WebGL Verity RPG [Indev]

Erosoft

Member
Jun 19, 2017
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Hey everyone,

Just wanted to share a project I have been pouring quite a bit of time into. I call it Verity RPG.

Verity is a 2D sandbox RPG. It's also an eroge. The central idea of the game is to provide you with a playground to do whatever you want. You see an NPC? You can try to defeat that NPC. Not feeling particularly violent? You can try to befriend that NPC instead.

See a tree? You could chop it down. Or perhaps set fire to it and see where the fire spreads. If the fire spreads to an NPC's house, that person may die and be lost forever. Or, if that person escapes, he/she might have unique dialogue options to the tune of "My house caught on fire! What the fuck happened?"

  • There are no guardrails. Expect systems to interact in unexpected ways. It's entirely intended that you will discover combinations of game mechanics that I have not foreseen. This is what we should want out of a sandbox game!
  • The world is procedurally generated. Humans, animals, plants, ores, structures, dungeons, and everything else are placed randomly. No two players will live the same experience.
  • Full, data-driven mod support. Easily add your own items, NPCs, crafting recipes, and more simply by editing config files.
Sex ❤ however you like. All NPCs can be forcibly compelled to have sex with you. Smash them and rape them! Too brutal for you? Try to intimidate them in dialogue. Still not lovey dovey enough? Bribe the girl; make her your whore. Or just romance her like a gentleman. Verity's NPCs are extremely logic heavy, and all interactions are possible with every single generated human in the game.

Fight ⚔ in your own style. Verity features a complex tool crafting system inspired by the mod for Minecraft. Smith metal tool heads (blades, spear points, axe heads, etc.) out of tin, copper, zinc, bronze brass, iron, steel, gold, silver, and more. Fashion wooden handles out of oak, willow, maple, yew, hickory, and more. Combine these elements to create countless weapons and tools with varying and surprising stats. It is very likely that no other player will have made the tool you just made!




Speak carefully. Dialogue is a primary focus of Verity. It is heavily inspired by Fallout: New Vegas. Your stats and chosen perks will give you many unique dialogue options to solve problems in unexpected ways. See some terrible placeholder dialogue below.





What exists already?

Verity is just a basic tech demo (indev) right now. My goal is to complete a "vertical slice" of systems before adding content. Once that's done, the content will flow like water!
  • Explore a Dynamic World: Venture through procedurally generated forests, open plains, and resource-rich mining sites.
  • Gather & Survive: Fell trees for timber, mine deposits for stone and valuable ores – your starting point for industry and survival.
  • Engage in Real-Time Tactical Combat: Face off against bandits where timing, positioning, and smart use of your abilities are key. Swing your weapon or tool, strategically block incoming attacks with your shield, or use an Agility-based "Dasher" item to dodge out of harm's way.
  • Master the Shadows: Utilize our initial stealth system. Observe how NPCs react with suspicion or alarm based on your visibility and noise. (Alertness indicators are only visible to you when you're stealthed, which adds a nice layer of tension!).
  • Converse and Influence: Engage with villagers through a multi-choice dialogue system, where your character's stats (Might and Endurance currently, with more to come!) can unlock unique conversation paths and even lead to different NPC reactions – sometimes they'll even decide discretion is the better part of valor.
  • Become a Crafter (Logic-Driven!): Dive into our "Basic Inventory Crafting." Using your Logic skill and gathered resources, you can create essential tools and even the very items needed to construct future, more advanced crafting stations.
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What's next?

