Others Villan World Order (dev thread) (road to v0.01)

Mister-Saturn

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Feb 11, 2021
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Premise: Crisis On Two Earths meets Venture bros

The year is 1999, a decade into the downfall of Earth's protectors. Super villain orgs run the world, control resources, manufacture crisis and act as enforcers to the masses with their armies of henchmen. Mitra is one of the few heroes who still remains in the fight against the forces of evil. During an encouter with a notorious gang know as MODUS, Mitra is hit with a mysterious x ray weapon that leaves her unscathed on the outside, but it's stripping away her abilities one by one. Can she uncover MODUS' true plot before she is too weak to stop it?


Gameplay: The game play is a rogue like and turn based action game; developed in Godot 4; not heavily focused on story so if you like to read read read while you look at a porno picture this is likely not for you. The combat is split into 2 phases, 1 focused almost entirely on action and phase 2 emphasises on the sexual content.

Phase 1 is top a top down combat where the player can move freely in the combat zone. During phase 1 the player and enemy AIs can only use actions when their Action Meter fills up. Meaning the player has to position themselves while their Action Meter fills up to dodge attacks kinda like Undertale or Megaman Battle Network games. Basic bullet attacks are not the limitation of the enemy's capabilities; henchmen will use timed mortars, swift punches, laser beams that block your escape route and jetpacks to pounce on you as well as unique supervillains with their own personalized movesets.
vwm debug screenshot.png


Phase 2 is when things get hot. Upon suffering a defeat and there will be defeat; the player will enter phase 2. Phase 2 is a more traditional turn based system with the Action Meter still in effect, the player is now represented by a full art CG sprite and free movement is no longer used here. Instead the player uses their limited abilities to attempt to escape for another try. The enemy in this phase uses vulgar and overtly sexual maneuvers to attempt to get Mitra to boost her Lust level which is how H content will be unlocked. The player will balance clarity; an attribute that regulates what skills are available for the player to use and stamina(hit points) to salvage winning conditions in this battle; meanwhile avoiding the lust meter from depleting the player's stamina and clarity too fast. The Lust system is split into 2; the first is the a battle stat that increase whenever an enemy uses a skill on Mitra. The other is a point on her main stat page that gains a permanent +1 every time the Mitra hits a max Lust meter in battle. So in short very time the Lust meter hits max capacity the player takes a big hit to stamina and clarity as well as adding a permanent Lust attribute point.
VWO WIP 2.png

Currently the phase 1 battle system is functional but many skills and enemy AI skills need to be implemented.
Phase 2 is under construction, it's much more tedious than phase 1; for now we are treating the sex moves are as status conditions (anal, vaginal, mouth, etc) and enemy attacks that trigger sex status should load the CG that represent the current state Mitra will be in. Im hoping 1-2 more weeks of trial and error should yield the product that works as intended. A bare bones version that loads phase 2 and player and enemy can interact is complete, however mapping the CGs and programmed moves and statuses that interact with each other are still in work progress.

the attached are WIP images, these are not the final product, art will remain pixel art but UI will change and minor changes to character design are being implemented. all the designs, tilesets and are placeholders, for phase 1 the first playable version will likely use the sprites with the very simple art as those sprite sheets are completed.

the game is heavily focused on gameplay, the phase 1 combat is intended to defeat the player and kill god runs. one final touch and major feature of the game is the player starts out with the entire skill tree unlocked. the catch is, after every scenario the player will select one of 2 doors to enter the next engagement and the doors will feature an icon of the skill the player will lose a skill tree point on. enemy hit points and damage do not scale or 'level up' the challenge will come from the player adapting the a withering skill set of their own.

stay tuned for future updates!
 
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Mister-Saturn

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Feb 11, 2021
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This is Mitra's final design. I wanted something casual at the start, then pivoted to a more flashy superhero costume like in the first post. The final design abandons the superhero costume thing and went all in with a 2000s raunchy female protag look, Lara Croft, Striparella etc
NearFinishFull.png
The art is all hand drawn pixel art. It will be implemented as a layer system just like Karryn's prison. Cuts down on file size and allows for a lot of customization and content.

layeredassets.png

Next is the stripped assets, top and bottoms each take 2 hit points of strip as a starting point. I feel the fishnet underwear are a nice touch.
NearFinishStripped.png

Finally, the full nude. Almost full nude.
NearFinishBare.png

Thank you for your time.
 
