Poll

Which tile size better to use

64px
3 (75%)
128px
1 (25%)

Total Members Voted: 4

Voting closed: December 10, 2015, 07:15:38 AM

Author Topic: Sim Red Light Town RT (should be stable build)  (Read 85604 times)

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Offline seden

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #60 on: October 14, 2016, 07:14:34 PM »
If so, noted, that said, they are several already quite enough developed game out there by now, so, as long as there is an svn or another easy to use (collaborative development) it would be neat to look that way.

Also, if you have specific area where you need more skills, they are tutorial online, even if most of the time they are not that easy to find.

To be seen, hope to read you later on ;)

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #61 on: October 17, 2016, 07:16:06 AM »
If so, noted, that said, they are several already quite enough developed game out there by now, so, as long as there is an svn or another easy to use (collaborative development) it would be neat to look that way.

Also, if you have specific area where you need more skills, they are tutorial online, even if most of the time they are not that easy to find.

To be seen, hope to read you later on ;)


As For several games already (some even completed and here java sim brothel) I know there exists, but truthfully what i would want is to something that isn't image pack based, so for me i would release the game with at least basic svg's (Meaning some body with one or two different outfits and of course with something similar to morphs from 3d) and also based on randomly generated characters rather than pre-made, so our characters can get pregnant and in result we have more crew. Also i would prefer brothel manager with large amount of possible girls, not like 5-10 in most current sim brothels before it get to much to manage (Flash Brothel Sim). The most close to my ideal was WM EX but the code was never published, and the WM has not treat boys at the same way as girls (or player ) so if i would want to help to develop WM i should first rewrite how characters are treated, so i decided that easier is to develop my version of sim brothel myself.
As how much i developed I must say i have a break, and currently I'm thinking if not port WM to Unity with changing how the characters are treated (or C# Form, but Unity is better since it has more platform to be available).

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #62 on: October 21, 2016, 11:44:10 AM »
So I was thinking about events for my game and i need some brainstorming with others.


So what i would mean by events it short things that can happen when job is started/finished e.g. for example the client was already on the verge of cumming and girl have a choice between wait for a while or make him cum right away (which obviously change the time served as well exp gained) but here is my problem is better to have every choices in events are left to player (It would be better for up to 10 girls since it would means about 5 events per turn - for example i do not yet decide how often events will fire - but if we would have two brothels with 40 girls every turn we will get too many rather unimportant choices) or the second which i rather prefer and easier to implement for me is to make that each girl would have some archetype of personality and in Example above the girl with personality Nympho(example and i do not know if this will be personality) will choose waiting with 80 chances whilst making customer cum right away with 20 chances (So basically if event fire five times, four times nympho will wait), and the player only will be able to affect girl choices by assigning girl with right personality to right work (but certainly if ever will be able to release working version of my game the next versions will have system which is mix both of this (meaning choices for player will only appear if he will focus on girl (meaning set a manually leveling up)).


Also after currently i had implement automatic level up for girls depends on which job archetype girl have, so whore will most likely choose sexual skills if able to level up them (but still there exists a chance to choose non sexual skill). The amount of points able to spend by girl every time she level up is determined by stats, current modifiers on character and states but not less than 2 skill points per level (or 1 i don't remember now), similar case is with stats the girl will be able level up about one point in stat every four levels (and here we can have different modifiers and states change that) but not less than one point about 7 levels (to be truthful it's 6,66). Also one thing by girl i meant character which is also possible to have a male.


As for general gameplay i do plan to create six hour shift with time line, so every turn will just be run clock from 6.a.m. to six a.m.(So the amount of clients that girl serve will depend on two things: attracted customers and how long girl served single customer), I do not plan to have a matrons in game instead we can choose girl in building manage to automatically allow to rest character which are tired/hurt until full health or any other threshold we set up.


