Unity Abandoned Totally Moonlighting Much? [v0.4.5] [SoulReaverFo]

grobulos

Active Member
Donor
Jul 16, 2017
729
409
Nice Art, less content at the moment, Story is... ok. this Creatore is maybe one of my next Support, i will keep an Eye on this Project
 

ltpika

Engaged Member
Aug 6, 2016
2,542
2,814
Yeah, seems a little tame and barebones. The show was fucking crazy, I hope they take more inspiration from it. Don't have to touch on the crazier stuff, but it could be less vanilla is all I'm saying. Love the art, would like to see more of it in creative scenarios.

 
  • Like
Reactions: Shittttboy

iamnuff

Well-Known Member
Sep 2, 2017
1,491
1,038
Some of the dialogue... isn't very clear.

Right after Tim asks the AI about 'weird missions' for example. There's an entire discussion that... doesn't make a lot of sense.

"There are currently no missions in the logs of field agent activity, and no missions that require to exit the compound and gather information"
???
What is this trying to say? Are Sam, Clover and Alex not field agents? Did their mission-logs get deleted?
Is that saying that there are no pending/ongoing missions at the moment?

'No missions that require to exit the compound and gather information'
Ok, this is kind of gibberish to start with, but... aren't ALL spy missions about gathering information? and don't all missions require you to leave Whoop's HQ/Compound?

Then there's a bit about 'top field agents' gathering information and solving problems on their own.
I assume that Sam, clover and Alex are 'top' agents, as in, superspies, and Tim is bemoaning the fact that he doesn't have any regular spies to gather information about the things that he might have to dispatch super-spies to deal with. (like supervillain plans, or suchlike)

Is this implying that WHOOP is being run like a version of MI6 that only employs James Bond, and nobody else?

"Only having logs of threats won't help when doing real spy work"
... what?
Weren't you just saying that you don't have anyone to gather information? Or does this mean that you just have lists of names and nothing else?

This dialogue/narration could really do with being cleaned up. It's not very clear what they're talking about at all.

Edit:
I do like the idea that Tim wants the spies to be capable and skilled before gadgets.
Like, gadgets exist to make your job easier and safer, not to do your job for you. If you rely on it as a crutch, then you'll fail.

Also, at the end of the first real mission, instead of 'evidence inconclusive, we don't know if it's really Lumiere or not' (which isn't very convincing, given that all three girls saw him on set and know full-well that the Director is Marco Lumiere) it would make more sense to confirm that it is him, but then follow up by telling them that you found something in his office linking him to some mysterious organisation, so you're going to leave him out in the wild, under surveillance, so that you can find out who he was working with and arrest him and his contact at the same time, at a later date.

An unconvincing lie risks alienating your spies and losing their trust, but telling them that it's really him and that there's a change of plan more than justifies you sending them home without having arrested the director yet.

Just... don't mention exactly what he was working on, or that you want Project Shepard for yourself.
 
Last edited:

SoulFoZoid

Member
Game Developer
Aug 26, 2017
268
447
Some of the dialogue... isn't very clear.

Right after Tim asks the AI about 'weird missions' for example. There's an entire discussion that... doesn't make a lot of sense.

"There are currently no missions in the logs of field agent activity, and no missions that require to exit the compound and gather information"
???
What is this trying to say? Are Sam, Clover and Alex not field agents? Did their mission-logs get deleted?
Is that saying that there are no pending/ongoing missions at the moment?

'No missions that require to exit the compound and gather information'
Ok, this is kind of gibberish to start with, but... aren't ALL spy missions about gathering information? and don't all missions require you to leave Whoop's HQ/Compound?

Then there's a bit about 'top field agents' gathering information and solving problems on their own.
I assume that Sam, clover and Alex are 'top' agents, as in, superspies, and Tim is bemoaning the fact that he doesn't have any regular spies to gather information about the things that he might have to dispatch super-spies to deal with. (like supervillain plans, or suchlike)

Is this implying that WHOOP is being run like a version of MI6 that only employs James Bond, and nobody else?

