I've got over 5 years making games & doing software, and for my next project, I want to make a porn sandbox with a lot of character customization. I have the combat, character stats, and some basic UI done, however I struggle a lot with the procedural elements/sandbox elements.
This game will be very similar to TITS, COC and Liliths throne with its character customizaiblity. It will have a lot of menuing, and be fully 2d with lots of text.
I'm making this game in Godot, although I'm open to general advice on this topic. My questions are as follows:
1. How is the architecture of sandbox interactivity -> custom event scenes -> back to sandbox interactivity usually handled? As in, if I have a character exploring, then I have them do something, how do we go back to the exploring section? Is it like a separate layer that's overlaid on top of the overworld logic? Or is it more like there's an overworld loop, and we break out of it for a scene, then go back to the loop? If this question sounds stupid, then I understand. Im not really explaining it that well.
2. How is saving state between scenes & save files usually handled? Is it all serialized in a huge JSON, or is there a more elegant solution?
3. Does anyone actually care about the performance of text-based games (liliths throne, No Haven)? Both these games are quite laggy, but I don't see many references to that fact during discussion.
4. How are things like appearance/race actually handled in code? TITS has over 20 values with unique identifiers (
5. How are procedural sex events usually scripted (like in liliths throne and strive4power). Do these games have source code I can analyze?
That's most of the questions I can think of currently. I'll ask more later.
Overall, the hardest part is DEFINETLY the procedural generation in these games.
This game will be very similar to TITS, COC and Liliths throne with its character customizaiblity. It will have a lot of menuing, and be fully 2d with lots of text.
I'm making this game in Godot, although I'm open to general advice on this topic. My questions are as follows:
1. How is the architecture of sandbox interactivity -> custom event scenes -> back to sandbox interactivity usually handled? As in, if I have a character exploring, then I have them do something, how do we go back to the exploring section? Is it like a separate layer that's overlaid on top of the overworld logic? Or is it more like there's an overworld loop, and we break out of it for a scene, then go back to the loop? If this question sounds stupid, then I understand. Im not really explaining it that well.
2. How is saving state between scenes & save files usually handled? Is it all serialized in a huge JSON, or is there a more elegant solution?
3. Does anyone actually care about the performance of text-based games (liliths throne, No Haven)? Both these games are quite laggy, but I don't see many references to that fact during discussion.
4. How are things like appearance/race actually handled in code? TITS has over 20 values with unique identifiers (
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) - and making a dedicated class for this aint to difficult for someone of my skill. Still, I was wondering if theres a blogpost/devlog on this or something similar.5. How are procedural sex events usually scripted (like in liliths throne and strive4power). Do these games have source code I can analyze?
That's most of the questions I can think of currently. I'll ask more later.
Overall, the hardest part is DEFINETLY the procedural generation in these games.