VN Ren'Py The Moorcock Incident [Dev Thread] - Big Titty Snobbish Girl Slow Corruption

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osanaiko

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So, I followed a tip from a fellow dev's progress thread and gave "lumalabs.ai" a try...

I'm gonna preface this entry with the caveat that I am NOT going to use this tool... not yet anyway.
  • Too expensive for the pro version that allows export without the watermark,
  • too unstable a market to assume it is going to be around for a whole project...
  • can't (yet?) use a LORA or similar to get a certain visual style - it reverts to Dreamworks/Pixar/Disney animation pretty quickly.
  • and as with all Generative AI things, not enough control about what happens to expect a usable result without creating dozens of outputs per time... which at USD$0.40 per output will add up very quickly.
I tried to get it to give me a sequence with the camera dollying around dramatically, showing her face as she realizes the trouble she is now in... of course, it just had to make her lips flap. I blame Disney's lack of chill.

But I gotta say, this is pretty fucking cool, and who knows what's around the corner.

View attachment Luma - Junior science officer Julie sits in the command chair alone and worried, not speaking,...mp4
 
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osanaiko

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One of the things I enjoy about this stuff is the learning of new skills along the way.

I now know a bit more about using Blender, a lot more about just how much you can do with renpy's image and audio functions, more about using Stable diffusion to modify style of existing images, more about pushing Paint.net way further than you'd guess it was able to go, and just now I learned for the first time about recording and re-encoding a gameplay video. Oh, and of course, I have been using Udio to generate music and then Audacity to fix the track by cutting out the problem bits / stretching some parts longer / adding some careful fades and normalisation.

By the way, all this was done with a 100% open source / free-as-in-beer software pipeline. (For now let's ignore the industrial scale "borrowing" of source material for building up the generative AI models)

The intro is all put together in Renpy, not as a canned video. There are no hard pauses so you can skip through the thing if you want, and I'll add a "has seen intro" flag so the player will get asked if they wanna skip it from 2nd time onward.

Ahem, and so with no further delay, I'd like to share a clip of "The Moorcock Incident" intro sequence...

View attachment The Moorcock Incident - Intro Sequence Sample-1.mp4
 

blobjob

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Aug 17, 2016
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I know you don't wanna spoil too much of your story but will the guys have any comments degrading her, or whatever they think is on the other side, that she can hear through the wall/ hole and react to? I personally think the scripted parts of the minigame for the first time she did an action with each guy and we got more thoughts and feelings were the better parts of On Edge.

Any plans for uncircumsized cock?
 
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osanaiko

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I know you don't wanna spoil too much of your story but will the guys have any comments degrading her, or whatever they think is on the other side, that she can hear through the wall/ hole and react to? I personally think the scripted parts of the minigame for the first time she did an action with each guy and we got more thoughts and feelings were the better parts of On Edge.

Any plans for uncircumsized cock?
I agree that the "reaction text" stream during the mini-game were one of many things that the inspiration game did very well, adding immersion and bringing the character's thoughts into light. I've already got a very similar mechanic built into my replica of the minigame, and while at this stage it's just showing debug messages, I do plan to use it in a way like you described.

Regarding dick details, I haven't finalized artwork in that area.

Actually, I haven't finalized art in many many areas :ROFLMAO:. Progress is admittedly not super fast - it's a long road and I'm treating this as a hobby project, not a "job", or something that I am trying to rush out and start begging for support. I'm still enjoying the process and I want to keep my promises, so I just keep adding bits and pieces and try not to have any "zero" days. RealLife (boo!) does have a nasty habit of getting in the way, however.

*-*-*-*-*-*

Speaking about game design - I've been a little lacking in traction for a while... I started with a burst of energy, writing a bunch of unconnected scene ideas and dialogues, and then building a 80% replica of the minigame. Then I spent a while doing enough AI image work and image editing to be confident I can do the artwork parts. After that, I enjoyed the sidequest of doing some music and the intro sequence.

But for all that "progress", I've come to realize that a I've been a bit stuck with regards to how to progress the actual gameplay.

One thing I *don't* want is to just make it a K.N. clickthrough between mini-game stages. It is *my* opinion that for *my* enjoyment a game needs to have a certain amount of player effort required, otherwise the rewards (porno scenes) are hollow and not much different from just looking at a CG rip.

