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[RPG Maker MV] Captivity (Porting to Unity)

PostPosted: Fri Jan 08, 2016 12:44 pm
by x3Darkie
Hello, first of all, an introduction is in order. I have been a lurker for quite awhile now. I'm an artist, writer and designer, and game development is something I really would like to make a career out of. Now, I used to play Despair Labyrinth among others when I discovered this site. But unfortunately, Despair Labyrinth is either on hiatus or has been abandoned. The reason I bought this up is because I REALLY liked that game. As such, I'd like to contribute by making a game of my own!

Before you continue on, the reason I'm putting this out to public this early in development is to gather feedback (It's not even v0.1.0 yet!). If you downloaded this game and tried it out in its current state, please provide your feedback as it'd be incredibly valuable!




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Captivity is an ambitious hentai/adult role-playing game being developed by a single person. Captivity is free and will forever be free. If you wish to support me and this project however, please consider being a Patron.


Summary
John Carmack once said, "story in a game is like story in a porn movie. It's expected to be there, but its not that important." I disagree on both fronts. Captivity is a game I want to make with huge focus on proper gameplay, story and porn. If it sounds too ambitious, it is. If it sounds incredibly unnecessary when I could just simply make a game without porn or just porn without gameplay, read the opening sentence again.

In Captivity, you take on the role of either a man or a woman who due to a mysterious incident, find yourself trapped inside the game world of an MMORPG named "DragonSong." Shortly after you stepped foot in an abandoned house, the male character that hosts your conscious, turns into a female one. With no way to return to the real world or your male avatar, what will you do to survive in this new world you found yourself in? In order to survive in this world filled with many NPCs and players with varying personalities, money is required. How far will you go to gain more dominion? By doing honest jobs? Maybe by killing monsters and selling their loot? What about friendships and alliances? Find love? Perhaps some other form of love? But most importantly... How will you escape captivity? Captivity aims to deliver an experience you never thought a hentai game could.



Gameplay & Story
Even though I'm "marketing" Captivity as a "hentai game," it's not purely about the porn and the sex. Mechanics and features will be put in place to make it a "proper" game. Many of the gameplay mechanics is largely inspired by the Rune Factory and Harvest Moon series. As such, you will find yourself spending most of your time in Estal City, running around and talking to people constantly. Politics will be involved (albeit nothing close to real life's), and you'll play a part in it. Exploration and combat is also a big part of the game. That being said, the meat of the game is focused in Estal City, so the exploration part of the game will be developed slowly. The game will also have sim like features to further the point that you are indeed "living" in a foreign video game world. Hunger and sleep will take the form of buffs and debuffs, and is designed to be as unobstrusive as possible. Hunger and sleep is easily satisfied by simply visiting your house and interacting with people and objects. Should you choose to not return to your house for whatever reason, there are other means of satisfying these needs.



H-Content
Many of the h-events is accessed by talking to certain people, quests and events. There are many types or genres/tags/fetishes of h-events, and is designed to satisfy as many people as possible without breaking the law. That means you won't be finding loli and shota content. (Also no guro/gore or obscure fetishes like eyeball lickings) Your inhibition and lust level is the main factor of how you unlock said h-events. Both inhibition and lust caps out at 100 (max) and goes as low as 0 (min). The lower your inhibition is, the more the depraved stuff you can do, while lust is your secondary factor that governs whether you will be able to access many of these h-events. Inhibition is mostly a "fixed" meter (until choosing a certain dialogue option to change it), and lust will continuously increase until you relieve yourself some form or another.



Current State
The game is currently in pre v0.1.0. While I call the current versions "pre-builds," you can think of this as early access, pre-alpha, or whatever of the sort. This means that many things right now in the game is subjected to change. So even if you're not throwing money at me, simply playing the game and providing feedback is highly appreciated. Do keep it constructive though. Saying "YOUR GAY!!!" doesn't help me improve the game. Stuff like, "I found a bug here at this event, place or whatever" or "there's an anatomy error of this person in this CG" does.