"Only having logs of threats won't help when doing real spy work"
... what?
Weren't you just saying that you don't have anyone to gather information? Or does this mean that you just have lists of names and nothing else?

This dialogue/narration could really do with being cleaned up. It's not very clear what they're talking about at all.

Edit:
I do like the idea that Tim wants the spies to be capable and skilled before gadgets.
Like, gadgets exist to make your job easier and safer, not to do your job for you. If you rely on it as a crutch, then you'll fail.

Also, at the end of the first real mission, instead of 'evidence inconclusive, we don't know if it's really Lumiere or not' (which isn't very convincing, given that all three girls saw him on set and know full-well that the Director is Marco Lumiere) it would make more sense to confirm that it is him, but then follow up by telling them that you found something in his office linking him to some mysterious organisation, so you're going to leave him out in the wild, under surveillance, so that you can find out who he was working with and arrest him and his contact at the same time, at a later date.

An unconvincing lie risks alienating your spies and losing their trust, but telling them that it's really him and that there's a change of plan more than justifies you sending them home without having arrested the director yet.

Just... don't mention exactly what he was working on, or that you want Project Shepard for yourself.
I agree with a lot of these points, my current problems right now is the dialogue system it's the forth time I'm adding a different system it's all tied with the pacing so it's very important to make it right.

Tim will make a better story up once I'll add more content for the event. I think its best to tell the girls Lumiere has close ties with L.A.M.O.S. and he will be under close surveillance to catch all the "badies" in one fell swoop. Girls are ofc against it but Tim explains why so many badies return to wreak havoc so they buy it eventually, giving half truths and all.

I'm most active on discord if you have suggestion on how the game can be improved, you'll find me there.

Tnx for the time to write this message. Happy Holidays!
 
Last edited:
  • Like
Reactions: Myriad and kaneda95

iamnuff

Well-Known Member
Sep 2, 2017
1,491
1,038
I agree with a lot of these points, my current problems right now is the dialogue system it's the forth time I'm adding a different system it's all tied with the pacing so it's very important to make it right.

Tim will make a better story up once I'll add more content for the event. I think its best to tell the girls Lumiere has close ties with L.A.M.O.S. and he will be under close surveillance to catch all the "badies" in one fell swoop. Girls are ofc against it but Tim explains why so many badies return to wreak havoc so they buy it eventually, giving half truths and all.

I'm most active on discord if you have suggestion on how the game can be improved, you'll find me there.

Tnx for the time to write this message. Happy Holidays!
What sort of new dialogue system are you aiming for?
Oh, on that note, it's very easy to accidentally click a dialogue option while trying to click through speech.
In a lot of games (in renpy?) you can just scroll backwards and undo your choice, but that's not an option here.

If you're making changes anyway, maybe the dialogue-option boxes should be smaller? Or add about a second after the boxes appear before they become clickable, so it's harder to select something by accident?
I had to resort to keeping the mouse in one corner when I clicked through, to ensure I didn't press anything by accident.

As for tim's story... I don't think the girls would protest too hard, if he mentions that he'll have WHOOP agents on-site to arrest Lumiere and his L.A.M.O.S contact.
A token complaint, because it feels like they came out here and made fools of themselves on the set, only to go home with nothing to show for it, but I expect they'd be smart enough to see the benefit of waiting so they can grab him and his co-conspirator at the same time.
Well, maybe Alex would complain about not arresting him. She has a grudge and she by far the most impulsive of the three.
 

SoulFoZoid

Member
Game Developer
Aug 26, 2017
268
447
What sort of new dialogue system are you aiming for?
Oh, on that note, it's very easy to accidentally click a dialogue option while trying to click through speech.
In a lot of games (in renpy?) you can just scroll backwards and undo your choice, but that's not an option here.

If you're making changes anyway, maybe the dialogue-option boxes should be smaller? Or add about a second after the boxes appear before they become clickable, so it's harder to select something by accident?
I had to resort to keeping the mouse in one corner when I clicked through, to ensure I didn't press anything by accident.

