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!