Mongiri Girls Update: [003 9/04]

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Mongiri Girls Update: [003 9/04]

Postby HaremManic » Tue Dec 22, 2015 12:00 pm

Yes another pokemon porn parody or is it.

Demo v.0.1
Spoiler (click to show/hide):

Click to Play
(Javascript Required)

BaseV0.0.swf [ 7.55 MiB | Viewed 5000 times ]



Update v0.1
The barebones demo without battles, for now.
Working features: Working, Sleeping, Explore, Mute button, restarting


Story:

The world of Mongiri is perfection, even children and jobless bums like the Player can be useful. The monsters of the world have turned into girls you must find and catalog them all. You can even keep them as companions. Everything is greatly the greatest greatness as it could greatly be great.Most people don't have to work but they do it because they enjoy it. The player is the only person who doesn't work or contribute to society. Teens and young adults are turning to crime to prevent that from happening to the Player they are being given tasks a child can complete to keep them busy so they don't turn to crime. The player then has the choice to follow this plan and choose to be happy and ignorant or choose to live life the way they want to.The player gets tangled into the plot of the boss, which is nothing more than to gather people and make them do evil stuff. However is that really all there is to the boss.

Working on:

New graphics, better combat, story elements (Coming soon)

{Outdated}
the Main interface. Including jobs, healing, and save/load.


Content Plans:

9+ pokpussy with animation (stance, back stance, evolution, attacks )
23+ Sex scenes
Main story arcs
Side quests
Custom Endings

Progress:
I have the main interface done but that's no good.


New designs
Spoiler (click to show/hide):

BG2.png
Back Ground v0.1

Comp01.png
New interface


Old Demo
Demo of the battle system. It's not much yet.
Click the circles to battle different pokemon. Place holder art. Each number is a different type of pokemon.
Spoiler (click to show/hide):

Click to Play
(Javascript Required)

PP.swf [ 75.79 KiB | Viewed 6013 times ]




These are old and outdated
Planned Designs of Trainers and starters.
Poke-Designs.png
Old Designs
Poke-Designs.png (113.78 KiB) Viewed 6009 times

Sketch-019.png
Older Designs
Sketch-019.png (163.3 KiB) Viewed 6009 times
Last edited by HaremManic on Sat Sep 29, 2018 7:35 am, edited 10 times in total.
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Re: PokPussy

Postby Dead2112man » Tue Dec 22, 2015 2:43 pm

umm, not much to it yet, but lets see how this play out in the long run.
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Re: PokPussy

Postby HaremManic » Thu Dec 24, 2015 1:30 am

Feeling pretty good about the battle system so far. Now is the fun part. Creating assets.
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Re: PokPussy Update: [001 12/28]

Postby VintageBass » Mon Dec 28, 2015 8:34 pm

Y'know, this art seems familiar to me in a way, and that's not a bad thing. In fact, it makes it more unique to the other games here on the site and I welcome the change! Sure it's pretty much the same idea like the others, but you gotta set yourself apart and you do have that with the art. I am curious to see what else you'll be making with your art, so I'll be watching this!
"Just because you can put your dick in it, it doesn't mean you can fuck it"
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Re: Mongiri Girls Update: [003 9/04]

Postby HaremManic » Sun Sep 04, 2016 7:35 pm

The art style has changed a bit, I hope it's not off-putting.
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Re: Mongiri Girls Update: [003 9/04]

Postby ValturNaa » Mon Sep 05, 2016 6:29 pm

To be honest, I hope it has. I don't know any way to sugar coat this. The gameplay demo is very simplistic, and the art style feels more like a kids' game for DS than a porn game. I'll still watch it to see where it goes, but right now I have little hope of the game becoming something that I would play. I hope that improved assets can be shown soon. Some actual options in combat would be a good first step. At present it is just...attack, special attack? Same damage, and the enemy uses the same attack but hits harder? That's what I saw, anyway. I get better combat from first edition tabletop DnD. When you have more interesting combat, and placeholders that don't look like impressionist line drawings, I'll look again.

