Pink Petal Games

PyTFall => PyTFall: Game design => Topic started by: Xela on May 03, 2013, 06:27:32 AM

Title: Game Design/Ideas
Post by: Xela on May 03, 2013, 06:27:32 AM
Here we add the ideas for future development.

1) Girls (all or at least some) that are not yet working for you should 'live a life' (earn money, buy items, increase stats etc.).

2) Death and resurrection (religious means probably).

3) Some discussion on player concept:
http://pinkpetal.org/index.php?topic=1759.msg20687#msg20687 (http://pinkpetal.org/index.php?topic=1759.msg20687#msg20687)

4) Flags explanations:
http://pinkpetal.org/index.php?topic=1291.msg18439#msg18439 (http://pinkpetal.org/index.php?topic=1291.msg18439#msg18439)

5) Notes on girl design:
http://pinkpetal.org/index.php?topic=1291.msg18749#msg18749
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 03, 2013, 06:27:47 AM
Hi guys, I'd like to start a topic on what everyone thinks should be core elements and functionality of this game.

Things like,
x number of brothels
y number of girls, how can you interact with them
Game world has a, b, c functionality, and z locations
What battle, inventory, dating, etc systems should be present?
What functionality do you think it would be good to skip / limit for now?
What exactly should differentiate it from previous games?


I mainly want to try and work out what are core goals, and what are extras / nice to haves, what really makes the game releasable in your opinion.


We could just say "well I'd like to incorporate *all* these ideas!" but that could just ending up taking years to implement depending on developer time, and not end up with a balanced or enjoyable game.


I'd love to get feedback on all this, I will be thinking about my own opinions as well.

Cheers, Mijh
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 03, 2013, 06:28:03 AM
Reserved
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 03, 2013, 07:31:28 AM
I remember someone mentioned some way of searching specific girl you want to have in your brothel, something about a detective agency. So if you have 1000 girls, you don't need to wait forever hoping to get lucky someday.

I suggest a different approach, a labor exchange or a bulletin board. For a fee you post, for example, occupation and 3-4 traits, and with a certain probability after some time you'll meet suitable girls.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 03, 2013, 07:41:02 AM
I remember someone mentioned some way of searching specific girl you want to have in your brothel, something about a detective agency. So if you have 1000 girls, you don't need to wait forever hoping to get lucky someday.

I suggest a different approach, a labor exchange or a bulletin board. For a fee you post, for example, occupation and 3-4 traits, and with a certain probability after some time you'll meet suitable girls.

I recall wanting to allow this: after you've met a girl, you can agree to meet up with her again, in cafe for example so you don't have to chance reshuffle. Your idea is good as well, even better if applied to slave market, order a slave to your specifications (Slave Market right now shows all girls but in the future 6 - 7 will be randomly chosen every 5 - 6 days)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 03, 2013, 07:50:15 AM
Well, I mean first meeting as well, not only slaves. Once in wm ex having major problems with security because of bad luck with random girls at some stage I have to reload dozens times to finally get at least one decent warrior.
But that's all about game balance, though.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 03, 2013, 07:59:33 AM
Well, I mean first meeting as well, not only slaves. Once in wm ex having major problems with security because of bad luck with random girls at some stage I have to reload dozens times to finally get at least one decent warrior.
But that's all about game balance, though.

Game already allows player to participate in security if you leave him at least 1 AP at end of the day so security in the beginning shouldn't be much of a problem. If nothing happens, AP will be spend on training.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 03, 2013, 08:19:56 AM
MC already has stats? Which exactly then? Do we need, or will need, special traits for him/her?
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 03, 2013, 08:54:17 AM
MC already has stats? Which exactly then? Do we need, or will need, special traits for him/her?

That's about the only thing MC has, you could have figured it out because he does fight in Tifa's Quest battle scenario :)

Right now has the very least he needs in order for the rest of the game to work:

Code: [Select]
            self.gold = 100000
            self.name = 'Jake'
            self.AP = 3
            self.maxAP = 3
            self.location = 'None'
           
            self.attack = 35
            self.magic = 12
            self.defence = 30
            self.mp = 20
            self.agility = 19

I'll improve on that when we design the MC.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Romanul on May 04, 2013, 01:48:12 AM
Will PyTFall have a dungeon like Wm does? Im asking because I would like that to be expanded a bit.
Also, will the player be able to set an accommodation level for each girl (not in dungeon obviously)? THat was a rather obscure option in WM.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 04, 2013, 05:37:45 AM
Will PyTFall have a dungeon like Wm does? Im asking because I would like that to be expanded a bit.

No idea, I originally wanted to have slavetraining in PyTFall, leaves little room for Dungeon as well but it is not hard to add.

Also, will the player be able to set an accommodation level for each girl (not in dungeon obviously)? THat was a rather obscure option in WM.

Again, no concept was ever written for the game (we seem to be making same mistakes as everybody else) but it is also easy to add.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Romanul on May 04, 2013, 11:02:00 AM
No idea, I originally wanted to have slavetraining in PyTFall, leaves little room for Dungeon as well but it is not hard to add.
As far I'm concerned the dungeon was one of the great pluses of WM and what set it apart form other similar games. The fact that you could send you gangs to kidnap women and take them to dungeon, send customers or unruly girls there meant that finally you could be a evil character and not a perfect gentleman like in Slave Maker( I never really understood why it was called slave maker since you're mostly training girls to be princess/sluts). So I support adding it if you're comfortable with it and doesn't ruin your setting/universe etc.
Also, the catacombs were also great fun. From the pics you posted I saw that you want/did implement combat so if you could add something like a the WM catacombs it would be great.
By catacombs I mean battles that where if you win can yield rewards in gold/girs/items. They can be catacombs, town guards, other slavers/bad guys whatever suit your universe and you coding power.:)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 04, 2013, 01:58:30 PM
As far I'm concerned the dungeon was one of the great pluses of WM and what set it apart form other similar games. The fact that you could send you gangs to kidnap women and take them to dungeon, send customers or unruly girls there meant that finally you could be a evil character and not a perfect gentleman like in Slave Maker( I never really understood why it was called slave maker since you're mostly training girls to be princess/sluts).

I have nothing against 'Evil character'. I've been playing new release of Valet Pletej (Russian salve training game) where people eat unruly girls... the trouble is that WM's approach is to simple, people die all over, there are almost never consequences or extra fees for your actions and game is to bloody easy (still remains my fav). The bottomline is that dungeon is definitely not off the table, but what that will be like is a matter of debate.

So I support adding it if you're comfortable with it and doesn't ruin your setting/universe etc.

The setting we have agreed on right now:

- There has been recent war with loads of people killed, as a result of that war slaves are forbidden to be trained in combat (by private trainers), forbidden to attack free people (even in self-defense) and forbidden to carry arms.

- Slaves are few so they're expensive.

- Slave can be freed from bondage but not the other way around (you cannot turn peasant into a slave).

- There is a social ladder currently half designed that you can climb up on, all girls will have social rank in the future but I have not touched that yet in the code.

Also, the catacombs were also great fun. From the pics you posted I saw that you want/did implement combat so if you could add something like a the WM catacombs it would be great.

Basic combat is implemented, right now it is possible to fight, use specially designed items, use animated magic with sounds and animated damage. Combat engine itself is really powerful so after the release version of the game is done, updates will prolly include a more possibilities in battle.

There will be catacombs, forest, caves and so on to explore, if you take a party of girls during the day, you fight with battleengine, otherwise you can just send girls to hunt items/gold and combat will be autoresolved by a simple function (who got better stats, luck and items).

By catacombs I mean battles that where if you win can yield rewards in gold/girs/items. They can be catacombs, town guards, other slavers/bad guys whatever suit your universe and you coding power. :)

Yeah I figured that.

Right now, it is 100% clear that game requires a complex items system... Just like it was clear that game required jobs, brothels, girls, finance records, townmap, locations, battle engine, traits etc. on so that's what I was working on, now it is important to make one whole and structured game out of all the code I've written.

Plans include:

- Arena
Where you/your girls can fight monsters, other girls in the game you have not met yet (or not working for you) and NPCs for gold, fame, reputation and items.

- Brothel system where you start with piece of shit brothel that cannot have upgrades/good advertising and can buy and move to better and better buildings.

- Girls that require a lot of work to properly pump up their stats and skillz.

- Slavetraining that can raise price of a slave considerably and slaves are very expensive to start with.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 04, 2013, 03:33:03 PM
- Slave can be freed from bondage but not the other way around (you cannot turn peasant into a slave).
I guess it doesn't matter if you can or can't enslave a girl as long as you, being an evil character and criminal, do have a dungeon to train/break her?
And, for example, what about hypothetical random monster girls? Don't tell me they protected by this law as well  :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 04, 2013, 04:15:04 PM
I guess it doesn't matter if you can or can't enslave a girl as long as you, being an evil character and criminal, do have a dungeon to train/break her?

You're right, I just want there to be a system in place that would not allow you to kidnap girls by dozens and kill them in dungeons or at the very least paying off the authorities not to check up on you if you're suspected of such activities should cost sh!itloads more than it does in WM.

And, for example, what about hypothetical random monster girls? Don't tell me they protected by this law as well  :)

Random girls I've never cared about in WM, neither do I care about those in PyTFall.

Basically is someone cares enough to make a couple of packs for random girls my plan is to use the same class as I do for normal girls but:

- Random girls will go in game/content/rchars
- Folders like monster/schoolgirl/nurse/loli/succubi/elf etc.  would have to be created in the same way as anime/game/series folders are created.
- Game loads every monster girl once into the game in the separate container.
- Every time we need a moster girl created (for slavemarket, hunting in the forest, battle in arena etc.) we create an instance of that class, name it with one of the names from WM girls names lists and generate a number of random stats and traits (we'll have to agree on ranges of those stats per category).

So basically 95% of codework for randomgirls is finished. Since I don't really give a sh!t about those, I don't care by what lows non human monstergirls are protected but the easiest thing would be to make all caught mostergirls slaves because that would not require any extra coding and they would fit well in that class.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 04, 2013, 04:26:15 PM
That's an interesting conception. In order to not damage the balance by such slaves we could use an expensive special training or restriction on the number of monster girls (since they are monsters in a human city), or even both.
Anyway, when all code for them will be 100% ready, I am care enough to make a couple of packs for random girls  :D
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 04, 2013, 04:30:22 PM
That's an interesting conception. In order to not damage the balance by such slaves we could use an expensive special training or restriction on the number of monster girls (since they are monsters in a human city), or even both.
Anyway, when all code for them will be 100% ready, I am care enough to make a couple of packs for random girls  :D

Oki, items first :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Ncog on May 05, 2013, 12:24:46 PM
I seem to remember in WM, the player could impregnate girls and have children with them.  Will this version have something similar?  Could you say have adult children who could run certain aspects of the business sort of like how matrons worked in WM.  Where they could take girls who are exhausted off duty and put girls to work who aren't doing anything.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 05, 2013, 03:02:11 PM
I seem to remember in WM, the player could impregnate girls and have children with them.  Will this version have something similar?  Could you say have adult children who could run certain aspects of the business sort of like how matrons worked in WM.  Where they could take girls who are exhausted off duty and put girls to work who aren't doing anything.

Nothing of this sort has been designed yet. Preferred approach would be to make assistants out of girls that your trust most and have them run the show. First, I want all girls to go off duty and back to work automatically, regardless if there is a matron or not. Girls may try to SKIP work and slack off, if noone is running the brothel, untrained slaves may refuse it in the future but not free girls (if work matches their occupation). We can later introduce a system where girls choose not to work because they're sad or something has happened in their family for example.

Pregnancy with children born would require some form of stupid tale like a brothel owner growing children in tubes like in OW or something. Otherwise we can allow girls to get pregnant and give birth and allow children to grow up at normal pace so we don't have to deal with any of it (game is not likely to take so many turns) but pregnancy is still there.

In any case, amount of text and content, code and design needed to make children actually interesting bit of the game is to large to be worthwhile and I don't like shortcut in WM where kids are autosold in slavery or turned into random girls.

After we're done with Items, Girlsmeets, Player, Iterations, Economy, Locations, Girlspacks, Jobs, Events, Girls/Player relations and some Quests. We can raise issues on what to add next.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: fires_flair on May 05, 2013, 11:54:08 PM
one way would be (if this is an male protagonist only game) would be to have only specific girls designated as such and appear at random when you do certain actions. While you wouldn't physically be able to impregnate a girl, you would be able to have your own daughters run your business.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 06, 2013, 03:25:10 AM
one way would be (if this is an male protagonist only game) would be to have only specific girls designated as such and appear at random when you do certain actions. While you wouldn't physically be able to impregnate a girl, you would be able to have your own daughters run your business.

Yeap, that's another way to explore having family in the game, simply start with a couple of relatives.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 06, 2013, 01:26:50 PM
Talking about Kamidori reminds me how skills handled there. The game has tons of them, but every character can equip up to 4 skills s/he knows, plus one possible skill from current weapon and two from accessories. Maybe we could use a similar system eventually.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 06, 2013, 01:43:33 PM
Talking about Kamidori reminds me how skills handled there. The game has tons of them, but every character can equip up to 4 skills s/he knows, plus one possible skill from current weapon and two from accessories. Maybe we could use a similar system eventually.

We could... sounds interesting actually.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Ctwo on May 07, 2013, 07:09:17 PM
Just thinking, instead of purchasing a brothel make all buildings in the game non-specific. Instead list the number of large rooms, small rooms and any special traits this location has. Buildings may be offered for rent, purchase or both. Rent should be about 2-4% of the purchase price to make renting viable. In either case there should be a maintenance charge associated with the use of the building which includes repairs.
Before traits are created you would need to work on the idea of a business. What I am imagining is that a business is an entity that is created on a building site and could move if you have an empty building (or switch with another business you own). Each business would have a name, and stats. There would be a list of employees which is limited by the building it is located in. A certain number of rooms would need to be remodeled to match the business. For instance every brothel needs a parlor and bedrooms. Every armory needs forges, smelters and at least two store rooms. There should be a list of necessary and optional rooms for each business which would list the size requirements of the room, the cost to remodel the room, and what benefit gets applied. Among the benefits should be listed how many employees you can add. The business would get stats based on a percentage of the employees stats (something between 1-10% of each employee). For instance a brothel might have charisma, reputation, and various sex acts as stats. The number of customers would be affected by the reputation of the business. Each individual girl would check to see how they perform, but could receive a bonus (or penalty) from the stats of the brothel. Say something along the lines of the brothel's matching stat minus the customer's expectations. So the higher class of customer the harder to meet their base expectations (with matching increased payment) but the larger bonus for a well established business. The percentage of how much each employee contributes could be a sliding scale, starting at 1% and going up each week they work there till the reach the max of 10%.
Every business should have reputation, but other stats would be based on the business. For instance our armory could have stats like reputation, con, strength and smithing. The number and quality of customers is based on reputation (plus smithing for quality). Each job would require an individual girl to make checks on con and strength to make sure the work gets done on time and isn't accidentally ruined (should be an easy check with the shop adding a significant bonus. Maybe x2 or x3 the flat stat?). Then check against smithing to determine the quality of work and final payment. Say smithing + shop bonus - customer expectation level. Test gives a sliding scale of payment starting with no pay (fail by over 20?), half pay (fail by less than 20), normal pay (success), 20% bonus pay (success by over 40), to 50% bonus pay (success by over 80). Again as the quality of customer goes up the base pay increases, but so does the expectation level. Someone ordering clubs isn't expecting high quality work but even with a masterpiece they aren't paying a whole lot. Someone ordering a full set of maximillian plate armor is going to expect master level work and is going to pay a small fortune for the best.
After determining what rooms each business needs you can offer to place them in all buildings with an appropriately sized room, plus some utility rooms like kitchens which reduce the maintence cost for the girls that live in that business (eating in instead of buying meals). You'll also need to determine if employees need to live on site or if your going to establish some sort of apartment system where girls can live in one location and work in another. I would raise the maintence cost or amount of fatigue if they didn't live on site.
Traits could be things like Lavish (bonus to charisma and quality of customer), High Traffic (bonus to number of customers), Low Traffic (penalty to number of customers), Solid (difficult to damage, reduces maintence cost of business), Garden (-fatigue, bonus to certain skills), View (+reputation, extra bonuses for a few business like restraunts). Some traits could be added or improved. For instance Lavish could be added or improved at a substantial cost. Traffic on the other hand, can't be improved. That would be a reason to move the business.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 08, 2013, 02:06:35 AM
Just thinking, instead of purchasing a brothel make all buildings in the game non-specific. Instead list the number of large rooms, small rooms and any special traits this location has. Buildings may be offered for rent, purchase or both. Rent should be about 2-4% of the purchase price to make renting viable. In either case there should be a maintenance charge associated with the use of the building which includes repairs.
Before traits are created you would need to work on the idea of a business. What I am imagining is that a business is an entity that is created on a building site and could move if you have an empty building (or switch with another business you own). Each business would have a name, and stats. There would be a list of employees which is limited by the building it is located in. A certain number of rooms would need to be remodeled to match the business. For instance every brothel needs a parlor and bedrooms. Every armory needs forges, smelters and at least two store rooms. There should be a list of necessary and optional rooms for each business which would list the size requirements of the room, the cost to remodel the room, and what benefit gets applied. Among the benefits should be listed how many employees you can add. The business would get stats based on a percentage of the employees stats (something between 1-10% of each employee). For instance a brothel might have charisma, reputation, and various sex acts as stats. The number of customers would be affected by the reputation of the business. Each individual girl would check to see how they perform, but could receive a bonus (or penalty) from the stats of the brothel. Say something along the lines of the brothel's matching stat minus the customer's expectations. So the higher class of customer the harder to meet their base expectations (with matching increased payment) but the larger bonus for a well established business. The percentage of how much each employee contributes could be a sliding scale, starting at 1% and going up each week they work there till the reach the max of 10%.
Every business should have reputation, but other stats would be based on the business. For instance our armory could have stats like reputation, con, strength and smithing. The number and quality of customers is based on reputation (plus smithing for quality). Each job would require an individual girl to make checks on con and strength to make sure the work gets done on time and isn't accidentally ruined (should be an easy check with the shop adding a significant bonus. Maybe x2 or x3 the flat stat?). Then check against smithing to determine the quality of work and final payment. Say smithing + shop bonus - customer expectation level. Test gives a sliding scale of payment starting with no pay (fail by over 20?), half pay (fail by less than 20), normal pay (success), 20% bonus pay (success by over 40), to 50% bonus pay (success by over 80). Again as the quality of customer goes up the base pay increases, but so does the expectation level. Someone ordering clubs isn't expecting high quality work but even with a masterpiece they aren't paying a whole lot. Someone ordering a full set of maximillian plate armor is going to expect master level work and is going to pay a small fortune for the best.
After determining what rooms each business needs you can offer to place them in all buildings with an appropriately sized room, plus some utility rooms like kitchens which reduce the maintence cost for the girls that live in that business (eating in instead of buying meals). You'll also need to determine if employees need to live on site or if your going to establish some sort of apartment system where girls can live in one location and work in another. I would raise the maintence cost or amount of fatigue if they didn't live on site.
Traits could be things like Lavish (bonus to charisma and quality of customer), High Traffic (bonus to number of customers), Low Traffic (penalty to number of customers), Solid (difficult to damage, reduces maintence cost of business), Garden (-fatigue, bonus to certain skills), View (+reputation, extra bonuses for a few business like restraunts). Some traits could be added or improved. For instance Lavish could be added or improved at a substantial cost. Traffic on the other hand, can't be improved. That would be a reason to move the business.

We'll translate Alkion for you when that is done. You've pretty much described the building/room/furniture/building stats system there to the letter :)

As for PyTFall, I will not allow this project to be lead astray the same way as Alkion was. This is a hentai, not rpg and not simcity, we'll stick with all buildings in the game reflecting that. Renting and building stats are prolly an overkill as well since they add very little depth and require a bit of coding but if someone proposes a well designed concept describing it to in detail, I'll add it to the game (still believing time would be better spent on more important things like items/events/locations/quests/battlescenarios etc.).

Rooms we may add later but in a simpler way than you propose. For example, instead of guards taking rooms that can be used by working girls, you might be able to add a guardhall in the same way as you would add a bar or a garden right now, clearing rooms for workers. Or more building upgrades that can be blocked/enabled per building (not being available as they are now in every building, I am intending to make brothels a bit more unique and different from each other).

It always start with one good idea that adds something foreign like Alchemy, Smithing, Shop where you can have girls sell stuff they create/get in catacombs and etc. to the game and always ends up with core game concept being forgotten and new ideas for the new game pouring a lot faster than coders can program... lets stick to our own design until the release version is ready, we can ruin the game after decent version is done :) .


PS:
I would have skipped battle/exploration as well, but those were an important part of WM and I want to stick to that (improving it if possible in the process).

PS2:
We may have a new coder joining the project as well, I not 100% sure at this point since there have been like 15 people already that promised to help a lot in different capacities and disappeared in a week or so without completing anything at all but we'll see how it turns out.

Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 08, 2013, 05:24:25 AM
Huh, the idea of traits for brothels is rather unexpected.
I see only one good way to apply it (in PytFall at least): random buildings.

So we don't have ready preset of brothels from the cheapest to the most expensive waiting for purchase from the very beginning of game (that's actually strange that noone at all except for MC buys them no matter how long you wait).
Instead game generates random buildings throughout the city, let's say, every 3 months. With random quality, traits and district.

there have been like 15 people already that promised to help a lot in different capacities and disappeared in a week or so without completing anything at all
Amusingly. That reminds me, you probably could safely delete a couple of shared folders and free some space for those who working on the project now.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 08, 2013, 09:18:01 AM
Huh, the idea of traits for brothels is rather unexpected.
I see only one good way to apply it (in PytFall at least): random buildings.

So we don't have ready preset of brothels from the cheapest to the most expensive waiting for purchase from the very beginning of game (that's actually strange that noone at all except for MC buys them no matter how long you wait).
Instead game generates random buildings throughout the city, let's say, every 3 months. With random quality, traits and district.

I don't know... I like the way it is now but with better interface... we'll see, we can obviously add random buildings or make it only the random buildings but the idea doesn't seem appealing to me.

As for traits, we can allow different upgrades for buildings, there are already different in some ways (Max stats of rep and fame), pictures, number of rooms, cost of upgrades and so on. Unless we can find a better reason than modifier for girl's stats, there is no point in traits. Also, I recall there being a SimBro version (Karin's I think), that allowed to set 'Specialization' on every brothel if there are a number of girls with specific trait inside, but that game had less traits than we do.

Amusingly. That reminds me, you probably could safely delete a couple of shared folders and free some space for those who working on the project now.

I am on the road right now with limited internet access, I'll see what I can do when I get back home, but there are like 10 mb there so it doesn't matter.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 08, 2013, 09:54:03 AM
I recall there being a SimBro version (Karin's I think), that allowed to set 'Specialization' on every brothel if there are a number of girls with specific trait inside, but that game had less traits than we do.
Well, that's probably a good way to make old, cheap brothels somewhat useful at late stages of the game too. I'm not sure which specializations exactly we could use though. Maybe something about occupations rather than traits?
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 08, 2013, 10:43:12 AM
Well, that's probably a good way to make old, cheap brothels somewhat useful at late stages of the game too. I'm not sure which specializations exactly we could use though. Maybe something about occupations rather than traits?

Well, we'll see, I don't think we need traits for buildings, not now anyways.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 08, 2013, 11:02:03 AM
One more thing. We could use some kind of signboard for each brothel, something that wm lacks unfortunately.
I mean, if you don't have whores in some brothel, and you don't even planning to add them there, focusing instead on bar or dungeons exploration (meaning you have service and warriors girls only in that brothel), then you don't want unhappy horny customers complaining at every turn.
Instead you could just remove "brothel" sign leaving in place "bar" sign, or even remove all signs and make a pure base from that building for your adventurers/gladiators.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 08, 2013, 12:31:36 PM
One more thing. We could use some kind of signboard for each brothel, something that wm lacks unfortunately.
I mean, if you don't have whores in some brothel, and you don't even planning to add them there, focusing instead on bar or dungeons exploration (meaning you have service and warriors girls only in that brothel), then you don't want unhappy horny customers complaining at every turn.
Instead you could just remove "brothel" sign leaving in place "bar" sign, or even remove all signs and make a pure base from that building for your adventurers/gladiators.

