Project Iodine (Zombie Survival Base building Concept)

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Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Fri Nov 11, 2016 12:15 pm

Yep. Another insane project I dreamed up despite still needing to work on Captivity and Captivity PreFoundation. That said, I'm not planning on starting this project anytime soon. (I technically already started it, but eh.) Right now, I only have concepts and premises down. Give this a read and provide your feedback if this is something you think is interesting.

Trivia: Project Iodine will be the working title for the game until I came up with a good name. I code name my projects with elements. It's just something I do, the game'll probably have nothing to do with actual iodine. And if anyone cares, Captivity was code named Project Ferrum before I finally settled on Captivity.

Engine: RPG Maker MV
Genre: Zombie, Survival, Base building, Simulator, Top down shooter

Premise:

The game takes place in an alternate universe where zombie outbreaks are common place since the early 18th century. Humanity survived, and learned to contain any future outbreaks to the size of a small city. Starting from the mid 20 century, humans quickly quarantine zones as soon as outbreaks happen to minimize casualties, and wait for a year or two before sending cleanup crews to deal with the remaining zombies that haven't starved to death. Once the outbreak is over and every zombies confirmed dead, people move in, start rebuilding and life continues! Yay!

But here's the twist, every once in a while, some survivor gets bit. But, they don't turn due to certain mutated genes in their body. These people are called Immuned (term pending until I or someone else come up with a smarter one). They have no way of knowing if they're an Immuned until they're bit. Once these mutated genes activates in response to the zombie virus, their libido skyrockets and starts requiring constant sex. Because hentai logic. Male Immuned are much rarer than female ones. Because hentai logic. While zombies still attacks the Immuned, if a female Immuned exposes sufficient skin, the zombies'll avoid biting or eating them and decides to rape them instead. Because hentai logic. The zombies will still try to eat a male Immuned though. Because hentai logic.

Zombies:

Zombies in this universe are technically not "undead" or even "dead." When the virus infects someone, the virus will hijack the brain and changes the host's DNA. The zombie still require food in the form of humans to maintain bodily functions or they'll eventually starve to death. The zombie's body also starts hosting a multitude of other dangerous diseases, which gives their skin a rotten appearance. There are multiple strains of the zombie virus and depending on which one gained dominance in the host's body, the zombies will vary from crawlers to dangerous mutated ones.

Crawler: When one of these weaker strains successfully gained dominance in its host, the crawler emerges. This strain of virus doesn't fully hijack the nervous system, rendering the muscles below the knees unusable. If any other kind of zombie somehow lost its legs, it may also be considered a crawler.

Walker: Classified based on their relative speed to each other, walkers are generally slower than most humans. They get significantly more dangerous as their numbers increase.

Runner(Sprinter?): Unlike the stupid walkers, this particular strain is smart enough to make its host run in order to catch prey.

Dogs: Yes, I'm a very creative person. Zombified dogs. Someone come up with a better name and I'll stop calling zombie dogs dogs.

Special zombies*: Don't have anything concrete for mutants or other zombified animals yet. But imagine RE and L4D with the special mutated zombies.

Gameplay:

Unlike Captivity, which is (gonna be) Rune Factory-esque and heavily narrative based, Project Iodine is open ended with minimal story. The game starts with a tutorial, short exposition of the game's universe, choosing to be either the male or female protagonist (both are renamable), then you find a base to hole up and survive in.

There's 2 main needs you have to maintain in order to survive, and 4 other needs required to perform optimally. Hunger, Thirst, Fatigue, Hygiene, Bladder and Lust. You'll die of starvation if your Hunger bar is at max and completely drained your health. You'll also die of dehydration if your Thirst need is not met. Unfulfilled Hygiene and Bladder needs affects mood. As for Fatigue, you'll pass out if you don't sleep and if your lust is too high, you'll perform tasks much slower and/or less efficiently.

For the base building part, you'll get to craft things for your base. Things like traps and barriers for defenses, and various objects like beds, rain catchers and generators to fulfill your (and other survivors') needs. Outside of that, you'll leave the base to collect resources. I'm thinking either of a semi-RNG system where you choose locations to go to and come back with resources with limited control, OR, a randomly generated map for each location to explore yourself and collect resources.

