too easily, so in the end after the whole day of messing with it, i think the right way to handle this was the one i had already implemented, plus a few fixes. 
Besides that, i also already set up the generic descriptions for the characters, as well as the custom ones they might have. So with the more style based area of the layout done, the rest, as it will be more logic based, should go on without as many issues as i can borrow some code from the character maker for some of the modular bits, but i also have in mind some custom kind of widget that might prove tricky to implement, even if in theory it should be quite straightforward. 
Anyway, i could post an update of the layout, but to not make it too redundant i'll post one once everything is set up, so for now here is a Remilia
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>>61722
Another anon here excited for this game.
I was also curious if there is any kind of tutorial for making that style of game as seeing you work has reawoken my desire for something that tickles my specific autism and no one but me is ever going to make it.
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>>61722
Progress for the day. I worked some more on the details menu, i refined, cleaned up, and merged the mesh of ideas i used to handle the auto resizable label, not much to say, just it being more accurate about the height and being easier to read, it is nice to see it work, even if i'm still a bit uncertain about the adjustSize function and bounding rects for text not working in QT. 
After that i worked on the display for the traits, this went overall rather smoothly and i used pretty much the same code that i used to display the traits on the character maker besides a few tweaks here and there, i also implemented the static widgets every trait gives, and it looks more or less like i had in mind. 
Overall the work for today wasn't that complex, more so just a bit time-consuming, specially given some idiosyncrasies that QT has and aren't that intuitive, but i had already found and solved these before so i applied the same way to handle this is i did in those other instances. 
Besides that i'm thinking of how i want to implement the Relations, Fallen States, and Permanent Values, all of which i know will be merged, but now i'm thinking about their design so they don't break the overall style of the app, as some ideas i had could be nice, but they were bothersome to use, or looked off. Anyway, here is another Remilia, tomorrow i'll likely post a screenshot instead.

>>61751
There isn't any tutorial that i'm following, for this game i just picked a language, a framework, and started working, not the best approach likely as i've had to thought, research, and reinvent pretty much everything by myself. Having said that, if you want some help or pointers i'd be happy to help you as much as i can, just flesh out  any idea you might have in mind and we can get to talk about this.
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>>61761
Progress update for the day. I worked some more on the details menu, it started not too eventful, as i reused a bunch of code to display the global stats of the character, and the details about the relationship between the character and someone else, started smooth with a few things being more straightforward and clean than i expected, but as soon as i got into the specifics of displaying the actual details there arose a few issues, not as much with the first character, but more so when i tried to change the target of said details from one npc to the next. In theory this shouldn't have been as hard and painful to code as it was, just creating a new layout with the new data, letting the holder of this layout to change it to the new one, and that should be it. But for some reason the widget refused to update, i checked for the ID's of the layout, the holder, and what the holder was indeed holding, and everything changed to match up the updated data, but the widget on display was the same, i checked for data corruption and there was none. 
It felt like i was banging my head against a wall for a few hours given this issue, but in the end i managed to solve it by just not making new layouts, or a new holder as i kept trying to do, instead i defined everything outside the update function and just removed everything from the layout and added the new stuff, i had already implemented this fix in some other areas but it was more for performance purposes rather than a layout issue like this, so i didn't think this would solve the issue as it was looking more like a bug with the drawing, rather than the actual contents of the layout, given how those were indeed changing before. 
Either way here is the layout so far, i'll still add a few more things and clean it up over time, like the conditions and how close they are to fallen states with each character, as well as their trained abilities with them and such, but besides that i'll likely go back to working on the personalities, this time to actions cast against them, instead of the actions they cast.
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>>61803
Progress update for the day. Today i mostly just focused on cleaning up the code, as well as giving the finishing touches and now completely wrapping up the details menu, not much to say about either of these, once more it was time consuming, and more style issues that were fixed eventually, i'm just pleased to see everything working in the modular way that i designed them. 
Besides that i also found a way to reimplement everything working on the stylesheets so that themes can be easier to implement, it isn't an overly elegant solution, but it works. Through all of this i also properly started working on the documentation for the game, so far most files are not too in depth, but i'll be slowly adding stuff to things like the signals documentation, or the connotations and how they are used and so on, mostly due to how i had caught myself going to set up stuff, that i had already set up at an earlier time, and while it was nice to see my foresight, and see how i arrived at the same conclusions, it was still a bad sign that i was forgetting stuff, so this should also help me avoid these kinds of situations, while also not having to have my whole codebase in my mind. Either way, i could show another picture of the finished details data, but i already showed one yesterday so instead here is another Remilia.
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>>61835
Progress update. Worked, and mostly remade the commandProcessing function, now i'd say it's a lot more straightforward and tidy, as well as taking into considreations all the changes that i made since last time i touched this, the overall logic flow was rather uneventful everything worked and communicated as intended, and the only issues that arose were due to some minor issues like not noticing a key for a dict was misspelled or such, but besides that this new version gives even more weight to the personality of the character, assigning them a good chunk of the logic for the command processing and the flavor text retrieval. Besides that i broke part of the refresh function, but that should be easy enough to fix, and since it was mostly related to the flavor text, i could still test this new version of this function, and it indeed worked, having naturally fixed the bugs that were in the previous version. Not much more to say, for tomorrow i'll get to work more on the personalities, which is what i wanted to do today, but since this was broken i had to fix it first. Here is one more Remilia
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>>61888
Progress for the day. Not much to say for today's work, i mostly focused on working on the personalities, and some commands, just filling in content, even if i still had to think about how i wanted to handle the personalities, as i knew i'd base it off an intimacy level, but how to calculate it, and how to communicate this with the fallen states, was something i gave plenty of thought. Still, i think i have a decent idea of how i want to handle that, and besides that i still worked on the no intimacy section of the personality, which worked without any issue i couldn't find quickly enough.