Hmm... I'll think about it. Sounds like something doable.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 08, 2013, 04:41:26 PM
Now then, in Ncog shared folder I've found some suggestions about new traits. However, I believe some of them, if we use 'em, should be implemented outside the traits system.
I mean girl's preferences:
Quote
Values: Money, Power, Clothes, Trips, Morality, Sex, Food, Drugs
Sex Values: Big Dick, Handsome Face, Muscular Body, Endurance, Dominance
Her Pride: Hair, Body, Breasts, Butt, Face, Style, Inteligence, Her work
Sex Preference: Vaginal, Anal, Double Penatration, Mutual Masterbation
Favorite Sex position: Cowgirl, Doggy style, Missionary, Sixty-Nine(MM only)
Favorite Place to be Kissed: Hand, Forehead, Cheek, Mouth
While I could create so many traits, it has little sense since traits are, well, traits of personality, not preferences.  However, the idea of girl's preferences is interesting.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 08, 2013, 05:23:30 PM
I mean girl's preferences:While I could create so many traits, it has little sense since traits are, well, traits of personality, not preferences.  However, the idea of girl's preferences is interesting.

For sure, that's something I wanted to explore and I already have some idea on how to code that but plan was to put that off for a while, until we had some events and quests set up and picture on how to enrich those was clearer. Most potential with girls preferences (likes/dislikes) lies in interactions with the player, other girls and to somewhat lesser degree, costumers. Since we don't have interactions/girlmeets/events setup right now, I wanted to see what we make of those first. Preferences can be added at latter stage.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: fires_flair on May 08, 2013, 11:55:34 PM
Well, that's probably a good way to make old, cheap brothels somewhat useful at late stages of the game too. I'm not sure which specializations exactly we could use though. Maybe something about occupations rather than traits?
I know it's not being worked on right now, but I thought I'd pipe in, I gave it a little thought, and it might make more sense to give the bonuses based on the stats of the girls, and the game was sim brothel 2 (not the remakes, the original simbro2), you needed 2 girls to get lvl1 and one more for each level (there were 5 levels per skill). But you could try to work something on traits. (the skills I was thinking, was cleaning making the place loose cleaning slower (neat freaks), combat increases security and success in fighting related jobs (trading fighting tips), high looks makes more customers come (back) to the brothel, etc)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 09, 2013, 03:29:22 AM
I know it's not being worked on right now, but I thought I'd pipe in, I gave it a little thought, and it might make more sense to give the bonuses based on the stats of the girls, and the game was sim brothel 2 (not the remakes, the original simbro2), you needed 2 girls to get lvl1 and one more for each level (there were 5 levels per skill). But you could try to work something on traits. (the skills I was thinking, was cleaning making the place loose cleaning slower (neat freaks), combat increases security and success in fighting related jobs (trading fighting tips), high looks makes more customers come (back) to the brothel, etc)

Karin's SimBro is what people usually call it. It's a good plan, make a list of traits and check girls vs that. If for example, 3 girls in the brothel have combat related traits: brothel could be set to 'Security' bonus, lowering the number of attacks or giving girls there advantage when fighting with aggressive clients or both. Similar thing for beauty, job, intelligence, etc. related traits. Skills based approach would not work as well, not mentioning that we got to find new ways to make traits matter, making the game elements more unified. Levels can be added on exp based system or days counter...

It seems one of those things that are not likely to ruin the game in any way and add something to it (not an entirely new dimension, but still something fun). We should add this to building design when we write that so I'll highlight this bit. Maybe someone can come up with an even better idea.
Title: -PyTFall- Dev Thread: Towards Alpha - goals / functionality
Post by: mijh on May 23, 2013, 04:05:17 AM
Hi guys, I'd like to start a topic on what everyone thinks should be core elements and functionality of this game.

Things like,
x number of brothels
y number of girls, how can you interact with them
Game world has a, b, c functionality, and z locations
What battle, inventory, dating, etc systems should be present?
What functionality do you think it would be good to skip / limit for now?
What exactly should differentiate it from previous games?


I mainly want to try and work out what are core goals, and what are extras / nice to haves, what really makes the game releasable in your opinion.


We could just say "well I'd like to incorporate *all* these ideas!" but that could just ending up taking years to implement depending on developer time, and not end up with a balanced or enjoyable game.


I'd love to get feedback on all this, I will be thinking about my own opinions as well.

Cheers, Mijh
Title: Re: -PyTFall- Dev Thread: Towards Alpha - goals / functionality
Post by: Xela on May 23, 2013, 04:54:21 AM
Merged with this thread because it's as close to game design as one can get :)

For starters: mijh is very good coder who got interested in the project so even thou it's his first post on the forum, he's already aware of many of game's aspects and it's code. (Just a clarification cause you haven't introduced yourself)

This should be a part of game design section.

x number of brothels

I want to have 6 - 10, preferably 7/8 'Normal' and 2/3 unlockable by quests/events.



y number of girls, how can you interact with them

200 - 1000 (My guess would be around 300 good once (with more or less complete packs))

We are working with an understanding that there will be (if not on release day) but in the end, a LOT of characters in the game.


Interactions:

- Meeting and 'relationship' system in the city while they're not working for you (What I call girlmeets system). Based off one in SimBro 1x but with better graphics, better events and a more robust system.

- Interactions (once they're in your service), similar to girlsmeets in town but the point is not just raising disposition but also raising stats/skills.

- Different behavior system for slave and free girls, one point is that slave girls are not allowed to be trained for combat, their behavior on items use, freedom of going shopping on free time and so on.

Game world has a, b, c functionality, and z locations

Not designed yet even in concept :(

- Girlmeets
- Locations with NPCs
- Shops
- Graphical representations of at least some buildings (like school)
- Events
- Quests can be found in town

Locations are open at the moments, Forest/Witches Hut, Items Store, Slave Market, Park, Town Square have been discussed so far (not in detail).


What battle, inventory, dating, etc systems should be present?

Inventory = A system much as we have today but with better graphical design.
Battle = Several scenarios should be written, some default with random enemies of similar power, some unique once.
Dating = Basic VN style dating with rewards/penalties, forks and events (I am not planning this as a system, RenPy's own capabilities are more than enough!)

Arena = A fairly complex system where battles take place, I have loads of plans for it in my head but it should be a different topic in it's own right.

XMP tags, Rudi proposed a system where every image we have in a game gets tagged using data inside the image itself. That data is than pickled and loaded into the game. This will allow as a nearly perfect image matching anywhere in the game.

Slave-training

Maybe more...

What functionality do you think it would be good to skip / limit for now?

Skip:

- Slave-training I have not expanded on above because it is prolly a good idea to skip it, workload on it would be taxing.
- XMP tagging

Limit:

- Battle system to it's very minimum (Jake's BE is really advanced and allows even more cool stuff if we tweak it under the hood)



What exactly should differentiate it from previous games?

- Better GUI Interface.
- A complete game.
- Easier to script for.
- Ready to use RenPy VN engine for dating, quests, events.
- Battle Engine.
- Complete design
- Graphical and numerous events in the city (due to the simplicity of scripting system)

More I suppose, list would be fairly long.


I mainly want to try and work out what are core goals, and what are extras / nice to haves, what really makes the game releasable in your opinion.

Core Goal for me is to make a decent and worthy WM:2 (WM is my fav Hentai sim game design that tops SM/OW/SimBro/Valet Pletej and etc.)

Releasable = To me it would bit a bugfree game with well designed jobs, lots of events, some quests, girlsmeets, interactions and not to much micro.


We could just say "well I'd like to incorporate *all* these ideas!" but that could just ending up taking years to implement depending on developer time, and not end up with a balanced or enjoyable game.

The original Russian game is now messed up (in my humble opinion) because of to many ideas, opinions and lack of commitment to the original concept/idea. I am trying to kill as many elements that would add little to the game at a lot of developing cost at their roots so you can count on that trend continuing, at least from my side.

Still, I am always open to ideas, especially those that add a lot of value to the game and are not to difficult to code in!


I'd love to get feedback on all this, I will be thinking about my own opinions as well.

Lets hear them!  8)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: CherryWood on May 23, 2013, 08:34:18 AM
I am a fan of visual novel elements in games, so for me the biggest plus point by far is RenPy itself.  I didn't know about it before and now I just love it! I have hight hopes that it will make the game more attractive for people to add content in it.
So for me, the more things we add that could be easy to understand and expanded from outside of dev team, the better. There was a "write guides" part in the original development plan and I would really like to stick that out more.


I'm most interested in brothel management and relationship parts of the game. I personally would prefer to not pursue the rpg elements too much until these are in reasonable state.
It would be nice to have a game where allocating girls differently will have some observable impact. For example, our current connection between different jobs is something I really like.


x number of brothels
I like to group girls more, so I would prefer about 15 maybe? But they don't have to be super unique....
Quote
y number of girls, how can you interact with them
I think simbro1x system is ok for girlmeets. If we can get enough lines that would make sense it should be ok for release I guess. At lest for meeting girl in some common place in city.
There is an idea to expand these and interaction with employed girls with dates/go outs that would take place somewhere more interesting and be pre-written with some forks that would leads to different outcomes or be determined by traits/condition. I like it, but unless some writers will join, I fear it would take too much time to have it for beta.
Also a system that will allow unique approaches for specific girls that will have they own script written.
I plan to work on this part a bit when I will finally have more time...


 - slaves   I wouldn't really skip work on slaves. I think a lot of fun stuff can be done with them. To lighten the work, I personally suggest not doing the usual breaking/obedience-training part (there's a game for that afterall) and make slaves expensive, but following all orders. Just give player more freedom to manage them with all positive/negative effect it could have (work them till they drop... etc.).


/I'll write more later, must go now

Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 23, 2013, 08:59:42 AM
I am a fan of visual novel elements in games, so for me the biggest plus point by far is RenPy itself.  I didn't know about it before and now I just love it! I have hight hopes that it will make the game more attractive for people to add content in it.
So for me, the more things we add that could be easy to understand and expanded from outside of dev team, the better. There was a "write guides" part in the original development plan and I would really like to stick that out more.


I'm most interested in brothel management and relationship parts of the game. I personally would prefer to not pursue the rpg elements too much until these are in reasonable state.
It would be nice to have a game where allocating girls differently will have some observable impact. For example, our current connection between different jobs is something I really like.

I like to group girls more, so I would prefer about 15 maybe? But they don't have to be super unique....I think simbro1x system is ok for girlmeets. If we can get enough lines that would make sense it should be ok for release I guess. At lest for meeting girl in some common place in city.
There is an idea to expand these and interaction with employed girls with dates/go outs that would take place somewhere more interesting and be pre-written with some forks that would leads to different outcomes or be determined by traits/condition. I like it, but unless some writers will join, I fear it would take too much time to have it for beta.
Also a system that will allow unique approaches for specific girls that will have they own script written.
I plan to work on this part a bit when I will finally have more time...


 - slaves   I wouldn't really skip work on slaves. I think a lot of fun stuff can be done with them. To lighten the work, I personally suggest not doing the usual breaking/obedience-training part (there's a game for that afterall) and make slaves expensive, but following all orders. Just give player more freedom to manage them with all positive/negative effect it could have (work them till they drop... etc.).


/I'll write more later, must go now


Well, we pretty much have the same views on development :)

I am a fan of visual novel elements in games, so for me the biggest plus point by far is RenPy itself.  I didn't know about it before and now I just love it! I have hight hopes that it will make the game more attractive for people to add content in it.
So for me, the more things we add that could be easy to understand and expanded from outside of dev team, the better. There was a "write guides" part in the original development plan and I would really like to stick that out more.

RenPy does offer a LOT and I will write a guide when all relevant systems are wrapped up. For now we've agreed to handle brothels first.

I'm most interested in brothel management and relationship parts of the game. I personally would prefer to not pursue the rpg elements too much until these are in reasonable state.
It would be nice to have a game where allocating girls differently will have some observable impact. For example, our current connection between different jobs is something I really like.

Agreed, rpg elements are likely to make workload for the game unmanageable and will not lead into a happy place in the end. I am planning a lot for girl's allocation as you've put it. Girls will live their own lives, maybe even form teams and friendships. It's easy to code in under the current setup of the game and adds a lot of value to it. In any case, detailed systems like that should be in separate topic, this is for general concepts so everyone knows what we're working on.


I like to group girls more, so I would prefer about 15 maybe? But they don't have to be super unique....I think simbro1x system is ok for girlmeets. If we can get enough lines that would make sense it should be ok for release I guess. At lest for meeting girl in some common place in city.
There is an idea to expand these and interaction with employed girls with dates/go outs that would take place somewhere more interesting and be pre-written with some forks that would leads to different outcomes or be determined by traits/condition. I like it, but unless some writers will join, I fear it would take too much time to have it for beta.
Also a system that will allow unique approaches for specific girls that will have they own script written.
I plan to work on this part a bit when I will finally have more time...

I wouldn't worry about it to much, even if writers will not step up, I can come up with a fair amount of content in a few weeks. I suggest we worry about that when game's core is ready.

- slaves   I wouldn't really skip work on slaves. I think a lot of fun stuff can be done with them. To lighten the work, I personally suggest not doing the usual breaking/obedience-training part (there's a game for that afterall) and make slaves expensive, but following all orders. Just give player more freedom to manage them with all positive/negative effect it could have (work them till they drop... etc.).

Yeap, my thoughts exactly for the first release. I am planning however to add a very advanced slave training element after the first release is complete and have an insane amount of good ideas for it. But for now, I say we work towards releasing an Alpha, Beta and a release version first and add to it later.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 23, 2013, 12:31:18 PM
And I'm finally back after 6 hours of hard disk recovery, which broke as soon as I entered pinkpetal today  :D

VN elements are ok, but to tell the truth I joined dev team because of the battle engine. I hope one day the game will be as close to jrpg as indie visual hentai novel can. With some kind of dungeons, random encounters, leveling, artifacts and, of course, arena.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 23, 2013, 02:42:56 PM
And I'm finally back after 6 hours of hard disk recovery, which broke as soon as I entered pinkpetal today  :D

VN elements are ok, but to tell the truth I joined dev team because of the battle engine. I hope one day the game will be as close to jrpg as indie visual hentai novel can. With some kind of dungeons, random encounters, leveling, artifacts and, of course, arena.

First time I hear this...

Alkion is heading straight into that direction, you never joined dev team there? Also there is a SimBrothel made on top of RPG Maker (Revival Version).

Otherwise:

- Extensive Arena is most definitely planned for the release version. That's one of the cool things I'm really looking forward to have in the game.

- There will be scripted combat events (already are now).

- Leveling is also planned but not only or separately from Combat.

- Artifacts as Powerful items or something different?

- Random encounters will also be there during events.

- Dungeons and exploration...

 That's one of the things I still cannot wrap my head around. In order to do that properly, an insane amount of code needs to be written and even greater amount of good, dedicated graphics required.

1) The simplest thing we can do right now are random fights in 'leveled' environments. Like you start on forest outskirts, fight some battles, face a boss and get the ability to move into the forest (new background). Then into the Deep-Wood. Also Catacombs/Dungeons of different depth.

2) Second option is to use edge-scrolling, picture-point or tile capabilities of the Battle Engine (I don't know if you tried the whole presentation of the battle engine, we actually use a tiny bit of it in PyTFall right now)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 23, 2013, 03:05:16 PM
First time I hear this...
A coincidence most likely.

Alkion is heading straight into that direction, you never joined dev team there?
Nope, looks like it will be a pure rpg rather than what I mentioned. For example, Eliont mentioned once that he decided to not use slaves at all.
Not to mention that I just don't believe that Alkion will be ready for playing in the next 10 years, if at all.

- Artifacts as Powerful items
Yup. We don't have too many systems for now (locations, enemies, effects, skills and spells) to create items freely, but I'm looking forward to it.

That's one of the things I still cannot wrap my head around. In order to do that properly, an insane amount of code needs to be written and even greater amount of good, dedicated graphics required.
I never thought about it yet. I'll take a look at that presentation when I'll have some time. But we always can do dungeon crawling in SM3 way (a random text quest, basically).
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 23, 2013, 03:19:35 PM
I never thought about it yet. I'll take a look at that presentation when I'll have some time. But we always can do dungeon crawling in SM3 way (a random text quest, basically).

I threw it into the DB folder. We have to do better than SM3 :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 23, 2013, 03:40:39 PM
Also there is a SimBrothel made on top of RPG Maker (Revival Version).
I like to play as a necromancer in games, but to be a necromancer in game dev is another story  :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 24, 2013, 06:57:53 AM
Now then, I don't know how many coding will require each system, so I just will share my impressions.

Path battle type seems interesting if we'll be able to randomize those pathes well enough.
Panning/Scrolling looks very good, but I'm pretty sure that we unable to draw or find enough maps for it.
To move on the global map of some forest/dungeon we could use either Path system or hex map. Imagine one of them on a map like this (http://lh5.ggpht.com/_YGZ2e2GuefA/TKecj7BOL-I/AAAAAAAAAyU/j9U-Q-GUHVg/s1600/DeepForestMap.jpg) or that (http://rpgmaker.net/media/content/games/2584/screenshots/Map_15.png).

Besides, there are generators of random dungeon maps, we could use or reproduce one of them. It probably will work well with simple grid or hex.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 24, 2013, 07:30:26 AM
Now then, I don't know how many coding will require each system, so I just will share my impressions.

Path battle type seems interesting if we'll be able to randomize those pathes well enough.
Panning/Scrolling looks very good, but I'm pretty sure that we unable to draw or find enough maps for it.
To move on the global map of some forest/dungeon we could use either Path system or hex map. Imagine one of them on a map like this (http://lh5.ggpht.com/_YGZ2e2GuefA/TKecj7BOL-I/AAAAAAAAAyU/j9U-Q-GUHVg/s1600/DeepForestMap.jpg) or that (http://rpgmaker.net/media/content/games/2584/screenshots/Map_15.png).

Besides, there are generators or random dungeon maps, we could use or reproduce one of them. It probably will work well with simple grid or hex.

Maybe, I know where to find a random dungeon generator we could adapt, each tile could come with it's own background and possibilities... It might be more fruitful to do simpler explanation for the release version and add something like that later.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 03:42:33 AM
Hey everyone. I figure it's time that we bring MC into the picture. The trouble is that I need to be able to use MC in the game (Guard job for instance) but class is to poor right now. So if anyone has any specific requests, lets hear them. One note is that I don't want there to be 6 races and 40 backgrounds to choose from like in Alkion. Lets keep it simple, we don't have a team of writers to cook up storylines throughout the game.


============================
Oh, and we could also use a couple of portraits and battle sprites to give player choices.

We could have different background stories (to determine starting stats, equipment and gold), but nothing that would/should have effects throughout the game (effect dialogues during events/interactions).
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 29, 2013, 04:44:34 AM
Since we have sex field for items, it would be nice to determine MC stats at first, in order to avoid crashes at least.
I guess health, fatigue, constitution, luck and intelligence are needed. Same for all combat stats.

Does s/he need sex skills, or we imply that they are maxed out like in SM3?
Does s/he need libido, charisma, refinement, service, character, reputation? In SM and VP MC has all these stats, and even more, but those games have little to do with battles, they are mostly social.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: CherryWood on May 29, 2013, 04:47:29 AM
No requests from me.
I would actually chose to skip the background/stats selection for beta and go just with a choice of name and images.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 05:30:53 AM
Since we have sex field for items, it would be nice to determine MC stats at first, in order to avoid crashes at least.
I guess health, fatigue, constitution, luck and intelligence are needed. Same for all combat stats.

Does s/he need sex skills, or we imply that they are maxed out like in SM3?
Does s/he need libido, charisma, refinement, service, character, reputation? In SM and VP MC has all these stats, and even more, but those games have little to do with battles, they are mostly social.

Good points, lets determine stats first:

Battle stats:

    'agility',
    'health',
    'defence',
    'mp',
    'attack',
    'magic',


Support stats:

    'intelligence',
    'libido',
    'refinement',
    'fatigue',
    'fame',
    'mood',
    'constitution',
    'charisma',
    'reputation',
    'exp',
    'luck',

Possibilities:

1) Alignment (Dark Side/Light Side)
2) Sex (Generalization for any position, I can ensure that any item that increases Anal/Normalsex or Blowjob for girls and is not restricted to females will increase Sex stat instead)

=====================================
Sex: I suggest just Male? We could do Female as well but that would mean a bit more programming for events and interactions. Any Hybrid would require new image categories.


Generally it is not difficult to support all these stats, especially once we'll have many locations.

No requests from me.
I would actually chose to skip the background/stats selection for beta and go just with a choice of name and images.

It's easy/very easy to code in but we can skip it without any fuss. It might be nice to give player a chance to pick a starting character as long as that choice does not extend greatly to the rest of the game.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 29, 2013, 05:54:31 AM
1) Alignment (Dark Side/Light Side)
Well, according to D&D, alignment could be evil<->good and chaotic<->lawful. And WM has both of them, btw.

2) Sex (Generalization for any position, I can ensure that any item that increases Anal/Normalsex or Blowjob for girls and is not restricted to females will increase Sex stat instead)
Ok. Maybe four times less, since one stat responsible for 4 others? So, if some item gives normalsex +4, it will be +1 for MC, and if it gives lesbian +8 and normalsex +8, it will be +4 for MC?

Sex: I suggest just Male? We could do Female as well but that would mean a bit more programming for events and interactions. Any Hybrid would require new image categories.
As I said before somewhere, other 3-gen brothel games have female MC, but it doesn't mean that you must code it immediately. It could be done much later, after we'll have all other systems ready, including BE and dungeons.
And I must say, I can live without Hybrids  :)

'mood'
If by mood you mean joy, it's ok. If you mean my old idea "in a mood for", it's not.

It might be nice to give player a chance to pick a starting character as long as that choice does not extend greatly to the rest of the game.
If we'll have different characters with different stats, I would prefer them to have more differences than a couple of stat points. Maybe traits? We could use many of existing ones, or I could create some more specially for MC.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 07:53:43 AM
Well, according to D&D, alignment could be evil<->good and chaotic<->lawful. And WM has both of them, btw.

And both work shitty in WM, not mentioning being entirely useless. I like the concept but it might be a good idea to postpone it and leave it as a possibility until we have more events, locations and NPCs where it can be useful (I mean adding both alignments but in dormant state). Otherwise, in order for it not to be shitty, we'll need events, interactions and items based on alignment.

Ok. Maybe four times less, since one stat responsible for 4 others? So, if some item gives normalsex +4, it will be +1 for MC, and if it gives lesbian +8 and normalsex +8, it will be +4 for MC?

Maybe, it's definitely not hard to code in. Bit counter-intuitive maybe...


As I said before somewhere, other 3-gen brothel games have female MC, but it doesn't mean that you must code it immediately. It could be done much later, after we'll have all other systems ready, including BE and dungeons.
And I must say, I can live without Hybrids  :)

It's a pain, but it is doable. I agree with postponing that. Hybrids are in right now '_'

If by mood you mean joy, it's ok. If you mean my old idea "in a mood for", it's not.
If we'll have different characters with different stats, I would prefer them to have more differences than a couple of stat points. Maybe traits? We could use many of existing ones, or I could create some more specially for MC.

Traits for MC are prolly an overkill right now. Not just stat points, equipment, gold, skills and story. It's very good for a start.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 29, 2013, 08:16:09 AM
Maybe, it's definitely not hard to code in. Bit counter-intuitive maybe...
Or checks for this stat could be higher (as well as its max value), or it could be harder to raise it without items, etc.
Otherwise I think it will be too easy for MC to learn all about sex in comparison with girls and their four (and maybe more in the future) sex stats.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 10:05:09 AM
Or checks for this stat could be higher (as well as its max value), or it could be harder to raise it without items, etc.
Otherwise I think it will be too easy for MC to learn all about sex in comparison with girls and their four (and maybe more in the future) sex stats.

