artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
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Well. I personally like the top-down maps so much, now I'm considering ripping out my maze code and replacing it with this top-down system... So hypothetically, instead of a randomly generated maze, the player would just be thrown into a static city-map, and the map would be big enough to make exploring it interesting...

I would have to extend the map markup tool I created to support things like dynamic enemy spawn areas, and hypothetically make buildings explorable which implies roofs that disappear when you enter them, and an inventory system.. and things worth having inventory for... hmmmmmmmmmmmmmmmmmmmmmmmm

maybe I should wait for someone to actually play the stupid top-down system and give some feedback on it.. but I think it's obviously better.. and the feedback I have so far on the maze is nothing but hate... which honestly is a little disappointing. If you consider the options other devs have come up with out there for "navigation" in Renpy, you aren't going to find anything that has a locally-implemented Prims's algorithm generating mazes for you, but I get it. It feels.. well like a fuckin maze.
 
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fiorafae

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Jan 12, 2020
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it makes it hotter when someone finally breaks her character after fighting for so long
Super agree. I love playing that way too. In most games that allow it, I try to play seriously and resist. Losing feels so much better when you have a long way to fall.


aiite yall, just dropped 0.1.1, with the new top-down combat system
The new system definitely feels more dynamic, and movement is a nice added dimension. Now you can try to plan movement so that you can approach and attack on the same turn, try to engage in a safer way so you don't get swarmed, or try to position yourself so fewer enemies can attack you at once, to reduce the chance that you get into deep grapples.

I noticed a bunch of cases where enemies just stop making moves, letting you take free turns. I'm not sure exactly what's happening. When I messed around with it last time it occurred, the enemy was always consistently defending, so maybe their AI is just hung up on defending under some condition.

you aren't going to find anything that has a locally-implemented Prims's algorithm generating mazes for you
I hear ya. I know the pain of making something that is impressive behind the scenes but ultimately doesn't give you the result you're looking for. For what it's worth, I thought the generated maze style was definitely a cool concept. In the end, I guess no one really wants to be lost in a maze when there isn't anything fun in the dead ends.

You can appreciate an artist who is taking a do more with less approach.
I don't know what kind of magic you're using to pull all this off, but I'll tell you right now, I seriously appreciate it. The renders are incredible, and there's so many of them. I've mentioned her before, but the chaingirl is just...perfection. I can't tell you how much time I've wasted losing to her. Her aesthetic, the humiliation she puts you through, the interesting ways she chains you up...fuck, I can keep going, but I'm gonna embarrass myself even more.
 

artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
140
312
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Super agree. I love playing that way too. In most games that allow it, I try to play seriously and resist. Losing feels so much better when you have a long way to fall.
My personal favorite take on this is when resisting earns you extra punishment.

The new system definitely feels more dynamic, and movement is a nice added dimension. Now you can try to plan movement so that you can approach and attack on the same turn, try to engage in a safer way so you don't get swarmed, or try to position yourself so fewer enemies can attack you at once, to reduce the chance that you get into deep grapples.
Yah. If you can keep them down to groups of 4 at a time, you're basically safe. I can't remember if I released 1.1 with chaingirls having a range of 2 or 3... but I initially coded them with a range of 3, and with square-shaped tiles, that is insane distance, so I've since nerfed them back to 2. I SUPER BRIEFLY considered moving to a hexagon tile grid but nah. If I'm going to replace the maze with this system we're going to have to scale to something like 92x76 32px tiles, and just plotting those vertices alone every turn would probably explode renpy's mind on hex.. not to mention the pathfinding and line-of-sight it would be computing.

I noticed a bunch of cases where enemies just stop making moves, letting you take free turns. I'm not sure exactly what's happening. When I messed around with it last time it occurred, the enemy was always consistently defending, so maybe their AI is just hung up on defending under some condition.
I noticed that too, also that they insist on moving diagonally. These two bugs are related. I gave the enemy mobs a few "behaviors" to chose from.. close-width, encircle, and maintain-attack-range. The thugv1 defaults to close with a 30% chance to encircle, and chaingirl defaults to range with a 30% chance to chose either of the other two. When a mob chooses encircle, and then finds a path diagonally that's not actually possible, it just sits there being stupid. I think I have this fixed, by reprioritizing their path-finding algo, and also detecting they have move they aren't taking and forcing them into "close" mode, but I'm sure there will be other bugs like this since I'm basically reinventing rpgmaker in renpy at this point.

