No.322357 [View All]
Old thread: >>213266
https://archive.fo/R8pMV
Earlier thread:
http://archive.is/K54Xp
Show us what you're working on and ask questions and help, even non-devs are very much welcome.
>Learning and general "How do I maek game" stuff:
tools.aggydaggy.com
pastebin.com/utPT2nij
All threads on games early in development that lack a playable demo and asking about game development/ideas/etc are to be posted here.
336 posts and 61 image replies omitted. Click [Open thread] to view. ____________________________
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No.373542
>>365043
HOLY FUCK CHINK IS BACK
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No.373656
>>365043
>>373542
just wanna let you guys know this new game under the name LonaRPG is still developed by chink/eccma417, currently on alpha 2.3.3
It's still got the same quality of art, the same hardcore-ness of Feira, but with way more gameplay. Definitely can't wait to see it finished
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No.373658
>>373656
I wouldn't hold on to any hope for this game until he's been active for more half a year with decent amount of work put into it.
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No.373712
>>372720
>Do you guys create like a super basic version with robotic dialogue just to make the overall game work first, or do you sort of write it like a book and then build the game stuff around it? I've been doing a bit of both, some basic sections, others more in-depth and it has become something of a mess because of that.
>Any advice would be great.
As with all things creative there's always many ways to go about it, you have to find what you feel most comfortable with. But it always help planning your work, start with an general outline and the setting. After that you can quickly cobble together a critical path with placeholder text and art, which will help you to see if everything makes sense and if the thing will work out in practice. If it does you can then flesh it out with more paths and stuff, put proper art and text in it and then you have a more or less finished game which you can then polish.
This is a good way of doing things, since you won't invest a lot of time into something that will either need to be changed later or will make a mess of things if it doesn't fit with the rest. If you plan on going the patreon route then you will probably want a forever game that you can keep adding things to though. In that case you will just need some basic mechanics which can faciliate new content, like how Tales of Androgynity and Corruption of Champions. They always turn into messes and are never properly finished, but they do make money since you can put in whatever dweebs with money to spend want.
If you intend on making a finished game on the other hand it really pays off nailing the basic mechanics and overall structure early on.
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No.373713
>>372720
I will now give you some general advice on writing fantasy. Even if you're developing a H-game you still probably want to attach the lewd stuff to some sort of story framework and even very generic ones gives really juicy context to the lewds.
If you want a crash course on writing compelling fiction or just improving your writing then I recommend you to check out the following book, it's not very long and it will give you everything you need to know:
https://www42.zippyshare.com/v/RraUBzTc/file.html
For a great hackfraud guide to writing fantasy, faking worldbuilding and an easy structure to follow, then you should check out Moorcock's guide to writing a fantasy pulp story quickly:
https://pastebin.com/hQtxWYBm
Lester Dent Forumula:
https://pastebin.com/2DhNTAQu
(Not all of this is applicable to game writing, but it features some good avice.)
Basically you want a somewhat simple plot that will motivate the protagonist and keep the player interested. Instead of action you simply write in lewd content. A lot of fantasy H-RPGs are about stopping some ancient evil and such, but you don't need to go down that route. Simply give the player a proper objective and then put a bunch of obstacles in the way. In an old sword and sorcery pulp story there might be a bridge on the way to the destination that is occupied by a hostile group of people or monsters. It could be resolved by sneaking through, keeping up tension by implying that the hero might be caught, or fought through, the hero barely winning against overwhelming odds. In a H-game you'd just add lewd elements. Maybe the hero gets buggered if caught when sneaking, maybe she uses her charm to seduce a guard and so on.
You want an outline already written so you know where you are going with it. Depending on how reactive you want the game to be you will have to plan for that too. But however much difference choices will make you want to tie them back into the critical path as early as you can. Going too far into pure flavour text can be underwhelming for players since they will likely feel like they have very little agency over the story and character. But you can't write a completely new game for each choice they make, so try to keep it as contained as possible. Whatever you do, don't even think about adding things that will increase the scope and have a cascading effect on all other content you've already made.
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No.373714
>>373322
Once you have an outline, know what sort of setting it is and what function the character is supposed to serve and their relationship to the player then writing dialogue isn't that hard. What I'd worry about is writing the sex scenes, which are much harder to get right.
