- Dec 2, 2019
- 198
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Let me introduce you to Roguesmut! A turn-based erotic roguelike made in Love2D, an open-source Lua game development framework. Play how you want to play, and get off while doing it. No more linear storytelling with shallow plots, no more 'under construction' routes. Adventure through a labyrinth of rooms and corridors, escaping danger, transforming your character, and writing your own story. During the game, you'll encounter many trials, puzzles, and other characters that you can interact with. Whether you want to slutify yourself, or rise above as an epic heroine. Your story begins here. This game will heavily focus on replayibility, procedural generation, and delivering depth through overlapping game systems.
I want to use this section to talk about the design, and some of the goals I have. Let's begin with the design. In Roguesmut, you play as a female protagonist that has found herself trapped in the depths of the earth in what appears to be a sick labyrinth of traps, puzzles, and other creatures. Unsure of how you ended up in this dungeon, or how to get out, your adventure starts. You will meet many other characters like yourself who have been trapped in this dungeon for a long time, each having varying personalities and views of their circumstance. Along the way, you'll uncover truths about where you are, how you got there, and mysterious truths of the creator. The main goal of the game is to ascend to the surface alive. Along the way, you may find yourself going through various erotic experiences, intentionally letting your character fall to defeat, or endlessly exploring for hidden treasures and unique items to help you advance. The primary design goal is to allow you, the player, to play how you want to play. If you think you should be able to do something, I wanna provide the systems necessary to make that happen.
My goal for this project is create an adult game that feels like a home. I want to be able to pickup the game, and play it over and over. Each time, going through different scenarios, experiencing content in different ways, and exploring different fetish or lewd content. Every time I go back to the game, I wanna be eager to try a different style of play. This authenticity and replayability is what makes roguelikes so much fun for me. In addition, I don't want to bind the player to a strict set of rules, actions, or linear progression that doesn't fit their ideal style of play. If you want to mind-control a character to then perform cunnilingus on yourself because they otherwise wouldn't out of their own will - then so be it. If you think you should be able to do something, then you should be able to do it. This may sound really complicated, but under-the-hood it's not too bad. I'll be posting dev-logs explaining my approach to this.
At this point, you may be wondering who I am, what experience I have, and why you should care. I'm not going to try to sell this idea that I'm exempt from burn-out or exhaustion, or that I'm the best at anything. It's possible that this may die out like many other projects. However, i'm not doing this project for money, I'm just doing it for the fun and experience. Because of this, I plan on releasing the game for free. I also am going to make it open-sourced for anybody willing to contribute or help. This is also to drive more attention toward modding if I ever decide to go that route. This means you can follow my progression directly on GitHub which I'll be posting the repository shortly. Obviously this will just be the source code of the project without any of the lewd content. Hopefully this communicates my philosophy of not shrouding my game in mysterious like other people do, and I'm not trying to sell out. I just wanna make a fun game.
Some of the core features listed below. (TBD = To be determined)
- Limitless procedural map generation.
- Top-down 2D graphics.
- Grid based dungeon crawling.
- Heavy RPG elements.
- Turn based combat and interactions.
- Emergent gameplay through overlapping systems.
- Procedural item and scenario generation.
- Character Transformation.
- Permadeath.
Here I'm going to talk about the tech I plan on using. First and foremost, let's talk about the framework. I'm using Love2D which is a free, open-sourced C++ framework with a Lua API for 2D game development. Being a framework, this means it only handles interfacing for graphics, media, and I/O. It also conveniently provides some game related functions like your draw, and update loops. It doesn't provide any graphical user interface, debugger, expansive tool set, or IDE like you may find in Unity or Unreal. I chose this framework because of my proficiency in Lua, and my need for a 2D framework. Lua itself is a very fast language, especially with how Love2D integrates LuaJIT. This provides me the necessary speed for real-time procedural generation without much overhead. It also let's me get away with some not-so-optimal programming patterns. This means I don't have to worry about memory management, garbage collection, buffers, or any management system for performance. It handles the dirty work for me, so I focus on the game itself. This was important to me, because from the get go I wanted to create my own engine, without focusing all my time on performance. Also with Love2D being open-sourced. I can easily modify any of the source files, or the Lua Implementation in the future to fit my performance needs if it becomes a problem. Although, this is highly unlikely.