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Mister-Saturn

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Feb 11, 2021
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Wrapping up programming of the core mechanics, debug should be finished by next week. final hurdle for v0.01 is enemy player ai (for the first few enemies) and implementing the skill tree.
my goals for the v0.01 content are as follows:

-10 levels of 'phase 1' gameplay with a seed system. i want to get feedback on difficulty and enemy archetypes.
-1 enemy boss to fight after level 10
-battlefuck content aka 'phase 2' to include oral, boobjob, handjob, groping, stripping and at least 1 penetration pose. note all these are with male 'henchman' partners only.
-and of course all the bells and whistles people expect, UI, save system, music and sfx

i should be able to share a demo with you all by the end of the month, should be about 30 minutes long.
 
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Mister-Saturn

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Feb 11, 2021
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CG assets for 'knees' position are wrapping up. When put in that status condition, henchmen can cast blowjob and handjob skills on Mitra with up to 3 henchmen at a time.
kneesposition.png

This is a final rough draft for our henchmen design. A sleek hazmat suit and a bit of body armor. I might add altered designs for elite, rocket and heavy henchmen at a later stage.
MODUShenchman.png

as a final note i started a discord server for the game
i will mostly it use as a place where i can share music and art related to the game and publicize my build patch notes.
 

Albareto

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Mar 31, 2018
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I like the art and concepts for the game so far. I'm looking forward to playing the possible demo at the end of the month! Also it seems like the discord link expired as I'm unable to join using it.
 
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Mister-Saturn

Newbie
Feb 11, 2021
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110
I like the art and concepts for the game so far. I'm looking forward to playing the possible demo at the end of the month! Also it seems like the discord link expired as I'm unable to join using it.
thank you for your interest, sadly some deadlines could not be met and what i consider the bare minimum amount of content + mechanics has not yet been fully implemented.

also here is a new invite . i think they work up to 5 days.

the good news is, a sought after mechanic i did not think could be implemented into the game early on has been solved. we're busy adding content for this mechanic as well. it's psychic ability in which the main character is able to grab objects on the field or even equipment the enemy is equipped with ie baseball bat, riot shield or television and toss it back at them or toss it at the suspicious red barrels behind them.
the project is going strong. i'm just aiming for the best possible intro to the game with the first public release.

This week I would also like to share our the UI layout and skills that will be in the first release. Since we're going to take a few more weeks to work on v0.01 we should be able to include 2-3 more skills not listed here.
UI empty.png
The left side of the UI are skill slots for four skills chosen by the player + Dash, 2 passive slots and 2 item passive slots if the player chooses to bring items with passive bonuses. Along with that are the basics, a zone for player portrait, an HP meter, a lust meter and a lust level indicator. In this game however, you don't level up your combat. Instead when your lust meter fills up you gain a lust level which unlocks player abilities in the battlefuck section of the game for both the player and the enemy.

The right side of the UI has an expanding bracket to display list of enemies up to 9 (i dont think i will ever use that many) and a portrait area for the enemy to display enemy stats.

skill icons.png
The list of skills included in the first version are as follows:
The first column skill is called Comet. Comet hurls a vortex of energy at an enemy, nullifying any small projectiles in its way.
Below it is influx. Mitra mind crushes the foe slowing the ATB progress and causing DOT.
Below influx is Muscle, a passive ability that gives Mitra small amount of regen after every fight as well as adding a damage boost to certain attacks.
And below that is Fortitude which gives Mitra a small defense boost to her Clarity and Lust damage.
The second column has the skill Barrier. For a limited time the psychic barrier deployed on the battlefield nullifying all projectile damage. Stepping out of the barrier breaks it.
Below it is Jet, a global skill that slows all projectiles for a limited time.
Below Jet is Reactive Phase, it nullifies the first instance of damage in an encounter, recharges every 3 encounters.
On the final column is Dash, a unique skill that operates on it's own cooldown rather than ATB and can be triggered any time and is always assigned to the player skill bar. It is a fast dodge with invincibility frames and long range.

thank you for your time
 
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Albareto

Newbie
Mar 31, 2018
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167
No worries about the demo deadline, I look forward to playing whenever it's ready. I like the design of the UI and many of the skills seem fun and engaging with the manipulation of projectiles and movement tech.

Also for discord invites, I believe you can make them permanent by using the "Edit Invite Link" option when going to invite people and changing it to expire after never and maximum uses unlimited. You should be able to generate a new link with those parameters.

Best of luck!