Others Succubus Slavery [v0.0.0.9] [St4rl1ght]

How should the save mechanic work?

  • Rogue-like (one save file, autoloaded, save requires saving from menu, one save slot)

    Votes: 83 15.1%
  • Ironman (autosave, one save file, autoloaded)

    Votes: 15 2.7%
  • Generic RPG (multi save slot, save and load from menu, no autosave)

    Votes: 449 81.5%
  • Something else (write please)

    Votes: 1 0.2%
  • Note: (Can't edit earlier), For rogue-like and ironman the save-file is lost on death

    Votes: 3 0.5%

  • Total voters
    551

st4rl1ght

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Apr 30, 2023
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Refactored download manager to be able to download multiple files, still working on debugging it. Then I'll add KoboldCpp localhost server runtime environment, and finally be able to work on something interesting (getting dialogue for procedurally generated NPCs as API call to localhost). I also need to add the manager to the ingame menu. In the future may be desireable for players to use their own model link. In more exciting news I did test out KoboldCpp with Pygmalion model and the dialogue should be passable for beta versions of the game, when given a proper template it produced good femdom for something that's only taking up about 4GB of ram. Hopefully by the time it's halfway through beta that model will be a bit better or I'll have fine-tuned it well enough for excellent dialogue
 

st4rl1ght

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Apr 30, 2023
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Action packed download manager programming done. Did manage to figure out how to connect signals between classes without nodes, which is very useful for dialogue events. Will tidy the UI and release a small update with the updated downloadmanager, then start working on getting LLM running (will require platform dependent code for Win vs Linux)
 

st4rl1ght

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Apr 30, 2023
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Committed the last working build but didn't release exe
After that I programmed the linux build process for koboldcpp
About halfway to implementing managing the koboldCPP runtime
Will finish that tomorrow, test it, and then add API calls to get dialogue and assign to array queue, test. After that just need to connect getting dialogue to NPCs spawner class. Then assign probability of NPCs to spawn in the tilemap. Guessing another 3 or so days of devel before this major update
 

st4rl1ght

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Apr 30, 2023
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Well, for example, in a game like femdom university zero, there's a mechanic for energy, hunger and willpower, but they could have also implemented another metric for pain. Like if the MC gets hit in the balls, that would cause a certain level of immediate pain, which would diminish over time as the MC heals. At the very least some lasting discomfort. This could negatively affect tasks or conversations, which would then end up putting him in worse positions.

You could also say, for example, have some kind of "libido" meter where every time the MC suffers some cbt, his libido is lowered. This would effectively make it so that the more hits the MC takes, the less he is able to "perform" with women, further snowballing the MC into a position of defamation or humiliation. This could allow players some control into how "dominant" or "submissive" their experience is, based on how often they take hits.

You could also simplify that with something like, for example, having it so that if your character takes a hit from a woman in one scene, then he would be locked out of certain dialogue choices or introduce new ones in the next scene. Or if he takes a hard enough hit, or enough hits, he gets sent to an infirmary and that introduces new scenes. Maybe a female character notices some swelling or bruises, and that alters a conversation.

You could also have some kind of health or status bar where, every time you take a hit, the state of your balls is negatively affected. This could lead to something like an increase in damage taken from subsequent hits, an increased chance of rupture or even loss for the MC(this could result in a game over state, a change in how the MC is treated or a whole new route for the game).

You could also have some kind of social status/respect meter, and every time the MC suffers any kind of cbt, his social status is lowered because of it, as more and more women lose respect for the guy that all the other women are brutalizing.

You could have it so that every time the MC suffers some cbt, he loses some willpower, he could be slowed down a little, he could gain a certain amount of "fear", or he could develop a new fetish for cbt over time, which could then alter the way other cbt scenes play out.

