• To improve security, we will soon start forcing password resets for any account that uses a weak password on the next login. If you have a weak password or a defunct email, please update it now to prevent future disruption.

Ren'Py Daz Choices in a game

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
I have to say, i do struggle with this topic.

There is this urge to please everyone but then where do i go from there?

So here is how i thought i would approach my game.

I would have inactive values where the player has no influence over it. These are given by actions, interactions, situations.
Then there are active values where the player has influence over it. This could be a reaction, a choice etc..

Though when i think about the point of playing these games, it boils down to the MC (in my case a female) would be degraded, a sex toy perhaps. So how would look the avoidance look like?

Should there be a path of pureness or love? How many slides does that need or is the best approach to still follow the main approach of the former but nuanced maybe even violent.
If so, it would take me years to actually have right from the start a different path that is different to the main path.

I know we talked about it already in some form or another but what makes a game a game?

This isn't a science project but the question how much influence a player should have so he/she is happy.

I read through the forum on some topics and i got the impression that there are several camps.
Some like to enjoy the never sex but the reaction of the MC. Unfortunate situations, mishaps, embarrassment where the MC never will be actually taken advantage off. Kind of like a mind game. I think i don't understand this fetish but it's quite a kicker for that audience.

Then there are others that like sex right away.

Others like harem games. Though i never wanted to make a game from a male perspective. It usually is very stereotypical.

Others love to have a romantic route where a hero appears to save the innocent girl. Kind of like Damsel in distress.

And then there are people that like violence.

There are more for sure but these are mostly in my head.

So of course i wouldn't make it so i could please everyone. I don't think that is even possible.
But how much choice matters. How genuine has the choice to be?

Do games have a real second choice. A pure path that avoids everything that is intended or have instead a romantic route?
I played some games and mostly there wasn't a real choice. So i am asking myself what everyone is talking about choice if there isn't a real choice.
Most of the time the choice presented lead to no sex which is strangely dull. I could have imagined a unpleasant intercourse but it could also lead to meet very different outcomes.

This is just what goes through my head and i like to share it since i am not sure how to approach this problem.
 

Nicke

Well-Known Member
Game Developer
Jul 2, 2017
1,116
2,755
The more routes and paths and optional things you have, the fewer renders you're going to be able to produce for each path per update (or slower updates). These things will cause people to complain about updates being small and/or slow.

There is no way for you to "win" this battle, you can only chose how you want to lose. Or be drpinkcake and do 1500 renders a month, of course.
 

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
The more routes and paths and optional things you have, the fewer renders you're going to be able to produce for each path per update (or slower updates). These things will cause people to complain about updates being small and/or slow.

There is no way for you to "win" this battle, you can only chose how you want to lose. Or be drpinkcake and do 1500 renders a month, of course.
Kind of what i assumed will happen.
No, not 1500 renders. I wouldn't even know how i could do that. Let alone 80.

So in a sense, sacrifices have to made. Mm.. ok.
I think i personally opt for staying path but different. This requires less alternative slides to be added.

In my fantasy i imagine two possible routes in depended of each other but that is not really double.
For that reason i just laugh about the choice complaint. I just think this isn't really a possibility.
The most realistic is that you get roadblocks if choice b is made instead of a.

Well, got to digest that now. :)
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
4,641
7,648
No, not 1500 renders. I wouldn't even know how i could do that. Let alone 80.
Go grab a couple 4090s (or 5090s) and build a watercooling system. Then hire someone who has a similar system to work on some renders for you.
 

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
Honestly, i am happy with what i have and i am ok with comes out of it. I am not in competition and i like that.
But i am impressed by the numbers. Obviously, i had that money i probably would invest it in something more worthwhile like a new couch.
 

anne O'nymous

I'm not grumpy, I'm just coded that way.
Modder
Respected User
Donor
Jun 10, 2017
10,197
14,930
There is this urge to please everyone but then where do i go from there?
Nowhere, so you starts by fighting as hard as you can this urge, and send it to the trash can.

