Inept Monkey

Well-Known Member
Oct 27, 2017
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ProjectR is pretty meh, I like the original approach.
it's an alpha. still got a few years of development to turn into something. While I was more fond of trying something different with the whole dungeon crawling shenanigans myself, I realize that the community just wants MBM 2. That's probably what we're gonna get in the end.
 

Krongorka

Well-Known Member
Sep 22, 2017
1,257
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it's an alpha. still got a few years of development to turn into something. While I was more fond of trying something different with the whole dungeon crawling shenanigans myself, I realize that the community just wants MBM 2. That's probably what we're gonna get in the end.
I noticed at least 3 spine files have "MBM2" mentions, so yeah. Might become just that.

From a gameplay perspective I honestly don't understand how to play the game in its current form. Maybe I just got used to MBM interface/flow too much, although it kinda reminds me of Pre-1.0 version of MBM in some way. Ending turns doesn't seem to do anything, slaves don't get pregnant, no idea how to control battle map. Just doesn't seem intuitive for me, although I never was a fan of turn-based games so maybe that's just me being too dumb for it.

As for future of modding this title, I believe it might be indeed easier to work with. Spine version was upgraded to 4.1, sooo yeah, still not an easy thing for a community to mod with no Spine license. But at least it won't suffer from repacking issues like I got stuck with modding MBM. Still need to figure out how it works internally for adding stuff, though.

Assets seems to be censored at the moment, bummed me a bit, but at least no heavy texture compression (lossy DXT5 crunched) for now.

ProjectR-characterTest.gif
 
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UnknownDevDot

Newbie
Dec 30, 2022
16
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I noticed at least 3 spine files have "MBM2" mentions, so yeah. Might become just that.

From a gameplay perspective I honestly don't understand how to play the game in its current form. Maybe I just got used to MBM interface/flow too much, although it kinda reminds me of Pre-1.0 version of MBM in some way. Ending turns doesn't seem to do anything, slaves don't get pregnant, no idea how to control battle map. Just doesn't seem intuitive for me, although I never was a fan of turn-based games so maybe that's just me being too dumb for it.

As for future of modding this title, I believe it might be indeed easier to work with. Spine version was upgraded to 4.1, sooo yeah, still not an easy thing for a community to mod with no Spine license. But at least it won't suffer from repacking issues like I got stuck with modding MBM. Still need to figure out how it works internally for adding stuff, though.

Assets seems to be censored at the moment, bummed me a bit, but at least no heavy texture compression (lossy DXT5 crunched) for now.

View attachment 3059259
1. How the game will play out has not yet been confirmed.There is also a possibility that it will be converted to real-time rather than turn-based.

2. We'll be releasing documentation at a later date to explain how to add things like figures and traits.
For example, we're making external scripts readable. Unzip the attach file and paste it into the Streaming Assets folder and it should work.

3. We don't currently compress, but we may do so as RAM requirements increase.
 
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UnknownDevDot

Newbie
Dec 30, 2022
16
255
82
Feedback:

Game does not fit my 1680*1050 screen. Large parts of interface end up out of frame and I can't access them. I managed to play by accessing menus through hotkeys. I may have missed some parts of gameplay as a result. Sorry if I can't comment on them.

I could not figure out how heredity works in this game. Looks like my usual tricks will not work here. This is an interesting challenge.

Goblins and slaves quickly grow in number. It makes me want to sell them off, but there is no trader here. Especially the goblins - the village (45 food/day) should be able to support only 3 of them, but I have a horde of them. Why are goblins eating 15 times as much as humans anyway?

English translation is good. I have not noticed any particular problems with it.

Overall, the game looks interesting, and I'm looking forward to seeing what it will become.
1. I hastily fixed the resolution issue and uploaded it(Ver0.1.1), but the issue still remains?

2. Sorry about that. For the play part, just look at the overall flow.
 

Krongorka

Well-Known Member
Sep 22, 2017
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How the game will play out has not yet been confirmed.There is also a possibility that it will be converted to real-time rather than turn-based.

We'll be releasing documentation at a later date to explain how to add things like figures and traits.
For example, we're making external scripts readable. Unzip the attach file and paste it into the Streaming Assets folder and it should work.

We don't currently compress, but we may do so as RAM requirements increase.
Thanks, I'm slowly figuring it out. With the current state of things I see upsides and downsides to how I was used to work with MBM.

- Zero asset repacking issues. Huge thanks for this new system, seriously. Using spine snapshot for a character stand portrait is a thing I really wanted.
- Adding new spine slots is both easy and harder. To clarify: I just tested a new character tits size (2 sizes by default, added third one, similar to size "4-5" in MBM), for example:

ProjectR-Tits5SizeTest.png

For this same thing to work in MBM I needed to edit Character data text file in assets (each character/race allowed to set sizes and other customizable parts), now these parameters are in Assembly-Csharp.dll and that's a bit harder for me to edit, because I'm only using a hacky approach with tools like dnspy and IL editing (method/class editing doesn't work due to dnspy recompiling imperfections).

