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As usual chipping away at the Succubus' animation and content still.  

I've also been planning out the systems for what happens after the player has been defeated in combat.  The current idea is that after the player is defeated they'll have the choice to play through the sex scene content and then they'll be given a choice of respawning "in town" or else respawning some time later in that same location.  

If the player respawns in that same location the surrounding NPCs will either have wandered off or passed out after exhausting themselves using the player.  The player will be in a weakened condition, probably with lowered health and stats until they can properly rest and heal up.  The idea is that this will allow players to be pacifists and still be able to advance through content without the need to always spawn back in town.  Now the question is how to handle XP for these players.  I'm leaning away from awarding XP for watching sex scenes.  That just feels like it would be really easy for a player to exploit in any number of ways.  But that means that pacifist players would miss out on a lot of XP from combat encounters.  That might not be a bad thing though.  Just thinking that it might sort of go with roleplaying a weaker character that's always being overwhelmed and used by the various NPCs in the world.  Are there any players that enjoy pacifist playstyles or think this would be a fun way to play through the game?  Am I overlooking anything?  Or getting anything wrong with these ideas?  

If the player chooses to respawn "in town" I want there to be a chance for them to wake up just outside of town, maybe missing a few coins.  But I also want to add a chance for a bad outcome based upon what NPC the player was defeated by.  I'm still brainstorming ideas for this system and trying to figure out what features would need to be supported.  The most basic events, and most likely the first ones that will be implemented, would be simple things like the player being left in the woods, stripped of their clothing, missing some coins, and missing a good chunk of their health.  But the ideas for more advanced events I have things like: 

  • Being captured by bandits and needing to escape 
  • Turned into a vampire's thrall 
  • Taking an idea from the new Baldur's Gate - implanted with a brain parasite
  • Captured by succubi/incubi and used as a source of "food"

Those are just some initial brainstorming ideas.  Feel free to toss out ideas or offer up feedback.  Like I said I'm still trying to plan out how far to take these systems and getting an idea of what people expect/want would be really helpful.  


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Artem

Here are some thoughts. Before a fight you should be able to seduce the enemy and they can try to do the same towards you (using magic or high charisma or any other combination of parameters or just by the story). If that works, the sex scene should be build on mutual desicion, like who's fucking whom and how. Or maybe that would be even a part of the seduction way - suggest a certain pose/role and see if the enemy agrees, while they can do the same. If that was the case, the role wouldn't change during the sex. Sex would end with a stamina reduced (maybe even HP reduced if you were not prepared for certain actions or... sizes...), XP added and a quest progressed. If the seduction didn't work or someone hit the other, it should go violent - fight using the weapons. It would end with a knockdown when the HP goes to 0. If you win, you get the enemy's items or whatever you needed and have a choise - have sex with them the way you want (yes, it's probably called 'rape' but I'm sure it can be represented in somewhat softer way, so it's not going to anywhere illegall))) or skip it and leave the creature or finish (kill) with your weapon. So, any combination of those. That would give a lot of choice to the player. Any of the action should add XP, just a different amount (or different type?). If you lose, you're knocked down and the emeny can rob/rape/kill/leave you, any combination of those. You probably should get some XP too, so the player wouldn't be stuck on the same level for too much. Or, you know, after all it's a sex game and some players my just like putting their MC into trouble)). Respawning magically in a town would not be realistic. Instead, I would suggest making the time accelleratable. So, let's say, the enemy had their way with you, robbed you and left in the forest. Your MC is too weak and just lays unconceansly. Then you can press a button ('Q', 'Ctrl', whatever) and while you're holding it, the time goes faster and faster. While you're laying on the ground and slowly restoring your minimum health, other creatures can find you and do... whatever they decide (the same algorithm can be used as with the initial enemy - 'see unconscious player ->'). Depending on a type of enemy, they should have different intentions and preferences. Some may ignore you completely (until you try to interact with them explicitly), like low intelligent herbivores (why would they care of you..), some hate you so much that they would kill you just after seeing your resting body, and others would try to have some fun again (if they are aroused or just naturally horny), while you didn't even restore yet. When you release the fast forward key, the time goes back to normal speed. The same time accelleration can be used for the sex scenes. Let's say, if we want the sex scenes to be realistic, they should take some time (10 mins at least?))). They are going to be quite repetitive, which is fine, so you probably shouldn't expect players to actively participate in each of them (that's what's quite wrong with Lilith Throne game). So, make them automated and make them slow, but let users press the same fast forward key button to accelerate certain moments. I’m thinking of all this as a player and a software engineer as well) Should be quite realistic to implement and fun to play.

Anonymous

It's difficult to say how experience should be handled when we don't really have a baseline for what experience is spent on. For example, why would a pacifist want experience in the first place? What abilities or passives would a pacifist playthrough utilize? If someone wants to play through as a weak character who is used by everyone then the idea of experience seems counter-productive as any sort of progression makes them less weak. It's an interesting idea but you would have to create almost an entirely different game to make a pacifist playstyle "fun" long term. What I mean to say is that they'll have to have a completely separate line of progression and gameplay loop as the usual "fight enemies, get loot, rest at town" won't work because they can't fight. Then there's the issue of how to add progression without making the character stronger but just strong enough to not get one shot from more difficult enemies. Your ideas on respawning "scenarios" remind me of a mod for skyrim that does the same thing, it can add some flavor to "dying" and it all sounds good to me but you could also tie in town reputation to it. Say you have a good relation with a nearby town, instead of spawning outside town you spawn in the inn free of charge. Or if you have a negative reputation some of the townsfolk rob you or even have their way with you, or maybe put you in prison or in shackles in the middle of town.

slaen

Wow, awesome! Thanks for taking the time to type all of that up. I like pretty much everything and some of the ideas I have roughed out in game and are only waiting on animations and scripting. But a couple questions... With the seduction stuff before combat though, what were you picturing? I had two things in mind, the NPC could approach the player and play a "seduction" animation and a randomized dialogue bark. Or they could approach the player and open a dialogue tree that depending on how the player navigates it could go directly into the sex, or combat, or even just walking away peacefully. I'm torn about the respawning stuff. I agree with you that it isn't realistic but it's also finding that middle ground of what's fun vs. what's painful. The time acceleration while knocked out is something I hadn't thought about and could be fun. So it would pretty much roll for random encounters while the player is knocked down right? and their health / stamina would regen at a set rate as long as they were left alone? I still picture some players that, if they are defeated in combat, will want to skip right back to adventuring rather than waiting to watch animations or for a set amount of time to pass. I think it'll be one of those points where if the player gets frustrated I want it to be easier to get back to playing rather than uninstalling. The sex scene fast forward stuff I hear you. There's nothing worse than needing to watch the same animated scene over and over again and not being able to skip over it. Hmm. I'll revisit this idea in the future once I have the narrative sex scenes implemented and fleshed out more. Once that system is ready to test I think it'll be easier to figure out what to do with time control settings. I still want to keep the rough "animation viewer" system though for anyone that wants to just watch animations at will. Thanks again, this is really helpful!

slaen

You make a really good point about XP. It seems like XP, stats, and skills all need to work really well together and also take into consideration different playstyles. Hmm, for the pacifist/weak playstyle what about the progression being sort of negative? Like they would become more susceptible to specific attacks or creatures? I guess it would almost be like a "sex addict" skill tree at that point? Yeah, the Death Alternative mod for Skyrim was a major influence for this idea. But I hadn't thought about tying it into the whole town relationship system. That's a great idea and would make doing quests around town even better. It would also let the player decide on their own content that if they want to be used and abused then just be a jerk to everyone in town.