Create and Fuck your AI Slut -70% OFF
x

Sum Gi

Active Member
Nov 10, 2017
681
1,164
266
Not a huge fan of turn based combat. The reason being, there are far too many turn based games where you encounter a big boss, but he one shots you, so you then have to spend the next hour grinding the same 3 mid-level mobs repeatedly until you have enough XP to level up and run the fight again. It all feels very artificial and restrictive. I much prefer live combat systems. Games which put a little more emphasis on positioning and make it possible to cheese God with a stick and win so long as you never get hit. Feels more immersive.

I don’t think complexity always = fun nor is it as simple as “turn based combat is easier to make fun and totally amazing than 3D”. Both have their strengths, weaknesses, and audience. You can have games with pretty in depth turn based combat, stats and party mechanics, and that can be fun, but you can also get straightforward 3D combat systems like Skyrims or barebones systems like Minecrafts which people can still find fun in.

I imagine making a really good turn based system players would want to engage with also takes time.

In the case of my game stats will play a role in combat. I’m working towards implementing that side of things sooner rather than later. My desire with combat at this stage is to make the system less clunky, more fluid and responsive. It doesn’t have to be amazing right away. I’d rather it first be okay and we can go from there.
I'm not either honestly. My favorite games are third person action titles. But they were all developed by veteran AAA devs with large teams and budgets. For me it's just a matter of feasibility. Notably, no project on this site has ever pulled off third person action combat imo, and some of them had years and hundreds of thousands of dollars to try. If you're committed to it, that's fine, but everything in game dev is a trade-off so going with action combat means much less time to develop everything else, assuming you do actually want to the push the combat to a level beyond slightly tweaked prefab (a lot of 3d projects seem to simply stop here).

Not saying you are guilty of this, but I find that premade combat systems can be somewhat of a dev trap. Can fall into thinking "oh I've basically already got the foundation working, I just have to tweak and flesh it out," not realizing that 99% of the work still remains to be done. I'm sure you're aware of this, just want to stress not to underestimate it.

When I talk about complexity, what I mean is simply giving the player enough options that encounters aren't just a stat check and you can challenge the player in ways other than making them grind, make them actually prepare and use their head. Grind never has to factor into it. Or alternatively you could make it literally just a stat check, as in combat is instant or something like Loop Hero's idle combat and the outcome is determined by player build, equipment, and inventory, where player macro decisions matter but actual combat plays itself out quickly. That has the advantage of requiring the least dev time and could effectively serve as a placeholder while you get other things up and running.

Anyway, whatever you go with, best of luck.
 

mFoog

New Member
Feb 22, 2022
7
24
103
Games which put a little more emphasis on positioning and make it possible to cheese God with a stick and win so long as you never get hit. Feels more immersive.
I am quite fond of the Like a Dragon turn-based combat. It's a very classic jrpg system at the core, but then there's also positioning that lets you hit multiple enemies if you stand just right and real-time blocks that keep you engaged. And then there's also Clair Obscure that takes parry to an extreme despite being turn-based. There's definitely room to make it work just right, except it might require even more work than just going with pure slasher, so the pros aren't clear.
 
  • Hey there
Reactions: RUMI-DONO

RUMI-DONO

Newbie
Game Developer
Oct 21, 2024
28
107
87
I'm not either honestly. My favorite games are third person action titles. But they were all developed by veteran AAA devs with large teams and budgets. For me it's just a matter of feasibility. Notably, no project on this site has ever pulled off third person action combat imo, and some of them had years and hundreds of thousands of dollars to try. If you're committed to it, that's fine, but everything in game dev is a trade-off so going with action combat means much less time to develop everything else, assuming you do actually want to the push the combat to a level beyond slightly tweaked prefab (a lot of 3d projects seem to simply stop here).

Not saying you are guilty of this, but I find that premade combat systems can be somewhat of a dev trap. Can fall into thinking "oh I've basically already got the foundation working, I just have to tweak and flesh it out," not realizing that 99% of the work still remains to be done. I'm sure you're aware of this, just want to stress not to underestimate it.