I do think that RPGM games often take "effort" waaaay too far - running all over multiple map screens to gather resources and/or repeatedly talk to NPCs is just boring grind. The original OnEdge game was especially bad for this - why the fuck do we need to run across 4 maps to talk to the miner and the farmer and then sleep SIX fucking times to build up their excitement to max? (I guess I can hold back the criticism a bit - perhaps it would have eventually been "tuned" better if the dev had not abandoned it)

Anyway... what I'm saying is that I want some gameplay outside of the mini-game. (And that while I'm also desperately trying to control the scope creep, but that's a hard battle LOL)

Adding gameplay - that implies a few things:
* a "main quest" with tasks/steps to accomplish, that both reveal the story and provide success points that "level up" the available content.
* And if there is a quest with tasks, then the player needs to be taking actions to cause the progress by completing tasks.
* And actions need to occur in locations, otherwise it's just a "click options on a text menu style game", which I also don't want. (the pathological example here is "Labrats" - some interesting ideas but so so much repetitive menu clicking)
* So now I need to build graphics and systems to allow FMC (female mc) to visit at least a small number of locations on the ship, to trigger the scenes which show story content and complete quest steps.

Sooooo... these last few days have consisted of messing around with making a map and the Renpy code underneath to allow travel around locations. This involved both making some basic artwork, and then lots of research.
Finding and reviewing various Renpy tutorials / reading more general game programming textbooks / de-compiling other Renpy games to examine their systems.

The goal is to understand enough about the coding side of the internal quest/location/time loop systems to make a start without either over-complicating the design or backing myself into a corner where I need to do a lot of rework. And before anyone declares me marked for death, I'm also focused on is avoiding the problems of "sandbox" design. Towards that end, I am specifically planning to have both "go here to make progress" markers and hints on each next step in the quest flow. There will be NO reason to go look in empty rooms unless the hints tell you to do so - no secret items, no "NPC X is here in the morning on Tuesdays" stuff. To my mind there is no value in forcing the player to click around all the locations every time interval just in case they miss something - that's not interesting gameplay at all.

Damn, this turned into a massive wall of text. Anyway, I should post some art....

- Juliette in the Lab, doing some brainy stuff.

1720358675233.png
 

KingsRaiden

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Jan 4, 2017
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I do think that RPGM games often take "effort" waaaay too far - running all over multiple map screens to gather resources and/or repeatedly talk to NPCs is just boring grind. The original OnEdge game was especially bad for this - why the fuck do we need to run across 4 maps to talk to the miner and the farmer and then sleep SIX fucking times to build up their excitement to max? (I guess I can hold back the criticism a bit - perhaps it would have eventually been "tuned" better if the dev had not abandoned it)
Agree with you about the excitement part seemed to almost be ridiculous, but it did provide a mechanism for exciting the men so they provided the material needed. Something that provides a similar method of showing off herself to allow the men to be more apt to use the gloryhole, and provide more needed material, might be a nice mechanism to provide, and as she gets more corrupt more outfits and poses she can use to excite men.
 

aelmonte

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Jan 22, 2018
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I'm just dropping in real quick to say I'm excited for this and wish you good luck, dev. OnEdge is one of my favorites and even I once started a project sort of imitating it and putting my own spin on it. That project was never really made public and I abandoned it after a while. You'll be spared that fate, I'm very sure.

It helps to acknowledge that game dev is hard, it really is. So whenever you're struggling, that's okay, that's to be expected. Don't judge yourself for it, just acknowledge and move on. Easier said than done, I know! But yeah, you're doing great and I'll always look forward to this game, for sure.
 

blobjob

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Aug 17, 2016
11
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I honestly get more excited for this each time you post. Seriously thanks for all the effort you're putting in.

Adding gameplay - that implies a few things:
* a "main quest" with tasks/steps to accomplish, that both reveal the story and provide success points that "level up" the available content.
* And if there is a quest with tasks, then the player needs to be taking actions to cause the progress by completing tasks.
* And actions need to occur in locations, otherwise it's just a "click options on a text menu style game", which I also don't want. (the pathological example here is "Labrats" - some interesting ideas but so so much repetitive menu clicking)
* So now I need to build graphics and systems to allow FMC (female mc) to visit at least a small number of locations on the ship, to trigger the scenes which show story content and complete quest steps.
I'm sure you're running with a bunch of ideas so I hope you don't mind one more.

Seeing your response made me think maybe a crew resource management style minigame for "daytime" might be fun, assigning the rescued miners to tasks that need to be done and she gets/has to pick who to visit and help explain the task/motivate to move along interactions/scenes while providing room for consequences and choice for the player without just being click this room for a different background.

Then moving to the "playtime" gloryhole later that night because being around her has got them all pent up.
 

lfgals1

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Sep 7, 2022
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I generally think that building erotic tension is important in between porn scenes. So I like where the idea is going with the wind them up mechanics.

