- Jan 9, 2020
- 9
- 7
Hi all,
I have been developing a game for the past year in my free time together with a quite small team and I was looking to discuss the project with a likeminded community for feedback, advice and also ideas and whatnot.
Since this is my first post there will be no links in here, but those aren't necessary yet as the game is still in development.
The game is done in Unity and all code is done mostly from scratch with the exception of the dialogue system which is done by running the UTAGE VN system for unity as subroutines inside the gamescenes.
Why monstergirls? Why not. Also I run a rather large monstergirl community, so my tastes are biased.
Basic premise is that you have an oldschool 3d tilebased first person dungeoncrawler (Might and Magic, Wizardry) with a solid combat system adapted from an established pen and paper system (Rolemaster) to go and fight monstergirls, which can be subdued or enslaved, your interpretation may vary, and dragged back into the city where you can add them to your party as new members or send them to work for you while you go spelunking in the dungeons.
So you have 2 gamelayers, one is the dungeons and combat, another is the management of the city later on.
What I plan on doing is depending on the monstertype you can get different results at work, i.e. if you send an Elf to be a blacksmith you will get different weapons than if you would send a Minotaur to be a blacksmith, etc etc etc.
On top of that, where does the lewd stuff come in?
Actually I am not planning on making the game super lewd, the girls will of course be properly voluptuous and/or cute, skimpy clothing for starters, and I would like to have nude scenes or implied sexytime as unlocks like achievements, ideally like a CG gallery. If you send a girl to make money as stripper or dancer for example. My main focus is to deliver an actually playable solid game first.
Things that are currently done:
- tilebased movement in a 3d environment, collision detection
- event handling inside dungeons
- game dialogue within the dungeon or the city
- character creation
- realtime lighting effects
- custom sound effect handling
- first dungeon set, multiple levels
- 3d environments for the city and several shops/locations (used as scene backgrounds)
- 7 different monstergirl sprites
- turnbased combat system with extensive critical and effect handling according which weapontype is used against which armortype, most work was put into this
- persistent characterdata and a bulletproof save/load system
Important things missing for alpha:
- Inventory handling (base implemented, missing UI, about 40% done)
- actual shop logic for acquiring items or healing, minor issue
- experience handling and levelups
- skill system
The skill system is probably not required for an alpha proof of concept release, but it would make gameplay a lot more interesting. The most major feature missing which will not make it into alpha is the whole city management stuff. That is more for a beta version when we are featurecomplete and start refining what we have.
I would love to have some comments about all this, what you guys think or questions how stuff is done. I'll try to answer everything as I have time and this is also a mental kick in the arse to keep my mind on the game and develop more. It's bloody difficult managing real life, job, family and still do a sideproject like this. I wish I would have done something like this when I was still in school.
And now for some screenshots:
I have been developing a game for the past year in my free time together with a quite small team and I was looking to discuss the project with a likeminded community for feedback, advice and also ideas and whatnot.
Since this is my first post there will be no links in here, but those aren't necessary yet as the game is still in development.
The game is done in Unity and all code is done mostly from scratch with the exception of the dialogue system which is done by running the UTAGE VN system for unity as subroutines inside the gamescenes.
Why monstergirls? Why not. Also I run a rather large monstergirl community, so my tastes are biased.
Basic premise is that you have an oldschool 3d tilebased first person dungeoncrawler (Might and Magic, Wizardry) with a solid combat system adapted from an established pen and paper system (Rolemaster) to go and fight monstergirls, which can be subdued or enslaved, your interpretation may vary, and dragged back into the city where you can add them to your party as new members or send them to work for you while you go spelunking in the dungeons.
So you have 2 gamelayers, one is the dungeons and combat, another is the management of the city later on.
What I plan on doing is depending on the monstertype you can get different results at work, i.e. if you send an Elf to be a blacksmith you will get different weapons than if you would send a Minotaur to be a blacksmith, etc etc etc.
On top of that, where does the lewd stuff come in?
Actually I am not planning on making the game super lewd, the girls will of course be properly voluptuous and/or cute, skimpy clothing for starters, and I would like to have nude scenes or implied sexytime as unlocks like achievements, ideally like a CG gallery. If you send a girl to make money as stripper or dancer for example. My main focus is to deliver an actually playable solid game first.
Things that are currently done:
- tilebased movement in a 3d environment, collision detection
- event handling inside dungeons
- game dialogue within the dungeon or the city
- character creation
- realtime lighting effects
- custom sound effect handling
- first dungeon set, multiple levels
- 3d environments for the city and several shops/locations (used as scene backgrounds)
- 7 different monstergirl sprites
- turnbased combat system with extensive critical and effect handling according which weapontype is used against which armortype, most work was put into this
- persistent characterdata and a bulletproof save/load system
Important things missing for alpha:
- Inventory handling (base implemented, missing UI, about 40% done)
- actual shop logic for acquiring items or healing, minor issue
- experience handling and levelups
- skill system
The skill system is probably not required for an alpha proof of concept release, but it would make gameplay a lot more interesting. The most major feature missing which will not make it into alpha is the whole city management stuff. That is more for a beta version when we are featurecomplete and start refining what we have.
I would love to have some comments about all this, what you guys think or questions how stuff is done. I'll try to answer everything as I have time and this is also a mental kick in the arse to keep my mind on the game and develop more. It's bloody difficult managing real life, job, family and still do a sideproject like this. I wish I would have done something like this when I was still in school.
And now for some screenshots: