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

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osanaiko

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In between the random jumble of requirements on my time that comes from trying to be an adult, and then "slacking off" playing games with friends, and THEN snatching an hour or two here and there to work on art for TMI, I do get time to ponder questions about the other aspects of the game. And I've written some of them down.

I am by definition an amateur at this stuff, so my thinking is all theoretical and comes from distillation of many posts by other people and more serious sources like blog posts from some randos, or even occasional interviews with actual authors. Basically, don't take any of this as gospel, your mileage may vary.

Here's some topics that I think about. I don't expect answers or discussion. And honestly it's probably just Too Long Didn't Read...

* What will make it fun to play?

More generally, why are some games FUN and others are a chore to slog through? Any game that makes it to a playable state has 100s of hours invested... did the developers not WANT to make something fun? or they do want to do so, but don't know how to "bottle the lightning"? Why do I think I can succeed at that aspect when clearly many other can't? Thinking objectively, there's probably nothing special about me, and the other developers are probably not stupid or lazy... so does that mean there's some aspect of luck?


* How much story should I be writing?

I find myself imagining a "vibe" for sections of the story.... but when it comes to turning that into words on a page, lines of dialogue... it's much harder than it seems. But I don't want to just have a stupid "one paragraph of backstory and here is the heroine on her knees facing a dirty dick" type thing.
One of the aspects of On Edge that is absolutely crucial to why I loved the concept was the somewhat slow introduction of the situation (weird and pornlogic as it is) and the certain amount of *effort* (running around RPGM style, clicking things) that the player must put in before there is any sexual action payoff.
Personally I don't enjoy games where you have a chick jump on your MC's dick with no *effort*. It just becomes like watching a porno clip then, except more clicking and less tattoos. In VNs and KNs, that effort might be reading a bunch of story first, although again, that's not terribly far from reading a H-manga in many ways - most of these games have very little choice about what happens. And that lack of choice comes from a hard truth that I am learning as I try to make this stuff myself... every branch you allow the player to take increases the amount of game content required - and the bigger the difference the choice makes, the more and more it increases the pain.
Wait, how did I get so sidetracked from the orignal question...


* How can I represent the character's personalities without making it dumb and heavy handed? Does it even matter that they have personalities?

no notes.

* Does anyone other than me even care that there is a (perverted and pornographic) logic to the events in the game? That the series of choices made by the characters might be considered "reasonable" by an outside observer, given the circumstances at the time of those decisions?

I fucking hope so.
Regardless, I'm making this project to satisfy myself primarily. If other's enjoy it then great, I will have succeeded at my two goals: prove that I can make a game, and give something back to the h-gamer community. Will I ever ask for support? not sure - i'd hate for this to become more of a "just a second job" than it already feels like sometimes.


* Are the dumb jokes or mish-mash of stolen ideas inspirations going to add anything to the project? or is it just busy-work that will be ignored by the majority who will be SKIP SKIP SKIPPING to get to the gloryhole scenes?

Again, I hope so. I like dumb jokes, and semi-pop-cultural references. No skibidi toilet though, I promise.


* Why the fuck am i so caught up in mimicking darkcookie style?

It adds so much more work to the AI art process... I remember when I started this project 1 year ago there were basically almost no games with AI art on the Latest Releases page. Now it seems that they are about 1/3 of them, and they are immediately obvious even from the thumbnails. Have I missed the boat? Will my little project get tossed into the same "shit tier ai slop" category?


* Why can't I just sit down and spend more of my leisure time on making this project instead of doomscrolling dumb shit, or getting pulled into online shooted matches with friends?

I read a comment on 4chan /aco/ just yesterday that said:
"You ever had a school assignment due for a subject you don't give a fuck about? That's what WEG development is like all of the time".
And it's very close to the mark, although I think there is a caveat needed - the first 1-2 months is very different because then you are fucking excited about the process and want to do it more and more.
But once that initial burst of enthusiasm for the new hobby is over... then it becomes a grind and your brain (mine at least, and by the mountains of evidence of abandoned v0.2 games around, many other devs' brains) somehow avoids doing the work and shifts your attention onto other things, even when you have a vague sense of guilt about not continuing the project you were so keen about...
The devs who somehow manage to keep grinding content for months and years... they are just built different.
Maybe I don't have enough autism (Full Disclosure: I don't have any... or at least no more then any other lifelong introverted nerd). Maybe I should swallow ritalin like those grindset asian ivyleague kids and sit down for 8 hours and create 3 dozen images. Then that would be podracing!

