VN Ren'Py Champion of I: Luxuria - Dark Fantasy RPG [Development Thread]

Idyllune

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May 15, 2024
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Here starts the chaotic development thread of CoI(Champion of I)

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SUMMARY
"You are your actions, and your actions are you. Keep your wits about you, lest you lose your life."


Champion of I: Luxuria is an intense Dark Fantasy Tactical RPG with an evolving narrative. Step into a world teetering on the edge of chaos, where survival, strategy, and relationships are all part of your journey. Lead a diverse cast of characters, each with their own ideals and secrets. They will (hopefully) follow you through deadly challenges that will shape the very foundation of Adamathey.

You are a Guardian, one of many seeking power and fortune within Eden. The God of Chaos, Quixilamorte, built this great trial to prepare mortals for the threats that await them. Located on the sister continent Vezniel, the Primary Races must journey across the ocean to reach Eden. You are among the first to make that voyage.

Thrown into a conflict you never chose, you become entangled in a tug-of-war between your own soul, the Darkness, and the Goddess of Lust. The path you take — whether one of suffering or prosperity — will leave an indelible mark on the world.

Whatever happens, Guardian, the choice is yours...
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Planned Key Features
  • Turn-Based Combat
    • Plenty of melee options, styles, and techniques
    • Magic!(Useful inside and outside of combat)
      • Spell Crafting
  • "Dungeon" Delving
  • Crafting
  • City Management
  • Party Companions
  • Character Customization
    • While not super in depth, the player can choose between 1 of 3 bases that act as their avatar. These bases can then be further customized from Hair, Beard, Moustache, Hair Color, Iris Color, and Piercings.
    • The gear you equip will appear within your portrait as well. So, should you decide to be a warrior adorning heavy armor, or a mage wearing robes, you'll be able to see some representation of that.
    • During combat, your weapons will also be displayed.
  • Current Fetish List - You can ignore any sexual scenario if you choose
    • Vaginal
    • Anal
    • Tonguejob
    • Urethral Sounding
    • Breasts of varying shapes and sizes
      • Leans towards realism
    • Butts of varying shapes and sizes
      • Leans towards realism
    • Harem
    • Corruption
    • BDSM
    • Girls with dicks
    • Domination
    • Cuckoldry
      • There is a toggle that will disable all of this content
    • Femdom
    • Monster Girls
    • Gore
      • There is a toggle that will disable all of this content
  • Never gonna add list
    • L*li
    • Scat
    • Bestiality - Initially planned, not worth the hassle
    • Sexual scenarios with manly men
      • Femboys are allowed


My intention for this thread is for much needed feedback(if any) and a record of sorts. I plan on releasing the prologue of CoI, eventually, and I'm closer to that goal than I've been before. The last thing for me to do is just...add content. I have the foundation and (most) of the core systems in place.

For now - I leave booty
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Idyllune

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May 15, 2024
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DevLog #1 - Combat Basics
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I'd like to describe the combat in CoI as "Tactical Turn Based". It's a combination of pre-existing systems, but the two most prominent are DoS2 and Etrian Odyssey. Though with Etrian Odyssey, I didn't know about it's existence till way after the system had been solidified. On paper everything is very simple, however, compared to your typical JRPG there's a considerable amount of depth.

Each side(Ally, Enemy) is comprised of a 3x2 grid. The Vanguard and Rearguard are fundamentally different. The Vanguard focuses on melee attacks and defense/aggro, while the rearguard focuses on support and damage. This balance is enhanced by a permanent buff that's active from the start of combat.

There are 12 Damage Types in the game:
  • Physical - Slashing, Piercing, Bludgeoning
  • Magical - Terrestrial, Fire, Water, Aether, Lightning, Arcane, Holy, Dark
  • Special - Unstoppable

Each of these damage types(minus Unstoppable) has a corresponding resistance. Arcane magic is simply atypical magic. It can quite literally be anything. Your gear can offer Armor(Physical) and or Magic Armor(Magical).


Actions
There are 4 actions within combat - each of which requires 1 AP. Normally, you start each turn with 1.

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For ATTACK, your options depend on your weapons capability. You can either Slash, Pierce, or Bludgeon.

