Motivation to push out a H-Game!

Sep 4, 2022
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I have always wanted to do one of three things. 1. Make a Game, 2. Write Smut and 3. Be loved.

of course we cant all have everything we want so I thought why not mix 1 and 2 and create a game where the player can create a character, interact with a world that will react to them. let them be a bad ass boss or a defeatist slave. and well that's the goal of this post.

For now the story Idea is simple. a mystery and a play. the PC will go though a memory of school, looking at themselves in the mirror (CC) before deciding what they want to do and leaving. this will adjust stats that will change how the world interacts with them. they will then faide to white and wake up on an island with amisia. exploring to find they are not alone 20 other people are there, all having a hard time to remember. conversations and player choices would chose how the world sees them, a golden god or a week servent. (I really dont have any other analogies do I?) the NPCs would be where this would really make the game, 5 Dominate individuals going from rapist to someone who can talk you into drinking the coolaide to 5 subsubs that will do anything by complete compliance, or bratty behavior. with the other 10 in between but all of them would be allowing the player to pick there path. shut down the rapist early and that content might be removed from the game (will have fighting and the monsters might want to be rewarded *shrug*)

anyways the long and short of this is I like the idea of a strong woman being forced to be a pathetic breed slave by someone stronger then her and braking her into submission so I would have this story line in there and work on that but for now, what exactly would everyone else like in this type of store? what would not be liked?

the point of this post is to try and motivate me to actually create it. if you would be kind enough to encourage or "cheer" me on i am a sucker for affirmation and would be better to actually craft it. not only that but your ideas woudl help fill the overall story.

Thank you for your time and if you read this far, daymn, thank you.

V/R
NotoriousUnknown!~
 

anne O'nymous

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[...] what exactly would everyone else like in this type of store? what would not be liked?
This doesn't matters.
There's 8 millions members here. Whatever you do, you'll always find people who will like it, and people who will hate it. Therefore just do what you want, without carrying too much about the public.

It will be a (relatively) pleasant journey, you'll acquire new skills, and do something that apparently you'll like. The rest will come when it come.
 

woody554

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in addition to what AON said, you should probably know that 'mc waking up with amnesia' is a super common type of game, and 'stranded on an island' is another one. there's nothing wrong with either idea, I just thought I'd mention it because most of the ideas we ever get have been done a thousand times in the last 40 years. it's almost guaranteed none of your ideas will be original.

but it also means there's no point worrying about it, just accept it as reality and EMBRACE the genre you like. lean into it and make the best damn deserted island 'lord of the flies' rape simulator you can.
 

Doorknob22

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Do what you love. And I don't mean this from a hippie viewpoint, but from a cold and calculated position. You will need to drive yourself long and hard, you'll need to overcome lot of hardships, failures, problems and crises. You must be obsessed with the topics/fetishes you're working on, and "doing what people will love" is simply not a strong enough motivator.

I'm not saying you should completely ignore what people are saying, but as a rule of thumb your game should be 95% what you want to do and 5% what others say.

Good luck!
 
Sep 4, 2022
29
12
This doesn't matters.
There's 8 millions members here. Whatever you do, you'll always find people who will like it, and people who will hate it. Therefore just do what you want, without carrying too much about the public.

It will be a (relatively) pleasant journey, you'll acquire new skills, and do something that apparently you'll like. The rest will come when it come.

I know it doesn't matter but I would like to see what people want. It is meant to be a big thing open world and allow for people to do whatever they want. openish world and ideas are fun to explore. I have no problem doing my own thing but I want an open comunication to assist me in staying on track and focused. these comments actually helped me contunie this idea.

thank you for your comment, I do appreacheate it and I will haveas much fun as I can hope (Yeah clinical depression!~)
 
Sep 4, 2022
29
12
in addition to what AON said, you should probably know that 'mc waking up with amnesia' is a super common type of game, and 'stranded on an island' is another one. there's nothing wrong with either idea, I just thought I'd mention it because most of the ideas we ever get have been done a thousand times in the last 40 years. it's almost guaranteed none of your ideas will be original.

but it also means there's no point worrying about it, just accept it as reality and EMBRACE the genre you like. lean into it and make the best damn deserted island 'lord of the flies' rape simulator you can.

