Hentai/Harem Parody Ideas

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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Wed Jan 18, 2017 7:26 am

dtenshi's not really making the things I like. I don't like latex for the material, in fact, I occasionally find it creepy, but I like the idea of combining fashion accessories while still being naked. As an artist, this makes characters more interesting to create, and allows me to give them more visual personality. (like, image one character wearing only thigh-high platform boots, another character with only a flower in her hair and a sea-shell necklace. there choice of fashion broadcasts information about their personalities and distinguishes them from each other)

The real problem with copying plots from mystery novels is that I would have to read the mystery novels first, and take notes. Reading novels is a pain because I either feel compelled to finish all at once or I set it down and completely forget about it. Short stories are okay, and if I had to, I could just read plot synopses on wikipedia. It's also tricky to convert stories like that into interactive gameplay. But who knows, a Sherlock Holmes beat 'em up/mystery adventure would be far far far back on the list of things I want to do, so no sense in imaging hardships when it's so far in the future.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Wed Jan 18, 2017 6:48 pm

Alright, so I had a slow night at work and it got me thinking about brawler game ideas. A lot of these are actually years old, but I want to jot them down here for record keeping and to allow feedback.

Fortress of Fantasm 2
First of all, I'm finding that I deeply want to do a remake of my Flash brawler, Fortress of Fantasm. It is simultaneously the game that I am most proud of and most ashamed of, some parts were great, some parts were terrible. There were a bunch of things I never got around to and a lot that I could do better now. (and holy shit, that was 7 years ago) Among my plans was to at least add a 3rd character, a knight with a spear. At the beginning of the game, you'd pick 2 of the 3 characters to go romping through the fortress. (at one point I had vague ideas for at least 18 characters, but I don't think that's a great idea now)

While I don't necessarily want to make a hentai remake, I don't see why I couldn't. I probably wouldn't have the sort of mid-battle rapings that you usually get from action hentai games. Besides that the inherent conflict in wanting to see porn and not wanted to get caught, I think that spoils the action, I'm either in action-mode or watch-porn mode and switching between the two is jarring. One thought is that defeated enemies might occasionally pass out instead of explode, and you can fuck them after combat to restore health or mana or whatever. Mechanically, the same as if they dropped bonuses when defeated.

Similarly, hentai remakes of Space Amazon Brawler and AxeQuest might be on the table.


Exotic Weapons
I enjoy researching history, and I often find exotic medieval weapons that I would love to see in a fighting video games. It's not a game idea on its own, but as I make other ideas, I'm going to be looking for ways to work these in.

Top of my list right now is a genuine war hammer, with a spike, pick and pronged hammer:
Spoiler (click to show/hide):

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One of the things I read about them is that the spike and pick had a tendency to get stuck in their victims, so it was a strategic decision for the combatant to use the more deadly spikes and risk lodging the weapon into them. In a brawler game, I could do a % chance that a pick attack does a special command-grab with a lengthy recovery time. I might use a pole hammer instead of a spear for the proposed knight character in Fortress of Fantasm 2, but I'm not sure I want that much level of detail in FoF's combat system.

Other exotic weapons include the falx, scissor, crook, bill, spetum, satsumata. The falx in particular would make a cool weapon for a sword & sorcery barbarian.
Spoiler (click to show/hide):

ImageImageImageImageImageImage



Africa Theme
I want to make a game set in African fantasy, in the way in which we often see games set in European and Japanese fantasy. Africa's got a lot of cool weaponry and fairy tales that I'd like to explore.

Weapons:
Spoiler (click to show/hide):

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A lot of African fairytale or mythology or legend or whathaveyou involves witches, vampires or werecreatures that can hide in plain sight. I fondly remember a news story about a man who had been trying to rob a car transformed himself into a goat to escape, so the resulting goat was arrested. And sure, that's kinda silly, but I like the idea that magic is still alive and well and a simple car thief could turn out to be a wizard in disguise. Another example is the Kishi, a monster that looks like a handsome man, but has a hyena's face growing from the back of his head. The kishi seduces young women and then eats them with the hyena head, a perfect fit for an urban environment.

So my plan is to have the African fantasy game take place in an urban setting. Depending on the scope of the game, it might be like an exorcism anime where a secret society of psychics are trying to keep the city safe from supernatural predators, or it might switch between big cities and wilderness adventure like Final Fantasy.


India Theme
No specific idea, but India also has a lot of cool mythology and medieval weaponry that merit an adventure. In the past I considered doing some kind of adventure about the life of Shivaji, or a version of the Ramayana, but it would be in bad taste to pornify these things. I'm sure I could find something to work with what with the honest-to-god sex temples and apeshit baliwood movies. One of the distinctive things about Indian mythology is that it involves a lot of fantasy races, similar to elves and dwarves in European mythology, which you don't always get, so it would behoove me to utilize peoples like naga, vanara, rakshasa, etc.


