No name yet, text-base game with futuristic cowboys

Post and discuss creative ideas

What type of title should this game go for?

More sci-fi
6
35%
Something punny
5
29%
Anagram dat joint
0
No votes
Something with deserts
1
6%
Something with decay and toxity
0
No votes
Punkish
4
24%
Go back to the original Title
1
6%
 
Total votes : 17

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 07, 2013 3:59 am

Having it done monster hunter style is a good idea, plus post apocalyptic clothes look pretty similar anyways. Pre-apocalyptic stuff used for aesthetic purposes like dresses or fancy hats won't have very good stats, but maybe we could implement a battle armory just in case? Like stuff you equip into automatically when a battle starts and unequips during sex. They can be the same items or vastly different.

Pride shouldn't be necessary unless you can choose to alter it at the beginning. We want the player to create their character with as much freedom as possible, and that includes starting them as a complete slut or a paladin-like warrior of the wastes. Having a complex system behind a simple one should be the ideal, which means as few visible bars as possible (which could be viewed behind some stats screen, or something).

I don't know how cthulhu views her contribution, but this is at such an early stage where a melting pot of ideas is more beneficial than a strict direction. No need to volunteer as a leading force when we're still discussing the solidity of our mechanics.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Dec 07, 2013 11:14 am

EDIT: I keep missing Aisy's and Anonymouse's posts because they are waiting moderation? So if I seem to ignore you, that is why.

Like I said early days here. Would be cool if Cthulhu could drop in. Looks around. hmmm. I still consider her?(I can't remember seeing her gender mentioned) the leader. Though I think Cthulhu is most interested in the character viewer and drawing the enemies. I don't know.

But like I said earlier. I like the idea of an initial fight to decide your history and skills. You could face the enemy and the choices you make decide who your character is. Not just the select gender, body parts and history in reaction to a question from the game.
More like the situation is asking you to tell who you are.

It seems we are going in circles a little when talking about stats. So maybe armour/clothes are the way to go. You as a human have very real limits and can't increase your strength etc from a couple of fights in a few days.
Your stats stay the same until you level up, in which they get a small increase. The clothes then build off those stats.
So something like Jax from Mortal Kombat. Clothes make the man. I want a 1920's gangster's suit and fedora. Or rockabilly. I want rock-a-billy and punk-a-billy.

Fallout had suits which increased your speech, plus the usual defence perks.

Yeah definately don't want a CoC clone. I dislike not being able to sex a fallen enemy because my lust isn't high enough. Didn't make sense. So I would like sex available, never depending on your lust level. Which instead of ending the fight when full could cause you to lose turns or make your attacks less effective?

Maybe have no teasing system in battle? Merely a fight to see who is dominant in the inevitable fuck at the conclusion?
Saving the seduction system for non-enemy NPC's only. So when talking to people you have the option of seduction, intimidation, normal talking and trickery.
After all who really tries to tempt a monster into sex for the monster to collapse from lust and kinda ignore you.
Yes mister 8ft tall minotaur, after falling victim to your lust, which consists of a hard dick and not much more. You will allow me to do whatever I want.
More likely they would get more frantic in their attempts to fuck you.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sat Dec 07, 2013 8:04 pm

I'm out of moderation now, so my posts will show up okay.

One thing I want to say is that you should be careful not to cater too much to a particular fetish.
Merely a fight to see who is dominant in the inevitable fuck at the conclusion?
Maybe in the opening act you get your arse kicked, wake up in the rubbish dump surrounded by an alien orgy and kinda figure this isn't the space station/city you were raised on. Specially because of all the dried cum all over you from being used as the orgy tissue.
Not everyone who plays these sorts of games is into rape, so you shouldn't make a rape scene compulsory or ignore the possibility that some people won't want to rape enemies after winning a fight.

Edit:
Here's an updated version of the character creator:
Spoiler (click to show/hide):

Click to Play
(Javascript Required)

Creator.swf [ 67.52 KiB | Viewed 1286 times ]

User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sat Dec 07, 2013 8:37 pm

I was working on some classes for holding character data, with a character class that forms a basis for all monsters, characters and players, and there were a few things I was wondering. It's pretty much a list of features and whether or not they need to be included.