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No.374121
>>373656
Demo and Alpha is now 2.3.5
https://mega.nz/#!xp53WabL!I-JekFpH6Za6B70OssZZBx_iZMvSoJ0ITcnNWl0wApg
English partial trans : https://gitgud.io/eccma417/lonarpg_text_eng
currently in game:
tutorial
main gameplay (combat, survival, sex, and sexbattle)
traits, personalities, and skills system
quests board system
body damage+illnesses system
pregnancy system + rebirth
follower system
morality system
sneaking+overworld danger levels
skill check dialogues
bombs
stealing
cooking
bank
HAPPY MERCHANT.jpg
fetishes : rape, prostitution, ryona, slavery, BDSM, monsters, pregnancy, birthing, scat (can be switched off), low guro (piercings, bleeding, etc)
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No.374408
I straight up hate coding, it's such a fucking hassle and all I'm doing is basic python shit
How do you coders cope?
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No.374410
>>374408
Coding is my favorite part, might be because it's my strongest suit. Love refactoring and doing complex features, the boring work is only at the beginning of the project. Doesn't need much creativity so I can simply force myself to do it and don't need to worry about quality like for game design and writing. It sounds like you need more experience so you can build better code that takes less time to write and maintain.
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No.374411
>>374410
My issue is that I can't do what I want the characters to do
>Automate a character moving through rooms
Alright, where do I start?
Alright gotta def functions to make the characters
>1. look at clock
Than
>2. determine time
Than
>3. look at table list of rooms
Than
>4. see where current time aligns with class table
Than
>5. go to location
And all of it needs 10 different functions to define
I'm too much of a brainlet when I really don't want to be
That being said brainlets actually encompass the majority of current western lewd games
I was looking at various games and keking
Here's from 4elements, mity makes 22k a month. Literally more than 3/4ths of silicon valley for writing if statements
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No.374412
>>374411
So I assume something simple. You should already have a function that calls clock since I would think it's used everywhere in the game. So it should be 1 line to check the time, moving function is another thing that you will use everywhere but again it should be relatively simple and you build your rooms already thinking about how to make them functional.
That pic you posted isn't programming. People don't make money because of their coding skills but because they made a game others enjoy.
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No.374414
>>374411
This is how I handle my dungeon movements, this includes checking if the clicked area is a valid destination, moving to an area, triggering everything that happens there, revealing surrounding tiles, moving the player icon and clearing the tile. The other functions are already used in plenty of places.
It really doesn't take much time and there is nothing complex.
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No.374415
>>374414
Now that I read this the syntax is pretty awful but that's not the point.
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No.374416
>>374414
>>374412
Ye I for sure made my locations by dynamic, I had some forethought for sure
That being said, the def for move is a bit more complex than just checks, It's having to track an ai character and setting up various schedules and making sure that the ai robot character is following that sort of schedule while also responding to player movements, while also doing checks for stats/time/location and than if it hits any events or w/e
It's really annoying
That dungeon looks pretty nifty though
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No.374418
>>374416
Not sure what is annoying then it doesn't seem that time consuming to write that.
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No.374422
if(bagina!=null)
{
show(benis);
}
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No.374441
>>374121
Have you stuffed your chode dick inside Lona's mouth today anon?
Lona RPG is now beta 0.3
https://mega.nz/#!VhYHwIRb!dXTcFw-Un0wbbW6ACy6YDfqBrcD6EKZsNOvg8oKObQg
unfinished ENG translation
https://gitgud.io/eccma417/lonarpg_text_eng
help chink translate and fix bugs here
https://discord.gg/p2dDaMR
donate to chink to cure Wu Flu.
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No.374503
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No.375701
I'm feeling a need for a type of game that I'm not finding or perhaps dont know where or how to look for it. Because of that, I want to brainstorm for maybe making a game like what I wanna find instead.
I want it to be kind of an idle game that's fun to watch. I'm thinking that you start out with a character with some random traits. You can tell this character what adventures or quests to go on, but after that, it's up to them. Their decisions are determined by their traits and RNG, which can also lead to hopefully some hilarious outcomes and dumb decisions. Other than that, I dont have much of an idea of where to start or the mechanics that said "adventures" would use.
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No.375719
>>375701
Yeah, I can see that working, but the amount of resources it'd require would be immense. Every passage would need to be written, RNG taken into account, a lot of text, and that's not even taking into consideration any art that might come along.
You can probably make it work through being very careful with the scope, but then the game might end up being pretty short, too. The good thing is it wouldn't be very hard to code at all. I even feel dirty saying this, but SugarCube would probably fit this idea like a glove. It's essentially a CYOA with some RNG/underlying systems in the mix. SugarCube works well with that.