Gang Dynasty
A really old idea of mine that I've never gotten around to was to make a game set in modern times using kungfu weaponry. Story behind this is that the government or whatever has successfully banned all firearms, but swords and spears and whatnot are still okay. The local crime lords say, alright, sure, guns are for pussies. Possible big reveal is that you're actually on a city-ship floating in space and guns would risk blowing a hole in the side. Another "more realistic" idea is that qigong has reached such a ubiquitous level that guns just aren't that useful. I really like the Empires expansions of Dynasty Warriors, so I might include some sort of strategic aspect where you are trying to take over and control various parts of the city. Although this wasn't in the original idea, I might do Gang Dynasty with anthro characters because I feel like I don't have enough anthro character synopsis ideas.


Critterpocalypse X
Anthro Gang Dynasty reminds me of Critterpocalypse, a false-start brawler about North American animal anthros (coyote, buffalo, alligator, bald eagle, prairy dog, sidewinder, etc) that fight over a post-apocalyptic hellscape using improvised weapons, like crowbars, broken bottles, baseball bats, etc. Part of the original idea was that there are 3 size classes, big, medium, small, so for example, a buffalo would be huge and use something like a stop sign, while a prairy dog would be tiny and use something like a brass knuckle. This is a fun idea for brawlers, but difficult for porn, and the whole concept runs into the difficulty of doing multiple scenes with multiple combinations of characters.


Bosstralia
In the same vein, I had an idea about Australian anthros living a happy carefree life until they get invaded by aliens (robotic versions of invasive pests in Australia, pigs, rabbits, cane toad, etc). The Bosstralians fight back using weapons based on Aboriginal and other Polynesian weapons, many of which are pretty fucking cool:
Spoiler (click to show/hide):

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Unfortunately, similar pitfalls as Critterpocalypse, my primary desire would be to include lots of different animal characters, lots of different weapons, and this creates a lot of work when it comes to multiple combinations.


South America, you're on your own.


RPGMaker Theme
Not too long ago, I was musing over the idea of updating RPGMaker class/characters using 3D prerenders. I realized that I still kinda like that idea, even though the RPGM community has been rubbing me the wrong way, so why not do it as a beat 'em up game? I would still probably want some hommage to JRPGs, I'll have to think about what would work or not work. Maybe worth pointing out that I don't see RPGMaker as a good way to attract attention, compared to Flash, but I don't have any problem with it as a program, so if I already have a decent patron base when it comes time for this idea, I might just use RPGMaker, but then again, if I wanted to have a brawler battle system anyways, it would still work better with Flash.

The hilarious notion here is to name it something stupid like Reproduction Power God Madness that spells out RPGM, and do one project with the older jobclasses, hero, warrior, wizard, etc, then a sequel with Zack and the other RPGM2k3 characters, called Reproduction Power God Madness 4006, and the story is actually set in the distant year 4006, since the 2k3 characters were more modern themed anyways. Fucking brilliant, I tell you, fucking brilliant...


FF7 Harem Parody
Another idea from my distant past was to do a harem comedy version of Final Fantasy 7, wherein our blond swordfighting hero, Link, err, no, whatever, gets into more romantic situations than those limp wristed schoolgirls who wrote the real FF7. A friend mentioned to me once that FF7 was really cool and original until you leave Midgar city, then it's just same old fantasy fair, and I found myself agreeing, plus I prefer the S&S personal drama over JRPG save-the-world epics, so FF7 parody will be set completely within the city of not-Midgar and involve more exploring of the slums, plate and a new section of subterranean ruins that gets revealed later. I actually did get into some serious plot writing for this one. The original concept was harem comedy, not straight up porn, but whatever, easy rewrite.

Our golden boy wakes up with amnesia in the train tracks in the slums, where a huge-boobed bartender finds him and takes him in. (Unlike FF7, they have no past history) Besides getting involved in slum scuffles, it becomes obvious that not-Shinra agents are looking for not-Link, and thanks to his amnesia, he does not know why, except that he seems to have unknown mystical powers and a charming unfamiliarity with modern technology. Not-Tifa falls head over heels in love with Link in the process, and they end up needing to run for their lives. They eventually escape into the underground ruins, where they meet not-Aerith and not-Red XIII who reveal themselves to be not-Link's fiance and pet, respectively, who were worried sick about him disappearing. He and they are members of an Ancient race with mystical powers that have lived in secret deep underground, but not-Shinra has gotten wind of their existence and is trying to capture them to extract magic or secrets or whatever. Not-Aerith is dick-starved and wants to get married right away now that not-Link is back, but not-Tifa is not super happy about that. Not-Aerith challenges not-Tifa to an Ancient duel, which not-Tifa wins. The Ancient elder reveals that winning the duel has given not-Tifa the right to marry not-Link, but because she did not do whatever esoteric thing was necessary to official complete the duel, not-Aerith also still has the right to marry not-Link, so polygamy saves the day, yay! More adventures would happen after that, but that's as far as I wrote the first time. Although, we are getting kinda long for either a Flash game or a classic beat 'em up, so that might be a decent place to stop.