Besides that, i think there i only a few layouts left that i have to design, of which only 1 should be mildly complex and the rest should be very easy to add. So i think i'll focus on that next week, and after that i'll spend the rest of the time until the initial release filling in content, unless i find something i oversaw. Anyway, here is a Remilia for today.
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>>61923
Progress update. Like yesteraay i mostly focused on filling in content for the game, which again there is not much to say, i'm mostly just filling in values similar to when i did the commands. But for the personalities, and more specifically for the fallen states, even if i didn't wanted to make these modular to start with, i still gave it some thought on how they could work, and after the day of thinking i came to the conclution that i won't make them modular, at least not completly as any approach that i could think of proved to have a lot of issues, or needing a lot of work in every single part of the game, which would mean that user made content would be a lot harder to make, which is something i'd rather avoid. 
So for now i think the most will be modified versions of teh base fallen states, which will affect three values, Love, Lewdity, and Submission, the base fallen states will each focus on one of these, alongside intimacy on top of it, but the modified ones could mix and match these four values. I thought about designing a system similar to the connotations i did with the commands to solve their modularity, but i don't have even the slightest grasp on how i could handle these, and considering how the connotations themselves took me a couple of months to properly think of, i think i'll just leave the more in depth modularity of the fallen state for an update further down the line. 
Anyway, like usual values and code isn't something worth showing so here is a Remilia.
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>>61950
Progress update for the day. I started the day by filling in some more documentation, this time about the connotations, their usage, as well as adding a few more general ones for the forced actions and related ones like mind control or unaware ones. After that i turned to work on the abilities, and the values they affect once a command is triggered, not too much to comment about this, they were pretty much already written since almost the beginning of this project, as traits and the traitsProcessing function at the time, were one of the first things i started to code and work with more than a year ago. Besides that i also thought about what each ability would affect in terms of the character behavior, as while each individual one wouldn't be that complex, i still needed to think about how they would interact with the personalities, traits, fallen states, and everything else that will also affect this, as i can already foresee how i'll need to do a lot of tweaking to make this feel balanced. 
And through all of this i also worked a bit more on the personalities, it was more or less like all the previous days, no real issue, besides the fact that i'm considering splitting the logic into connotations, instead of into intimacy levels, i haven't yet done so, so not much to report about this. Anyway, here is one more Remilia.
Replies: >>62035
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>>61992
Progress for the day. I finished the basic version of the abilities, i already noticed a bunch of points to touch on, but for now they work and do their most basic function, some bits of them got a bit messy at one point, but i cleaned it up and it is tidy enough for now. 
After that i moved on to start working with the enhanceMenu as i ended up calling it, which will be where characters level up their abilities, morph or gain traits, as well as fallen states. Not much to comment about this, the hardest part was choosing how to name this UI, as the rest i reused some code from the detailsMenu, but i did wanted to clean this up as well, mainly in the stylesheets as i wanted to start trying to design with a single stylesheet in mind. Due to this i spent most of the day playing and experimenting with the stylesheets, how the events, properties, and object names, interacted all in the stylesheet, the hierarchies fo these and the like. I think after all of this i got a decent grasp on how this works, and i settled on a good architecture to make the stylesheets clearer, even if i haven't yet made documentation for this, or conventions on how this should be written which i plan to do as that should make it easier some other bits of code. 
Anyway, i'll post the finished layout once i'm done with it, for now here is another Remilia picture.
Replies: >>62069
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>>62035
Progress update for today. I mostly just focused my work on the enhance layout, as after today's work, even if not perfect, i still think i've refined the code i use for grid layouts, having dealt with most kinks that i had noticed and just patched previous times, so everything looks just the way it should automatically and without manually tweaking some values. 
Besides that i'd say i got a good chunk of the layout done today, but there is still work today, mostly by setting up the dynamic objects for upgrading or downgrading abilities, skills, and fallen states, the first of which i already did the proof of work, which again arose some style problems like everything, but this time they were quickly solved by reading a bit of QT's documentation. 
And i've also been thinking a bit more about the one stylesheet matter, which has been working quite well for the layout, but i still noticed the same major flaw of last time arising once more, and to solve this i think i'll just add a complementary function to the stylesheet, which is just to store data that can't be easily retrieved, not the cleanest or most elegant solution, but i still think it's the best one. Another Remilia for today.
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>>62069
Progress for the day. More or less the same as yesterday, i continued to refine the way i handle the dynamic widget of the abilities, this time by cleaning certain parts of the code, and adding a few things like flags handling in case for example an upgrade can be forcefully available for one reason or another, as well as making the AdjustSize function now being a public function that should work with pretty much every widget that it's thrown at it, in the same sense i made the GridLayoutMaker a public function, i had to edit a few things, but it does work, and it should make the creation of grid layouts a lot simpler now, plus also if any style issues arise, i can just modify this single function instead of all the ones that will be using this.