That might not be a bad thing, fast learning, in this case at least.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 29, 2013, 01:13:25 PM
I have another idea. When you create MC, you could chose his 1-2 favorite traits, for example, 1 for appearance and 1 for character. After that it will be easier for MC to increase disposition with girls which have these traits, and maybe some other bonuses as well, like quick training or something.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 01:28:14 PM
I have another idea. When you create MC, you could chose his 1-2 favorite traits, for example, 1 for appearance and 1 for character. After that it will be easier for MC to increase disposition with girls which have these traits, and maybe some other bonuses as well, like quick training or something.

Maybe... previous occupations matched with girls occupations might serve a better purpose. I figure we need to set a command cycle for matching stuff like that, for girls as well as MC:

This would make sense to me:

1) Status

2) Occupation

3) Stats

4) Traits

As you can see to make just this work a sh!tload of forks is needed as it is :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 29, 2013, 01:40:48 PM
Status is rather vague concept, what do you mean by that?
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 29, 2013, 01:53:00 PM
Status is rather vague concept, what do you mean by that?

I mean command cycles to build forks when we create interactions, events, jobs and so on:

1) Status: First and most important, girls responds or behaves or gets awards on basis of: 'slave' or 'free', in the future, I was planning Worker, Peasant, Citizen, Noble, Royal for the future but for now just slave and not a slave.

2) Second check is for occupation  (aka class), Warriors/Prostitutes/Service Girls/Strippers, more in the future.

3) Stats, girls with different stats may respond differently, get different awards.

4) Traits, last check for extra bonuses/penalties should be on traits.

More... equipped items, flags, locations... in the future: likes/dislikes/friends/enemies.

Basically, a lot of things to consider as it is, matching girls traits with mp traits is harder than occupations, because there are more traits... that was my point.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 30, 2013, 03:51:25 AM
I'll try to find portraits and battle sprites for MC this evening.
Meanwhile another difference between MCs could be initial girl. You could either hardcode them (we already have plenty of characters, after all) or randomize depending on MC's previous occupation.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 04:08:01 AM
I'll try to find portraits and battle sprites for MC this evening.
Meanwhile another difference between MCs could be initial girl. You could either hardcode them (we already have plenty of characters, after all) or randomize depending on MC's previous occupation.

Maybe, that's a matter of design, I though against using a starting girl, but those plans are not yet set in stone.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: CherryWood on May 30, 2013, 04:49:39 AM
I'll try to find portraits and battle sprites for MC this evening.

I created some portraits for girls, but I was not sure what they should look like so I just pick some random proportion for first one and created all other to be alike. Depends on where we want to use them, it may not be a good size.
I didn't normalize battle sprites in any way yet.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 04:54:59 AM
As long as they're not to large or to small. Game will take care of resizing.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: CherryWood on May 30, 2013, 05:14:10 AM
As long as they're not to large or to small. Game will take care of resizing.
Sorry, I didn't know how to simply name it in english. For portraits it's a decision how closeup they're are (how much of face and body is shown) and for novel and battle spites it's about creating of empty space above the head of "standart" girl so she will have same proportions as a girl with same body height, but with a big hat/stand-up hairstyle or long spear/staff after resizing.
But maybe there is a clever function I didn't know about...
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 07:08:18 AM
Sorry, I didn't know how to simply name it in english. For portraits it's a decision how closeup they're are (how much of face and body is shown) and for novel and battle spites it's about creating of empty space above the head of "standart" girl so she will have same proportions as a girl with same body height, but with a big hat/stand-up hairstyle or long spear/staff after resizing.
But maybe there is a clever function I didn't know about...

Just a head and a little bit of neck maybe. Your Sakura portrait was pretty good. Just do whatever you think will look best in the game. Portraits will be used in Arena lineups as well as screen design. + They can have backgrounds btw. I don't think that's gonna be a problem unless we wish portraits to appear in the dialogue window during conversations as well.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 30, 2013, 08:18:11 AM
I wonder if we should use as MCs random generic characters, or known male characters from the same shows we used for girls (because any pics for them can be found without any problems at all).
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 08:50:12 AM
I wonder if we should use as MCs random generic characters, or known male characters from the same shows we used for girls (because any pics for them can be found without any problems at all).

Nah, we just need one battle sprite and maybe a couple of portraits(one can prolly be cut from the battle sprite). I don't think we need more than that... and not to many choices or I will have to do XML imports for them as well...

PS: Maybe types based on previous occupation? Like cutthroat, knight, mage, merchant... that type of thing.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 30, 2013, 01:59:34 PM
You can't imagine how much easier to find a decent female or even completely non-human MC than male one  :D

I've found several characters that could be used for different occupations, they are in MC shared folder. How many do you need?
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 02:17:18 PM
You can't imagine how much easier to find a decent female or even completely non-human MC than male one  :D

I've found several characters that could be used for different occupations, they are in MC shared folder. How many do you need?

 3? 5? 6? Not more than that, not for the first release.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on May 30, 2013, 02:50:48 PM
Done then. 6 battle sprites and 6 portraits for them.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on May 30, 2013, 03:12:10 PM
Done then. 6 battle sprites and 6 portraits for them.

Thanks! I'll check it out when I get the chance, I am tired as hell but still trying to code us new upgrades system :)
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on June 08, 2013, 04:42:08 PM
I have found another python game recently, Spirited Heart. It has several rather original stats and jobs, but what I liked most is MC creation system. We really could use some ideas from it.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on June 09, 2013, 03:03:34 AM
I have found another python game recently, Spirited Heart. It has several rather original stats and jobs, but what I liked most is MC creation system. We really could use some ideas from it.

Took a look at it, it's based around the idea that characters come from very different backgrounds and requires a good amount of text but on the other hand, not difficult to code in.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on June 09, 2013, 10:56:50 AM
Not just that, but random events with multiple outcomes during MC childhood as well.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on June 09, 2013, 11:44:47 AM
Not just that, but random events with multiple outcomes during MC childhood as well.

Yeap, well, we'll figure it out when we write concept for MC. I prefer simpler approach cause it makes little sense to write childhood stories unless we're planning to use those in game.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on June 09, 2013, 11:54:02 AM
It shouldn't be exactly childhood, you know. Just events in the past of MC, perhaps even in the recent past. It opens a good possibility to create more or less unique MC without things like traits or races.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on June 09, 2013, 12:12:10 PM
It shouldn't be exactly childhood, you know. Just events in the past of MC, perhaps even in the recent past. It opens a good possibility to create more or less unique MC without things like traits or races.

Been a hectic week so I can't think straight but how is that different from just picking a class like warrior/mage/merchant? Seems like a clumsy attempt to wrap a simple concept in bunch of events to make it look less shitty cause it's a commercial game (not to say that WinterWolves games suck, they have a couple of decent releases).
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on June 09, 2013, 01:18:31 PM
Probably because you could create a half-mage, half-warrior if you want to; or either merchant-seducer or refined merchant; it also has impact on MC gold. Besides, even if you don't want to give initial girl, MC could meet 1-2 girls during pregame events.

Of course, in the end all this could be achieved during the game without any events, but they will enliven the beginning of the game for sure. Anything is better than one message with general information about the game world with brothel interface on background, like in wm.

It also could be done as a quest during intro. Story tells in outline how MC ended up in the city, overcoming obstacles (thugs, guards, lack of money, etc), and player choses how exactly MC did it. Depending on choices the game modifies MC stats.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: Xela on June 09, 2013, 02:35:00 PM
Story tells in outline how MC ended up in the city, overcoming obstacles (thugs, guards, lack of money, etc), and player choses how exactly MC did it.

You can see the root of the problem here, it already suggests a number of paths and that puts severe limitations on all future events cause writers would have to be vague. We can spin it without a doubt, one life path with a number of choices for example.

In any case, this is definitely a possibility.
Title: Re: -PyTFall- Dev Thread: Game Design/Ideas
Post by: DarkTl on June 09, 2013, 02:48:33 PM
one life path with a number of choices for example
Yup, that's what I mean. Let's say, MC meets guards. He could either bribe (+intelligence -gold), persuade (+charisma -refinement) or attack (+combat -reputation) them.
It doesn't matter whether you play as a warrior or a merchant, MC meets them anyway and has the same options.
Title: Re: Game Design/Ideas
Post by: DarkTl on June 30, 2013, 05:16:23 PM
So, before I forget, about clones and traits.
First of all, artificaial body is a problem in terms of logic. We should either prohibit the cloning of artificaial girls or just remove this trait (but in this case traits will not match pictures, very often androids have visible nonorganic parts; maybe I should delete the item that removes this trait after all).

Genetically inherited traits (at least according to some articles) with a certain probability, maybe depending on fee: Tough, Fragile, Retarded, Genius, Elegant, Clumsy, Psychic, Aggressive, Meek, Charismatic, Tsundere, Tomboy, Impersonal, Extremely Jealous, Edgy, Collected, Nymphomaniac, Fast Orgasms, Slow Orgasms, Heavy Drinker, Always Hungry.

Removable under any circumstances: Athletic, Strong, Smart, Fleet of Foot, Nerd, Silly, Fighter, Assassin, Adventurer, Kleptomaniac, Maid, Cool Scars, Small Scars, Scars, Horrific Scars, Mind Fucked, Broken Will, Iron Will, Fearless, Shy, Optimist, Pessimist, Dependant, Yandere, Merciless, Malicious, Kind, Serious, Strict Morals, Curious, Loner, Sadistic, Masochist, Lesbian, Sexy Air, Frigid, MILF, Exhibitionnist, Bisexual, Lucky, Unlucky, Famous, Noble.

Plus absolute block on Magic Gift and Magic Talent, then add Virgin if the original doesn't have it, and maybe Lolita too.
All other traits shouldn't be affected at all.
Title: Re: Game Design/Ideas
Post by: Xela on June 30, 2013, 05:19:22 PM
So, before I forget, about clones and traits.
First of all, artificaial body is a problem in terms of logic. We should either prohibit the cloning of artificaial girls or just remove this trait (but in this case traits will not match pictures, very often androids have visible nonorganic parts; maybe I should delete the item that removes this trait after all).

Genetically inherited traits (at least according to some articles) with a certain probability, maybe depending on fee: Tough, Fragile, Retarded, Genius, Elegant, Clumsy, Psychic, Aggressive, Meek, Charismatic, Tsundere, Tomboy, Impersonal, Extremely Jealous, Edgy, Collected, Nymphomaniac, Fast Orgasms, Slow Orgasms, Heavy Drinker, Always Hungry.

Removable under any circumstances: Athletic, Strong, Smart, Fleet of Foot, Nerd, Silly, Fighter, Assassin, Adventurer, Kleptomaniac, Maid, Cool Scars, Small Scars, Scars, Horrific Scars, Mind Fucked, Broken Will, Iron Will, Fearless, Shy, Optimist, Pessimist, Dependant, Yandere, Merciless, Malicious, Kind, Serious, Strict Morals, Curious, Loner, Sadistic, Masochist, Lesbian, Sexy Air, Frigid, MILF, Exhibitionnist, Bisexual, Lucky, Unlucky, Famous, Noble.

Plus absolute block on Magic Gift and Magic Talent, then add Virgin if the original doesn't have it, and maybe Lolita too.
All other traits shouldn't be affected at all.

Oki, noted.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 08:57:00 AM
Damn, I am stuck...

How do we handle girl's sexual preferences in the game? I've added the choices to the girl's control but now I am having difficulties finding the correct approach to when girl refuses to do a certain task (anal/lesbian/normalsex/BJ)? We have slave/free girls, girls with relevant traits, disposition, character and skills to consider so thing thing is really confusing.

Any ideas?


Edit:
I am putting this whole thing on hold until we've discussed this topic in detail... Gonna write code for the sell brothel button. 
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 02:04:00 PM
First of all, how about random charisma level for customers?

I think it will be way too difficult system if we will take into consideration all our traits. Let's restrict ourselves to stats, sex is a simple thing after all   :)

If orientation is right, if libido>0, corresponding sex skill>20-30, joy is high enough, then there should be no problems at all.

Not sure about slaves, since we don't have training system for them yet. Let's assume that they will not refuse unless have 0 joy and negative disposition (less than -300 maybe). Instead they will get penalties to disposition and joy.

I was going to propose that is case of any problems disposition should be more than character*10 before girl will agree to do something she doesn't want, but character max is not necessarily 100. Maybe that does not matter though, especially if we will have items rising max disposition, or will normalize character stat before this check.

If orientation is wrong but corresponding sex skill at least 60, then no problems. Otherwise the probability of refusing is libido-100, ie with 100 libido she doesn't care about orientation.

If corresponding sex skill<20-30, or health is less than, let's say, 20-25% of max health, or fatigue= 90% or more of max fatigue, then girl is unable to enjoy sex properly no matter how high her libido, ie check for disposition.

If libido=0 and sex skill<90 then check for disposition. If sex skill>90 then no check but penalty to joy.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 02:28:34 PM
Ok, so we basically start with orientation: straight/gay/bi?

Joy/Disposition penalties for slaves while free girls refuse on mismatched orientation unless libido is over the roof? The trouble  with latter is that the options should be turned off when libido falls and that's annoying... Maybe disposition and skill check instead, but than how would you get sex stats high if free girls keep refusing everything?
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 02:34:26 PM
Nope. The probability of refusing, ie with 50 libido there is 50% of refusal, with 60 libido it's 40%, and only unless the girl will become professional, ie high enough sex skill. If you think 60 sex skill is too high, make it 50 or 40. If you think 50 and 40% are too high, make them 25 and 20%.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 02:48:01 PM
Ok, so we basically start with orientation: straight/gay/bi?
Wait a sec, you forgot frigid. It doesn't mean that the girl cannot work as a whore, but she has to be a pro in all skills to avoid any refusals.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 02:58:49 PM
Nope. The probability of refusing, ie with 50 libido there is 50% of refusal, with 60 libido it's 40%, and only unless the girl will become professional, ie high enough sex skill. If you think 60 sex skill is too high, make it 50 or 40. If you think 50 and 40% are too high, make them 25 and 20%.

We're talking about enabling it during the girl control, not real time during jobs so we prolly need something more solid than libido.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 03:01:43 PM
Wait a sec, you forgot frigid. It doesn't mean that the girl cannot work as a whore, but she has to be a pro in all skills to avoid any refusals.

Expand on that pls?
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 03:08:47 PM
how would you get sex stats high if free girls keep refusing everything?
Let's put it another way. We have plenty of options in the game, if you want some non lesbian girl to sleep with other girls, be so kind to buy her a couple of manuals, pay for lesbian sex school until she will have enough lesbian skill, force her to have sex with another girl at the cost of disposition and AP, etc.

Expand on that pls?
I consider Frigid as sexual suborientation. Literally. It even blocks lesbian and bisexual traits.

It means that Frigid girl will refuse anything during whore job unless she has high enough skill in it, ie anal/lesbian/normalsex/BJ/whatever.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 03:20:24 PM
I consider Frigid as sexual suborientation. Literally. It even blocks lesbian and bisexual traits.

It means that Frigid girl will refuse anything during whore job unless she has high enough skill in it, ie anal/lesbian/normalsex/BJ/whatever.

Ok, so basically girl that hates sex? Why does she agree on high skill is what  I don't get?


=============================
Having a really hard time building logical chain for all of the above at the moment... maybe I gotta sleep on it or something.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 03:30:53 PM
Ok, so basically girl that hates sex?
She doesn't hate sex, she is indifferent to it. What you talking about is antisexuality.

Why does she agree on high skill is what I don't get?
Because it's a well-paid job and because she is a pro in this job. Besides, I believe that with high enough skills even frigid person could enjoy it a little.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 03:38:58 PM
She doesn't hate sex, she is indifferent to it. What you talking about is antisexuality.

How is it orientation? It's more like an effect that caps libido.

Because it's a well-paid job and because she is a pro in this job. Besides, I believe that with high enough skills even frigid person could enjoy it a little.

Just confuses me further :)
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 03:46:03 PM
How is it a orientation? It's more like an effect that caps libido.
It is caps libido, but it also means the the girl doesn't attracted sexually to both males and females. Just like straight ones don't attracted to females.

Just confuses me further :)
Why do you think straight girls have sex with females? That's why frigid girls have sex with anyone. If you think that straight ones should only have it with males in the game, be my guest and exclude frigid ones from all sexual relations.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 04:04:52 PM
Why do you think straight girls have sex with females? That's why frigid girls have sex with anyone. If you think that straight ones should only have it with males in the game, be my guest and exclude frigid ones from all sexual relations.

I am for leaving frigid out of the game or turning it into a trait or effect, not sexual orientation.

Otherwise, what I need is a logical chain to write code and right now I have none. Maybe we should take the WM route and simplify things but I wanted it to be more than that even for 1.0 (coded it into girl control screen already).

The selling brothel button is ready, with confirmation screen, all girls being kicked out and index reset/returning to the main screen if all brothels are sold. Do you think that brothels player decides to sell should be available on the market again and what should we do with the upgrades/rooms player buys, include those into selling price or just sell at the original market price * 0.8?

I am going to see if I can connect service tasks lock-in effect through girl control right now...
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 04:16:09 PM
Otherwise, what I need is a logical chain to write code and right now I have none
You have my basic propositions, they include orientation, libido, character, health, fatigue and sex skill. It doesn't matter if frigid is orientation or not.

Do you think that brothels player decides to sell should be available on the market again and what should we do with the upgrades/rooms player buys, include those into selling price or just sell at the original market price * 0.8?
I think upgrades don't matter, while the number of rooms in the building does. Upgrades are mostly furniture and decor, and rooms are real estate.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 04:32:24 PM
You have my basic propositions, they include orientation, libido, character, health, fatigue and sex skill. It doesn't matter if frigid is orientation or not.

I am glad that we've at the very least agreed on adding orientations. Maybe I just need to sleep on it like I've said...

I think upgrades don't matter, while the number of rooms in the building does. Upgrades are mostly furniture and decor, and rooms are real estate.

I always assumed that rooms are there, just not habitable.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 04:47:10 PM
I always assumed that rooms are there, just not habitable.
If by adding new rooms we simply add to empty, but usable rooms furniture and decor, then rooms don't matter.
If those rooms are generally unusable before adding (like lack of heating or leaking roof), then they do matter  :)
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 05:04:40 PM
If by adding new rooms we simply add to empty, but usable rooms furniture and decor, then rooms don't matter.
If those rooms are generally unusable before adding (like lack of heating or leaking roof), then they do matter  :)

Well, just price of the brothel for now.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 05:17:22 PM
I am for leaving frigid out of the game or turning it into a trait or effect
It is the opposite of Nymphomaniac trait anyway. You might as well exclude or turn into effects both of them.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 05:25:02 PM
It is the opposite of Nymphomaniac trait anyway. You might as well exclude or turn into effects both of them.

One adds to libido daily and the other drains libido? This might actually work out really well.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 05:29:36 PM
Except the fact that we cannot add pure effects to girls in xmls, so we should either use these traits as a base or add a new field to xml.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 05:44:26 PM
Except the fact that we cannot add pure effects to girls in xmls, so we should either use these traits as a base or add a new field to xml.

We'll add the field, do we have traits mechanics that apply stats on daily basis? I actually forgot since I've never designed a trait...

In any case, service tasks and restrictions in girl control are both finished along with selling the brothel button. Girls can now be sold/fired as well but I still need to add confirmation window.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 05:48:32 PM
I believe it's impossible to create such trait without effects system.

Girls can now be sold/fired as well but I still need to add confirmation window.
Random girls/clones probably don't need it, but unique ones should stay in the game even after you sold/fired them. I guess.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 05:53:04 PM
Random girls/clones probably don't need it, but unique ones should stay in the game even after you sold/fired them. I guess.

Right now they all stay, imagine having to fire some random girl for whatever reason after some large investments into her and never being able to see her again. It's actually quite easy right now but we'll have to track origin in the future to make better decisions on what to do with fired/sold girls.

I believe it's impossible to create such trait without effects system.

Might be a good idea to add that... Nymphomaniac and frigid really sound like traits and not effects.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 06:00:50 PM
That remindes me, we have mechanism for adding new girls without starting a new game, but what about deleting? What will happen if you delete xml/json?

imagine having to fire some random girl for whatever reason after some large investments into her and never being able to see her again.
Most clones should die after a month or two anyway, but I'm afraid that the game could be quickly crowded with random girls if player actively uses and fires them (totally possible with captured monster girls).
Title: Re: Game Design/Ideas
Post by: DarkTl on July 20, 2013, 06:12:16 PM
Might be a good idea to add that... Nymphomaniac and frigid really sound like traits and not effects.
Yeah, it'll give a lot of new opportunities. Like health/mp/fatigue regeneration/degradation for some traits. While you add it, don't forget to add possibility of modifying exp and gold to items as well  :)
Gtg, let's continue this discussion tomorrow.
Title: Re: Game Design/Ideas
Post by: Xela on July 20, 2013, 06:20:00 PM
That remindes me, we have mechanism for adding new girls without starting a new game, but what about deleting? What will happen if you delete xml/json?

Post-save adding mechanism is disabled until we sort out all random girls/traits/items/tags and so on. Deleting isn't a problem since xml/json are all loaded at game-start only.

Most clones should die after a month or two anyway, but I'm afraid that the game could be quickly crowded with random girls if player actively uses and fires them (totally possible with captured monster girls).

We'll have game control the population if it starts getting out of hand.

Yeah, it'll give a lot of new opportunities. Like health/mp/fatigue regeneration/degradation for some traits. While you add it, don't forget to add possibility of modifying exp and gold to items as well  :)
Gtg, let's continue this discussion tomorrow.

Ok, I'll add all of that tomorrow, maybe acts control as well if I can get that straight in my head.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 21, 2013, 09:56:29 AM
I was thinking about small daily regeneration/degradation of joy for optimist/pessimist traits, and remembered that we have Cherry's calm trait as well. I believe it means that joy value should strive to 50, just like optimist/pessimist strives to 100/0. So we either need a little more advanced mechanics for stats on daily basis or a new effect.
Title: Re: Game Design/Ideas
Post by: Xela on July 23, 2013, 12:32:16 PM
Yeah, it'll give a lot of new opportunities. Like health/mp/fatigue regeneration/degradation for some traits. While you add it, don't forget to add possibility of modifying exp and gold to items as well  :)
Gtg, let's continue this discussion tomorrow.

Finally got some time for the project so I took a look at traits code and remembered that we've decided a while back to back traits up with effects instead of coding allowing them to apply effects directly.

I was thinking about small daily regeneration/degradation of joy for optimist/pessimist traits, and remembered that we have Cherry's calm trait as well. I believe it means that joy value should strive to 50, just like optimist/pessimist strives to 100/0. So we either need a little more advanced mechanics for stats on daily basis or a new effect.

And this was the reason why... there are to many variables to take in consideration if we want to make sh!t good and interesting. So basically, we need to decide on what effects we want to be there and I'll code them in, then we simply enable those with traits (xml string to enable effects has already been there for a long time).

I am going to see how to add gold/exp thought items now.
Title: Re: Game Design/Ideas
Post by: Xela on July 23, 2013, 12:43:12 PM
exp and gold to items as well  :)

I am kinda at a loss here as well... something like this makes sense only for non-temp consumables and misc items, is that what you wanted?

====================
Edit:
Well, haven't tested it yet but it is now possible to influence gold and experience through misc and consumables.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 23, 2013, 03:07:43 PM
Let's see, there are two consumable items in wm that give free exp, I'd like to port them. Maybe a couple of misc manuals as well, if they won't hurt the game balance. Also gradual reduction of exp could be used for some powerful misc items in order to balance them.

As for gold, I thought about misc enchanted pouch that give a small amount of gold from time to time, or a small upkeep for "living" misc items, like cats. Let's assume that if you have a cat equipped, you should feed it, while if it lies in inventory, it has enough free time to catch mice and birds.
Title: Re: Game Design/Ideas
Post by: Xela on July 23, 2013, 03:10:11 PM
Let's see, there are two consumable items in wm that give free exp, I'd like to port them. Maybe a couple of misc manuals as well, if they won't hurt the game balance. Also gradual reduction of exp could be used for some powerful misc items in order to balance them.