As for tim's story... I don't think the girls would protest too hard, if he mentions that he'll have WHOOP agents on-site to arrest Lumiere and his L.A.M.O.S contact.
A token complaint, because it feels like they came out here and made fools of themselves on the set, only to go home with nothing to show for it, but I expect they'd be smart enough to see the benefit of waiting so they can grab him and his co-conspirator at the same time.
Well, maybe Alex would complain about not arresting him. She has a grudge and she by far the most impulsive of the three.
Smaller and longer dialogue boxes, they show the motive or general feeling to give subtle hints, and you can click to continue the dialogue while some stay or some get removed. Making it more organic but implementing that is currently non-cooperative.
 
  • Like
Reactions: Kalrotix

kaneda95

Newbie
Feb 12, 2018
77
58
Yeah, seems a little tame and barebones. The show was fucking crazy, I hope they take more inspiration from it. Don't have to touch on the crazier stuff, but it could be less vanilla is all I'm saying. Love the art, would like to see more of it in creative scenarios.

TS is just a cartoon of Charlie's Angels ! No more, no less.
You can can do this kind af stupid video with ALL cartoons.
It all depends on whether you look with children’s eyes or perverse eyes ! :cautious:

Kiss from France :giggle:
 

iamnuff

Well-Known Member
Sep 2, 2017
1,491
1,038
TS is just a cartoon of Charlie's Angels ! No more, no less.
You can can do this kind af stupid video with ALL cartoons.
It all depends on whether you look with children’s eyes or perverse eyes ! :cautious:

Kiss from France :giggle:
Nah dude, that's straight up wrong.

This is a cartoon with hypnosis, brainwashing and mindcontrol in every other episode, physical transformations and constant bound-and-gagged scenes.

This is WAY more than most other cartoons.
Yeah, a lot of it is inspired by charlies angels, but that's just 'three hot kickass spy-girls who occasionally get tied up'

This has all sorts of weird fetishes like foot-tickling, furry-transformation, muscle-girl, gigantification.
It's deliberate. It has to be.
 
  • Like
Reactions: GuardianZ

kaneda95

Newbie
Feb 12, 2018
77
58
All these comments make me laugh ! ... there is an episode with Alex who is transformed into a cat, another with the 3 girls tied by a magician, another with Clover who is bionic, another with the girls who are bandaged in Egypt, another with Alex who is very muscular ... it shocks you ! :unsure:

Nothing in the 150 others episodes ...

On the other hand, Clover, 16 years old in season 1 who flirt with 25 year old guys, that doesn't shock anyone !

Well ... differents countries ... different culture !

sample_11c6d2c091f75a9ae7924ce3022e5e85.jpg :unsure:
 

SoulFoZoid

Member
Game Developer
Aug 26, 2017
268
447
I think, I have to address the fetish thing once and for all.

It's gonna be plot driven just like the show, I'm not making a list of fetishes to include in the game, just to get merit badges.

The espionage story is king, every other aspect that follows is "thematically" driven and should not be considered intentional.

Please keep in mind that some fetishes can have the opposite effect of appeal and be a slippery slope.

I have to give a clear example on what I can guarantee what will be included in the game.

Costumes.

Lots of diverse disguises for the spy to infiltrate their surroundings, will they be a waiter or a cook will they blend in a casino as playboy bunnies or will they be in a sports events or in a school.

But aspects that will go against the story such as feet fetish, please help me understand how I can include this fetish narrative in a story when they are in a mission."Maybe Tim will make it part of their training." yeah sure and the BDSM class is gonna start at 12:00 PM.

In conclusion the story is king, the characters are the queen and the theme is the rook. The fetish is the pawn.
 

iamnuff

Well-Known Member
Sep 2, 2017
1,491
1,038
I think, I have to address the fetish thing once and for all.

It's gonna be plot driven just like the show, I'm not making a list of fetishes to include in the game, just to get merit badges.

