Solo developer looking for suggestions...

Mr. Lemonade

Newbie
Jun 5, 2020
33
24
Hello everyone.

So last Sunday a few of us were talking about Sandbox/Simulation games and how developers could try tweaking some of the genre's conventions to improve pacing and reduce grinding. I already started work on my own project some time ago so I thought I would elaborate on a few more of my ideas to get a better sense of what some of you might be looking for in a project like this.

Right now I'm working on a rather lewd life simulation engine in which players can create and control the daily activities of one or more virtual characters in the same world. Players establish their character's personal life goals and work towards meeting those goals in an open world sandbox. At the start characters are dropped into the world without much context where they must figure out how to survive/thrive in it.

I'm not ready to show any gameplay or development assets yet (The image I used as my avatar is not my work). I'm not making this an official development thread. To be honest, I'm still working out whether or not I can even afford to keep making this game at all, but I still wanted to hear your thoughts and make as many people part of the process as I can. So lets get started:

Issue #1: Who is it for?

Most users start a sandbox game with certain expectations and interests. Some users are interested in the story and lore to contextualize in-game relationships they can pursue at their leisure. Some users consider this a burden and would like to gain access to erotic content as soon as possible. Other users want more in-depth management systems that they can master.

The biggest problem with designing a sandbox game is knowing how to accommodate users when you don't know exactly how they intend to play your game. This problem can be solved by eliminating obvious fixed player progression paths and emphasizing user led discovery.

Discovery can be as simple as figuring out how to find shelter from enemies and the elements (minecraft) or finding an armory of items (zelda), or covering as much ground as possible (No Man's Sky). What you do in the game should depend on what you discover. What you discover the first time should lead to more gameplay opportunities similar to what lead to your first discovery.

Issue #2: What about the lewds?

The issue of grinding came up a lot. When people talk about grinding, they're usually talking about their time playing through the portion of the game they don't find compelling to get to the portion of the game they want. Obviously nobody wants to feel as though they're experiencing a grind in order to access erotic content. It's an erotic game. The whole damn thing should be erotic. On the other hand, for some, the grind is part of the erotic experience.

Players want to experience virtual relationships. Relationships are a huge part of what makes an adult story erotic. After all, what makes incest so interesting to a lot of people are the dysfunctional overtones and the feeling of exploring taboos. They enjoy this content as a drawn out narrative because it can seem more immersive to feel like you're getting to know these people, the world they inhabit, and the relationships they're partially driving. It's why people can enjoy games that could be entirely text driven. It gets grindy when this gets too slow.

I'm not interested in incest as a fetish in particular, but I am interested in making relationships a huge part of the game's life simulation element. The word "sandbox" implies an object to play with. Something meant to be lived in - not a story to experience per se. In this sense, I don't believe a decent sandbox game should require the player to sit through too many compulsory walls of text. In a sandbox game players need to be able to create their own context for what they're doing most of the time rather than feeling as though they're passively experiencing a pre-recorded story.

The lewds should be available no matter what at whatever time. Players should be able to choose not to be sexually active if they want to. There should be plenty of game there regardless.

Issue #3: What about gameplay?

There's room for conventional gameplay here. I'm aiming for a high fantasy sword and sorcery setting with anthropomorphic characters. In other games (Zelda) conventional gameplay mechanics appear as a means of giving the player challenge as they figure out how they travel from where they are currently to where they'd like to go. In this game, I intend to enable the player to run, jump, glide, and even climb to areas of interest.

Additionally players can assemble a hunting party, gather food, and create shelter from the elements and competing clans. When you find someone out in the bush trying to survive, the two of you certainly will have enough time to get to know each other. As I mentioned, you can play as your own creations any time or even play as any of the NPCs you discover along your travels. If done well, I believe this can give players plenty to do outside of a linear context.

And that's everything I can talk about so far. As someone who's been working on this pretty much on my own, I need to hear from fresh ears. Does this sound like someone anyone out there would actually play. If not, I guess...what's wrong with it. What would you add to it? What are your concerns? Thanks for reading, I look forward to hearing from you.
 

AmazonessKing

Amazoness Entrepreneur
Aug 13, 2019
1,898
2,919
Who is it for?
Your game sounds very very similar to something like Lost in Blue and even Monster Hunter to some degree. Check the fanbase for those games and the games themselves, play them as much as you need to get an idea what it does right, what it lacks, and what you can add to it. Ask fans if needed as well.

Discovery was never a problem for minecraft or terraria. If you have enough content to make your game open ended, the player should have no reason to get bored. As long as you can give them long short term goals or landmarks, like "going from wood armor to iron armor", there shouldn't be a problem. Plus, chances are someone will make a guide regardless or they can ask people for help in forums like this, which is one of the reasons why Minecraft is so popular as well.

What about the lewds?
As I said, you need to reward players for their achievements, and there's nothing like sex for that. You have to consider if the reward is enough for the amount of work they had, so sex alone doesn't cut it. Since you want a "survivalism" kind of game, and you want to focus on shelters, what about this: You make a shelter with a woman, and you unlock sex scenes with her level of comfort, as you upgrade the shelter and provide things like food and water and accomplish some of her requests, her level of comfort goes up, meaning you get more scenes with her. There wouldn't be grinding per se because you already need those things to survive, so you get 2 rewards: Survive, and sex just by paying the game.

I agree with you with sex being available whenever the player wants, BUT after unlocking it, and also, as I said, sex would be the reward for playing the game, so if you choose to skip the sex it would be inconsequential.

What about gameplay?
Progression is always key. Make the player start with nothing but make him feel like a god towards the end, and in between make him feel slightly more powerful than before. Crafting in these kind of settings is perfect for this, since you mention Zelda, think of Breath of the Wild progression, or even classic Zelda progression where an item serves you to go through a dungeon and also helps to reach other important parts.

Good luck with your game, mate, hope you can actually achieve what you need. If you are really interested read a lot about game design and watch channels and the such about it. Here are some:

 
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DuniX

Well-Known Member
Dec 20, 2016
1,206
797
The project sounds pretty good on the gameplay front.
I don't think you have much to worry about on how to mix it with porn.

There are plenty of good games on the Zelda side and the Survival Sim genre to get inspiration from.
My recommendation is Don't Starve and Thea:The Awakening for the management side.
The idea of competing clans is also interesting.
 

Mr. Lemonade

Newbie
Jun 5, 2020
33
24
AmazonessKing: Haven't played any of the Monster Hunter games. I'll give it a shot. It's pretty cheap on Steam right now. It sounds like the hook of Monster Hunter is the actual hunting bit more than the fighting. Like, you have to figure out where the monster is and then defeat them? I can work with that.

DuniX: I've heard of don't starve but I never played it. I'll pick that one up too.

It sounds like I don't have much to worry about yet. I'll make an actual devlog thread in two months or so when I actually have something. Thanks, guys.