Meh, enough ramblings. Thanks for comeing to me ted talk, it's bedtime now. :sleep:
 
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Heavenly6

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Oct 3, 2019
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Being an adult is the worst some times. But booze and porn games helps get through the slog.

* What will make it fun to play?
Just do you boo. If its something you like there is a good chance given where you are others are gonna like it. Just remember you dont gotta please everyone. At the end of the day if you can enjoy what you're doing thats the most important thing.

* How much story should I be writing?
I often find myself in the position of having great ideas but not sure how to go about it myself. So you're not alone there by any means. As far as story / pornlogic i like to have that in the games i play as well. After all if there is no story then just a quick google of bobs and vagine would be the default.

* How can I represent the character's personalities without making it dumb and heavy handed? Does it even matter that they have personalities?
Personally im a fan of corruption and for that you have to have a personality to corrupt, know what i mean? :p.

* Does anyone other than me even care that there is a (perverted and pornographic) logic to the events in the game? That the series of choices made by the characters might be considered "reasonable" by an outside observer, given the circumstances at the time of those decisions?
Refer to my previous responses :p.

I could keep going but i think you get the idea of my two cents. As im pretty sure ive said before if you're even putting in half the effort toward TMI as you do for this dev thread with project updates and stuff im sure its going to be a great game. And as i know ive said before im personally ... on edge (ba dum tish) waiting for a playable release.
 

osanaiko

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Stardate 20250220, Captains notice to Crew of UEFSV Moorcock:

I discovered something new today.

I was getting started with a session of image gen and working on the game, and expected to get something like this:

1739974142956.png


But I accidentally used the wrong SDXL finetune model (JuggernaughtXL instead of PonyDiffusionXL_V6) with the Summertime LORA and my standard prompt pattern for Juliette. And it gave some interesting results...

1739972552749.png 1739972563601.png

Live action version of The Moorcock Incident coming soon! (not!)

~~~~~~

In other news... I have had to pour out a for'ty for a fallen homie....

One of the very first developers for whom I volunteered to assist as a proofreader/editor/playtester, Mr "GrayTShirt", has finally shut down his render PC and stopped developing his long running game "Inner Demons". I'm a bit sad, but of course I fully support GTS as he has made the decision due to life events that are beyond his control.

It's a bit of an end of an era for me - not only has GTS chucked in the towel, but I (and everyone else) have also lost comms from MrSilverLust who does "NIF".

The other dev's with whom I have worked over the past three years are all still going, as far as I know:
- GallantTrombe just recently released a big update to "Color of My Sound", which I was lucky enough to get a quick look at before it went out, and was able to provide feedback.
- I know that MarvellousLunatic is still working on "A Long Journey", albeit a bit slower due to work pressure, as I have visibility into his GIT repo.
- And while it has been a while since I've looked at it, I know that Basilicata's "Tabletop Bornstar" is still going... even as he reaches near the end of the main story, and is tidying up the various route endings.

I dunno what to say... given the nature of this hobby, it's not exactly a sustainable "industry" for developers, even those who do somehow manage to crack the crowd-funding success barrier. Making this stuff is hugely time consuming, it seems like a race against time until the day when either burnout or external circumstance finally come knocking.

Anyway, i'm still plugging away. I'll have a more in-depth analysis of progress -so-far, and my forward plans next time.

~~~~~~

Now, who can guess what these generated images are for?

1739973688124.png
 

NotAUsefulUser

Active Member
Sep 8, 2017
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Stardate 20250220, Captains notice to Crew of UEFSV Moorcock:

I discovered something new today.

I was getting started with a session of image gen and working on the game, and expected to get something like this:

View attachment 4566836


But I accidentally used the wrong SDXL finetune model (JuggernaughtXL instead of PonyDiffusionXL_V6) with the Summertime LORA and my standard prompt pattern for Juliette. And it gave some interesting results...