- Nipplecunts - yay or nay?
-- if yes, do we need to store data for each nipple separately or is it okay to do it in pairs?
- Multiple dicks, vaginas, testicles, breasts and anuses? (I like the idea of a buttmonster with two anuses and no vagina)
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 07, 2013 11:26 pm

Anonymouse Wrote:I was working on some classes for holding character data, with a character class that forms a basis for all monsters, characters and players, and there were a few things I was wondering. It's pretty much a list of features and whether or not they need to be included.

- Nipplecunts - yay or nay?
-- if yes, do we need to store data for each nipple separately or is it okay to do it in pairs?
- Multiple dicks, vaginas, testicles, breasts and anuses? (I like the idea of a buttmonster with two anuses and no vagina)

We're making a game with litteral art, and i'm going to speak for our lord and master by saying no! I think we should program it in a way to support such things but i don't think we need to support beyond that unless somebody speaks up
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 08, 2013 12:51 am

Yeah didn't really want to add them anyway, just checking while I draft these classes. EDIT: The nipple things I mean, added functionality for multiple everything already.
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 08, 2013 12:58 am

BlueLight Wrote:
Terrantor!!! Wrote:Armor based stats was done in monster hunter, really cool way and incentive to farm resources. Only problem was combining from different sets usually led to ur character looking mismatched and the stat bonuses not doing shit. But I figure if the armors activated perks like a switch then a threshold, this could be bypassed. And I mean it's the apocalypse, who cares if ur clothes match?

My pink boots have to match my Yellow hat! That's a requirement!

Lol, right? K, I got the text boxes set up, I got the npc class working. Only thing was I seem to have messed up double click functionality. Probably around the time I added a right click event listener.
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 08, 2013 1:13 am

I don't even know why I'm trying to do this before we have a finished design document, that would make more sense. I just want something to program :P
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sun Dec 08, 2013 2:45 am

You should probably try out a few transformation items that would fit in-universe, like something that alters cock-size or skintone. Small things at first.
If we want a design document, we kinda have to wait for cthulhu to really confirm anything - if she doesn't respond, all we can really do is work around it.
I can definitely write up some story stuff, but it's hard to say without any certainty.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 08, 2013 8:33 am

Anonymouse, do you by chance know how to add a XML or hell even a text file to the fla/SWF? I would like something easily modifiable for the writers that allows the writers access to the event files without needing the flas. Hell i try to write a parser, just for editing the file.
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sun Dec 08, 2013 9:30 am

The enemy could have the strange body parts like nipple cunts, multi-cocks and what not. Cthulhu wants to draw the enemies and already has some planned. If the enemy has the parts they are only drawn once and don't really change.
@Anonymouse
When I say a fight to see who dominates. This doesn't mean there has to be rape. You can execute your enemy, or knock them out instead.
There could even be a psychic attack/mental gun(one of those weapons I was talking about earlier) that had a once a day effect of killing any boners.
So a mutant wanting to rape you, but your last attack after being beaten down has temporarily stopped any rape. They get all frustrated and leave.

I would like a shit load of consensual sex, which would be mostly in the towns. The raping content would be from a few nasty people in town and the enemies outside.

Supposedly people have been living on earth for a 1000 years, plus aliens and mutants to boot. So I think big towns are going to be fairly common. Still having large portions of wilderness and whatnot. One thing to watch out with if we say large town, but the player can only go to several places it won't feel large.
So I suppose make areas within the town, like residential, that are kinda empty but help to show the area. While still having events in such places.

I checked Cthulhu's profile and Nov 30 was the last visit. I am pretty sure Cthulhu mentioned school at one stage. So I don't know if that was normal school or university of some kind.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 08, 2013 9:46 am

Gotta say the dictionary class was a bad idea, I have no clue what I'm trying to do lol. On a high note Anon's parser pretty much accomplishes what u were trying to do. I still think I'll go for the thesaurus, though if y'all don't mind. Or if u guys just wanna handle the text logic, I'll just work on the interactive objects.