As Nicke implied, whatever you'll do, there will always be someone to complain. Therefore, do the game that would please you, and in the way that would please you.
If there's content too hot (like mini-games by example), and kinks/fetishes a bit extreme globally speaking (Futa/Trans, water sport, etc.) try to make them optional as a gesture of appeasement and conciliation with the public, but it's all. You do a compromise in the most problematic parts, and as author the rest is your decision and your decision only.


Should there be a path of pureness or love?
Well, like you present it, yes there should.
Or, more precisely, there should be two main paths, "pureness/love" and "full corruption", each one being a limit between which the game will effectively stand. Players who don't want to corrupt the MC will always stay on the high limit (pureness/love). Those who want everything will always stay on the low limit (full corruption). But most players will stand in between, more or less near to one or another of those limits.


Ideally, it should looks like that [it's a shortened version to show the global idea]:
Python:
# Internal narrative flag - Do MC watched porn videos when searching about sybian ?
#  Will be used as reference to bring back a past action in order to have the story more
# reactive to player's decision.
default sybianWatched = None

# Internal game mechanism flag - Have the player agreed to have content with sybian ?
#  Will be used to know if the content should be presented to the player, or replaced by
# something else, or replaced by a filler, or just skipped, depending of the context and 
# what you want.
default sybianActive = None

# Narrative flag - Do MC own a sybian ?
#  Will be used to have the story more reactive to player's decision ("Oh yeah, a sybian,
# I have one at home"), and to know if some "at home" scenes are available or not. The
# player can agree to see content involving a sybian, but think that the MC is not
# corrupted enough (yet) to ride one on her own.
default sybianOwned = None


label whatever:
    menu:
        MC "When [someone] told me about sybian..."

        "It raised my curiosity, perhaps should I learn more about this.":
            [MC browse the net and learn about sybian]
            menu:
                MC "Hmmm, I guess that I get it."

                "But I should watch some videos to see it in action, just to be sure.":
                    [MC watch come porn video with sybian]
                    $ corruption += 1  # due to her watching porn
                    $ sybianWatched = True

                    menu:
                        "Nah, definitively not my thing.":
                            $ sybianActive = False
                        "Yeah, it could be really fun to ride one":
                            $ sybianActive = True

                "And it's really not for me.":
                    $ sybianActive = False

                "And I want one.":
                    $ sybianActive = True

        "I thought that she was crazy ! What the hell, I don't even want to know that it exist !":
            $ sybianActive = False

    [...]

label sexShop:
    if sybianActive:
        menu:

        MC "While I'm here, perhaps should I by a sybian."

        "What the fuck ?":
            if sybianWatched:
                MC "Ok, I admit that I was turned on while watching the videos, but..."
            MC "What the hell was I thinking when I thought that it could be something for me ?"
            $ sybianActive = False

        "No, at least not now.":
            pass

        "Yes, of course.":
            $ sybianOwned = True
Then eventually you can have a counter representing how much she like riding a sybian, but it's not necessary.
Note that I used three flags, but it's for the demonstration. You can perfectly have a generic object storing MC "liking" decided by the player, or one dict by liking. In the last case you would have something like:
Python:
default sybian = { "active" = None, "owned" = None, "watched" = None }
There's other ways to do, all are relatively legit as long as it correspond to the way you think and is easy to use for you.


How many slides does that need or is the best approach to still follow the main approach of the former but nuanced maybe even violent.
It's totally up to you. You can have:
Python:
label analSex:
    if not analSexActive:
        MC "Out of question, I refuse categorically !"
        [MC go home]
        MC "I still can't believe it ! How did he dare ask me for anal ?!"
        MC "Rhaa, I'm so angry, but I better go to sleep, it's late."
        jump nextMorning