For example:
Sword(1d6) - Slash/Pierce
Axe(1d6) - Slash/Bludgeon
Mace(1d8) - Bludgeon

Your SKILLS are primarily determined by the weapon you are wielding. There are currently 66 skills in the game. CoI features Styles rather than classes. There are 9 Styles in total. Each style has 3 trees, and each style also has a resource. This resource can be used to subvert the typical Energy cost. Energy determines everything you can do in CoI outside of dialogue.

Physical*
  • One Hand - Slash/Pierce/Bludgeon | If you aren't wielding a shield, you can cast spells you've learned
  • Dual Wield - Slash/Pierce/Bludgeon
  • Two Hand - Slash/Pierce/Bludgeon
  • Archery - Single/AoE/Elemental
Magical* - Single/AoE/Creation Keyword
  • Terramancy (Te) | Elemental reaction with Burning - Ignition
  • Pyromancy (Fi) | Elemental reaction with Oiled - Combustion
  • Hydromancy (Wa) | Elemental reaction with Conductive - Shock
  • Aethermancy (Ae) | Can spread Poison and cause Hypothermia to Wet targets.
  • Electromancy (Li) | Elemental reaction with Wet and is the only magic that can Crit - Chain Lightning
Every single skill in CoI will feature a Morale Bonus. Morale determines the flow of the entire game and is obtained in a multitude of ways. Depending on your morale, your abilities will be further enhanced. Most bonuses simply affect the numbers. While others are a bit more...chaotic.

COMBUSTION
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CREATE SPELL as the name implies creates a spell. This system doesn't care about the weapon you are wielding, once you've learned the Keyword, you can use it to cast the spell. As of now, the system is very simple. Every potential spell is an attack. However, unlike elemental Skills, creating a spell allows you to combine multiple element types at once. 1760416810113.png

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With the elemental reaction system, on top of resistances - this allows for some interesting synergies. Though it is a bit of a fluff number, with the keywords planned, there will be 3875 possibilities.

ITEMS related to combat can either restore HP, or grant in combat buffs. As to not take away from the tactical nature of the game, combat items will be limited.

Combat feels very alive. Due to the relationship between the narrative and combat, optimizing your game-plan is essential. Since you can have 5 other allies, there's a lot of room for interesting strategies. It's extremely inefficient to brute force through combat. Unless a solid plan has been set/crafted - trying to brute force will cause your overall experience to be less than stellar. Your morale is a gauge of your capability. If you fail to properly lead your party, that'll cause your morale to lower.

When morale is low, your companions slowly start to become unstable. Instability, is often the root of insanity.
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Idyllune

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May 15, 2024
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DevLog #2 - The World of Adamathey
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The story of CoI takes place in the world of Adamathey. In this world, Good and Evil are both defined. They are more than just concepts, they are core to the foundation of life itself. The world can be a very dark place and despite that, there are plenty of individuals who seek to bring joy and prosperity unto reality. And while Good and Evil may be defined, they are on a spectrum. A very wide spectrum. You are merely one individual hoping to make a change in this world. Throughout your journey, you will encounter a plethora of individuals and beings with their own thoughts and personalities.

Gods & Deities

They are known to the children of Adamathey and worshiped accordingly. Among the Heavens and Hells, to the more generalized deities like Misthea, the God of Justice - the inhabitants of this world seek refuge amongst those whose ideals and beliefs mimic their own. As long as there is a will for the God to exist, they will.

Not all gods are equal, some are Good, while some are Evil. Some are benevolent, while others are tyrannical. While one god may bestow blessing unto their followers, another may cast curses upon them. Why? Because they can. Reality is shaped by those who seek to impose their will. The Gods and Deities of this world are the closest ones to truly altering the fabric of reality itself. While such a concept is foreign to the average mortal, there are those who are keenly aware of this. As such, they act as the limbs of a deity. The more they establish the essence of a deity unto reality, the closer reality becomes what they desire.

The Fellowship & The Coalition

Strength and power are the law of Adamathey. Kingdoms rise and fall from not just diplomacy alone, but from those strong enough to impose their ideals.

The year the story takes place is 128 PSE(Post Sovereign Era). In this year, there are two main factions that were able to impose their ideals on the primary continent of Flyonyx.

The Fellowship - Those who wish to see the cooperation and nourishment of not only the Primary Races, but all life on Adamathey. Through understanding and acceptance will the world be a better place. While many view and cling to the ideals of The Fellowship, there are those who are keenly aware of what it takes to see its vision come true.