Oh and Mr. Blue, just because a girl is intelligent doesn't mean she's 50% seductive.:-P
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sun Dec 08, 2013 1:07 pm

Trying to standardizes are design document. It contains some labeling standard that i hope will make things more clearer in the future. I was raffling through it and was getting a bit pevd at how annoying it was to look through.
GoneWildWest.docx
Current document on earth date 12/08/13 at 3ish AM.
(21.72 KiB) Downloaded 16 times


@Terrantor, sure it does. Intelligent women are way more fun in bed than Gymnast are... i saw it on spike TV so it must be true. Anyways if you don't like it, then give my a better formula. Going to the parser, it's a bit advance since we really need to figure out what we need the parser to do. However a Enum sounds like a better idea for a list of strings than any old object. That doesn't sound like the problem though.

So here is literally what needs to happen on the most basic level.
We need to check a string if it contains a character '%', then we need to check and store the next character. Okay great, now we need to check the character through our data base. Personally the best way i know of doing this is switch statements, which triggered will call a special method; however what AMouse did was such an awesome idea and quite ingenious. He created a list of method and gave them identifying string, which he then pared all those things to the character in question.

I suggest you use AMouse code and mess around with it. My suggest is to give it a new description for balls, and then also create a new method which will print something out when someone types something silly like "Bitchballs".
Please post the code once you've figured it out. If you need help just PM me and i can help you on it. I understand the effects of what he did and how he got them. Just don't understand what's happening inside the computer.
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sun Dec 08, 2013 7:36 pm

Could you try transferring the design document to googledocs? It's a really simple program to use, where you can both add more editors to fix things in real time and allow visitors to comment on ideas. For enemies, in CoC we tested out a code for enemy variants, where creatures (fetish cultists are the earliest example) would have different hair/feather/skin colours, and to a greater extent costumes. While we shouldn't affect the overall makeup of an enemy (like dick amount, since that'll be troublesome for sex scenes) it'd be really neat to see variants on clothing or weapons that can be picked up after battle.

Unless there's a specific reason something SHOULDN'T be in, stuff like nipplecunts and the like should be added when someone bothers to write them. Tackle the general fetishes first since they appeal to more people, while the weirder ones can wait for a dedicated writer or increased demand. There's nothing wrong with having more towns if the setting allows it, they're just difficult and lengthy to write (Tel'Adre took under a year of various submissions to get where it currently is). I've got a stock one fully written out that was intended for TiTS, but I could use it here instead along with a few other projects.

Sorry for the late responses, I'm not quite outta newly registered zone yet. Hopefully once we get things rolling further I can contribute a bit more, haha.

e: oh, wait, I can post freely now! rad!
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 08, 2013 10:50 pm

I'm a little thrown off by the vector datatype in amouse's document. That whole <String> Part is alien to me.

I would like a google docs to work with, that'll b up to Cthulhu, though.
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Mon Dec 09, 2013 12:24 am

In java a vector is a storage unit used for better control than a array. They're also thread safe so it's not likely you'll mess something up badly if 2 threads use the same object at the same time. Anyways moving on from that, think of it like an array with a new syntax. From their try to reverse engineer it. I'd start by looking for what Strings he's replacing and then try to add your own.