I hear ya. I know the pain of making something that is impressive behind the scenes but ultimately doesn't give you the result you're looking for. For what it's worth, I thought the generated maze style was definitely a cool concept. In the end, I guess no one really wants to be lost in a maze when there isn't anything fun in the dead ends.
Pretty sure I could put unicorn candy in the dead-ends, and the maze will still play as annoying. It's an ironic flavor of success really. (and I know, I shouldn't let edgelord reviews bug me but dayum they do!). I set out to make a VN that redefined what was generally considered possible with renpy games, and I've been SO successful at it, some people are no longer seeing a Renpy VN, they're seeing something that looks more like an unpolished unity game and are assuming its lazyness and/or lack of talent on my part.. which awesome, but also super aggrevating. Maybe it's time to ditch renpy and pick up a big-boy game engine.

I don't know what kind of magic you're using to pull all this off, but I'll tell you right now, I seriously appreciate it. The renders are incredible, and there's so many of them. I've mentioned her before, but the chaingirl is just...perfection. I can't tell you how much time I've wasted losing to her. Her aesthetic, the humiliation she puts you through, the interesting ways she chains you up...fuck, I can keep going, but I'm gonna embarrass myself even more.
GTFO perv. lol j/k. I have A LOT of stuff in my head for the Brinn storyline half of this and I'm really looking forward to letting the chaingirls have their way with him... and I also have a ton of scenes in the back of my head for the pair of night-clubs I'm going to be adding.."the sixth circle" for the men has been teased in the story already, but current plan is to have a sister club called "7th heaven" for the girls. Zeek from the last scene in the current release will own the latter, and possibly veronica (dex's girlfriend) or a yet-to-be-introduced female character will own the other.
 
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artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
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1767725108724.png

Current status on the maze-replacement map. The existing map I'm using to demo the top-down system fits in the bottom corner. By the numbers this map fits an area 9 times the size of the existing map in a 3x3 grid. 92x76 tiles at 32px square,making this 3072x2204. I spent the morning extending my map-tile designation tool to support ad-hoc tile geometries. And now I'm kind of drawing away in inkarnate on the map.

Replacing the maze with this means that we'll have mobs that initially spawn into the map in an "unaware" state, and either hang out or patrol around until they're aggro'd by Aj, at which point they'll go into "attack" mode. Because renpy is renpy.. there won't be "true" real-time movement, the player will trigger world-ticks by moving around and exploring. Every move made by the player will make a world tick and every world tick all mobs will do their distance and LOC checks. So we'll have some potential for stealth mechanics there, and it should feel pretty rogue-like.
 
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fiorafae

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I can't remember if I released 1.1 with chaingirls having a range of 2 or 3... but I initially coded them with a range of 3, and with square-shaped tiles, that is insane distance, so I've since nerfed them back to 2.
I just love that she's ranged at all. It was such a pleasant surprise when I first tried the new combat system out and discovered that, no, I wasn't safe where I was standing. Damn, I just love when you're taking out enemies left and right in one hit and all it takes is a humiliating mistake for a low-level henchgirl to get your ass.

