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Long read inbound. Hey guys! It's the first day of the new year, and new years resolutions are officially in effect. For me, there are some obvious goals to reach, like getting more comfortable and efficient with Koikatsu, improving the look of my content, etc. But a big goal I want to accomplish this year is cleaning up the timeline and canon of the E.S.M.C. I made a little disclaimer up top to mitigate the damage I've done, but there are still some things that just don't make sense. Hinata Hyuga and Rias Gremory, just to point out the big offenses. They both come from stories with power levels way beyond the E.S.M.C., and the fact that I put them into the story without any real forethought has kinda come back to bite me. So, I've been thinking about rewriting the stories that don't make any sense. To start, My Hero Academia. Obviously, the existence of quirks, something that almost everybody has, doesn't mesh with the Dollhouse world. During this year, I'll be reworking the story to better fit into the E.S.M.C.'s canon. Also, if you've noticed any big discrepancies within the canon I've poorly constructed, please let me know. It helps me out a bunch. Okay, that's that out of the way. Onto the next big goal of the year: . This may sound obvious, but I want Dollhouse Rising to be good. The problem with that is that I'm not very good with RPG maker. So here's how I'll handle the development of Dollhouse Rising: Right now, I'm constructing a COMBAT demo of the game. Just a combat demo. The plan is to divide the development of game mechanics up, and release consistent monthly (and potentially sub- monthly) updates to effectively receive feedback from you guys. I'm making sure I take my time with this, lest another disaster like Dollhouse District. So how's development gonna be divided up? I'm planning on dedicating several months to 3 main categories: Combat, Exploration, and Cutscenes. Each of these categories will be further subdivided into relevant mechanics. This isn't a 100% comprehensive list, and timeslots are subject to change, but this is what I'm planning: January, February: Combat - Elements: A variety of magical elements that have varying interactions with each other. - In-depth Enemies: More interesting opponents, with element resistances, weaknesses, and skills. - Items: A general upgrade to the loot and equipment systems, making each item a little more interesting. - Crafting: The usage of mob loot and purchases to create better items. - Skill tree: This one is a big one. Allows characters to spec into different classes, each with their own playstyle and capabilities. March, April, May, June: Exploration - Larger Maps: Instead of divided locales, I want to create maps that span a vast chunk of land. - Custom tilesets: The base tilesets of RPG Maker aren't great for making the kind of cities and locations I want, so I'll be dedicating a big chunk of time to making my own tilesets. Wish me luck. - In-depth Buildings: In The Dollhouse District, a lot of houses and buildings were just... there. In Dollhouse Rising, you'll be playing as a dead-man walking, an unregistered off grid anti-hero who needs to do anything he can to survive. Thus, every building will be enterable, including private homes. You will do this by- - Dexterity, Charisma, Engineering: Not an easy to understand title, and also another big promise. This concept is easiest to explain with examples. To break into a house, you'll need, say, 2 dexterity. To smooth-talk your way into getting information out of a person, you'll need 3 charisma. To deactivate a thermal camera, you'll need 5 engineering. Stuff like that. This will tie into the skill tree, too. - Interactive NPC's: Most NPC's in Dollhouse District were just kinda there. Some of them say something mildly entertaining, but that's about it. While it would be impossible to make EVERY NPC interesting, I want to try and make it so that talking to the odd stranger here and there will be rewarded. - Puzzles: Shorter, easier, and if possible, optional. I don't really like puzzles, but some people do, and I want to make it so that the more clever players will be rewarded. - Directions Log: This is an important one. Simply put, I don't want people to ever feel lost, or get to a point where they can't remember what they're doing. This will be a good way to keep that in check. July, August: Cutscenes - More expressive characters: In Dollhouse District, most characters would remain in one, singular pose, and then just change their face. In Rising, I'll try to make it so that characters can express body language as well. - Dialogue choices: This will be a fun one to play with, an annoying one to implement. This will also tie in to the aforementioned charisma. - Vidoes: I'm gonna be honest with you, I have no clue why videos freeze during gameplay. So I'll just make a choice before every animation to skip it. Sorry. - H-Stuff: Ha ha. Don't you think it's kinda funny that in a porn game, I'm talking about H-scenes LAST? Anyway, I want to include features such as different clothing, different poses, and the like. And that's about it. Again, this list may vary as time goes on. Things may be added, things may be removed, and timeslots may be changed depending on how things play out. At the end of the day, though, this will be a cooperative effort. Not in the sense that I have a team (I don't) but in the sense that you guys need to let me know what you think. This game is for you guys, after all. If you've reached the bottom of this essay, I thank you for your time, and I hope you'll continue to stick with me. Cheers. P.S.: This isn't today's post. Stay tuned.

