HTML Abandoned Arcanum Hotel [v1.0.0] [Sin-X]

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kansasdude

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Sep 13, 2017
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maybe as a hotel guest at some point

why did you choose Lucifer characters though?
 

Sin-X

God of Death
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why did you choose Lucifer characters though?
One of my favourite TV shows, also when I started thinking about this project I had lots of ideas around a hotel where the clientele unwittingly make deals with the devil, it would of been a perfect fit.

In the end I decided there's already to many games around magic and hypnosis and straight up forcing people into situations. I wanted to attempt making a game where any/all sexual stuff was done through genuine charm and seduction.

Right now the seduction of a character amounts to nothing more then clicking a button over and over until there affection is high enough to actually do something with them, but I would like to implement some complexity to it in a re-work later.

When I say right now I'm referring to the build I'm working on, there's nothing in the game yet.

Haven't quite got the complete idea of how it's gonna work yet so that's all I can really say at this time.
 
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Sin-X

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Working on hiring employees for the hotel, sneak peek below if you're interested.


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dspeed

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Working on hiring employees for the hotel, sneak peek below if you're interested.


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The address label is an interesting idea. It does add into the world building but unless that information will translate into a relevance for gameplay then you'll be making a bit of work for yourself for little benefit. Addresses are also something that potentially can remove the player from the world. As address formats differ quite substantially across the world, you are pretty much placing your hotel in a specific geographical location and that might not be the same geographical location that they wish it to be.

One of the early design questions to ask yourself is "who is the player in the world?".

There's two possible answers for this in your game. Is the avatar/picture physically the player? I mean is that a physical representation of the player and does the player exist in your game world?
Or perhaps it is the other way, is the avatar just a representation of a character who already exists in the world and the player controls them?

Let me put this another way - look at the character below

char-mario.png

This is Mario. There are games where you often take control of Mario. You make him do things like jump and save princesses, but you are definitely NOT Mario. He is not you, you just control him.

Now let's look at the main character from Skyrim. Here is a picture of him.

v4-460px-Create-the-Right-Character-for-You-in-Skyrim-Step-1-Version-2.jpg

Now unlike Mario, this is YOU. This is not a person that you have influence over the actions of, this is physically you in the in-game universe.

A lot of the basis of any game should be taking these concepts into consideration because when games start mixing and matching that together, players instinctively will be disappointed.

Take the Address label. If the character that the player is playing is like Mario, a guy who exists in the world and we control him, then adding a lot of world building around that character that can be localised to the real world isn't a problem. The hotel is in New York (for example) and that's where it is and that's part of the story of the world.
However if your guy is Skyrim guy then you're limiting the player's agency. For a game to promise that the character is physically a representation (somewhat) of themselves, you then need to support this through every decision you make in the future and that in practical terms means keeping the game's world as generic as possible without any identifiers that can break the illusion/fantasy of the player.

Good game designers think of how every single new addition to their game ties into the overall themes that they're attempting to develop. Don't get me wrong, if your story takes you to a place where you need to make the hotel less generic in terms of location or whatever then that's absolutely great. Ultimately every design is supposed to serve the story and you need to make compromises, but you've got to attach a price to each new thing and ask "is this worth it to the overall design"?

On the Lucifer models - I think you're right and that they've got that suave yet sinister look about them that would fit into the ideas you've been writing about with the hotel. It's a good choice imo. You will have the issue that familiar people will break the illusion of agency again, so if I were you then I'd add in some generic choices too along the same theme for those who feel that playing as a person from a show that they know could be too jarring.
 

Sin-X

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The address label is an interesting idea.
While I highly appreciated all of your input and find it extreamly insightful, I would recommend waiting for new builds to type up a review of pro's and con's, I say this not to be ass but to save you from wasted effort.

The address was just filler text for styling the page, I feel a little guilty that you have put so much effort into your response when it's not even going to be in the game. :oops:

But honestly thanks for taking the time to post here, when I said earlier I find it extreamly insightful I wasn't joking I now have a rediculous amount of thought's firing through my brain about how I want player's to view there character and content.

Insert Immersion Meme Here.

Edit: The address has actually been replaced by a gender field, this way when people are hiring staff they will have a key telling them what sort content to expect, i.e if you hire a female you will get standard M/F content if you hire a Transsexual well you get the point.
 

dspeed

Active Member
Oct 15, 2016
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While I highly appreciated all of your input and find it extreamly insightful, I would recommend waiting for new builds to type up a review of pro's and con's, I say this not to be ass but to save you from wasted effort.