GTFO perv. lol j/k. I have A LOT of stuff in my head for the Brinn storyline half of this and I'm really looking forward to letting the chaingirls have their way with him...
All I can say is...HELL YEAH

(And also, thank you bigtime)
 
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fiorafae

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Jan 12, 2020
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Replacing the maze with this means that we'll have mobs that initially spawn into the map in an "unaware" state, and either hang out or patrol around until they're aggro'd by Aj, at which point they'll go into "attack" mode. Because renpy is renpy.. there won't be "true" real-time movement, the player will trigger world-ticks by moving around and exploring. Every move made by the player will make a world tick and every world tick all mobs will do their distance and LOC checks. So we'll have some potential for stealth mechanics there, and it should feel pretty rogue-like.
This sounds pretty fucking awesome.
 

artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
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I just love that she's ranged at all. It was such a pleasant surprise when I first tried the new combat system out and discovered that, no, I wasn't safe where I was standing. Damn, I just love when you're taking out enemies left and right in one hit and all it takes is a humiliating mistake for a low-level henchgirl to get your ass.
I think the pre-existing attack animations with her (chaingirl) also play super well with her attacking from range.. It's like I planned it that way, but it was just serendipitous, which is always a good sign you're on the right track.
 

artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
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Certainly for Brinn. I'd planned some boot-licking defeat scenes for AJ, but I was saving them for the baseball bat thug
 

Leona3500

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Jul 1, 2022
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I love this game, it's already in my top 3 because female protag, submission/humiliation and BDSM are my fav themes. Can't wait to see how this game develops.

One thing I do want to add now (I scanned the thread and haven't seen this brought up yet but sorry if I missed it), by full release, can every random event (non fight events) you encounter while exploring be resolvable without capture? I ask because I encountered a guy with a grenade launcher who catches A.J off guard and lead to unavoidable capture (which makes sense based on the writing but it really derailed my attempt of actually progressing the game). Don't get me wrong, the event was very fun and I made save intending to come back to the event another time, but it felt unfair when there ended up being no options. Especially since it ended with A.J being collared. Maybe add an option where she under estimates his ability to use the weapon and an option where she's more cautious and doesn't give him the chance to fire?
 
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artisnal.depravity

Righteous Dudebro
Game Developer
May 19, 2019
140
312
180
always nice to meet a person of taste, thank you for the glowing review.

I love this game, it's already in my top 3 because female protag, submission/humiliation and BDSM are my fav themes. Can't wait to see how this game develops.

One thing I do want to add now (I scanned the thread and haven't seen this brought up yet but sorry if I missed it), by full release, can every random event (non fight events) you encounter while exploring be resolvable without capture? I ask because I encountered a guy with a grenade launcher who catches A.J off guard and lead to unavoidable capture (which makes sense based on the writing but it really derailed my attempt of actually progressing the game). Don't get me wrong, the event was very fun and I made save intending to come back to the event another time, but it felt unfair when there ended up being no options. Especially since it ended with A.J being collared. Maybe add an option where she under estimates his ability to use the weapon and an option where she's more cautious and doesn't give him the chance to fire?
I do hate to disappoint, but there are going to be some "on the rails" capture scenes, especially in the beginning of the project, in order to introduce certain characters and create some context between them and AJ/Brinn. Steve is a perfect example, what you're seeing is the beginning of a romance arc between Steve and Officer Felicia Burke, one of AJ's fellow officers. Steve will become a proper combat mob in future updates, so when you encounter him in the wild, AJ will be able to come out on top via combat, but he is also a main character in the story, and I need her to lose to him in the first encounter to properly set the stage for that story to evolve properly. For example, when you next see him in the dex and veronica scene, there just wouldn't be any meaningful tension between aj and steve if she'd kicked his ass. Well, I suppose there would be, but this, to me is a jucier flavor of tension between them.

You can look at it this way if it helps: This is like zelda link to the past, there's a light side and a dark side, and in order to progress the story, AJ needs to move back and forth between the light and dark. So getting defeated and captured is a meaningful and necessary part of the game, it's not intended to be negative reinforcement or punishment, it's meant to be a continuation of gameplay with an altered perspective, and I should put some thinking into how to make that obvious to the player. One thing I think will help is givnig AJ "sex stats" and finishing out the prostitution minigame mechanics, so she can level up her skills and make the darker side of the progression more of a "first class citizen" when it comes to game-play.

But alas at the moment I'm too busy making maps in inkarnate to prove to myself I'm a "real" game developer.
 
4.40 star(s) 12 Votes