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Others Simulation Heavy Dwarf Fortress/CDDA Inspired Game [Development Thread]

lovemenut

New Member
Sep 23, 2019
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This is an unnamed text-based, simulation-heavy sandbox game exploring the procedural generation of stories. Drawing inspiration from the deep, emergent systems of Dwarf Fortress and Cataclysm: DDA.

You begin as a pathetic, virgin loser student at the bottom of the social food chain. NPCs will mock you, ignore your existence, or outright insult you to your face. Even a simple attempt at conversation is a gamble that will likely end in disgrace.

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About the Game:

Your goal is to ascend from this pathetic state to become the undisputed king who holds the entire town in his fist.

Direct confrontation would be foolish when you are weak. You'll have to be an opportunist. Lace your enemy's drink with a sleeping pill. When they're unconscious, tie them up and violate them. Or study the schedule of the school nurse to find that perfect window when she leaves sick students alone and vulnerable.

When you level up Athletics, you become a force of nature. Forget subtlety. You will be strong enough to knock NPCs to the ground with a single shove or break down locked doors. You will be able to corner your targets and violate them with brute force, with no one able to stop you.

When you master Charisma, you become a puppeteer. Words become your sharpest weapons. You will manipulate mothers into betraying their daughters, turn factions against each other, and ultimately, bend the town's political will to change its very laws.

Your influence won't stop at personal relationships. You will build a true empire, corrupting the town from its foundations with illicit enterprises like prostitution and drug trafficking. As your power grows, you'll gain the ability to reshape society itself. You will influence the town's laws, mandating things like public nudity or even legalizing your sexual use of its citizens.

This is a simulation-heavy sandbox, not just a "school game." Every NPC has a life, a schedule, and a weakness, all part of interconnected systems designed to be learned and broken. The systems are built to expand to malls, parks, and the entire city.

Tags:
2d game, anal sex, bestiality, blackmail, combat, corruption, character creation, drugs, male protagonist, incest, loli, male domination, mind control, pregnancy, rape, prostitution, rpg, sandbox, simulator, slave, sleep sex, text based, turn based combat, trainer, transformation, management, sexual harassment
Planned Content:
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Not Happening:
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Preview of Some Systems:

NPC ARCHETYPES


Every NPC has a personality profile that affects all their behaviors. An archetype defines their stats, witness behavior, sex system modifiers, outfits, dialog, combat response, and AI needs. One configuration cascades through six different systems.

There will be hundreds of unique archetypes that will spawn truly unique characters.

Shy nerdy girl: Low charisma, high intelligence. Cares about academic dishonesty, ignores violence. Easy to manipulate (high vulnerability) but won't enjoy it (low willingness). Wears modest outfits, speaks in stuttering dialog.

Confident party girl: High charisma. Only cares about serious violations. Hard to manipulate (low vulnerability) but more open (high willingness). Gets revealing fashionable outfits, bold dialog.

DYNAMIC DESCRIPTIONS

Every NPC gets a real-time generated description built from their components. The system reads body type, clothing, exposure status, location, and privacy level.

Remove her top and the description updates immediately: "Her breasts and nipples are exposed" followed by intimate details. The system tracks which body parts each clothing layer covers and only describes what's visible.

If she's wearing a jacket over a blouse over a bra, you see "She's wearing a navy jacket." Remove the jacket and it updates to "She's wearing a white blouse." Remove the blouse and you get "Her breasts are exposed. She has small pink nipples..."

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DIALOG SYSTEM

NPCs speak with personality-specific dialog procedurally selected from massive pools. The game provides context factors like archetype, action type, outcome, corruption level, affection, arousal. The dialog system finds pools that match those factors. The pool with the most required factors wins, then it picks a random response you haven't heard yet.

Global usage tracking prevents repetition. You'll cycle through 100+ variations before hearing a repeat.

A shy student failing a chat attempt says "U-Um... I-I have to go..." A party girl in the same situation says "Not interested, bye~" Same situation, different personalities.

A timid student being groped unwillingly says "N-No! S-Stop touching me!" A corrupted willing student says "Mmm, yes, touch me there~" Same physical action, completely different dialog based on corruption and willingness.

Pools can filter by dozens of factors including breast size, consciousness state, arousal level, and location privacy.

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SEX SYSTEM

Sexual acts use two-stage resolution. First, can you make it happen (vulnerability)? Second, does she want it (willingness)?

Vulnerability represents physical advantage and uses your stats, privacy level, and her corruption. Willingness represents psychological acceptance and uses her corruption, arousal, affection, intimacy, and personality modifiers.

