Metroidvania-Style Monster Girl Game (working title) [Development thread]

MariterH

New Member
Sep 10, 2017
5
8
Hello all, I am in the process of developing a game, I hope it catches your interest

The game I want to make is a metroidvania-style game in line with, for lewd inspiration, Forest of Blue Skin and Repure Aria, and for non-lewd(kinda)/gameplay inspiration, Shantae and Rabi-Ribi.
Specifically, I would say I want to have sex in the game be similar to something like FOBS/Repure Aria, but I want to take more the level design of Shantae with the gameplay feel of Rabi-Ribi.

Story-wise, the game goes like this.
In a world akin to those you would read about in fairy tales, the goddess of humanity has been put in a desperate situation and uses the last of her strength to summon a hero from another world(you).
You, as the (forced to be) new champion of humanity, must bring peace to this strange world you've been thrust into with the aid of the goddess now residing cozily in your mind. (nonconsensually. (she does not pay rent.))

Gameplay-wise said goddess will act as your menu screen, providing functions such as a bestiary, a character database, a quest log, and most importantly as your upgrade/equipment screen, as both the mind and the power of that goddess will reside within your body. Whereas you'll be able to buy equipment and physical items from normal merchants, she'll be there to invest the experience you gain from defeating monsters/obtaining upgrade points into your body and mind, allowing you to enhance your basic stats, obtain new offensive skills like being able to cast lightning, see the enemies' health values, and even let you upgrade the abilities you'll obtain in each area.

Speaking of gameplay, I want the game to be very metroidvania-esque, but I do intend to limit exploration by way of story a decent bit, as I want the story to be a main driving force. Though, I don't want it to consume too much screen time, this is an erotic game after all. So, I'll implement notifications when/if progression will ruin a quest, and generally keep the dialogue to say MGQ levels, rather than dumping a novella on you before you can move again.
Please let me know as time progresses if at some point in the story you miss out on being able to complete a quest without warning.

What I want to make above all else is a good game, and a world you would want to, by some degree, live in, so I intend to put love and care into every aspect of the game. from the gameplay itself, to the story, to the characterization, to the music, the art, and especially the sex.
I know that sounds a bit stupid to say, because of course a dev would say that about their game if they want it to sell, but I truly do mean it. I want to, by at least some even miniscule margin, change the perspective of adult games in at least some peoples' minds, similarly to how MGQ did for me ages ago. I genuinely want to make a good game, that happens to have sex as a big aspect, rather than just porn in game form (Though I still want it to serve as that of course.)
All characters involved in anything remotely sexual are of course 18+, there will be no eroticization of children in this game for any wondering, so please do not get your hopes up in that regard.

Now then, here's the good stuff. Currently I have a very barebones framework with the game I've done so far in Pixel GameMaker MV, the thing Forest of Blue Skin is made in, though it's not very notable as of now, outside of the movement feeling pretty good so far. It hasn't been too overwhelming, as I have experience developing a functioning game engine in C++, but it hasn't been my primary focus as of yet.
What I've been focusing on lately has been my art, of which I'm confident enough to post around now. So, here we go.

To start, let's show off the main concept for the first area. After getting summoned, you
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get plopped into some hay, with barely any understanding of, well, anything. When a friendly, very close to being fully human dog girl shows up. She'll serve as your introduction/tutorial past the minor dialogue the now comically size-reduced goddess
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gives you before disappearing for a bit to recuperate.
After which, you'll be able to explore the extent of the farm and it's inhabitants.
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Two of the most important inhabitants being the co-managers of the farm, the first manager being the mostly humanoid dog girl
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with the other being a not so humanoid cat girl
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That cat specifically being a major character around the farm, also constituting as your first boss, though not with malicious intent.
Her animation set is actually pretty close to done, primarily just needs coloring/detail work.
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The cat's caught a mouse in that last one, huh. Wonder if there's anything somebody stumbling on that might be able to do...
You. I mean you. Fuck them. Threesome. Yes.

*Ahem*, well, soon after showing up, as in before really exploring the farm and doing missions, you'll be introduced to your first antagonist, a vampire living in a nearby castle who demands tribute from the farmers, and when she sees you, you very quickly become the target of her fixation.
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To be honest, she's quite dumb, and still quite young for a vampire, only turning a couple years ago at the age of twenty, so she's pretty much just playing out her fantasies rather than being any significant threat. The tribute she often demands is usually just an uncooked steak, cause she can't stomach killing an animal, let alone a person...
She's primarily comic relief to be honest, very much an antagonist you see and go "You chose the wrong occupation, huh."
Much of the earlier story I intend to feel a little more akin to Paper Mario dialogue/seriousness. I want the vibe/humor to be more akin to a Paper Mario game. Please don't misunderstand though, However lackadaisical this world may seem at first, it most certainly has not forgotten the meaning of the word death.

