RPGM No Man's Paradise [Dev Thread]

Jinnai

Noodlz.
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Jun 26, 2018
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No Man's Paradise

Hello there, everyone.
My name is Jinnai and I'm finally at a stage in development where I feel comfortable with sharing my development process of my game project called "No Man's Paradise". A game set in a high fantasy setting, featuring men, magic, beasts and much more.​



Overview:

You play as Fiona, a young woman who lives with a crew of vagabonds and outlaws. After a short introduction prologue, certain events are set in motion and Fiona suddenly finds herself on a prison island - a landmass dedicated to keep the most depraved and dangerous criminals in check. Naturally, the whole place has gone to hell, and the wardens were overthrown by revolting prisoners.

Now the island is split in three factions:

- Remnants of the Wardens: Probably the most civil people on the island, the remaining wardens have barricaded themselves in the city of Old Town. And although they might have been noble people once, being completely isolated by the inmates for years turned even the most stalwart man into a ruthless and merciless rouge.

- Westfolk: The main bulk of the former prison inmates - led by minotaurs, orcs, lizardmen and other unspeakable things, these wild people dominate most of the island. Though wild at heart, these beasts can see reason - if they are presented with the right arguments.

- Gaia'mar: A mixed bag of prison inmates and wardens - these people left their old lives behind them and started anew within the wilds. Being trapped on a dangerous island for several years made them in tune with nature and its inhabitants. Turning nomads, they mostly stay to themselves and keep away from the ongoing power struggle. That does not mean, hoewever, that they are not a force to be reckoned with.

In order to not only survive, but also hopefully escape her fate on the island, Fiona is forced to join one of those factions sooner or later. Depending on the faction she chooses, her experiences, her journey and also her character develop in very different directions.

About the Development:

This game has been in its planning stage for almost two years. Although most of this time was spent looking for an artist to create all the lovely smut. Since I can't draw if my life depended on it, but I also do not like text games without any visuals, I had quite the task ahead of me. Finding an artist with a great work ethic, reasonable prices and the moral mindset to draw girls getting screwed by all kind of wildlife was quite the challenge. And finding said artist took me almost 1 1/2 years, but then I finally found the lovely .

As for myself, I've been playing around with RPG Maker since I was a wee lil girl. The first version I ever owned was RPG Maker 2000, and I have been fiddling with all its iterations ever since.

The current plan is to release the first version of No Man's Paradise in April/May, depending on how quickly the rest of the art gets done. The first build is going to include the prologue, which serves as a tutorial to the game, before Fiona is actually thrown onto the prison island.

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Art Samples:
ss1.PNG ss2.PNG ss4.png
 
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Fourier,

I can see that a lot of passion went into the development of this game. Story and setting seems thought out, unique, and it has me interested! Female protagonist too, so this will be fun for multiple playthroughs! Occtopoi's art style is absolutely enthralling. Overall, I'm excited for you and your project! I'll definitely try your work on release! Best of luck with development!

For question's sake:
What will gameplay be like?
- Combat (if any)?
- Story progression?
 

Jinnai

Noodlz.
Donor
Jun 26, 2018
116
293
Fourier,

I can see that a lot of passion went into the development of this game. Story and setting seems thought out, unique, and it has me interested! Female protagonist too, so this will be fun for multiple playthroughs! Occtopoi's art style is absolutely enthralling. Overall, I'm excited for you and your project! I'll definitely try your work on release! Best of luck with development!

For question's sake:
What will gameplay be like?
- Combat (if any)?
- Story progression?
Thanks for the lovely reply, I really appreciate it. :)

As for your questions:

There is not going to be any combat. I thought about this one a lot, but in the end I decided against it for multiple reasons. Mainly the engine. RPG Maker combat is pretty janky and most people don't really like it anyways. It would be difficult to make it somewhat compelling without it being too hard for a porn game.
I also thought about just doing my own combat system, but I don't think it's worth the effort.
Besides, Fiona is no classic heroine. She knows how to get around in the world, but she is no fighter.

The story, in it's entirety, is not exactly linear, since it splits into three different paths shortly after the prologue. Based on the faction Fiona joins, the progression starts to deviate from the other routes. There are certain milestones within the story that she will reach no matter her allegiances, but her motivations to get there and her journey to said milestone will vary depending on her choices.
Same goes for the ending, by the way.