When I talk about complexity, what I mean is simply giving the player enough options that encounters aren't just a stat check and you can challenge the player in ways other than making them grind, make them actually prepare and use their head. Grind never has to factor into it. Or alternatively you could make it literally just a stat check, as in combat is instant or something like Loop Hero's idle combat and the outcome is determined by player build, equipment, and inventory, where player macro decisions matter but actual combat plays itself out quickly. That has the advantage of requiring the least dev time and could effectively serve as a placeholder while you get other things up and running.

Anyway, whatever you go with, best of luck.
It shouldn’t take hundreds of thousands to get decent third person combat as a feature. That’s wild. :HideThePain: As you say, trade-offs, but perhaps vision and management also plays a role? There are indie studios outside this site that pull it off somehow.

If it’s any assurance I’m not a fan of premade systems either honestly. I see people selling inventory systems, character creator systems, and every other system under the sun. I like to make my own stuff since it’s easier to maintain, customize, and work into my existing codebase. Also, creating things yourself is how you gain experience.

Combat thus far is fairly bespoke. What I am guilty of is using store bought animations to save time. If I’m ever lucky enough to get the budget, I’d love to swap out store assets for custom ones.

But yee. Still plenty more work to be done. I appreciate the advice and will do my best not to get in over my head~
 

Lewd-Ponderer

Newbie
Dec 1, 2018
74
82
117
Not a huge fan of turn based combat. The reason being, there are far too many turn based games where you encounter a big boss, but he one shots you, so you then have to spend the next hour grinding the same 3 mid-level mobs repeatedly until you have enough XP to level up and run the fight again. It all feels very artificial and restrictive. I much prefer live combat systems. Games which put a little more emphasis on positioning and make it possible to cheese God with a stick and win so long as you never get hit. Feels more immersive.

I don’t think complexity always = fun nor is it as simple as “turn based combat is easier to make fun and totally amazing than 3D”. Both have their strengths, weaknesses, and audience. You can have games with pretty in depth turn based combat, stats and party mechanics, and that can be fun, but you can also get straightforward 3D combat systems like Skyrims or barebones systems like Minecrafts which people can still find fun in.

I imagine making a really good turn based system players would want to engage with also takes time.

In the case of my game stats will play a role in combat. I’m working towards implementing that side of things sooner rather than later. My desire with combat at this stage is to make the system less clunky, more fluid and responsive. It doesn’t have to be amazing right away. I’d rather it first be okay and we can go from there.


Thanks for the suggestion! I’ll check out Degrees of Lewdity. In terms of replayability I can make the text branch based on player choices and their own stats / bodily configuration. I can give the player options mid-scene. Think something like CoC or TiTs. Scenes can change depending on how many dicks or tits you have. Those games did text sex pretty well imo.
This is why undertale/deltarune is the goat of turn based games.
 

futamilker444

Newbie
Jul 9, 2023
16
4
65
As much of a fan as I am of feminization, could there perhaps be a toggle to make the feminization not fully sex change? Something along the lines of only reducing to a minimum penis length, minimal to no breast growth, something like that. Infact, since you're this early in development, it could even be a good thing to get something like this down more precisely than just a toggle if you'd like, allowing those variables to be specified by players in settings, setting it up to be highly customizable. My main concern would be reduction in difficulty, but you could easily just make a mode where all those settings are overrode back to their defaults
 
  • Like
Reactions: mog6

RUMI-DONO

Newbie
Game Developer
Oct 21, 2024
28
107
87
Game updated to [0.13.3-A]. Save slots, crosshairs, new and improved interaction framework for picking up items, proto aim assist for melee combat, new item descriptions, new attack animations, weapon specific animations, attached/holstered weapons, a new golem enemy, and more~
Changelog:
You don't have permission to view the spoiler content. Log in or register now.
 
