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Others Furina of SEER [Development Thread]

abcdfgdev

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Aug 14, 2017
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Overview:
You were assigned as the leader of 9th Division of SEER, an Exorcist organization created to combat a world-ending curse that has befallen Earth many years ago. Together with Furina, a top class Exorcist, you must stop the curse from spreading, while developing the city you're using as the HQ of the operation.​

Thread Updated: 2025-09-07
Release Date: Soon
Developer: abcdfgdev
Censored
: NO
Version: Soon
OS: Windows, Linux
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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abcdfgdev

Newbie
Aug 14, 2017
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Last 2 dev diary entries I was posting elsewhere

ENTRY #1 Jan 2025 (1)

another update of my nebelgeister inspired game without name for now. Got kicked of /vg/ because I cant read. It's a management game where you must finish 4 dungeons before the heroine is completely corrupted. The game gets harder each day so you can't fall behind. You support her by buying upgrades in a system similar to karryn's edict system.



ENTRY #2 Jan 2025 (2)

REPORT #4 of my nebelgeister inspired game which is now temporarily called "Furina of SEER", Furina is the name of the main heroine, yeah, I know it's a genshin impact character but that's not my fault, never heard of her before. And SEER is the name of the organization they are part of. Don't make fun of my writing as I'll put more effort into it later, the plot is in general just an excuse for the porn.

Addressing some feedback from last post, I've decided to drop the time system in favor of time steps, I think it's better. I've been working mostly on systems since last update, but I'm doing the love route first since it doesn't depend on a bunch of variables like the corruption system, most of the scenes you'll see are modified bepisdb scenes, at least for now, as I develop my koikatsu skills.

I've spend most of the time redoing the combat, as you can see from the video, you plot a path on a grid from the start, your goal is to reach the finish within x steps which can be increased with upgrades, each tile contains a random event like items or combat. Passing through checkpoints, which is represented by bed icon in the grid, heals the heroine and can trigger h-scenes.

You can lose by either losing all of you health in combat or by spending all of your steps without reaching the finish, in which case you increase the corruption of that area, represented by the percentages in the right, each area has it's own percentage, we calculate the average of each area which affects a bunch of things like hscene frequency, prices, hscene severity, monster strength and so on. You lose if the average reaches 70%. What do you guys think?


 
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abcdfgdev

Newbie
Aug 14, 2017
46
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142
ENTRY #3 Jan 2025 (3)

Gameplay-wise, I have all the features nebelgeister have, namely,
  • npcs with schedules
  • time system
  • Random NTR happens in world, and you receive an email with a CG later
  • Value-based corruption
I plan a lot more things for the corruption system, which might not be ready or balanced correctly by jan 31, after some more scenes, I'll focus in the game's economy.

I've also made the ubiquitous sex stats screen, lacks polish like most things in the game, for now.

Now I'm debating myself if I should follow nebelgeister and have mc and femc perspective for every scene. I've always found it to be a bit disappointing how it is done in nebelgeister, I'll first go for a mc only perspective, and try to have good In-world CG and Email CG.


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SharkVampire

Active Member
Sep 12, 2018
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A game inspired by Nebel Geisterjäger? Sounds cool. I was hoping BBQ Lover would continue what they started and improve on the mechanics they once showed, but unfortunately the author went in a completely different direction with their next games. I'm glad someone picked up on their ideas.

For me personally, the coolest thing about the game was the whole system of gadgets, cameras and phone calls. How the sounds played a big part. And how the game could deceive you. After all, the girl was fighting, and of course she was out of breath, so you wondered whether something was going on or not.

What I missed were normal dates where you could really enjoy spending time with the main heroine, learning more about her, what kind of person she is, and slowly build a relationship with her. And the greatest drawback for me was stalking your girlfriend for the whole day to prevent the villain from corrupting her. While the idea itself was not bad, that only your actions determine whether the girl will fall or not, it was implemented nightmarishly in my opinion.

While it's hard for me to judge your project from the modest diaries you've written, I have the feeling that we liked Nebel for quite different reasons. Even though I am graphically attracted to your project, I'm upset by the fact that you mentioned that the plot is just a mere backdrop for the H-scenes. I think a good story and well-written characters are much more important than a lot of H-content, but with dull characters and a story that you don't feel the least bit attached to.