Since the game's gonna be built with RPG Maker, the top down combat will be rather simple. Arrow keys/WASD to move, left click to shoot/melee and R key to reload if weapon is applicable. If a zombie grabs you, you'll have to smash keys or something to struggle to get free. Or maybe some form of minigame instead of obnoxious key smashing. I hate smashing keys. If you failed at escaping, you'll get raped! Which brings us to...

H-Content:

Yay! This is the best part. For this game, I'll likely turn down the CGs (and possibly sex sprites?). Instead of having various stages of CGs like in Captivity, Project Iodine will most likely just have 2 CGs for each scene. A normal fucking CG and the cum CG. And also lots of text for the scenes I guess. Also bad ends!

Now if you play as the male protagonist, you'll get to have M/F sex with other survivors of your base. If you're playing as the female protagonist, you'll get to have F/F sex with the survivors and zombie rape.
Sharon Ashe.jpg
Female protagonist

A sketch that's lightly painted to give a general idea of her color pallet. Any artists feel free to chime in and give your feedback. I feel like I messed up her legs (and her general anatomy).
Lineart now done. I was going to also draw a rear pose, but I don't have the time for that at the moment. Also should probably not have spent so much time on that gun.
Last edited by x3Darkie on Wed Dec 21, 2016 3:41 pm, edited 14 times in total.
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Re: Project Iodine (Working title) (Zombie Survival Concept)

Postby Avian07 » Fri Nov 11, 2016 2:47 pm

Well you got half of it right. From the waist up you pretty much got it down fantastic job. The hips should be atleast the same or a little more height as her head from waist to groin area. A good rule is applying 2 head length for the torso but its not always the case for experienced artist.

See the difference?

Spoiler (click to show/hide):

Sharon+Ashe2.jpg


Hope that helps :D

Great concept btw.
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Re: Project Iodine (Working title) (Zombie Survival Concept)

Postby porne » Fri Nov 11, 2016 3:45 pm

I'd also say that she has very thin legs and no booty. The booty extends downwards a bit from where the v outline is on the left, with just a slight overlap of the inside of the thing. And we should begin to see it on her left leg as well, just a bit of roundness. And the right thigh looks like it blends directly into her stomach. Image

But definitely an interesting concept, I'll download when you release.
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Re: Project Iodine (Working title) (Zombie Survival Concept)

Postby x3Darkie » Sat Nov 12, 2016 1:36 pm

Thanks for taking interest in the concept. I'll fix the legs along with some other stuff I noticed during the linearting phase, thanks for the advice and suggestions. I blame myself for not using guidelines, but I'm a masochist and hate drawing good. :p (I was being facetious in case the smiley wasn't obvious.)

I may have found a way of implementing mouse controls. It shouldn't be too hard. I just need to track the cursor location and do stuffs with it. Also updated OP with zombie types. If anyone have any suggestions for certain terms, special zombies, or general feedback, please do provide them. I'd love to take your feedback into account.
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Re: Project Iodine (Working title) (Zombie Survival Concept)

Postby Avian07 » Sat Nov 12, 2016 3:17 pm

How about "Sprinters" for fast zombies, "Jacks"for big muthaf*ckers or "Dippers" for anything that spits or just hurl projectiles at the player. Hope we get to see a demo soon. ^_^
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Mon Nov 14, 2016 11:30 am

For the names, I ideally like them to have some context to their names. Jacks doesn't tell me anything about them and Dippers conjures the image of something that dips? I'm not sure how that would work. I'll consider Sprinters though, but it doesn't quite have the same ring to it.

In other news, I linearted the sketch, so check the OP for it. I've also came up with a mouse system. It's rather primitive right now. The player character doesn't face the way cursor is at and all that, but yeah. Everything is rendered in the game itself, I can assure you I didn't change my windows cursor to a dot.
Image
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby ANooB » Thu Nov 17, 2016 2:16 am

You should switch up your nomenclature a little bit. The "something"-er is too cliche and may as well be a meme. Left 4 dead, last of us, and red dead zombie nightmare (to name a few) all have things like clickers, runners, spitters, etc.. On the whole, this sounds like it would be pretty fun. You can call the dogs decaynines , duh dump tsss!! Your protag is sexy, so that's awesome. And your biology sounds pretty valid as far as verisimilitude goes. Rabid lepers just suit the anteapocalyptic dystopia aesthetic you're trying to portray. My only beef is... it's rpgm... :(. Don't get me wrong. rpg maker is great for starting developers and delivers story very beautifully. Only I have yet to successfully fap to a game made in rpg maker; and believe me, I've tried. You should get with a dev who knows some more powerful tools so he/she can bring your ideas to life.
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Thu Nov 17, 2016 12:17 pm