I am a huge fan of deep RPGs. My vision for Verity is to create a unique synergy of what I love most, aiming for an experience where your agency is paramount and the world reacts in meaningful ways.
  • Deep, Methodical Progression: I want that RuneScape-style satisfaction where every level gained in the eight core stats feels earned and unlocks tangible new possibilities, be it new crafting recipes via Logic, new dialogue options through Charisma or Fraud, or new combat maneuvers via Agility. Or, maybe none of those. You're really not railroaded into any form of gameplay you don't like.
  • Engaging, Skillful Action: Combat isn't just about stats; it's about your direct input – timing, blocking, dodging. It's designed to be more active and engaging, drawing inspiration from the responsive feel of games like Terraria.
  • True Sandbox Freedom & Consequence: This is crucial. Like in Fallout: New Vegas, I want a world where your skills open countless doors (and sometimes close others). Your choices in dialogue and your actions out in the world will have an impact, tracked through systems like NPC affinity.
  • Emergent Gameplay: The real magic we're chasing is when all these systems – skills, crafting, NPC AI and relationships, environmental interactions – collide to create unexpected situations and allow you to solve problems or approach challenges in ways that feel unique to your character and your playstyle.
This foundation is just the start. Here are some of the big systems we're focused on building out to achieve that vision:
  • A Modular Crafting System to Rival the Best: One of the absolute cornerstones will be a deeply engaging modular weapon and tool crafting system, taking inspiration from the beloved mechanics of Tinkers' Construct. This isn't just about picking a recipe; it's about true artisanry. Imagine meticulously crafting a sword: you'll forge the head (the blade itself) from a variety of metals, each imparting distinct damage profiles, sharpness, and durability. Then, you'll pair it with a body (the hilt and handle) crafted from different tiers of wood – sourced from unique tree types you'll need to discover and cultivate – influencing the weapon's reach, swing speed, and handling. Each valid head-and-body combination will result in a predefined, unique item with carefully considered stats and potentially its own distinct visual, rather than relying on purely procedural stats. We're talking hundreds of variations for each tool and weapon type, all tied to your exploration, resource gathering, and, of course, your Logic skill. This commitment to meaningful, tangible crafting results is something I believe will offer incredible depth and reward for players who love to create their perfect toolkit.
  • Living World & Deeper Immersion: To make Verity feel more alive, I'm developing a full day/night cycle where visibility genuinely matters (your Observation skill will extend your sight in the dark, while NPCs' detection will also be affected by light levels and your Stealth). I'm adding wildlife, simple weather effects for atmosphere, and even the ability to interact with the environment using fire (burn down a tree, anyone?). I'm also planning to shape the world into a proper island, which could offer a compelling start to your story – washing ashore with nothing.
  • Meaningful NPC Interactions & Relationships: An NPC affinity system is a high priority. Your actions, your dialogue choices, how you resolve quests – it will all contribute to how different characters and entire factions perceive you, opening up unique questlines, vendor options, or turning potential allies into bitter enemies.
  • Tactical Depth through Logic & Observation: Your Logic skill will extend beyond traditional crafting into creating placeable off-hand items like automated Ballistas or basic traps (snares, caltrops). And for the perceptive player, the "Verity Scope" (an Observation-based off-hand item) will allow you to scan enemies, revealing their current health, equipped gear, and even their core stat levels.
  • Player Specialization with a Perk System: I envision a robust perk system, accessed via a dedicated UI, where you can spend "knowledge points" to unlock passive bonuses and active abilities. These perks will be arranged in thematic webs (e.g., Industry, Physical, Social, Mental) and gated by stat requirements, allowing for truly specialized character builds. Think things like "Forester" (chance for extra logs) or "Brutish" (unlocking unique intimidation dialogue options with bandits).
And of course, I haven't forgotten about story. The game may seem like just a sandbox for now, but I can promise a compelling, branching story with lovable characters and an intruiging plot.

A note on NSFW/ero content :devilish::


I know most of you are primarily interested in the NSFW content this game could offer. It's what separates eroge from regular games.

Right now, my laser focus is on forging a rock-solid, deeply engaging core RPG. The moment-to-moment gameplay, the satisfaction of skill progression, the feel of interacting with a reactive world – these fundamentals need to be excellent on their own. By building Verity to be a fantastic and replayable RPG first, any future NSFW content will have the strongest possible foundation to shine and resonate. So, while it's not front-and-center yet, that passion is a guiding star for where I want to take the narrative when the time is right.

That being said, I'm going to add a few NSFW scenes in the near future. Just for you.



Development Timeline

This is definitely a marathon, not a sprint. I'm excited to announce that I'm aiming to get a very early Indev 0.1 build out before May 31st!

To be super clear: this is a tech demo. It's for those of you who are super curious, maybe other developers, or testers willing to look at raw, foundational systems. It’ll include the basics like crafting up to early metals, initial ranged combat, and more NPC types to interact with or fight. It is not a polished, "sit down and play for hours for fun" release yet. Think of it as me sharing my early blueprints! My goal is to move towards a more broadly enjoyable Alpha version before July.

And a quick "bullet list" of things that you can expect in the near future:

  • Randomly-generated towns with houses, shops, farms, thieves dens, and other features.
  • Turning the current world into a proper island setting – your adventure might even start by washing up on its shores!
  • A dynamic day/night cycle that genuinely impacts visibility (for you and NPCs) and potentially creature spawns.
  • Introducing ranged weapons like bows and crossbows to diversify combat.
  • Populating the wilderness with various animals, for hunting or just for atmosphere.
  • A foundational questing system to give you more goals and stories to uncover.
  • Seeing what you wear! Equipped armor will actually appear on your player sprite.
  • Much-needed item storage solutions, like craftable chests.
  • Simple weather effects (rain, wind) to make the world feel a bit more dynamic.
  • Craftable campfires for light, a small regeneration boost, and maybe some basic cooking later on.
  • A full save/load system (pretty essential, right?).
  • Noticeable Skill Perks granted through gameplay achievements or high-stat interactions, even before the full perk web is in.
  • More content, always more content: new NPCs (friendly and not-so-friendly), unique enemies, a wider array of items, and new areas and secrets to discover.
Verity has a Discord server already. You can join it here:


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Verity is a web-based game, but will be playable via local download. It can be played on Windows, macOS, and Linux.

Finally: Verity RPG will be free forever! It's freeware! F95Zone will be the main distribution platform.

Anyway, that's a quick look at Verity. This post is a living document. I wrote it in a slight rush and will continue to add content.

Cheers,

Erosoft
 
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