News & dev blog
https://captivity-hrpg.blogspot.com/



Download
http://captivity-hrpg.blogspot.com/p/downloads.html



Changelog
https://captivity-hrpg.blogspot.com/p/change-log.html



Screenshots
Image
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*images are slightly outdated


Captivity PreFoundation
A direct tie-in side story manga to Captivity
viewtopic.php?f=35&t=7013


CHARACTER SUBMISSIONS!!!elevenone
https://captivity-hrpg.blogspot.com/p/c ... ssion.html



With all that being said, here's a few things to note while the game is still in pre v0.1.0:
Almost all sprites and portraits are placeholders. They will be changed as the game hit v0.1.0.
You can access the debug room by pressing the tilde (~) key.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 1)

PostPosted: Sat Jan 09, 2016 2:39 pm
by Mattricole
I don't know what to tell you, with how little of the game there is. From what little of the narrative and dialogue I've seen, I can tell you I enjoyed it. I went into the debug room and checked out everything I could. The CG lineart you've got right now looks good, really excited to see them completed. I tried out the battle, and like you said it's standard, but I loved the animations of the player sprite, not sure if that's because of the version of rpg maker you're using or if you created it yourself, if so, bravo! Loved the music that plays during battle, so keep that. Despite what little knowledge I have of your game, I'm really friggin excited for more, and the fact you were inspired by Despair Labyrinth, which is one of my favorite H-games ever, makes me even more hyped for this. If you asked me what I was more excited for, this or the new Uncharted, I would honestly answer I'm more excited for this, which says a lot cause I friggin love Uncharted.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 1)

PostPosted: Sat Jan 09, 2016 3:48 pm
by Akkin
Hello,

The fact that you mentioned Despair Labyrinth, it made me want to try the demo. I do not know if you know but Amaranth is a bit in the same vein as Despair Labyrinth (at least Chapter 1 and Chapter 3 of Amaranth).

Let us return to the demo, I appreciate the history and the way you bring him the thing. However, I found the beginning a bit chaotic.

We start with our character that an imposed gender, one must choose the name of our character in real life, but it is only later that one can choose the sex of our character in. I think the pass with flashback is a bad idea after making a bit nebulous. Because our character remembers creating his character .... it works if we want a male character but if you want a female, it no longer works because we are in an illogical with the start of the game. We enter the home with a male, but we come out of the house with a female ...

Unless this is intended, I think we should remove the flashback party and that you make the beginning as if we created the character directly, as on an MMORPG. So we come into play, and there the film opens with the meeting with Kerry and Kyle then the fact that we "physically" stuck in.

Next, do a flashback in the house with what happened IRL for why these three people are there on this MMO is a good idea, it can bring interesting story elements.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 1)

PostPosted: Sat Jan 09, 2016 4:26 pm
by x3Darkie
Mattricole Wrote:I don't know what to tell you, with how little of the game there is. From what little of the narrative and dialogue I've seen, I can tell you I enjoyed it. I went into the debug room and checked out everything I could. The CG lineart you've got right now looks good, really excited to see them completed. I tried out the battle, and like you said it's standard, but I loved the animations of the player sprite, not sure if that's because of the version of rpg maker you're using or if you created it yourself, if so, bravo! Loved the music that plays during battle, so keep that. Despite what little knowledge I have of your game, I'm really friggin excited for more, and the fact you were inspired by Despair Labyrinth, which is one of my favorite H-games ever, makes me even more hyped for this. If you asked me what I was more excited for, this or the new Uncharted, I would honestly answer I'm more excited for this, which says a lot cause I friggin love Uncharted.


Wow, that's a really high praise, thank you!

There's a lot more tweaking to do for the dialogue at its current state, but I am planning to have some twist here and there, so I won't reveal too much about the story yet. The battle animations is generated from MV, meaning it's a built in feature from the get go. That being said, I am planning on entirely replacing them with original ones, in a non-chibi style. The closest example I can think of would be having the sprites looking like the ones from the Skullgirls fighting game. Possibly more pixelly. As for the music, that also comes from the RTP/built in the Maker. I'm going for a somewhat more modern and catchy type of music. But I'm not much of a music guy, so what do I know?

Akkin Wrote:Hello,

The fact that you mentioned Despair Labyrinth, it made me want to try the demo. I do not know if you know but Amaranth is a bit in the same vein as Despair Labyrinth (at least Chapter 1 and Chapter 3 of Amaranth).