The Coalition - Those who wish to see one race rule above the rest. However, in order for that to happen - they must first cleanse the world of the Lesser Races. Once this cleansing has occurred, only then will the Battle for Supremacy occur. Through the prosperity and domination of one race, will the rest of the world flourish under their rule.

Within Flyonyx there are a multitude of races, however, there are four in particular that are considered the Primary Races.

Humans
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The Children of Amadeas and Evelynn, among the primary races, humanity is the 3rd to emerge. While they have the lowest raw aptitude, their potential for quite literally anything is almost limitless. However, reaching said potential is next to impossible. This is primarily the reason why most Deities were initially human. Through the collective desire of humanity, beings of staggering might are able to come forth. Though human desire alone is just one factor.

Elves
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The Children of the Elements, among the primary races, elves were the 1st to emerge. They have the highest raw capability for magic. Elven kind is distributed by elemental types. Of the 5 Primary Elements - those make up the elves considered to be amongst the Primary Races. While exceedingly rare for it to happen now, the Elven deities are as ancient as Adamathey itself.

Dwarves
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The Children of the Land, among the primary races, dwarves were the 2nd to emerge. Rivaled only by specific Koshcun clans, dwarves have exemplary physical and mental capabilities. While the Elves are superior to them in magic, naturally, dwarves have the highest innate mental capabilities. This is not to say their aren't unintelligent dwarves, however, when it comes to reasoning, you'd be pressed to find a dwarf unable to connect two and two together.

Koshcun
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The Children of the Wild, among the primary races, Koshcun were the 4th to emerge. The Kosh are evolved animals within the world of Adamathey, while not set in stone, on average, the physical capabilities of a Koshcun far exceed the other races. No other race comes close to the natural capabilities of the Koshcun. Unlike the other races, the Kosh put little faith in the gods. As their emergence is perceived as being "natural" they give more precedent to heroes within their culture. Though to them they aren't put into the same category, the Koshcun put their faith in Legendary figures throughout their history. These individuals, though rare, end up becoming Deities of incredible power. The faith of the people directly and solely influences the power of these beings.


Through your interactions with the denizens of the world, you will alter the course of history. Your success in battle and your skill in conversation will alter the narrative in a plethora of ways. Under the assumption you continue paving the way forward, you will interact with very important people in this world. How you choose to handle these relations could mean the death of hundreds or the death of millions. Every action or inaction is counted and recorded.

Failure in battle leads to low morale. Low morale leads to irritable companions. These attributes affect the narrative in a plethora of ways. Managing how you spend your time is crucial. Every day you spend not gaining power is a day another does. Failure to impose your will on this world could lead to prosperity or destruction. The outcome lies solely upon your actions, or lack thereof.

There is time for leisure, and there is time for action. Self indulgence is a choice, the implications of said choice will vary from person to person. The burden of choice is heavy, but you don't have to share the burden alone.

Next DevLog will explore the individuals who explore these burdens alongside you. Serving a Champion is a task unfit for most, however, your companions will make due. Hopefully.
 
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Idyllune

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May 15, 2024
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DevLog #3 - Relationship Management
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Similar to your standard RPG, CoI will feature party companions that will accompany you throughout your journey. While there will ultimately be 8, your journey will begin with 5. Alisa, Aster, Bellona, Lavanya, and Samantha. Similar to another system, which I'll discuss another day, you must manage your companions to fit your goals. Your companions have their own strengths and ideologies, as well as their own goals and desires. Each of which has a rich backstory leading them up to the journey to Vezniel. Your companions will often challenge you on your actions and stances; how you choose to respond to said challenges will be up to you. CoI and its core is an RPG about morality. What's moral and immoral, right and wrong - in a world where both good and evil are defined by the universe. Do you bask in evil? Or try to be a just person? Whatever you do, your companions will be watching you.

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Love vs Lust
There are three main groups that determine how your companions interact with not only you, but the world around you. One of these groups is Love and Lust. Depending on how you talk and act, your companions will either gain/lose affection towards you, or lust towards you

Love
A higher Love stat will unlock more affectionate scenarios/dialogue with your companions. This will also cause them to be more defensive on your behalf in dialogue, should someone slander you. It's easier to garner affection for certain companions compared to others due to their personalities, but with enough effort, it'll happen. Love is also a marker of loyalty. Loyalty can mean many things; it just depends on the context. On top of influence, you can get your companions to do things depending on how much they love you.