View attachment 4566769 View attachment 4566770

Live action version of The Moorcock Incident coming soon! (not!)

~~~~~~

In other news... I have had to pour out a for'ty for a fallen homie....

One of the very first developers for whom I volunteered to assist as a proofreader/editor/playtester, Mr "GrayTShirt", has finally shut down his render PC and stopped developing his long running game "Inner Demons". I'm a bit sad, but of course I fully support GTS as he has made the decision due to life events that are beyond his control.

It's a bit of an end of an era for me - not only has GTS chucked in the towel, but I (and everyone else) have also lost comms from MrSilverLust who does "NIF".

The other dev's with whom I have worked over the past three years are all still going, as far as I know:
- GallantTrombe just recently released a big update to "Color of My Sound", which I was lucky enough to get a quick look at before it went out, and was able to provide feedback.
- I know that MarvellousLunatic is still working on "A Long Journey", albeit a bit slower due to work pressure, as I have visibility into his GIT repo.
- And while it has been a while since I've looked at it, I know that Basilicata's "Tabletop Bornstar" is still going... even as he reaches near the end of the main story, and is tidying up the various route endings.

I dunno what to say... given the nature of this hobby, it's not exactly a sustainable "industry" for developers, even those who do somehow manage to crack the crowd-funding success barrier. Making this stuff is hugely time consuming, it seems like a race against time until the day when either burnout or external circumstance finally come knocking.

Anyway, i'm still plugging away. I'll have a more in-depth analysis of progress -so-far, and my forward plans next time.

~~~~~~

Now, who can guess what these generated images are for?

View attachment 4566808
It's the IA of the spaceship?
 

osanaiko

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And the winner is... NotAUsefulUser

I'm working on a "side-of-dialogue" avatar for when the FMC is having a conversation with the Ship AI... because there is nothing on screen to show who is speaking apart from the "who" name. With a bit of image work should be able to have a little animation and some minor personality feedback as well.
 

DicksInSpace

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Jul 8, 2017
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And the winner is... NotAUsefulUser

I'm working on a "side-of-dialogue" avatar for when the FMC is having a conversation with the Ship AI... because there is nothing on screen to show who is speaking apart from the "who" name. With a bit of image work should be able to have a little animation and some minor personality feedback as well.
Will the ship AI get some "action" too, like the one in succum brewery for example?
 

TirGerm

Member
Apr 27, 2019
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For some reason I thought it was some sort of "corruption orb meter" that changes in the menu background...
 

pokeraces89

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Sep 25, 2020
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Hello, I came to your thread after you left the link in mine. First of all, thanks for the response and good luck with your work! I saw the drawings and wow, it's exactly the style I'm trying to recreate. I read that you also use AI; which checkpoint did you use to achieve this style?
 

osanaiko

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Hello, I came to your thread after you left the link in mine. First of all, thanks for the response and good luck with your work! I saw the drawings and wow, it's exactly the style I'm trying to recreate. I read that you also use AI; which checkpoint did you use to achieve this style?
Welcome to my humble dev thread and thank you for the kind words.

I got the checkpoint model from CIVTAI. I think the LORA came from Civtai too, but it might also have been either the "learning and sharing stable diffusion" thread in the "Dev Tools" subforum, or from the "Summertime saga tribute images" thread in the "Artwork sharing" subforum.

1740995112535.png 1740995186909.png

And for the regular readers, here's something I didn't mean to create, but now I can't look away... "Shortstack" is a very dangerous keyword to use in a diffusion prompt!

1740995491672.png
 

JamieZocker

Newbie
Oct 15, 2021
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Welcome to my humble dev thread and thank you for the kind words.

I got the checkpoint model from CIVTAI. I think the LORA came from Civtai too, but it might also have been either the "learning and sharing stable diffusion" thread in the "Dev Tools" subforum, or from the "Summertime saga tribute images" thread in the "Artwork sharing" subforum.

View attachment 4607511 View attachment 4607513

And for the regular readers, here's something I didn't mean to create, but now I can't look away... "Shortstack" is a very dangerous keyword to use in a diffusion prompt!

View attachment 4607516
Would be cute to use her chibi? model maybe in loading screens or something like that
 

UglyBastard69

Member
Jan 30, 2024
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And for those who want more details, here is a more thorough explanation of the origin of this project, and then a brief introduction to the "story so far..."

Why this project?

I've been floating around this programming and development corner of F95 for a while now, dropping uninvited advice and overconfident statements left and right.

Some years ago when I was still a newcomer to F95, I stumbled across a little game titled "On Edge"...

I thought it was great! Very tasty boobalicious artwork from the titty-queen artist herself ScarlettAnn, an interesting and well considered story concept, a self-important young FMC fallen into a situation where she has to allow herself to be corrupted for the greater good... and a clever, entertaining, and very sexy-hot mini-game. The only downside was the RPGM game engine...

I even put my money where my mouth is (or perhaps where my dick directed it...) and become a patron. For years. Always hoping, always ready to give the dev another chance... simply because I loved the concept and the execution.

