Ryonopolis

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Ryonopolis

Postby clanssd » Wed Jan 18, 2012 6:03 pm

I debated whether or not I should post this here as it doesn't feel entirely relevant to LoK or Flash, but being somewhat of a long time lurker and enjoyer of a wide variety of project demos posted I figured it couldn't hurt. If I'm way off, feel free to shred it.

If you want the full history of how I came to start working on this project, feel free to read through my blog posts. I would say that at the time of this post, the game is roughly 20-25% complete. Several aspects of the game aren't solid yet because the project is lacking direction in terms of story and level design. I'm fairly confident that I will be able to code for either a 2.5D or 3D game in Unity, and while I have sunk some time into the first test level, I would be willing to part with the work I've done on it. Sexual themes are definitely something I want in the game, but I decided they should take a backseat to everything else since their addition to the game would be fairly straightforward once everything else is in place.

The plan for the game probably sounds a bit vague, but the basics are that there's a female lead character and the overall main themes for the game are ryona(which can be shortly described as physical domination) and vore, with any other adult themes being secondary themes.

I'm writing this post for two reasons:
1. I'm looking for constructive criticism that pertains to the game itself and not personal issues you may have with the theme of the game
2. I'm looking for a partner to work with to cover areas where I fall short in terms of both patience and knowledge: story and level design. I'm currently learning all I can about 3D rigging/animation, but if you're already fairly knowledgeable in that area and interested, please let me know. Experience with Unity, C# (all the coding so far has been done in this language), Maya, and MotionBuilder would be ideal as those are part of my current workflow. Please don't message me unless you "walk the walk". Following some disheartening experiences in real life, I inwardly rage at people who verbally commit to group projects and continuously flake. If you decide to work with me, there is of course nothing at stake, so if consider yourself to be difficult to motivate, save both of us the hassle.

Sorry if the reading is a little dry and it sounds like I'm taking myself too seriously. It's fairly early in the morning and I'm snowed in. This project is entirely for fun although I am pretty heavily invested in it. I look forward to reading your thoughts.

02/01/2012
Windows build

Newest version will always be posted on my downloads page

Screenshots:
Spoiler (click to show/hide):

newchar.jpg
Current stand in model for the main character

jump.jpg
Jumping between platforms

dead.jpg
Oh no, we dead :<
Last edited by clanssd on Mon Feb 20, 2012 10:25 pm, edited 1 time in total.
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Re: Ryonopolis

Postby BlueLight » Wed Jan 18, 2012 6:13 pm

So the character looks lifeless from the pics and that's kinda annoying. I don't know if playing the game it's any different.
Also the death looks odd with her eyes open and her knew to the side like that.
I lack any anti virus right now so i wont even risk downloading the file.
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Re: Ryonopolis

Postby Hnyarly » Fri Jan 20, 2012 8:17 pm

I've downloaded and tried it (And my Antivirus didn't detect anything wrong. xD). It's really awesome, so I'll keep an eye on this project.
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Re: Ryonopolis

Postby BlueLight » Sat Jan 21, 2012 1:35 am

Okay thanks. I'm still catching up on stuff after having the power out for 2 days.
I got my anti virus up and running but going to wait on this.

Also i've just found out that i still can't spell for crap.
"Her knew to the side like that" should be " Her head to the side like that."
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Re: Ryonopolis

Postby suki888 » Tue Jan 24, 2012 3:22 am

clanssd Wrote:I debated whether or not I should post this here as it doesn't feel entirely relevant to LoK or Flash, but being somewhat of a long time lurker and enjoyer of a wide variety of project demos posted I figured it couldn't hurt. If I'm way off, feel free to shred it.

If you want the full history of how I came to start working on this project, feel free to read through my blog posts. I would say that at the time of this post, the game is roughly 20-25% complete. Several aspects of the game aren't solid yet because the project is lacking direction in terms of story and level design. I'm fairly confident that I will be able to code for either a 2.5D or 3D game in Unity, and while I have sunk some time into the first test level, I would be willing to part with the work I've done on it. Sexual themes are definitely something I want in the game, but I decided they should take a backseat to everything else since their addition to the game would be fairly straightforward once everything else is in place.

The plan for the game probably sounds a bit vague, but the basics are that there's a female lead character and the overall main themes for the game are ryona(which can be shortly described as physical domination) and vore, with any other adult themes being secondary themes.

I'm writing this post for two reasons:
1. I'm looking for constructive criticism that pertains to the game itself and not personal issues you may have with the theme of the game
2. I'm looking for a partner to work with to cover areas where I fall short in terms of both patience and knowledge: story and level design. I'm currently learning all I can about 3D rigging/animation, but if you're already fairly knowledgeable in that area and interested, please let me know. Experience with Unity, C# (all the coding so far has been done in this language), Maya, and MotionBuilder would be ideal as those are part of my current workflow. Please don't message me unless you "walk the walk". Following some disheartening experiences in real life, I inwardly rage at people who verbally commit to group projects and continuously flake. If you decide to work with me, there is of course nothing at stake, so if consider yourself to be difficult to motivate, save both of us the hassle.

Sorry if the reading is a little dry and it sounds like I'm taking myself too seriously. It's fairly early in the morning and I'm snowed in. This project is entirely for fun although I am pretty heavily invested in it. I look forward to reading your thoughts.