I can understand that. its a trope but the thing is I don't really have another idea for starting, I can do a locked down building or something but I'm starting from zero here. any ideas would be welcomed though. the idea is to create a controlled ecosystem.

I Have refined it a bit and now its a lot more depth, the island is now a symbolic of mental state and the characters are reflections of trauma. there is a horror exploration element now but I'm still shaping the "Overall" story
 
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Do what you love. And I don't mean this from a hippie viewpoint, but from a cold and calculated position. You will need to drive yourself long and hard, you'll need to overcome lot of hardships, failures, problems and crises. You must be obsessed with the topics/fetishes you're working on, and "doing what people will love" is simply not a strong enough motivator.

I'm not saying you should completely ignore what people are saying, but as a rule of thumb your game should be 95% what you want to do and 5% what others say.

Good luck!
I agree, but exploring other ideas is somthing that would be fun for me. im not an obsevive person but someone that gets board easily. I want to mak somthing that yes, reflects what I want but im also... god whats the word.... horny for public opinion? (joke due to site) but seriously im not worried about other people, just curious and... needy? gods damn it. the words eleuding me... I like comments, they motivate me.
 

Insomnimaniac Games

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I can understand that. its a trope but the thing is I don't really have another idea for starting, I can do a locked down building or something but I'm starting from zero here. any ideas would be welcomed though. the idea is to create a controlled ecosystem.
Random, but how about instead of an island, you could do a Judge Dredd-esque mega building. Controlled ecosystem, a bit different from the typical "island" scenario. You could play into the memory loss as some vault-tech like corp experiment.

Or not. Just spit-balling.
 

Thicc Lord

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Random, but how about instead of an island, you could do a Judge Dredd-esque mega building. Controlled ecosystem, a bit different from the typical "island" scenario. You could play into the memory loss as some vault-tech like corp experiment.

Or not. Just spit-balling.
I feel a collab coming on...

LETS GO
 
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anne O'nymous

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I know it doesn't matter but I would like to see what people want.
Everything, it's opposite, and all that land in between.

And I'm serious where saying this. It's what all the "what do you want in a game" threads I witnessed in now 7 and half years, say.
Once again it's due to the "millions members" part. There's games that are more successful, but none of those who like them knew beforehand that it's what they wanted. And sometimes those games aren't even something new; it suffice to be the right thing, that had a first release the right week, and people will be curious about this game that became a phenomenon.

Now, if you want motivation, I have one name for you: Winterfire
Since 2018 he made 6 games, 4 being completed. Look at the difference between his first one, and his last one. And don't limit to the rating or visual, the number of post is also a good indication.
It doesn't matters how low you starts, there's a public for you, and as long as your dedicated to what you do, that public will .
He's not a big star in terms of numbers, but as far as I can judge he's happy with what he's doing, and his public is faithful.


It is meant to be a big thing open world and allow for people to do whatever they want.
An advice, keep this for later.
Whatever how much you know about coding, writing, and all, you've to learn what "making a game" imply in practice. Starts with a less ambitious game, way more simple. It will teach you what you need to know when it come to game making, while starting to assemble a small community around you.
Then, you can go for you big project. You'll have the knowledge to do it, and the moral support you'll need when you'll face some difficulties while doing it.
And, as far as I can judge from what devs say, there's no better motivation than people saying they like what you are doing; just don't care about those who do the opposite.
 
Sep 4, 2022
29
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Random, but how about instead of an island, you could do a Judge Dredd-esque mega building. Controlled ecosystem, a bit different from the typical "island" scenario. You could play into the memory loss as some vault-tech like corp experiment.