Next, let's talk about renders. I initially wanted to commission the art for this game, but that doesn't seem very feasible. I'm going to need hundreds, maybe thousands of renders, and I'll need more and more as development goes. This is unfortunately the biggest downfall of this design, but It's something I've thought about for awhile. With themes such as transformation, armor and clothing, and varying sexual fetishes. There becomes this exponential increase of renders needed due to scene and scene variations. I'm not going to go out of control with this. I'm just going to make clever use of text and image hybrid. While some interactions may be too insignificant for an image, other interactions may have multiple images or animations. Hopefully this will be a seamless implementation that feels natural.
For this reason, I'm choosing to use Koikatsu Charastudio for the renders. Some may be turned away from this, others may find this exciting. It's the only suite that has a very quick workflow, low rendering times (virtually none), easy interface, consistent art style, and fits my needs. I've considered other options but it's just not realistic when it comes to time and effort. I'll be sure to post updates in the future with some previews on render quality, style, and the approach I'm taking with it. For now, I've been so wrapped up in the game development, I haven't bothered to spend much time in the program to make anything worth showing. This is my biggest hurdle so far; choosing which program I want to use to portray the adult content in my game. I'm still thinking about this every day - and weighing out other options and other methods of implementing the content I need.
Under the hood, I'm taking a decoupled approach to my games logic. This enabled me to create overlapping systems that are independent of each other. This allows systems and features to work in non-linear fashion, and allows me to enable all content from the start of the game. I'm going to achieve this by using an ECS (Entity Component System) architecture for my games data. I initially was going to do heavy composition based object oriented programming, but that still left me with monolithic class structures and hierarchies that I don't want to deal with. I'm not doing pure-ecs due to not being able to take advantage of the performance benefits of this architecture. So far this has been a lot of fun, and programming using data oriented design rather than object oriented design has been quite the experience. This will also allow very approachable mod support through JSON or scripts since modders won't need references to classes or objects in order to modify parts of the game.
Q: I still don't understand how the game will play, what the point of it is, and how it will be different?!
I suck at summarizing.
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. This should give you an idea of what I mean by grid-based movement, turn-based combat, top-down, etc. Now if you're familiar with Lilith's Throne, CoC, TiTs, then you'll understand the type of content in the game, how transformation may work, and how lewd content is involved. I could do a better job of this by writing out multiple paragraphs describing design and features in-depth, but it's difficult for me to describe that complexity.
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on the roguelike genre for an idea on what core features will exist.
Q: Where can I find the source code, or contribute to your project?
You can find the GitHub repository here: [PRIVATE FOR NOW]. It lacks the licensed tilesets and sprites, and the adult (18+) renders. You will not be able to run the game by downloading the source so please don't post asking why. When I have a playable version, it will be compressed and distributed in an .exe. If you're looking to contribute to the project, or share your experience on a similar project you can contact me with the information found below. You can follow how often I'm committing changes, developer notes, and a wiki (in the future) here.
Q: How can I get in touch to make suggestions, help with development, or talk about features?
I want to be completely transparent in my development process. If you want to contact me, feel free to reply to this thread, direct message me on this forum, or add me on discord at: kinderalpha#6818. I'm excited to hear what you want to see in a game like this, answer any questions that may not be covered in this thread, and just talk about game development. I'm insanely passionate about this project, and could talk about it for hours on end. So no voice is not welcome, and any opinion or suggestion is openly invited.
Q: This sounds more like an indie game then an adult game?
That's probably because I'm doing a terrible job of describing my vision. I have a deep understanding of how I want the game to feel and play, but it's hard to express these ideas clearly for some reason. I don't want the game to feel like it's just a normal game with lewdness sprinkled into it. I want to heavily involve the adult themes into the core mechanics of that game. So until I can show some videos or images of gameplay and features, you're just gonna have to use your imagination haha.
Thank you for your time. I'm creating this thread so early in development because quite frankly, it gets pretty lonely staring at code all day. I'm putting a lot of effort in this game, and if just one person shows interest and wants to play something I made, I'd be so excited. Below in the Change Log you will find the most recent development log. I will post development logs whenever I feel I've made enough progress from the last one, as I don't want to spam this thread. I am still in very early development, so I do not have any playable version as of now. This threads purpose is to create a form of communication between me, any contributors, and you the player. Ongoing discussions of game design, feature implementation, and polling can be found somewhere in here. Hopefully this is posted in the write section. Again, thanks for your time.
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