Let us return to the demo, I appreciate the history and the way you bring him the thing. However, I found the beginning a bit chaotic.

We start with our character that an imposed gender, one must choose the name of our character in real life, but it is only later that one can choose the sex of our character in. I think the pass with flashback is a bad idea after making a bit nebulous. Because our character remembers creating his character .... it works if we want a male character but if you want a female, it no longer works because we are in an illogical with the start of the game. We enter the home with a male, but we come out of the house with a female ...

Unless this is intended, I think we should remove the flashback party and that you make the beginning as if we created the character directly, as on an MMORPG. So we come into play, and there the film opens with the meeting with Kerry and Kyle then the fact that we "physically" stuck in.


Next, do a flashback in the house with what happened IRL for why these three people are there on this MMO is a good idea, it can bring interesting story elements.



That's a fair argument.

Initially I planned to keep the player's gender ambiguous, but one of the initial feedback I got from a friend is asking, "wait, so can I have my player to be female in real life? Or what if I don't want my player to be male in real life? How about having an option to choose your gender?" So I haphazardly implemented a dialogue choice for that. It's rather poorly executed, so I may find a better way to implement it.

I don't really understand the bolded part (no sarcasm here just to be clear), but I'll try my best to respond from what I understand. It was intended for the character creation to be in a flashback early in the game. I personally think it makes everything flows better from a narrative perspective. As it doesn't feel like you are dumped into the game world after creating a character and that I save the effort of making a character creation thingy as that ultimately serves no purpose but to waste the player's time since you will essentially plays as a female for the rest of the game. I will try to make things less chaotic though. I don't know how far I can go with this effort however.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 1)

PostPosted: Sat Jan 09, 2016 8:01 pm
by Akkin
The problem is the flashback in the house which interferes with the whole scenario, at least for me.

I think character creation must take place before. When you click on "new game", we create our player character at that time, and we come into play with a visually personal male or female (even have a different female look of it you want to give your female character IRL to mark the difference).

Then we come into play with the discussion with Kerry and Kyle (where kyle asked Kerry how it feels to be a woman).

Then comes the scene of the house with flashback that explains what happened in the day before the connection to the game.

And thus the game continues until our avatar becomes that of our IRL character, so a woman.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 1)

PostPosted: Sun Jan 10, 2016 2:49 am
by x3Darkie
Pre v0.1.0 build 2 is up! Changes are as follow:

Additions:
Written more and essentially finished the first part of the intro (H-scenes still not written yet)
Conversations added for both Kyle and Kerry after the dialogue sequence is completed
Written more of final part of the intro (the abandoned house scene)
Added the 2 intro H-scenes' choices to the Skip intro choice
All current weapon and armors now has stats, these stats will be balanced and tweaked as more combat content are available

Changes:
Your initial inhibition is now 100 instead of 0 derp
Slightly tweaked some lines of the existing intro dialogues
The choice Stop him in intro H-scene 1 will now raise inhibition by 1
The choice Swallow in intro H-scene 2 will now reduce inhibition by 3 instead of 2
Double Shot and Double Stab now hits twice instead of once
Changed Wooden Staff's description
Changed Pointy Hat's description
Tweaked Rune Shirt's description
Tweaked Leather Greaves' description
Tweaked credits page

Implemented scripts:
ShopMenuCore by Yanfly
EventSaveLocation by Yanfly
Galv's Cam Control by Galv
Flare Collection - Notifications by DarknessFalls



Akkin Wrote:The problem is the flashback in the house which interferes with the whole scenario, at least for me.

I think character creation must take place before. When you click on "new game", we create our player character at that time, and we come into play with a visually personal male or female (even have a different female look of it you want to give your female character IRL to mark the difference).

Then we come into play with the discussion with Kerry and Kyle (where kyle asked Kerry how it feels to be a woman).

Then comes the scene of the house with flashback that explains what happened in the day before the connection to the game.

And thus the game continues until our avatar becomes that of our IRL character, so a woman.


As I stated in my previous reply, making the character creation at the very beginning will not fit well to the narrative. Even though I am drawing busts for everyone the flashback part will NOT have any busts or portraits. This is to keep the player's gender, ethnicity, appearance and etc ambiguous. There will be NO "actual" character customization simply due to the fact that I am hand drawing the art. Drawing tons of the same CGs with different appearances of the player is both time consuming and tedious. This is also the reason why most hentai games only have 1 playable female protagonist.

