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 haveWell, 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.
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.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
Thanks for your well wishes.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 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 weekwhen will you be adding barefoot trample in your game?
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.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
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 senseCharacter 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.
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