Lust
A higher Lust stat will unlock more sexual scenarios/dialogue with your companions quicker. It'll also usually allow them to be more open with their desires. While Love is often selfless, lust, on average, is selfish. Neither of which holds more weight over the other. One could easily change depending on the person, that is to say, one may be more selfless with lust compared to love. The more lustful your companions are, the more potential there is for your powers to grow. Though this is 100% in correlation to a decision you must make early in the game.

Some companions understand Lust much more than Love and vice versa. As such, you need to treat each person accordingly. These stats are not exclusive to one another; each affects the other as more opportunities unlock as they expand. An experience in Love can awaken something in a companion, or destroy. It simply depends on the context.

On a side note, your companions will gain lust and affection towards one another. It's imperative you keep track of their affection towards one another. Should they grow too distasteful of each other, bad things will happen. But maybe that's your intention.

Good vs Evil
As stated, each companion is their own person. They have their own beliefs and ideologies. Some companions have much stronger foundations than others. Naturally, your companions sit more towards the side of good or evil. The depth of this alignment simply depends on the companion. Over time, you will make decisions that impact how good or evil a companion is. The foundation of the companion determines how many opportunities will arise for their moral alignment to change. You will often be the only one to influence this alignment. You are the seed of corruption, or the mentor of prosperity. The choice is yours.
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There's no need to give a deep explanation due to this quote, so I'll keep it brief.

“Good is any act or will that seeks to bring joy or prosperity unto reality, provided it avoids unnecessary pain and suffering.”

Good and Evil are on a spectrum. The depth of each depends on both the will and the action a person makes. Fundamentally, those who maximize joy and prosperity are considered the pinnacle of a "Good" being. It can not be emphasized enough that this is a monumental task. Good in a world as chaotic as this is very complex. What one might view as Evil may be considered Good by the universe under the law. Context is key. Often, people act without the full context. As such, the indirect acts of Good and Evil are also weighed on a person's soul. Context, intent, and outcome are crucial to determining what's good and evil.

Dominant vs Submissive

This largely deals with how your companions will interact with you in sexual situations. During your adventure, there will be plenty of moments to tilt the axis more towards dom or sub. Like with everything, the number of opportunities and severity of the tilt will depend on the specific companion. And while this will generally affect sexual scenarios, this often correlates with a companion's confidence. Some companions will become much more aggressive and protective, depending on whether they are more dominant or submissive.

Sanity
Sanity will often be a marker of not only how you treat your companions, but also their mental state regarding the adventure. Maintaining Sanity is crucial. Your companions will become unstable and unpredictable should their sanity become too low. Violent outbursts and unpredictable actions will occur as their sanity becomes compromised. Generally speaking, it'll be easy to maintain their sanity. Under the assumption that you are a decent leader, their sanity will drop primarily due to your words. Hypocrisy and manipulation are often the catalyst for a drop in sanity. It will recover over time, slowly, should you not wish it to be low.


General Progress Update

I'm currently in the middle of implementing the main prologue events. CoI works on a daily schedule. At least for the prologue, every day will house specific events. The trajectory of the events will be an accumulation of all your actions. Every day, there will be a Breakfast and Dinner event. These will both serve as plot progression and state evaluation. CoI is also a management game. There will be 14 days within the prologue; I'm currently on Day 2. It may not seem like much, which in the grand scheme of things it isn't - but there's roughly an hour's worth of content. Now that the necessary systems are in place, I can start adding content, and the days will be filled quickly. The last thing I worked on was implementing the conversations in the overworld. Simple addition, just hadn't got around to it yet since it wasn't a priority.

The prologue takes place on a ship; there will be 10 people on board, including yourself. There will be 4 other males, and your 5 female companions. The men will serve as triggers as well as potential quest givers. One of them in particular offers a decent combat boon should you do his quest.
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I like to think of my systems as a very long chain. Everything interacts and supports one another. In no particular order, the core loop consists of

Story - Relationships - Combat - Management - Survival - Exploration(light)

The goal is to make it so that, despite the freedom to choose certain content, there is always something to do.
 