Those are just random ideas at the top of my head. I'm sure there's more that other devs could come up with. I would love to get more involved in some development myself but a project like that seems pretty daunting.
Note to incorporate this, I think from a design perspective for immersion I don't want a UI or HUD. Rather status / condition changes should affect gameplay such as movement, dialogue, etc. I'm trying to figure out the way that makes the most sense to handle damage, my idea is to use several dictionaries that can affect the character, but I'm not sure if this is the best way to go about it. I'd like to try to see if there's some way to define a range of action (femdom genre tags) that damage the fidelity of some mechanics vector. For instance, stability in walking or line of sight, jumping, etc. In addition to the typical integer increment / decrement that most games have
succ-state-impact.png
 

Evizzy89

Well-Known Member
Aug 1, 2021
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Havent tried this as it seems pretty new but I do have a question
what content is in the game, and what content is planned?

and I do have a suggestion, escalating domination based on choices

x leads to xx leads to xxx
y leads to yy leads to yyy

this way you can filter out content people would like to see while achieving some sort of satisfaction to a level gradual submission, if all that makes sense
 

st4rl1ght

Member
Game Developer
Apr 30, 2023
136
177
Havent tried this as it seems pretty new but I do have a question
what content is in the game, and what content is planned?

and I do have a suggestion, escalating domination based on choices

x leads to xx leads to xxx
y leads to yy leads to yyy

this way you can filter out content people would like to see while achieving some sort of satisfaction to a level gradual submission, if all that makes sense
Yes, I plan to have that sort of gradual process of increasing domination / enslavement with NPCs. I'm not sure how to program it. It's possible to just have an integer that increments, which is the standard way people do it in RPGmaker, with multiple paths defined by checking variables. I feel like that works but is predictable from a player perspective. Many people have asked for interrelation and memory between NPCs, such as in FemU Zero the bathroom scene affecting generic NPC dialogue - but developers cite that this isn't really possible in RPGMaker. I'd like to see if it's possible to have a data structure such as a dictionary and loop through it for the NPC to get access to memory in other scenes, then adjust the AI text prompt with that information.

Current content: A manually programmed level with one CG and one manually defined NPC, as well as a primitive procedurally generated 2nd level with nothing in it. Halfway done programming the AI text generation runtime, then will spawn many more procedurally generated NPCs in the 2nd and first map.

Planned content: 9 2d top-down levels of hell, with sublevels inside them. The sublevels are procedurally generated roguelike dungeons that can lead to enslavement soft-lock / game over. The 9 levels are a mixture of manual and procedural programming. Mechanics are puzzle, exploration. All major femdom themes are included. Each level consists of the player being unable to fit into the level of hell (because they are too uptight), and having to beg / submit to demons or other hell denizens in order to survive.
 
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st4rl1ght

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I think I'll probably also add dynamic AI CGs for procedurally generated NPCs, F95 doesn't allow games that require internet access, but the player can choose to use networking to connect to a stable diffusion api. Otherwise generic CGs - the game still works offline.
 

st4rl1ght

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Apr 30, 2023
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Ironed out kinks with the DownloadManager, koboldCPP python build process works, runtime boots the koboldcpp server correctly, now adding http calls and checks to see when it's reachable and can implement DialogueApi. Might need to do a small amount of thread management. For internals and queueing, the game / your processor should always be doing something. Downtime / gameplay means time to generate dialogue or procedural generated maps so it gives the appearance of no loading and no waiting for replies to generate. Will implement a queueing system for this as well as savefile system
 
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st4rl1ght

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Apr 30, 2023
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I posted a poll on possible savefile options, please let me know what you would like. I'm planning to develop serialized binary for the most personal learning, but I realize modders may dislike this. Also, it might make life harder for some hackers but someone sufficiently motivated can still write malware in binary format.
Here's a few videos on the topic
 

st4rl1ght

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Apr 30, 2023
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There's still time for the poll but looks like most people want to use custom resources. That's fine with me, makes life much easier as a developer. It just takes a few lines of code and is required for any other save function. I'll implement saves as custom resources for right now, and unless another choice wins at the end of the polling period I'll keep it that way
 

prettystupid

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Mar 30, 2019
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Very impressive that you're doing this in a proper engine with so much work from scratch. I'm very much looking forward to seeing what you can accomplish.

I don't know if it's a placeholder or as intended, but having character art appear with the rectangular background blocking the environment looks a bit shabby. Adding transparency would be nice, though I know it's a timesink if nothing else.

I like your idea for having actions impacting mechanics. I think a more flexible way to do that would be to decouple them into stauses impacting the state of the character. For instance, a slap action that imparts a time-decaying, stackable (by type, up to some limit) bonus to the pain state. However, if it's in public (which could be one of any number of modifiers for an action, checked sequentially after the primary effect), it could also impart a malus to reputation.

Given that you are adding these sorts of things, I have to shill for a hypnosis/entranced/brainwashed state. Very few games that implement it into gameplay.