I'm sorry. I was always taught to say something positive about the creation I critique, but I haven't seen anything yet to be positive about.
I'm not mad. I'm only forty and eighty percent crazy, and that's split between two personalities, which makes me almost half sane.
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Re: Mongiri Girls Update: [003 9/04]

Postby dingofiz » Mon Sep 05, 2016 8:38 pm

I agree with ValturNaa, the artwork does look a little childish. And the battle system isn't that great, it needs some tweaks. I do like how they have different clothing, though. Although they could be a little skimpier, instead of just one pieces. Like short skirts and bikinis.
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Re: Mongiri Girls Update: [003 9/04]

Postby ValturNaa » Mon Sep 05, 2016 11:11 pm

And I'll be honest here. I'm sorry to say what I said but I felt it had to be said. I don't want to discourage you from trying (and god knows I've been easily discouraged in the past with some of my many projects) but I highly recommend that you carefully consider where your talents lie, and expand them. On a site like LoK, small groups are about the biggest you can expect, so you want to be pretty good at either art or coding, because each one occupies a major chunk of game construction. If you want to be in a highly specialized field, like game design, you're looking for a big studio to hire you along with half a dozen artists and coders to make the things you design come to life, not to team up with between one and a handful of people on an entire game. Now, I don't know your talents. You might be more of an artist, or you might be more of a coder. Me, I'm a writer, lore builder, and basic programmer, with lots of experience at certain scripting languages but no more than basic OOP knowledge. The most artistic that I usually get is taking a premade tile set and turning it into a map that looks somewhat decent. Lately I've started designing screens, which is a lot more intensive, but without the encouragement and feedback of the much more talented artists on the BS Revival project, I wouldn't have advanced beyond basic boxes and text. When it comes to human work, I suck. Animal art also. The best I can expect to do in both areas is trace over a google photo. If I was on my own to build a game, I would focus on engine creation because it's relatively easy to plug in new art once it's available, and I'd try to attract an artist to pretty everything up. Very few people have the drive and the talent to do a game all on their own. GoRepeat is one of those people and thus I don't like to say anything negative about his work even though I see his games as fairly generic, run-of-the-mill flash games. They're finished, and they're of acceptable quality.

The other issue I have is with your stated goal. "A game to rival Pussymon" sounds grand, until you actually think about what you're comparing to. Pussymon has virtually no engine, no gameplay, very little story until the last few chapters, no originality until it departs from the world of pokemon, and basically nothing going for it. Except for one thing. Character design. Without character designs that you wanted to keep looking at, pussymon would have plunged into the dirt with the first chapter or two and never grown to become something in its own right. Even so, at its last update, I wouldn't call it a grand game. The chapters are very short, and only by playing the entire game with all installments will the story even make sense. But they are starting to become a more interesting game as they add new elements to it. I played each chapter once I think, and have not gone back. Pussymon stands entirely upon its character design so to emulate it, and then lack that art aspect, leaves you with nothing.

I personally try to hold myself to a high standard. I don't want to be run-of-the-mill common, ordinary game design that people play once or twice and forget about. I want to stand out in some way, to make my creations memorable. I want to develop a loyal fan base who will keep coming back to the games I help make because they satisfy something. It's a hard goal to follow, and only time will tell if I can achieve it. But it starts by knowing something about the expectations of the product. When I come to a game that promises to be a pokemon porn parody, I expect certain things. 1) pokemon or pokemon-like creatures that I can collect and/or battle with, 2) original elements that make it a parody and not just a remake, and 3) graphics that look like porn. Now, that could be all there is to it, though I was also hoping for a bit more originality and not just "hey lets make pokemon sexy...because no one else is". If you're okay with being just okay, figure out the expectations of your audience fulfill those expectations reasonably well. It will probably be a play-once game that people soon forget. Fulfill the expectations well and they'll walk away satisfied, and might come back. Exceed expectations and they'll walk away wowed and will definitely return. I encourage you to spend some time thinking about the expectations this game's audience might have (there could be more points that I didn't list) and how to fulfill them. I'm not suggesting that you build a game for just one person, by any means, but try to understand your audience and fulfill their needs. It's the same for writing a novel, creating a film, or painting a picture. If you meet some person's primal need for something, then you've achieved your goal and you have a desired product. The more people who are satisfied with it, and the better satisfied they are, the more popular your product will be.

Now, I've already gone on for a while but I wanted to add one last thing. If you need some pointers on improving your skills, in either art or coding, I'd like to help, but my skills are limited in both areas. Although he and I have very different opinions in a lot of areas, the user AcetheSuperVillain might be the person to get you started. He produces some decent art quickly and does his own flash coding. You can find some of his work here though it is not perhaps his best stuff. If, on the other hand, you need a brainstorming buddy, feel free to hit me up. I can't commit to joining your team because I've got a lot going on right now but I can help you flesh out the world, figure out the game mechanics to apply, or whatever. And I'd be happy to share my ideas for a more original world with the same basic concept as pokemon.
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Re: Mongiri Girls Update: [003 9/04]

Postby HaremManic » Fri Sep 09, 2016 6:07 pm

I'm a bit giddy about getting the game out there. The assets aren't quite ready yet but the systems are working pretty well and that makes the next part easier.

