Game Idea, Elrk Inspired
Posted: Fri Feb 08, 2019 9:00 am
TL;DR
I had an abrupt epiphany of a game idea (one that’s been done before but still). I expect my inexperience and the inadequacy of Twine as a simulation engine to eventually kill my attempt at the project, so I’m gonna stick my design doc here. I’ve seen LoK necro lots of dead projects over the years, and spawn successor projects that surpassed their source. Looking for advice, inspiration, and maybe some help. GET ON THE GAME TRAIN TOOT TOOT
Introduction
So I was reading about Elrk by Dr. BUG (all of their stuff is available on Pixiv for free, but most of it isn’t translated). The Elrk (elf/ork, apparently) are a distillation of the Breeding Season/Sex-and-Combat core concept that keeps pulling me back into this legacy of H-games.
The premise is straightforward. Start with a clan of Elrk, send them on raids to get slaves or get fucked (win/win for them, assuming they survive), come back to the village and raise more Elrk. Assuming people are reading this without checking the source material (which I HIGHLY recommend) I’ll highlight a few key points.
*Elrk are hermaphroditic, capable of impregnating and being impregnated.
*Their children inherit traits of their parents, but are still heavily Elrk.
*As generations pass the non-Elrk traits breed out, incentivizing a constant flow of powerful mates to improve the Elrk clan’s children.
*Getting better Elrk hybrids lets them take on stronger/different opponents, creating a natural power growth and challenge curve throughout the game.
Design Doc
Here’s the outline of what I intend to program. Looking for advice, criticism, and affirmation.
IMPORTANT FRAMING NOTES
*I’m not an artist and art assets would be resource intensive. The first iteration of the game will be pure text/what I have handy. It’s easier to code for someone who is relearning (me) and faster to produce.
*I will be leaning on Object Oriented design and modular components. Once the key mechanics are in place it will be much easier to simply add more races, which I could see going crazy (SO many monster races people like).
*I technically have a “proto build” at this point. I’m using Twine Sugarcube because it has radiobutton macros and I was able to download it in 30 seconds. I’ll post it once I have the core gameplay loop set up enough to actually function as a game. Right now it’s like 20% lifted sample code and 20% miscoded garbage I don’t want to prune in case I can learn something.
OUTLINE
0) Core gameplay loop description
1) Village menu
2) Month cycle
3) Breeding details
4) Raid details
5) Region details
6) Endgame?
CORE GAMEPLAY LOOP DESCRIPTION
VILLAGE MENU
MONTH CYCLE
BREEDING DETAILS
RAID DETAILS
REGION DETAILS
END GAME?
How should the game end? Go on forever high-score style? Have a final boss that is super sweet/hard to beat? What do you think?
I had an abrupt epiphany of a game idea (one that’s been done before but still). I expect my inexperience and the inadequacy of Twine as a simulation engine to eventually kill my attempt at the project, so I’m gonna stick my design doc here. I’ve seen LoK necro lots of dead projects over the years, and spawn successor projects that surpassed their source. Looking for advice, inspiration, and maybe some help. GET ON THE GAME TRAIN TOOT TOOT
Introduction
So I was reading about Elrk by Dr. BUG (all of their stuff is available on Pixiv for free, but most of it isn’t translated). The Elrk (elf/ork, apparently) are a distillation of the Breeding Season/Sex-and-Combat core concept that keeps pulling me back into this legacy of H-games.
The premise is straightforward. Start with a clan of Elrk, send them on raids to get slaves or get fucked (win/win for them, assuming they survive), come back to the village and raise more Elrk. Assuming people are reading this without checking the source material (which I HIGHLY recommend) I’ll highlight a few key points.
*Elrk are hermaphroditic, capable of impregnating and being impregnated.
*Their children inherit traits of their parents, but are still heavily Elrk.
*As generations pass the non-Elrk traits breed out, incentivizing a constant flow of powerful mates to improve the Elrk clan’s children.
*Getting better Elrk hybrids lets them take on stronger/different opponents, creating a natural power growth and challenge curve throughout the game.
Design Doc
Here’s the outline of what I intend to program. Looking for advice, criticism, and affirmation.
IMPORTANT FRAMING NOTES
*I’m not an artist and art assets would be resource intensive. The first iteration of the game will be pure text/what I have handy. It’s easier to code for someone who is relearning (me) and faster to produce.
*I will be leaning on Object Oriented design and modular components. Once the key mechanics are in place it will be much easier to simply add more races, which I could see going crazy (SO many monster races people like).
*I technically have a “proto build” at this point. I’m using Twine Sugarcube because it has radiobutton macros and I was able to download it in 30 seconds. I’ll post it once I have the core gameplay loop set up enough to actually function as a game. Right now it’s like 20% lifted sample code and 20% miscoded garbage I don’t want to prune in case I can learn something.
OUTLINE
0) Core gameplay loop description
1) Village menu
2) Month cycle
3) Breeding details
4) Raid details
5) Region details
6) Endgame?
CORE GAMEPLAY LOOP DESCRIPTION
Spoiler (click to show/hide):
VILLAGE MENU
Spoiler (click to show/hide):
MONTH CYCLE
Spoiler (click to show/hide):
BREEDING DETAILS
Spoiler (click to show/hide):
RAID DETAILS
Spoiler (click to show/hide):
REGION DETAILS
Spoiler (click to show/hide):
END GAME?
How should the game end? Go on forever high-score style? Have a final boss that is super sweet/hard to beat? What do you think?