So you'll have very different experiences based on how you decide to play.

I hope this clears things up. :)
 

Jinnai

Noodlz.
Donor
Jun 26, 2018
116
293
Dev Update 01.04.2020

I wanted to provide a small update about the development process of No Man’s Paradise, even though there is little to talk about.
Due to the Covid-19 outbreak, my actual work has become a lot more stressful. Which, in return, left me with way less time to develop the game than I’d hoped to.

But what little progress there is, I gladly report about it, so here it goes:

My main focus over the last couple of weeks was to flesh out the talent system, which I have yet to mention in the initial post of this thread.
To break it down, you get three skill trees to pick from, each tree representing one of the three main stats that Fiona can acquire during the course of the game: vigor, cunning and perception.

I don’t want to get into too much detail about each and every perk you can pick, but just to give a few examples:

In the Cunning tree you can invest points into the “Haggle” skill. What it does is pretty self explanatory - the more points you invest, the better the prices you get when buying or selling stuff at a merchant.

This specific skill goes well together with a talent from the Perception tree, which is called “A knack for little things”. What this ability does is it basically increases your chance to find better secrets.

Now what are secrets? Good question! While exploring, Fiona can (and should) check crates, barrels, bookshelves - basically any container available around her. In those she can find all kinds of stuff - junk, coin purses, treasures. And her chance of finding the latter is increased for every point she spends in “A knack for little things” - which, in return, becomes even more valuable, if she also invested into the “Haggle” skill. So it all fits neatly together.

___


That’s just a small excerpt from the skill tree system I am currently working on. And while I know that all this kind of stuff isn’t nearly as exciting as hot, steamy sex stuff, I wanted to showcase it anyway, to provide some insight into what kind of gameplay you can excpect from No Man’s Paradise.

That’s it for now!
Thank you for your time and stay healthy! :)
 

Jinnai

Noodlz.
Donor
Jun 26, 2018
116
293
Dev Update 16.04.2020

Hello everyone!

Once again I have a small, but hopefully decent, development update for No Man’s Paradise. This time I want to talk about yet another gameplay element that I haven’t talked about yet: states!

States are fairly easily explained - they are effects that change how Fiona behaves in dialogues. As of right now, there are two states that are set in stone: “Drunk” and “Aroused”. There might be more states in the future, depending on the situation and, of course, player reception.

The current plan is that states do not unlock additional content. For example, there won’t be a sex scene that can only be unlocked when Fiona is completely intoxicated.
Instead states are meant to enhance replayability of a certain scene.

That way you can enjoy the same base scenario with lots of different angles to it, and don’t have to read the same dialogue over and over again.

I don’t think I need to get into too much detail about how these states are obtained. The “Drunk” state can be achieved very early on in the game. Fiona can basically hit up any tavern or inn that serves boozes to get wasted - given she has the coin to pay for it, of course.
There are also some occasions where she gathers with her friends at a warm hearth and opens a keg from time to time.

The “Aroused” state will be available later on in the game, once Fiona has become more “open” to the kind of world she has to live in now. It can be caused by either lots of teasing, or long periods of abstinence.

2020-04-07_145333.png

One small, but neat detail I wanted to add for those states was some visual effects as well. If Fiona is completely boozed up, a big blush will grace her face for the remaining duration.
Arousal takes it a step further, showing some clear signs of desire on her clothes.

___________________________________________________________________________

Now on a separate note I’d also like to share some information on the game development in general. The first release is set to include 5 unique scenes. As of right now, 3 out of 5 scenes are done, of which you can see small previews below.

Based off recent experience, mapping and eventing should be done before scene number 5 is done. In return, this means that scene number 5 will be the main factor when it comes to a solid release window.

2020-03-30_090201.png

I’ll keep you up in future about how development goes and how the art is processing.
I have also opened a Discord Server, since a few people already asked for it.
Important: As of right now, there is not much going on on this server.
But this will most likely be the main way for communication, once the first build of the game is released. So if you have any questions, or are just curios in general, feel free to join whenever you like. I hope it will get some traction after the first release.

>> <<

That’s it for today, I hope you guys enjoyed it. :)
As always, stay healthy!
Buh-bye!
 