Besides all of that, and implementing a few more dynamic abilities, i also quickly dusted off and reimplemented the Credits, Disclaimer, and License layouts, which all are rather simple considering they are pretty much just a label in the middle with manually set text. Having said that, i still  will likely give the GPL license a few reads, as PyQT is licensed on that, as last time i did i caught the bit about having to append a copy of it to the game files, so i'd rather catch all these little things. 
And through all of this, i've also started to think about how i handle the abilities overall for each character, as right now they are on a relationship by relationship basis, but i realized this would make it difficult to make characters with already defined abilities, like a slutty character with a high lust level by default, or an obedient character with high obedience overall. So i'm contemplating having both, per relation, and global abilities, which will be two categories of abilities, so raising an ability for a relation will have some conditions, and raising an ability as of global, will have another conditions. Anyway, i'll think more of that through these days, for now here is another Remilia.
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>>62102
Progress update. Started the day by working more on the Abilities part of the enhance menu, they are mostly done, i might still tweak some values, or add a few more abilities, but most of the work for this is done. After that i moved on to work on the traits part of the menu, which i thought would be simple as i could base these off the abilities, but they proved to need quite a different approach, which led me to run into a few issues, some logic ones that i already had ran into before that i was quick to solve, and like with everything, a lot of style issues that took a good amount of time to figure out, but in the end i did, and i managed to get every bit of the logic completely working, now it's just a matter of filling in the values and doing some more grind work to get these done. After the traits are over i'll move over to the Fallen States and that should be it for the enhance menu, i'd say i think these won't be that difficult, but i thought the same of the traits, and they still were a bit of a challenge. Either way, decent progress for today, plus a bit of complementary work on the sides, and like previous days, here is another Remilia.
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>>62130
Progress update of today. Lots and lots of widgets for the traits, i also severely underestimated the amount of work that these would take, considering how the abilities were copy-pasting up to a degree, but the traits do need more customization and thought into how i handle the logic for their widgets, not as much in the binary traits, but for the ones that have more states, or a bit more complex logic, i do have to give them a lot more thought. But besides that, today there were not really any issues to speak of, everything went smooth as i thought about the logic for the widgets, and set up the values for every trait gained, lost, or morphed.
Besides that i've also cleaned some of my older code and started to set up the clean branch that i'll make public along with the release of the game, it's interesting to stumble into old code of mine and see how i handled things back then, even more with the layouts of which i've found some that i had forgotten i had even made at one point, most being just redundant iterations of the same ones. Anyway a bit of a short update today as there isn't much to talk about the traits, but here is another Remilia of my ever growing collection.
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>>62138
Progress Update. More or else i spent the whole day doing some work on the traits, not much to report about this, it's just setting up values at this point and thinking about stuff like what kind of conditions to set for removing a trait or another, or on the opposite what conditions to set so the characters can gain some traits. With this i've also thought about how i feel like there is some values lacking for dominant characteristics, so far the only ones being Superiority and Sadism in a way, but it does feel like perhaps i haven't thought of another value to add that could complement these two. In the same vein i feel like i lack a value for innocent and naive actions, but i also feel like implementing something like this might make things feel a bit off with some commands. I think overall i'll also revise this, and if i end up adding something i'll tweak the relevant traits or other stuff. Besides that more complementary work to prepare for the launch day, nothing too interesting to comment about this, some of this has led me to think about some interesting stuff to add to the game, but i'll talk more about this once i get to perhaps implementing it. So once more, a Remilia for today.
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>>62151
Progress update of the day. I did the last push and finished the dynamic widgets of the traits, not all of them have as i think some would be better to gain or lose them through stuff like items or such, but most of them have a dynamic widget, and they are all set up and working nicely. Overall, like everything it's not as bad to design a single one of them, but the cumulative effort of doing all of them together does increase the work needed quite a bit, same with the commands where i also spent a bunch of time working on them just due to how many of them there were. 
Besides that while i was working on all of this, i thought about how i handle mood, for now it's just a few values of positive and negative mood, excitement, fear, and hate, and while all of these work well enough for now, i was thinking of maybe using the same approach i used to the modified commands, to also implement a more complex way of handling the mood of the characters and have it affect more in depth affect the way they act. For now i'm still just wondering about the idea, as perhaps it'd be best to leave it to leave it entirely to the personalities, but still if i do it in the same way i did the modified commands, i could do both, have some custom mood files, and also leave the option for the personalities to take full control of that as well. Again, i haven't reached a conclusion in this, and even if i implement this it'll be in some update post launch, just an idea i got thinking of how i had implemented the modified commands.
So with this, there is only the fallen states bit of the enhance layout left, and after that i'll post some image of how it looks, but for today here is another Remilia instead.