Moving on, after that, the next area you'll get planted on will be a floating island in the sky.
On this island a mining operation run by goblins
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is taking place.
You see, goblins are a naturally cave-dwelling species, and certainly not known for being the most intelligent kind, but some years ago, a couple of goblins were experimenting with some floaty rocks they found deep underground, and with what ingenuity they had, they built what in essence amounts to a hot air balloon, except with floating rocks rather than hot air.
Course, well, they're rather stupid, so they didn't think about getting down, so after freaking out for a good half hour, they eventually spotted this floating island, which they excitedly abandoned their makeshift air vehicle and jumped onto the island, before realizing they're still stranded in the sky. At which they began panicking again.
After some time though luckily, a passing avian merchant
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noticed the screaming (from a mile away) and flew over to investigate, eventually saving the goblins from starvation by giving them food and water.
Not one to miss an opportunity though, the Avian merchant quickly began teaching the goblins about the value of the floating stones on that island, and guided them into setting up an operation to harvest it's minerals in exchange for a variety of goods and services.
Over time, the goblins on the floating island became very prosperous, and now have a fairly active, opulent city up above where many of them live in the lap of luxury.
A very distinct contrast to the mining operations below, where they sweat day in day out to bring in that luxury for the upper layer.
...Despite appearances actually, neither the upper or lower goblins actually dislike each other, and if any of them wanted to trade places with each other, they would. Rather, from the goblins' perspective, the mining is more like exercise to them than actual work, and if any of them did start to get malicious, big sis bird would lecture them. If anything, rather than any of the goblins being the most sympathetic, when you see that Avian desperately struggling to keep the goblins from accidentally offing themselves, she's the most sympathetic one here...
She cares about them though, she really does. They're like a second family to her at this point.

That's about all to share today though, last would just be the level concept art I have going here along with some misc npc designs.
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Alright, and thaaaaaaat's about it. Sorry for dragging on so long, I just have a lot to share.
I really want to make this project flourish, and so any support people can give is very much appreciated, be it financial, sharing this around as much as you can, or just keeping up to date with what I'm doing, all of it is appreciated, I hope I can bring this to life the way I want to.

I'm regrettably not really active on here much, but I'll try to keep this thread at least about as up to date as my patreon itself.
I hope it's not against the linking rules in-place due to my lack of posting, but I have a twitter @ mariterhunin and a patreon @ MariterH, if anybody is interested. Thank you for taking the time to read this, I hope it caught your attention, in a good way that is.
 
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MariterH

New Member
Sep 10, 2017
5
8
Hello all, I’ve updated my Patreon today, so it’s time to update here as well.
A programmer hit me up after this thread, so I’ve been hard at work on art creation! I finished up all the current needed MC animation roughs, the entire interior of the sky island has been roughed, and most excitingly, the goblins’ animations have been roughed!
To be honest, I’m still a little worried my programmer might dip randomly, but I figure worst case basis I just have a bunch of assets already made I can just pick up where I left off with.
Either way though, pretty smooth progress so far on my end, I think next I’m gonna work on pause menu, some item temps and then the exterior of the island, wish me luck.
 
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MariterH

New Member
Sep 10, 2017
5
8
Hello all. Things fell through with the programmer I mentioned unfortunately, and I ended up moving, so to make up for it I figure I'll share some of what I'd been working on before then.
Note that all of these were placeholders to some extent or another, primarily they were roughs for animations and frames I knocked out so my programmer could work on getting them implemented.

Here's some background roughs for the interior of the cave system.
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Fairly detailless, but I'm not looking to go too heavy on the aesthetic touchups until I get an engine actually up and running.

Next would be the player roughs, I've taken care of pretty much every rough you'd need for programming them in. A jump cycle, a running cycle, a turnaround frame, (though I'll probably add another frame to it honestly so it's a little smoother in practice), getting hit, and punching.

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I intend to add more to the punching and probably the getting hit as well all things considered, but for placeholders I'm pretty content that I can work with them.