    # implied "else", but it's not needed since you /jump/ out of the label right above
    if analLove > 20:
        MC "Anal sex is the best sex. Would it be my choice, I would only take it in the ass."
        # No increase, the counter is maxed.
        [the scene as seen with MC being addict to anal sex]
    elif analLove > 10:
        MC "Hmmm, anal sex... I like this so much."
        $ analLove += 1
        [the scene as seen with MC liking it]
    elif analLove > 5:
        MC "Well, why not."
        $ analLove += 1
        [the scene as seen with MC tolerating it]
    elif analLove > 0:
        MC "Well, if you insist."
        $ analLove += 1
        [the scene as seen with MC not really liking it]
    else:
        MC "I... I never did it before."
        $ analLove += 1
        [the scene as seen with MC loosing her anal virginity]
But it can also be:
Python:
label analSex:
    if not analSexActive:
        MC "Out of question, I refuse categorically !"
        [MC go home]
        MC "I still can't believe it ! How did he dare ask me for anal ?!"
        MC "Rhaa, I'm so angry now ! I need to do something..."
        if sybianOwned:
            MC "I know, one hour riding my sybian should give me enough orgasms to forget about this"
            jump sybianRide
        else:
            MC "Well, I guess that I'm good for an intense masturbation seance."
            jump masturbation

    [same than above]
Or it could also be:
Python:
label analSex:
    if not analSexActive:
        MC "Out of question, I refuse categorically !"
        guy "Ok, so no anal. Can we still do it doggy style ? I promise that I'll not touch your ass."
        jump doggyStyle

    [same than above]
As you guess, the length of the replacing scene will totally depend of the way you decide to handle this.
In the first version she goes to sleep, so there's near to no content.
In the second she masturbate (with or without her sybian) so it would be a short scene.
And finally in the third version they still have sex, therefore it would be a scene of same length.


If so, it would take me years to actually have right from the start a different path that is different to the main path.
It will take longer yes, because you've more works to do. How much longer depending on how you want to handle it (see above).
But in return you'll have a game more dynamic, more fitting to player's liking, and therefore more appealing for the public.


I know we talked about it already in some form or another but what makes a game a game?
To this question there's nearly one answer by member on this forum.
But a global answer could be "anything that don't make it a kinetic novel", therefore choice.


This isn't a science project but the question how much influence a player should have so he/she is happy.
To be happy a player should have 100% influence, and should be typing himself every sentence said by the MC, while facing an infinite number of choice. In 50 years perhaps...
But in between, having some control over the story, and seeing the game remembering his previous decisions, is the closest you can do.


I read through the forum on some topics and i got the impression that there are several camps.
Of course there are.

Some don't want story at all, other need a story, and there's those who want a real game (the platform, shooter, etc., kind of "real game"). There's some who don't care about choices, and those who can't stand when there's none. There's those who can't stand when they choice "this" and one in-game day later the game already forgot and present them "that", and there's some who don't even notice that the girl yell at them because MC peeped when she was showering two minutes ago, while in fact they choose to not peep.
And I'm probably forgetting some.


So of course i wouldn't make it so i could please everyone. I don't think that is even possible.
And as I said in introduction, you shouldn't even try.
Doing it is opening the gate to failure. You would feel that you failed because there would still be someone to complain. You would feel the need to do more and have a nervous breakdown. And, probably the most important, working on your game would feel like a constraint while it should be a pleasure.
So stick to this last word, do the game the way it please you to do it.


But how much choice matters. How genuine has the choice to be?
It depend, really.
There's games where I feel overwhelmed by the number of choices, and others where the same number make me feel that I don't have much control over the story.

Technically speaking, all choices should be relevant. But look back at my sybian example... MC deciding to look at porn video isn't really something relevant. It's more a narrative choice than something else, yet I felt that it have its place there and at that moment.
What matter is that choices aren't forgotten, at least unless they are purely narrative and no chance to be brought back on the story. I used a variable for the video watching, because it can come back, and it came back in my example. But when it's something like "how did you slept tonight", there's no real reason to remember what choice the player made ; at least unless you have the intent to talk again about his night later that in-game day.
Same when the choices regard the corruption increase. I didn't used flag in my anal sex example, because it don't really matters. With "analSexActive" we know if she had anal sex or not, so there's no need for more, except the increase in her liking for it. Liking counter that, should be said, can perfectly also represent her experience. She can have done it enough to be experienced, and still don't like it.