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>>62158
Late progress update of the day. I worked on implementing the Fallen States, these weren't that much of an issue as it was mostly the same structure as the Traits, the bigger issue came with trying to work some more with the adjustSize function, even moore after trying to make it so it could take into consideration inserts such as images, which i realized i never properly handled for the descriptions label in the interactions layout, which i had palnned to insert images to, but never thought about how to. This proved to be again rather challenging, but i think i got it all working in a cleaner version than the one i implemented before, still the same issue of the way it's handled not being the cleanest, but it works. Not much mroe to say besides that, more cleaning, nore trying to wrap up everything for the release, i also have started to try and learn how git actually works since so far i had just been using my IDE to deal with this whole thing, but i don't think it can handle more than one contributor for a repository. Anyway, here is the old abilitiesMenu as i called it before, kind of an interesting approach i had here, with teh description label to the bottom indicating the stuff needed to level up, and listing multiple options to level up abilities or gain traits or such, i had forgotten about this, but i might actually implement multiple options in the new layout as well, not for now as i'd like to get this Layout over, but at one point i will.
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>>62162
Progress Update. Finished the dynamic objects for the fallen states, and with that i finished the enhance layout as well, it took a bit longer than i expected as in the end i changed how i handled the logic behind these objects, but besides that, and some other style tweaks, it went without any issues. The layout ended up being too big to show on a screenshot, so i had to stitch a few together, as it can be seen there are a few ways to handle these dynamic objects, for the abilities there is the level up, and level down structure, for the traits there is the switch from one trait to another, some you can jump directly between these, and some require you to remove your existing trait before gaining the new one, as it can be seen on the Attitude one, and for the fallen states it's like the level up and level down one, but in this case you can see the requirements ahead of time. Another interesting thing, is the arrow to the right of the subtitles, it closes or opens up those sections, this was actually a lot easier than anticipated, i knew the logic would be likely simple, but i was already prepared for a bunch of issues, not much to say, it works well. Overall, i'd say that this new iteration works better, but i still think the latest one i posted had a few more interesting ideas behind it, mostly due to the constraints of not knowing how to do more than labels and buttons at the time, nor how layouts actually worked. Besides this i did a few more general work all around, nothing worth writing, besides easily finding solutions to problems i was having a lot of trouble years back. So with this layout done, i think i'll start right away working on the next complex layout which will be the sleep/in-game options one, this will be where you access the enhance menu from, as well as converting temporal values to gems, and such kinds of things, once this one is done i think every key aspect of the game would be done and ready for the launch, besides more content all around.
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>>62178
Progress Update for the day. I started with the groundwork for the sleepMenu as i'm calling it right now, but it might change later, this mostly consisted on making the supporting functions, such as the TimePass one, which i was surprised by how nice it worked with everything else, there was some minor issue that took some time given how i hard-coded some stuff for testing, but after debugging that, the rest was error and bug free as far as i've tested. Related to this i also wanted to make sure the function wouldn't take too long, as it would be executed 480 times on a sleep function, and while it isn't the kind of function that needs to be the fastest, i still didn't wanted it to take too long to run. For this i'd say it takes an amount of time i'd describe as good, you can feel the processing time but it's usable for now, having said that i am already thinking of ways to optimize this, perhaps using some multithreading for the NPC actions, but i heard some stuff about python and the way it handles multi threading that i'll have to research. Besides that, i also properly set up the location specific functions and events, not much to say about them, they work as intended, but as i implemented them on the Refresh function i was reminded how ugly the code in there was, and now that i have the GridLayoutMaker, i think i could make the code much nicer looking just by using that function and streamlining a few things. Anyway, backend stuff so here is a Remilia.
Replies: >>62217
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>>62205
Progress for the day. More work before getting into the sleepMenu, this time i focused on fixing a few issues that i had noticed before, but i had just patched at the time, this meant changing the way i loaded game files, before i loaded them when they were needed, and now i load them all at the beginning, surprisingly it doesn't really change the performance that much for better or worse as the experience feels more or less the same, but i still had to restructure a good amount of the starting code of each file which took a bit of time but wasn't really that bothersome. 
With this i also addressed a few other issues, namely the one where i had to declare my signals first before being able to use them which meant that before i had to load things in a very specific way for them to work, i solved this by simply making my own signals system which i'm pleased to say works perfectly fine and i have a few ideas to improve these even more, but for now they are already at the level of the previous signals system. 
And once i was done with all of that, i fixed a few more issues and cleaned up some code all around, nothing really worth writing about, overall a day with a lot of code maintenance, plus starting to do the proof of concept of how i want to handle sleeping and the temporal values conversion into permanent ones, which will involve some work with the personalities as well so tomorrow i'll likely do that. Anyway backend stuff so a Remilia.
Replies: >>62231
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>>62217
Progress for today. I started the day by doing a bunch of fixes all over the code, nothing too major, just a lot of things that were kind of messy or had placeholder code. After this i wanted to move on working with the preparations for the sleep menu, focusing on the sleep part of that which was a bit more complex than i anticipated, some challenges of this was solved by setting up even more signals all around the code, namely on the passTime function so the game can check for characters with low energy, or past their awake hours to trigger them to sleep. After this, then there was the actual action of sleeping, which again showed a few more issues, this time regarding the hourStart and hourFinish of the task of sleeping, for now i patched things up for actions that go across a day, but i'll likely change these two to DateStart and DateFinish, so they can account for hour, day, month, and year of finish, and besides this one, there was also a few other annoying issues, one of which had again to do with the way python handles copying nested dicts, took a bit to find, but it was easy enough to fix. So once all of that was done i moved on to think how i would handle the processing of temporal values to gems, i knew i was going to leave this to whichever file was responsible for the temporal value, but i was thinking of a way to handle gems that affect other gems, like the negative ones that would subtract from the positive one, i could just make it so these would be processed last, but in the end i chose to instead set it up so the user manually purges the gems, this is useful as it solved how i wanted to use these negative gems for gaining/losing traits, or abilities or such, and if the user is desperate enough they can also trade relationship levels to deal with these negative gems. Overall i'd say this was another quite productive day all around, but it was still backend so another Remilia for today.
