RPGM Feedback on a game idea

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
Ok so it has been suggested on Discord that I should get some recommendations and such on my game idea before I officially start developing the game. As it stands im looking to do a game where you are some sort of lower noble in a modern day setting, you do something to earn yourself this huge patch of land that needs to be settled and developed. I plan to have the player choose from 1 of 3 initial locations on the map for their capital, 1 is up against the mountains and provides a set number of resources plus a defense bonus as a reward for being in a very fortifiable position with easy access to ore. The 2nd would be a port town whose bonus would be cheaper costs to build and possibly more income from buildings due to a larger attraction of residents and merchants. Finally the 3rd would be out in the open on fertile land and its bonus would be vastly improved food growth which would allow a greater garrison to be stationed there for defense, i'm considering a defensive penalty for this location as well due to its open exposure. Then I want the player to need to do things like build mines to harvest the resources necessary to build and upgrade each town, troops will need the blacksmith built and stocked for instance to upgrade the army with improved weaponry for instance. As you build new shops in the cities new girls will show up to run those shops and you will have the option to romance them and bring them on your adventures, you will also have the option to spec them into a governing role so that you can place them in charge of a city to grant a bonus. Training someone into food production would boost food yields from a city whereas training in combat would result in a defense bonus for any army units in that city. I also want a research tree that can be advanced down by picking a topic and paying a researcher to do the necessary work to unlock it. Another thing is unlockable factions that will have to have treaties signed with to access more specialized army units. Then we come to my battle system, as I said before I want the girls to be recruitable party members and as a consequence of that I intend to implement a full in depth combat rape system, it will include sex attacks of up to 5 or more enemies on a single character with damage being taken from rougher handling than the girl is comfortable with. Girls with zero experience and a very unhappy attitude about being raped will take far more damage and KO quite easily compared to a girl that has gone around quite a bit, the girl with experience will have a chance to take no damage and reverse the sex attack to KO the enemies. CG's will reflect a girl moving from a submissive to dominant stance in the sex act, you will be able to convince girls to serve in brothels or serve you personally to raise their sex stats so that they are more resistant to them. Also I do plan to implement random raids but you will see the camps growing larger on the map and have the option to either reinforce a city or meet the enemy in open combat.

Thats pretty much my entire idea so far and im very interested in hearing anyones thoughts on it or recommendations on things to add.
 
Last edited:

NicoleWorks

Newbie
Jun 11, 2020
16
10
Your idea looks pretty interesting, my only fear is that there will be too much gameplay for not enough porn. Resource gathering and army building seems like a bit too much imo. On the other hand, the combat mechanic looks quite promising.

(That's from someone who has never actually created a game, that's just how I'd see it as a player.)
 

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
Your idea looks pretty interesting, my only fear is that there will be too much gameplay for not enough porn. Resource gathering and army building seems like a bit too much imo. On the other hand, the combat mechanic looks quite promising.

(That's from someone who has never actually created a game, that's just how I'd see it as a player.)
The idea is for the player to be invested in the game and its development. There will be sex in combat, in relationship events, brothel events, tavern events, sex for barter events, and possible kidnapping mechanics where if a city fails to defend the governess is abducted and raped. So tons and tons of porn planned.
 

NicoleWorks

Newbie
Jun 11, 2020
16
10
Looks like a pretty huge game then! Is this your first game or do you have experience with game development? The pitfall I see would be to bite more than you can chew and add your game to the endless list of porn games [On Hold]. But I'm definitely interested
 

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
Looks like a pretty huge game then! Is this your first game or do you have experience with game development? The pitfall I see would be to bite more than you can chew and add your game to the endless list of porn games [On Hold]. But I'm definitely interested
Its my first game but its also my dream project, right now I have the time and drive to finally attempt it. Honestly the framework is the worst part but I think once I figure that out it should be much easier to focus on creating story and scenes rather than coding. Also I plan to have the entire framework in and bugtested before I do a first release.
 

NicoleWorks

Newbie
Jun 11, 2020
16
10
If it's your dream project, then go for it, but be ready for a lot of setbacks, especially when building something this ambitious ;).
Your core idea is pretty good, I'd just trim it to keep only what you really want your game to look like.

And of course, remember Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.
 

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
If it's your dream project, then go for it, but be ready for a lot of setbacks, especially when building something this ambitious ;).
Your core idea is pretty good, I'd just trim it to keep only what you really want your game to look like.

And of course, remember Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law.
Absolutely, right now its a wish list but if something doesnt work or feel right I wont hesitate to axe it.
 