As for gold, I thought about misc enchanted pouch that give a small amount of gold from time to time, or a small upkeep for "living" misc items, like cats. Let's assume that if you have a cat equipped, you should feed it, while if it lies in inventory, it has enough free time to catch mice and birds.

Yeap, all of that should work, I'll update the DB version so you could test it.

======================
And DB version is updated.

It's just for items, SlaveDriver/Acts control is not coded yet. Service job control coded in but not debugged, Auto Rest should work as well as wage logic. Activation of girl control is not checked vs girls stats/class yet so no girl should refuse.

Also the sell girl (without confirmation) and sell brothel should work but not fully tested yet. Maybe more stuff, I forgot what was added since the last update.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 23, 2013, 04:13:06 PM
First of all, we have to decide what will happen when gold will reach 0. Either MC starts to pay for it, item will be removed from equipment slot, or gold will become negative (let's call it a debt).

So basically, we need to decide on what effects we want to be there and I'll code them in, then we simply enable those with traits
It's hard to decide everything at once, I'll think about it.
Btw, what about natural degradation of joy to 50 independently of traits? Unless we talk about some optimist-lolita, it's hard to have max joy all the time without any reason.
Title: Re: Game Design/Ideas
Post by: Xela on July 23, 2013, 04:22:16 PM
First of all, we have to decide what will happen when gold will reach 0. Either MC starts to pay for it, item will be removed from equipment slot, or gold will become negative (let's call it a debt).

Right now it's debt.

It's hard to decide everything at once, I'll think about it.

Oki, effects system is more or less ready, I've coded in Poisoned effect a while back (not tested).

Btw, what about natural degradation of joy to 50 independently of traits? Unless we talk about some optimist-lolita, it's hard to have max joy all the time without any reason.

That's game design, we prolly have half a thousand decisions to make in that department... I don't have that mapped out yet, just some random ideas.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 06:28:18 AM
First of all, the game doesn't show girl's gold yet, so I cannot test it. As for exp, it should be excluded from the effect of cmax field (and gold too, if needed).

About effects, we need more than one poison effect (strong, normal, weak, etc.), or it should include specific values of reducing health (like poison(5-10), means random value between 5 and 10 every turn). Weak and strong mobs should have different poisons.

Athletic and Fragile should decrease/increase fatugue, I believe 1-2 per day should be enough. Artificial Body probably should decrease it too, unless the charater has Fragile as well. In that case they cancel each other out. Besides, Artificial Body should at least give immunity to poison, and maybe some other BE effects in the future.
Myabe healing/rest should work a liittle better with Tough and Athletic traits and worse with Fragile and Artificial Body.

Fleet of Foot and Dawdler we already discussed, there should be a probability to not spend AP/spend it twice than usual. In order to balance is properly, it should be once per day at best.

Sensitive not only means passive sex bonuses, but susceptibility to damage as well, no matter defence. Let's say, usual damage*1,1 or 1,2.

Magic Talent should restore mp, maybe 1-3 per day.

Yandere, Mind Fucked probably should cause random mood swings (=joy) from time to time. Maybe +- 10 and 20 respectively.

Depression and on a roll when joy is too low/high. Penalties/bonuses to max health and fatigue, maybe +-5-10% to girl's daily income.

Caught a Cold as effect instead of trait, penalties to constitution, joy, max health, fatigue. Probably will be applied with a certain probability when health is low, especially during the cold season (we have a calendar after all).

Small scratches, scratches, huge/horrific/whatever scratches as temporary, weakened analogs of scars. Only serious wounds lead to scars, but any wounds lead to scratches.

+/- 1 joy per day for Optimist/Pessimist, same for Collected, but aspiring to 50, maybe 60.

Penalties to any joy change for Impersonal, maybe *0.8 or even 0,5.

Extremely Jealous probably should have penalties to joy or even disposition every time MC spends time with someone else, if they already have, let's say, 500+ disposition. On the other hand, they gain more disposition when he spends time with them.

+- 5 libido for Nymphomaniac/Frigid per day.

Heavy Drinker and Always Hungry will buy liquor/food when they get a chance thanks to goodtrait field, so they probably don't need effects. Or maybe we need things like hangover and food poisoning for the excessive use  :)

That's all for now, maybe I'll come up with something else later.
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 09:24:24 AM
First of all, the game doesn't show girl's gold yet, so I cannot test it. As for exp, it should be excluded from the effect of cmax field (and gold too, if needed).

Think this through... You can make valid arguments both for using and not using cmax for gold/exp.

About effects, we need more than one poison effect (strong, normal, weak, etc.), or it should include specific values of reducing health (like poison(5-10), means random value between 5 and 10 every turn). Weak and strong mobs should have different poisons.

Poisoned effect I've coded is meant to be used with clever items and events, not BE. It will consume health on a progressive scale until cured or the character is dead.

Otherwise, I've been giving it a lot of thought and decided not to improve BE other than porting 5 - 6 potions to it until after 1.0. We have to many things to do as it is.



Athletic and Fragile should decrease/increase fatugue, I believe 1-2 per day should be enough. Artificial Body probably should decrease it too, unless the charater has Fragile as well. In that case they cancel each other out. Besides, Artificial Body should at least give immunity to poison, and maybe some other BE effects in the future.
Myabe healing/rest should work a liittle better with Tough and Athletic traits and worse with Fragile and Artificial Body.

Fleet of Foot and Dawdler we already discussed, there should be a probability to not spend AP/spend it twice than usual. In order to balance is properly, it should be once per day at best.

Sensitive not only means passive sex bonuses, but susceptibility to damage as well, no matter defence. Let's say, usual damage*1,1 or 1,2.

Magic Talent should restore mp, maybe 1-3 per day.

Yandere, Mind Fucked probably should cause random mood swings (=joy) from time to time. Maybe +- 10 and 20 respectively.

Depression and on a roll when joy is too low/high. Penalties/bonuses to max health and fatigue, maybe +-5-10% to girl's daily income.

Caught a Cold as effect instead of trait, penalties to constitution, joy, max health, fatigue. Probably will be applied with a certain probability when health is low, especially during the cold season (we have a calendar after all).

Small scratches, scratches, huge/horrific/whatever scratches as temporary, weakened analogs of scars. Only serious wounds lead to scars, but any wounds lead to scratches.

+/- 1 joy per day for Optimist/Pessimist, same for Collected, but aspiring to 50, maybe 60.

Penalties to any joy change for Impersonal, maybe *0.8 or even 0,5.

Extremely Jealous probably should have penalties to joy or even disposition every time MC spends time with someone else, if they already have, let's say, 500+ disposition. On the other hand, they gain more disposition when he spends time with them.

+- 5 libido for Nymphomaniac/Frigid per day.

Heavy Drinker and Always Hungry will buy liquor/food when they get a chance thanks to goodtrait field, so they probably don't need effects. Or maybe we need things like hangover and food poisoning for the excessive use  :)

That's all for now, maybe I'll come up with something else later.

Skipping BE stuff:

Daily Fatigue mod on Athletic/Fragile/Artificial Body of 1/2 points is to insignificant to bother coding it in, even if it is easy. Same goes for healing/rest working better, why would we mess up code all over the place to make an insignificant change to the game?

Poison block on Artificial Body I'll put in today.

Fleet of foot/Dawdler, we can simply add a 33% chance to add/remove 2 AP on daily basis. That will be an overpowering effect already since the whole game is based around AP.

Sensitive doesn't usually mean that in Anime :) Also BE again...

"Magic Adept" effect  with 1 - 3 MP restoration is worthwhile, I'll add it today.

Yanedere we leave out of it since it usually means random "on spot" swings, not recurring daily effects. Mind Fucked maybe... we need to come up with effect name and range to describe this.

Depression I didn't get but messing with max/mins unless we want to make the change permanent is a bad idea. It means yet ANOTHER layer that keeps track of stats.

Caught a Cold should definitely not effect constitution as that stat is to important to the game. Health/Fatigue/Joy are fair game, also we do not have Moon Phase Calendar, not Date Calendar :) This effect should also go away after 5 - 10 days and never cause health go below 50.

Scratches I didn't get either.

Optimist/Pessimist +/- 1 upto/if below 60?

Nymphomania/Frigid we've discussed.

Impersonal, it's possible to code penalties to any joy change but it would mean turning joy into float which I tried to avoid but it's not that big of an issue...

Extremely Jealous I understand and it's perfectly doable but confusing... We'll need to discuss it a bit because there is pretty difficult to explain how every girl knows what player does.

Didn't get Heavy Drinker/Always Hungry.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 11:02:11 AM
Think this through... You can make valid arguments both for using and not using cmax for gold/exp.
The problem is cmax effects all stats equally. Cmax 90 for charisma is pretty high, cmax 90 for gold or exp is miserable. If charisma and exp both used in the same item, we have a problem.
A good solution will be individual cmax field for each stat that affected by misc items.

Daily Fatigue mod on Athletic/Fragile/Artificial Body of 1/2 points is to insignificant to bother coding it in, even if it is easy. Same goes for healing/rest working better, why would we mess up code all over the place to make an insignificant change to the game?
I'm afraid that significant change will hurt the balance. You could try to make them significant though, like 5-10, maybe 15, at least for Artificial Body. After all, the difference between android's/golem's and human's endurance should be significant.

Sensitive doesn't usually mean that in Anime :) Also BE again...
I believe even now girls could be hurt during fights with customers too. As for anime part, well, that part is already reflected via bonuses to sex skills. I guess people with sensitive skin feeling the pain better, so wounds are more dangerous for them.

Mind Fucked maybe... we need to come up with effect name and range to describe this.
Unstable maybe. About 20-30 should be enough, unless this trait will be too useful for the player due to penalties to character. Then we'll expand range.

Depression I didn't get but messing with max/mins unless we want to make the change permanent is a bad idea. It means yet ANOTHER layer that keeps track of stats.
Ok, then just +-5% and -5%, maybe 10% to girl's daily income. You work better when you happy and vice versa. Not necessarily to wait 0 and max joy, depression with joy<10 and on a roll with joy> 90 should be enough.

Scratches I didn't get either.
You cannot instantly and completely recover from injuries, unless magic or hi tech devices used. Scars, as correctly observed Rudi, should be permanent. Giving a scar trait after each small wound will be irritating for players. So I think we should use effects for that, and scars will be for really serious damage to body. Not necessarily scratches, call it "injured" or "wounded", etc.

Optimist/Pessimist +/- 1 upto/if below 60?
Let's see, optimist should gain +1 to joy per day unless joy is 70+ maybe 80+. Pessimist should gain -1 to joy unless jot is less than 30, maybe 20.
Girls with Collected trait should gain +1 per day if joy is less than 60 and -1 per day if joy is more than 60.
I guess I should make them all mutually exclusive.

Impersonal, it's possible to code penalties to any joy change but it would mean turning joy into float which I tried to avoid but it's not that big of an issue...
We don't need it. If joy will be rounded to the next higher, it should be enough. Unless the game engine doesn't have tools for proper rounding...

Extremely Jealous I understand and it's perfectly doable but confusing... We'll need to discuss it a bit because there is pretty difficult to explain how every girl knows what player does.
Hm, I guess there is a chance that a couple of girls will know about it. It probably will have more potential when/if we'll have relations between girls though.

Didn't get Heavy Drinker/Always Hungry.
Alcohol and food are basically cheap and common consumables that often give bonuses or restore hp/mp/joy/etc. Many of them should be infinite (it's not like the city is in the middle of the desert). It means that you don't need healing potions outside BE, you could heal all you want with alcohol and food as long as you have some money.
To prevent it, I propose effects like hangover and food poisoning, ie same things that will happen if you drink/eat way too much irl.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 24, 2013, 11:40:24 AM

Fleet of foot/Dawdler, we can simply add a 33% chance to add/remove 2 AP on daily basis. That will be an overpowering effect already since the whole game is based around AP.
Maybe it's just my personal thing, but "Fleet of foot" doesn't sound to me like opposite to dawdler. I would prefer something like "hyperactive".
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 11:58:45 AM
The problem is cmax effects all stats equally. Cmax 90 for charisma is pretty high, cmax 90 for gold or exp is miserable. If charisma and exp both used in the same item, we have a problem.
A good solution will be individual cmax field for each stat that affected by misc items.

Do you really think we need this? We can expand items system indefinitely but it's already advanced enough for 1.0. It's your call as items are your domain and noone's put more time into that than you (myself included since items were concepted and I've finished the code really fast)


I'm afraid that significant change will hurt the balance. You could try to make them significant though, like 5-10, maybe 15, at least for Artificial Body. After all, the difference between android's/golem's and human's endurance should be significant.

Than lets leave this out until we settle game mechanics to see what's what. Traits all have meaning already, if we cannot clearly define effects and there bounds, simply waiting until we can seems to be a better approach.

I believe even now girls could be hurt during fights with customers too. As for anime part, well, that part is already reflected via bonuses to sex skills. I guess people with sensitive skin feeling the pain better, so wounds are more dangerous for them.

This isn't helping, in most games/anime characters seem really sensible at one time and indestructible at other. Lets leave this one out until we have better concept.


Unstable maybe. About 20-30 should be enough, unless this trait will be too useful for the player due to penalties to character. Then we'll expand range.

That looks like a solid effect. Maybe once per 2 - 4 days at random? But the concept is sound and easy to explain.

Ok, then just +-5% and -5%, maybe 10% to girl's daily income. You work better when you happy and vice versa. Not necessarily to wait 0 and max joy, depression with joy<10 and on a roll with joy> 90 should be enough.

I still don't get this :(

You cannot instantly and completely recover from injuries, unless magic or hi tech devices used. Scars, as correctly observed Rudi, should be permanent. Giving a scar trait after each small wound will be irritating for players. So I think we should use effects for that, and scars will be for really serious damage to body. Not necessarily scratches, call it "injured" or "wounded", etc.

Wounded/Injured is when characters health is below it's max level, at least I've been coding the game under that assumption. Also, we cannot really display scars so we might be better off without them completely. I've never payed any attention to that in WM or any other game for that matter.

Let's see, optimist should gain +1 to joy per day unless joy is 70+ maybe 80+. Pessimist should gain -1 to joy unless jot is less than 30, maybe 20.

Another clear-cut and solid concept.


Girls with Collected trait should gain +1 per day if joy is less than 60 and -1 per day if joy is more than 60.
I guess I should make them all mutually exclusive.

I completely missed collected trait so I have no idea what you're talking about but I understand the requirement of the effect well enough, what should I call it?

Hm, I guess there is a chance that a couple of girls will know about it. It probably will have more potential when/if we'll have relations between girls though.

Yeap

Alcohol and food are basically cheap and common consumables that often give bonuses or restore hp/mp/joy/etc. Many of them should be infinite (it's not like the city is in the middle of the desert). It means that you don't need healing potions outside BE, you could heal all you want with alcohol and food as long as you have some money.
To prevent it, I propose effects like hangover and food poisoning, ie same things that will happen if you drink/eat way too much irl.

Are we going to add food/drugs before 1.0 as a major feature or as a couple of random items? We can add these effects after we decide on that.


=================
I'll brb in an hour or so and start coding some of this stuff. I want to make a screen for MC tomorrow and start putting together first layer of the forest. I am really looking forward to sneaking some basic battles into the game.
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 12:01:02 PM
Maybe it's just my personal thing, but "Fleet of foot" doesn't sound to me like opposite to dawdler. I would prefer something like "hyperactive".

http://thesaurus.com/browse/fleet+of+foot (http://thesaurus.com/browse/fleet+of+foot)

We have options ;)
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 12:25:43 PM
Do you really think we need this?
I think gold and exp should be excluded from the effect of cmax field. There are other ways to balace them out. If you disagree, be my guest and add a separate cmax field for each stat  :)

Maybe once per 2 - 4 days at random?
Yup, sounds nice.

I still don't get this :(
What exactly?

we cannot really display scars so we might be better off without them completely.
You have a point there. On the other hand, we cannot leave serious damage without consequences, and trait/effect like "damage to internal organs" sounds stupid.

I completely missed collected trait so I have no idea what you're talking about but I understand the requirement of the effect well enough, what should I call it?
Self-control maybe. Or composure.

Are we going to add food/drugs before 1.0 as a major feature or as a couple of random items? We can add these effects after we decide on that.
I consider food and drinks as the main direction of spending money for girls. Irl you don't buy dress, weapons, furniture, equipment every day (except for shopaholics, yeah). But you buy food and drinks every or almost every day.
We already have a lot of food, and will have more. I guess drugs and alcohol could wait until 1.0, but food is already there.

I am really looking forward to sneaking some basic battles into the game
Then we probably need xml or json for mobs. Rm girls should be enough for testing, but not for 1.0.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 12:26:12 PM
Maybe it's just my personal thing, but "Fleet of foot" doesn't sound to me like opposite to dawdler. I would prefer something like "hyperactive".
Noted.
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 02:50:40 PM
I think gold and exp should be excluded from the effect of cmax field. There are other ways to balace them out. If you disagree, be my guest and add a separate cmax field for each stat  :)

While adding this, I found a number of flaws in items system, both in code and design. Everything is fixed except for a conflict between cmax and ctemp. Game does not track which stats were modified so when temporary consumable runs through it's course, all effects are simply reversed. That is a problem if a number of it's effects were blocked and on reversal, character simply gets a penalty for no reason.

I've disabled any cmax effect if item is temporary consumable to fix this, we'll see if we need a more complex functionality in the future.

What exactly?

The whole thing. Can you just name the effect and tell me exactly what it should do?

You have a point there. On the other hand, we cannot leave serious damage without consequences, and trait/effect like "damage to internal organs" sounds stupid.
Self-control maybe. Or composure.

I don't remember a single game that I liked where serious damage left consequences. Also in most anime, after the character is beat into the pump, recovery time is usually... well hours/days tops...


Self-control maybe. Or composure.

Oki

I consider food and drinks as the main direction of spending money for girls. Irl you don't buy dress, weapons, furniture, equipment every day (except for shopaholics, yeah). But you buy food and drinks every or almost every day.

Alright, there is other stuff and as far as money spending, text: She went for a girls night out with close friends. Or went to a restaurant or spent some cash placing bets in Arena and so on go a long way as well. There is NO REASON what so ever to create a black hole for expenditures with items.

We already have a lot of food, and will have more. I guess drugs and alcohol could wait until 1.0, but food is already there.
Then we probably need xml or json for mobs. Rm girls should be enough for testing, but not for 1.0.

No problem, it will be simpler after there is some form of a system at place and I have a clearer picture on what we need to specify in JSON/XML files.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 03:36:30 PM
The whole thing. Can you just name the effect and tell me exactly what it should do?
Depression when joy is <10, maybe <15. On a roll (or any synonym you find more suitable) when joy is more than 90. Effects are -5 and +5% to daily income, providing that the girl has a job with income.

I don't remember a single game that I liked where serious damage left consequences. Also in most anime, after the character is beat into the pump, recovery time is usually... well hours/days tops...
I recall some kind of agreement to relate to anime/shows only to a certain point  :)
There are also anime/games not related to fighting at all, characters from them cannot regenerate in a few hours.
I have nothing against removing scars as long as there is a suitable replacement for them.

Alright, there is other stuff and as far as money spending, text: She went for a girls night out with close friends. Or went to a restaurant or spent some cash placing bets in Arena and so on go a long way as well. There is NO REASON what so ever to create a black hole for expenditures with items.
Actually, this way player could avoid micromanagement if he wants to, since girls just could, for example, buy food item that increases joy a little when her joy is a little low and she has some spare money. And if player prefer to do it by himself, he could buy this item and use it on someone by himself.
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 03:50:33 PM
Depression when joy is <10, maybe <15. On a roll (or any synonym you find more suitable) when joy is more than 90. Effects are -5 and +5% to daily income, providing that the girl has a job with income.

I really dislike this. Better option would be for a girl with joy below 30 to get disposition penalty until that is low enough to leave your service or try to run away/commit suicide if girl is a slave.

I recall some kind of agreement to relate to anime/shows only to a certain point  :)
There are also anime/games not related to fighting at all, characters from them cannot regenerate in a few hours.
I have nothing against removing scars as long as there is a suitable replacement for them.

We were talking about background stories and powers but even in games... I still cannot recall one that I've enjoyed having similar concept.

Actually, this way player could avoid micromanagement if he wants to, since girls just could, for example, buy food item that increases joy a little when her joy is a little low and she has some spare money. And if player prefer to do it by himself, he could buy this item and use it on someone by himself.

There is a whole mess of logic here to consider, this is a separate and possibly more complicated discussion than effects.

=====================================================
I am going to finish the Unstable effect and call it quits, headache is killing me.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 04:01:09 PM
I really dislike this. Better option would be for a girl with joy below 30 to get disposition penalty until that is low enough to leave your service or try to run away/commit suicide if girl is a slave.
I'd prefer to have some kind of positive effect for high enough joy as well.

We were talking about background stories and powers but even in games... I still cannot recall one that I've enjoyed having similar concept.
Are you telling me you didn't enjoy wm and wm ex? There you could get scars in the dungeon and catacombs both.

this is a separate and possibly more complicated discussion than effects.
Not really. After eating, let's say, 10 items with "food" type during one day there should be a food poisoning temporary effect for a couple of days. With penalty to health and fatigue.
This way you cannot completely replace potions by food.
Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 04:12:02 PM
I'd prefer to have some kind of positive effect for high enough joy as well.

Sure thing.

Are you telling me you didn't enjoy wm and wm ex? There you could get scars in the dungeon and catacombs both.

WM I liked enough to dedicate what will end up in more than 1k hours into learning python/renpy/programming/development but definitely not because of a really small chance to get scars in catacombs :)

Not really. After eating, let's say, 10 items with "food" type during one day there should be a food poisoning temporary effect for a couple of days. With penalty to health and fatigue.
This way you cannot completely replace potions by food.

When you put it like that, it actually sounds great. I'll code this in but all relevant items should have food as a type.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 24, 2013, 04:32:59 PM
Caught a Cold should definitely not effect constitution as that stat is to important to the game. Health/Fatigue/Joy are fair game, also we do not have Moon Phase Calendar, not Date Calendar :) This effect should also go away after 5 - 10 days and never cause health go below 50.
Btw, there could be characters that already have 50 or less max health according to xml/json. Maybe it should never cause health go below 50%?

WM I liked enough to dedicate what will end up in more than 1k hours into learning python/renpy/programming/development but definitely not because of a really small chance to get scars in catacombs :)
Lol  :D
Ok, what about characters that already have scars according to the source?
Title: Re: Game Design/Ideas
Post by: CherryWood on July 24, 2013, 04:59:49 PM
Ok, what about characters that already have scars according to the source?
Maybe adding another trait "Old scars" that isn't acquired in combat routine and not healed in same way as fresh ones?

Title: Re: Game Design/Ideas
Post by: Xela on July 24, 2013, 05:10:29 PM
Btw, there could be characters that already have 50 or less max health according to xml/json. Maybe it should never cause health go below 50%?

Characters with max health at 50 would be very bad game design at out part since most jobs revert to AutoRest at 60 health.

Lol  :D
Ok, what about characters that already have scars according to the source?

Scars should be used as a trait then. Since you cannot get rid of those on pics, it's a perfect trait example.

Maybe adding another trait "Old scars" that isn't acquired in combat routine and not healed in same way as fresh ones?

Yeah. but I've always hated scars in Wm for that very reason. The only girl with obvious scars that I recall was balalaika (or something like that) and getting rid if that trait through items didn't really change the pics... unless we're gonna build dolls like OW or HHS+, I see little point in scars removing items or temporary scars as they make little sense to the game and add a very limited value.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 24, 2013, 05:32:32 PM
Actually, We already have Misato (NGE) with her scar visible on some pictures... that why I'm interested in it


But visual options are still there, for example, some games put a bloody reddish layer over the picture of injured character, or at least some sort of icon that represents that.

But even that wouldn't make much sense with scars, and I don't like the idea of listing injuries either...


What about representing all injuries as hit to fatigue? And post combat effects as lovering energy regeneration for some days?
It could have similar result (girl need time to heal), lovering workrate for both warriors and non warriors in same way and if we call these a "weakness" then it would not break immersion if we keep same pics even if it's a serious or permanent effect.
Title: Re: Game Design/Ideas
Post by: Xela on July 25, 2013, 03:19:20 AM
What about representing all injuries as hit to fatigue? And post combat effects as lovering energy regeneration for some days?
It could have similar result (girl need time to heal), lovering workrate for both warriors and non warriors in same way and if we call these a "weakness" then it would not break immersion if we keep same pics even if it's a serious or permanent effect.

This is about the same thing, a mess with very little reward. Lets leave scars/cool scars as traits without an option to remove them. Would make more sense to me than  forcing player to constantly deal with beat up characters, this is one of those things that really mess up the game for no good reason.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 25, 2013, 08:56:28 AM
Maybe adding another trait "Old scars" that isn't acquired in combat routine and not healed in same way as fresh ones?
Well, I guess I'll replace small/usual/horrific scars with one old scars trait then. Cool scars will remain.

Would make more sense to me than  forcing player to constantly deal with beat up characters, this is one of those things that really mess up the game for no good reason.
One thing that definitely should be in the game is some kind of negative, maybe stockable effect for several days after resurrection to avoid overindulgence.

------------------------------
One trait that I never understand, and because of that didn't port it, is Cool Person ("This person is just cool to be with").

Another one is Twisted ("Her thought of pleasure is not... ordinary. Customers need to have a rather exotic taste or they won't enjoy what she has in store"), this one theoretically should influence whore job a lot, otherwise it doesn't have any sense.

I never seen much difference between Cute and Charming ("This girl has a lot of natural appealing wit on her side, in a non-sexual sort of way"), because of that I leave out Charming.

Malformed, Eye Patch and One Eye I actually  never seen in wm except for random girls, but I suppose there are rare unique characters that could use them.

Do you think we need any of them?

There are also Good Kisser and Fake orgasm expert, but they are more like obtainable skills from skill tree than traits to me.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 25, 2013, 12:07:51 PM
One trait that I never understand, and because of that didn't port it, is Cool Person ("This person is just cool to be with").
Quote
I never seen much difference between Cute and Charming ("This girl has a lot of natural appealing wit on her side, in a non-sexual sort of way"), because of that I leave out Charming.
I agree that we don't need them. I would personally just add more character stat points instead.
Quote
Another one is Twisted ("Her thought of pleasure is not... ordinary. Customers need to have a rather exotic taste or they won't enjoy what she has in store"), this one theoretically should influence whore job a lot, otherwise it doesn't have any sense.
I don't like this trait's description, but otherwise "Twisted" doesn't sound bad. There are some really crazy girls out there  :) But I have no idea what it should do.
Quote
Malformed, Eye Patch and One Eye I actually  never seen in wm except for random girls, but I suppose there are rare unique characters that could use them.

Do you think we need any of them?
I know a few characters with eye patch, but that would make more sense as item, so trait should be probably "one eye", but characters that are like that doesn't seems to be handicapped by it in the slightest, so I say we could leave it too  :) or just add it as a small quirk trait that doesn't really do anything
Quote

There are also Good Kisser and Fake orgasm expert, but they are more like obtainable skills from skill tree than traits to me.
Yup, sounds like that
---------------------------------------------
May I ask for your option about "optimist" trait? I have a little problems with it being all-inclusive cheerful trait. Not systemwise, but it troubles me when sorting lines for dialogues. Because I can imagine:


girl with a lot of optimism (all will be fine in the end) that is otherwise normal or even silent (more close to heroic type)
cheerful, excitable girl (usually very active), that can find fun in everything (most true to the current trait description)
childish, playful, happy girl (often naive) a personality used for many little sisters and lolis


Currently, my solution is to use excitable girl for it, put childish under optimism+lolita combination and squeeze calm optimism somewhere else, but I'm not totally sure about it.
--------------------
And another thing that I'm wondering about: I have some ripped lines that would fit for "big sis" archetype (caring, overly-protective and often giving preachings) that I would like to add, but I'm unable to figure what trait to use, or (and I would prefer that) how to name a new one.
Title: Re: Game Design/Ideas
Post by: Xela on July 25, 2013, 12:57:27 PM
May I ask for your option about "optimist" trait? I have a little problems with it being all-inclusive cheerful trait. Not systemwise, but it troubles me when sorting lines for dialogues. Because I can imagine:


girl with a lot of optimism (all will be fine in the end) that is otherwise normal or even silent (more close to heroic type)
cheerful, excitable girl (usually very active), that can find fun in everything (most true to the current trait description)
childish, playful, happy girl (often naive) a personality used for many little sisters and lolis


Currently, my solution is to use excitable girl for it, put childish under optimism+lolita combination and squeeze calm optimism somewhere else, but I'm not totally sure about it.
--------------------
And another thing that I'm wondering about: I have some ripped lines that would fit for "big sis" archetype (caring, overly-protective and often giving preachings) that I would like to add, but I'm unable to figure what trait to use, or (and I would prefer that) how to name a new one.

May I suggest not to bother with traits for texts at this point? Just base those around occupations, disposition and other relevant stats and we can expand on that later.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 25, 2013, 01:04:22 PM
Currently, my solution is to use excitable girl for it, put childish under optimism+lolita combination and squeeze calm optimism somewhere else, but I'm not totally sure about it.
I agree with such interpretation. I believe calm optimism is either Collected, Fearless or doesn't need trait at all (nothing wrong in hoping for the best, most people irl do it  :) ) depending on the character.

I have some ripped lines that would fit for "big sis" archetype (caring, overly-protective and often giving preachings) that I would like to add, but I'm unable to figure what trait to use, or (and I would prefer that) how to name a new one.
That's (http://nhanfiction.com/2013/02/11/anime-girl-archetypes/) the list of archetypes. I guess the one you talking about called "ane".

I wounder if we should add a couple of archetypes from there, like kamidere or dandere.

May I suggest not to bother with traits for texts at this point?
Nope.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 25, 2013, 02:53:22 PM
I agree with such interpretation. I believe calm optimism is either Collected, Fearless or doesn't need trait at all (nothing wrong in hoping for the best, most people irl do it  :) ) depending on the character.
Thanks, I'll do that...
Quote
That's (http://nhanfiction.com/2013/02/11/anime-girl-archetypes/) the list of archetypes. I guess the one you talking about called "ane".

I wounder if we should add a couple of archetypes from there, like kamidere or dandere.
Yup, that's the one. Closest is surely "kind" trait but not quite. But the difference is probably not worth it.

But I *LOVE* kamidere characters! please do!  :)
Title: Re: Game Design/Ideas
Post by: Xela on July 25, 2013, 03:05:32 PM
I don't even know what kamedere is :)

We've got:

"Poison"
"Unstable"
"Optimist"
"Pessimist"
"Composure"


What else do we need? Caught a cold is a temp trait so do we need a "Down with Cold" effect to go with it, remove trait completely and replace it with effect and what do we want the effect to be (Other than hit on health and fatigue?)
Title: Re: Game Design/Ideas
Post by: DarkTl on July 25, 2013, 04:50:49 PM
But I *LOVE* kamidere characters! please do!  :)
Actually, I'm not sure which ones we should add and with what descriptions. You could do it yourself and put in your db folder, I'll take a look then.

I don't even know what kamedere is :)
That's why traits have descriptions in a first place  :)

Caught a cold is a temp trait so do we need a "Down with Cold" effect to go with it, remove trait completely and replace it with effect and what do we want the effect to be (Other than hit on health and fatigue?)
Definitely replace. And not only penalties to health and fatigue, but a little to joy as well.
Maybe it also could be contagious if MC or other girls (in the future) spend a lot of time with infected characters.

Did you add libido effects to Nymphomaniac and Frigid? What about Impersonal and penalty to joy changes? Maybe penalty to increasing disposition for Loner and Impersonal both.

We also need "near death" effect, since we decided to not have death during jobs.

Maybe something like "exhaustion" when fatigue is high enough.

And some kind of major negative effect for 3-5 days after resurrection, so even if you have tons of resurrecting items, you still cannot allow recklessness.

Also how about +5-10% and -5-10% to imcoming exp for Genius and Retarded?

And maybe a bit of gold from time to time for Kleptomaniac?

+libido both in and outside of BE for Sadistic and Masochist when they hurt/been hurted.

Virgin theoretically should have much higher disposition to have any sexual acts with MC or customers, and Strict Morals as well.
Title: Re: Game Design/Ideas
Post by: Xela on July 26, 2013, 01:30:51 PM
Definitely replace. And not only penalties to health and fatigue, but a little to joy as well.
Maybe it also could be contagious if MC or other girls (in the future) spend a lot of time with infected characters.

Did you add libido effects to Nymphomaniac and Frigid? What about Impersonal and penalty to joy changes? Maybe penalty to increasing disposition for Loner and Impersonal both.

We also need "near death" effect, since we decided to not have death during jobs.

Maybe something like "exhaustion" when fatigue is high enough.

And some kind of major negative effect for 3-5 days after resurrection, so even if you have tons of resurrecting items, you still cannot allow recklessness.

Also how about +5-10% and -5-10% to imcoming exp for Genius and Retarded?

And maybe a bit of gold from time to time for Kleptomaniac?

+libido both in and outside of BE for Sadistic and Masochist when they hurt/been hurted.

Virgin theoretically should have much higher disposition to have any sexual acts with MC or customers, and Strict Morals as well.

Thanks :) Better get to coding this stuff...

Oki, Down with Cold, Nymphomania and Frigid are down.

I thought we decided to drop Impresonal?

Near Death will never occur, health will be set to 1 and you'll have to heal the character, that already works and is a ok for a near death effect for 1.0 unless you have some other idea?

Exhaustion will only get in a way of SlaveDriver job effect I wanna add. We can add both but what do you want exhaustion to do? I mean, it already pretty much means that character cannot do any jobs or fight until rested, how is that not being exhausted?

Resurrection will only be available in church or some altar. Also I see absolutely no point in that effect, we can just as well agree that resurrection itself takes 4 - 5 days itself before girl is restored.

Genius/Retarded should be localized, not game-wide. Genius does not guaranty extra experience in a bar brawl and retarded does not guaranty penalty to exp if character is chopping wood (somewhere in distant future :) ). It can be coded in, I am just not sure if that's good game design. Fast Learner/Slow Learner is better bet, but it's overwhelmingly powerful trait in WM, do we want it to mimic it in PyTFall where we plan levels to really matter?

Kleptomaniac I'll code it right now, amount will depend on characters agility and level.

Done with Kleptomaniac:
Code: [Select]
            elif effect == "Kleptomaniac":
                if dice(int(self.agility/10 + max(self.level, 50))):
                    self.gold += int(self.agility + self.level*random.randint(1,3))

Sadistic and Masochist should also be localized.

Virgin, Strict Morals are localized without any debate... how is this supposed to be an effect? Virgin should have added to moral stat maybe (if we had one that is).
Title: Re: Game Design/Ideas
Post by: DarkTl on July 26, 2013, 03:58:05 PM
You forgot about penalty to increasing disposition for traits like Loner and Impersonal. Maybe Tsundere too.

I thought we decided to drop Impresonal?
I don't know. You never answered that part of my post. I said it could be rounded up if you don't want floats.

Near Death will never occur, health will be set to 1 and you'll have to heal the character, that already works and is a ok for a near death effect for 1.0 unless you have some other idea?
Why do you need to heal them at all if they cannot die at all? Sounds like some horde of undead  :)

I mean, it already pretty much means that character cannot do any jobs or fight until rested, how is that not being exhausted?
Solely as an indicator. For example, player did not notice high fatigue, or does not know game mechanics yet, so he wonders why girl refuses to work.

we can just as well agree that resurrection itself takes 4 - 5 days itself before girl is restored.
Ok.

Genius/Retarded should be localized, not game-wide. Genius does not guaranty extra experience in a bar brawl and retarded does not guaranty penalty to exp if character is chopping wood
Still, we talking about 5-10%. I believe no matter the job Genius will be a little better than Retarded.

Fast Learner/Slow Learner is better bet, but it's overwhelmingly powerful trait in WM, do we want it to mimic it in PyTFall where we plan levels to really matter?
They hardly could be called traits anyway. Slow learner is basically a silly or retarded charater, and vice versa.

Oh, and what about food poisoning? Did you code it?
Title: Re: Game Design/Ideas
Post by: Xela on July 26, 2013, 04:59:31 PM
You forgot about penalty to increasing disposition for traits like Loner and Impersonal. Maybe Tsundere too.

How much of a penalty and what should I call that effect?


I don't know. You never answered that part of my post. I said it could be rounded up if you don't want floats.

It could, but it would be rounded to 1/2/3 most of the time, it will basically only effect items since nothing else raises joy on the scale required for this mod to matter.


Why do you need to heal them at all if they cannot die at all? Sounds like some horde of undead  :)

Because they cannot do jack (all jobs are blocked for them) and fighting with 1 HP is retarded. You'll be stuck with girls that cannot function, refuse/unable to interact and will die on the first hit in a fight. What other reason do you require to heal them? ??? ???

Solely as an indicator. For example, player did not notice high fatigue, or does not know game mechanics yet, so he wonders why girl refuses to work.

That's why we have girl report screens. Also Auto-Rest will be enabled on all girls (maybe except with retarded trait in the future), so player would have to turn that option off.

Still, we talking about 5-10%. I believe no matter the job Genius will be a little better than Retarded.
They hardly could be called traits anyway. Slow learner is basically a silly or retarded charater, and vice versa.

Ok... I'll code this in today (Slow/Fast learner) and continue coding tomorrow.

Should work:
Code: [Select]
            elif key == 'exp':
                if self.__dict__['effects']["Slow Learner"]['active']:
                    self.__dict__['exp'] = self.__dict__['exp'] + int((value - self.__dict__['exp'])*0.95)
                elif self.__dict__['effects']["Fast Learner"]['active']:
                    self.__dict__['exp'] = self.__dict__['exp'] + int((value - self.__dict__['exp'])*1.05)
                else:   
                    self.__dict__['exp'] = value

Should mod experience by 5% whenever that experience is earned...

Oh, and what about food poisoning? Did you code it?

I kinda thought we decided to postpone food/drugs/hangover? If not, what should food poison effect be like? It should activate if girl consumes more than 10 food items per day but it should not be Poison Effect... that's to severe...

In any case, I will be coding this only tomorrow.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 26, 2013, 05:32:21 PM
How much of a penalty and what should I call that effect?
Enclosed, introvert, maybe reserved. Not sure about penalty, how about 66%?

It could, but it would be rounded to 1/2/3 most of the time, it will basically only effect items since nothing else raises joy on the scare required for this mod to matter.
I'm aware of this. So?

Because they cannot do jack (all jobs are blocked for them)
Ah, ok then.

I kinda thought we decided to postpone food/drugs/hangover? If not, what should food poison effect be like? It should activate if girl consumes more than 10 food items per day but it should not be Poison Effect...
Only drugs and hangover, food is already there. I believe it should be similar to Down with Cold, but for 1-2 days and more acute. Imagine major stomach upset irl, how will you feel, especially at work?  :)


------------------------------
Almost finished Duel Savior, playing the final route now. Truly masterpiece in terms of new game+, enemies AI grows before your eyes after each route. In most games they just get bonuses to all stats.
Title: Re: Game Design/Ideas
Post by: Xela on July 26, 2013, 05:40:39 PM
Enclosed, introvert, maybe reserved. Not sure about penalty, how about 66%?

Introvert I guess, lets make it 80%, 66 is to severe, disposition is very important to the game!

I'm aware of this. So?

So it's prolly not worth the effort?

Only drugs and hangover, food is already there. I believe it should be similar to Down with Cold, but for 1-2 days and more acute. Imagine major stomach upset irl, how will you feel, especially at work?  :)

Got it, I'll add it tomorrow.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 26, 2013, 07:21:13 PM
Images for classes on school screen were distorted, so I cropped them to correct fit and when I was at it, I added a few more. Whole folder is on my DP now.




btw. I'm wondering about the amount of attention you're giving to that "retarded" trait. I know at least one girl that would qualify for "Mind Fucked" (Yin),  but I'm clueless when it comes to retarded ones. I admit that some of them are just plain stupid, almost suicidally at  times, but still....
Title: Re: Game Design/Ideas
Post by: DarkTl on July 27, 2013, 05:31:36 AM
So it's prolly not worth the effort?
Hard to say until the game will be balanced out. We'll see.

I know at least one girl that would qualify for "Mind Fucked" (Yin),  but I'm clueless when it comes to retarded ones. I admit that some of them are just plain stupid, almost suicidally at  times, but still....
I recall at least three characters now that have major problems with intelligence, down to the inability to read or feed themselves. While thay are not mind fucked, ie do not have any mental health problems, they are far beyond silly.
Title: Re: Game Design/Ideas
Post by: CherryWood on July 27, 2013, 07:26:31 AM
I recall at least three characters now that have major problems with intelligence, down to the inability to read or feed themselves. While thay are not mind fucked, ie do not have any mental health problems, they are far beyond silly.
All is fine then, thanks
Title: Re: Game Design/Ideas
Post by: Xela on July 27, 2013, 07:35:50 AM
Done with introvert and food poisoning :)


Title: Re: Game Design/Ideas
Post by: Xela on July 27, 2013, 01:38:27 PM
Images for classes on school screen were distorted, so I cropped them to correct fit and when I was at it, I added a few more. Whole folder is on my DP now.

Would have been easier to do with RenPy, but thanks anyway :)
Title: Re: Game Design/Ideas
Post by: DarkTl on July 28, 2013, 09:54:06 AM
We will need extrovert effect as well, opposite to introvert.
Title: Re: Game Design/Ideas
Post by: Xela on July 28, 2013, 10:28:38 AM
We will need extrovert effect as well, opposite to introvert.

Ok, I'll add it today.
Title: Re: Game Design/Ideas
Post by: DarkTl on July 28, 2013, 12:20:52 PM
I wonder if we should make some effects stockable. For example, introvert theoretically could be used with Dandere, Loner and Impersonal. So if some character has all three traits, she will have introvert x 3. We could nerf it to 90%, then introvert x 3 will be 70%. What do you think? Or it would be better to have different effects on different traits?
Title: Re: Game Design/Ideas
Post by: Xela on July 29, 2013, 06:33:02 AM
I wonder if we should make some effects stockable. For example, introvert theoretically could be used with Dandere, Loner and Impersonal. So if some character has all three traits, she will have introvert x 3. We could nerf it to 90%, then introvert x 3 will be 70%. What do you think? Or it would be better to have different effects on different traits?

Once again... this is to powerful. I suggest a block on effect removal if one of the related traits is still active, other traits will be limited to their normal stat mutations. You'll have to give me per effect traits (Introvert: Dandere, Loner, Impersonal) for all traits/effects. I'll make sure that as long as one of those traits is still active, effect will not be disabled.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 02, 2013, 07:33:44 AM
Xela, there won't be any problems if we combine similar effects? For instance, Optimist and Composure at the same time theoretically should offset each other with joy >60 and give increment +2 with joy<60.
Title: Re: Game Design/Ideas
Post by: Xela on August 02, 2013, 10:15:37 AM
Xela, there won't be any problems if we combine similar effects? For instance, Optimist and Composure at the same time theoretically should offset each other with joy >60 and give increment +2 with joy<60.

There shouldn't be. All effects should be able to work together without any issues, last thing we have to add to the effect system are blocks on traits that activate them (in case if one effect can be activated or removed by multiple traits)
Title: Re: Game Design/Ideas
Post by: Xela on August 02, 2013, 01:38:09 PM
Ok, so I've wrote a simple but solid class to build parties of 3 members max with implicit members if so desired.

Now we have to decide on format of exploration. My original plan was to simply make a background with a button for encounters and after you kill 20 monsters, you can fight the boss and move onto the next background. It's simple, clean but not to amusing.

Second option is to use a grid, each "tile" will have it's own background and player will be able to move from one tile to the next if that tile is not impassible (simplified rougelike format). There will be a number of tiles and we'll build grids by hand (I do not want to bother with random generator script before 1.0) but the advantage here is that we WILL use this or very similar format past 1.0 so the code I would write for the first option would have to be deleted while the code for this option we can use for future development.

In any case, if we go with option one, I am confident that the system will be done by the end of this weekend, if we go with option two, we "should" have a semi working version by the end of this weekend and working version by the end of next weekend... I would like to hear some opinions on what the best approach will be while I will put in some time into coding a class responsible for enemy strength and BE bridge (that we will require in both systems).
Title: Re: Game Design/Ideas
Post by: DarkTl on August 02, 2013, 02:29:20 PM
Well, I'd prefer more than 3 members, 4-5 maybe.
On the other hand, after 1.0 we could make max number of members depending on MC stats, like charisma, or ability to change party members more or less freely during combat, like in Golden Sun or FFX.

And what do you mean by implicit members?

As for exploration, I really dislike the first idea. I think it's a waste of time, since significant part of its code will be useless in the future. So I'd prefer grid.
Title: Re: Game Design/Ideas
Post by: Xela on August 02, 2013, 03:47:13 PM
Well, I'd prefer more than 3 members, 4-5 maybe.

Unless I am mistaken, BE supports 3 fighters per side at the moment, setting party size to top that is not likely a good idea at this point.

On the other hand, after 1.0 we could make max number of members depending on MC stats, like charisma, or ability to change party members more or less freely during combat, like in Golden Sun or FFX.

I will study BE after 1.0 in great detail, after I figure it out, I'll post some timeframes and options of developing a BE (by me) specifically for PyTFall versus using Jake's version we use today.

And what do you mean by implicit members?

Members that cannot be removed from the team, in main team, it's the hero. In the future, we can introduce other teams with specific leaders or maybe even with all/some implicit member to compete vs player and his team in exploration (who reaches unique items/locations first)

As for exploration, I really dislike the first idea. I think it's a waste of time, since significant part of its code will be useless in the future. So I'd prefer grid.

Well, grid it is than, six month ago I've tried to make that for Alkion but failed miserably, now I am more confident in my coding skills so I am planning to finish it in a week or two :)

We'll see what I come up with this weekend.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 02, 2013, 04:17:07 PM
Ok, let me know if you need any specific pics/sounds/animation in addition to those in db.
Title: Re: Game Design/Ideas
Post by: Xela on August 02, 2013, 04:32:57 PM
Ok, let me know if you need any specific pics/sounds/animation in addition to those in db.

Will do, I'll write base logic first and add resources from DB later.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 02:41:23 AM
Damn... there are some many ways to write logic for this, does anyone have any ideas/requests for the system?
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 03:10:23 AM
That's a difficult question. Based on my experience with trpg, I can propose fog of war, ie you don't know what in the next cell until you go there, and types of terrain affecting party both inside and outside of BE, like a swamp with penalties to defence and increasing fatigue.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 03:20:48 AM
That's a difficult question. Based on my experience with trpg, I can propose fog of war, ie you don't know what in the next cell until you go there, and types of terrain affecting party both inside and outside of BE, like a swamp with penalties to defence and increasing fatigue.

Fog of war I was actually already planning to add. Idea for the terrain penalties is very good, I didn't even consider that, but it would require some extra logic. Also, how are we going to handle exploration cost? My plan was to have it cost 2AP per teammember and no other limitations but you're right, fatigue should prolly be somewhere in there.

Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 03:50:12 AM
Let's see, in Kamidori different types of terrain require different amount of fatigue to cross, characters restore 1 fp per turn and 2 if they do nothing. There are also potions and special objects on maps to restore fatigue.
If you don't have enough fatigue, you cannot move, but still able to do anything else, like casting a spell or fighting.
I believe 5-10 fatigue per cell should be enough, maybe 20 in very rare cases. And 1-2 AP per cell.
On the other hand, we could use only AP to limit movement in most cases, and some types of terrain will increase fatigue, like swamp or thicket.

