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Hey! So, while working on transferring the Forest Home to the new engine, I thought about some things. Is the concept of a metroidvania game interesting in general for such games? No, I know it looks cool anyway, it's just that I've been working on it for so long and I can't finish that I have strange doubts about the chosen genre.

What am I trying to say? Well, I got a strange idea to return the basic gameplay to the original one. This is the one in which the locations are constantly changing every time you leave the house. But to work out this concept much more, making it much more interesting.

Below I will describe both options for the development of the game (random generation, metroidvania), I will take into account your opinion and most likely I will make the game in the direction you choose. There will be a long post at the bottom so you can read it or not, but the main thing is to vote!

So the basis, the hentai monster system (will work similarly in both cases):

After the prologue, the main character will have the ability to transform into a futanari, which opens up opportunities for her to rape female enemies after they are defeated (that is, they have run out of hp), or by jumping on them when they do not see (I will make it so that the enemies will not to see the player with his back, this movement instantly kills the enemy).

Also, enemies can attack the heroine when she has a lot of lust, or was knocked down. The scenes will be dominated, submissive (mostly only for female enemies). Some enemies may initially have grab attacks that, when hit, immediately trigger an h-scene.


Level building (random generation):

The levels will be built according to the roguelike principle. There is a list of templates that the game will select and build large levels in which we can meet different enemies and find different resources. But instead of constantly changing each time you enter the forest, there will be savepoints, which will be located at a distance of 6-9 created rooms from each other. These save points will always be the same and we can teleport to them in order to explore other locations (for example: there will be two save points in the forest after which the next point will be in the location of the caves, and in the goblin village).

Also, in the blocks between save points (6-9 rooms), there will be a chance to meet a unique room with an NPC, a trap or other events. These unique rooms will require either quests from NPCs (in a goblin village to take a quest to rescue goblin girls), or certain equipped items (passive or active). So every time you enter the forest, you will meet something new.

Level building (metroidvania):

Everything here is much simpler and more complicated at the same time. Each location leads to its own event. So, for example, in the forest, I will need to do events with the rescue a cow-girl and the merchant, the path to the boss and secret passages that will open after the player has passed a little game. It is because of this that I have been making levels for a very long time, trying to figure out how to build them better.

So, at the heart of it there will be a fairly simple path through which the player will have to go, this is the salvation of all storyline NPCs, the passage of the main bosses. I will draw a line through which the player will be obliged to pass, and after that I will add different moves for different quests that the player can find during the march through the main plot.

Cycle of day and night (only in random generation):

Each new open room will add time, which in turn changes day and night. This will also affect the strength of the monsters, as well as the appearance of special events and monsters. In fact, you can explore locations at night, but it will be much more difficult.

Resource management (random generation):

Resources will be the main thing in this case, since now resources will drop out not fixed, but randomly. So the construction of new buildings, quest items, etc. will depend on how lucky you are. So finding resources will be much more important than it was before.

Resource Management (metroidvania):

Resources will not be so important if you explore all the locations. All resources will have a fixed value, which will make it much easier to build buildings and create quest items.

Adding a new one to the game (random generation):

Adding new quests and new locations to the game will be much easier. I'll just add a new template for the location and customize it as I need it. This will speed up the game development process.

Adding a new one to the game (metroidvania):

In this case, adding new things to the game will be strictly according to plan. The built rooms themselves will already imply that there must be something here that requires this room. This complicates the process of adding new events and quests as I will have to redo the levels again to accommodate something new.

Plot (random generation):

Although random generation allows you to simplify a lot of things, the plot will be simplified as well. The problem is that in the blocks between save points you can meet all sorts of NPCs, and dialogues with them will not greatly affect the main plot (since they can either get in your way or not). Therefore, the main plot line will be greatly simplified.

Plot (metroidvania):

Here the plot will be spelled out in great detail, since each meeting with the boss or story-line NPCs will be much more thoughtful. For example, I can make a whole location in which you need to save a certain NPC which is constantly being dragged away by goblins.

New abilities (random generation):

Each new ability will unlock after defeating bosses or completing quest. Therefore, if you just run forward through all the randomly created locations, you can quickly complete the game.

New abilities (metroidvania):

Each new ability will open up new paths for passing locations, which will allow the player to return to the locations already passed and explore new paths. This will diversify how exactly the passage takes place and will open up new events for the inquisitive player.

This seems to be the whole difference between the selected genres and how I see them. I really don't know what to do best, as random generation will simplify my task of creating levels, and it will probably look much more unique compared to other games. And at the same time, a good metroidvania can also be much more interesting for the player than a simple set of templates that you can constantly meet during the game.

Well, these are my ideas for the development of the Forest Home. What do you think about this? Vote below, it is important for me to know what you think about it!

Thank you for continuing to support me!

Comments

DippyFresh

Do whatever youre more comfortable with your game if you dont enjoy making it then why make it

ChimeraZak

The problem is that I'm interested in both at the same time. Therefore, I ask about it)

DippyFresh

Well i like both metroidvania and rogue likes

David GB

I think your level designs and puzzles are excellent, especially when combined with interesting mechanics like the axe climbing in earlier demos. Having only random generation would take out those interesting puzzles

Anonymous

I haven't given this much thought, but would a hybrid work? like the baseline is a metroidvania with some elements of random generation, or the other way around? (I think the earlier makes more sense than the latter, and either way it would add complications and might not make sense at all)

Daniel Major

You could make rogue like maps with rooms that needs an ability to access a section of non-random rooms leading to events. So, why not a mix of both?

Bazzal

You learned a lot of new techniques and level design features making this game that you can use in the future games you create to. For my input you should mainly focus on finishing forest home then build up from there with new enemies etc if you are going that route. I remember when you created a full fledged game except you couldn't get to village yet and I thought the game was almost done. I was excited but then it was all removed. And then saw it was like you went to step 1 again. If I remember you said there was a lot of clunky glitches and had to redo everything? But I guess you wanted to go about doing things differently cause you figured out some new ways to make the levels etc? Through all that I loved the game you made and have been here from day 1. I am fine with anything you make the game into. :) Creating games isn't easy.