holyknight3
New Member
- Nov 4, 2019
- 9
- 11
- 64
I liked your interface design. It was clean and usable. Its a good starting point for building the rest of the game out. I'm a sucker for a good watersports title personally, and like that you added that in there. I personally agree that more options along those lines would be awesome, your time wold be better spent working on your fundamental gameplay loop.
As I'm seeing your loop, it consists of going through 1 day, with the shower decision not seeming to effect anything one way or another, other than verisimilitude, and thinking of our character being naked in the shower. Then they go to class, which would be the first thing I would expand upon. Probably roll for an event that can happen in the morning class, and an afternoon class, and a possible encounter with someone else. Right now, it just seems like it is a text flow, until we get to the actual sex, which has a large number of options, with good descriptions. Solid work on the sex scene mechanic, and should work as a good foundation while you expand upon the game.
One of my big gripes is I have no idea what the state of my character is. I'm not sure you want to go text based life sim here, though that could be a route to go, just start small, and only add one system at a time, even if it isn't feature complete in the beginning. Lets use a horniness system for a base line, not sure if that is something you want to implement, but it will serve as an example. Set your preferences in character creation, and when you encounter something in line with your preferences, your horny rating increases, a bar fills, number goes up, however you want to represent it. Have a natural increase if you want, or decrease, or whatever you feel like. But don't make this just your horny system, set up a default system, that you can then reuse for other things you want to track, implement a method to add, subtract, reset, fill, expand, contract, and whatever sort of thing you might think you need for your generic_tracker method, and make sure you code is readable so you can go back and see what you did, and how to easily add new things through that method, and then you can make hungry tracker and horny tracker, that both implement very different things, but mechanically, are the same function under the hood.
Next up would be characters. Random generation is fine for testing purposes, but if you want people to fall in love with your game, you are going to need memorable characters that people love and/or hate. This is true for all media. Even if it is a random set of traits, that would allow other characters to interact with the PC. Like if I pick exhibitionist, and the guy I'm going after is reserved, he is going to take some more convincing to allow me to blow him in the bathroom. Right now, they just seem to be all the same default guy who goes along with whatever you want. I like playing a socially liberated female character, possibly more than the next guy, but I still want interaction from the object of my desires.
Whatever systems you decide to implement, you need to communicate those to the player. The initial look, and the overall design is good, but I have no information as to what is going on with my character. If you want to keep things completely text based, and force us to read, that is fine, but you need to provide those things in the text then. If that is the design route you are wanting to go with, you may want to familiarize yourself with the old phrasers, like Zork and the like. You would be making a similar style game then, and there is little point in reinventing the wheel. Also allowing their to be buttons instead of having to retype things a thousand times is a win there.
If that isn't your plan, you may want to look at something like Trials in Tainted Space, and Corruption of Champions, which are similar style games, in a fantasy world, and a sci fi one, and see how they did things. I don't like the idea of fighting wandering monsters, but thinking about each one of the characters as an encounter, and designing it as such, would help improve your gameplay loop. The thought here is that the goal is to archive sexy time with a character, but maybe some guys are oblivious, and think you taking your panties off and handing it to them is some kind of joke, and there is no way the hot girl in front of them is doing anything other than teasing them. You can also give them goals, which update depending on where they are. Like maybe if the guy asking to study with you in the library just wants your number, but also really wants your help with his statistics homework. Or maybe you need help in an area, and the other characters are ways for you to get the things you need. That sounds incredibly transactional, but that is more for system design purposes, not for character purposes. For characters, they are motivations. Give the NPC's one long term, and one short term. We determine our character's motivations, but there are extrinsic factors that should motivate us as well, like food, money, grades/job performance.
It might also help to focus on one area at a time right now. Personally, I would suggest college, mainly because it would be the most marketable, or high school, because that is an experience everyone has had. Work on exploring those areas first, before opening up the rest of everything. Life is a rather large sandbox, and it is important that there be things in the sandbox to do, not that there be a big emptiness there.