There are also skills and items that allow you, for example, move through the lava or fly. This way you cannot go everywhere in the very beginning of the game.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 04:33:51 AM
Let's see, in Kamidori different types of terrain require different amount of fatigue to cross, characters restore 1 fp per turn and 2 if they do nothing. There are also potions and special objects on maps to restore fatigue.
If you don't have enough fatigue, you cannot move, but still able to do anything else, like casting a spell or fighting.
I believe 5-10 fatigue per cell should be enough, maybe 20 in very rare cases. And 1-2 AP per cell.
On the other hand, we could use only AP to limit movement in most cases, and some types of terrain will increase fatigue, like swamp or thicket.

There are also skills and items that allow you, for example, move through the lava or fly. This way you cannot go everywhere in the very beginning of the game.

I can't see how that would work for us, you're (once again) describing rpg game, we have a brothel sim with a limited fighting element. I doubt that we can make RPG element good enough to be interesting on per turn basis(if only due to the lack of graphics). 2 AP cost to start the exploration and 10 - 15 per tile cost + only belt items will limit the "per turn exploration". If we're going to use large maps, we can make some tiles as "warp points" to jump on a new start.

Otherwise: First mock up of the map  ??? :

Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 04:44:08 AM
I vaguely imagine our goal, so I just throwing ideas  :)

What will happen if your fatigue will reach max during the exploration while you don't have any items to restore it?
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 05:15:07 AM
What will happen if your fatigue will reach max during the exploration while you don't have any items to restore it?

Game over?

I vaguely imagine our goal, so I just throwing ideas  :)

Same here, but I figure our goal is to create a simple exploration engine so we'll have a map in the right corner of the screen, made out of a number of tiles. Each tile will have it's properties like fog of war, blocked, chance of battle encounter, background to be displayed on the screen, color of the tile on the map, possibility of NPC encounter and many more I expect.

Basically imagine 10x10 to 100x100 tile (more than that is prolly annoying) grid player can walk through and each tile can has it's own properties, that's what I am working towards anyway...
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 05:59:51 AM
Game over?
Hm, in ME when you running out of fuel away from civilization, you have to pay for rescue operation. I believe it should be game over if you don't have money, but what if you do have them?

Maybe 30 or 50% of current gold. Or a fixed value, like 10000. Or value depending on summary levels of characters in your party, like 200 gold per level or 1-2 gold per 1 point of current experience.

Or we could create expensive items that can teleport you to the city anytime, and if player does not want to risk, he have to buy them.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 06:12:37 AM
Hm, in ME when you running out of fuel away from civilization, you have to pay for rescue operation. I believe it should be game over if you don't have money, but what if you do have them?

Awesome idea :)

Maybe 30 or 50% of current gold. Or a fixed value, like 10000. Or value depending on summary levels of characters in your party, like 200 gold per level or 1-2 gold per 1 point of current experience.

We'll see, no need to decide right now.

Or we could create expensive items that can teleport you to the city anytime, and if player does not want to risk, he have to buy them.

Once again, we can decide later.


Otherwise:

Moving (with out of bound checks)/clearing out fog of war is working :)
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 06:28:54 AM
Another idea is using cells like in Eador. There you can explore each single cell several times, until its level of exploration will become 100%.
Each time you could find items, events and/or mobs, and level of exploration randomly increases depending on MC stats.

After 100% you cannot explore it anymore, but we could reset it in the begining of each exploration.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 06:43:29 AM
Another idea is using cells like in Eador. There you can explore each single cell several times, until its level of exploration will become 100%.
Each time you could find items, events and/or mobs, and level of exploration randomly increases depending on MC stats.

After 100% you cannot explore it anymore, but we could reset it in the begining of each exploration.

I am not sure I follow, that's kinda like my original plan with background and encounters until cleared?

What do you think a good mapsize should be?
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 08:06:49 AM
I am not sure I follow, that's kinda like my original plan with background and encounters until cleared?
Not exactly. Let's say we have a map with two types of cells, forest and swamp type. In swamp and forest there are different types of mobs, items and events.

If player wants to fight with forest mobs only, hunting for forest items only, etc., he could ignore swamp cell comletely (except for those moments when he is forced to cross them) and explore the forest cell several times, until exploration level will became 100%. It doesn't mean that he have to explore it to 100% to move futher, like in your original plan.

After 100% if player still doesn't want to explore swamp (because swamp mobs are too strong or weak, for example), he could either find another forest cell on our map (and that's not easy because of fog of war, especially when we'll have random maps) or ruturn to the city, and, let's say, after several days map will reset.

This way player doesn't just randomly (aimlessly?) explore maps, but looks for good cells.

What do you think a good mapsize should be?
I think 4x4 or even less for a starting location (when everyone in your party have 1 level, you don't have a lot of fatigue), and 8x8 or 10x10 for more advanced locations.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 09:11:11 AM
Not exactly. Let's say we have a map with two types of cells, forest and swamp type. In swamp and forest there are different types of mobs, items and events.

If player wants to fight with forest mobs only, hunting for forest items only, etc., he could ignore swamp cell comletely (except for those moments when he is forced to cross them) and explore the forest cell several times, until exploration level will became 100%. It doesn't mean that he have to explore it to 100% to move futher, like in your original plan.

After 100% if player still doesn't want to explore swamp (because swamp mobs are too strong or weak, for example), he could either find another forest cell on our map (and that's not easy because of fog of war, especially when we'll have random maps) or ruturn to the city, and, let's say, after several days map will reset.

With other words: Each tile should have a number of possible encounters set up, player fights (on dice throw) when stepping on a tile and can fight a couple more times if he so desires?

After some time has passed, number of encounters restores itself and player can fight again?


This way player doesn't just randomly (aimlessly?) explore maps, but looks for good cells.
I think 4x4 or even less for a starting location (when everyone in your party have 1 level, you don't have a lot of fatigue), and 8x8 or 10x10 for more advanced locations.

LoL

I was thinking we start with something like 40x40 :D

In any case, what kind of tiles/mods should we make???

PS: I've tried doing this for Alkion seven month ago and gave up after 1.5 weeks. Now this is what we have after less than a days work (map is 20x10, blue = impassible):

(http://img28.imageshack.us/img28/425/w1eg.jpg) (http://imageshack.us/photo/my-images/28/w1eg.jpg/)

Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 09:50:04 AM
With other words: Each tile should have a number of possible encounters set up, player fights (on dice throw) when stepping on a tile and can fight a couple more times if he so desires?

After some time has passed, number of encounters restores itself and player can fight again?
Yup. We could make a button there, "explore" or something, so player doesn't need to move somewhere, he could just stand and fight until 100% exploration level.
In Eador there is exploration skill responsible for exploration, but I don't think we need it. We could just randomise the number of available encounters, for example from 3 to 15 per cell.
And for now we have game over when fatigue is max.

Not to mention the way back (I guess maps will have entrances and exits?).

I was thinking we start with something like 40x40 :D
To explore 1600 cells with 5 fatigue per move you need 8000 fatigue. Even with free access to inventory this is nearly impossible without cheating or resting in the forest itself.
To explore 4x4=16 cells you need 80 fatigue. Not every character will have even 80 fatigue at 1 level.

In any case, what kind of tiles/mods should we make???
Well, we have only forest now. So I guess forest, elven forest, dark/evil/whatever forest, marshy woodlands, etc. Also I have a lot of pics for forest ruins, so either you could find ruins with items during exploration, or we could make actual forest ruins cells, which will be randomly placed on maps in the future, and maybe they will be hidden too. We also could use impenetrable thicket to make walls if we'll need them.
Not sure about mods, let's decide with titles first.

PS: I've tried doing this for Alkion seven month ago and gave up after 1.5 weeks. Now this is what we have after less than a days work (map is 20x10, blue = impassible):
Wow, looks great  :)
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 10:40:57 AM
Yup. We could make a button there, "explore" or something, so player doesn't need to move somewhere, he could just stand and fight until 100% exploration level.
In Eador there is exploration skill responsible for exploration, but I don't think we need it. We could just randomise the number of available encounters, for example from 3 to 15 per cell.
And for now we have game over when fatigue is max.

Not to mention the way back (I guess maps will have entrances and exits?).


Ok, this is pure logic, I'll think of the best way to code this.

To explore 1600 cells with 5 fatigue per move you need 8000 fatigue. Even with free access to inventory this is nearly impossible without cheating or resting in the forest itself.

Actually, starting with around 40x40, we can actually build "rooms" and connect them with corridors (using code). We'll see what'll work best...

To explore 4x4=16 cells you need 80 fatigue. Not every character will have even 80 fatigue at 1 level.
Well, we have only forest now. So I guess forest, elven forest, dark/evil/whatever forest, marshy woodlands, etc. Also I have a lot of pics for forest ruins, so either you could find ruins with items during exploration, or we could make actual forest ruins cells, which will be randomly placed on maps in the future, and maybe they will be hidden too. We also could use impenetrable thicket to make walls if we'll need them.
Not sure about mods, let's decide with titles first.

Fatigue is maxed at 300 for all characters and we're not changing that. We got to decide on which enemies go where...


Wow, looks great  :)

Team stats added:

(http://img407.imageshack.us/img407/2162/i9z.jpg) (http://imageshack.us/photo/my-images/407/i9z.jpg/)


I am going to see if I can code battle encounters with some base enemy now and put some buttons on the screen.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 12:03:33 PM
Ok, I am going to take a small break, get my head straight.

I figure we need the following type of tiles and logic for them:

1) Base impassible tile

2) Base combat tile:
- Background
- Background for battle encounters
- Needs enemy sprites
- Max amount of encounters until cleared
- Chance of combat starting when first explored
- Enemy Stats
- Items (battle reward logic)
- Fatigue cost to pass

3) Save Game/Warp to city tile
- Background

4) Event tile (Quest/NPC/Traders/treasure etc.)
- Background
- Label jump to start the scriptable encounter/event if so desired

What else?

After I get the logic down in the main class, it might be possible to build maps and tiles in JSON format (meaning that we can have forests/dungeons/caves and so on built in the similar way to characters/items) :)
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 12:16:54 PM
I guess we need mechanics for rm girls, not just usual enemies. Even if we won't allow to capture them yet, they already could be used as enemies.

Also special terrain could affect party in different ways outside (for example, title that heal the whole party somewhere before boss, or poison traps inside dungeon) and inside BE.

We might need titles for bosses with different appearance, when you enter there, you will fight with 100% probability with specific enemy. Maybe with flag to appearing again or not after some time.

Besides, we have items that affect all/free/slave girls in brothel. I wonder if and how they should work during exploration.
Oh, and looks like they don't work at MC at all.
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 01:06:14 PM
I guess we need mechanics for rm girls, not just usual enemies. Even if we won't allow to capture them yet, they already could be used as enemies.

Maybe on special hardcoded tiles, normal enemies should be enough for now?

Also special terrain could affect party in different ways outside (for example, title that heal the whole party somewhere before boss, or poison traps inside dungeon) and inside BE.

Healing tile than, effect can be used once in 10 days... otherwise I think poison tile is an overkill and not in sync with current game mechanics (that apply poison effect on day turn).

We might need titles for bosses with different appearance, when you enter there, you will fight with 100% probability with specific enemy. Maybe with flag to appearing again or not after some time.

? Custom enemy tile with a single encounter max and 100% chance? But I'll take care of advanced stuff with script.

Besides, we have items that affect all/free/slave girls in brothel. I wonder if and how they should work during exploration.
Oh, and looks like they don't work at MC at all.

1) Player will not be able to put those items on the belt.

2) They were never designed to work on MC (even effect is called "allgirls", our MC is male.)
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 01:40:25 PM
Maybe on special hardcoded tiles, normal enemies should be enough for now?
I guess. I'm still not sure which mechanics we should use for them. Maybe we could use traps, like in that Old Huntman's game

Healing tile than, effect can be used once in 10 days... otherwise I think poison tile is an overkill and not in sync with current game mechanics (that apply poison effect on day turn).
Ok, then arrow trap (-10 hp or something). Dungeons do need some kind of traps anyway.

? Custom enemy tile with a single encounter max and 100% chance? But I'll take care of advanced stuff with script.
Well, since you going to use json to create locations, I'm not sure how are you going to use scripts at the same time.

They were never designed to work on MC (even effect is called "allgirls", our MC is male.)
If you say so. If someone ever will ask me why healing mist works on everyone but MC, I'll give link to your post  :D
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 01:57:52 PM
I guess. I'm still not sure which mechanics we should use for them. Maybe we could use traps, like in that Old Huntman's game

Enemy girl's agility vs member with highest agility on player team taking luck and some random factors into account? But it's for the future.

Ok, then arrow trap (-10 hp or something). Dungeons do need some kind of traps anyway.

Oki, "Trap Tiles" than as well.

Well, since you going to use json to create locations, I'm not sure how are you going to use scripts at the same time.

Do you think that I cannot create girl/item/marker on the map/trail/brothel with pure script right now? Complex and unique stuff we'll do with script, simple maps and encounters with JSON.

If you say so. If someone ever will ask me why healing mist works on everyone but MC, I'll give link to your post  :D

Deal :)
Title: Re: Game Design/Ideas
Post by: DarkTl on August 03, 2013, 02:08:07 PM
Do you think that I cannot create girl/item/marker on the map/trail/brothel with pure script right now? Complex and unique stuff we'll do with script, simple maps and encounters with JSON.
Right now I cannot, most players cannot too. In other words, this way no one is able to create a dungeon with a boss without your help, unlike items or girls. It means more trouble for you after all  :)
Title: Re: Game Design/Ideas
Post by: Xela on August 03, 2013, 03:22:38 PM
Right now I cannot, most players cannot too. In other words, this way no one is able to create a dungeon with a boss without your help, unlike items or girls. It means more trouble for you after all  :)

Boss tile as well than...

I've managed to code in a starting sequence for combat.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 04, 2013, 08:40:01 AM
Btw, if we going to use huge maps, we'll need teleport tiles as well. With the choice of destination, like in Diablo.
Title: Re: Game Design/Ideas
Post by: Xela on August 04, 2013, 09:10:14 AM
Btw, if we going to use huge maps, we'll need teleport tiles as well. With the choice of destination, like in Diablo.

Ok, I didn't have any time to code today but did make a very good progress yesterday. We could use teleport tiles but I am beginning to think that JSON stuff is an overkill before 1.0. We can make one or two decent maps for 1.0 and leave it at that or the whole game is gonna be more of a rougelike that Brothel Sim.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 04, 2013, 09:30:10 AM
Well, json is a tool to simplify content creation in our case. If you want to create dungeons by yourself, be my guest. While I was bored these days, I created SAO and Tales of Vesperia packs, so I will always find something to do  :)
I going to bring to 300 the number of items this week.
Title: Re: Game Design/Ideas
Post by: Xela on August 05, 2013, 02:01:38 PM
Well, json is a tool to simplify content creation in our case. If you want to create dungeons by yourself, be my guest. While I was bored these days, I created SAO and Tales of Vesperia packs, so I will always find something to do  :)
I going to bring to 300 the number of items this week.

The issue here is that while making all tools required to build maps is easy, creating  a system that tracks and makes those maps playable is somewhat harder. I'll see what's the best way soon (Best way is to allow user creation obviously, I mean what's  the best for now).

Also... I am thinking of using Jakes battle engine for 1.0 and write one from scratch after that, I'll take a very good look at Jake's BE mechanics and what it really offers us after 1.0 release, figure out timeframes and we'll decide on what's best afterwards together.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 06, 2013, 06:27:23 AM
Fleet of foot/Dawdler, we can simply add a 33% chance to add/remove 2 AP on daily basis. That will be an overpowering effect already since the whole game is based around AP.
So, are you going to create effects for them or it simply will be hardcoded?
Title: Re: Game Design/Ideas
Post by: Xela on August 06, 2013, 07:01:02 AM
So, are you going to create effects for them or it simply will be hardcoded?

I'll create effect when I get the chance, forgot all about it...
Title: Re: Game Design/Ideas
Post by: Xela on August 08, 2013, 03:10:03 AM
Well, json is a tool to simplify content creation in our case. If you want to create dungeons by yourself, be my guest. While I was bored these days, I created SAO and Tales of Vesperia packs, so I will always find something to do  :)
I going to bring to 300 the number of items this week.

Oki, I have set aside 4 hours for the project today so I am going to work on some tiles and map logic. We need to agree on a map format (one large map with "rooms" and "corridors") or a number of smaller "areas".
Title: Re: Game Design/Ideas
Post by: DarkTl on August 08, 2013, 04:15:25 AM
If we'll divide the large map into sections using bosses, one map should be enough. If you prefer to not use them yet, we could use several little maps, this way high-level maps could be be available at a predetermined level of MC or after some quests.
Title: Re: Game Design/Ideas
Post by: Xela on August 08, 2013, 04:29:22 AM
If we'll divide the large map into sections using bosses, one map should be enough. If you prefer to not use them yet, we could use several little maps, this way high-level maps could be be available at a predetermined level of MC or after some quests.

I am in favor of one large map with warping tiles :)

What areas should we make and what backgrounds we got/can get? Oh, and enemies/Bosses are also required... Possible item rewards as well I suppose.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 08, 2013, 04:44:29 AM
All forest backgrounds in my db folder, locations\dungeons\forest.
I have divided backgrounds into three groups, normal, elven and dark. Besides, I've found a good deal of pics for forest ruins, so we either could make a separate tiles for them, or player randomly could find ruins during exploration.
Unless you agree to use pics of real forests, I doubt we can find any more backgrounds.

As for item hunting, I'd prefer to not concentrate on mobs only and create events for rare items like finding forest ruins with a chest guarded by several mobs or even mini-boss.

Enemies are basically random characters with battle sprite and portrait. As for mini-bosses and maybe even bosses, we could use usual mobs with higher stats and different names, at least for alpha.
Title: Re: Game Design/Ideas
Post by: Xela on August 08, 2013, 04:53:45 AM
All forest backgrounds in my db folder, locations\dungeons\forest.
I have divided backgrounds into three groups, normal, elven and dark. Besides, I've found a good deal of pics for forest ruins, so we either could make a separate tiles for them, or player randomly could find ruins during exploration.
Unless you agree to use pics of real forests, I doubt we can find any more backgrounds.

As for item hunting, I'd prefer to not concentrate on mobs only and create events for rare items like finding forest ruins with a chest guarded by several mobs or even mini-boss.

Enemies are basically random characters with battle sprite and portrait. As for mini-bosses and maybe even bosses, we could use usual mobs with higher stats and different names, at least for alpha.

Ok, maybe clearing a tile completely from all enemies will give a chance to find some decent items on the said tile?
Title: Re: Game Design/Ideas
Post by: DarkTl on August 08, 2013, 05:07:28 AM
Yeah, sounds nice. We could also use corresponding value for tiles to define the chance to find ruins after clearing. This way you have to go deeper into forest in order to raise your chances.
Title: Re: Game Design/Ideas
Post by: Xela on August 08, 2013, 05:21:46 AM
Yeah, sounds nice. We could also use corresponding value for tiles to define the chance to find ruins after clearing. This way you have to go deeper into forest in order to raise your chances.

Prolly a good idea as well, now I need to translate all of that into the code...
Title: Re: Game Design/Ideas
Post by: DarkTl on August 08, 2013, 11:38:14 AM
I'm still not sure how to handle items drop.
In some games dropped items totally depend on enemy type (most jrpgs). Each enemy has 2-5 items that could be found with some probability after its death, either one at a time or all 5 at the same time if you lucky.

In other games (Diablo, for example) it's pure or almost pure random, so you can actually find very rare item a few steps away from the city, while from boss you can get various trash.

Another option is spreading by locations and tiles types, so, for example, you can find elven armor only on the forest map and only on an elven forest tile no matter the enemy.
Title: Re: Game Design/Ideas
Post by: Xela on August 08, 2013, 11:43:17 AM
Something came up so I didn't get far today :(

We could try different ways to handle item drops and maybe even bind items to tiles.
Title: Re: Game Design/Ideas
Post by: CherryWood on August 09, 2013, 03:22:40 AM

May I ask about this "dungeon" thing you are working on? I get this secondary stuff like maps, graphic, item rewards... but I'm still confused about some basics, like:

Is this exploration instant (within one day) or it's supposed to take more days?
What will be a limiting factor for one run? (fatigue, AP, time, just dead...)
Is this supposed to be main thing that warriors can do, or just optional alternative to some automated exploration job?
Characters in combat will be alone, or switchable from larger exploration party? Can non-warriors be there too?

...for example, in Sengoku Range (H game with best gameplay I know) there's interesting one AP = one attack/action system for characters in battle that defines the whole tactics for dungeons, and I just wanted to know If we will have some system like that too, or just more standard rpg approach
Title: Re: Game Design/Ideas
Post by: Xela on August 09, 2013, 04:05:58 AM
Is this exploration instant (within one day) or it's supposed to take more days?

Instant, one time AP cost and per tile fatigue cost.


What will be a limiting factor for one run? (fatigue, AP, time, just dead...)

Fatigue shouldn't really be an issue, death unless player is really careful (mainly to inability to take more than three items per party member).


Is this supposed to be main thing that warriors can do, or just optional alternative to some automated exploration job?

We'll add exploration job later, I don't want it to be a choice in Brothel but kinda of a "Guild" building player might run in the future.


Characters in combat will be alone, or switchable from larger exploration party? Can non-warriors be there too?

Not sure about non-warriors, right now there is no "per occupation" delimiting code of any kind. Three members per party is the limit, I don't want to expand beyond that before 1.0.


...for example, in Sengoku Range (H game with best gameplay I know) there's interesting one AP = one attack/action system for characters in battle that defines the whole tactics for dungeons, and I just wanted to know If we will have some system like that too, or just more standard rpg approach[/font]

Nothing like that, rance is practically built around that battle/conquest engine, ours will be more rpg/rougelike.
Title: Re: Game Design/Ideas
Post by: DarkTl on August 09, 2013, 04:17:27 AM
Characters in combat will be alone, or switchable from larger exploration party?
We need a new BE for such things. Xela going to make a new one, but not before 1.0.

Can non-warriors be there too?
It depends on how we solve the problem with characters that don't have battle sprite.
One of possible solutions is to prohibit such characters become warriors under all circumstances, and use only warriors in BE.

...for example, in Sengoku Range (H game with best gameplay I know) there's interesting one AP = one attack/action system for characters in battle that defines the whole tactics for dungeons, and I just wanted to know If we will have some system like that too, or just more standard rpg approach
In Sengoku Rance characters have lot of AP in comparison with our game. Besides, we already use AP for many things outside of BE. I believe AP are too valuable to freely waste them during combat.
Title: Re: Game Design/Ideas
Post by: CherryWood on August 09, 2013, 01:29:12 PM
Thanks for your responses!





[/size][size=78%]Nothing like that, rance is practically built around that battle/conquest engine, ours will be more rpg/rougelike.[/size]
I know it's different, but systems similar to that one in Rance creates need for having and using more girls and, because we want to have a lot of girls in pytfall, I believe it's something worth considering a little.  Standard rpg systems don't have that in mind, and player can usually steamroll whole game with just one party (that would be just 2 girls in our case) of well trained and supplied (potions...) warriors.
Title: Re: Game Design/Ideas
Post by: Xela on August 09, 2013, 01:57:28 PM

I know it's different, but systems similar to that one in Rance creates need for having and using more girls and, because we want to have a lot of girls in pytfall, I believe it's something worth considering a little.  Standard rpg systems don't have that in mind, and player can usually steamroll whole game with just one party (that would be just 2 girls in our case) of well trained and supplied (potions...) warriors.

Game is not supposed to be about exploration along and we can always write unique quests that would require specific girls to unlock new tiles/territory in the future.

Basically, I simply cannot see warfare/territory conquest/army system like that in rance working for us in PyTFall. If you want to write a simplified concept, we'll put it on the table, maybe for after 1.0 or now if it's really good :)
Title: Re: Game Design/Ideas
Post by: CherryWood on August 09, 2013, 04:15:11 PM
 ...ok, it's ok, I will just trust you  :) 
Title: Re: Game Design/Ideas
Post by: DarkTl on September 01, 2013, 01:21:40 PM
While I was on vacation, I've finished Dark Souls, not without some farming though, and still proud about it, so I have some thoughts about the balance  :)

When Future released wm ex, its main feature, aside from questionable lack of control over girls traits, was difficulty.
In wm you really have to work hard to lose. In wm ex you could lose within 10 turns if you careless or just unlucky.