Aegis Lily

Active Member
Oct 18, 2019
535
787
When you say Defeated girls, recruitable and Rape system, you're taking about Slavery right!:devilish: (Strive for Power)

Also....What if I Want To Play as a Female?:cry: (I Prefer being Raped as a woman)
 

Aegis Lily

Active Member
Oct 18, 2019
535
787
Other then what I said in my previous message your Idea's for your game is great!(y)
Looking forward to it:love:.
 

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
When you say Defeated girls, recruitable and Rape system, you're taking about Slavery right!:devilish: (Strive for Power)

Also....What if I Want To Play as a Female?:cry: (I Prefer being Raped as a woman)
I would have to look into how to do a female character, I might be able to go back in and swap female NPC's with males so that on character select you would be able to pick male or female.
 
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Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
When you say Defeated girls, recruitable and Rape system, you're taking about Slavery right!:devilish: (Strive for Power)

Also....What if I Want To Play as a Female?:cry: (I Prefer being Raped as a woman)
I could also look into a system where captured girls are corrupted to the enemy and can be captured back.
 

SecretSal

Active Member
Aug 25, 2016
797
1,888
General rule of thumb is not to make your dream project your first project.

Something less ambitious, but still a bit of a challenge, is ideal to cut your teeth on, and get a feel for what it's like in the trenches. If you can complete a few smaller projects first, you get a lot of knowledge about potential pitfalls, and more effective workflows that can save you a lot of time and bother on a demanding assignment. Not to mention, you get the confidence that you can see a project through, and just the completion high of finishing and releasing something. That leaves you in a much better place to gauge how much work is actually going to go into the dream project, and to make more informed decisions going in.
 

Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
General rule of thumb is not to make your dream project your first project.

Something less ambitious, but still a bit of a challenge, is ideal to cut your teeth on, and get a feel for what it's like in the trenches. If you can complete a few smaller projects first, you get a lot of knowledge about potential pitfalls, and more effective workflows that can save you a lot of time and bother on a demanding assignment. Not to mention, you get the confidence that you can see a project through, and just the completion high of finishing and releasing something. That leaves you in a much better place to gauge how much work is actually going to go into the dream project, and to make more informed decisions going in.
I dont have any other ideas though, not sure what I could do besides this. I mean I do have another project that is magnitudes smaller than this one BUT its well outside of what this forum would allow. That means far less exposure as an accomplished dev.
 

SecretSal

Active Member
Aug 25, 2016
797
1,888
Ah yeah, that's the problem with patronage and the episodic release system. There's pressure to generate hype and maintain interest while you make the game, instead of when you're nearly done with it.

It's going to be tough, though. There will be numerous setbacks and revisions, all with the peanut gallery baying for progress updates (if they're not, that most likely means that your game isn't getting noticed). Since it's your first game, your developer skills are going to improve a lot while making it, so you'll be sorely tempted to go back and update the designs from the early phases of development to your current level, which is another time sink. And with a big project undertaking, it usually means that the end is nowhere in sight, which is often a quick path to burnout.

But if you're confident you have the stomach to see it through, by all means, go for it.

Personally, it's not my preferred style of gameplay for 'adult' games - when design get too procedural, then the personality of each event/encounter becomes a little generic. Can't craft a tailor-made scene when there are so many permutations available. If you're playing it as a regular game (where mastery of the rules and design is the incentive) with adult themes and scenes sprinkled throughout, then it might work. But the audience for that might be a little limited (compared to the popular games here, anyway), which could be a problem, since you mentioned getting exposure as an accomplished dev was a factor.
 
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Velsomnia

Well-Known Member
Jul 29, 2017
1,056
811
Ah yeah, that's the problem with patronage and the episodic release system. There's pressure to generate hype and maintain interest while you make the game, instead of when you're nearly done with it.

It's going to be tough, though. There will be numerous setbacks and revisions, all with the peanut gallery baying for progress updates (if they're not, that most likely means that your game isn't getting noticed). Since it's your first game, your developer skills are going to improve a lot while making it, so you'll be sorely tempted to go back and update the designs from the early phases of development to your current level, which is another time sink. And with a big project undertaking, it usually means that the end is nowhere in sight, which is often a quick path to burnout.

But if you're confident you have the stomach to see it through, by all means, go for it.

Personally, it's not my preferred style of gameplay for 'adult' games - when design get too procedural, then the personality of each event/encounter becomes a little generic. Can't craft a tailor-made scene when there are so many permutations available. If you're playing it as a regular game (where mastery of the rules and design is the incentive) with adult themes and scenes sprinkled throughout, then it might work. But the audience for that might be a little limited (compared to the popular games here, anyway), which could be a problem, since you mentioned getting exposure as an accomplished dev was a factor.
I think with how many characters I have planned and the ways that I plan to introduce them it should be rewarding to play. I have seen many other games that are huge time sinks for scenes and have tons of support which means they are loved.
 