If her willingness is super high, she's enthusiastically willing. Auto-success, positive affection. Otherwise, roll vulnerability. If it fails, you couldn't accomplish it.

Different archetypes modify the base calculations. A confident party girl gets -10 vulnerability (harder to exploit) and +10 willingness (more open). A shy nerdy girl gets +10 vulnerability (easier to exploit) and -10 willingness (less receptive).

You can force sexual encounters and violate NPCs given they are vulnerable enough or are tied/drugged.

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INFRACTIONS & CRIMES

NPCs actively observe and report rule-breaking based on personality and context. When you perform an action, the system checks if it triggers infractions, then looks for nearby witnesses.

For each witness, four checks run. Distance: are they close enough to see? Schedule context: is this actually wrong right now? Filter: do they personally care about this type and severity? Roll: do they report based on strictness?

Schedule context is key. Chatting during class time is an infraction. Chatting during break is not. Same action, different context.

Example: You're chatting at 8:30 AM during class. A teacher is 8 tiles away (detection radius 10, so they can see). Class time is in the forbidden periods list for chatting. Teacher cares about all infractions with minimum severity 1 (chatting is severity 3). Strictness 95% times reporting modifier 1.5 equals 100% report chance. You get reported.

Same hallway at 8:50 AM during break. Teacher can still see you, but break time isn't in the forbidden list for chatting. No infraction.

Different personalities care about different things. A teacher's pet cares about everything down to severity 1. A rebel delinquent only cares about serious violence above severity 50. A normal student cares about fighting but ignores minor disruptions.

Sexual acts integrate with this. When you grope someone, the victim tolerates it during the encounter due to the patience system. But witnesses can immediately intervene. A teacher seeing you has 100% attack chance. A hero-type student has 65% attack chance. A normal student might flee or report. The victim only reports after the encounter ends, based on the outcome's report chance.

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RELATIONSHIPS

NPCs track three separate relationship values with you.

Affection ranges from -100 to 100 and represents how much they like you.

Intimacy ranges from -100 to 100 and represents how close and familiar you are.

Corruption ranges from 0 to 100 and represents moral degradation.

Patience ranges from 0 to 100 and represents tolerance for your actions. Every interaction costs patience. Successful flirting costs 12 patience. Successful groping costs 15. Failed attempts cost way more - failed groping can cost 35-45 patience. When it hits zero, the interaction UI closes. It regenerates slowly over time.

You can't spam the same NPC. Four groping attempts will exhaust their patience even if some succeed, and they'll attack you. This forces pacing and rotating targets.

Progression looks like this. Day 1: affection 0, intimacy 0, patience 100. Week 1: affection 35, intimacy 25, patience 70 - you can attempt flirting. Week 3: affection 65, intimacy 60 - full sexual encounters become viable.

AI

NPCs have needs that drive their autonomous behavior. These can be physiological requirements or behavioral motivations.

Physiological needs have consequences if ignored. Hunger drops over time and the NPC must eat or suffer stat penalties. Bladder fills up and they must use the restroom or face embarrassment. Energy depletes and they must sleep or become sluggish.

Behavioral needs are motivations without hard requirements. A studious character has a "study" need that drives them to attend class. If they can't satisfy it, there's no penalty - it's just a desire. A delinquent might have a "vandalism" need that makes them want to break stuff. If teachers are watching and they can't act on it, they're fine. It's a behavioral driver, not a requirement.

The AI uses needs as a priority system. Each need has a decay rate. When a need drops below its threshold, a goal activates. The AI seeks actions to satisfy the highest-priority unfulfilled goal.

Different archetypes get different needs. A normal student has hunger, thirst, energy, bladder, hygiene, social, study, and arousal. A delinquent swaps study for vandalism and rebellion. A teacher has teach needs instead of study.

Personality weights affect priority. A social butterfly weights social need at 2x normal. An introvert weights it at 0.5x. This creates emergent schedules. The NPC isn't following a script saying "go to cafeteria at 12:00" - they're following their hunger need. Big breakfast means hunger might not trigger until 12:30. Skipped breakfast means they head to the cafeteria at 11:45.

TRADING

Trading is cost-based. Your relationships reduce the item's base cost (non-consumable discounts), then you pay whatever's left with cash or blackmail (consumable currencies). Money can't buy everything because intimate items have payment caps - you NEED relationships to reduce cost first.

Phase 1 - Cost Reduction: Your affection, intimacy, and the NPC's corruption reduce the base cost up to percentage limits. These are permanent discounts based on your relationship state.