Last edited:

zbunk

Member
Jul 7, 2021
147
658
161
why does this game have such high reviews? there is nothing here, an empty map and ai image placeholders.
 
  • Like
Reactions: tulva97

NotSomeone

Member
Nov 29, 2017
201
382
227
It shouldn’t take hundreds of thousands to get decent third person combat as a feature. That’s wild. :HideThePain: As you say, trade-offs, but perhaps vision and management also plays a role? There are indie studios outside this site that pull it off somehow.

If it’s any assurance I’m not a fan of premade systems either honestly. I see people selling inventory systems, character creator systems, and every other system under the sun. I like to make my own stuff since it’s easier to maintain, customize, and work into my existing codebase. Also, creating things yourself is how you gain experience.

Combat thus far is fairly bespoke. What I am guilty of is using store bought animations to save time. If I’m ever lucky enough to get the budget, I’d love to swap out store assets for custom ones.

But yee. Still plenty more work to be done. I appreciate the advice and will do my best not to get in over my head~
Turn Based is just simpler to tweak, balance and make it "feel right" than action-combat. There way too many things that can go wrong with 3D action combat, just look at how many games out there are trying to emulate Souls or Witcher combat (Which are 3D Action RPGs) and fail because they can't tweak the animations, hit-registration and hit feedback correctly.
It just leads to way more jank being visible during gameplay.

If you really want something more unique and skill-based but still turn-based (again for the sake of simplicity, time and effort) there are many great games out there that fit the criteria. UnderRail, Into the Breach, Wasteland all have a different flavor of turn-based that is fairly skill based. It mostly boils down to equipment and levels not expanding your raw numbers but the tools you have for approaching combat and scenarios.
 

RUMI-DONO

Newbie
Game Developer
Oct 21, 2024
28
107
87
why does this game have such high reviews? there is nothing here, an empty map and ai image placeholders.
Can't say for certain myself, but I think people enjoy character creation and maybe the lewd TFs in so far.. Dungeons don't offer a lot to do right now, but people may like where they're going.
 
Last edited:

RUMI-DONO

Newbie
Game Developer
Oct 21, 2024
28
107
87
As much of a fan as I am of feminization, could there perhaps be a toggle to make the feminization not fully sex change? Something along the lines of only reducing to a minimum penis length, minimal to no breast growth, something like that. Infact, since you're this early in development, it could even be a good thing to get something like this down more precisely than just a toggle if you'd like, allowing those variables to be specified by players in settings, setting it up to be highly customizable. My main concern would be reduction in difficulty, but you could easily just make a mode where all those settings are overrode back to their defaults
I would like to have equipment/potions that maybe does that, and potions or other methods to reverse "negative" afflictions. There is totally a valid difficulty reduction concern. As previously mentioned, fetish toggles could be added, but i'm not sure about getting super granular with them (unless it's something people really want).
 

Styl1sh

Member
Feb 15, 2018
108
123
227
where can the transformatives even be found? I've ran through dozens of dungeons and anything edible I came across was tomatoes. what does the room they spawn at look like?
 

youraccount69

I'm like a karate chop
Donor
Dec 30, 2020
8,734
3,987
436
Arkavite-0.13.3Alpha
You don't have permission to view the spoiler content. Log in or register now.
rpdl torrents are unaffiliated with F95Zone and the game developer.
Please note that we do not provide support for games.
For torrent-related issues use here, or join us on !
, . Downloading issues? Look here.​
 

Zeroed in

Member
Jun 23, 2018
104
129
162
It shouldn’t take hundreds of thousands to get decent third person combat as a feature. That’s wild. :HideThePain: As you say, trade-offs, but perhaps vision and management also plays a role? There are indie studios outside this site that pull it off somehow.

If it’s any assurance I’m not a fan of premade systems either honestly. I see people selling inventory systems, character creator systems, and every other system under the sun. I like to make my own stuff since it’s easier to maintain, customize, and work into my existing codebase. Also, creating things yourself is how you gain experience.

