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Since we are completely recreating the game, now is the best time to implement large structural changes.


Something that has been suggested a few times is separating various muscle groups for the characters.  If we were to do this, I think the most reasonable separation would be:  Arms, Back, Chest, Abs, Legs, Glutes; perhaps with a separate breasts stat for the girlfriend.


Each group would have its own 'pump' counter (experience points), meaning, all things being equal, it would be harder to increase Level 5 arms, than Level 1 legs.  


This is how I view the pros and cons of implementing this system

Pros:

+ Allows for greater customization and role-playing ability; you could have a girlfriend with monstrous legs and small arms if you prefer.  

+ Increases the skill-cap of the game, as you'd have to balance different body parts 

+ Incentivizes using different exercises  (Bicep curls would increase arms;  Hiking could build legs;  Rock climbing builds upper body;  Squats increase legs/glutes,  etc.)

+ Adding to the point above:  Activities like the BodyBuilding competition could require you to make a character more symmetrical.  And other fun interactions, like a very top-heavy character performing worse at running.


Cons:

- Increases complexity of the game (a pro for some people)

- Makes development potentially slower

- Would make the Art not really match up to the descriptions even more



What do you think about this?  I'm already planning on Conditioning/Muscle Density to be its own separate thing.  And also for there to be a new weight stat based off of height and muscle mass.


Would you like this muscle-group seperation?  Or perhaps you like the idea, but don't view it as a priority?  Or maybe you hate the idea, since it adds complexity you don't want?


Let me know, and be sure to vote!

Comments

Malhavoc

I love the idea, but I prefer it when the art can at least sort of match up to her current level. It would be really expensive to try getting more art to match the insane number of combinations this would introduce. That said, a breast stat wouldn't be nearly as far a stretch for some image updates. I suppose the best method would be to introduce the full group stats and breast stats, then maybe incrementally introduce art as needed. Though personally I would just like to see art of the GF just getting more and more massive. ;P

magnuscyoa

It seems Patreon lost my response, so apologies if this is a doublepost. Truthfully, I have no idea how to compress enough art to accommodate the current number of height/conditioning/muscle combinations there already are. I know people like art, but I think it's very important to put the gameplay first. If people are only playing the game for art, I'd recommend they commission an FMG sequence from an artist to be entirely honest ;) My plan is to put an option at the beginning "Art Accuracy" Which will have "Strict" And "Loose" Strict will only show art if the girlfriend's body is close to matching the picture. Loose will show it if her stats are generally in the same vicinity.

RocketNowWow

There are way to make the muscles match the art, but those require complex ways of getting the system to draw your current muscle level. I don't like the idea of separate bodyparts because it will likely destroy the game with the amount of complexity it will add to the backend coding. This is really bad rabbit hole to go down, think of all the descriptions alone you would have to account for in every scene that you write.

magnuscyoa

I disagree. I was already planning on moving to more streamlined descriptions. Whenever I need to describe a particular bodypart, the game can call it from a list. Example: Small arm size = "thin, weak arms." Medium = "strong, lemon-sized bicep", Big "intimidating, bowling-ball sized bicep" that sort of thing. In fact, the objects you showed me make this much easier. consider girl.backBreadth 1-4 = narrow 5-8 = slender 9-13 = robust 14-18 = broad 19-25 = herculean gte 26 = godlike "$girl.name places the barbell on her $girl.backBreadth back" those numbers are just placeholder of course.