ANooB Wrote:You should switch up your nomenclature a little bit. The "something"-er is too cliche and may as well be a meme. Left 4 dead, last of us, and red dead zombie nightmare (to name a few) all have things like clickers, runners, spitters, etc.. On the whole, this sounds like it would be pretty fun. You can call the dogs decaynines , duh dump tsss!! Your protag is sexy, so that's awesome. And your biology sounds pretty valid as far as verisimilitude goes. Rabid lepers just suit the anteapocalyptic dystopia aesthetic you're trying to portray. My only beef is... it's rpgm... :(. Don't get me wrong. rpg maker is great for starting developers and delivers story very beautifully. Only I have yet to successfully fap to a game made in rpg maker; and believe me, I've tried. You should get with a dev who knows some more powerful tools so he/she can bring your ideas to life.

You're using words I've never heard before, why do you tease me so?! Regarding the naming convention, I feel like it's justified. When designing a character visually, you'd normally want the silhouette to be easily recognizable (e.g Mario). The same can be applied to names. "Something"-er is easily recognizable and have some form of context to them. That's not to say I won't switch it up a bit and name things differently, but I'd want "something"-er to be considered first. And since you gave me an idea for the zombie dogs, I'll probably go for something stupid like deadhounds. Since I nitpick a lot I like to inject science/magic into things to explain away the illogical shit. How is a dead zombie able to fuck and cum if they can't produce semen? Solution: make them not actually dead.

As for RPG Maker, maybe this could be the first one made in RPG Maker that you can fap to. :3 (That sounded way better in my head by the way.) RPG Maker itself, especially MV, is actually a very powerful tool. It's just a shame that lots of devs (both non-pornographic and pornographic) don't do more with it and just settle with mediocrity. I aim to rectify this with both this project and Captivity and make people ask "this was made in RPG Maker?!" And while I would love to team up with another dev, I'm a very greedy person and like maintaining full creative control over my own projects. So yeah, probably not happening anytime soon unless said person is willing to be subjected to my perfectionist ideals. (See, at least I'm self-aware.)
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby ANooB » Thu Nov 17, 2016 10:35 pm

Lol, a lot of those words are made up, so that's understandable. That's an interesting point for the naming convention issue. I can see it working. Just make sure you make a Jizzer type that acts like an L4D boomer... only with semen. Yeah it's hard to find a programmer/artist that knows exactly what you want, in those cases, I always say, "you want something done right, you must do it yourself." So maybe lone wolfing is the best for you.

An rpgm game that can trigger a successful fap? :@ I'll have to check this Captivity out. :twisted:
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Mon Nov 21, 2016 12:44 pm

I definitely do have an idea for a boomer type zombie that explodes cum instead of whatever the fuck boomer explodes. Nothing set in stone yet, but I'm thinking if they explodes near the vicinity of the player, it'll cover them in cum and raises their lust or something?

Some other update: I pretty much finished up the mouse system. Like RimWorld, you can press space R to enter and exit combat mode. Unlike RimWorld however, while in combat mode, you can press WASD to move and left click to shoot and such. The cursor during combat mode will change colors depending on whether the target is an enemy or a friendly. While out of combat mode, you right click stuff with a selected survivor to give them commands around the base and such, but I've yet to implement that.
Image

EDIT: R is the key to enter combat mode, not space. Oops.
Last edited by x3Darkie on Fri Nov 25, 2016 9:41 pm, edited 1 time in total.
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby ANooB » Wed Nov 23, 2016 4:50 am

cool. looks pretty responsive for rpgmaker :D
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby Avian07 » Thu Nov 24, 2016 3:56 pm

Man, loving the mechanics right now! Kickass 8-)
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby AcetheSuperVillain » Tue Nov 29, 2016 5:41 am

So I detect the potential for a huge exposition dump at the begining of the game. Please don't do this. Show don't tell. Especially all of this "Hentai Logic" stuff, like don't explain to the player that males are less likely to be immune than females, just have less males than females, maybe have a brief conversation where someone mentions it or complains about it.