I wrote attracted customer which is i plan to make buildings working similar in result to Whoremaster EX version, which basically needed to occupy all available jobs by characters to have optimal results. For example in my notes the job which attract customers for brothel are two: barman/barmaid and cook. Customers come to eat/drink which require to hire waitress/waiter to serve them dishes/drinks. The support jobs (stripper, singer, dancer, escort) allow to increase amount of attracted customers but do not attract customers on its own. After client eat/drink he would move to choose one of our available entertainment facilities(Glory hole room, bedroom, Cum Toilet), choose the most favorite and free girl or if not any girl available he would leave or try other entertainment.


The game will be very moddable, since i do plan to keep most data in json files so anyone could modify for example Modifiers which for testing i have this :
{"Name":"Great Figure","Id":"Great_Figure","Description":"The Proportion of this character are amazing, which increase Beauty","Values":{"Beauty":1},"OppositeModifiersId":[]}
we can change that it also adds Charisma
{"Name":"Great Figure","Id":"Great_Figure","Description":"The Proportion of this character are amazing, which increase Beauty","Values":{"Beauty":1,"Charisma":2},"OppositeModifiersId":[]}
and the game will use new values for next game (Not entirely truth since the data will be updated on next run of game, but Modifiers are kept as property in Character class besides general data tables, Only for newly generated characters they will be able to use new values).


It was a long post and i forgot about what else i wanted to write about so i take my chance and end here. Every comment is welcomed even if you want to say that i suck.

Offline MrKlaus

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #63 on: October 21, 2016, 06:54:14 PM »
So I was thinking about events for my game and i need some brainstorming with others.


So what i would mean by events it short things that can happen when job is started/finished

 If you are looking for similar looking events; I think it could look like:
- in S&M play the customer uses the safe word, your girl decides if the "fun" is over or she ignores the fact
- using sex toys or performing sex acts that one of the sides is oppose to; in here accept the deny or ignore and have your way
- paying and not paying the girl for the service also is an option
- girl can try to steal from the client or a similar event when the client lefts he's wallet behind (keep it, run after him and give it back or give it to MC)
- mood can be a factor; for example she just wanted to be done quick or on the other hand she wanted more and convinced the client for a round two. For more skilled girls the clients may ask for more time with the girl.
 
for some bad event that don't profit the player:
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)
- a girl fell in love and escaped with a client
- a noble man / politician / hig ranked official or other all mighty asshole wants a certain girl for himself; player would have to give her for free or for a fracture of her value; when not letting her go serious trouble for the player (nothing an assassination or a large bribe could solve this)
- priest protesting in front of a brothel reducing number of customers
- disease running around your brothel (some virus, bacteria, mold other demonic shit making your girl weak and unable to work)
 

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #64 on: October 21, 2016, 11:56:26 PM »
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)


Hmm death I mean I'm not sure if I want to have it present in my version or at least death as something which is as small random effect on character. In the first brainstorm with my cat the death is something that can only happen during adventure for male characters (when they lost fight and I know it's not fair to them), females are raped and we get them fainted which require to use healing item(s) until the health level when they stopped being fainted. In second version of my brainstorm session with cat I decided that only available death for characters will be by magic button delete/fire/sell character. The events will only leads to character being heavily injured and here we have choices either we use items to save them or fire them since we don't want invest more money for them. As for death of customers since in my version they are full fledged characters so there were be no deaths for them, although there will be no problem if customer become one of our characters or our characters become free and begin to use our facilities, also it implicates that customers will also level up during gameplay so they become harder to manage, although speed of level up will be slower than our girls to allow newly birthed characters keep with customers.


Offline seden

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #65 on: October 26, 2016, 02:26:38 PM »
As to small choice, it could also be handled trough a dedicated setting..

An example as to an heavy number of npc to manage = Free Cities, who is currently going over multiple arcology to be handled (still, it seem like it will use puppet as to managing the additional ones).