Or not. Just spit-balling.
inteersting IDea, however I really ran with the island and have a hole story for it, i do like the closed contaniner, and actually it might be better.... thanks for that now i have to over think everything agian!

but seriously thank you.
 
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, post: 15911596, member: 63812"]
t doesn't matters how low you starts, there's a public for you
[/QUOTE]

i have told so many novolists this same thing, its fun seeing it sent back to me.

I get it its about growing more then showing butmy personallity has me go from 0-100 and then cut from there. if that makes sence.

there's no better motivation than people saying they like what you are doing
so true, i have individuals comment on my story, its the most beautiful thing there is
' ... I did expect a few twists at this point, but not that ' is my favoret so far, but watching a community reply to my work is enough for me to push out another chapter right then and there. and honestly that is what I need. feedback.

good, bad, cynical - I do not care. what I need is interatction. its just my personallity. the way I work.

again, thank you for your message.
 
Sep 4, 2022
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[UPDATE: IDEA]

so the idea is coming together nicely i believe. right now I am focusing on one story with the idea to keep it open to add more. for now the idea is to have the entire island a represent of a past trauma. the individual (PC Character) is a woman who who interacts and works through things from the NPCs that mirror the boyfriend (cause of the trauma) or themselves. fixing, healing or even killing these ideas made forms. the PC can grow independent and work though everything fine and be a strong bad ass bitch at the end or fall for the same traps as before and sink further until they loose themselves completely.

Green Flag Path, Healing and Escape
Yellow Flag Path, Stagnation and Guilt
Red Flag Path Submission and Sale of self.

[SETTING]

so the island is going to be shaped on the PCs sanity. following changes for five stages of sanity

StageIsland EnvironmentEnemy StrengthNPC BehaviorImpact on PC
Stage 5 StableSunny, warm, peaceful.Weak enemies, easy survival.NPCs are supportive, helpful.PC feels strong, clear-headed, and in control.
Stage 4 Uncertainty
Default State
Cloudy but still warm.Normal enemies requiring strategy.NPCs show both support and doubt.PC must choose whether to improve or decline.
Stage 3 UneasyCloudy, darker, unsettling.Harder enemies, lurking danger.NPCs’ toxic traits intensify.PC begins struggling, losing emotional security.
Stage 2 Hostile & ColdCloudy, no sun, cold atmosphere.Strong enemies, survival becomes difficult.NPCs turn mean, dismissive, or manipulative.PC starts doubting themselves, paranoia increases.
Stage 1 Psychological Breaking PointDarkness, freezing, oppressive atmosphere.Impossible enemies—PC must rely on NPCs.NPCs become selfish, overly critical, and treat PC as a burden.PC fully breaks, surrenders control, and risks being permanently controlled by a Red Flag NPC.


The island is divided into six major regions, each symbolizing a different stage of the PC’s trauma. As the story progresses, the player is forced to move deeper into the island, mirroring their journey into their own mind and past. The terrain, environmental hazards, and creatures reflect different aspects of the PC’s suffering, betrayal, and mental breakdown.

[Game Mechanics]

PC will have chance to be the leader or at least a supporting pillar, helping the others come together and see things though and ensuring the shelter is well stalked maintained [management]. PC can fail, failure would leave then to losing control of NPC and the town itself giving it to someone else. (dominant NPC). PC can eighter do what is told of them or get exiled or locked up depending.

NPCs change based on the PC’s choices—they can be allies, manipulators, or captors.
The PC’s autonomy diminishes if they submit too much—dialogue choices begin disappearing if they lose themselves.


EndingOutcome
True FreedomPC escapes the island, braking the cycle
controlledpc fully dominated
chaospc now becomes death, the destroyer of worlds
sub endingpc willingly(ish) surrenders.


So we have the PC waking on island, finding themselves, helping others and challenging the dangerous world. discovering themselves along the way and defeating not just the monsters on the island but her own past as well.