M#Cntz
Newbie
- Sep 7, 2024
- 34
- 41
Hiii!
As the subject/title says, I am currently working on a Twine game, and while I do so, I am learning how to code in HTML and CSS on the go. I haven't been nor can I dedicate that much time to it as it is right now, due to me losing my job and me relying on commissions to keep me and my pets afloat and not without a home.
The game will be set in a Fantasy world, due to the fact that most fantasy Twine games end up abandoned at one point or another (so there isn't many with actual content), and I want to make one that will actually deliver and continue development.
The game will feature art drawn by yours truly, as I want to make it a solo project, and both stealing images, using porn vids/gifs/images or using AI to generate any, are unethical practices I don't support. At max I may commission someone once I am not held back by my financial situation.
I've already coded an options screen, stat screen (both of which are available from the sidebar, however I don't know how to make them "pop out" into the middle of the screen), laid out how the map will look somewhat, a basic layout of where which enemies will be, and a basic list of the available main static npcs in each town.
I've still yet to code the "random pull" of enemies and encounters in each area, the specific enemy stats (preferably a range for each tied to a level system), skills/levels/attacks/spells, an inventory system.
I am mainly torn between whether to go for a simple health system (100hp player vs 50hp enemy, each attack directly damages that healthpool, armor reduces the damage taken either flat or %-wise) or a V.A.T.S./Tales of Androgyny-like health system (player has bodyparts and a shared life pool, the body parts have a different hit chance each and each redirect a different amount of damage to the shared health pool when damaged, armor can be stripped off of specific parts, and the paper doll changes as it happens - the enemy would have the exact same system).
The simple health system would only allow for flat, on-defeat or mid-battle flat sexual attacks (enemy having a chance to grab you instead of every second or third attack), whilst the V.A.T.S./ToA-like system would allow for Tales of Androgyny-like sexual attacks (get knocked down and be forced to give a blowjob if your mouth is free, if you have nothing covering your crotch, then an ogre during battle can pick you up and spear you on their cock, etc.), as it would allow for specific part targeting for both physical (damage, strip), magical (shocking the weapon out of someone's hand, transforming someone temporarily) and sexual (specific groping and penetrative) actions.
I'd like to also make the UI similar to that of Realm of Lucira, if anyone remembers it...
An image of the playable character on the left, text/actions/etc. in the middle, an image of the enemy on the right. But I'm not sure how to actually style that CSS-wise.
Specifically for it to allow the use of a paperdoll (like the one in The Secretary, even though that one is in the sidebar), however mainly due to armor slots, and perhaps the health/sexual stats next to each part.
I'm attaching screenshots of what it looks SO FAR, with minimalistic styling and the barebones content that there is right now. (the part about the family will affect the fictional, starting relations to your in-game family if there is any, and the part about pronouns is just a thing for people to determine on their own, as quite a lot of games force you into he/him or she/her regardless of the character's parts, and is optional)
Most passages are empty (for buildings, locations) while the character and enemy passages are usually just comprised of brief info about what it will be, as I still have to design each.
When it comes to character creation, there will be one for the real-life start, and one that goes more in-depth for the actual game setting. Yes, the game will be about an "Isekai"-esque "player played a game, but suddenly noticed that everything is more realistic, they can't log out, and are trapped in the role of their character". As the game will feature, while most likely minimal (growing/reducing to a limit, changing the style, changing what you can use, etc.) transformation, I'm making it so that you, as a player, can fully determine your starting "loadout" instead of having to go for minutes if not hours of grinding to actually achieve the parts you want, while still having the option of changing them later on.
So, my main questions for now are:
-Do you guys think that this is a worthwhile thing to pursue? Do you think anyone would be interested in it?
-Should I go for a simple health system, or should I go for a more intricate V.A.T.S./ToA-like system? I've already partially coded the V.A.T.S./ToA-like system, but it'd be easier and quicker if I went for the simple system, even though the intricate system would allow for way more when it comes to combat and clothing.
-Does anyone have any idea how someone could code a UI like that of Realm of Lucira, or just the "character | text + choices + combat | enemy/npc" thing? I'd appreciate any advice or tip
-For the combat, does anyone know how someone could code a random pull from enemies, and then use said info of an enemy in a combat passage? So that I wouldn't have to make 50 combat passages, everything could just happen in one or a few.