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Jinnai

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Small Dev Update 16.05.2020

Heyas!

This time, I don't have as much to talk about as in the previous dev posts. Mostly because the recent developing wasn't exactly spectacular.

I am currently working on the prologue and also tweaked the dialogue bust script, which basically displays the currently speaking character.
I wanted to add the feature to grey out the character that is currently not speaking, to put more emphasize on the speaker. And while this sounded pretty easy on paper, it actually gave me quite the headache. But I worked everything out and now it runs perfectly well so far.

In terms of art department we have now 4 completed scenes, with the 5th one being already well into progress. This 5th CG also happens to be a bestiality scene, which I hope pleases at least some hardcore fans. :)

I was also thinking about adding a shota scene within the first build, but since I do plan to bring this to patreon eventually, I don't want to add to much frisky stuff in the very first build. But it will definitely be in the game, I can promise you that!

I've already written a scene for it, and it was a blast to write, so I hope I can show it to you in the foreseeable future.

That's all for today, folks!

As always, stay healthy! :)
 
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Angmir

Active Member
May 29, 2017
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Well I am deffinetly waiting to see the fruit's of your laibour ^^

Keep up the good work !
 

Jinnai

Noodlz.
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Jun 26, 2018
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Dev Update 15.06.2020

Hello! It's been a while since I wrote one of these. :)

But we have finally reached another milestone - all 5 CGs are now done and ready to put into the game. What's left now is only a few portrait sprites for the male characters, so that it doesn't look like Fiona is in a constant monologue.

I have also changed the prologue quite a bit. I played through it a couple of times and noticed two things that bothered me:
- It was too long
- It had too much information given its length


In the original version, Fiona would wake up in an old cottage, after she has just arrived on the island. This is where she would have met one of the important characters that would have served as an info dump for Fiona. Basically telling her where she is, how things work around there and what's supposed to happen next.

Including all the stuff that leads to this moment, this version clocked in at around 8 - 10 minutes, depending on how fast you read.

What's changed is that she still awakes in the old cottage, although this time she is alone. So the second she wakes up, the player has control over her and explore.

She then proceeds to figure out how things work in that place on her own, which seems a bit more fitting and also saves some time. So no we're at about 5 - 7 minutes of straight intro, which I am much more satisfied with.
And of course you will always be able to skip the whole thing, if you wish to.


That's it for now, although I will write another small blog post about the release tomorrow.

Thank you for your time and stay healthy! :)
 
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Jinnai

Noodlz.
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Jun 26, 2018
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Dev Update 16.06.2020:

I know, right? Two in a row!

Anyway, today I want to give a bit more (and in some respect less) insight about the release for the first build of No Man's Paradise.

As you can see from the original post, I missed my guesstimated mark for a april/may release by quite a bit. And considering that I'm on vacation for a week in a couple of days, I don't really see a june release either.

So that means july, right? Perhaps, but that's not set in stone. And that's what I want to talk about:

Lately I've been rushing through the development phase to get things done as soon as possible. I didn't take the time I should have to make something that lives up to my own quality standards - which, ironically, ended up me wasting even more time fixing these kind of things.

And that's when I realized that I am completely ignoring my biggest advantage - I am in no rush at all.
This is not a $3000 per month patreon game, that has hundreds of people begging for the next release. This is a 0.1 release, that so far, very little people know or care about. And while I would love to get this game out as soon as possible, simply to see what other people think of it - more importantly I want to make a good game.

That's why I have decided to not make any more remarks or promises about the release for now. It could happen in two weeks, it could happen in two months. I don't know. And I don't want to tear down any expectations that I build in the first place.

So I hope that the few of you that watched this development so far, will stick with me for just a little while longer. While I can't promise a solid release date, I at least can promise that I am trying my best to make this a game that's worth playing.

That's all for now, so as always - thank you for your time and stay healthy!
 

Attis

Newbie
Jun 20, 2017
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I am interested after reading everything. Looking forward to more updates and the 0.1 release ^_^
 

Jinnai

Noodlz.
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Jun 26, 2018
116
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Dev Update 10.07.2020

Hello there, ladies and gentlemen.