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>>62231
Progress for the day. I wanted to focus today on finishing the sleep function, starting with the wake up part of it, as i knew what this consisted of, just setting the PConcsious and MConcsious values to 1, plus a few signals around that, but i was debating myself which function would be in charge of this, and related to this, when finished how i would grant the gained energy to the character, as i thought about implementing an ActionFinished signal for the commands, but for now i chose to not do it, mainly due to the amount of work it would imply, but i'll still implement it at some point. 
Besides that i moved on to the actual processing of TValues into Gems, which the actual process was rather easy to make, leaving aside the purging of the negative values which i haven't implemented yet, but besides that the actual issue with this, is that i thought that for the TValues they would communicate more than just the amount of said value the characters have, and this change to allow more data to be stored, as expected broke a bunch of things like abilities, traits, layouts, descriptions and so on, all of which were simple enough, but still laborious to fix. 
But once all of that was done it worked more or less as intended, as i did notice a few anomalies with all values and gems of the characters, which leads me to believe i set up some commands wrong, or a piece of code, i started to debug it for now, but i didn't find the source, still, i'll continue tomorrow, as for example the gems are on increments of 100-1000-10000 and so on, so having an **80 is not something should happen, without spending the gems that is. Besides all of that i also implemented a few more fixes and QoL stuff all around, nothing too major or that i can remember at this point as i focused on this early in the morning.
Replies: >>62267
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>>62248
Progress update of today. I started the day again mostly just doing fixes all around the code, didn't encounter any major bug or issue this time, so not much to share about this. After that i gave the finishing touches to the sleep menu, and made it so it would indeed lead you to the sleep layout after the time has passed, for this layout i want to make it bigger, and not in the smaller form like the previous few layouts, in part as i want it to be the central layout for in game options and data, it might be a bit optimistic to make it that big this early on, as i'm sure most of it will be empty, but i still plan to populate it slowly over time. For today i focused on the part for enhancing the relationships, as it can be seen on the left they'll look more or less like that, as these widgets were easy enough to make, in part given how they are rather simple, in part due to the many general functions that i've made over these past few days, such as the GridMaker, which worked well as it can be seen, or the GetImage one, which i also implemented on most spots that needed it just today. 
Besides that after linking the click to lead to the enhance menu, i'm also happy to report that it works without any issue, as part of me was expecting a bunch of problems to pop up as it tends to happen when a layout moves to other data sets besides the one i use for testing. After that was done while i continue doing some general clean up of the code, i also did soem complementary work, namely setting up the discord for the game, which given my lack of experience with this, i'm fairly certain that i did things wrong in some way, but for now the role selection and how that will open up channels, work just as i intended it to work.
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>>62267
Anon, i am really impressed that you are that committed to it, even giving everyday an update.
Keep it up!
Replies: >>62281
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>>62267
Progress update of the day. Not much to say for today, i mostly focused on doing general work around the game and the base personality, namely starting to set up the basis for the characters leveling up or altering the relationship they have with other characters, this will likely be a bit basic on the first release of the game, as i do want to avoid the cuckfest that this could easily turn into an issue if i'm not careful about the logic here, so better something simple at first. Besides that i also started to do some general character work, i already had the basis of the characters planned since a couple years back, but i still needed to more properly flesh up the setting, and doing a few tweaks to integrate the character backstories, overall not much to say abotu these, the character will be a bit generic in teh first release of the game, but through the updates i already have a few events that i have in mind for these. Besides that i also worked some more on the newGameUI, mostly just the reset function which wasn't that hard to implement, mostly as all the bugs that could arise from it i had already worked up before as i messed around with the character manager. And not quite progress, but i also was thinking of editing the enhanceMenu, i made a concept that i quite liked on the editor, but it might take a bit of time to implement so maybe not the best idea to use the time for now to change it. Anyway, more code, so not much to show, here is a Remilia.

>>62276
Thanks, i'll try to keep up the work, even more as the release for the alpha is so soon, might actually call it a pre alpha as there is still a lot of stuff left, and i'm not sure i can put it all in the remaining time. Still, i'll do my best to finish as much work as i can.
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>>62281
Progress Update. For today i focused mostly on doing character work, starting with the custom characters, first adding the male characters which indeed behave like male characters and there were no major issues to speak of, which was nice as so far i had only tested stuff with female characters. Besides that this was mostly design and writing work which isn't that complex but still take me time to try and iron out the kinks on the characters. After that i moved to another side of the characters, which is the randomly designed ones, as for today i set up the basic stuff to generate and create the characters, as well as starting to think about how i want to overall handle random characters, since so far they work by appearing on a location at random and disappearing if the player doesn't interact with them, but i'm also considering moving both of these things at the start or end of a day, so they could also interact with the existing custom characters. I'm still thinking about this matter, but the logic per se of this is mostly worked out. And while working through all of this, i also did some general stuff all around the game, nothing too major, mostly trying to debug a few annoying bugs, so not much to say about this. Once more backend so a Remilia for today, tomorrow i might post about the artwork for the custom characters.
