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Vizier's Shame [Unity3D] - (Updated 2017-07-18)

PostPosted: Thu Feb 04, 2016 9:03 pm
by aephrosi
Watch the video

Play it here!

Story
(in brief)

Your Mother is the Succubus Vizier in command of a city-state located in the Lust Dimension. Here, lust is the source of power, like electricity. You are a runt and in order to prevent shame to your family, you were hidden away. However all of your siblings are now deceased. As the -recently- only remaining heir, you need to prove your worth and are being trained in secret with the Intelligence Service.

The city-state sits at a dimensional nexus and a portal has recently opened that provides a perfect opportunity for you to prove yourself. The portal leads to a realm that has lost contact with the city-state for a few hundred years. The portal was opened by a breeder in a sexually locked down, religiously zealous society. As a breeder, this person learned of the pleasures of the flesh and managed to escape the religious masters. After significant searching, training and preparation, the breeder was able to perform the ritual that opened the portal.

You are being sent there to investigate why contact was lost and re-establish / build up the channeling of lust from this dimension back to yours.

(more on the Patreon page)



Game Play
The game-play has quite a few elements:

Combat is like Dark Souls. (one weapon style is implemented/ no spells yet)

Dialog with NPC's is like BioWare games. (system is implemented, some dialog trees are implemented)

Sex is very interactive. Various options are available when clicking on various parts of the body: grabbing and pulling, slapping, rubbing, etc. (implemented, very extensible)

Base Building/Resource Management grants a great change of pace and allows for an open-ended way to improve your circumstances. (not yet implemented)

Movement - Walk, run, crouch, sneak, jump, strafe, roll, climb (implemented)

Environments - Dynamic environments with interact-able objects. Traps, doors, gates, pendulums, draw-bridges, ladders, and more. (on-going implementation)

Goals/Missions/Quests - NPC's want things. They have needs. Fulfilling those needs and wants can be achieved in various ways. For example, the NPC:

- Requires an item? Sneak in and steal it, Parley your way in and trade for it, Kill someone who has it and take it, Have your skilled recruits make one.

- Wants someone dead? Fight in and kill them in open combat, Sneak in and stab them in the back, Talk your way in and poison them while blaming it on the cook, Inform the target on them and see what the target has to offer, Make it look like an accident.

- Needs to get to safety? Escort them openly, Hide them, Turn them in, Kill them, Recruit them, Negotiate their safety.

(not yet implemented)

Unique NPC's - Obviously generic NPC's are much easier to implement, but they're boring and you don't give a shit about any of them. I want each NPC to have the capacity to evoke an emotional reaction. I plan on achieving this in a few ways:

- Recruit-able: Any NPC can be recruited. In this way, any NPC may be useful to you and not just some background prop. (not yet implemented)

- Jobs/Skills: NPC's can earn levels in various jobs/skills. They can be assigned to tasks that are related to these jobs/skills. The tasks can be helpful to you and help in building/maintaining your base. As characters increase their skills, they may be able to unlock more specialized jobs/skills. Example jobs: Guard/Solider, Miner, Cartographer, Smith, Cook, Scout, Lumberjack, Raider, Architect, Builder, Farmer, Fisher, Hunter, Some kind of Leadership type role, and Sexual Adherents. (not yet implemented)

- Opinions: NPC's individually form opinions of you based on ~160 descriptors. These opinions will determine how the NPC interacts with you. Interacting with the NPC's may cause them follow you, fight you, or fuck you. (system basics are implemented on the Under Proxy character, will need a bit more work for all NPC's)

- Personalities: Using the same system as opinions, the NPC's will have personalities based on the same descriptors. This will also determine how the NPC interacts with you. (not yet implemented)

- Names/Visuals/Equipment: It's hard to care about something if it's indistinguishable from 100 other somethings. Unique names are fairly easy. Beyond that, I want to be able to recognize individual NPC's from a distance, simply based on sight. "Oh hey! Is that Alice over there? Big tits, skinny, long curly hair, likes to wear that red skirt. Is she with Adam? Big, muscular guy, short, blond hair, walks with a limp?" (Names/Equipment not yet implemented. Many character customization options are currently available as seen in the demo, very extensible)

- Sexual Preferences/Fetishes: This is an adult game after all. NPC's will have have different sexual preferences and fetishes. Things they like in a partner, things they like to watch, things they like to do and have done to them. "Adam likes to throat fuck chicks with big tits and big dicks while getting a rim-job from chubby girls with pierced nipples." (very basics are implemented.)

- Dialog: The general dialog for NPC's is going to be a significant undertaking. I'm probably going to want to hire a writer. I also need to give this a lot more thought but I've got some of it conceived already. In general I'm thinking I want one giant dialog tree/web. This web will be the framework for almost all possible dialog options. Everything from introductions, to instigating fights, to recruiting and initiating sex, to starting missions/quests. Actual missions/quests will probably be their own, much smaller webs. Options in the webs will be dependent on the NPC personalities and their opinions of you. The actual lines of dialog will be built based on references to an XML dictionary/thesaurus type file. So different characters will use different words to express very similar sentiments:

"Thanks. You've been very helpful."
"Thank you. Your help is much appreciated."
"You have my thanks. I don't know what I'd have done."
"Hmm. I guess you're not useless."

(not yet implemented)



and Patreon: https://www.patreon.com/aephrosi?ty=h

The currently available, playable builds are available here: http://aephrosi.com/
Weekly updates are available on Patreon here: https://www.patreon.com/aephrosi?ty=h


Thanks for checking this out! If you've got any feedback I'd love to hear it, either here or on Patreon.