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Comments

Tythanin

Happy New Year! Looks like a solid plan, just make sure not to put too much on your plate and overwork yourself!

Axon

With My Hero Academia as well why Mina never used her quirk when she was trying to escape. Her quirk is literally acid so she might have been able to melt the wall or something to escape or at least thought about trying to do so. Also her acid quirk could have been useful thus she could have needed up as more then just a display piece Momo's quirk should have actually been the most useful to them as it literally allows her to create anything she wants as long as its not organic. Changing her into a robot that has retain her quirk would make it so that she overcome the weakness of needing to have consumed enough calories to use it properly. Though being constantly given a steady flow of power

Axon

Ochaco's quirk allows her to control gravity which should been a useful to anyone as that make things lighter or heavy. Again being a robot could possibly in her case just remove her weakness entirely as why would a robot get motion sickness thus needing to throw up through overuse of her quirk Himiko Toga's quirk allows her to pretty much become an almost perfect replica of someone even copying their voice. Which could prove useful in mission that require her to be undercover missions Though I might know someone that has written something inspired by the My Hero girls based after they were turned into robots however it was done more from the girl's POV and then guys of the series back by Momo's rich family taking them all back

Axon

Also something I been wondering in general is how does the E.S.M.C get around everyone asking questions like why do all the robots looks like girls that have gone missing. If not that then why are all the girls that models based off them missing, acting strange, or even agreed to let the E.S.M.C do this to them in the first place. Is there like a waiting period they have so that a robot version of girl does not just appear for sale while the human girl in question is still considered missing and/or unaccounted for.

Kage Tsukino

Good plans. Ambitious. I worry that your schedule is too tight though. You do seem to be focusing on the tedious part first but even tweaking that could run long. One shortcut is to not reinvent the wheel and seek out what scripts were used by other game makers that already exists they're willing to let you have.

Anonymous

Good luck with all that. Dunno how you'll do it, but good luck.

Anonymous

I read it well. I liked the story and H-scenes in your game. Personally, in <Doll House Districts>, Combat was just an obstacle to reading the next story. Please don't make the battle too difficult or complicated when you make a new game. When I solved the puzzle in the game, I enjoyed the puzzle that was easily solved, but I didn't know the answer because the puzzle was difficult, so the frustration when it was blocked was too great. If you want to put a puzzle in a new game, I'd like you to reveal the answer to the puzzle somewhere for those who can't solve it. Or, if there's a reward that someone can get when they solve a puzzle in a new game, I'd like you to make it possible to get that reward in other ways without solving the puzzle.

Anonymous

Map, NPC: Reduce unnecessary decorations as much as possible, just taking up space. As for the buildings on the map, ask if these two are true. Q.Is there any content that users can enjoy in the game because the building exists (or will you add content later?) Q.If the answer to the above question is NO, is the existence of the building essential for the game story? If the answer to both of these questions is NO, I hope that such buildings in the game will be reduced as much as possible to reduce the map size and simplify the movement path as possible. Users don't like the map just because it's wide. Users want a lot of content. Even if the map is wide by filling it with meaningless decorations, users will only have the inconvenience of increasing travel time.

Anonymous

The same goes for the NPC. Q.Is there any content that users can enjoy in the game because the NPC exists (or will you add content later?) Q.If the answer to the above question is NO, is the existence of the NPC essential for the game story? If the answer to both of these questions is NO, reduce the number of NPCs as much as possible, and minimize the cases where users care about NPCs that are unnecessary or meaningless when playing games.

Doll & Death

Rewriting your story timeline to make more sense is good. There is a relatively simple way to allow girls from stories with power above E.S.M.C within your story. Within your world, both science and magic have become part of normal society. This means there should be various research fields into the possibilities of magic, studying what is and isn't possible with the magic system humans have discovered. You can make it so fictional characters are results of a certain "Fantasy Reality Project" (perhaps done by another corporation similar to E.S.M.C) which is a branch of study for magic and technology specialized to materialize the contents of the human mind. One application of Fantasy Reality would be bringing fictional characters into living beings in your world. Of course, this means how strong the character depends on the magician's power and skill, and if a magician tries to make a character stronger than themselves, the result would be a weaker copy. What do you think?