Do games have a real second choice. A pure path that avoids everything that is intended or have instead a romantic route?
Yes, not necessarily the majority, but there's many that have it. Good Girl Gone Bad have a purity root by example, and it's far to be the only one.
And it's not just a question of second choice. Take a game like Karlsson's Gambit by example, that is actually the game with the most choices. You play both a male MC and a female MC, but I'll stick to the male MC here.
You've four main routes, depending on what sister you decide to follow. Then for each one, you've two main secondary routes, depending if you submit or not. To this add variations routes depending how good you did in the initial test. This mean that the game have 16 main routes. And to them you've to add the secondary routes, as well as variations, that depend on your interactions with the other characters.
Of course, you don't have to go this far. I mentioned the game because it exist and prove that it's possible to do so when you have a good control over your story.


I played some games and mostly there wasn't a real choice.
Weren't they there, or were they there but you haven't felt them ?
Ideally a good game should make you feel like it was wrote for you and your decisions. And it's only when having parallels playthrough, by example one where the MC decide to try everything, and one where she decide to avoid everything, that you effectively see the differences.
Look at my three examples for the anal sex scene. There's six different scenes, one with no anal, and five with different degree of liking/experience. The player will only see one, and it will be the scene that correspond to his previous choices. But if he have only one playthrough he will never know that the game adapted to him. Instead he will believe that, so far, he only picked all the right choices.

It's only when you play a bad game that you understand how important choice, and the way you handle them, matters.
Above I gave the example of a girl yelling at MC for peeping, this even if the player decided to not peep. Well, it's not a made up example, there's a game here where it's the second scene you see... And, alas, there's many of those games.
When you play a game to its end, and feel that none the choices you made matters, because the story was consistent and coherent, then it's in fact the opposite. All choices mattered and the story you had isn't necessarily the story another player had.

But in your case you don't have too much to worry about this.
Go back again on my anal sex example. It's what I talked above when I said that there's two limits (purity and full corruption) and that most players will probably stand in between. If they agreed to anal sex, they'll have a different story that if they don't, and they'll stand closer to the full corruption limit.
For each scene, you write an "I agree" version, and an "I disagree" version, that's all you need to do. Then each time it apply, you rely on "analSexActive", "sybianActive" or whatever to present the scene that apply.
Add a bit of "anaSexActive" to also tweak the dialogs when it apply, and you are good:
Python:
label whatever:
    girl "I you permit, I prefer to stand. [guy] ravaged my ass this morning, it was good but I don't feel like seating right now."
    if not analSexActive:
        MC "How can you have a dick in your ass ? It's so gross !"
    else:
        MC "I understand you."
You, as author, only put two routes in your game. But due to the different "[whatever]Active" flags, the players will face way more variations. As long as you take care to those flags correctly, you've done your job.
It's when you include more significant variables (the relationship with a character by example) that it starts to be difficult, because you can't just have a "she like me" and a "she don't like me" scene, you also need at least a "she's madly in love" one, and a "she tolerate me" one. And you've to do this for all girls, what mean that you would potentially have to face a situation like:
  • neither girl A nor girl B like me.
  • girl A don't like me, but girl B tolerate me
  • girl A don't like me, but [...]
  • girl A don't like me, but girl B is madly in love
  • girl A tolerate me, but girl B don't like me
  • [...]
  • Both girl A and girl B are madly in love
 

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
Nowhere, so you starts by fighting as hard as you can this urge, and send it to the trash can.

As Nicke implied, whatever you'll do, there will always be someone to complain. Therefore, do the game that would please you, and in the way that would please you.
If there's content too hot (like mini-games by example), and kinks/fetishes a bit extreme globally speaking (Futa/Trans, water sport, etc.) try to make them optional as a gesture of appeasement and conciliation with the public, but it's all. You do a compromise in the most problematic parts, and as author the rest is your decision and your decision only.
Got it. Of course i will not. This would be insane.

I don't want to make my reply too long but i appreciate the input.
For some reason, at any attempt i did, i never included flags.
So maybe i should.

But the conversation got me thinking.
I concentrated a lot on values (which are important) but had nothing really to counter.
Since this story will begin with sex and she is in my story a naive daughter, that has high respect to her parents will need to earn the distrust to free herself.

So i am not sure if i will have her fall in love with someone at this point, but there will and should be some form of alternative. Otherwise it's rather dull but sexy.