The address was just filler text for styling the page, I feel a little guilty that you have put so much effort into your response when it's not even going to be in the game. :oops:

But honestly thanks for taking the time to post here, when I said earlier I find it extreamly insightful I wasn't joking I now have a rediculous amount of thought's firing through my brain about how I want player's to view there character and content.

Insert Immersion Meme Here.

Edit: The address has actually been replaced by a gender field, this way when people are hiring staff they will have a key telling them what sort content to expect, i.e if you hire a female you will get standard M/F content if you hire a Transsexual well you get the point.
It's not really effort to be honest, nor does it matter about the Address field. You said early in this thread that you're looking for a few ideas and talking about game design concepts is something that I find always makes ideas flow better. The address field things was just an excuse to talk about different approaches to the player's place and try to get you thinking about it and how it affects your design :)
 
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Daulas

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Sep 5, 2018
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Re-Working the sleep and eat system into a buff system, instead of sleeping and eating every day my plan is that when you sleep or eat you will get a buff icon above your image this will adjust some variable's in the background to make the game be nicer to you XD

The buffs have a time limit of 2-3 ingame days before needing a refresh.

Thoughts ?
I haven't downloaded the game yet (I prefer to wait for more content, as short games tend to frustrate me).

However, I would like to add my two cents about this. When you are saying they are a buff, do you mean after you executed actions, or when you activate an option?

Grind-wise, I agree with cantwakeup111: it's either the hotel management or the character management. So, in my opinion, it would be best to have an option to automatically sleep, shower and eat as much as it is healthy, or address these matters in a normal way, or only do so the least possible. The first could give this buff you are speaking about, but at a cost (less actions available each day) while the third would add a debuff but increase the available actions. With the medium, neutral option, this would mean the player would choose whether they want to play faster or slower, without having to grind some rather basic (and thoughtless) actions. And still allow for something where nothing special is added.

(to be honest, I personally would drop completely this idea: training is fine, grooming is an unnecessary detail in such games, in my opinion, and should be considered "out-of-screen" actions; but as an option setting, it would be fine)
 
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Sin-X

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The first could give this buff you are speaking about, but at a cost (less actions available each day)
Currently this is how it work's showering or eating will cosume 1 time slot per action, but provide a buff that lasts for (this could be adjusted later for balance purposes) 2-3 day's before needing to be refreshed. So essentially right now you will lose 1-2 time slots once every 2-3 days in order to increase the amount of affections/money you can gain.

You can decide when you want to activate these buff so if you're planning to focus on charming a woman you would only need to get the charm buff, where as if you're planning to work you would want to get the hunger buff.

The hunger/hygiene stats have been stripped from the game so you can play the whole game without activating these buffs at all it's a optional thing that will have it's advantages/dis-advantages.

I'm working on staff introduction/staff content right now, so hopefully I can get a proper v1 release out and then people will have a better idea of the current playstyle/grind levels.
 

Daulas

Member
Sep 5, 2018
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Currently this is how it work's showering or eating will cosume 1 time slot per action, but provide a buff that lasts for (this could be adjusted later for balance purposes) 2-3 day's before needing to be refreshed. So essentially right now you will lose 1-2 time slots once every 2-3 days in order to increase the amount of affections/money you can gain.

You can decide when you want to activate these buff so if you're planning to focus on charming a woman you would only need to get the charm buff, where as if you're planning to work you would want to get the hunger buff.
Thanks for your answer. Since you seem to have chosen the automatic option, which I find the most interesting, I have nothing more to add, except to wish you well for your game. :)
 
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Sin-X

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Hey Guys,

Just wanted to drop in and let you know that progress is being made and we are not far away from a proper first release so 1.0.0 if you like.

What has been changed!

The intro has been re-worked a little and padded out with a little bit more context.

The hunger and hygiene, system has been replaced with a buffing system that I feel works very well with the flow of play, doing either of these now feels more like a reward then a chore and has positive affects on the gameplay.

The guest's checking in mechanic is no longer limited to only week day's as one of my reviewer's pointed out this is rediculous however there's still time restrictions so you can't check people in at late night, this is to somewhat emulate real life in that you usually can't check in until around 2pm and you usually have to check out before 10am. This is also to help control the flow of game day's.