I'm not sure if we need difficulty levels, but I'm pretty sure the game needs some challenge. I think exploration engine where you cannot return to safety immediately or even can run out of stamina and pay a price is a good start.
AI opponents (not necessarily competing brothels, maybe just street gangs that could attack you and kidnap girls, and you have to either pay ransom or fight them; or random girls-thieves that could steal items, and you have to find and catch them) are welcomed too.
Title: Re: Game Design/Ideas
Post by: ninjinto on September 08, 2013, 02:26:48 PM
Regarding item drops:

Some items could be used as 'keys,' which allow the player to overcome obstacles that would be impossible without. Rather than a literal key and a locked door, a good example might be some boss fight where only one rare element can inflict enough damage to win the fight. Could be a magic weapon, or a piece of armor that turns overwhelming damage into something reasonable, or a consumable that negates an unfair damage over time effect; pretty much anything. The only requirement is that a challenge be effectively impossible without either hacking or having the right thing - gaining the right thing is what earns the player the right to pass.

Dungeon B's boss does fire damage to everything in sight constantly; dungeon A contains armor which absorbs fire damage. Or apply reflect status to the priestess so she can't heal herself, or slow the really fast fencer succubus so she can't keep poking you five times for every one attack you get. Counters are what put thought and strategy into RPGs.
Title: Re: Game Design/Ideas
Post by: DarkTl on September 08, 2013, 03:29:55 PM
That's more about BE rather then item drop. Our current BE is extremly simple, it doesn't even have elements (it could have them according to demo, but they are not implemented in the game yet).

Xela wanted to make a new one after 1.0 version, but since you prefer programming, you might do it right now  :)
Title: Re: Game Design/Ideas
Post by: Xela on September 08, 2013, 03:51:09 PM
Xela wanted to make a new one after 1.0 version, but since you prefer programming, you might do it right now  :)

Hgehe. Well, it's not like Jake's battleengine cannot handle everything suggested, it's a matter of work required to mod it vs coding one that just allows everything we want and more. The trouble is that Jake's BE is a mess of intertwined code that supports all kinds of moving, grid and terrain based battles that is very confusing.

Otherwise, non of the ideas are new, it can all be implemented in the future.
Title: Re: Game Design/Ideas
Post by: DarkTl on September 15, 2013, 10:27:16 AM
I wonder if we should allow players to select a partner for a girl during lesbian interaction. I remember people often asked for this during wm and wm ex development.

I know we cannot show appropriate picture with specific two girls most of the time, but SM3 works without it. Or we could show two les pics, either simultaneously or one after the other.
Title: Re: Game Design/Ideas
Post by: Xela on September 15, 2013, 10:46:09 AM
I wonder if we should allow players to select a partner for a girl during lesbian interaction. I remember people often asked for this during wm and wm ex development.

I know we cannot show appropriate picture with specific two girls most of the time, but SM3 works without it. Or we could show two les pics, either simultaneously or one after the other.

Not a bad idea, we could show two nude pics and one lesbian or default lesbian. Should be really simple to do as well.
Title: Re: Game Design/Ideas
Post by: Ponderer on September 23, 2013, 09:48:15 PM
Hey there!  I know this is a small little group posting ideas, but I'm amidst other projects now that are waiting on others, and because ideas are part of what I do, I thought I'd brainstorm a bit while I was here!  Of course in this brainstorm, I set out with large overarching goals that might need a lot of reworking or simplification to fit within the design goals, and might not be appropriate for the project at all.  With that said, the only cost is time reading, so I hope it won't be too high a price.  My wording here is written a bit train of thought, so statements such as "I think it should", etc, should not be taken as expectation, just how I express my potential ideas when I'm thinking to myself, and I didn't take much time to filter my thoughts too greatly only because as I started brainstorming, my brain decided it was a bit pent up so there's more material than I expected to write.  Because this is a first post here, it is going to be heavy on concept and light on specifics.  If any ideas are considered relevant, you can decide which ones fit the project and I can help flesh them out so long as I still have time to assist.

I think items could work on multiple tiers.  Ores, plans and enchantments should all dictate what guards and regimens can wield.  Dusts, tools and coals are needed to create items.  Dusts help enchanting, tools and coals are needed for creation and enhancement of weapons and armor.  Each of them are used and broken as items are made, and are spoils of exploration, dungeon delving, expansion, bought on the black market or summoned with mana (assuming you have the connections or strength of magic, respectively).

Items themselves should grow with the players, allowing modification and diversity.  For instance, a dagger found may only start with Sharp, granting a plus to damage, but it can be enchanted to do fire damage, or help the girl sneak through the dungeon or elsewhere more easily.  Its 'sharp' may be upgraded to vorpal with a scroll, or changed to 'double bladed' with another. Base weapons and armor should be rare, and have limits to their upgrades, where as the upgrades for their stats should be more plentiful.  Infusing weapons with new enchantments should be costly in both gold and mana, but offer tangible benefits in line with their costs .  i.e. weapons should be useful even if 'better' options come along.
 
Mana drain – This is a simple renewal mechanic made to combat the 'infinite gains' problem of the original Whore Master, and the core reason behind it.  Eventually, girls will run out of mana they can meaningfully contribute.  Though I do think there should be immortal girls that are immune to this – I also think they should be very rare and hard won.  I also think they should be either very difficult, very pricey, or perhaps impossible to breed.  This could be dependent on how far the player is in the game, the amount of resources they have, or the difficulty of game they've chosen. When girls run out of mana, they could still earn gold for the player – giving him the chance to convert gold to mana to keep themselves from going under.  But the exchange should become less desirable the more gold is being converted to mana.  The idea behind this is that eventually a player will do better to replace current girls with new ones (likely their offspring or newly captured girls).

Alternatively, the player should be able to add girls to a mana pool so that they can replenish more well trained girls.  This would offer an effective drain for extra girls gained through exploration and conquest, without exploding population outward.  Let's say they are brought to the dungeons and milked of their orgasms to filter that energy into the other girls.  This is where the offspring mechanic ties into this system neatly.  In this way, trained girls are at a premium, and if they are replaced it is more slowly with similar (or better depending on the effort put in) replacements, all without such a sharp rise in population with no drain to match.  There are always girls in the lower levels feeding mana up to the 'useful' girls, and there will always be a need to get more girls of lower caliber, but endlessly cluttering up your brothels will girls would come at a price of lower gains (lesser girls pay out less and are wasteful of mana) thus the incentives work to keep populations reasonable.
 
Having mana and spells might also be a window for a tangible reason for alignment.  Alignment makes dark powers 'orgasm denial torture', 'regenerating flesh' (cheaper version of the good aligned 'protective shield', in battle she endures the agony of being cut up but heals from it quickly with limits defined by the amount of mana in the spell, but at the same time must endure the psychological stress of torture in terms of morale in battle and mood/fear after the battle), etc.  Out of battle, having protective shield can protect your girls from violence, whereas regenerating flesh can let sadistic clients torment girls for their own amusement, or let them endure through more prolonged torment designed to break them in the dungeons.
 
There should be an option for girls to offer themselves willingly into slavehood.  Doing so should require a complex, long chain of actions, and be rewarded with benefits such as improved stat growth, greater mana, etc.

Time skips.  The player should be able to send children into an alternate dimension to be raised.  Thus breeding superior women based on their parents stats without the game needing to take untold weeks for the girls to be viable.  Also, you could direct the girls training every few week (which for them would be a much longer period of time) to help improve their stats in certain ways - so long as you're willing to invest the gold and/or mana it takes to get the effect you desire.
 
Strategy – Expansion should be a long, slow slog that comes in several phases.  First, building up gold and mana should be necessary for a long while.  War cannot be fought without basic resources.  Building up critical mass of resources should be necessary for every phase of the war, which will be a large mana and gold burn.  At the end of it however, you have expanded your front line outward, which means more area to defend and more resources to expend to do so, but at the same time, a larger area to cultivate and capitalize upon.

Conceptually, this means building up regimens (the analogue to gangs in whore master), training them and growing their ranks, equipping them with items infused with ores and enchantments found during exploration and dungeon delving.  It means, if possible, having girls out there on the front lines who are experienced and able in combat.  It means ideally having your player commander equipped with rare spells and the mana needed to cast them on the field of battle.

Moving forward on the field of battle will be a slow move, week to week.  Injuries will be mitigated by healers within the gangs and more effectively among your girls, all costing mana.  Any casualties that are injuries may return next week or in the coming weeks, whereas deaths cannot be replaced.  Once you commit yourself to a battle, you must find a secure defensible front (fort or castle).  Failure to do so means you are driven back to your territory, losses incurred without any appreciable gains.  Success on the other hand requires a significant resource drain... that goes along with new opportunities.

Capturing new territory should not be the end of the struggle.  Each town, fort, wooden pallisade, forest hold or castle should have a holed up elite guard that has the mana to conjure the food and resources they need for what is essentially indefinitely.  The player must then infiltrate with high risk to a few elite girls, fight in the streets and then floor to floor in a direct conflict, or slowly win over the people, surviving the countless rebellions and magical strikes from within the stronghold until the people accept you.

Either way, whether they come out to negotiate, get kidnapped out, or imprisoned after a mighty battle, your job is then to legitimize yourself within the area by 'marrying' yourself (either enslaving or entering into a one sided polygamous relationship with) the civic leader, the duchess, the princess, the queen, or all of them.  Each is harder than the next, and each gives a bonus to mana for breaking them or seducing them and making them part of your kingdom.

Training all  of them under your banner will, instead of the rest simply falling in line, give your player the chance to unlock secret family heirlooms, artifacts and ores that can teach your player spells, enhance your regimens, or empower your girls, as well as having royalty that may make excellent whores for the wealthy elites or, if you want to milk their mana faster at the expense of efficiency, given to the masses to rut like animals for much less money but much more immediate mana.

Dungeon delving should be an equally in depth experience.  With the chance to have girls captured as real as the chance to capture girls.  There should be ways to quell the influx of monsters into an area so it can be secured, sealed from the more dangerous parts of the dungeon, and used to contain girls for torture or for training.  There should be boss monsters that take either weakening through consistent battles, undermining through cutting off the flow of monsters, or goading into a challenge by stealing his women out from under him.  Once you defeat all bosses of a level, you can go deeper. 

However, each new level is not a stairway but a portal, and choosing to put a small amount of mana into the portal will open you to another small level with very little usable room for girls and very few usable dungeons tools.  A larger mana contribution yields a much larger dungeon with more places to hold women and more effective training tools, but also a much longer, harder fight to clear that level.  Choosing to hold a level requires ongoing mana expenditure to keep it attuned to the manor.  Otherwise, the player can choose to let it slip when they move, draining it of resources and moving on to a new random dungeon.

 
Girls, customers, and ongoing happiness.
In whore master, an outside observation (this could be completely wrong) is that satisfaction seems to be based on only a few things, whatever the customer is doing with one girl, her talent and attractiveness, and the cleanliness of the place.  It might add depth if there were more factors.  Perhaps you would get more out of a customer if they had a talented waitress serving him first, they ended up gambling away some of their money, and got a show before eventually entering the brothel.

 
This would give incentive to train many girls for many occupations that don't earn you much at all by themselves, but become necessary for higher paying clients and to be seen as a respectable establishment at higher levels of success. This could be another use for random girls, rewarding that excitement of random chance in seeking out and finding new girls to add without drowning the game in resource machines.

New girl occupation:  Talent scout – Having a loyal enough girl with high intelligence will unlock this option, letting you assign a girl to go through the world and seek out other girls based on your expectations.  However, higher expectations lead to longer search times (depending on her stats, experience with the job and morale), and will often come with complications.  A girl with high magic may be in a wizard school and have powerful friends to keep from you or to try to take her back if you seduce her away, she might be a priestess who is chaste and impossible to seduce, who has no interest in leaving so you have to put her temple in crisis so offering herself up is the only way to get her, etc.

I think in terms of expenses, the player should be very limited.  Perhaps his manor was destroyed and nearly driven away from all other planes of existence in an attempt to banish him.  It took most all of his power to keep from being separated from the other planes, but that means he can only keep the manor open for half the day.  A> This gives an enforced "Rest" period to help new players and challenge more experienced ones who power through  B> it gives a use for the 'mana' mechanic. Spending mana allows you to do one of many things.  Maintain a stronger link to the material plane.  (allowing girls to work day and afternoon, then later day, afternoon, and dusk, then finally day, afternoon, dusk and the coveted nighttime if we wanted to expand the day/night cycle even further, but that's something that's a bit more tricky as working 4 times a day must be balanced with the extra maintenance and income involved).

As an aside for shops, it might be useful to have the ability to place an order for certain items.  You pay a premium, but you don't have to wait on the store to stock it.



Alright, I'm going to stop there rather than post the rest of my ideas, it's already even longer than I'd thought it was going to be.  If nothing seems useful or appropriate for the project, that's fine.  I offered these ideas freely just to help flex my brain!  If however there are concepts that you like, I can try to help simplify, expand or flesh them out.  If I have enough free time consistently, I can help with writing as well should you wish it!

Thanks for reading!

 
Title: Re: Game Design/Ideas
Post by: Xela on September 24, 2013, 04:13:15 AM
Hey there!  I know this is a small little group posting ideas, but I'm amidst other projects now that are waiting on others, and because ideas are part of what I do, I thought I'd brainstorm a bit while I was here!  Of course in this brainstorm, I set out with large overarching goals that might need a lot of reworking or simplification to fit within the design goals, and might not be appropriate for the project at all.  With that said, the only cost is time reading, so I hope it won't be too high a price.  My wording here is written a bit train of thought, so statements such as "I think it should", etc, should not be taken as expectation, just how I express my potential ideas when I'm thinking to myself, and I didn't take much time to filter my thoughts too greatly only because as I started brainstorming, my brain decided it was a bit pent up so there's more material than I expected to write.  Because this is a first post here, it is going to be heavy on concept and light on specifics.  If any ideas are considered relevant, you can decide which ones fit the project and I can help flesh them out so long as I still have time to assist.

Thanks for a great post :)

I think items could work on multiple tiers.  Ores, plans and enchantments should all dictate what guards and regimens can wield.  Dusts, tools and coals are needed to create items.  Dusts help enchanting, tools and coals are needed for creation and enhancement of weapons and armor.  Each of them are used and broken as items are made, and are spoils of exploration, dungeon delving, expansion, bought on the black market or summoned with mana (assuming you have the connections or strength of magic, respectively).

Items themselves should grow with the players, allowing modification and diversity.  For instance, a dagger found may only start with Sharp, granting a plus to damage, but it can be enchanted to do fire damage, or help the girl sneak through the dungeon or elsewhere more easily.  Its 'sharp' may be upgraded to vorpal with a scroll, or changed to 'double bladed' with another. Base weapons and armor should be rare, and have limits to their upgrades, where as the upgrades for their stats should be more plentiful.  Infusing weapons with new enchantments should be costly in both gold and mana, but offer tangible benefits in line with their costs .  i.e. weapons should be useful even if 'better' options come along.

Alchemy/smithing we might add later, we've talked about that a bit already. It would require some changes in items system but it's a LOT less complex of a system than for example Arena/Exploration as far as the code goes.

As for items augmentations, I never really liked that concept in games generally and if it is going to be added, it'll be around 3.0 version I expect :)

Mana drain – This is a simple renewal mechanic made to combat the 'infinite gains' problem of the original Whore Master, and the core reason behind it.  Eventually, girls will run out of mana they can meaningfully contribute.  Though I do think there should be immortal girls that are immune to this – I also think they should be very rare and hard won.  I also think they should be either very difficult, very pricey, or perhaps impossible to breed.  This could be dependent on how far the player is in the game, the amount of resources they have, or the difficulty of game they've chosen. When girls run out of mana, they could still earn gold for the player – giving him the chance to convert gold to mana to keep themselves from going under.  But the exchange should become less desirable the more gold is being converted to mana.  The idea behind this is that eventually a player will do better to replace current girls with new ones (likely their offspring or newly captured girls).

Alternatively, the player should be able to add girls to a mana pool so that they can replenish more well trained girls.  This would offer an effective drain for extra girls gained through exploration and conquest, without exploding population outward.  Let's say they are brought to the dungeons and milked of their orgasms to filter that energy into the other girls.  This is where the offspring mechanic ties into this system neatly.  In this way, trained girls are at a premium, and if they are replaced it is more slowly with similar (or better depending on the effort put in) replacements, all without such a sharp rise in population with no drain to match.  There are always girls in the lower levels feeding mana up to the 'useful' girls, and there will always be a need to get more girls of lower caliber, but endlessly cluttering up your brothels will girls would come at a price of lower gains (lesser girls pay out less and are wasteful of mana) thus the incentives work to keep populations reasonable.
 
Having mana and spells might also be a window for a tangible reason for alignment.  Alignment makes dark powers 'orgasm denial torture', 'regenerating flesh' (cheaper version of the good aligned 'protective shield', in battle she endures the agony of being cut up but heals from it quickly with limits defined by the amount of mana in the spell, but at the same time must endure the psychological stress of torture in terms of morale in battle and mood/fear after the battle), etc.  Out of battle, having protective shield can protect your girls from violence, whereas regenerating flesh can let sadistic clients torment girls for their own amusement, or let them endure through more prolonged torment designed to break them in the dungeons.

We already have 4 delimiters in the game: AP, HP, MP and Fatigue. Adding yet another one is out of question at the moment, we have to many stats to work with as it is. I don't see draining AP/Fatigue from lesser girls in favor of better once either, maybe something like throwing a girl into the coma with small chance of death in order to create an item that can double the amount of AP/Fatigue for a day for any character.

There should be an option for girls to offer themselves willingly into slavehood.  Doing so should require a complex, long chain of actions, and be rewarded with benefits such as improved stat growth, greater mana, etc.

After Alpha release, one of the first things we'll work on is a decent slave training system that will prolly require new stats, improved classes system and so on. I don't know about girls willingly go into slavery, doesn't seem important enough to write complex interactions/path, especially right now when there is so little content in the game.

Time skips.  The player should be able to send children into an alternate dimension to be raised.  Thus breeding superior women based on their parents stats without the game needing to take untold weeks for the girls to be viable.  Also, you could direct the girls training every few week (which for them would be a much longer period of time) to help improve their stats in certain ways - so long as you're willing to invest the gold and/or mana it takes to get the effect you desire.

This is kinda brilliant :) I've been thinking of a decent way to accelerate child growth for a while, this seems like a very good solution. We'll use it after pregnancy is added.

Strategy – Expansion should be a long, slow slog that comes in several phases.  First, building up gold and mana should be necessary for a long while.  War cannot be fought without basic resources.  Building up critical mass of resources should be necessary for every phase of the war, which will be a large mana and gold burn.  At the end of it however, you have expanded your front line outward, which means more area to defend and more resources to expend to do so, but at the same time, a larger area to cultivate and capitalize upon.

Conceptually, this means building up regimens (the analogue to gangs in whore master), training them and growing their ranks, equipping them with items infused with ores and enchantments found during exploration and dungeon delving.  It means, if possible, having girls out there on the front lines who are experienced and able in combat.  It means ideally having your player commander equipped with rare spells and the mana needed to cast them on the field of battle.

Moving forward on the field of battle will be a slow move, week to week.  Injuries will be mitigated by healers within the gangs and more effectively among your girls, all costing mana.  Any casualties that are injuries may return next week or in the coming weeks, whereas deaths cannot be replaced.  Once you commit yourself to a battle, you must find a secure defensible front (fort or castle).  Failure to do so means you are driven back to your territory, losses incurred without any appreciable gains.  Success on the other hand requires a significant resource drain... that goes along with new opportunities.

Capturing new territory should not be the end of the struggle.  Each town, fort, wooden pallisade, forest hold or castle should have a holed up elite guard that has the mana to conjure the food and resources they need for what is essentially indefinitely.  The player must then infiltrate with high risk to a few elite girls, fight in the streets and then floor to floor in a direct conflict, or slowly win over the people, surviving the countless rebellions and magical strikes from within the stronghold until the people accept you.

Either way, whether they come out to negotiate, get kidnapped out, or imprisoned after a mighty battle, your job is then to legitimize yourself within the area by 'marrying' yourself (either enslaving or entering into a one sided polygamous relationship with) the civic leader, the duchess, the princess, the queen, or all of them.  Each is harder than the next, and each gives a bonus to mana for breaking them or seducing them and making them part of your kingdom.

Training all  of them under your banner will, instead of the rest simply falling in line, give your player the chance to unlock secret family heirlooms, artifacts and ores that can teach your player spells, enhance your regimens, or empower your girls, as well as having royalty that may make excellent whores for the wealthy elites or, if you want to milk their mana faster at the expense of efficiency, given to the masses to rut like animals for much less money but much more immediate mana.

I don't see this happening in PyTFall, maybe in Alkion... It will be to awkward. If someone is still working on this game in 5 years, maybe it can be some form of a "second stage", after the main part is completed, but it's not productive to go there right now.

Dungeon delving should be an equally in depth experience.  With the chance to have girls captured as real as the chance to capture girls.  There should be ways to quell the influx of monsters into an area so it can be secured, sealed from the more dangerous parts of the dungeon, and used to contain girls for torture or for training.  There should be boss monsters that take either weakening through consistent battles, undermining through cutting off the flow of monsters, or goading into a challenge by stealing his women out from under him.  Once you defeat all bosses of a level, you can go deeper. 

However, each new level is not a stairway but a portal, and choosing to put a small amount of mana into the portal will open you to another small level with very little usable room for girls and very few usable dungeons tools.  A larger mana contribution yields a much larger dungeon with more places to hold women and more effective training tools, but also a much longer, harder fight to clear that level.  Choosing to hold a level requires ongoing mana expenditure to keep it attuned to the manor.  Otherwise, the player can choose to let it slip when they move, draining it of resources and moving on to a new random dungeon.

That's about how we're planning to go about it. There will be no girl loss/capture before the slave training module, maybe there will be based on capturing girls for other trainers/market but not before Alpha. Torturing chambers for captured explorers/party members in the dungeons we'll use :) Rest we've talked about already I think.


Girls, customers, and ongoing happiness.
In whore master, an outside observation (this could be completely wrong) is that satisfaction seems to be based on only a few things, whatever the customer is doing with one girl, her talent and attractiveness, and the cleanliness of the place.  It might add depth if there were more factors.  Perhaps you would get more out of a customer if they had a talented waitress serving him first, they ended up gambling away some of their money, and got a show before eventually entering the brothel.
 
This would give incentive to train many girls for many occupations that don't earn you much at all by themselves, but become necessary for higher paying clients and to be seen as a respectable establishment at higher levels of success. This could be another use for random girls, rewarding that excitement of random chance in seeking out and finding new girls to add without drowning the game in resource machines.

That already works to a decent degree and will farther be improved in the future. Jobs logic can be layered and improved indefinitely but if truth be told, I am beginning to doubt that it's a correct path, people seems content with really basic jobs in a lot of other games and prefer playability, diversity and content to logical depth.

New girl occupation:  Talent scout – Having a loyal enough girl with high intelligence will unlock this option, letting you assign a girl to go through the world and seek out other girls based on your expectations.  However, higher expectations lead to longer search times (depending on her stats, experience with the job and morale), and will often come with complications.  A girl with high magic may be in a wizard school and have powerful friends to keep from you or to try to take her back if you seduce her away, she might be a priestess who is chaste and impossible to seduce, who has no interest in leaving so you have to put her temple in crisis so offering herself up is the only way to get her, etc.

I think Dark's proposal of Recruitment agency made more sense, but it's an option.

I think in terms of expenses, the player should be very limited.  Perhaps his manor was destroyed and nearly driven away from all other planes of existence in an attempt to banish him.  It took most all of his power to keep from being separated from the other planes, but that means he can only keep the manor open for half the day.  A> This gives an enforced "Rest" period to help new players and challenge more experienced ones who power through  B> it gives a use for the 'mana' mechanic. Spending mana allows you to do one of many things.  Maintain a stronger link to the material plane.  (allowing girls to work day and afternoon, then later day, afternoon, and dusk, then finally day, afternoon, dusk and the coveted nighttime if we wanted to expand the day/night cycle even further, but that's something that's a bit more tricky as working 4 times a day must be balanced with the extra maintenance and income involved).