TL:DR, there will be no "actual" character customization and the flashback scene will not be moved to the beginning of the game.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Tue Jan 12, 2016 7:16 am
by Mattricole
It's giving me a permission denied when I try visiting the blog post. Is it not a public blog, and if so, how can I gain a invitation?

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Tue Jan 12, 2016 10:44 am
by x3Darkie
I've created a blog! The blog will be where I post progress updates, artworks and shit and giggles so I don't have to flood this thread with dozens of little things.

https://captivity-hrpg.blogspot.com/

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Tue Jan 12, 2016 3:13 pm
by x3Darkie
Mattricole Wrote:It's giving me a permission denied when I try visiting the blog post. Is it not a public blog, and if so, how can I gain a invitation?


Oops. My bad. I apparently fucked up while I was setting up the blog, no wonder I'm not seeing any traffic. I've now set it to public so anyone can view it now.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Thu Jan 14, 2016 2:48 am
by Wulfenheim
Like the idea/concept so far. Can't wait to see you put more work into it.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Thu Jan 14, 2016 9:22 pm
by alfaBonk
I'm really liking the look of this one, and am looking forward to more.

I think the main issue with the flashback scene in the cabin is that it is disorienting -- it is not immediately apparent that it is a flashback. For a few moments, I thought it was another "virtual" scene. The segue may just need a little smoothing here.

And considering the genderbent aspect, you might think about tossing up a thread at TFGamesSite.Com. I know there are quite a few folk there who would appreciate this one.
http://www.tfgamessite.com/phpbb3/index.php

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Thu Jan 14, 2016 11:15 pm
by x3Darkie
Wulfenheim Wrote:Like the idea/concept so far. Can't wait to see you put more work into it.


Thanks! If you really can't wait to see more, head to my blog. I post something almost everyday. Not sure if I'm gonna keep posting daily, but I post whenever I have some progress I'd like to share.

alfaBonk Wrote:I'm really liking the look of this one, and am looking forward to more.

I think the main issue with the flashback scene in the cabin is that it is disorienting -- it is not immediately apparent that it is a flashback. For a few moments, I thought it was another "virtual" scene. The segue may just need a little smoothing here.

And considering the genderbent aspect, you might think about tossing up a thread at TFGamesSite.Com. I know there are quite a few folk there who would appreciate this one.
http://www.tfgamessite.com/phpbb3/index.php


Ah, I see. Akkin's feedback wasn't clear enough so I had trouble understanding it. I'll do what I can to smoothen the transition.

And thanks for the heads up! I'll do so when the game gets out of pre-builds and hit v0.1.0. But I'd like to stress that while genderbending is an aspect of the game, it's not a HUGE focus (you know, what with keeping the player's background ambiguous and shit).


In other news, the next pre-build will be ready in a couple days. Changes will mainly be a completed intro sequence, H-scenes fully written, some new features, enhancements and completed the first H-scene's CGs.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Sat Jan 16, 2016 10:39 am
by Hound Archon
*pokes Darkie with a stick* There, you know I'm here now. Per my email, I'll be happy to keep an eye open here as well.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 2)

PostPosted: Sat Jan 16, 2016 6:24 pm
by x3Darkie
Hound Archon Wrote:*pokes Darkie with a stick* There, you know I'm here now. Per my email, I'll be happy to keep an eye open here as well.


Why does thou hath to poke me with a stick?

For those who don't know, Archon and I share a little history, he's also one of my early testers before I posted here.

tl:dr we're friends.

And as for those who doesn't check my blog, here's a little WIP of scene 1's CGs.

Spoiler (click to show/hide):

Image

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Mon Jan 18, 2016 12:25 pm
by x3Darkie
Pre-build 3 is up! Now with 100% more fully written h-scenes, fully completed intro sequence, time system, lust system AND a fully completed set of CGs!