<String> indicates that only type string can be stored or used. It's a way that you can place a object into it, but get a string out.
package
{
import flash.display.Sprite;
import flash.events.Event;
import flash.text.TextField;
import flash.text.TextFieldType;
import flash.text.TextFormat;

/**
* ...
* @author Anonymouse
*/
public class Main extends Sprite
{
private var inTf : TextField; // input
private var outTf : TextField; // output
private var thesaurus : Object; //No clue but we'll find out.

public function Main():void //Main method or consturctor.
{

if (stage) init();//if the stage already exist, then just initalize the program
else addEventListener(Event.ADDED_TO_STAGE, init); //we add a eventlistener by adding a constant and a variable named init.
// init is a function that returns void but for some reason it's a variable.
}

private function init(e:Event = null) : void
{
removeEventListener(Event.ADDED_TO_STAGE, init);

//add both the TextField to the Main Object. Input on top, Output on bottom.
addChild(inTf = new TextField());
addChild(outTf = new TextField());

//sets the default stats of the TextPanel
inTf.defaultTextFormat = new TextFormat("Verdana", 12);
inTf.width = 600;
inTf.height = 200;
inTf.type = TextFieldType.INPUT;//Because of this, it will accept input.
inTf.border = true;
outTf.defaultTextFormat = new TextFormat("Verdana", 12);
outTf.width = 600;
outTf.height = 200;
outTf.y = 400;
outTf.border = true;

thesaurus = { race : getRace, cock : describeCock }
inTf.text = "Try writing text here, including the tags %race and %cock."
inTf.addEventListener(Event.CHANGE, parseText);
}

private function getRace() : String
{
return "human";
}

private function describeCock() : String
{
var options : Vector.<String> = new < String > ["cock", "penis", "dick"];
return options[Math.floor(Math.random() * options.length)];
}

private function parseText(e : Event) : void
{
var text : String = inTf.text;
for (var s : String in thesaurus)
{
while (text.indexOf("%" + s) >= 0)
{
text = text.replace("%" + s, thesaurus[s].apply());
}
}

outTf.text = text;
}
}
}


User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Mon Dec 09, 2013 12:41 am

BlueLight summed it up pretty well, a Vector is like an Array but with a set type, only elements of that type (or a subclass) can be stored in it. The syntax is a little confusing though.
Code: Select All Code
var v : Vector.<T>; // declare a vector with type T
v = new Vector.<T>(); // instantiate a vector with type T
v = new <T>[a,b,c]; // instantiate a vector with elements a,b,c at indices 0, 1 and 2
// you can access elements in the same way as arrays
var d = v[0];


The advantage is that v[i] will always be a String, meaning no runtime errors. Also, with a decent IDE it is much easier to program if you know what type you will be getting as it can provide code hints. In the image below, notice how my IDE (FlashDevelop) knows what properties an element of my vector has because I've used a typed vector.
Spoiler (click to show/hide):

delete.PNG
delete.PNG (4.72 KiB) Viewed 1237 times


BlueLight, this might help: http://help.adobe.com/en_US/FlashPlatfo ... ction.html
"A function is the basic unit of code that can be invoked in ActionScript. Both user-defined and built-in functions in ActionScript are represented by Function objects, which are instances of the Function class."..."Because apply() is a method of the Function class, it is also a method of every Function object in ActionScript."
Last edited by Anonymouse on Mon Dec 09, 2013 1:07 am, edited 1 time in total.
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Mon Dec 09, 2013 1:05 am

Why do AS programmers use vectors? Coming from java, it's like the last list type you want to use. I've notices from snippets of code that you guys use them alot. Might be your API doesn't have it but i would've gone with ArrayList but then again ArrayList are exponentially better the larger the list is... in java! This is because of the synchronize keyword used with vectors in java. I mean they have their place, but ArrayList are likely a better bet normally.

... wow, i sound pompous
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Mon Dec 09, 2013 1:10 am

Terrantor!!! Wrote:I'm a little thrown off by the vector datatype in amouse's document. That whole <String> Part is alien to me.

I would like a google docs to work with, that'll b up to Cthulhu, though.


I don't think a googledoc needs Cthulhu's approval, just major decisions. Having somewhere to put everything would help a lot.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Mon Dec 09, 2013 1:11 am

ArrayList exists, but only in Flex and not in core AS3 and I'm pretty sure it's meant more for UI components. So it's pretty much Vector or Array, and Vector is far better.

Edit: And agreed, google doc please
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

PreviousNext

Return to Discussion



Who is online

Users browsing this forum: No registered users