Alright, so, okay, here we go. I decided I want to simultaneously develop the next adventure alongside Vacation in Ninja-Land. Right now, I'm feeling stumped, and when I get stumped I start to get depressed about not getting things done and then I get more stumped. So it's better to have something else that I can switch to when this happens.
So the back-up project will be the Pokkoloh type game, we'll call it Aceloh for now. I've also been playing a lot of DungeonMans, so there will be a bit of that. The basic premise is that you have a hub-town or base of some sort, and go out into the world to collect resources to improve it, from simple wood and stone for buildings, to hyper-mana crystals and dazzlemantium for super swords. To some extent, this will amount to a smaller version of the Planet Sky, which I haven't given up on, but I'm realizing that what I want to achieve is silly to take on as a single person.
I think unlike Pokkoloh, which has a lot of girls with just a few scenes each, I want to do a few girls with a lot of scenes each. It will probably work a bit like Astro Vulpus, and I'm even tempted to bring back the characters, but I never got into the frog, so I might do Pepper the rabbit,
Harriet Hurricane the harrier and Cascade the shark (from the other thing) as your party members and Renard the fox as the protagonist. These characters would appear in your party to go adventure and fight monsters, like a normal RPG, and then when you're back in the hub-town, they are wandering around and you can engage them in sexual exploits based on your relationship level. I was playing Crush Crush for a while, and I was thinking I might borrow some of their system of leveling up relationships. Basically, a girl will want you to be a particular skill level, or request a particular item or go on a particular type of date, and once you accomplish these things, your relation level goes up. These might go non-linearly in Aceloh, for example, let's say that Hurricane is combat crazy, so she gets a new sex scene by reaching combat level 5, 10 and 20, and by giving her a bronze sword, steel sword and dazzlemantium sword.
My instinct is to make a bunch of crazy recipes out of a bunch of crazy materials from a bunch of crazy locations, but I think the smart way is to keep things simple. For one thing, I'm still bound to what 3D graphics I have. I don't actually have a standard medieval or RPG suburb looking town, but I've got some buildings from the Pirate Pack that should look fine in a fantasy survival situation. I have graphics that would do a decent forest and cave/mine kind of areas, and some ruins/fortresses. I could probably pull off a few different versions of forests and caves and ruins, so there might be like a small world map to explore with different locations on it, although I definitely want to have multiple tiers of dungeons. So like, if you are strong enough to go deep enough into the Forest of Woe, you make it to the Jungle of Despair, which has better resources and tougher enemies. Another point to this is that I don't have exactly standard RPG enemies, so if I wanted you to collect wolf pelts or go to the ogre's lair, I don't actually have wolf or ogre monster graphics. I could use the RPG maker single image enemy graphics, but I'm more excited to try using the 3D ones to make animated enemies with the plugins.
Another thought I need to clear is what is this hub-town actually like? Is it an actual town with free people in it? It is it something like an academy or guild or resistance cell headquarters where people are working together for a particular goal? Or is it just a simple base of operations for your team while they're not out collecting resources? The problem I have is that something like a town requires NPCs, and NPCs take time to make, so something like the private base would make more practical sense, but I have a little trouble with the story if you're just leaving your house empty to go adventuring in a dangerous world full of danger. Why wouldn't orcs or giant bugs come and take all your stuff while you're away?
Then there's the overall plot. My desire is to make something that is quick to start, so that you can jump in and get to adventuring and porn quickly, but I do like having something that's interesting and believable. My first thought was actually that you have crash-landed in a space ship or escape pod on a primitive alien planet, but this is a little hard to work with as far as existing resources. But I do have all the pirate ships and the airship idea, so you could have crashed in a sea ship or airship on an empty island. If this is the case, there might be people who crashed in different areas that you can rescue and invite back to your base. Another idea is that there's no crash, you've come to an empty island on your own to start a colony in the new world, or you might be an exile that has left home to escape. Or there's some kind of evil empire, maybe a necromancer, that is attacking towns, and you and your friends have escaped to set up a new life for yourselves and occasionally strike back at the empire for revenge. With the colony or resistance base, you might have new people show up to join the colony, or rescue them from places. Since I have a lot of human characters from the Synty resource packs, I might be able to do a story where humans are trying to attack and eradicate the furries, and the protagonists escape to start a new colony where they'll be safe.
Real quick, (this helps me out) here are pics of all the monster graphics I have right now, (might get more later):
Spoiler (click to show/hide):
Which now that I look at all of them together, there are kind of a lot of unspeakable horror type monsters, huh? Maybe it would make more sense to focus on Dungeon of Doom type areas and less on nature areas, although, I think I've got some good stuff for at least a forest zone as well. There's also kind of a lot of sea-creature things. That's kind of interesting, maybe there could be a sewer or water dungeon.
And here are some resource, material ideas,
Forest:
Spoiler (click to show/hide):
Wood
Hardwood
Rare Wood (ebony, rosewood, aloewood, etc)
Vines
Seeds
Fruits
Sticky Sap
Edible Mushrooms
Deathshrooms
Recreational Mushrooms
Rare Mushrooms (i.e. Truffles)
Dyes
Critter Meat (squirrels, etc)
Beast Meat (wolf, boar, etc)
Megabird Meat
Animal Horn
Animal Bone
Leather
Hardy Hide (from fantasy animals)
Fur Pelt
Feather Pelt
Carnifern Flesh (from carnivorous plants)
Carnifern Heart
Carnifern Goo
Trentskin
Fairy Dust
Gemberry
Ironwood
Bladebough
Sylpher
Cave:
Spoiler (click to show/hide):
Stone
Decorative Stone (marble, basalt, etc)
Obsidian
Gems
Cave Slime
Mineral Water
Guano (which I know sounds juvenile, but before commercial fertilizer was invented, it was hugely important)
Sand, Glass
Golem Core
Phantom Fabric
Bug Steak
Gold
Iron
Tin
Legendium
Mythium
Dazzlemantium
Dragon Fossil
Pyrochalcum
Neutronium
I don't know about ruins yet. Maybe you pick up things like rusty swords that you can melt down into iron to make new swords. To some extent, I should probably skip over a lot of the building materials, since this won't be like MineCraft where you can build a tower out of gold bricks. More likely you'll get a simple dialog that says "To upgrade the library, you need 100 Wood, 20 Hardwood, 60 Stone, 10 Iron, and 1 Golem Core".