Personally I find managing hunger/thirst/energy (beyond a certain point) to be more irritating than enjoyable, so I hope that won't be too prominent, though I understand if you enjoy it yourself.

How are you planning on integrating LLM dialogue with story choices? Or will choices be hardcoded?

Good luck!
 
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st4rl1ght

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Very impressive that you're doing this in a proper engine with so much work from scratch. I'm very much looking forward to seeing what you can accomplish.

I don't know if it's a placeholder or as intended, but having character art appear with the rectangular background blocking the environment looks a bit shabby. Adding transparency would be nice, though I know it's a timesink if nothing else.

I like your idea for having actions impacting mechanics. I think a more flexible way to do that would be to decouple them into stauses impacting the state of the character. For instance, a slap action that imparts a time-decaying, stackable (by type, up to some limit) bonus to the pain state. However, if it's in public (which could be one of any number of modifiers for an action, checked sequentially after the primary effect), it could also impart a malus to reputation.

Given that you are adding these sorts of things, I have to shill for a hypnosis/entranced/brainwashed state. Very few games that implement it into gameplay.

Personally I find managing hunger/thirst/energy (beyond a certain point) to be more irritating than enjoyable, so I hope that won't be too prominent, though I understand if you enjoy it yourself.

How are you planning on integrating LLM dialogue with story choices? Or will choices be hardcoded?

Good luck!
Thanks for your well wishes.

Yes, the CG is shabby for right now and needs to be improved. Do you think transparency is the right way to go about it? I was going to have the character icon in the right of the dialogue box, and CG scenes themselves as full-screen. To change transparency is actually very easy, as is making the CG full screen or moving the image around.

I'll incorporate your idea for the slap action

What do you find irritating about the resource management? Also, how do you envision the hypnosis mechanic

LLM dialogue with story choices -- I guess I'm slightly disturbed by the idea of lacking control for this, but would be interesting to try it and see. I'm not sure if there are any games (actual games outside of research papers) that are currently procedurally generating gameplay based upon inputted text responding to AI generated dialogue. I think it's clear enough that I need to offer a disclaimer to the player that I am not responsible for or in control of what characters in the game do or say. I'm not sure what could happen, but I suppose it's worth trying. It would be amusing if a porn game is the first to do something like this.


My guess though is that to maintain an intelligible game a mixture of scripted storytelling and procedural / generative content is needed. For instance, I think it would make more sense to have the rogue-like dungeon story-lines be generative based upon AI text, while the 9 levels of hell are scripted in the normal story-telling way
 
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st4rl1ght

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when will you be adding barefoot trample in your game?
Thanks for the reminder, I'll add it now as a choice for the procedurally generated npcs. Accurately predicting software release is notoriously difficult, but an alpha version of what you are wanting should be a part of the next update which should be released this weekend / coming week
 

Evizzy89

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Aug 1, 2021
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I think having the characters in a corner, with the background transparent makes things like cleaner IMO

I am someone who is a fan of resource management (FemUs resource management was easy and simple) yet many people hated it saying it was too hard - not everyone or even the majority of people will understand it and I think most of the people disliked the 'grind' even if it was short it was repetitive
so if youre going to have a hard resource management system, add in a cheat spot for players who dislike it like a cheat chest somewhere
 
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prettystupid

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Mar 30, 2019
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Thanks for your well wishes.

Yes, the CG is shabby for right now and needs to be improved. Do you think transparency is the right way to go about it? I was going to have the character icon in the right of the dialogue box, and CG scenes themselves as full-screen. To change transparency is actually very easy, as is making the CG full screen or moving the image around.

I'll incorporate your idea for the slap action

What do you find irritating about the resource management? Also, how do you envision the hypnosis mechanic

LLM dialogue with story choices -- I guess I'm slightly disturbed by the idea of lacking control for this, but would be interesting to try it and see. I'm not sure if there are any games (actual games outside of research papers) that are currently procedurally generating gameplay based upon inputted text responding to AI generated dialogue. I think it's clear enough that I need to offer a disclaimer to the player that I am not responsible for or in control of what characters in the game do or say. I'm not sure what could happen, but I suppose it's worth trying. It would be amusing if a porn game is the first to do something like this.