Like I said, I guess I just got used to MBM modding workflow and probably just need to learn how to create custom .cs code like some folks here :)

- We don't currently compress, but we may do so as RAM requirements increase.
Fair enough, although I do wish that maybe you'll provide these uncompressed assets when the development is done as some sort of "HD pack"?

Just saying because I did my tests with Pre-1.0 MBM uncompressed assets repacked in 2.0 and it worked fine. I believe when we're using mods plus BepInEx system requirements and loading times go up anyway.

Seconded about potential Steam release, by the way, unless there are some legal issues, of course... *cough* like lolies in MBM *cough*.
 
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JoeruTenshi

Member
Jul 25, 2020
142
184
208
It would be great if slaves could conceive more children during childbirth.
I'm playing another similar game, my slave gave birth to 9 children, it was great.


1699067559921.png
 

Trapperxxk

Active Member
Dec 22, 2020
553
423
228
It would be great if slaves could conceive more children during childbirth.
I'm playing another similar game, my slave gave birth to 9 children, it was great.


View attachment 3059673
What would be a pain in the ass. I like new turn-day system because I fell down from non-stop process of making babies and health management and others, Moreover, in this game, it will be a little unfair to burn so much, you just quickly capture all map)
 

flannan

Engaged Member
Dec 15, 2022
3,449
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what is the name pls ?
It is "Goblin Lord wants me to become a virgin wizard by managing the brothel". It is available on this website.
Apart from being 3D and top-down, it is clearly inspired by MBM.
 

Montyz

New Member
Aug 11, 2022
3
0
11
From several similar problems in this thread, I would recommend you to try putting your game directory less deep into your file system.
Something like D:\Games\MonsterBlackMarket is good, while burying it 10 directories deep is too much.
Both versions weren't too deep in the system (C:\Games\Market\[game files]) and I tried moving it out to Games like you said but sadly, it still stopped loading at the same spot. Should I just re-download everything?
 

maiikuroo

Member
Jan 27, 2022
125
38
104
I checked current build file structure briefly and so far it seems promising. I'll check it thoroughly later. Hopefully new thread will be available soon, so we can discuss it there.
Build is Mono not il2CPP, that's good, however I do remember MBM pre-1.0 launch was in Mono too, then switched and stayed il2CPP till 2.0 release. I hope it stays Mono all the way this time.
Didn't they mentioned in some post that they are going to make the game mod-friendly? Not sure tho.
 

erixstyle79

Newbie
Aug 30, 2021
25
54
114
It's been a while, guys.
We wandered around a lot due to project transitions, and we hastily created a structure to establish direction.
This is just a framework, and we're collecting feedback.
We look forward to your feedback.
I might be in the minority here, but I rather like the new turn-based format. I had the tendency to build absurdly large breeding estates in MBM and by god sometimes managing those things could become stressful. I could see this style being a life-saver with larger facilities. Admittedly I was probably pushing the game to do things it was never meant to do but eh, I like my hentai factorio.

I approve of combining the birthing and breeding rooms into a single unit, the animation where a girl gives birth while the goblin throat-fucks her is *chef's kiss.* I cannot wait to see what the other monsters' equivalent animations look like.

On that note, now that monsters have functionality outside of breeding and selling, I do hope there will be a few more types. Indeed, I'd like to see more variety among the slaves too. A race of cowgirls would be neat, for example.

One thing I've been thinking about is the food system's implementation in the strategic map. Would it be possible to have a mechanic where taking broken slaves along with your raiding party reduces their food consumption? I think it would make sense, taking the milk dispensers and emergency rations along for the... ahem... logistics. Just throwing an idea out there.

I don't know if it's a bug or an intentional design but being unable to move slaves or monsters while their character card is open is odd.

And on a note of personal preference I've seen people clamor for more emphasis on special units, but I don't like this. The generated slaves of this game share a core appeal with something like xcom, for example, where you build the stories for your units in your head as you play. These types of games are exceedingly rare in the porn-verse. While I don't mind special units, I'd be a bit sad if the emphasis was placed on them. I'd prefer to see more variations for the randomly generated girls, more outfits, body shapes, traits, etc. etc. I feel compelled to speak here because I'm sure I'm not the only one who feels this way.

Anyway, wrapping up, you've got a really solid foundation for an amazing game here. It's easily my most anticipated h-game. I'm going to be following this closely and I eagerly await future updates.
 
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