Sentinel Sparrow
Newbie
- Feb 19, 2020
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Absotutely! Still working on my asset workflow. I've been gauging how long it takes and its looking to be about 1 week for a character animated in one pose. Also looking at game systems that i can make upfront to then leverage to allow for more focuse on monthly content dev cycle (boobs animated / levels / etc).the AI seems to lose some little details here and there
im revising the games end goal. High level goal: 2 year project, concise game like D2 LOD, linear with replay builds.
Cool, I love diablo. Are we going to play as the goddesses or guys?Core Game Loop
- First-Person Perspective Combat:
- Melee focused: light and heavy attacks, parry, block
- Multiple weapon types (e.g. sword, axe, claw, etc.)
- Visceral, close-range encounters
- Loot & Progression:
- Find weapons/armor (Diablo 2-style random loot generation)
- Each run has the potential for powerful finds
- Extraction-style survival: Find an exit
- Death System:
- Permadeath-lite: On death, one chance to reclaim your body (and loot/xp) from where you died
- Failure to retrieve = xp and any gear carried loss (like Escape from Tarkov or Dark Souls soul recovery)
- Return to Sanctuary:
- Use XP to level
- Store or upgrade gear
- Access narrative, romance, and sex scenes with goddesses
- Spend favor on which goddess you want to progress and earn buffs from
Goddess System
- Visual Novel-style Story Arcs:
- Each goddess has a linear romance arc with some branching/choice scenes
- Heavy emotional themes with intimate, soul-connected tone
- Sex scenes: 3 defined poses, 3 speed variations, climax animations
- Found via Tower Progression:
- Some are discovered linearly, based on story progression
- Some are hidden/optional, found through exploration
- Sanctuary Hub:
- A place for goddess interaction, rest, upgrades, dialogue, romance
- Central loop node: Combat → Sanctuary → VN progress → Back into the Tower
Let me know if there's more aspects you'd like to learn ^-^
The D2 part is more about the itemization / gear you find, and linear story act structure, it might feel more like the new doom game which is funny bc its focused on melee combat. Which i didnt even know till recently,excellent questions
Perhaps, you could start with a prototype. In game dev, the code usually comes first. Code is like bones in body, if you have a solid skeleton you can pull whatever art onto it. If you don't have a skeleton, nothing will hold, flesh will crumble into a pile.
There's also an issue of code evolving and changing as you go, especially if you're a beginner and/or a single dev who doesn't have a manager with a big stick standing over him and is free to change the whole game design at the whim of his right foot. So you can potentially end up with a pile of redundant (like, you didn't know you could reuse a certain art piece later in the game, because you had no idea you'd decide to add this code to the game later, so now you have two piece of art doing essentially the same thing, double work), incompatible and unused art, while missing critical art pieces that you really need
This looks like it could be a survival horror game with hordes of zombiesnot sure what im making
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worked on twin stick mobile controls
aiming for single input: jump, double jump, glide, dash, interact
my enemy system supports a monster byte of rigidbody enemies (1024) at 50fps on mobile
in the bottom example its 1080p at ~100 fps
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