Ren'Py or RPGM for a corruption game with a female (or futanari) protagonist.

What's your opinion/preference?

  • RPGM (Pika Pika)

    Votes: 59 67.0%
  • Ren'Py (Meewtwooooo)

    Votes: 29 33.0%

  • Total voters
    88

Spirox

Member
Jun 15, 2018
468
459
Hi everyone,

Well... I was getting started on my RPGM corruption game when suddenly a wild Mewtwo appeared from nowhere and suggested me to chose Ren'Py instead.
What do you think?

Should I try to catch Mewtwo and chose Ren'Py or should I just stick up with Pikachu and go for RPGM?

Thanks.

Edit: More seriously, the most decent game I have played was on RPGM not because the Ren'Py ones suck but just because they were my first hentai corruption games ever... Like Mischief war, Yuna quest, Meltys quest, etc...
Your opinion would be GREAT to have (Especially if you had or have some title on Ren'Py about corruption games to advise me). Thanks.
 
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redknight00

I want to break free
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I suppose good girl gone bad if you can stomach the art.

Though if you want to make a corruption game in same vein as the games you listed, just use RPGM and fuck the naysayers.
 
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W65

Active Member
May 31, 2018
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866
I usually say this kind of thing in these threads, but RPGM gets you out of the box:

1) Walking around maps with NPCs and stuff
2) Barebones RPG combat engine
3) RPGM interface (menu system w/ inventory display)
X) Whatever RPGM plugins you can get working in your game

If your game is going to make effective use of all those things (interesting and reasonably-sized maps to look at and explore, combat that's not just padding or grinding, etc.) OR if you have a very good plan for working around the ones you don't need to use of them (like those games that don't have players walk around a map at all, or the ones with the very compact maps) then it's probably a good fit for RPG Maker.

That does mean you'll be spending time balancing combat, putting together the chips for the maps, and whatever. If that time's going to add to the game at the end of the day, then it's time well spent. I guess that's more of a game design decision rather than something specific to RPGM: if you're going to have combat in any form it needs balancing, and so on.

I guess the other way to look at it would be to think about what critical RPG-Maker-type stuff you'd have to recreate on your own (or find someone else's framework to use) if you were using Ren'py, since it sounds like you do want to use at least some RPG-like stuff in your game. As has been pointed out, it seems like it can be built on to pretty much whatever extent you want, but that does mean doing the building yourself (if you can't find someone who's make a framework you can use--dunno how much of that stuff is running around for Ren'py).

I guess you'd have similar considerations for Godot or Unity or Game Maker or whatever you considered using. It might be helpful to create an ordered or scored list of high-level ideas that you want in the game. I mean, like, does the game really need random combat like your typical RPGM game? Having that list in mind would help you (and all of us, actually) with the game creation engine decision.

What I'm ending up saying, it sounds like, is "design your game first and then ask yourself that question," and that sounds like a truism.
 

W65

Active Member
May 31, 2018
779
866
Thanks all of you for your answers!



Could you please explain more by what do you mean by that.

Thanks!
Well, I guess I'd explain it from the viewpoint of a prospective player. I have a pretty high tolerance for it myself, but the last thing you want people feeling is that the combat drags the rest of the game down. Grinding, as you probably know, is that sort of "old-school RPG" feeling. It's where a person feels they have to go out and spend too much time fighting monsters JUST to get numbers (character stats, money) high enough that they can proceed with the game. Padding would be if there're monster encounter areas that feel too long or don't really have any place in the story other than something to make a typical playthrough last more hours. Some RPGs, you know, seem to be sold based on the idea that there're some large number of hours of playtime required to beat them. In a bad and long RPG, the player is going to spend most of that time bored because they're hashing through hold-down-X-to-win combat.

Different players of different genres are going to tolerate different amounts of this kind of thing, so it can be tricky to get this feeling right. Combating grind is a big part of the difficulty of balancing a regular-old RPG, because it's to an extent subjective. RPG Maker gives you kind of a standard grindy-RPG-like combat engine that will probably bore a lot of RPG players if you don't put a lot of effort into it... partially because so many games use RPG Maker and therefore even the RPG fans have probably played a dozen games with basically the same combat system.

There're different ways to handle these problems. You can let the player see encounters on the map (probably need a plugin to get RPGM doing that) so they can dodge them. You can let the player use items to skip combat or turn off random encounters temporarily. You could let the player spend resources to buy stat increases or level ups so each combat goes faster. Hell, even I use Cheat Engine or an MV plugin to speed the GAME up so that I spend less time waiting for each combat animation to finish--and I kinda LIKE grindy RPGS!