I didn't get this but sounds overcomplicated and restrictive, something we've agreed to avoid.

As an aside for shops, it might be useful to have the ability to place an order for certain items.  You pay a premium, but you don't have to wait on the store to stock it.

This might become easier once items system is finetuned.


==================================================
I do welcome ideas and proposals at all times, real help however would be commenting on game elements that are already in place or writing concepts/cementing in concept of game elements that are at hand or are planned to be implemented soon. Otherwise, thanks again for a great post, couple of ideas we'll definitely use!
Title: Re: Game Design/Ideas
Post by: DarkTl on September 24, 2013, 06:18:56 AM
There should be an option for girls to offer themselves willingly into slavehood.  Doing so should require a complex, long chain of actions, and be rewarded with benefits such as improved stat growth, greater mana, etc.
Nice idea, but we might as well use clones for this purpose. They are almost slaves anyway, since you have to pay for their life prolongation, and it is balances the benefits.

I think in terms of expenses, the player should be very limited.  Perhaps his manor was destroyed and nearly driven away from all other planes of existence in an attempt to banish him.  It took most all of his power to keep from being separated from the other planes, but that means he can only keep the manor open for half the day.
True form of your first brothel (http://th02.deviantart.net/fs71/PRE/f/2011/068/3/2/babylon_tower_by_wasteland_3d-d2vdfzj.jpg)  :)

I kinda like the concept in terms of story though.
Title: Re: Game Design/Ideas
Post by: Ponderer on September 24, 2013, 07:04:46 PM
We already have 4 delimiters in the game: AP, HP, MP and Fatigue. Adding yet another one is out of question at the moment, we have to many stats to work with as it is. I don't see draining AP/Fatigue from lesser girls in favor of better once either, maybe something like throwing a girl into the coma with small chance of death in order to create an item that can double the amount of AP/Fatigue for a day for any character.

Alrighty!  Though I don't mind you not being interested in the idea, I do want to make it clear that AP, HP, MP and Fatigue do something far removed from the intended Mana mechanic.  Those four are specific to the girl and intended for her personally.  Mana serves as balancing agent and a currency akin to gold.  The intent would be to provide a drain mechanic to avoid an uncontrolled ballooning population.  If instead you let one girl risk coma to double another girls' abilities...

A> If the first girl does not recover, you've still made the problem worse.  Now you have a more powerful girl that can output double her previous effect.

B> If she does recover, you've made the problem much worse, you are best off investing in the item gamble, as once they recover you can train them up, and in the meantime your prime girls get a doubling of their own capacity.

The mana mechanic would be intended to give a clear drain, so that if you wanted to keep a well trained girl viable, lesser girls would be 'used' like batteries to keep their mana going.  Thus providing a mechanic intended to help balance the influx of new girls as the game progresses.

True form of your first brothel (http://th02.deviantart.net/fs71/PRE/f/2011/068/3/2/babylon_tower_by_wasteland_3d-d2vdfzj.jpg)  :)

I kinda like the concept in terms of story though.

Thanks, and I think I know why!  It's simply an evolution of the original whore master, from the intro:
"Welcome to crossgate, in the city of the realm of Mundiga, where criminals rule and space-time overlap with other worlds and dimensions"

and of the brothels lower levels:
"Underneath, endless catacombs extend, constantly shifting in dimensional flux, drawing in beings from a thousand different worlds"

The brothel and the place defying dimensional boundaries is a great way to let people add whatever pictures they want, and have whatever girls they want, while not breaking the canon of the universe. :)

Alright, thanks again for your time!
Title: Re: Game Design/Ideas
Post by: Xela on September 24, 2013, 07:47:09 PM
The mana mechanic would be intended to give a clear drain, so that if you wanted to keep a well trained girl viable, lesser girls would be 'used' like batteries to keep their mana going.

Ok, I understand it a little bit better now but why is

mechanic intended to help balance the influx of new girls as the game progresses.

needed in the first place? We're not building PyTFall on top of original WM (even if we did, it could have been still balanced out), game is fully capable of tracking the amount of girls/npcs/monsters etc. at any given time. Batteries just add confusion and micro, or am I still missing something?
Title: Re: Game Design/Ideas
Post by: Xela on September 24, 2013, 07:54:48 PM
The brothel and the place defying dimensional boundaries is a great way to let people add whatever pictures they want, and have whatever girls they want, while not breaking the canon of the universe. :)

This is a great idea with a LOT of potential, in the end it will depend on amount of people that would be willing to work on/submit content after the game is playable. So far we are barely capable of managing one city, forget a dimension :)
Title: Re: Game Design/Ideas
Post by: Ponderer on September 24, 2013, 09:05:55 PM
Ok, I understand it a little bit better now but why is
(My mechanic)
needed in the first place? We're not building PyTFall on top of original WM (even if we did, it could have been still balanced out), game is fully capable of tracking the amount of girls/npcs/monsters etc. at any given time. Batteries just add confusion and micro, or am I still missing something?

There are ways to manage the influx of girls, but tracking them can only be a tool for some other mechanism by which they are controlled.  I.e. the concept exists to avoid more draconian population control methods such as hard caps on the number of girls you can play with.  I.e. I'm not implying that whore master and this game share the same code, I'm proposing one method to preserve that endless flow of girls that gives replayability with different advantages and play styles... all while avoiding one clear problem in the concept, in that the more girls you have the more resources you get until you inevitably reach a critical mass and can steamroll through any difficulties that may arise.

You know what, let me put it another way: 
Problem as conceptualized:  Variety and randomness of girls is both a desired boon to play, and their contribution to the game creates linear gains that do not match the drains, overcoming gameplay challenges.  This proposal is intended to be one possible answer to the problem as I have conceptualized it.
Title: Re: Game Design/Ideas
Post by: Xela on September 24, 2013, 10:12:10 PM
Problem as conceptualized:  Variety and randomness of girls is both a desired boon to play, and their contribution to the game creates linear gains that do not match the drains, overcoming gameplay challenges.  This proposal is intended to be one possible answer to the problem as I have conceptualized it.

Understood.

Simpler way to achieve the same goal: increase upkeep based on a number of girls in players employment (Like Population/City/Happiness in Civ series --> Number of girls/Buildings/Upkeep modifier in PyTFall).
Title: Re: Game Design/Ideas
Post by: Ponderer on September 24, 2013, 10:31:09 PM
It's possible to do it that way, it would not track with the other gameplay elements proposed around the concept of mana (player based magic and upgrade options depending on the reserves of mana) but if you like any of those you can find an analogue that works for your concept.

That solution does work in those strategy games mostly because city population is married to power where the point is that power translating into troops to project yourself onto the field of play and expand.  This idea was borne of the concept that having large amounts of girls under you isn't only a path to power, but a prime motivator in the game.  As such, I proposed this over an idea where you set that kind of elastic population based limits to avoid frustrating the player as they want more girls but find they have to fire them sometimes to ultimately make more money.

I.e. having big cities isn't what people really get into strategy games for, though it is desired.  Having a lot of whores to master over was a rather large part of whore master.

That said, as long as you knew what I meant, offering a few ideas isall I really wanted to come here and brainstorm for!

Have a great day. :)
Title: Re: Game Design/Ideas
Post by: DarkTl on September 25, 2013, 09:14:34 AM
I believe not just many whores under your command, but a very large number of characters around the world, including random ones, is what will be a large part in our game. And looks like it will be almost impossible to recruit everyone, or at least quite time consuming.
Title: Re: Game Design/Ideas
Post by: Xela on September 25, 2013, 09:32:28 AM
I believe not just many whores under your command, but a very large number of characters around the world, including random ones, is what will be a large part in our game. And looks like it will be almost impossible to recruit everyone, or at least quite time consuming.

World population will be controlled, after game elements are complete, we'll know how many girls will be required for the city/arena/exploration/slave market and so on. Game will try to use unique girls first and fill the gaps with random once. Every 7 days or so game will check if any girls have been recruited or died and restore the balance.
Title: Re: Game Design/Ideas
Post by: DarkTl on September 25, 2013, 09:39:48 AM
It's still a lot of girls. Arena ladders alone will require a fairly large number of "free" characters.
Title: Re: Game Design/Ideas
Post by: Xela on September 25, 2013, 09:46:21 AM
It's still a lot of girls. Arena ladders alone will require a fairly large number of "free" characters.

Yeap, right now I am working with 369 loaded into the game, Arena should not require more than 120 - 140 but I am trying to program it in such way that any amount will be enough (which might be a mistake since it requires more and more complicated code).
Title: Re: Game Design/Ideas
Post by: DarkTl on September 25, 2013, 03:42:21 PM
If it's too complicated or time consuming, we might set a minimum number of unique girls for the game (and check it at the start of a new game), or make at least 1 random pack mandatory. I know you guys dislike them, but it's the easiest solution for lack of girls anywhere. That, or using clones of unique girls, but it's almost the same thing.
Title: Re: Game Design/Ideas
Post by: CherryWood on September 25, 2013, 04:44:52 PM
I don't understand.... there is a problem when running out of recruitable girls?
Places like arena could be filled with some "generic fighter" NPCs if there are no random girls, places like girlmeets and slave market would be empty but... why no?
Title: Re: Game Design/Ideas
Post by: Xela on September 25, 2013, 04:49:27 PM
I don't understand.... there is a problem when running out of recruitable girls?
Places like arena could be filled with some "generic fighter" NPCs if there are no random girls, places like girlmeets and slave market would be empty but... why no?

Yeap, 10 - 20 NPCs would solve the problem as well. Right now I am working with random girls for the Arena but NPCs should be really easy to add to the mix.

If it's too complicated or time consuming, we might set a minimum number of unique girls for the game (and check it at the start of a new game), or make at least 1 random pack mandatory. I know you guys dislike them, but it's the easiest solution for lack of girls anywhere. That, or using clones of unique girls, but it's almost the same thing.

Arena is complicated and time-consuming regardless of extra checks required to ensure that it works even with an empty game, but it would speed things up and prolly make game run a bit faster if we agreed that there will always be 100+ characters available to participate.
Title: Re: Game Design/Ideas
Post by: CherryWood on September 25, 2013, 05:44:32 PM
I know this is supposed to be a H-game... but I'm still thinking about teams like:


one bleach character and two common shinigamis
mad scientist and his robot
team with 3 crossdressers
team with 3 old perverts who joined just to touch girls
...etc. anything fun  :)


If not for the main arena, then at least for the pits.


What could be needed for NPC fighter? Name, stats, some boasting line to shout before combat... without need for other pictures then battle sprite, portrait and maybe one for combat category it doesn't sound like much work to create some (at least compared to making girlpacks)
Also...Is it hard to add new unique attack animation to the game? That's something I would really like to do for some girls.
Title: Re: Game Design/Ideas
Post by: Xela on September 25, 2013, 06:02:17 PM
I know this is supposed to be a H-game... but I'm still thinking about teams like:


one bleach character and two common shinigamis
mad scientist and his robot
team with 3 crossdressers
team with 3 old perverts who joined just to touch girls
...etc. anything fun  :)

Sounds like fun :) After main logic is ready, we should definitely add this (It'll be really easy).

What could be needed for NPC fighter? Name, stats, some boasting line to shout before combat... without need for other pictures then battle sprite, portrait and maybe one for combat category it doesn't sound like much work to create some (at least compared to making girlpacks)

Some internal logic as well but it should be easier than girls packs.

Also...Is it hard to add new unique attack animation to the game? That's something I would really like to do for some girls.

Graphics, sound and one line of code to register a new skill. Animation itself is a simple renpy image animation (image name/pause statements) or a FilmStrip/Crop if RPGMaker type of image is used.
Title: Re: Game Design/Ideas
Post by: DarkTl on September 26, 2013, 04:57:03 AM
make game run a bit faster if we agreed that there will always be 100+ characters available to participate.
Like I said, 1 random pack will solve everything. You could make an option in the game settings to freely use random girls / use them only when absolutely necessary for people who dislike them.
Title: Re: Game Design/Ideas
Post by: Xela on September 26, 2013, 05:30:26 AM
Like I said, 1 random pack will solve everything. You could make an option in the game settings to freely use random girls / use them only when absolutely necessary for people who dislike them.

Yeap.

On a sidenote:

Quote
The following error or errors occurred while posting this message:
The message exceeds the maximum allowed length (20000 characters).

Pure python Arena class (without GUI) can no longer fit in a single post (was still possible yesterday :) )
Title: Re: Game Design/Ideas
Post by: CherryWood on April 16, 2014, 12:11:22 AM
I couldn't sleep last night and this is a result - my attempt to draw a new day screen...
 (http://2imgs.com/2i/t/30894963b0.jpg)  (http://2imgs.com/30894963b0)  (http://2imgs.com/2i/t/03ba7a5083.jpg)  (http://2imgs.com/03ba7a5083)
Title: Re: Game Design/Ideas
Post by: DarkTl on April 16, 2014, 12:52:50 AM
^Next day button should always be in the same place, it's a very popular request that I support as well. It probably should be in the lower right corner, you even have enough space there.

Some new ideas for wm here (http://www.pinkpetal.org/index.php?topic=3412.0) that we might use at events. #3 and 8, more specifically.
Title: Re: Game Design/Ideas
Post by: Xela on April 16, 2014, 02:55:12 AM
I couldn't sleep last night and this is a result - my attempt to draw a new day screen...
 (http://2imgs.com/2i/t/30894963b0.jpg)  (http://2imgs.com/30894963b0)  (http://2imgs.com/2i/t/03ba7a5083.jpg)  (http://2imgs.com/03ba7a5083)

Looks great! You managed this much sorting/screen logic in just one night?
Title: Re: Game Design/Ideas
Post by: Xela on April 16, 2014, 03:34:52 AM
You haven't pushed yet?

Why are your latest add-ons to the tagging for girlsmeets all commented out?
Title: Re: Game Design/Ideas
Post by: DarkTl on April 16, 2014, 05:25:59 AM
So, about limiting constitution and, as a consequence, AP via traits.

We also have agility btw, and I find it strange that AP based on endurance only, speed is important too.
If you don't want to make AP limited, they could be based on both constitution and agility, and agility, as a battle stat, cannot be completely limited for balance purposes, just like attack of defence.
Title: Re: Game Design/Ideas
Post by: CherryWood on April 16, 2014, 06:58:24 AM
Looks great! You managed this much sorting/screen logic in just one night?
Lol, that would be nice  :)  but no, most of this is not working well yet. I need a few more days for sure.
Sorry for making a confusing post... (I blame the sleepiness)


Why are your latest add-ons to the tagging for girlsmeets all commented out?
There will be no images for that until tag revision, so it would just cause profile pics showing everywhere as it is now.
But I didn't have any well-thoughtout reason for pushing that. Maybe because it was easier than explaining?
Title: Re: Game Design/Ideas
Post by: DarkTl on April 17, 2014, 02:15:25 AM
Or maybe we could limit via traits fatigue only. For example, with the same con AB girl will have 3 times more max fatigue than fragile girl. Yet the same amount of AP.
Perhaps the same should be done with health.

Also, I recall the idea about "slots" for traits. Like, character slot, mind slot, boobs slot.
I guess we could use it at least for boobs, intelligence and body traits. Character traits are too chaotic for that, though I guess it is possible too with some modifications.
Thus, traits gui will be clearer and more orderly.
Title: Re: Game Design/Ideas
Post by: DarkTl on May 21, 2014, 07:50:31 AM
I sketched out a preliminary concept for prices. Take a look and let me know what should I add there.
Title: Re: Game Design/Ideas
Post by: Xela on May 21, 2014, 08:31:08 AM
I sketched out a preliminary concept for prices. Take a look and let me know what should I add there.

Prices for sex seem too low. Otherwise looks like a decent start.
Title: Re: Game Design/Ideas
Post by: DarkTl on May 24, 2014, 02:38:42 AM
According to Otherworld, when competition is high, even sex prices are low. And since we have another world full of girls and slaves, well...
Besides, those are prices for min possible levels of skill. Like they don't do anything, just take off their clothes and silently lie or something.
Title: Re: Game Design/Ideas
Post by: MonkeyBoo on May 24, 2014, 07:58:43 PM
Personally, I would also like to see a bit more complexity, like the ability for a girl to perform more than one sex act per client, with adequate bonuses, for example if she does blow job and normal, she gets the price for the two + a bonus of 1.. blow job and anal a bonus of two gold, etc. Maybe this could be based on one of her stats, like intelligence:


0-10: maximum one sex act per client
11-20: maximum two sex acts per client
21-30: maximum three sex acts per client
31-60: maximum four sex acts per client; minimum two
61-120: maximum five; minimum two; high possibility of at least three
121-240: maximum six; minimum three; high possibility of at least four
241-299: maximum six; minimum four; high possibility of at least five
300: six all the time


made based on the six available from your list, could scale differently, but 300 should be something like the holy grail, or maybe 300 could be max girl skills, then the cap get's raised depending on traits and items, and you can only get all the six sex acts per client if she has max with items and traits included... maybe a 360.. or more idk...


Also another similar game had the possibility to have children with slaves, that would be neat, then you could have them start working for you from 12-16-18-21, maybe cleaning lady from 12-16, stripper 16-18, 18-21 personal daddy training, with a special event at 18 when you get to chose if you auction her virginity, so you get to display her from 16-18 to attract the interested clientele, then auction her virginity or simply her as a slave. And at 21 she can start to work legally for you as a prostitute... with the 18 auction being more of an underground thing.


She could start working sooner, if your morals are comfortable with that  ::)  maybe black market high risk stuff. Btw I am proposing this mecanic with the current slow paced one day per next, I think it would provide some nice end game-ish rewards, maybe you could also set a maximum age to play, unless you father a boy child which would have a 0,01% chance, 1% if you get some high cost items..
Title: Re: Game Design/Ideas
Post by: DarkTl on May 25, 2014, 12:28:02 PM
I don't know. Not everyone can endure six sex acts in a row, I mean clients  ::)

Also I don't see much difference between incresing the number of sex acts per client and increasing the total number of served clients per shift. Except some texts maybe, but outcome more or less the same.

Children and pregnancy... Probably the only way to implement it is to use random girls as daughters, like in WM.
Pregnancy pictures are very rare too. Not to mention that we use days, not weeks like in WM, so pregnancy and adulthood will take a lot of turns. 9 months + 16 years = 6110 turns.

Thus, some kind of trick is required here, but I'm not sure which one.
Title: Re: Game Design/Ideas
Post by: dorkosaurus on May 26, 2014, 05:50:42 PM
will the PC be able to work at one of the brothels in a later update?  I think it would give the PC a bit more options to do besides just arenas.
Title: Re: Game Design/Ideas
Post by: CherryWood on May 27, 2014, 04:09:47 AM
will the PC be able to work at one of the brothels in a later update?  I think it would give the PC a bit more options to do besides just arenas.
Main character is able to work as a guard in his own brothels and is able to do some basic labor in arena and slave market locations, and even in his free time he's busy with healing himself or with some self-training. What else you would like him to do there? Doing cleaning seems a bit too undignified for a business owner...


Outside of brothels, there are plans for expanding interactions, slave training and exploration as another things MC and girls could do. But nothing is a solid concept atm.
Title: Re: Game Design/Ideas
Post by: MonkeyBoo on May 27, 2014, 03:07:55 PM
I don't know. Not everyone can endure six sex acts in a row, I mean clients  ::)

Also I don't see much difference between incresing the number of sex acts per client and increasing the total number of served clients per shift. Except some texts maybe, but outcome more or less the same.

Children and pregnancy... Probably the only way to implement it is to use random girls as daughters, like in WM.
Pregnancy pictures are very rare too. Not to mention that we use days, not weeks like in WM, so pregnancy and adulthood will take a lot of turns. 9 months + 16 years = 6110 turns.

Thus, some kind of trick is required here, but I'm not sure which one.


I didn't think realism was a goal for this game :)


But you could make it such as the girl is disappointing by the client but she was smart enough to get the money for all the sex acts, although he came in 5 seconds... Besides I was suggesting Intelligence was the stat for this anyways, so it could be logical.


I didn't aim at replacing the number of clients per shift, if by that you mean Action Points per Day, but adding to the complexity, so you would have both, ok maybe endurance should also be some sort of a stat that links to this, if the girl has too low an endurance she could still convince the client to go all out, and if the client actually can, she faints and he leaves dissapointed... maybe the complexity is too high, it is just a suggestion  ::)


Regarding the pregnancy, I was aiming at it being more end game material, and it depends on play style, and how fast the game evolves, some like me would take ages, others that don't use auto-save would be there in a few days of play time. Maybe it could be an Easter Egg that only hardcore players can undertake, and girls could have sterile as a trait, if there aren't pictures. I know how long it would take but I would play for it, idk how many other people would but you could have a mystic flask that you can win as a random event, that could add 1 or 10 or more years to a girl, or have the opposite effect.


Also I don't really know what the aim is for game play time for us players, are we expected to quit the game in 1000 turns, or finish it that fast? or maybe restart it? cause if not, 6000 is nothing in the grand scheme of things, but if the play time is reduces to an average of 1000 even 6000 it might be too much. But with all the load / saves I did, I would have passed that a long time ago.



Title: Re: Game Design/Ideas
Post by: Xela on June 12, 2014, 01:28:03 PM
I couldn't sleep last night and this is a result - my attempt to draw a new day screen...
 (http://2imgs.com/2i/t/30894963b0.jpg)  (http://2imgs.com/30894963b0)  (http://2imgs.com/2i/t/03ba7a5083.jpg)  (http://2imgs.com/03ba7a5083)

Should there be anything beyond this in the NDL? Any specific requests/features anyone can think of?

Edit:

I took a look at the ND code and it's in a better shape than I've thought since it was reviewed once by Rudi and twice by me. I don't think it actually requires turning it into a class like Fin/Stats so I'll just recode the GUI and add a couple more flags to Jobs. Otherwise, upon a more detailed examination of CW's design, there are some flaws like issues with days going above 100, adding more jobs than we have now and I am lacking pretty calendar days graphics like FRI that were used... also I don't have graphics for those hero stat bars. Another issue is generalization of design, what will happen when we have more buildings with completely different jobs? Do we extend the Girls/Brothels switch filter?

Basically, my point remains that we can only make a pretty, planned out GUI design only after the game is complete, not before because redesigning it all the time is very pricy in terms of development time so my plan is to introduce some simple form of expandable summary screen for now and make a pretty CW-like variant after the game is in much better shape. There should also be more filters and events should be flaged in red/green.
Title: Re: Game Design/Ideas
Post by: gyzbug on June 25, 2014, 10:43:02 PM
Only thing that is important to me is getting to see all the flagged events so I can keep track of what and who so I can use items as needed.  Also guarding is a bit of a problem currently.  With larger brothels you get nearly 300 customers a day and end up with alot of fights.  However all the guards act as one unit and spend all the AP they have on the first 4 fights leaving the next 4 with nobody onhand to stop. 

Another thing whould be adding an extra line to the result screen at each brothel to show net gain/loss of reputation and fame, while advertisements are accounted for, customers the try to ruin your business resulting in net loss are not as well as happy customers giving a bonus.
Title: Re: Game Design/Ideas
Post by: Xela on June 25, 2014, 11:14:41 PM
With larger brothels you get nearly 300 customers a day and end up with alot of fights.  However all the guards act as one unit and spend all the AP they have on the first 4 fights leaving the next 4 with nobody onhand to stop. 

Flagging this as two bugs. I need to come up with a way to limit the amount of responders to the single customer attacks and take a look at why more than four attack can occur (there should be only 3 attacks on whores and one single barfight per day possible... I prolly changed this for testing purposes and forgot).

Another thing whould be adding an extra line to the result screen at each brothel to show net gain/loss of reputation and fame, while advertisements are accounted for, customers the try to ruin your business resulting in net loss are not as well as happy customers giving a bonus.

That was planned in CWs mockup but I got sick of ND code before managing to code this one in. It'll be done, just don't know when.