But then, sadly, the dev abandoned* the game... (* continued to milk patrons month after month, without delivering anything for 2.5+ years (and counting!))

This left me sad and disappointed, feeling like there was a "intelligent, uptight, prudish girl with big honkers that is unavoidably corrupted by dirty old men" hole in my heart.

All along the way, I've been helping several other devs with their games as a volunteer, doing proofreading, editing and play-testing. It has been a great experience and I'm proud to have been a small contributor to the quality of those projects (and please, go ahead and check some of those games that are listed in my footer if you haven't already!)

And so we come to the present day... where it's time to actually try this game development thing for myself. I've got a dirty mind, lots of practice writing script and dialogue, some programming ability, and a burning desire for a certain type of game to exist in the world.


Introducing "The Moorcock Incident"

The story is set in distant future, and the action is located within a far flung sector of the United Earth Forces territory.
Our heroine is a young, recently graduated molecular biologist named Juliette. Despite her inexperience she was lucky enough to be selected to join the crew of the Deep Space Research Vessel "UEF DSRV Moorcock".

While serving as junior science officer on her first mission, she is unfortunate enough to be the only crew member who is out of cryo-sleep when the Ship AI detects the distress signal of a small craft located within an nearby asteroid field. As it would take at least two days to wake a more senior crew person from hibernation, Juliette authorizes an approach to the asteroid under the guidance of the Ship's AI, and ends up rescuing three starving space miners from the stranded ship.

When the trio come onboard, Juliette learns that their small ship had lost power to it's bio-warp engines and the nutrient breeder vats had failed too, leaving them unable to return to safety and without a sustainable food source. She also soon finds that they are crude and lowbrow men, and interacting with them is entirely unlike her past life surrounded by the noble and considerate behavior standards expected within the UEF. Despite her personal distaste for their poor manners and lewd suggestions, she maintains her dignity and trusts that the Ship's internal defense systems will protect her in need.

Besides, she has more pressing things to worry about - her own vessel suddenly begins showing signs of the same type of system failures - no warp power, and no food source other than emergency rations.

The AI cancels the wake-up sequence of the other senior crew members in order to conserve food, and Juliette throws herself into searching for answers about what has infected the Moorcock's biological systems. Luckily she is the perfect woman for the job as this type of research is her specialty, and with a Science AI module loaded to the computer core to help her, she quickly makes progress in identifying the cause - nanoscopic alien particles, multiplying and ruining the fluid in the breeder vats.

She theorizes that the source of the particles must have been something the miners had encountered on the asteroid... and if so, this would be the first evidence of new alien life found in decades! Not only does she need to solve the mystery to save herself and her crewmates, but now she has a duty to bring this discovery back to the UEF chain of command! Which also would see her become famous as the biologist who discovered the new life form...

Unfortunately, the research vessel does not have sufficient stocks of the chemical reagents she needs to isolate and control the aggressively multiplying invaders. Juliette fears that all is lost... until the AI comes up with an alternate source of the required protein sequences...

A source that horrifies and disgusts the naive and sheltered young woman...

Fresh. Male. Reproductive. Fluid.
So that means you will replace the AI eventually.
 

pokeraces

New Member
Jan 28, 2025
2
0
1
Welcome to my humble dev thread and thank you for the kind words.

I got the checkpoint model from CIVTAI. I think the LORA came from Civtai too, but it might also have been either the "learning and sharing stable diffusion" thread in the "Dev Tools" subforum, or from the "Summertime saga tribute images" thread in the "Artwork sharing" subforum.

View attachment 4607511 View attachment 4607513
Thank you for the advice; I am getting some initial results, although basic. But at least I have started to create the main character. What do you recommend for the backgrounds?
 

osanaiko

Engaged Member
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Jul 4, 2017
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So that means you will replace the AI eventually.
Ummm, not sure if I said anything like that in the post you quoted.

Being realistic about it, at this point I don't see it makes sense to redo the art, even if I won the lottery or an artist willing to work for peanuts suddenly appeared. I'll leave it up to the reader to decide which is more likely.

I have come to quite like the image styles that I have managed to output, so I don't really want to change that up. Also giving full credit to the original artist Dork Cuckie, and whichever geniuses invented diffusion image generation tools.

If I did have a One Million Dollars, then I would hire someone to do the fucking photoshop etc image fix-up work. that's the part that I struggle to force myself to do.
 
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