- in S&M play the customer uses the safe word, your girl decides if the "fun" is over or she ignores the fact
- paying and not paying the girl for the service also is an option
- girl can try to steal from the client or a similar event when the client lefts he's wallet behind (keep it, run after him and give it back or give it to MC)
As to these events, it should be tied to the girls stats (obedience for example). Also a punishing system (trough a dedicated npc  featured to the task ?)
That said, if there is no Matron, they are quite some feature who could become heavy later on depending on how much girls/locations are available ..
for some bad event that don't profit the player:
- client was a psycho and seriously injured or killed the girl
- going overboard in S&M that ended with a clients death (it could make the girl shocked and more fragile or made her wanting more, increasing the chance for killing an another customer)
- a girl fell in love and escaped with a client
- a noble man / politician / hig ranked official or other all mighty asshole wants a certain girl for himself; player would have to give her for free or for a fracture of her value; when not letting her go serious trouble for the player (nothing an assassination or a large bribe could solve this)
- priest protesting in front of a brothel reducing number of customers
- disease running around your brothel (some virus, bacteria, mold other demonic shit making your girl weak and unable to work)
 

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #66 on: October 26, 2016, 03:20:20 PM »
As to small choice, it could also be handled trough a dedicated setting..

An example as to an heavy number of npc to manage = Free Cities, who is currently going over multiple arcology to be handled (still, it seem like it will use puppet as to managing the additional ones).


As for free cities i basically didn't play on than hacked version, but i do not remember any automatic management of characters.


As for dedicated settings it's possible but i want to avoid certainty in game meaning that not every job with max skill character will be successful, similar to events not every time the girl will made the same choices. Especially that in current projected code the choice are influenced by both template(base job) and personality.
Second the events will be handled similar to traits where we create them through json files (At least projected i'm yet to test any example but from my brainstorm session with my cats it's seems possible) so it settings screen need to be made to handle hundreds of events which would be nearly impossible for spending half an hour to set every girl individual ( i believe in future but for start i would aim 5 events per job and for start i project a brothel with about eight job (didn't check my notes to certain so i might be wrong) and i have in plan to add several different building types). The only problem is how often the job would trigger event (the first thought was in about half times but i thought about increasing chance, especially that each event will fire up with different probability and on job done we could handle only one event) but the problem with my coding whilst i can code i have a problem with creating smart code regarding jobs. I mean i would even thought about porting standard WM to unity whilst changing at least characters to have a different gender and use tested code for jobs since i'm currently have a hard time writing a job code which makes a sense.

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #67 on: October 30, 2016, 12:16:06 PM »
So as i slowly making code for jobs, currently i have a two jobs done without any events (sorry there is one test event for whore job). The customer service will look like that:
- Client Arrives
- Client choose one of Basic jobs (in brothel it's Cook and Barman, i would remove the waiter code since i basically decided that jobs can have up to two participant)
- He does interact with cook/barman by taking small time of cook/barman, and for himself he use larger time.
- After eating/drinking is done he would want to choose one of support jobs (singer/stripper) if there is someone who actually doing a job (since as i said previous each interaction between client and character takes a time for basic and support jobs it shorter time on the side of our character and longer time on customer time, if there is none free character from support jobs available, client would assume there isn't any support jobs available. It is made like this because i do plan to include job related events to singer/stripper where they actually fuck the clients, so during that time they won't bring any additional support for brothel)
- Client watch the show made by support character for some time, after which he choose one of service jobs supported by our building (means there is any free character doing this job) and then there is sex (or any other service)
- Client leaves our building.


So what i had done is barman job and whore jobs done, but there is few things regarding this, I mean i include as one of stat obedience, but when we use that obedience check?? I mean for every jobs similar or only for few chosen, or remove completely and assume that all of our employees are happy to provide every service for our dear customer (please note that i do not plan to include any fetish that bring real harm to our girls besides adventurer jobs (and similar like arena where injury can happen).


Also with different building besides brothel like buildings there will be jobs that we call "productive" jobs but how it would looks like i didn't decide yet but either it will takes entire shift to complete once, or in it will trigger begin job in loop until the shift is done.