I would suggest maybe the zombies just turn green skinned and red eyed or something instead of looking like they are rotting, cuz I don't want to look at rotting people while I'm masturbating.

Maybe if Lust is not filled, your character might lose control of themselves and do things like masturbate at inappropriate times or jump towards an enemy or lock up controls that don't have to do with sex. That seems more like how Lust actually works.


For a game like this, I would concentrate on your art skills. The initial drawing is kinda okay, but as the others have told you, the proportion is a bit odd, and I fear that you are "drawing flat" thinking as a 2D drawing and not as a 3D shape, which will make sex scenes difficult. Some great training books that I've found online are Michael Hampton's Figure Drawing and Chris Hart's Cartoon Cool. One is very real, one is very cartoony, between the two of them, you can draw anything. There are also link to other books on the side, you might find something you like better. Also, try to give the characters some personality when you draw them. Like if you look at a picture of Fluttershy, she tends to look shy, or Kim Possible tends to look confident, or Erza tends to look serious, or Ryuko looks aggressive. Putting a person behind those boobs will make the art a lot more memorable.
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Tue Nov 29, 2016 7:06 am

AcetheSuperVillain Wrote:So I detect the potential for a huge exposition dump at the begining of the game. Please don't do this. Show don't tell. Especially all of this "Hentai Logic" stuff, like don't explain to the player that males are less likely to be immune than females, just have less males than females, maybe have a brief conversation where someone mentions it or complains about it.

I would suggest maybe the zombies just turn green skinned and red eyed or something instead of looking like they are rotting, cuz I don't want to look at rotting people while I'm masturbating.

Maybe if Lust is not filled, your character might lose control of themselves and do things like masturbate at inappropriate times or jump towards an enemy or lock up controls that don't have to do with sex. That seems more like how Lust actually works.


For a game like this, I would concentrate on your art skills. The initial drawing is kinda okay, but as the others have told you, the proportion is a bit odd, and I fear that you are "drawing flat" thinking as a 2D drawing and not as a 3D shape, which will make sex scenes difficult. Some great training books that I've found online are Michael Hampton's Figure Drawing and Chris Hart's Cartoon Cool. One is very real, one is very cartoony, between the two of them, you can draw anything. There are also link to other books on the side, you might find something you like better. Also, try to give the characters some personality when you draw them. Like if you look at a picture of Fluttershy, she tends to look shy, or Kim Possible tends to look confident, or Erza tends to look serious, or Ryuko looks aggressive. Putting a person behind those boobs will make the art a lot more memorable.

I'm going with a different narrative direction with this one. While still subjected to change, the dialogue I've written for the beginning so far is literally just 746 characters consisting of the male and female protagonist exchanging banter with VERY basic lore dump before stuff happens. (For comparison, Captivity's intro scene has like 35, maybe 40 thousand (or more? I dunno. I stopped counting) characters including the h-scenes.) I'm not a fan of gore in porn so I won't make them look "rotten" with half faces, exposed brains or limbs falling off. They're still supposed to look like zombies, so the most gory I'll make them is probably just extremely pale skin with certain skin part peeling off or something.

Lust is more akin to arousal, but I'm going with lust because less syllables. It works in the logic where "you get more and more horny as the meter fills up." And I do admit Sharon's proportion in the concept art is odd, but I'm too lazy to fix it now. The things I notice only after a couple days later after finishing linearting. That said, I have no intention of giving Sharon more personality than this. The player protagonists are more or less supposed to be blank slates. The other survivors I have planned however, is not. Which I should also note, is not going to be randomly generated. They have fixed personalities and appearances, but still skimpily dressed. Because hentai logic. On the bright side, it means if you play as the male protagonist, you'll get a harem of skimpily dressed women!
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Re: Project Iodine (Zombie Survival Base building Concept)

Postby x3Darkie » Fri Dec 16, 2016 10:30 pm

Project Iodine is now on hiatus/canceled until further notice. It was a good brainstorming session for me and I was able to try coding some experimental things with RPG Maker. But I will put Project Iodine on hold or simply scrap the entire thing until I can get the long overdue update done for Captivity.
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