Combat thus far is fairly bespoke. What I am guilty of is using store bought animations to save time. If I’m ever lucky enough to get the budget, I’d love to swap out store assets for custom ones.

But yee. Still plenty more work to be done. I appreciate the advice and will do my best not to get in over my head~
There is an literal army of gooners waiting for a 3d version of corruption of champions. Like I am sure you know, many of these games are given these crazy budgets yet still cant beat games that released before the PS4 generation is completely due to corporate bureaucracy. Just look at Syvaron. a mostly solo (as far as I am aware) developer that made an amazing and incredibly expansive H-game Portals of Phereon so it can be done for sure. Please save us from this bad game epidemic so I can finally spend my money again.
 
  • Heart
Reactions: RUMI-DONO

ffive

Devoted Member
Jun 19, 2022
9,721
24,031
812
Turn Based is just simpler to tweak, balance and make it "feel right" than action-combat.
I think the elephant in the room here is that people don't play porn games to struggle and fail at real-time gameplay, especially if that gameplay requires more than one hand. Considering seemingly universal hate for any sort of minigames requiring this kind of prowess, whenever one appears included in the wild. :whistle::coffee:
 

Mage_

Newbie
Jun 22, 2023
34
42
151
I think the elephant in the room here is that people don't play porn games to struggle and fail at real-time gameplay, especially if that gameplay requires more than one hand. Considering seemingly universal hate for any sort of minigames requiring this kind of prowess, whenever one appears included in the wild. :whistle::coffee:
Certainly, most of them probably, but not everyone, in fact I myself if the game has really no gameplay or in case of visual novel if it is kinetic I am not interested, in the end what I want is first a game, else I would go to a porn site and watch something there. And I am sure I am not alone with this, there is even threads with lists of games with gameplay.
 

RUMI-DONO

Newbie
Game Developer
Oct 21, 2024
28
107
87
where can the transformatives even be found? I've ran through dozens of dungeons and anything edible I came across was tomatoes. what does the room they spawn at look like?
Some edible items have a chance to trigger H-Scenes when consumed from the inventory – Hikabu and Peka. Peka only applies to male characters atm. Moella, Taiyaki and Bunki trigger general TF scenes for now. Not so lewd. There are also pink fluids in the dungeons that trigger slow feminization when walked through. More will be added in time. Masturbation scenes are probably coming next in terms of lewd dev. Will offer a way to manage lust. :giggle:
 

Styl1sh

Member
Feb 15, 2018
108
123
227
Some edible items have a chance to trigger H-Scenes when consumed from the inventory – Hikabu and Peka. Peka only applies to male characters atm. Moella, Taiyaki and Bunki trigger general TF scenes for now. Not so lewd. There are also pink fluids in the dungeons that trigger slow feminization when walked through. More will be added in time. Masturbation scenes are probably coming next in terms of lewd dev. Will offer a way to manage lust. :giggle:
well, yeah, but where are those itemsss
 

ffive

Devoted Member
Jun 19, 2022
9,721
24,031
812
Certainly, most of them probably, but not everyone, in fact I myself if the game has really no gameplay or in case of visual novel if it is kinetic I am not interested, in the end what I want is first a game, else I would go to a porn site and watch something there. And I am sure I am not alone with this, there is even threads with lists of games with gameplay.
I suspect what people actually want is some sense of control over the events and ability to influence the plot -- that's the difference between game with choices from a kinetic novel you mention and from regular porn which is its basic equivalent. Since you are apparently also okay with a visual novel (which lack any real gameplay) as long as it's not kinetic.

So imo, trying to inject some sort of anything that requires some genuine real-time skills to get through and that's going to leave 90% of your potential players unable to proceed and frustrated, it's a mistake and shooting yourself in the foot. But then hey, if that's the developer's fetish...
 
4.80 star(s) 5 Votes