Windows build
Mac build

Screenshots:
Spoiler (click to show/hide):

newchar.jpg

jump.jpg

dead.jpg


Good luck your project, looks nice and good in the future :)
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Re: Ryonopolis

Postby GreasyGoose » Mon Jan 30, 2012 3:03 am

This is very impressive, I hope to see more.
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Re: Ryonopolis

Postby zzcl » Thu Feb 02, 2012 1:13 am

Go go Power Rangers!!! hahahhahahahaha :lol:

Impressive :)
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Re: Ryonopolis

Postby ANooB » Thu Feb 02, 2012 12:51 pm

Whoa, dude. Who made those models? The chicks are gorgeous!!!
Spruce your games up using free vector content: viewtopic.php?f=45&t=7109

There're no such things as mistakes, just happy little accidents. ~Bob Ross
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Re: Ryonopolis

Postby clanssd » Fri Feb 03, 2012 8:06 am

Thanks for the comments y'all. :3

The models weren't done by me. The player character I bought from the Unity store and the model at the end of the level is Lara from Tomb Raider Underworld. I was experimenting with bringing in XNALara models. The player is a standin model for the main character that I'm going to model myself. I just wanted something highway decent in the mean time. :) I posted an update yesterday for those that are interested. Still not a whole lot of gameplay available yet unfortunately but trying my hand at level aesthetics and what not.
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Re: Ryonopolis

Postby ANooB » Tue Feb 07, 2012 4:19 am

GJ, homey. Good to see some quality work popping outta here.
Spruce your games up using free vector content: viewtopic.php?f=45&t=7109

There're no such things as mistakes, just happy little accidents. ~Bob Ross
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Re: Ryonopolis

Postby Rooiehaan #2 » Fri Feb 10, 2012 10:38 am

offering to do some storywriting/level designing. give me a setting, a character description and what you want happening, and i'll write something to show you my skill :3
Breathe easy, the doctors are about to arrive.

Image
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Re: Ryonopolis

Postby BlueLight » Fri Feb 10, 2012 11:40 am

Any chance we can have a working attack next update?
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Re: Ryonopolis

Postby clanssd » Mon Feb 13, 2012 11:30 pm

That is one of my priorities for the next release along with finishing up the AI. I was hoping to have that done by now but unfortunately I've had some personal issues come up in the last couple of weeks that have left me either not enough time to sit down and work on anything or stressed to the point where I was writing really crappy code. I've been doing some modeling in the mean time. I'm hoping to have something worth showing off in that department soon as well.
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Re: Ryonopolis

Postby simplyfilgaia » Thu Feb 16, 2012 12:32 pm

Decided to give this a try, quickly determined that my laptop is not, in fact, up to the task. Do the quality controls in the beginning do anything at this point? I only ask because I noticed no performance difference between any of them (except for in the main menu).

Also, you might want to add some manner of death for falling off the world. Something tells me the screenshot below shouldn't be possible.

Spoiler (click to show/hide):

Image


Other than that (and the skeleton. Seems kinda out of left field), so far so good. Admittedly, I can't make too much in the way of commentary, because as stated my laptop isn't really up to the task of this game.
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Re: Ryonopolis

Postby clanssd » Mon Feb 20, 2012 10:16 pm

The graphics quality setting does have a very profound effect on the performance of the game and the dropdown menu setting before the game launches should be working. If you aren't noticing a difference there, have you tried changing it while in the game? If you press the escape key while playing (after the main menu), you can set the graphics quality settings there as well. Running the game on "Fastest" should require roughly half the amount of processing power as "Fantastic".

Someone I know has been testing the game for me and he has an older machine with an integrated GPU and he told me he was able to run the game at a playable speed when set to the "Good" setting with the ones above that level causing quite a bit of chop.

I don't really have the means to figure out the minimum system requirements for the game, but knowing that the game is unplayable for you at any level would help quite a bit in determining that. Do you know how to pull your dxdiag info? If you could send that to me it would be much appreciated. Let me know if you need a guide on how to do that.

Yes, I will be adding a death from falling mechanic soon. :P The monsters and character are all currently stand-ins. I will be doing all of those from scratch down the line. Thanks for taking the time to post your comments.

I should also ask, were you trying the latest release or just the link in the first post? I forgot to update that previously.
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Re: Ryonopolis

Postby simplyfilgaia » Tue Feb 21, 2012 12:52 pm

To answer your questions in the order posed:

1) I tried using the pre-game dropdown menu only. Didn't know about the Escape thing.

2) I don't know how to get the dxdiag info. I can tell you that this is an Acer Aspire 1 10.1" Netbook that I bought back in 2009.

3) I was using the one in the first post. I'll give the more up to date one a shot soon.
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Re: Ryonopolis

Postby clanssd » Thu Feb 23, 2012 8:11 pm

Ah, a netbook. That might explain why you're having performance issues. I keep track of the performance stats in Unity and try to keep the numbers safe for desktop platforms, but most netbooks would fall under the mobile device category in terms of processing power. Since that wasn't really my target platform for development, I couldn't say for sure if it's capable of handling it.

You can get your DxDiag info by going to start->run (or the search field) and entering dxdiag. A window will pop up. Just wait for the status bar to fill and then near the bottom right, click "Save All Information", save the text file somewhere you can find it and send it to me through attachment/PM or e-mail to [email protected]
There's no personal information in the file besides the name of your computer. It just has a bunch of info about hardware/software that's related to DirectX.
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Re: Ryonopolis

Postby simplyfilgaia » Fri Feb 24, 2012 2:35 am

Sent the file along. I do most of my gaming on my desktop, but I usually check these forums from my netbook in the morning, occasionally in the evening as well (case in point, now).

You might want to consider increasing the player character's jump height and/or distance slightly, or reducing the distance from jumping off point to landing point. Otherwise you almost need pixel-perfect jumping to successfully hit the next platform. This is something that could prove problematic when being chased by a scimitar-wielding skeleton or a rabid goblin :p Other than that, things look pretty solid thus far. Keep it up :D
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