Last thing i made a working test event for whore job, and it looks good, so if anyone has an idea for more event effects that you would want to use for events i would gladly implement them.
Currently the planned event effect (and partially implemented) are :
- every change in result of jobs (Change and No_result for every of three main variables for characters (health, happiness, tiredness), changing basic stats/skills for character that event triggered, change exp, gaining character, items for player, gaining timed modifiers and states for characters.

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #68 on: November 02, 2016, 01:42:48 PM »
I have a question for those who read my topic (and probably there is no one who read it but still i have a slight hope),
Whilst i must say i would want to keep project open source but truthfully if i goes entirely unity it seems that i wouldn't be able to do that since i need to use at least two commercial assets (so publish entire source code is out of question) but as i want to keep it open source i found an UI code for Mono games which is basically WPF code for interface, so my question is that keep going with writing game in unity and maybe later when i have demo ready to move to mono (And in the case of mono also there exists open source library to rendering svg file).


There is also second question whilst i have a job code entirely in C# but when i described how the works will work in game it came to me that it could be also able to keep jobs in json by using lua (I found the moonsharp lusa library for c#) at least for those most important things like calculating change in character variables or duration of work, but it's a worth to work on it if i plan to publish code open source (even if i remain with unity my own code will be published without third party assets)??


And those are the question i want you to ask.


ps. In a case moving to mono i would need some time to familiarize myself with it.

Offline Xela

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #69 on: November 02, 2016, 02:54:00 PM »
Develop in whatever sdk you know best and release a workable game, see how it's received and how many would be willing to mod/contribute to it and what their level of skills is like. You can make these decisions based on that info, it should be possible to allow modding or even expose a large enough portion of source code if that seems sensible at later time.

If someone with good online time gets interested in your game design and proves to be a reliable co-developer(s) over an extended period, all decisions should be made within that group, it's almost never useful to ask "masses" or sometimes even players for advice about development tools, sdks or ethics because it's hard to see the whole picture without taking active part in development and know the code base and design/paradigm well enough to suggest what's best.

Even if you stick with Unity, you can still expose a lot of data for modding through JSON/XML/Lua and etc. and maybe even allow adding custom quests and stuff like that.
Like what we're doing?

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #70 on: November 04, 2016, 08:57:06 AM »
Develop in whatever sdk you know best and release a workable game, see how it's received and how many would be willing to mod/contribute to it and what their level of skills is like. You can make these decisions based on that info, it should be possible to allow modding or even expose a large enough portion of source code if that seems sensible at later time.

If someone with good online time gets interested in your game design and proves to be a reliable co-developer(s) over an extended period, all decisions should be made within that group, it's almost never useful to ask "masses" or sometimes even players for advice about development tools, sdks or ethics because it's hard to see the whole picture without taking active part in development and know the code base and design/paradigm well enough to suggest what's best.

Even if you stick with Unity, you can still expose a lot of data for modding through JSON/XML/Lua and etc. and maybe even allow adding custom quests and stuff like that.


Thanks for answer. As for sticking with unity or go with mono it's have only one difference in game that in unity i would not be able to publish entire source code but the modding capability i plan to have both the same despite having different engine since practically i both use Json to save/keep data.


As for where am i now it's just i implement seven jobs to brothel (starting building) which two are basic jobs(Cook, Barman), three support jobs (Singer, Escort, Stripper) and two service jobs(Whore, GloryHole Job). As currently it's implement entire through the code each jobs use similar algorithm to calculate change, but in future i have a hope that i would make it moddable and additional make a better algorithm to calculate results of job.


Current task is to define starting event when player choose his/her gender, hair, eye, skin color (the basic color is the same for both player and his/her sister since we would need first employee free).
Also currently i'm slowly making UI which will be based on basic skin theme provided with asset.

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #71 on: November 06, 2016, 04:28:49 AM »
So anyway i wanted to report progress on demo.
I made a working game with jobs being done, but what i have might say about it that tiredness is killing, i mean even when character is working on single shift he gain slowly tiredness and we have four shift, so i mean after i done with interface next job to correct is to set better tiredness gain algorithm as current one isn't exactly the best one, I mean i would want to have similar to current one when character is working on half of shifts should gain similar amount of tiredness to current gain when character is working on one shift. But it's not simple as reduce tiredness gain by two, since attracting customers also depends on amount of characters having support jobs, so fully occupied building will gain more customers per basic job than building with single cook/barman.