Doll & Death

Regarding Combat. I personally think you shouldn't try to make it an essential part of the game. Most players who played Dollhouse District seems to find the quests which involve Combat tedious and unnecessary. Additionally, creating a complex combat system would mean you need to be good at RPG Maker. Which you already confessed to be not very good at. You said you want to tackle Combat first for January and February. I would advise you to NOT do that and focus on Exploration first, which is the actual activity we players do the most. Look around the city, try and increase stats, interact with NPCs. Related to that, I would also advise not to separate Exploration from Cutscenes. If you want to make the NPCs interactive and interesting, you WILL need to give them interesting dialogue, personality, and events. Cutscenes would be important for that. Overall, my tips for you can be simplified into: consider your priorities. This game, what are its main points? I'd say story and chara.

Erick

I don't know if you are gonna do this, but for NPC if Lucus still have stuff that he stole from E.S.M.C maybe he can turn NPC to Android to fight his side or do something else If he gonna take back the android that he brought Android in Audition, he need to reprogrammed them as they could be a threat for him.

nutler

Personally, I don't think combat system is necessary for this kind of game. I don't want to spend too much time on it when I play a porn game. lol For the map, I think complex map like what you wrote can be a development hell for you, and also be annoying for players who don't want to memorize overly complex maps. For the custom tilesets, I'm not really sure that spending a lot of time in this aspect is a good idea, since I don't think most players will notice your hard work. Maybe just make it as simple as possible. Easier (or maybe skippable) puzzles, and quest logs are nice QoL upgrades. This will be a very ambitious project and will take very long time to complete. I wish you luck and hope you don't push yourself too hard.

nutler

Also I don't really like the idea about skill tree, as I mostly play any game once. So I want to get access to everything that the game could offer me in one playthrough. My main focus for this type of game are H-content, story, and exploration (to see more H).

Anonymous

Not gonna lie, Doll House, but whatever it is you're doing, keep at it. It's your sequel RPG game after all so have fun creating it. P.S. I'm looking forward to the monthly updates of your sequel RPG game: <Dollhouse Rising>!

Erick

P.S I know you are using your own character that you created in Koikatsu but haven’t thought using other user’s character? You don’t have to just my personal opinion

Anonymous

Read the whole thing, I'll echo some others when I say I really liked the simple combat mechanics of the previous game. I'm here for the story, H-scenes, and exploration as well

caregar

Just so it's entertaining and fun, but I would like the camera thing to be used in your continuation since the company has many women who collaborate with them and it would be an interesting option.

Anonymous

I hope each female NPC has at least one H-scene. It was a shame that there were several female NPCs in The Dollhouse District that didn't have any H-scene. I'm looking forward to 'different clothing' in the H-scene of the new game. In the case of a character wearing a hat or glasses, it would be nice if the hat or glasses could be changed separately from the rest of the outfit. As a clear reward, I hope the female character can be changed to naked in all the pictures of scenes, not just H-scenes.

yikecited

I dont think the previuos one, the dollhouse district, is a failure at all! it perfectly suited my need. Its single advantage shines, making the flaws trivial. Frustration from expectation that is too high can hinder progress or even force one to give up, so dont be too hard on yourself. Personally, the most attractive part is your story. Slowly and patiently making bond between the character and the player as we get to know them, and then turn that girl into a doll provides much more dramatic tension than dollify a nobody that the protagonist randomly come across at the street corner. In my opinion, that identity and personality of a girl (before production) is what makes a doll stand out, alive and special, not some different body shape, limbs or garments. Also, the old friend Lily is so cute! hope she can show up in the sequel. Happy new year, my dreammaker, and happy new year y'all!

yikecited

Oh, and one more thing, I hope the different androids acquired during the journey can serve the protagonist in their way. This could make up for the skills that I didnt pick for the protagonist, as is already mentioned by other comments stating dislike for repeated playthrough. For example, a former corporate hacker employed by the ESMC, could help us to deactivate locks and open doors. A doll that once was a mage, could sense magic traps (leading to hidden prizes or even sideway quests and storylines). A gunslinger that the protagonist risks his life to bring down surely can still wield her arsenal as a doll. They can even occasionally let loose a few sentimental words, remembering her previous life or expressing her bond with the protagonist. In a nutshell, I hope the dolls acquired by the protagonist can be his party member that not only aid him in battle throwing missiles or fireballs, but also interacts with the world in a way consistent with her previous IDENTITY.

ReanDGAF

I actually just finished District today and it definitely was clunky but the girls were great combat was fine and story was interesting. I liked the different perspective based on where you interacted with the Elena and the 2 girls at the beginning and wouldn't mind more of that in the future but tbh everything you said sounds great