Phase 2 - Payment: You pay the remaining cost with cash or blackmail. Different item categories have different payment caps. Intimate clothing caps cash at 33% of base cost - you can't just throw money at it.

Example 1 - Panties with high relationships: Base cost 100 points. Affection 80 reduces by 33 points (max 33%). Intimacy 75 reduces by 27 points (max 27%). Corruption 60 reduces by 48 points (max 40%). Total reduction: 108 points, but base is only 100. Remaining cost: 0 points. It's FREE - relationships made it worthless to them.

Example 2 - Panties with low relationships: Base cost 100 points. Affection 20 = 20 point reduction. Intimacy 15 = 15 point reduction. Corruption 10 = 8 point reduction. Total reduction: 43 points. Remaining: 57 points. You need to pay 57 points, but cash can only cover 33 points max (33% cap on intimate items). Blackmail must cover the rest. If you have $200 cash but zero blackmail? Can't afford it.

Example 3 - Calculator (commercial good): Base cost 80 points. Commercial items have 100% cash cap - you CAN pay full price in cash. Relationships give small discounts (affection reduces 15%, intimacy 10%, goodwill 20%), but cash covers everything else. This is a "money DOES work" category.

The "money isn't everything" means you need relationships to unlock trades for sensitive items such as underwear.

COMBAT

Some NPCs attack you instead of reporting when they witness violations. Each archetype has a combat response profile.

Bystander profiles (normal students, party types) flee at 40-60% HP. They try to escape rather than fight. If they successfully escape, they may report you afterward.

Authority profiles (teachers, security) attack aggressively and fight until 20% HP. They deal high damage due to superior stats and may call for backup.

Hero profiles (sporty students, justice-oriented characters) attack until 10% HP. They won't flee even when losing. They protect victims and pursue fleeing attackers.

Your HP is based on toughness stat. At toughness 50, you have 110 HP. Combat damage depends on athletics stat. At athletics 55, you deal maybe 12 damage per hit. A teacher with toughness 70 has 150 HP and athletics 75 might deal 18 damage per hit.

Example: You grope someone in front of a teacher. Teacher immediately attacks. You have 110 HP and take 18 damage per hit, meaning 6 hits defeats you. Teacher has 150 HP and takes 12 damage from you, meaning 13 hits to defeat them. Unless your stats are way higher, fighting a teacher is a losing proposition.

Different scenario: Grope in front of a normal student. 20% chance they attack, 80% chance they flee. If they do attack, they retreat at 40% HP after maybe 3 hits. Much more manageable.

OUTFITS & BODY COVERAGE

Outfits match personality through style tags. More matching tags means higher specificity, which wins automatically.

A fashionable trendy student has [student, fashionable, colorful, trendy] tags. She matches 4-tag templates and gets platform boots, crop tops, chokers, lace underwear, accessories. A normal student has [student, normal] tags. She matches 2-tag templates and gets modest uniform, cotton underwear, basic shoes.

Same school, different vibes. The outfit system feeds into exposure tracking, NPC reactions, and witness responses.

Clothing uses a five-layer system that tracks real-time exposure. Each layer can cover different body parts.

Remove an outer jacket covering upper torso and the mid-layer shirt underneath becomes visible. Remove the shirt and the base layer tank top is visible. Remove the tank and the underwear bra is visible. Remove the bra and breasts and nipples are now exposed.

Exposure triggers descriptor updates in real-time. The description system queries the coverage system to determine what's visible.

Partial exposure is tracked. If you lift a skirt without removing it, the skirt is still "worn" but not covering properly. Butt and genitals can be exposed while the skirt is technically still equipped.

The layer system prevents impossible states. You can't wear a bra over a shirt. You can't wear two shirts on the same layer and body part.

PROGRESSION

You have six core stats that level up through use. (and more)

Athletics affects sexual stamina, combat damage, and escape chance. (and more)

Agility affects dodge chance, movement speed, and stealth. (and more)

Toughness determines your HP. (and more)

Intelligence affects manipulation and crafting. (and more)

Charisma affects social interaction success and willingness calculations in the sex system. (and more)

Attractiveness affects first impressions and romantic willingness. (and more)

Example: At low charisma, even a simple greet is a coin flip whether it's received positively or not. At high charisma, you can convince a corrupted mayor to lace the water system with aphrodisiacs.

PERFORMANCE

The game is designed to run on map with many NPCs. I've stress tested the game with 200+ NPCs and it still runs normally. The school alone will have around 300 NPCs.
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This is still early in development, so all feedback is welcome. Let me know what you think! I am also open to hearing your ideas.
 
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