The espionage story is king, every other aspect that follows is "thematically" driven and should not be considered intentional.

Please keep in mind that some fetishes can have the opposite effect of appeal and be a slippery slope.

I have to give a clear example on what I can guarantee what will be included in the game.

Costumes.

Lots of diverse disguises for the spy to infiltrate their surroundings, will they be a waiter or a cook will they blend in a casino as playboy bunnies or will they be in a sports events or in a school.

But aspects that will go against the story such as feet fetish, please help me understand how I can include this fetish narrative in a story when they are in a mission."Maybe Tim will make it part of their training." yeah sure and the BDSM class is gonna start at 12:00 PM.

In conclusion the story is king, the characters are the queen and the theme is the rook. The fetish is the pawn.
I totally get what you're saying, you're trying to write a coherent narrative, not just ticking off boxes for people to jerk it to.
That's sensible, and probably the best way to handle this.
On the other hand, the cartoon itself had a... fairly coherent narrative, episode to episode, and it was pretty much a vehicle to deliver stupid amounts of fetish material to the viewer.

That gives you a lot of leeway to add in a bunch of fetishes without actually stretching the believability of the setting or compromising your story-focus.
Though it would require dividing your attention/ development resources in a way that might not be worth it.

For example, I've got no stake in the 'foot fetish' stuff specifically, but the girls were big of the spa, if I remember correctly.
You could easily toss in a foot-massage scene (maybe on the cameras?) as the girls unwind after a successful mission.

Hell, maybe you could add foot-stuff as a lesson, involving learning to paint with the brush held between your toes as high-level dexterity training.
... For that matter, BDSM lessons could actually be more than a joke. Well no, not BDSM specifically, but bondage could easily be worked in as an 'escapology lesson'

The girls do get tied up with alarming regularity. That's canonical. Have it happen once on Tim's watch and the girl in question not be able to escape without her laser-lipstick.

The impression I got from Tim, while playing the game, was that while he invented many of Whoop's gadgets, he doesn't approve of them being used as a crutch, so it feels like you could easily justify him demanding that the spies learn how to escape from stuff like that without needing their gadgets.

Set up a series of lessons for the spies, with them protesting but not really being able to deny that they do get tied up a lot, and this might actually be really useful to learn.

Lesson 1: How to untie yourself when your hands are together, in front of you.
Lesson 2: How to untie yourself when your hands are together, behind your back.
Lesson 3: How to untie yourself when your hands are separated, at your sides, level with your head.
Lesson 4: Some weird shibari position where she's bent double and basically tied in a knot?
Lesson 5: Include handcuffs for lockpick training.

Have it be unclear if Tim is really serious, or just using this as an excuse to mess with his spies, then eventually use it as a Chekov's Skill and have it be vitally important at some unforseen time.
Some really serious mission in the future, Clover gets roped to a bomb or handcuffed to a pipe in a room slowly filling with water, or some other bond-villain deathtrap.
She escapes specifically because of the training that she had, and has to begrudgingly admit that Tim was actually right.
Left unsaid is whether he anticipated this, or was actually just fucking with them.

Transformation stuff is harder to work in, because anything that alters a girl's standing picture would require a lot of new artwork.
In narrative-terms though, you could add in a subquest where a mission goes slightly askew and one of the girls comes back as a catgirl, or a giant, or a rippling amazon, only to have the transformation 'fixed' at the conclusion of the subquest and go back to normal.
That's... that's how canon handled it, so it's not that out-there.

It would require a bunch of art of each transformation though, and so might not be worth the inclusion.
 
  • Like
Reactions: GuardianZ

R4ggy

New Member
Dec 9, 2019
5
1
Have it be unclear if Tim is really serious, or just using this as an excuse to mess with his spies, then eventually use it as a Chekov's Skill and have it be vitally important at some unforseen time.
This is really the solution to a lot of your problems in terms of writing. I've lost count of the times that some random BS from the begining of a season has had major plot importance later down the line in the shows I watch.
 
  • Like
Reactions: GuardianZ