There is an hRPG about a dungeon master that has to prepare traps and challenges to a knightess coming in that might give you some ideas of how to go about things, though this game is considerably more hand-on than what you seem to be thinking about. In that game, you have a limited amount of slots and you can place things there. You can't make it too hard or the knightess gives up and leaves, you can't make it too easy or she gets bored and leaves, you need to have her find cool stuff, but not too often, etc. Essentially, after you place the traps, the result is pretty much predetermined - she'll walk on the spikes and get hurt and sad, but then she finds a healing potion and gets happy, then she gets raped by a goblin and feels sad, but then there's a bathhouse where she can relax, and then the game just "plays itself" while you look.
Your game would probably be a lot simpler. The main gameplay loop would be something like
> Choose activity (quest/whatever)
> Watch things unfold
> Do it all over again
The thing is every outcome will need to be hand crafted. It's a bit easier if it's text, it's considerably harder if it's not. I think it might look like something easy to do on the surface, but I also think it'd take considerably more work than having an underlying system that's fun on its own, because then it's easy to have generic fluff to make the game appear bigger and you get to focus on the special events that demand attention, all the while you have an actual gameplay loop to keep the player entertained. This is why hRPGs tend to work so well. Default RPG gameplay is not amazing, but it's there and it works.
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No.375736
>>374441
How much content does this have now? 0.3 doesn't inspire a lot of confidence, especially if the ENG trans is unfinished even within that.
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No.375882
>>374503
>There was me, that is Alex, and my three droogs…
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No.375888
>>375736
most HCGs are already drawn at this point but more are still being added. Chink is focusing on additional gameplay and coding. Come to the discord if u wanna help out with translation and/or bug testing
https://discord.gg/p2dDaMR
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No.375889
>>375736
also chink is still pissed for being banned from /hgg/
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No.375893
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No.375894
>>375889
I don't think he ever appeared in the threads at all when development died on his game, how did he even get banned?
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No.375895
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No.375896
>>375895
And what did he get banned for?
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No.375897
>>375896
u friends with the board owner? please unban him
this is his last post here
>>370553
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No.375899
>>375897
>u friends with the board owner? please unban him
I'm a vol. Probably got hit by another vol assuming he was a random shill or namefag since it was edited and that's usually only done to remove names. In any case it's just 4 or 8 hours, the ban ended within the day it was made. We do look at ban appeals so please appeal it next time a mistake like that happens.
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No.375903
>>375899
i have no idea how to make appeals and if u didn't show up i don't know who to talk to
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No.375904
>>375903
You can make an appeal by trying to post once after getting banned, it will show a popup message where you can submit a message to us telling us we're retards and how we fucked up. We also have emails posted here, and a meta thread where you can IP hop and complain about your ban.
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No.375905
>>375904
Just to clarify, we check our emails very rarely so I recommend going for that option absolutely last. It's only there for when you want to contact us about something but don't want it being public on an imageboard, let us know in meta if you've emailed us.
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No.376320
Has anyone else's gamedev effort been boosted by quarantine?
I haven't even left the house much before, but suddenly I'm working at least a couple hours each night on my project.
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No.376323
>>376320
You underestimate the power of Jewtreon, sheckels and getting paid for not doing anything. This is probably not going to affect anything other than completely fresh-faced ones who might end up getting out a demo.
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No.376602
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No.377028
>>373714
>>373713
>>373712
Thanks for all that, duder. I've really taken the advice on board.
So I started putting together a demo just getting that "critical path" through story using placeholder art and text. Got a feel for the game and it wasn't what I wanted. Felt way too serious and heavy, so I think I have to go back and re-work the foundation a fair bit to make it more fun. I could mess with the art and writing but I think the issue is more foundational. Guess it's better to find out I didn't like the feel of it now rather than later…
(pics are just some of the placeholder art I made)
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No.377133
>>377028
>Guess it's better to find out I didn't like the feel of it now rather than later…
Yeah, this is something developers have to be careful about before investing time and effort into something, and one of the reasons there are so many abandoned indie and amateur projects that might have had great ideas initially but were worked on until they found some huge flaw with the foundation and just gave up since it would take so much effort to get it to something good. That's why professional devs do a lot of prototyping and drafts before going all in on a project.
Not sure if it is helpful or not, but when it comes to lewd games it seems like many of the best ones I've played have started out with ideas of scenes and fetishes and then simply written the story and plot around them, since they are the point of the game. Like Tower of Trample has this very silly throwaway plot to justify the femdom and structure of the game. The Taimanin games probably started out with fetish scenes such as gangbangs and such and then the plot was written to make that even more attractive with buildup and stuff. Like how in the first game Asagi bullies an orc only for him to later violate her when she was captured and modifed. It's not deep stuff or anything, but keeping a focus on what's central and keeping it cohesive is the way to go, at least from my observations. I mean, there's nothing wrong with a good story with lewd scenes attatched, but you have to pick something to put first.