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>>62298
Progress for today. Much like yesterday i focused most of the day on working on the custom characters, this time on generating their respective art, there were some issues with this as it had been a long while since i touched anything like this, but nothing that i couldn't solve, as the main problem of this was the sheer amount of time and iterations needed to get what i envision the characters look like, as at this point i've given up on the minor details that i'd like to have added. 
Besides that i also kept thinking about the matter, of how to handle the custom characters, and i think i'll indeed just make a bunch appear at the start of the day, and if they aren't interacted with by the PC, then they'll disappear and be replaced by new ones at the end of the day. With this in mind i thought about making a random schedule maker for these characters, and i might implement it in the future, but for now i left it at the random movement that i implemented at the base personality, if there is time i might test, and make a sub-personality for the standard one that has a higher chance of movement. And after that i started to work on implementing the global abilities so the random NPC's don't feel too same-y, not much to say about this, it was easy enough to implement, the bulk of this will be on making the dynamic widgets for the global abilities.
I was thinking of giving images of the characters as i made them, but i think it'd work better to show them off all at once when they are ready, so here is a Remilia instead.
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>>62300
Progress update for the day. Not too much to say for today, i started by working and doing general maintenance around the codebase, mostly by removing duplicate code like the one used in the makerMenu and the generic character generation, all of which was easy enough to replace, but i still had to do some validation to make sure the end result was the same as before. After that and fixing some other small issues, i moved to work back again on the generic characters, as in the end i chose to reset them when the sleepMenu is called, this way it doesn't feel as awkward to have nocturnal characters, and it gives the players a most straightforward way to refresh the generic characters in case they are looking for a specific combination or similar kind of situations. I also started to set up stuff to make the generic characters have indeed some variation in their traits, body, and abilities, all of which weren't that bothersome, besides having to code the function to get a random level in a trait, but besides that i was more wondering about the lists needed for this, such as the list of names, which i'll likely use some open source list or something similar. Either way, today was mostly a maintenance day so not much to show, here is a Remilia instead.
Replies: >>62315
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>>62308
Progress for the day. I mostly finished implementing the generic NPCs, as well as surrounding functions such as the one to retrieve a generic image based on the matching between the images and the tolerance the player set, for this i made some standardized way to name the generic images, and so far it works nicely, i haven't populated these images as it's a lot of possible combinations and while i'd like to generate this kind of art as well, for now i'm focusing my computer's time on the custom character images. While implementing all of this, i did ran into some common issue, that being the one to declare values within a loop, which given how python works and the way it assigns memory it's always a pain to deal with, and due to me missing an obvious step to prevent this issue, i spent way too long trying to debug this. Either way, besides that annoying issue, not many other problems arose, the most being how i identified an issue that made the commands and time passed run twice, i removed the issue and now the code runs even smoother. After that i spent the rest of the time doing some QoL improvements, such as the ability to favorite NPCs, as when i was testing the random NPCs, i noticed how it was annoying needing to scroll down to find a character you were still interested on interacting with, so the ability to favorite them, and pin them to the top of the list was quite handy. And like the previous few days, more progress with the custom characters, but nothing worth talking about. Anyway again a Remilia for today.
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>>62315
Progress update for the day. I spent the day doing a few more fixes around the code, this time more major ones, such as enabling the sexual actions and the starting of intimate scenes, as i had postponed this as i was still thinking about how i wanted to handle this, mostly due to the interaction parties that can form, and how two, or more characters, being in a sexual scene together would impact other characters trying to interact with these. 
Related to this i also did some work with the basic commands, namely fixing the sexual ones as i did a slight structure change since i wrote those, and also adding the 'PushDown' command which initiates the sexual scene between two characters, as this also helped text complex commands, which again should in theory work, and they did work without issues, but it's good to always expect these kinds of things to break in some sense. Either way after enabling this, i tested it and everything worked well, a bit too well actually as i saw the characters already initiating sexual scenes together, and some errors arose, as i'll have to go through each command to make sure they all work, this likely will take some time, but shouldn't be the hardest thing.
With all of that aside, i again did more complementary work for the game, as being so close to the date of launch, i'm trying to think about a possible name for the game, as all these years i've only called it 'A Unnamed Project'. I guess i'll only keep thinking about this until launch, and hopefully i find a good name for the game. Anyway, here is another Remilia for today.
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>>59443
Are you still working on this?
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>>62317
Progress update of the day. I spent the day doing fixes all around the code, at first focusing on the sexual commands and making sure they all worked as intended, and despite the errors raised last night, there weren't that many errors to speak of, but even so i paid a lot of attention to the logic overall given the anomalies that i was observing with the relations of a character sharing almost the exact same values for some reason, and one of the things i suspected to be the origin of this was some error in the logic for the trigger of a command, but after spending a good while checking on every bit of data, i concluded that this wasn't the issues.