I got a bit of new stuff to show today, so this one will probably not be as dry as the previous ones. :D

First I want to talk about a bit of fluff stuff. Nothing majorly important or ground breaking, but I think it adds to the flair. I put dynamic weather into the game, which, as of right now, is a purely aesthetic thing. Sometimes it will randomly start to rain, the colors get a bit less saturated and the background music is slightly toned down. That's about it.

Also, NPC's will not stand still in fixed locations. However, they also won't randomly waddle around like you are used to from other games like this. Each day they will be in a different spot, doing different things. Sometimes they are talking to someone else, sometimes they are just sitting in front of their house and sometimes they are in their house. That kind of stuff. They won't wander off, so you'll never have to search them. As long as you are in the general area of their favorite place, you should be good.

On that note: Those two things didn't take long to implement. So for those of you that are wondering why I'm putting stuff like that in a porn game, I can assure you: No time was lost. The whole thing was done in an afternoon.

Next up, I have updated the CG panel teaser from a couple of posts ago, to reflect the finished CGs.


636290_2020-03-30_090201.png

So yeah, we are finally done with all 5 initial CG's and their variants. What's left art wise now are some touch ups on the CGs, a few clothing changes for Fiona, including a new outfit, and also groping CutIn-Images. Basically small frames of some hand action on Fiona, that can pop up during certain dialogues.

Lastly we have a new outfit for Fiona:

Capture.PNG

This is how she'll be running around for the first hour or so of gameplay. Getting something proper to wear is going to be one of the first quests you can get as a player. But actually finishing that quest will take a bit of time. :)
Naturally, you will be able to switch and swap between different outfits, getting different results. And yes, later on she will be able to walk around in just her underwear, and even later on, completely naked.

I was also thinking about displaying cum on her body, but I'm not so sure about that. Since I want the NPC's to be able to react to her appearance, adding stuff like cum would make this system considerably more complex.
But we'll see how it goes in the future. :)

That's it for today. I intend to make these posts a bit more frequent, but smaller in size. I think that's easier to digest than one big-ish post every month. I'll think about it.

Anyway!

As always, thank you for your time and stay healthy! :)
 

Jinnai

Noodlz.
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Jun 26, 2018
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Dev Update 11.08.2020

Helluu. It's already been a month already, time sure flies.

I don't have much new stuff to share today, mostly because I was focused on writing the past few weeks. This is due to a new version of RPG Maker getting released later this month. And I was thinking about porting things over, in case I like it.

That shouldn't be too much of a problem, but if it turns out to be one anyway, then I will just stick with what I have. Never change a winning team and all that.

Anyway!

Writing - So I figured I could talk a bit more about the dialogue choices that you'll have in the game, just to give you a better idea about how things are looking right now.

Chances are high that you have played a game before that tracked certain stats of your character, based on the choices you made during your playtime. One example that comes to mind is the choice between being dominant or submissive. So if you prefer a submissive female lead, you'd always pick the submissive option and so on.

While there is nothing wrong with such a design, I am personally not the biggest fan of these kind of things. Mostly because this usually locks you into certain behavior. You might end up with a character that can't access certain scenes or scenarios because that character only has submissive stats. That's what I'd like to avoid.

[By the way, sub and dom are just examples that can be literally any other variable that's used for character progression]

So how will it be in No Man's Paradise? - Pretty simple on the surface. You will always be able to see all variants of a scene or scenario. No matter what your previous choices were, everything will be available to you. But! What changes is how Fiona reacts to these choices. So in case of the dom/sub example from earlier, Fiona would still be able to make a submissive choice very late into the game, even if all her previous choices were very dom-heavy.
The dialogue would then revolve a bit around how Fiona, who is used to be being very dominant, is suddenly in a very different position then she used to be.

A slightly different example would be the "cum choice" - In a lot of scenes, you will be able to pick where exactly Fiona "receives" a cumshot. On her face, her boobs, inside her pussy, etc.
Say you pick a facial for most of the game, then Fiona will start to develop a preference for that. Getting more turned on by every new drop of jizz that hits her face during the game.
But then you decide that she's up for a creampie for once, and then Fiona reacts accordingly, having a small monologue about how used she got to facials and how very different a creampie feels.

That's the general idea, and so far it worked pretty well from what I can tell with my own playtesting.