Really nice art btw, looks like something I'd love to play.
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No.377150
>>377133
Yeah, I think the project lacked focus in its design. Instead of having a few bold design/art/story choices to orient the whole thing around, I tried to make something that was too broad in theme. The idea was to tell different stories in their own chapters and connect it all by being the same game/vn, but to make that work, it lead to making the core of the game much more conservative/generic. Each "chapter" would have been better as its own game so that the design choices could go all out on the theme. It's like making a painting and wanting to include every color, sure you can do it but it won't hit any mood well or harmonize unless you desaturate the colors down. I'm sure very skilled people can pull it off, but it's easier to both write and do art if you're working with a few very bold choices rather than many different ones.
So with all that said, I think I'll put this project on the shelf for now. I have another idea I want to try and turn into a VN/game. I was reflecting on why I didn't like the other project and I started writing out an idea for a new game that was much tighter in focus and the more I've worked on it, the better it's starting to look. I won't go into detail but the general idea is to make a nsfw horror VN. Taking a few lovecraft tropes but hopefully injecting new ideas to get it to feel fresh and fun. I'll post more when I have more worked out. Until then, I've attached some rough "concept art" I've made for it.
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No.377151
>>377150
>The idea was to tell different stories in their own chapters and connect it all by being the same game/vn, but to make that work, it lead to making the core of the game much more conservative/generic. Each "chapter" would have been better as its own game so that the design choices could go all out on the theme.
It sounds like it could have been an anthology thing, sort of like a short story collection but a lewd VN, like the Lilith IZM releases. They are very short though and as you said it's hard to flesh them out properly if you are trying to do many different things, which would warrant different mechanics, systems or styles. In each IZM collection you'd get like four very short games and they'd be each centered around more or less a single lewd scene, with each collection having a general theme. Not nearly as good as the full feature releases, and they limit themselves to branching choices as far as gameplay goes, short three act story structures. Setting up the sex scene, doing the sex scene (most fleshed out part) and then having a short epilogue.
>I won't go into detail but the general idea is to make a nsfw horror VN. Taking a few lovecraft tropes but hopefully injecting new ideas to get it to feel fresh and fun.
Oh my, that sounds great. I don't know how big of an audience that sort of thing has but I'm sweating bullets already. If you are planning to sell your game, which you should given how good even your rough concept art is, then that also seems like a niche that would support you, the /xeno/ crowd and other weirdos that are into that kind of thing. Because quality lewd games doing horror and Lovecraft are extremely rare.
If you want a quick lesson in what not to do then you should check out the Lovecraftian VNs by Nikraria, I love the art but the writing and design of these games are terrible. I mean, you have obvious things like lewd scenes being in bad endings and dead ends, not building them up properly and so on. Might be worth checking out just to get a feel for what works there and not.
https://vndb.org/p4953
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No.377153
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No.377431
https://dryadquest.com/
Hi, check out my game if you haven't already. The premise is you play as a dryad and get fucked by various futa monster-girls to drain their semen and gain power.
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No.377992
>>342499
This is true. Fag95 has a bunch of turbo faggots that spend their entire day reporting games they don't like to patreon. Baffles the mind until you see what type of person they are.
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No.378131
>>377431
Why doesn't the save to disk option work my dude?
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No.378240
>>378131
I dunno, perhaps your browser settings block it or something. It works for me.
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No.378260
>tfw simloli is ultimately dead
<hurr durr but i won't post a new version until it's polished. nor will i publish debug version
god i fucking hate this autistic cunt
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No.379531
Gem Domination Demo is Live
A Steven Universe fan game with time travel. It functions as a trainer game or a dating sim depending on the route you take. The main grip is "You can't fix everything with a hug", which was the ending of Steven Universe Future, the game being a soft-reboot and continuation of SUF at the same time.
Hope you guys like it:
https://mega.nz/folder/hM9Q3IjC#tWJvS6MlxE3BenlVOJaFyw
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No.379550
Hey all,
I'm looking for a game that's like Monmosu Fight. I like 2D fighting games and the mix of that with trying to get your opponent's clothes off/trying to fuck them is great.
I'm not looking for something that's like Mugen. I've tried them and the ones I use never actually tell you how to do commands and stuff.
Thanks
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No.379569
is this board dead? Where's the real /hgg/
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No.379571
>>379569
In the bunker. Shouldn't be hard to find.
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