From there and still wanting to deal with this issue, i looked through the way i wrote the commandProcessing, as i thought perhaps i was looping through the relations when writing the values down or something, but i couldn't see any loop that would cause this effect. So from there i started to just gather as much data as i could and try to manually analyze them, this naturally didn't made any sense with characters gaining a lot of values they shouldn't really have, and it wasn't until a lot of experimentation that i found the actual source, that being again, the way Python copies dicts, i fixed that, and everything else was solved.
With that bug that proved to be a lot harder to debug than i expected, i moved over to doing more general fixes around the code, as well as adding a few more commands that i found lacking, as well as dealing with some simple enough tasks like filling in the descriptions function, besides the physical age descriptors as i still don't quite know how to handle this.
Overall today there were a day focused on filling in content, and doing bug fixes, so again there isn't much visual to show that i haven't showed before, so here is a Remilia.
Replies: >>62350
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>>62328
Progress Update of today. More filling in content, i started the day by adding a bit more logic into the personalities to account for when they will initiate an intimate action, for now just doing the part where they will consider the location's privacy level, and the characters present at the time; As well as starting with the actual logic for when they will try to intimate an intimate action such as their mood or any complex intention they might have in mind. Related to this i thought some more about the Actions and Intentions system, as at first i thought about changing the way i handled the futureTask logic to a list instead of a single task, but in the end i chose to lean more into the ConfirmCommand function which i used for initiating an intimate scene, as well as adding more signals go along with this.
After that i kept working on the characters spending a good amount of time trying to iterate until their portraits looked as i envisioned them, or hopefully better, as well as properly writing their backstories and other stuff like their motivations and role in the story, not much to say as speaking more would be technically considered a spoiler, even if the events i have in mind will take a while until they are implemented into the game.
Overall a bit of a short update for today, which i guess might be a good sign given the lack of issues, or rather that some of my recent ideas just click nicely together with everything else. Either way here is a Remilia once more.
Replies: >>62361
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>>62350
Progress for the day. I focused today's work on trying to get the code to a presentable level for the launch of the game, which essentially meant that i was cutting out old code that i was keeping around just in case i needed them, as well as going through the dicts and trimming any unnecessary fat, as well as a bunch of dicts that were used in the previous iteration of the game and were now obsolete. While doing this and dealing with this i once more encountered style issues, which were somewhat time consuming given an overlook by my part, but overall they weren't that troublesome. And besides that, the only noteworthy thing, was how slim the dicts turned out to be once i had trimmed them down.
Besides those fixes and tweaks, i also once more checked for the data related to starting a new game ,as well as how the game would handle having bits of it removed, which arose me as expected a few issues at first, but i was able to solve everything, and now if the user chose to randomly delete their current save or other data like that for any reason, the game can handle it and regenerate the lost files, as well as redirect the user to starting or loading a new game.
And through all of this, i kept working with generating the art for the characters, this time there were some issues as i noticed a warning and i tried to deal with it, which led to my whole installation to crash, but besides the time lost in reinstalling everything, once that was dealt with things were back in track and i managed to get a couple of very nice portraits for the characters. And given the subject, here is a Remilia somebody generated.
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>>62361
I eagerly await the pre-alpha whenever you post it,
Replies: >>62371
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>>62361
Progress update for the day. There wasn't much focus on today's work, as i spent the morning doing complementary work for the game, again double-checking on every license, and credits that i had to put for everything i was using for the game. From there, moving on to making sure stuff like the discord was working as intended, also checking some of the rules behind this. After this i moved to doing some final testing of the game, that being for things like actually trying to run the game on a new computer, as considering this uses PyQt, i was unsure if i should make an installation file, or if to package everything together, as in the end i leaned more for the former, just to avoid legal issues once more. But besides that, it works, the game purposely doesn't use the features of the latest versions of either Python or PyQt, so there shouldn't be any compatibility issues in this regard.
And afterwards, i once again kept working on making the character art, which today was more troublesome given constant crashes, some likely in fault due to how i messed around with the models, and in part also due to how my computer, or more likely windows installation, is kind of broken at the moment, but overall i did manage to get a couple good portraits, so a couple more and i should be done with those. Speaking of these, i also gave more thought about the way i pull images for the characters, as so far it is mostly about their body characteristics, but i'd also like to include the state of the characters into consideration, such as their mood, arousal, or energy level, but i still need to think about how i'll actually implement do this.
Either way, kind of a chaotic day of work for today, so here is a Remilia for today..

>>62370
I'll post it in just a few more days, it's already playable, but i'd like to cross as many things on my todo list as i can, plus deal with everything like what i described on today's update.
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>>62371
You could probably start a new thread if you feel confident enough, considering how far back this one is getting pushed now.
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>>62371
Progress Update. Much like yesterday, there wasn't much of a focus for today, only wrapping up as much stuff as i can before the alpha release. As once more i started the day with some legal work, namely properly checking the disclaimer, and appending it to the starting layout that will pop up, i also added an easily editable setting to skip this part, and since i copied parts of this from a bigger eroge, i think it should be fine. After that i kept filling in content all around the game, as while checking that i had most stuff ready, for a moment i had a scare where i thought i hadn't done the abilities, but it was just me interpreting the logic wrong, and looking at a deprecated function which i promptly removed.