I am not purely against certain kinks so i can imagine some lesbo action. The story should be interesting and she is a nice character. I originally chose Becky from SaSe but i out-Becky'd her and she is now something else.

Anyway, i have to take all that in what you presented me. I hope i make the right choice before i start the continue working on it.
In some sense i hope to bring some freshness to the gaming community but it can be also just a dull game.

To many choices sound good and bad. I think i prefer to make slight adjustments, perhaps even a venue off the main route. That shouldn't be too hard. Think think...

Maybe it is. I don't know.
At the moment i have time to this but i hope i have some real life soon. So who knows.

I thank everyone for input provided. I just really was not sure if the approach i had taken was the right one.
Not that i ever considered to please everyone but it is easy to make that choice. Actually i am not sure if there is such a game. I mean with all the fetishes. You probably need a team and good one at that.

I played a couple of games. Notably Fashion Business which got me bored after the 2nd season. Dating my daughter was kind of good though i only played mid 2nd season.
I just never finish most games.

The game i was really not sure how to view it was AWAM. Renders are great and the story is nice but i lost interest as it seemed to go nowhere. At least for me.
I haven't played the games you mentioned but i will give them a shot. Just to learn more.

Writing with slang, i kind of abandoned that now. It was a nice thought but not practical.
I learned a lot from asking questions. Though i think i might seem annoying. Because i ask so many questions and never release anything.

So thanks again and i will get back once i test it.

Cheers.:coffee:
 

79flavors

Well-Known Member
Respected User
Jun 14, 2018
1,560
2,179
There is this urge to please everyone but then where do i go from there?

https://f95zone.to/threads/a-dive-into-the-adult-games-developer-industry.24500/#post-1508184

I read through the forum on some topics and i got the impression that there are several camps.

You'll never please the vocal minority/majority - so don't try.
Write the game you want to write and hope that your vision finds an audience.
Especially for the first game. The second game, you can be more ambitious - when you understand the processes better.

But how much choice matters. How genuine has the choice to be?

Less than you might think.
Though you'll find (semi-successful) games at every end of the spectrum.

My suggestion for a first game would be to write a singular story with occasional diversions.

By which I mean... the player makes a choice and that choice will impact whether a specific scene is shown in the future or not (you can't sneak into the club at night, if you didn't spy on the manager when they keyed in the alarm code). Take a step off the main path to show something, but then return to that main path as soon as you can.
Try to make those diversion minor. "Flavor text". Something that makes the game slightly different for each player, without turning your head into noodles trying to keep track of all the possible variations. It can be as subtle as single lines of dialogue (Mum says good morning, or doesn't depending on whether you've upset her or not).

My usual example of why to keep things simple for a first game is two simple choices...

You take your girlfriend to the beach... and you get to pick...
  • Does she where the micro bikini or the one-piece swimsuit?
  • Does she where the big sun hat or not?
Simple right? Two choices. Barely anything to worry about?
Nope.

Now you've got to render 4 times the number of images for each scene on the beach. One where she's wearing the bikini and hat, one the bikini without the hat, one with the one-piece plus hat, one with the one-piece minus the hat. You've just quadrupled your workload for very little benefit.

Then factor in that the sex scene you've written into that part of the game only happens if she's wearing the bikini and no hat (oh dear she's going to get sunburnt - how could we possible help?). Now those other 3 routes you spent ages rendering and writing are hardly ever played by anyone (especially after someone writes a walkthough). You didn't waste your time, but it wasn't worth 4x the effort either.

... and all that is before you get into the spaghetti madness of "show {this scene} but only if I met Doris on the first day AND she liked me AND her mother didn't interrupt us AND she didn't catch me trying to hit on her friend AND I asked her to the dance". Simple choices escalate, sometimes exponentially. So for a first game... keep things simple. Make all choices temporary... nothing that is going to matters to the character beyond the next day.

Or put another way... the more ambitious you are... the less likely you'll ever finish your game, as you get bogged down with renders 70%+ of the players will never see combined with trying to keep track of all the combinations of choices that a player could have made up to that point.

In my experience, most developers start with a single story in their mind... so make 90% of your game THAT single story.