I hope I was able to somewhat convey what I meant with those examples. I promise, it won't be such a slog during the actual game. It will come naturally as the game progresses.

I'm sorry for the big text and the lack of eye candy this time, but I hope it was at least somewhat interesting nonetheless.


That's it for today!
Thanks for your time and stay healthy! :)
 

Jinnai

Noodlz.
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Jun 26, 2018
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Dev Update 12.09.2020

Hello people of the smut world!

Today's update is rather short, so I won't bore you with much text like the last time. :)

As some of you know, last month we got a (somewhat) new RPG Maker, namely RPG Maker MZ. Now why this was a full price release with a new name - I have no idea. Because MZ is basically a mildly touched up version of MV. It feels more like a DLC than a standalone engine.

I was able to port No Man's Paradise to MZ without much issues - actually no issues so far, which is very suspicious to me.
So in an ideal world, people who struggled with MV games back in the days should be able to rejoice. Fingers crossed.

As for actual progress, I'm afraid I wasn't able to get as much done as I wanted to this month. I had a week where I simply didn't want to touch RPG Maker because I overdid it a bit, so I took a short break.

We also have some small news on the art front. We're currently working on a small CutIn version of Fiona's boobs and her butt, which will be displayed when someone gets a bit handsy on her during dialogue, displaying some groping action.
And since I didn't want to make this a boring pure-text entry again, I present you some butt. Enjoy:

Capture.PNG


That's it for now. I hope everyone stays healthy as always!
Buh-bye!
 

Sparky~

Newbie
Aug 22, 2020
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This looks very promising! From the few screenshots you posted I can see you used parallax mapping for your maps which is a relief, as this makes the game look really pretty (just try to not overdo it).

You seem to be saving a lot of content for the v0.1 release and from the looks of it, I can say that this game will really blow up once you release it, haha!

I'll make sure to play it once you release it!
 
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Jinnai

Noodlz.
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This looks very promising! From the few screenshots you posted I can see you used parallax mapping for your maps which is a relief, as this makes the game look really pretty (just try to not overdo it).

You seem to be saving a lot of content for the v0.1 release and from the looks of it, I can say that this game will really blow up once you release it, haha!

I'll make sure to play it once you release it!
Thanks, although I have to say that I was considering to drop the parallax mapping for good a couple of times now. It's very taxing and causes so many issues that I wouldn't have to deal with if I would be just using the built in editor.
It's taking so much time at the moment, it's nuts. :D

But thank you for the kind words, I really appreciate that!
 
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Jinnai

Noodlz.
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Dev Update 17.10.2020

Hello there, everyone. :)

(This is a text heavy one, so you can skip to the tl;dr at the bottom, if you want.)

To start off with a bang: This will be (most likely) the last dev update before the 0.1 release. Two main reasons for that: First, the game is in a state in which I can comfortably say that it's almost ready for a release.
And second, I simply don't have any groundbreaking development leads to share for this build. The previous posts were rather excessive in what exactly you can expect so far.

There is one thing I would like to touch, though. And that is the mapping. As pointed out by Sparky~ earlier, I use parallax mapping to create the world of No Man's Paradise. To give a quick explanation for those of you that are not familiar with this technique:

Instead of using the built-in mapping tool from RPG Maker, I instead create the maps within Photoshop and add the visual assets onto the canvas by hand. So far this is very similar as the built in tool, but with one major difference: I am not bound to the 48x48 tile grid that is enforced on pretty much anything within the RM Engine. This means I can place whatever I want, wherever I want to a pixel perfect precision.
I can also use the tools provided by Photoshop to enhance the maps. For example the wide array of brushes allows me to put more detail and variety into stuff like grass and clutter on the floor.

The big downside to this technique is that it takes forever to get a map down. Easily three to five times longer than with the regular built in tool of RM. Not only does this drag out the development time, it's also very draining for myself. Doing a couple of maps like this is not a problem, but doing a lot of them is pretty taxing.

That being said ...

Parallax mapping provides my project with a unique touch. Something that is severely lacking from a lot of other RPG Maker games. So I hope you guys are fine with me not going the path of least resistance by not only providing decent smut, but also something nice to look at while trying to get to said smut. :)

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As always, thank you for your time and stay healthy! :)

Buh-bye!