And of course, the fun stuff. I designed a sniper lizard based off the short-horned lizards, the ones that shoot blood from their eyes.
I kinda wanna revamp her design a little bit and make her a little rougher/scalier though, maybe add little spines down her back since her head'll be covered by the cowboy hat.
There's also a menu animation, like how I mentioned in the original post. You'll navigate through her wings for your menu, and the basic options to exit or change options will be front and center.
As you progress through the game, of course you'll also rank her up, unlocking different features to adjust, though I'm not worrying about that feature till I actually get the game up and running. I don't intend to do too much though, don't worry. Maybe just a badge menu, an equipment upgrade menu, ect.
And some sex scenes I need to color, but I think you'll still enjoy them.
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Hope that wasn't too disappointing, life gave me a pretty nasty hiatus.
I'm gonna get back to work on it now though, wish me luck
 
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Artemissu

Member
Sep 17, 2021
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Hello all. Things fell through with the programmer I mentioned unfortunately, and I ended up moving, so to make up for it I figure I'll share some of what I'd been working on before then.
Note that all of these were placeholders to some extent or another, primarily they were roughs for animations and frames I knocked out so my programmer could work on getting them implemented.

Here's some background roughs for the interior of the cave system.
You don't have permission to view the spoiler content. Log in or register now.
Fairly detailless, but I'm not looking to go too heavy on the aesthetic touchups until I get an engine actually up and running.

Next would be the player roughs, I've taken care of pretty much every rough you'd need for programming them in. A jump cycle, a running cycle, a turnaround frame, (though I'll probably add another frame to it honestly so it's a little smoother in practice), getting hit, and punching.

You don't have permission to view the spoiler content. Log in or register now.
I intend to add more to the punching and probably the getting hit as well all things considered, but for placeholders I'm pretty content that I can work with them.

And of course, the fun stuff. I designed a sniper lizard based off the short-horned lizards, the ones that shoot blood from their eyes.
I kinda wanna revamp her design a little bit and make her a little rougher/scalier though, maybe add little spines down her back since her head'll be covered by the cowboy hat.
There's also a menu animation, like how I mentioned in the original post. You'll navigate through her wings for your menu, and the basic options to exit or change options will be front and center.
As you progress through the game, of course you'll also rank her up, unlocking different features to adjust, though I'm not worrying about that feature till I actually get the game up and running. I don't intend to do too much though, don't worry. Maybe just a badge menu, an equipment upgrade menu, ect.
And some sex scenes I need to color, but I think you'll still enjoy them.
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Hope that wasn't too disappointing, life gave me a pretty nasty hiatus.
I'm gonna get back to work on it now though, wish me luck
Don't stress, you are adoing everything you can and that is just fine. These sex animations are hot :p

Sadly, i'm just a gamer so i can't help you with programming, but no doubt there are several programmers here on F95. You could try asking around, someone will pop up eventually.

The best i can do to help you is buy your game once a public version is released lol. The best of luck to ya!!!
 

MariterH

New Member
Sep 10, 2017
5
8
Don't stress, you are adoing everything you can and that is just fine. These sex animations are hot :p

Sadly, i'm just a gamer so i can't help you with programming, but no doubt there are several programmers here on F95. You could try asking around, someone will pop up eventually.

The best i can do to help you is buy your game once a public version is released lol. The best of luck to ya!!!
npnp, don't sweat it at all, even support is more than appreciated. The drawing aspect is always fun, but the unity learning as been brutal, augh. Still, it is for the cause. I look forward to your continued support, I'll be posting updates, well, whenever I have anything substantial to post. Hopefully often, after I properly get the framework up and running properly
 

MariterH

New Member
Sep 10, 2017
5
8
Hello all, it has been a while since I have updated. Of course, to be expected as this is a hobbyist project, but I have some fun things to share!
A little while ago, I reached out to another programmer to help with the project, and they've been doing good! They've stuck around, and it's been a few months, so I'm very grateful for their help.

As for my end with art/conceptualization, here's a view into the world overall!

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And that's that for the areas I'm willing to show off for now, I don't wanna spoil everything just yet!


Next what I'll showcase is some character concept art, and a preview of the dialogue box!

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And on that topic, here is how the dialogue box should look when it's properly implemented!
With a preview of some more complete character art drafts.


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I intend to decorate the dialogue box more, but as of right now I'm focusing more on getting assets looking servicable enough for implementation, which makes them still look ugly for public content, so a good bit of things I'm keeping under wraps still.

That's about all for this update, and as always thank you for the continued support everybody!
Slowly but surely, the project is continuing, and I hope to keep it that way.
 
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