There are now 5 characters in the game with content.

Note: Anyone that decides to make a html real porn game... I have spent hours and hours trolling through porn sites to find the clips and scenes for my game and still don't have what I would consider even close to perfect content, that is one hell of a chore, so prepare yourself.

Note: You will not be able to interact with all girls in a single playthrough as some of them are introduced through the (new feature) staff hiring interface, this is also how I am giving the people the ability to avoid specific content.

There is now a new hotel upgrade mechanic that will allow you to earn more money but will also increase the difficulty of keeping your hotel afloat. (Seems to work quite well during play testing but nothing is fine tuned yet.)

I would say there is maybe another week's work before this release is ready as i am confined by real life work and other priorities... so expect this release in a 1-2 week's. Don't want to get anyone hopes up so i'm trying to be realistic with the time frames.

What is yet to come!

In the same way that the hotel managament system was released as a bare bone's template and then upgraded for this release the Character interaction is very simplistic right now it consists of repeating stuff over and over until you reach the next scene, this will be my next area of focus after this upcoming release I plan to overhaul the interaction system to be more complex with random event's, quest's and unique dialog.

I would like to expand to having other thing's to do outside of running your hotel, so i will also be working on locations outside of the hotel and what gameplay mechanics could be implemented, will they be seperate from the hotel entirely or will they have an impact on your buisness?...

I will also be working to add more character's to the game, the idea is to have 9 default premium guest's to interact with aswell as 4-5 optional interactive staff member's. I would like to try and provide a template for what a character requires in order to be in the game that way if you don't like the character's you could build your own character and drop it's assets into the game folder in place of one of the current characters.


Well with all that said, that's the current state of things I look forward to the feedback when the next release is dropped :)
 
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Sin-X

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Hey Guys,

The new version is up on mega, other links will come as soon as the uploads have finished.

I was not able to get everything to the point I would of like however there is more then enough to justify a new release, please do scrutinize the hell out of it, spelling error, bugs.... let me know so I can get them fixed.

Also I'm a terrible writer so i will say now the interactions with npc's do need to be flushed out more, the content will change and be updated as each release comes out.

EDIT: oh side note if anyone has any experience with file compression and would like to help me out please get in touch, the game very quickly went from 140mb to 1gb, even after my attempt at compression I was only able to get it down to 950mb roughly.
 
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Sin-X

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Sin-X i added more hosts and promoted the game ....
Hey,

Thanks i really appreciate that, i was working on more hosts but my internet is terrible and it takes me awhile to upload to each site.

I also wasn't sure about what I'm supposed to do for a new update or how to push a new update so I just updated the thread the best I could then used the report function hope that was correct.
 
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Alexander Krisnov

The Dead Commisar
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its okay just had a problem with the placement of changelog ... newer ones come before the previous changelog
 
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Rasler321

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From 0.0.1 to 1.0.0?
The quarantine really hit some people hard. Even to the level of finishing games? (I take 1.0.0 as a finished game as it should be)
 
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Sin-X

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From 0.0.1 to 1.0.0?
The quarantine really hit some people hard. Even to the level of finishing games? (I take 1.0.0 as a finished game as it should be)

This is not a complete game, far from it.

Versions Structure: Major.Minor.Patch
It follows basic software version control.

Major:
A major update of new content, fully tested and ready for production.

Minor:
A minor update usually to add missing features or fix broken implementation.

Patch:
A patch usually designed to quickly resolve minor bugs.

This is just version 1 of the game, there is still a lot more to come.

Edit:
Note another way to understand software versioning is that a major version is usually not backwards compatible in other words your save files would become useless, where as minor and patch updates are backwards compatible.
 
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Rasler321

Member
Jun 4, 2017
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This is not a complete game, far from it.

Versions Structure: Major.Minor.Patch
It follows basic software version control.

Major:
A major update of new content, fully tested and ready for production.

Minor:
A minor update usually to add missing features or fix broken implementation.

Patch:
A patch usually designed to quickly resolve minor bugs.

This is just version 1 of the game, there is still a lot more to come.

Edit:
Note another way to understand software versioning is that a major version is usually not backwards compatible in other words your save files would become useless, where as minor and patch updates are backwards compatible.
Hmmm
 
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