I'm thinking of delaying updates from now on because patreon. Since I'm relatively unknown I'm not sure if it's a good idea or not, but having deadlines is useful for getting things done.
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Re: Mongiri Girls Update: [003 9/04]

Postby musical74 » Fri Sep 09, 2016 11:22 pm

Advantages of patreon-then-public: Those that support you kind of act like your beta testers, letting you know about bugs/stuff that doesn't make sense first, so when you do a *public release* most of the bugs are ironed out

Cons of that: those that can't support you for one reason or another (too poor, for example) have to wait longer for updates and sometimes people can be pretty annoyed at wait times

Personally, I think the patreon system works well enough when you are upfront about deadlines and keep updating close to those deadlines. People are willing to let things slide a few days if you are ill or something like that. If you say *Patreon update X, public update Y* (so long as Y isn't months later!) and follow that pretty regularly, MOST people will be OK with it. (You will always get a few people that whine regardless)
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Re: Mongiri Girls Update: [003 9/04]

Postby HaremManic » Wed Oct 05, 2016 4:44 am

Is teh old demo better than the new since it has more interesting and visual gameplay present?
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Re: Mongiri Girls Update: [003 9/04]

Postby evildumdum » Wed Oct 05, 2016 7:12 pm

It's better, but still pretty offputting. My advice is to wait until you have something that has a good half hours gameplay which displays at least some parts in the quality you intend the whole game to be in. Quality is a big selling point and if your demo is a bunch of squiggles all Bleghed onto a screen it does not look promising for the future. Hold your horses, be patient and wait until you can show people something you can be proud of.
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Re: Mongiri Girls Update: [003 9/04]

Postby HaremManic » Fri Oct 07, 2016 9:32 pm

I wonder if I should just start over or not. Whelp I'll try to figure it out by next friday when I update
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Re: Mongiri Girls Update: [003 9/04]

Postby ValturNaa » Sat Oct 08, 2016 5:32 am

To be honest, I do find the gameboy style music and squiggly gui very off-putting. Maybe you could try something like, I don't know, a guitar solo for the song. For the GUI, if you don't have a better idea, I'd go with a basic keyboard button design. Something along these lines:
button.png
button.png (2.98 KiB) Viewed 4516 times

I did this one in Inkscape but there are many ways to build a button graphic. In Gamemaker Studio, it's a simple matter of drawing a rectangle and clicking "buttonize," and there are probably other art programs out there which can also buttonize an object this way. And to be fair, this button is not high quality, nor do I think it would work as more than a placeholder. But it does the job and doesn't look like a five year old sketched the gui for you. I bet a quick google search, or a look at your own keyboard, would give you the reference material to make something that does the job. If buttons are going to be sketched oddly, there ought to be an artistic reason why.

Personally I would suggest designing your screen in vectors. Inkscape is my favorite, a free program with lots of internet resources to learn it (I can point you to a few if you wish) and it's really simple to throw down a few boxes, slap text on them, and even have the computer center and distribute buttons for you. I can build floor plans for rather large towns or buildings in an hour or two once I know what I want to see, and make edits in a few minutes that would be half an hour or more in an image editor. Making things look nice is a little tougher but entirely possible once you know how your basic layout is going to be. If you have it, illustrator is another good vector program, and I believe even flash uses vector design (though I personally don't like flash) so if you learn what you're doing, you should be able to do something similar there. Designing a screen is a lot like composing a picture; there are a lot of elements that have to come together in the right sizes and positions. Doing a few simple vector drawings will give you the idea of what needs to go where, before you need to consider making those elements pretty. Here's an example of one of my designs so you can see what I mean.
Spoiler (click to show/hide):

GUI concept.png


Once you determine the rough layout, then you can start prettying things up and get nice, high quality work that will inspire people to contribute talents or cash to keep it going. A little color goes a long way toward making things look nice, and then you can start to apply edges, patterns, odd shaped buttons, lighting, and whatever suits your fancy.
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Re: Mongiri Girls Update: [003 9/04]

Postby HaremManic » Thu Oct 05, 2017 1:36 pm

Does this game need to be made? Does it need to be updated?
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Re: Mongiri Girls Update: [003 9/04]

Postby Justanotherguy2 » Thu Oct 05, 2017 4:28 pm

I would prefer it, but if you want to work on something else do to inactivity on this project or not feeling this project (kinda like Gorepeat (not trying to bash him)) then work on something else. Ether way I would be okay.
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