Besides that there isn't much more to worth commenting about, more fixes, some making me wonder why do they even exist, and more work regarding the launch, mostly setting up accounts on every relevant spot, writing ,and filling in content for all of those and such kinds of things. Anyway, here is today's Remilia

>>62372
Yes i was thinking about making a thread here as well. And yeah, i think it might not have been the best choice to do updates daily, perhaps bi-weekly could've worked best to avoid the spam. But since i'll be making the thread soon i guess it won't matter as much then.
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>>62372
Progress for today. Even more work trying to wrap things up, and get everything ready, this time by making sure the dicts and data structures are indeed clean enough to be released, as i'd like to avoid having to deal with version control for at least a bit post launch so i can focus on other things. This might not be the best time considering every change breaks some stuff, but nothing too badly that can't be quickly replaced and updated, so i didn't spend too much time on this. Besides that, i did the usual of working on the characters, and the work surrounding the game, but that was more passive as i still feel like there are a lot of things i'd like to have in the game before release, but not being enough time i'm trying to stay focused on what is the most basic stuff needed for it to work. But even so, i also started to think a bit about how i was going to implement relationship types to further enhance the character's AI, i have some interesting ideas, but for now i haven't expanded on them. Not much more to say, just lots of running around trying to get as much stuff done as i can, most of it being the essential kind, but also a bit of work more oriented towards future content. Anyway, another Remilia for today.
Replies: >>62399
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>>62387
Progress update. Like the previous few days, i've been working as much as i can on wrapping everything up, and while there is still a bunch of stuff that i'd like to have added before the launch of the alpha, i think i've got most of the major stuff done, there are still a few holes even in these, but i'll try to quickly patch them up afterwards. Besides that there is still some work surrounding the game's launch, so once i've finished all of that tomorrow i'll properly post and make public the game, i'll try to not make it too late, as that would defeat the purpose of launching it that day. Anyway, i also thought about some other challenge in the game i hadn't considered, but it's nothing critical at the moment, so i'll address it at a latter date, and i also thought some more about the relationship status, for what i've described of possibly having the relationships evolve and not be directly romantic or lewd. Anyway, here is another Remilia for today too.
Replies: >>62428
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>>62399
Progress for the day. I spent the first half of the day hurrying up and finishing up everything that i thought i could finish, fixing some pieces of the code, and implementing a few quick QoL things that i thought upon play testing my game more. The most interesting part of this was the rush i had when i noticed i had forgotten to properly implement a feature of the game, i had written the values, and the standard code, but i hadn't implemented the values in the code, and repeat this process for as many times as there were values, i still found a way to do this quickly enough, and it all thankfully worked after just a couple quick bug fixes. Besides that, the next half of the day i prepared everything for the launch of the game, and it was at this point where i noticed my lack of foresight, as i didn't think that some places would need a review time before approving to make the page public. Still, i tried to keep setting every other page and location that needed to be set up and released for the game in the meantime, a good chunk of the time being spent on trying to manage github branches, as i was planning to have three, one for the monthly update, one for the stable updates, and one for the unstable updates. In the end, i gave up on this for now, and i'll figure it out later. 
Besides that, i continued to fill up forms and requisites to publish my game, as well as fixing some issues that i noticed while doing just this. 
 And while i kept waiting to have a couple of pages be approved, it seems like it won't happen today so i'll have to postpone the public release of the game, which does bother me, but at least i'll have time to finish up some of my TODO's that i hadn't had the time to finish before. 
Anyway, i'll continue working today, but i didn't wanted to make this update too much later as i had promised to release the game today, no excuse for this but my bad foresight and lack of experience.
Replies: >>62461
>>62428
It's here >>62460
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Haven't posted here in a while.
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>>60689
hard disagree
FC is one of the best porn games ever made
(damning with faint praise there tho)
just enough complexity re slave/arcology upgrades to keep up interest
coupled with enough ubiquitous low-grade smut that I can edge the whole time
been thinking hard about making a version of my own with even more calculations and less story
>>45867
this anon gets it.
>>62829
Are you still working on your game?
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Hentai low res sprites like this, anon. I ripped this from "The Maid's Story" for testing. They have a nice cute style, but I want to do some animations and there is not much to animate with this. I already thought of "Goblin Burrow", which has isometric sprites with fucking, but no walking animation. I just want to do a basic test game with a guy that can walk and "interact". Just tell me your most favorite one, there's gotta be a shit ton out there.
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Hey y'all. 

Currently trying to create a game. I know that my current limitation is the art aspect so I am currently using AI to create the base sprites as well as backgrounds.

What are your opinions on using ai? 

I am hopping to move away from it once the game makes enough to pay someone.

Also any tips? Looking to make more of an actual story driven game with porn attached to it. Any fetishes I should definitely add?

Thanks!
Replies: >>72750
This is a text version of WallJK written in Ink. https://files.catbox.moe/97i2qp.ink Inky crashes on my computer so I've been using Inklecate.
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>>39836 (OP) 
Currently developing an Alien Abduction simulator on Gzdoom.

Kind of shit for the moment.
>>71775
I'm good with making art, but hey AI is fine, most of the anti AI artist just never had a real job in theirs lives.

It's fine, I don't do VN, but good luck with you project.

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