-Do any of you have any gripes about it or thoughts?
As the subject/title says, I am currently working on a Twine game, and while I do so, I am learning how to code in HTML and CSS on the go. I haven't been nor can I dedicate that much time to it as it is right now, due to me losing my job and me relying on commissions to keep me and my pets afloat and not without a home.
The game will be set in a Fantasy world, due to the fact that most fantasy Twine games end up abandoned at one point or another (so there isn't many with actual content), and I want to make one that will actually deliver and continue development.
The game will feature art drawn by yours truly, as I want to make it a solo project, and both stealing images, using porn vids/gifs/images or using AI to generate any, are unethical practices I don't support. At max I may commission someone once I am not held back by my financial situation.
I've already coded an options screen, stat screen (both of which are available from the sidebar, however I don't know how to make them "pop out" into the middle of the screen), laid out how the map will look somewhat, a basic layout of where which enemies will be, and a basic list of the available main static npcs in each town.
I've still yet to code the "random pull" of enemies and encounters in each area, the specific enemy stats (preferably a range for each tied to a level system), skills/levels/attacks/spells, an inventory system.
I am mainly torn between whether to go for a simple health system (100hp player vs 50hp enemy, each attack directly damages that healthpool, armor reduces the damage taken either flat or %-wise) or a V.A.T.S./Tales of Androgyny-like health system (player has bodyparts and a shared life pool, the body parts have a different hit chance each and each redirect a different amount of damage to the shared health pool when damaged, armor can be stripped off of specific parts, and the paper doll changes as it happens - the enemy would have the exact same system).
The simple health system would only allow for flat, on-defeat or mid-battle flat sexual attacks (enemy having a chance to grab you instead of every second or third attack), whilst the V.A.T.S./ToA-like system would allow for Tales of Androgyny-like sexual attacks (get knocked down and be forced to give a blowjob if your mouth is free, if you have nothing covering your crotch, then an ogre during battle can pick you up and spear you on their cock, etc.), as it would allow for specific part targeting for both physical (damage, strip), magical (shocking the weapon out of someone's hand, transforming someone temporarily) and sexual (specific groping and penetrative) actions.
I'd like to also make the UI similar to that of Realm of Lucira, if anyone remembers it...
An image of the playable character on the left, text/actions/etc. in the middle, an image of the enemy on the right. But I'm not sure how to actually style that CSS-wise.
Specifically for it to allow the use of a paperdoll (like the one in The Secretary, even though that one is in the sidebar), however mainly due to armor slots, and perhaps the health/sexual stats next to each part.
I'm attaching screenshots of what it looks SO FAR, with minimalistic styling and the barebones content that there is right now. (the part about the family will affect the fictional, starting relations to your in-game family if there is any, and the part about pronouns is just a thing for people to determine on their own, as quite a lot of games force you into he/him or she/her regardless of the character's parts, and is optional)
Most passages are empty (for buildings, locations) while the character and enemy passages are usually just comprised of brief info about what it will be, as I still have to design each.
When it comes to character creation, there will be one for the real-life start, and one that goes more in-depth for the actual game setting. Yes, the game will be about an "Isekai"-esque "player played a game, but suddenly noticed that everything is more realistic, they can't log out, and are trapped in the role of their character". As the game will feature, while most likely minimal (growing/reducing to a limit, changing the style, changing what you can use, etc.) transformation, I'm making it so that you, as a player, can fully determine your starting "loadout" instead of having to go for minutes if not hours of grinding to actually achieve the parts you want, while still having the option of changing them later on.
So, my main questions for now are:
-Do you guys think that this is a worthwhile thing to pursue? Do you think anyone would be interested in it?
-Should I go for a simple health system, or should I go for a more intricate V.A.T.S./ToA-like system? I've already partially coded the V.A.T.S./ToA-like system, but it'd be easier and quicker if I went for the simple system, even though the intricate system would allow for way more when it comes to combat and clothing.
-Does anyone have any idea how someone could code a UI like that of Realm of Lucira, or just the "character | text + choices + combat | enemy/npc" thing? I'd appreciate any advice or tip
-For the combat, does anyone know how someone could code a random pull from enemies, and then use said info of an enemy in a combat passage? So that I wouldn't have to make 50 combat passages, everything could just happen in one or a few.
-Do any of you have any gripes about it or thoughts?