Idyllune

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May 15, 2024
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DevLog #4 - Companions
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As I briefly mentioned in the synopsis, you are among the first to make the voyage to Vezniel. This journey will serve as the Prologue to the game. It will serve as a light example as what to expect from the rest of the game. This will also be where you meet the initial 5 companions.
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General Progress Update
I'm currently at the end of Day 2. I've been trying to think about how best to place the lewd content in the prologue. Since realistically, most companions don't want to fuck you within a second of meeting you, there is little opportunity for the situation to arise naturally. To supplement that, I have the perfect grounds to add one-off scenarios and situations. They will also serve as a way for me to get a good pattern going with lewd content. Since I won't have animations, I'll need enough singles so that each encounter feels worthwhile regardless of context/plot. I'm thinking of 2-3 singles for each scenario, with alterations being made to each as the situation unfolds. While I'm prefacing that there won't be animations, I plan on using RenPy ATL to spice up scenes here and there.

The first of these scenarios - is a visit by a rather suspicious woman.
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Idyllune

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May 15, 2024
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DevLog #5 - Survival & Kingdom Management
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This DevLog will contain minor spoilers regarding the plot


You, are a Champion.


In the world of Adamathey, a Champion is an individual who has been handpicked by a god to represent their conceptual identity. In this instance, you are the Champion of Lust; and as a divine being, you are destined for great things. CoI is ultimately a Power Fantasy Harem game. The primary object is to become a figure of great power and respect. To be feared or revered is ultimately up to you.

The thing is, however, you must still work for your position. In the beginning of the game, you are simply a divine being, not yet a Demi-God, but a Demi-God in training. In preparation for your inevitable rule, you will be responsible for managing the ship to Vezniel. Your position as leader is not innate, you must work your way up to that position. While you may not be the acting captain, it's obvious who's really in charge of the voyage.

I would like to preface one thing; While survival and management are mandatory, unless you completely ignore them, it'll be next to impossible to spiral into ruin. Due to this, the benefit of prosperity and careful planning far exceeds that of idle base line management.

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(I'll update the appearance of this screen over time)
In regards to your survival, the player must maintain the Thirst and Hunger levels of not only themselves, but their companions. There are 6 cycles during the day.

Early Morning - Morning - Afternoon - Evening - Night - Late Night
Early Morning is strictly for Breakfast.

As each cycle passes, you and your companions will gain thirst and hunger. However, the drawbacks of Thirst and Hunger only occur past 5 points. Hunger primarily affects your HP, while Thirst affects your Energy. Aside from sleep, the advancing of time is also when you'll be able to regenerate HP and Energy. The amount restored is dependent of the stats of each party member.

Each day, there will be a Breakfast and Dinner Event. If provisions are available, everyone will have their Thirst and Hunger reduced proportionally. This will also be the two points where Energy and HP get a boost in restoration. When everyone is fed, morale/order increases. With high order, combat, among other things, goes smoothly.

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When you fail to provide provisions, the Sanity of your companions begins to deteriorate. Many events and scenarios are both triggered and affected by the Sanity, Hunger, and Thirst level of your companions. To avoid chaos, it's best to make sure everyone is fed and sane.

Since this won't occur anytime soon, I will keep it very brief.

Eventually, you will come to rule over a piece of land. This is part of your destiny outlined by your patron, Nilah. You must maintain the prosperity and power of this land over time. The management of your ship, among other scenarios, will serve as an entry into your position as an overlord. Whenever that time arrives, you'll need to maintain more than the initial resources of Food, Water, Order, and Defense. You'll need to maintain Military Power, Wealth, and Materials.


General Progress Update
I'm slowly getting a better understanding of how I want the MC to speak, and flow of the narrative. For the MC, simply put they have a massive ego. This is the ego of someone who has been transformed from a simple farmer, to a divine being. This ego is more of a persona than anything. It makes dialogue feel more natural and fluid. The direction of this ego will be shaped by the players actions. What the MC says is affected by the choices you make.

On the narrative front, I had a small hic-up that some may notice, I may or may not fix it. It was a result of biting off more than I can chew. However, I now have a consistent style that feels much more natural.

I'm currently at the end of Day 3. As much as I'd love to get into the details, it would be a massive spoiler. Let's just say it's the start of a very interesting plot point.
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