My guess though is that to maintain an intelligible game a mixture of scripted storytelling and procedural / generative content is needed. For instance, I think it would make more sense to have the rogue-like dungeon story-lines be generative based upon AI text, while the 9 levels of hell are scripted in the normal story-telling way
Character icons are good! I think there's some utility (in the h-game genre) to full-body CGs on the side, maybe during more lengthy or consequential dialogue, but you could mix it up per your discretion or stick with one. Facial expressions are very important in either case imo. But a giant opaque background was really my only concern there.

With regard to resource management, too often it feels to me as an obstacle to the main game, preventing players from engaging with or progressing content. Of course, much the same could be said about HP or MP in - the vital difference in my mind is that these interface directly with the gameplay where a hunger mechanic often prevents that entirely. Of course, this comes down to implementation. I quite like status effects that impact combat (beyond a simple numerical modifier, although that can work), as they force an interesting change or rethinking of strategy. But, in all, I'm not fundamentally opposed, especially if it's not too grueling.

A hypnosis state could have various effects, depending on the context. It could be an increased chance of some effect (paralysis/skipped turn, charm/betrayal state, etc), forced/prevented decisions during story or combat, etc. It could open up the possibility for a triggered action during combat (that the player must interrupt or suffer the consequences). Speaking to the system you were discussing earlier, it could, at a basic level, impact walking speed/stability, visual clarity (i.e. fixation on hypnotic trigger). It could be a general effect or specific to a character or focus (in this genre likely a body part or feature).

Given this is not hypnosis-focused I feel I've suggested a bit much lol. Obviously some of this is a bit complicated to implement.

Lack of control is certainly a concern, but I think you should be fine with a disclaimer. I think the greatest difficulty (alongside the issue of memory/consistency) with AI text in games is interpretation and categorization back into the rigid structures of a game, both for AI text and player responses (which obviously can't be hardcoded). How do we know the AI decided to take a strength potion in the pre-battle dialogue so it can be buffed? Or how do we numericize its sentiment change so that we can branch the story accordingly? And the player side is equally difficult, incoherent input notwithstanding. I think you're right in that separating the generative text so it is only impacted by, and does not itself impact, the handwritten portion is probably the best that can be done for now. Though it would be hilarious if porn spurs the innovation AAA studios have yet to make despite their resources lol.
 
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st4rl1ght

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KoboldCpp Runtime and Builder seems to be working, at least on GNU+linux. Need to run some more integration tests but it's like 75% there, Windows is much simpler since it doesn't require building from source.

Going to implement the dialogue queueing, will keep it at just one manual NPC that pulls generic dialogue from a queue of array of 3 options or so, so I can push the update, it's past due and I don't like adding too much functioning in one update. Update after that will have NPC procedural spawner, then save function

Logic for the generic NPC something simple for testing like
If array length is less than 1 entry, tell the player to fuck off (come back later)
If array length is equal to 1 or more, tell the entry
If array length is less than 3 queue dialogue


Character icons are good! I think there's some utility (in the h-game genre) to full-body CGs on the side, maybe during more lengthy or consequential dialogue, but you could mix it up per your discretion or stick with one. Facial expressions are very important in either case imo. But a giant opaque background was really my only concern there.

...
Yeah, the facial expressions are important, I see what you mean about backgrounds. I thought that a full-screen CG with a background that resembled the scene would be good for larger stuff, but for basic dialogue I think your idea makes sense

I personally like the difficulty of resource management because it feels humiliating in a meta way to not be able to progress through the game and the kind of sinking feeling when you realize you can't come back such as in FemU or Harshville. That's probably not for everyone, I think difficulty settings should be oriented around that. A lot of people feel the way you do. In terms of mechanics, I probably prefer exploration / puzzle and could probably have a lot of fun studying procedural algorithms in that context. My perspective is that it makes sense to lock content behind a difficulty curve, so for instance I don't agree with the idea in FemU that content should always be available regardless of choice. The reason why I think this is because I think that games are traditionally difficult and the reward is to be able to see the content

I like your mechanics idea, I'm fine with implementing mechanisms where the player character is affected by such a status (with a content toggle).

A bit tired so probably will edit this later
 
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st4rl1ght

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I can't deal with the technical overhead of pushing that much content in one update, going to run integration tests on current build and push update. Then I'll implement save file feature first, as the save file is sort of necessary for the dialogue to be saved for the NPC (don't want to duplicate functionality or work)