-Aephrosi

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Thu Feb 04, 2016 11:39 pm
by Dead2112man
you drop box thing to get it via download or to play it some how, is not working

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Fri Feb 05, 2016 1:43 am
by DragonG
link doesn't work :(

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Fri Feb 05, 2016 3:07 am
by BlueLight
online Drop box files don't work like normal website files. You're online build likely wont work on dropbox as it's posted. If you gave us a zip file with the files, then we could download it and launch it from our own computers.

You're either going to have to link directly to the files within your source files or find a work around. Also i use Firefox which has given memory errors for my own unity projects if i so much as reserve 256 mb (Default) with my webfiles and don't restart the browser. This might not be a problem if i had a 64 bit version of FF but every time i've used the 64bit installer then open up FF i get the 32bit version. I would suggest using stand along client builds. I believe the web version only work on Windows & mac so it's just doubling the number of builds you have to make.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Fri Feb 05, 2016 3:23 pm
by aephrosi
Hm. I had spent a few hours and repeatedly tested against the dropbox link. Oh well. RAR file is up now.

I'm in the process of setting up hosting for the webGL player. I will update when that's live.

Thanks for the feedback.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Fri Feb 05, 2016 5:52 pm
by BlueLight
Okay playing right now.
For the scroll panel on the left, do not uses elastic for the movement. I think you're going to to want the 3rd option. This isn't really a "Required" thing but it looks more professional for this type of UI use. It doesn't make sense to move the UI element side to side for instances. If it were me i would completely disable dragging on UI element except when dragging the scroll bar.

I also had trouble with fire fox asking me if i wanted to hide my pointer. I don't know if that's something you do or in your build settings but it was annoying. The program is also unusable if you hide the pointer.

I'd recommend having some basic game play to also show with this.

All in all, good work.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Sat Feb 06, 2016 6:20 pm
by aephrosi

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Sat Feb 06, 2016 7:48 pm
by DragonG
u cannot do anything more than customize ur character??

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Sat Feb 06, 2016 7:52 pm
by Ayeka
Downloading now. I give you my honest opinion about game soon :)

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Mon Feb 08, 2016 9:38 pm
by Myster
Hmmm quite fanatic I would say..

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Tue Feb 09, 2016 10:23 am
by Gizmo1206
like the character creation,would like to see gameplay though

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Tue Feb 09, 2016 4:24 pm
by Ayeka
I tried it , but game not work. I get gray screen and it is all.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Tue Feb 09, 2016 7:27 pm
by tontoman
Ayeka Wrote:I tried it , but game not work. I get gray screen and it is all.


Probably the same issues as this WebGL game, Hoonters (also on LOK).
"The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings."

Which is odd as the PC has easily that much free mem (if the situation is the same, 256MB free), but the browser won't allocate.
Making an EXE version (if that's an option) works.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Tue Feb 09, 2016 8:37 pm
by BlueLight
tontoman Wrote:
Ayeka Wrote:I tried it , but game not work. I get gray screen and it is all.


Probably the same issues as this WebGL game, Hoonters (also on LOK).
"The browser could not allocate enough memory for the WebGL content. If you are the developer of this content, try allocating less memory to your WebGL build in the WebGL player settings."

Which is odd as the PC has easily that much free mem (if the situation is the same, 256MB free), but the browser won't allocate.
Making an EXE version (if that's an option) works.

I believe 32bit programs have a limit of about 2gb of ram they can use.
My solution while debugging this problem was to use only 128mb of ram. I wouldn't be shocked if 64mb is possible considering the bare bonesness of WIP builds but that's up to each developer to figure out of their own with a profiler.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Wed Feb 10, 2016 1:48 am
by aephrosi
Interesting. Thanks guys. I'll be sure to include a standalone version on the next build. I'll also look into lowering the memory requirements on the WebGL build.

I'm anxious to get working on the game play, but the character needs to be finished first. Currently I'm working on the genital physics so there's something to play with ;D
Of course that's not the only game play element planned, but it will be the first. The character and it's rigging are fairly complex. I need it to be a good place so moving forward there's minimal risk that including a new fetish is going to break the thing.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Fri Feb 12, 2016 6:13 pm
by Ayeka
tontoman Wrote:Making an EXE version (if that's an option) works.


Great, looking forward for it.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Mon Feb 29, 2016 11:56 pm
by aephrosi
Aww yiss. Genital physics are in! Web player bogs down a bit with the beads insertion, but the stand alone version works fine.

Web Player: http://aephrosi.com/WebGLPlayers/ViziersShame/vs.html

Stand Alone: http://aephrosi.com/builds/ViziersShameStandalone.rar

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Wed Mar 02, 2016 6:18 pm
by BlueLight
Well i got a error from the web version basically telling me to look at the Java script consoles for more information.
Anyways this is a dump of what was in my console.

Code: Select All Code
Successfully compiled asm.js code (loaded from cache in 992ms) 7db16e87-d4ed-4a2e-aad6-cf184886acfd
Invoking error handler due to
NotFoundError: The operation failed because the requested database object could not be found. For example, an object store did not exist but was being opened. UnityLoader.js:1:29721
NotFoundError: The operation failed because the requested database object could not be found. For example, an object store did not exist but was being opened.


I am using a Laptop, Windows 8.1 (64 bit), Firefox (32 bit).
I5(About 2.0+ ghz), 4 GB ram, GPU is integrated intel card.
I did a fresh reboot just a few hours ago and haven't really been using the web to much.

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Sat Mar 05, 2016 10:29 am
by aephrosi
Thanks,

I'll get this figured out eventually. Does the standalone version work?

Re: Vizier's Shame [Unity3D] - Playable now

PostPosted: Sun Mar 06, 2016 5:46 pm
by BlueLight
Likely it does. I just didn't try it.
I'll make sure i do so just to check on that computer.