RPGM Zombie Tower [Development Thread]

TrashMando

Newbie
Game Developer
May 14, 2020
32
60
ZTowerF95.png

ZOMBIE TOWER
Greetings fellas, it’s TrashMando here and I wanted to showcase a little game I’m making.

Summary:
Zombie Tower is an RPG Maker MZ porn game, with very small hints of survival horror. It will contain a ‘neatly’ packed, hopefully, narrative with some primitive elements of affection meters and a bare-bones ABS. Though I do have to admit I am still relatively new to the RPG Maker engine, game development entirely, but I will not have that dissuade me in making my dream porn games lmao. As of right now I’m shooting for a complete game time at around 45 minutes if not less. I don’t want to get too ambitious and never make the game, y’know? I also plan on about 5-7 romanceable girls from game franchises you know and love (Though of course I don’t own the rights to any of them, so play this game while you can.) and some fetishes I like personally. Not only that, but I should also add everything is a work in progress and subject to change (cept the name, that's locked in) and I also have a day job, so I won't always be actively working on this.

Girls:

Aiko Lu/Ada Wong

AdaZTower1.png

Grace Matters/Monika “IQ” Weiss

IQZTower1.png

Amy Broke/Samantha Giddings

SamZTower1.png

Heather Jones/Ellie Williams

EllieZTower1.png

Victoria Maford/Jesse Wilder

JesseZTower.png

Genres;
2D Game, 3DCG, Adventure, Anal Sex, Animated, Big Ass, Combat, Creampie, Dystopian Setting, Glory Hole, Graphic Violence, Groping, Group Sex, Handjob, Harem, Horror, Internal View, Male Protagonist, Masturbation, MILF, Monster, Monster Girl, Oral Sex, Puzzle, RPG, Sci Fi, Teasing, Vaginal Sex, Voyeurism

Story:
In the year, 20XX, everything was going good for the people of Neo-Tokyo. Many were content with their daily tasks and the economy was decent for once. However, with the recent rising tensions between Neo-Tokyo and splinter cells of the “Phantom Statues” terrorist organization, it quickly became apparent that the facade would be broken. It was summer break for you and your colleagues, many would go to parties and actually have fun, but no such luck for you. You were forced to look for an internship, or a job, during the break to “ease your way into adulthood” whatever your dad meant by that. So here you are, a crummy office internship which you probably weren’t going to be paid for anyhow, just trying to make ends meet. That is, until a sudden crack and shake of the building startles you and everyone else in the building. Some assumed it was just an earthquake, while others completely panic. You weren’t sure what to make of it, until your eyes laid upon something. Or someone. From the elevators, a piercing scream with the rush of four, maybe five individuals came sprinting out. They managed to get a hold of the workers there, but you ran and soon found yourself trapped. You didn’t know what just saw. Were they drunk? Crazy? Or had something happened to them? To be honest, you didn’t care. Right now, you have to survive. And possibly see what caused all of this in the first place.

Conclusion:
A demo should be here around late January, if I can keep schedule, but in the meantime I will be updating the progress I make with the game and I will be showcasing some scenes to get you acquainted with my animation or whatnot. Hope you stick around, and I'll see you soon.
 

TrashMando

Newbie
Game Developer
May 14, 2020
32
60
5/5/2022
Hey guys, I want to just give my thoughts and such from the demo launch.

I reached alot more eyes than I anticipated and that is pretty cool. I want to thank those of you who downloaded and gave your feedback. It truly helps. I just want to state one more time that this is my first game, and I'm learning RPGM along with all the other aspects of game development. So with that out of the way, let me talk a bit.

CONCEPT & STORY-

Zombie Tower is an apocalyptic setting with hints of romance. My main source of inspiration ranges from Zach Synder's Dawn Of The Dead and Siren's Domain's Zombie's Retreat. Though, with the feedback I've received regarding how I started the game, along with the interactions with the characters and their motives for doing tasks, the next update will most likely have a totally different start and the characters will behave differently.

GAMEPLAY:

COMBAT-

I want the gameplay for ZT to be similar to Zombie's Retreat, but of course have its own look and feel. I don't want to have turn-based combat for the game, and have decided that the run and gun type of gameplay is what I want. Though that is easier said than done. Having no experience in making an RPGM game before, I didn't really have any idea where to start. Sure there are ABS plugins for the run and gun gameplay, but they cost money and for a hobbyist game developer, that's not something I'm really looking into, though with the feedback I got from the DEMO, I might change my opinion and have a look into the already available plugins around the web. The way I implemented the combat system was very convoluted and involved a ton of events and script calls. I do believe I can achieve the combat I want with the system I already have in place, so before going out and buying an ABS system, I'll work with what I have at hand.

H-SCENES-

The way I implemented the sex scenes was through a plugin that gives the ability to view WebM files and play it on screen. At first, this was a godsend because I had no idea how other RPGM games played their scenes. Even to this day! Though, feedback from the players informed me that the plugin can cause certain scenes to glitch out or even not play. I have no idea if this is from the plugin itself, or if maybe the players devices might not be able to handle it. I haven't a clue. With that being said, I will look for alternatives on how I can play scenes in the game if at all possible.

BLENDER:

PARALLAX MAPPING-

In an attempt to have my game stand out from the others, I wanted the game to have a certain look. When it comes to RPGM games, for me, I personally like the non-chibi aesthetic. I want my characters to actually look like their 3D counterparts and not some short off brand character. When it came down to making the world, I wanted a sorta "realistic" look to them. That meant going out and searching for asset packs and tiles for me to use. But, I never found them. Or, they would be behind a pay wall. So, I thought the next best thing was just to make it myself. That decision was what made the development take as long as it did. I originally wanted this DEMO out by late January. Though that was obviously not the case. Most of what you see in the game world, was made in Blender, and put together, with a plugin, in Photoshop. On top of having zero experience making a RPGM game, I would have to learn the art of parallax mapping. And that, was in its own, a very hefty process. Even to this day, I am still learning how to better implement my 3D renders of the world, into the 2D game.

ANIMATIONS-

This was probably the only part I had zero difficulties in. I've made animations before, and I would think I'm decent at it. So, creating the animations for the scenes was most likely the easiest and fastest part of the entire game development. Some things I would change is just pick better camera angles and use better lighting.



CONCLUSION:

All in all, I would say this went better than I expected. A lot more people saw and played it than I thought it would. And people gave me some very helpful feedback! Though some would phrase it in a way that made me out to be some sort of AAA game developer, but once again I would like to say this my first game ever! I have many more speed bumps to hit and much more to learn.


Til Next Time