Anyway, good luck with your project.
 
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abcdfgdev

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Aug 14, 2017
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Well, Since I'm planning on multiple routes, Love/Corruption for now, you can expect as much plot as nebelgeister. I would like to put more effort into the plot. but I'm just really bad at it, so I'll be focusing in the mechanics for the demo in 2 days. If there's enough interest, I might try my best to make it a good plot later. I just prefer more gameplay than plot, so don't expect super long cutscenes or things like that.
 
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abcdfgdev

Newbie
Aug 14, 2017
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ENTRY #4 Jan 2025 (4)
I have decided to make more stuff before a demo, expected it to be ready in 1 or 2 days, but the game loop is not good enough I think. I'm doing some balancing work at the moment.

I've added peeping tom events so you can get some freebie scenes before the corruption/love route kicks off

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Someone is helping me now with the sprite work, It might speed up things a bit. I'll try to do some UI polish too, I want to release the demo quickly so I can check if the game even opens on someone else's pc, since I'm on a custom engine cross-compiling a windows build from linux.
 
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abcdfgdev

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Aug 14, 2017
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It's taking a little bit more than expected because I decided to rework the combat once again, this is the third time already. I've decided to NOT go for a rpg combat because it would take too much time, but in hindsight it would probably be much easier to design.
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abcdfgdev

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Aug 14, 2017
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ENTRY #5

with these additional 15 days, I managed to add everything I've wanted for the demo, the game is on state where there's not much content or balance, but most of the mechanics are in place. I'll see when I'll release a first version.

The "combat" is just a grid with a bunch of things, you need to get to the end. Upgrades optimize certain paths, like preferring blue monsters over red ones because you deal more magic damage. Pretty simple. I might expand on it.
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A bit more about the gameplay. The player needs to have a productive schedule in order to keep up with the corruption, which scales with day count + other factors. You'll get a game over when the corruption reaches a certain threshold, so being incompetent on purpose is not an option, even on a whore run. I'm balancing for an easy to restart game, but I'll provide lots of tools to avoid it.

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abcdfgdev

Newbie
Aug 14, 2017
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Not much progress, but I've been doing the cafe plotline, that is, variations of the scene based on love/corruption, villain present or not, etc. Also learning some koikatsu, most scenes are still edited bepisdb scenes, but I'll credit everyone.
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The demo version will probably have these terrible maps, but I'll find someone to do these boring sprites for me.

I've been having more fun coding the combat than anything else
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abcdfgdev

Newbie
Aug 14, 2017
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While spending hours fighting koikatsu and finding consolation in coding the combat, I went full autistic mode and made the combat way more complex than it should be.

The way it's designed currently, you'll have up to 3 weapons, during your turn, you'll shoot with all of your weapons, each one have different properties like the shotgun doing more damage to the enemy in front, the sniper targeting the back line, etc. You'll also have mods for each weapon. The combat is still automatic, you just control the setup, but we'll see.
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abcdfgdev

Newbie
Aug 14, 2017
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142
Couldn't work on the game at all the past 2 weeks, currently catching up the schedule. The combat is pretty much ready, although I have some more ideas to make it more interesting, this time I'll wait for the demo before experimenting more with it.

This is the shop and the shopkeeper, you can buy weapons, mods, more weapon slots, and more mod slots.

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abcdfgdev

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Aug 14, 2017
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Here's a gif on how things are going, changed the item system a bit, ignore the obliterated colors, it was the only way to make the gif small enough without splitting it.
hgame2.gif
There will be walkable dungeons, but not ready yet.
 
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abcdfgdev

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Aug 14, 2017
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I have made a bit of progress since the last update, couldn't work in the game that much the past month, but I'll be back at full throttle soon.
 
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abcdfgdev

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Aug 14, 2017
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I think I'm reaching a basic game loop which justifies releasing a demo, although not that much h content yet, once that happen I would like for some people to try the game on windows mainly, as I'm cross-compiling from linux and I'm not even sure it opens on windows, although it works through wine.
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