I would avoid too much erotica content free story between erotic beats.
 

osanaiko

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I would avoid too much erotica content free story between erotic beats.
It's not supposed to be a serious, complex story. I want to keep the "story" part light, with sometimes funny moments (if I can), and to mainly focus on the gradual corruption of FMC. I'm not a fan of coercion, so the sleazy guys are there as parts of the trap that she finds herself in, rather than active perpetrators. The plot that I want will make it a "She had no other choice" descent from a prim and proper no-sex-before-marriage prudish girl into a cumslut who enjoys the shameful acts and accepts that she deserves degradation.
 

TirGerm

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Apr 27, 2019
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It's not supposed to be a serious, complex story. I want to keep the "story" part light, with sometimes funny moments (if I can), and to mainly focus on the gradual corruption of FMC. I'm not a fan of coercion, so the sleazy guys are there as parts of the trap that she finds herself in, rather than active perpetrators. The plot that I want will make it a "She had no other choice" descent from a prim and proper no-sex-before-marriage prudish girl into a cumslut who enjoys the shameful acts and accepts that she deserves degradation.
Well that is the balancing act that most games have to deal with:
How much weight do you want to put on the story vs the gameplay that the player experiences?

"Focus on the primary gameplay loop" may be king, but you do need pauses between "high thrust actions" to build up to the next story beat.

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lfgals1

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Sep 7, 2022
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It's not supposed to be a serious, complex story. I want to keep the "story" part light, with sometimes funny moments (if I can), and to mainly focus on the gradual corruption of FMC. I'm not a fan of coercion, so the sleazy guys are there as parts of the trap that she finds herself in, rather than active perpetrators. The plot that I want will make it a "She had no other choice" descent from a prim and proper no-sex-before-marriage prudish girl into a cumslut who enjoys the shameful acts and accepts that she deserves degradation.
I know you've already done a lot of work on the guys, but I feel like the game would work great if the guys were reserved prim/proper types instead of sleazy guys.

The guys don't know that it's her on the other side of the wall. They just think it's a sample collection machine. Between sample collections she has to find increasingly extreme ways to Rev them up so they use the "sample collection mschine" more often. She is both the corruptee and the corrupter.

Edit: the general thought being that lewd skeevy guys would just say yes. This way she has to figure out what turns each guys crank enough to get him to go "donate" and then learn how to play to that kink without getting found out as lewd herself.
 
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osanaiko

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Well that is the balancing act that most games have to deal with:
How much weight do you want to put on the story vs the gameplay that the player experiences?
"Focus on the primary gameplay loop" may be king, but you do need pauses between "high thrust actions" to build up to the next story beat.
Yeah, the inverse of this is something that I've seen in a number of Japanese indie games - the dev has spent lots of time making some complex custom "sleeping girl molest simulator" or similar, and then spent almost no effort in wrapping it with a story. That type of thing is kinda cool for like 10 minutes, but has zero long term interest. You get dropped into active gameplay immediately, and there's no sense of change or coming crescendo.

The story for what I'm making needs to be enough to setup the scenario in a "logical" way, and provide space for the character of the heroine to be shown as it starts, and then how she is corrupted. It's not intended to have some larger complex outer story, nor lots of expository click read click read dialogue sequences.

<spoliers for a parallel universe version of my game>
Okay, I joked before to KingsRaiden that he was reading from my notes... but this is just uncanny.

I actually went back through this thread to re-read my previous posts to check how much I had previously revealed. (and for the record, I had not mentioned many of the things that you speculated on are uncomfortably close to my plans!)

Is it possible that my top-secret corruption plot ideas are just basic extrapolation? :HideThePain: <- me hiding the pain
 
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osanaiko

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I know you've already done a lot of work on the guys, but I feel like the game would work great if the guys were reserved prim/proper types instead of sleazy guys.

The guys don't know that it's her on the other side of the wall. They just think it's a sample collection machine. Between sample collections she has to find increasingly extreme ways to Rev them up so they use the "sample collection mschine" more often. She is both the corruptee and the corrupter.

Edit: the general thought being that lewd skeevy guys would just say yes. This way she has to figure out what turns each guys crank enough to get him to go "donate" and then learn how to play to that kink without getting found out as lewd herself.
I have thought about this possibility - after all, our heroine is on a ship full of serious, traditional, respectable scientists and military officers, who in my story are stuck in Popsicle mode, but could be thawed out. It could be possible to revive a few and then have them also as potential "donors".

My issue with this is that having some of the UEF male crew awake will suddenly take the situation out of the hands of Juliette. They will have command, they will have the responsibility. And that lessens the reasons for her to drive herself to such perverse lows. But having said that, I'm now thinking of how the plot ideas I already have could be modified... I will have to think about it some more.

But thanks for the input :love:
 
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