I've ranted long enough. Message me if you want me to elaborate on any of the things I mentioned.
As I'm seeing your loop, it consists of going through 1 day, with the shower decision not seeming to effect anything one way or another, other than verisimilitude, and thinking of our character being naked in the shower. Then they go to class, which would be the first thing I would expand upon. Probably roll for an event that can happen in the morning class, and an afternoon class, and a possible encounter with someone else. Right now, it just seems like it is a text flow, until we get to the actual sex, which has a large number of options, with good descriptions. Solid work on the sex scene mechanic, and should work as a good foundation while you expand upon the game.
One of my big gripes is I have no idea what the state of my character is. I'm not sure you want to go text based life sim here, though that could be a route to go, just start small, and only add one system at a time, even if it isn't feature complete in the beginning. Lets use a horniness system for a base line, not sure if that is something you want to implement, but it will serve as an example. Set your preferences in character creation, and when you encounter something in line with your preferences, your horny rating increases, a bar fills, number goes up, however you want to represent it. Have a natural increase if you want, or decrease, or whatever you feel like. But don't make this just your horny system, set up a default system, that you can then reuse for other things you want to track, implement a method to add, subtract, reset, fill, expand, contract, and whatever sort of thing you might think you need for your generic_tracker method, and make sure you code is readable so you can go back and see what you did, and how to easily add new things through that method, and then you can make hungry tracker and horny tracker, that both implement very different things, but mechanically, are the same function under the hood.
Next up would be characters. Random generation is fine for testing purposes, but if you want people to fall in love with your game, you are going to need memorable characters that people love and/or hate. This is true for all media. Even if it is a random set of traits, that would allow other characters to interact with the PC. Like if I pick exhibitionist, and the guy I'm going after is reserved, he is going to take some more convincing to allow me to blow him in the bathroom. Right now, they just seem to be all the same default guy who goes along with whatever you want. I like playing a socially liberated female character, possibly more than the next guy, but I still want interaction from the object of my desires.
Whatever systems you decide to implement, you need to communicate those to the player. The initial look, and the overall design is good, but I have no information as to what is going on with my character. If you want to keep things completely text based, and force us to read, that is fine, but you need to provide those things in the text then. If that is the design route you are wanting to go with, you may want to familiarize yourself with the old phrasers, like Zork and the like. You would be making a similar style game then, and there is little point in reinventing the wheel. Also allowing their to be buttons instead of having to retype things a thousand times is a win there.
If that isn't your plan, you may want to look at something like Trials in Tainted Space, and Corruption of Champions, which are similar style games, in a fantasy world, and a sci fi one, and see how they did things. I don't like the idea of fighting wandering monsters, but thinking about each one of the characters as an encounter, and designing it as such, would help improve your gameplay loop. The thought here is that the goal is to archive sexy time with a character, but maybe some guys are oblivious, and think you taking your panties off and handing it to them is some kind of joke, and there is no way the hot girl in front of them is doing anything other than teasing them. You can also give them goals, which update depending on where they are. Like maybe if the guy asking to study with you in the library just wants your number, but also really wants your help with his statistics homework. Or maybe you need help in an area, and the other characters are ways for you to get the things you need. That sounds incredibly transactional, but that is more for system design purposes, not for character purposes. For characters, they are motivations. Give the NPC's one long term, and one short term. We determine our character's motivations, but there are extrinsic factors that should motivate us as well, like food, money, grades/job performance.
It might also help to focus on one area at a time right now. Personally, I would suggest college, mainly because it would be the most marketable, or high school, because that is an experience everyone has had. Work on exploring those areas first, before opening up the rest of everything. Life is a rather large sandbox, and it is important that there be things in the sandbox to do, not that there be a big emptiness there.
I've ranted long enough. Message me if you want me to elaborate on any of the things I mentioned.