And if you really must let the player make decisions that significantly impact the story (or ending) you are writing... make those type of choices near the END of the game where the exponential fallout of those choices don't bury your game in extra complexity.
 
Last edited:

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
https://f95zone.to/threads/a-dive-into-the-adult-games-developer-industry.24500/#post-1508184




You'll never please the vocal minority/majority - so don't try.
Write the game you want to write and hope that your vision finds an audience.
Especially for the first game. The second game, you can be more ambitious - when you understand the processes better.




Less than you might think.
Though you'll find (semi-successful) games at every end of the spectrum.

My suggestion for a first game would be to write a singular story with occasional diversions.

By which I mean... the player makes a choice and that choice will impact whether a specific scene is shown in the future or not (you can't sneak into the club at night, if you didn't spy on the manager when they keyed in the alarm code). Take a step off the main path to show something, but then return to that main path as soon as you can.
Try to make those diversion minor. "Flavor text". Something that makes the game slightly different for each player, without turning your head into noodles trying to keep track of all the possible variations. It can be as subtle as single lines of dialogue (Mum says good morning, or doesn't depending on whether you've upset her or not).

My usual example of why to keep things simple for a first game is two simple choices...

You take your girlfriend to the beach... and you get to pick...
  • Does she where the micro bikini or the one-piece swimsuit?
  • Does she where the big sun hat or not?
Simple right? Two choices. Barely anything to worry about?
Nope.

Now you've got to render 4 times the number of images for each scene on the beach. One where she's wearing the bikini and hat, one the bikini without the hat, one with the one-piece plus hat, one with the one-piece minus the hat. You've just quadrupled your workload for very little benefit.

Then factor in that the sex scene you've written into that part of the game only happens if she's wearing the bikini and no hat (oh dear she's going to get sunburnt - how could we possible help?). Now those other 3 routes you spent ages rendering and writing are hardly ever played by anyone (especially after someone writes a walkthough). You didn't waste your time, but it wasn't worth 4x the effort either.

... and all that is before you get into the spaghetti madness of "show {this scene} but only if I met Doris on the first day AND she liked me AND her mother didn't interrupt us AND she didn't catch me trying to hit on her friend AND I asked her to the dance". Simple choices escalate, sometimes exponentially. So for a first game... keep things simple. Make all choices temporary... nothing that is going to matters to the character beyond the next day.

Or put another way... the more ambitious you are... the less likely you'll ever finish your game, as you get bogged down with renders 70%+ of the players will never see combined with trying to keep track of all the combinations of choices that a player could have made up to that point.

In my experience, most developers start with a single story in their mind... so make 90% of your game THAT single story.

And if you really must let the player make decisions that significantly impact the story (or ending) you are writing... make those type of choices near the END of the game where the exponential fallout of those choices don't bury your game in extra complexity.
So in other words, it matters more what consequences arise from choices than spending time rendering x choices.

Yeah, i think theory and reality are far off.

I planned to do a story about a girl, which is naive and respects her parents. Though her parents are not the nicest people.
So she will get corrupted and follows what they say.
Now, that she is already 18, it gives me already headaches.
But besides that, i think the choices i would implement are for the outcome which path she will choose what she want's to be and with whom.

As for pleasing, i think i beyond that. I really will just do what i think is good (imo).
After all, it won't be a big box game or anything but something to enjoy (hopefully).

The idea of different clothing sets is tempting but in reality i think will bloat the game really for nothing added.
Mostly, i am overthinking issues. This may be the case here.
I am worrying about user choice but i think this is probably not a real matter for most. Sure it's fun to be in charge as a player but i could imagine a scenario where she choices where to go and depending on her alignment and stats, she can go not everywhere. Or she will meet the wrong people or the good ones. Something like that.

So yes, i am ok with all of that.
I was just really curious how others tackled that issue.

Thanks for the input.
 

coffeeaddicted

Well-Known Member
Apr 13, 2021
1,740
1,424
I am trying. Honestly, i always never finish what i started. So let me see how far this will go.
At least i have an idea and so vision. Not that it will lead anywhere but it's a fun ride.
And yes, i think it's best to do what you have in mind and not caring about anyone else. Free Willy. \_O_/