Ultimately, it's a question of whether or not the player feels like their real time put into the game was well spent. The player's trading time for entertainment, and if that time's spent on something they find boring they're going to be upset. That's kind of trite to say, but RPG combat is something that plenty of people feel takes up too much game time for not enough enjoyment. Making combat more fun is a simple-but-difficult solution that even professional devs have really not completely figured out.

I hate to be an Undertale fanboy, but that game did have random encounters and I think it handled them pretty well. First of all, there's something to DO in combat other than just pick from a menu: the little bullet-hell minigames. Second, even though you can encounter most of the monsters more than once, pretty much every encounter is at least distinguishable by the flavor text. That makes each encounter at least feel unique rather than just like you're slashing through dozens of basically featureless mobs.

Actually Undertale's a bad example because you CAN play the game by just slashing through a bunch of featureless mobs, but you can also play it totally differently. And a lot of what made the game unique was its relentless quirkeness (even in silly little things like the item name abbreviations) that would take a lot of man-hours to replicate.

Anyway, this post's already too long, and I'm not really saying anything dozens of other folks haven't already said. I guess just consider well if turn-based RPG combat is really something that's going to add to the game experience, if you're going to use it.
 
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Spirox

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Jun 15, 2018
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W65 what do you actually think about or concerning the battle system? Is that grindy? The old school rpg were really good when they just appeared but after some years people just were overwhelmed from it... I remember again tales of series in Nintendo got a different battle system that was pretty much cool, but like always... it was really boring to have to xp again and again...
 

nln0

Well-Known Member
Sep 4, 2017
1,552
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Both have there Pros and Cons. It's more the question can you make a RPGmaker game that stands out from the rest of RPGmaker crap that a lot of other people complain about, Making a Rpg (or rpg-lite) in Renpy, or a different engine.
 

HopesGaming

The Godfather
Game Developer
Dec 21, 2017
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It's actually pretty straightforward.
If your game is going to be a VN with branches (maybe even some free roaming, side quests, and some few stats) - always go ren'py.
If your game is going to contain lots of RPG elements like combat (or related to that system) - always go rpgmaker.

Anything else will trigger a wave of angry people at your thread.
Don't try to eat soup with a fork.
 

Ataios

Active Member
Sep 11, 2017
817
924
It depends on how "game-ish" your game should be. If you want to create a visual novel with no or little actual gameplay, Ren'py is most likely the better choice. If you want your game to feature actual RPG or adventure elements, such as combat, exploration or character advancement, you are likely better off with RPGMaker.

That said, even if you choose to latter option, you better avoid grind. Seeing a picture in porn game is not worth the same effort, as crafting a legendary weapon in an actual roleplaying game, so better don't let people grind daily quests for money to buy that coveted BDSM gear.

I don't have any personal preference as far as engines go. I play games that have the fetishes I like regardless of the tools used to create them. Therefore I didn't vote. So, if female protagonist corruption means, seducing other female characters into lesbian relationships, I'll play your game, if it means the protagonist has gangbangs involving all male creatures in the game world, it will not get anywhere near my harddisk.
 

W65

Active Member
May 31, 2018
779
866
W65 what do you actually think about Yuna Quest or Meltys quest concerning the battle system? Is that grindy? The old school rpg were really good when they just appeared but after some years people just were overwhelmed from it... I remember again tales of series in Nintendo got a different battle system that was pretty much cool, but like always... it was really boring to have to xp again and again...
Meltys Quest's combat worked because it was a relatively short game, and each combat was relatively short. With one playable character, combat kinda has to go quickly. The extremely limited MP also forced combats to be short, because you really couldn't spend round after round casting spells--you'd literally run out of MP. The game felt really focused on keeping combat moving fast.

It helps having a little animation during combat and, for me, clothing damage for the bosses. Meltys overall was a pretty fair example of combat in a short little corruption RPG. Having just one playable character helped keep things simple.

Again, I have a pretty high tolerance for tedious RPG combat, so take what I say with a grain of salt.
 

Spirox

Member
Jun 15, 2018
468
459
Meltys Quest's combat worked because it was a relatively short game, and each combat was relatively short. With one playable character, combat kinda has to go quickly. The extremely limited MP also forced combats to be short, because you really couldn't spend round after round casting spells--you'd literally run out of MP. The game felt really focused on keeping combat moving fast.

It helps having a little animation during combat and, for me, clothing damage for the bosses. Meltys overall was a pretty fair example of combat in a short little corruption RPG. Having just one playable character helped keep things simple.

Again, I have a pretty high tolerance for tedious RPG combat, so take what I say with a grain of salt.
I do no worries, my self I have the same tolerance because I am used to grinding since my childhood lol (Final fantasy, pokemon and golden sun on GBA)