Full changelog as below:

Additions:
Day night + time system
Lust system
You'll now gain some money at the beginning as initially intended
Sex stat menu
New sex stat: Orgasms, Hand, Masturbation
Completed the intro
Completed the H-scenes
Completed H-scene 1's CGs
Disclaimer
Placeholder 2 tiles high sprites

Changes:
You can now enter name up to 12 characters long as opposed to just 8
Removed the loading screen
Skip intro now sends you to Hill West of Estal City instead of the Abandoned House
Intro sequence tweaks
Kerry's move route during the intro sequence is now 3 blocks instead of 2
Kerry's position will now reset everytime you return to the map to prevent Kerry from moving too far to the right
Initial inhibition for choosing to be a female is no longer 90 and is now the same as choosing male (100)
Changed the sound effects of Cursor, OK and Cancel -basically this means some sound effects are less annoying
Tweaked the way final selection works
The sex stat "oral" is now renamed "mouth"
The currency "Gold" is now renamed "Dominion"

Fixes:
Choosing gender at the final selection option will no longer act like you selected Done
After H-scene 2 your stat for humanoid partners will now increase by 1

Debug room changes:
The Debug Bat will send you back to your previous location instead of a fixed location
Using the Debug Key while in the Debug Room will now also send you back to your previous location

Implemented scripts:
Status Menu Core by Yanfly
Actor Variables by Yanfly
Time System by Atelier-Rgss/Moghunter
Time System Hud by by Atelier-Rgss/Moghunter
Save File Extras by Amuseum
Splash Screen Ex by Soulpour777


KNOWN ISSUE:
After skipping intro, the scene in the abandoned house still plays. This is a mistake on my part. For now, try not to enter the house after skipping intro.
Choosing NOT to skip intro will make the abandoned house scene not play. Taking the download down and reuploading an updated one now.


Game reuploaded. Only change is fixed the above issue.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Tue Jan 19, 2016 2:09 pm
by alfaBonk
Looking good... I am liking what you've done so far.

The cabin scene does make a lot more sense now; thanks :)

The content currently ends when you reach the city gates, yes?

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Thu Jan 21, 2016 7:41 am
by Hound Archon
That seems to be correct, alfa. It's probable that game content will scale up at a fairly slow pace until the stuff under the hood (enemies, combat interactions, tilesets, etc.) is in a, I'm gonna guesstimate, post patch 0.5 state. Of course, Darkie is welcome to prove my guesstimate ridiculously inaccurate, I promise I won't be upset.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Thu Jan 21, 2016 5:06 pm
by x3Darkie
alfaBonk Wrote:Looking good... I am liking what you've done so far.

The cabin scene does make a lot more sense now; thanks :)

The content currently ends when you reach the city gates, yes?

Hound Archon Wrote:That seems to be correct, alfa. It's probable that game content will scale up at a fairly slow pace until the stuff under the hood (enemies, combat interactions, tilesets, etc.) is in a, I'm gonna guesstimate, post patch 0.5 state. Of course, Darkie is welcome to prove my guesstimate ridiculously inaccurate, I promise I won't be upset.

Pretty much, yep. I gave the guard a line of Gandalf's dialogue because I thought it was funny. But yeah, that's pretty much where the game currently ends.

And Archon's guesstimate is mostly accurate. I'm currently working on some of the busts and sprites and some technical under the hood stuff like a weather system and a guild system (ohoho, did I spoiled that for you?). I just haven't posted anything cause I have nothing to show yet. And I don't want to spoil too much about the guild system, but just don't expect something like Disgaea where you can have a insane plethora of recruits and party combinations.

I should also mention that I've recently turned on https availability for my blog so if you have it bookmarked or something make sure you visit the https version instead so you can feel more secure and stuff.

EDIT: Okay, maybe not post 0.5. I'm definitely aiming to put in a sizable amount of content in 0.1.

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Sat Jan 23, 2016 6:38 pm
by FMC
From what I've played, it seems interesting. I just wish there was more. :P

Re: [RPG Maker MV] Captivity (Pre v0.1.0 build 3)

PostPosted: Thu Feb 04, 2016 2:20 am
by docsilence
This seems really interesting. I take it we can't get to Estal city until you finish more of the game? Or are there ways to get past the guard or simulate how the combat will work?

Also I looked up Despair Labyrinth but couldn't find an available safe download for it so that I could play it. Do you know where I could find download it from?