As you might say where is demo I since i have something working, I answer that I only made a working Main Screen, so others screens like character log, character screen, inventory screen etc. are still not done and some of them will not be done probably even in demo (inventory screen) if i want to go with more complicated than listing of items.


At the end of the post i want to say something about future, as you might remember that i said that in demo that i first publish will be no art for characters, since i wanted to to have first working game without art and new what i need to have from art side game for characters. But i might ask here now what art do you prefer in game?? I Know i experimented with SVG art and event created simple templates but truthfully while I lean toward SVG, but there is one large problem with this, if i go with svg it will have a static images most probably since i do not have thought about any other different to make an animation than creating something similar to spritesheet, and it most probably take a time meaning either we have "animations" in game with lags or static images without lags.
The second possibility is sprite work since some time i decide to create template for characters, I even created a few sex animations, which one i include in post, As how is the quality everyone can see it's kinda low but still I'm satisfied with my work.


So what do you people prefer game with static SVG images or sprite based animations within game, as for me the work i need to get done on both of them is similar and whilst i lean towards SVG but there is only one reason i do that, because with SVG art i can add tattoos for character in game, whilst in sprite based art is too little to do that.


Also one thing at the end current version doesn't have any racial distinction but i do have actual plans to have different races in game to have an orc clients, or elf beauties in brothel (this two race are needed but i would also want to have other races from not only western lore like dwarf but also eastern lore like catgirls) and with svg based art it's not something that i would be able to do myself, whilst in a case of of sprite work i have some faith that i should be able some easier races.

Offline Xela

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #72 on: November 06, 2016, 04:38:51 AM »
Demo first! Graphics preferences are often based on the feel of the game and logic, it would be great get a feel of the game so one could say: Wow, it's be amazing is "this" was backed by "that' kind of an image/animation/render.
Like what we're doing?

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #73 on: November 08, 2016, 07:22:46 AM »
Demo first! Graphics preferences are often based on the feel of the game and logic, it would be great get a feel of the game so one could say: Wow, it's be amazing is "this" was backed by "that' kind of an image/animation/render.
Thanks for reply and as for demo the first thing that i would have will had minimum to gameplay elements, so basically only implemented jobs in brothel and few items that change tiredness, health and recover character from state depressed. As what currently i had Main Screen, Character Info Screen with inventory and equipment and basic manipulation like using/euipping item, transfer item between characters, transfer character between buildings (here it was tricky thing since i have come to bug where list displayed buildings only for first time, I resolved this by changing list to combobox from which we choose destination) and building naming. Currently to have something to release i begun to work on Shop Item, which basically will be a special NPC with inventory (since i have a inventory code ready why not use it) from whom we can buy/sell items for certain Price (On the beginning i didn't have a price variable for item since i just didn't think about it, and wanted to buy/sell items depends on their base level, but i choose to ad price and allow to have certain things cheaper whilst other more expensive). Currently i'm thinking about how shop should look like if either it had a fixed amount of items from the beginning and it will resupply in next turn when it run out of defined items from stock (plus of course the items we sell them), or just something along WM way when items in shop reset every tun.

Offline dullman

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Re: Sim Red Light Town(current title) Project Begins (Poll Added 2015-11-30)
« Reply #74 on: November 09, 2016, 12:36:49 AM »
So i'm done with shop, as many of you can see it comes closer to first release of tech demo, but the last thing that remain from interface is Log, so here my question what look should do have there is two options:
- First one a standard one option when log is a part of character info screen and shows all entries from character (It is actually implemented but needs a slight rework in job section)
- Second one view on log is the building log so we can see all activities in building. The plus is that we can see customer flow since we have all entries in one place, minus is with max amount of characters in building (20) we basically could have too much information.
So my question to you what log would you prefer?? Or maybe both of them??