Aegis Lily

Active Member
Oct 18, 2019
535
787
General rule of thumb is not to make your dream project your first project.

Something less ambitious, but still a bit of a challenge, is ideal to cut your teeth on, and get a feel for what it's like in the trenches. If you can complete a few smaller projects first, you get a lot of knowledge about potential pitfalls, and more effective workflows that can save you a lot of time and bother on a demanding assignment. Not to mention, you get the confidence that you can see a project through, and just the completion high of finishing and releasing something. That leaves you in a much better place to gauge how much work is actually going to go into the dream project, and to make more informed decisions going in.
I dont have any other ideas though, not sure what I could do besides this. I mean I do have another project that is magnitudes smaller than this one BUT its well outside of what this forum would allow. That means far less exposure as an accomplished dev.
Ah yeah, that's the problem with patronage and the episodic release system. There's pressure to generate hype and maintain interest while you make the game, instead of when you're nearly done with it.
since you mentioned getting exposure as an accomplished dev was a factor.
What about a simple DEMO of your dream game for your first project:):

-Its more smaller and attainable then the "great undertaking" which could take forever and burn you out.

-You're working on your dream game, rather then some first time project you have no drive for which could give you bad publicity if you half-ass it. (Negative Dev Exposure)

-You're working on your dream game so you're going to give your all, and if its good people will take notice and look forward to it (Advertising yourself/dev skills)

-People will obviously play it and comment on it, here you can learn what you can do better for the actual thing. What you should Add/Remove, gain more ideas, you get my drift.

-Your Dev skills gonna improve (so you can Nail the real thing = Dev skill Publicity)

Basically you will get a general idea of where you're going with your real game.

(Journey of a Thousand miles starts with a single step;))

I think with how many characters I have planned and the ways that I plan to introduce them it should be rewarding to play.
Ah but don"t put all your characters in the demo.
Hold your cards.......

Keep your audience interested by revealing in tidbits if you going for versions......something like that.

Its your choice really maybe they want to know what in store for them......im just rambling at this point:cautious:
 
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ogr blanc

Active Member
May 15, 2019
938
1,581
Ok so it has been suggested on Discord that I should get some recommendations and such on my game idea before I officially start developing the game. As it stands im looking to do a game where you are some sort of lower noble in a modern day setting, you do something to earn yourself this huge patch of land that needs to be settled and developed. I plan to have the player choose from 1 of 3 initial locations on the map for their capital, 1 is up against the mountains and provides a set number of resources plus a defense bonus as a reward for being in a very fortifiable position with easy access to ore. The 2nd would be a port town whose bonus would be cheaper costs to build and possibly more income from buildings due to a larger attraction of residents and merchants. Finally the 3rd would be out in the open on fertile land and its bonus would be vastly improved food growth which would allow a greater garrison to be stationed there for defense, i'm considering a defensive penalty for this location as well due to its open exposure. Then I want the player to need to do things like build mines to harvest the resources necessary to build and upgrade each town, troops will need the blacksmith built and stocked for instance to upgrade the army with improved weaponry for instance. As you build new shops in the cities new girls will show up to run those shops and you will have the option to romance them and bring them on your adventures, you will also have the option to spec them into a governing role so that you can place them in charge of a city to grant a bonus. Training someone into food production would boost food yields from a city whereas training in combat would result in a defense bonus for any army units in that city. I also want a research tree that can be advanced down by picking a topic and paying a researcher to do the necessary work to unlock it. Another thing is unlockable factions that will have to have treaties signed with to access more specialized army units. Then we come to my battle system, as I said before I want the girls to be recruitable party members and as a consequence of that I intend to implement a full in depth combat rape system, it will include sex attacks of up to 5 or more enemies on a single character with damage being taken from rougher handling than the girl is comfortable with. Girls with zero experience and a very unhappy attitude about being raped will take far more damage and KO quite easily compared to a girl that has gone around quite a bit, the girl with experience will have a chance to take no damage and reverse the sex attack to KO the enemies. CG's will reflect a girl moving from a submissive to dominant stance in the sex act, you will be able to convince girls to serve in brothels or serve you personally to raise their sex stats so that they are more resistant to them. Also I do plan to implement random raids but you will see the camps growing larger on the map and have the option to either reinforce a city or meet the enemy in open combat.

Thats pretty much my entire idea so far and im very interested in hearing anyones thoughts on it or recommendations on things to add.

my advice would be, trim it down, and do it by ALOT. maybe start with a "tutorial" area first, with some(but not all) of the fundamental ideas you want to implement.

limit to the bare minimum, so you can understand what will be needed to achieve your desired project. from what i read, i fear you will collapse before you even begin due to the sheer size of your ideas. DONT. start small, build upon it. that's how games like stardew valley managed to deliver.
 
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