Character designs. Not-link is pretty similar to ...FF7-not-Link, but with more of a fantasy knight characteristic, to allude to his being a member of the Ancients. I didn't write much for not-Barrett in the plot, as I'm not sure what to do with him. Primary thought is to turn him into some kind of complete robot, possible like an astromech droid, just so that not-Link is the only actual man in this fantasy. Not-Tifa would also be pretty similar to FF7-Tifa, but I would want to give her some sort of cooler weapon, currently thinking something similar (or identical) to GA2's Bullet Note. Not-Aerith I'm imagining as more of a kung fu warrior girl, with kung fu staff fighting techniques and less of the healy magic-user bullshit. Not-RedXIII can be anything, might become a dragonoid or unicorn wolf or something if I decide I need to make him Really-Not-RedXII. I should probably think of some way to include a not-Yuffie character, but for now the plot works well without her, and I'm sure I can think of an excuse to put sexy ninja girls into something else.


River City Ransom
I briefly mentioned it on LoK in the past. I'd love to do a Hentai River City Ransom type of game, but my mind positively boggles at the possibilities thereof. One previous thought was to combine RCR mechanics with Marune's SimBro premise. You play as the proprietor of a not-quite-legit stripclub/brothel and hire goons to raid other establishments and defend your own from such raids, collect girls from around the city and try to make money. Or an easier system would be to do all-girl gangs instead of all boy gangs, and instead of eating burgers or reading magazines to get power ups, you have various kinds of sex. I'm a big fan of World's Strongest Student: Kenichi, so I might combine RCR mechanics with Kenichi-esque characters and specific martial arts disciplines. And of course I could use the RCR mechanics of exploration, random encounters and power-ups for completely different themes, like, I don't know, an all female version of King of Dragons or Knights of the Round.


Queen of Dragons
An all female version of King of Dragons. Probably with more fighting mechanics, but the original worked without detailed fighting mechanics and it would certainly be easier not to make that. I guess I would want to make it at least as complex as AxeQuest.


Knights of the Round Titties
I'll be honest with you, the title is funny, I have no idea other reason to make this. Except maybe to use that war hammer I mentioned back at the top.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Fri Jan 20, 2017 1:36 am

CANNOT STOP THINKING ABOUT SEXXX

Specifically, I was trying to think about more things I could parody to make a scrolling shooter out of. I like the way Astro Vulpus is shaping up, but I can imagine doing a similar thing with very different game controls, so it would be nice to have more themes ready to go if I decide to do it again. Unfortunately, I've been coming up pretty short, so I would love some help.

Star Trek
I actually really like the gameplay of Star Trek Online. For ship combat, you have your bridge crew, i.e. science officer, chief engineer, tactical officer, each of them has a set of hotkey skills that they allow you to use. Your ship is divided into fore, aft, port and starboard, each section has its own shields, and fore and aft hold their own weapons. Your fore weapons will fire at things in front of you, your aft weapons will fire at things behind you. If you take a lot of hits from the front, your shields will get weak there, but you can spin around and show them your aft for a while as they recharge.

That much of Star Trek Online I feel like I could program most of it myself and have a wonderful game. Ground combat is pretty standard MMO fare, click on something and wait for it to die, press hotkeys for skills, use laser guns instead of swords or spells. I don't much care for it, or any such MMO stuff, but I could theoretically replace with a more fun kind of shooting game. The problem with doing Star Trek is the whole "explore space" idea. Space is fucking huge, and if the player is actually going to encounter new planets, new life and new civilizations, for to have sex with, that's kind of a lot of work. Star Trek Online, though I enjoy it, does fall into the trap of giving you the same old kinds of missions over and over and it gets kinda boring.

Macross
Love triangles and hot girls ready to go, and my Alloy Tengu games are a Macross parody combat system already. Potential problem in that the Alloy Tengu games have been notoriously cranky boondoggles in the past, so it may not be all that easy to just reboot one of the old Alloy Tengu engines. Luckily, Macross also spawned one of my favorite scrolling shooters, plus another two that were kind of okay, so I feel like I could easily do that as well. A slight problem that would be more obvious to avoid is that making transforming mecha in 3D is really fucking hard. (Props, shoji) However, I feel like I could capture most of the essences of Macross with some permanent GERWALKs with variations like like the Strike, Armored and Stampede Valkyrie. Or, I could just use the mecha from Alloy Tengu and Blazing Void that I already have drawn.

Macross 7
It's not the same. Seriously. If I could successfully capture the 7iness of Macross 7 without resorting to some kind of gimicky mini game that nobody would like, it absolutely merits its own game or series of games.

Buck Rogers/Flash Gordon/Captain Proton
IE Retro Futurism/Raygun Gothic/Atom Punk

So I like this style of sci-fi, but there isn't any one example of it that's my favorite, nor any that I think people would especially recognize and be drawn to, which is the point of doing parodies in the first place.

Dinosaur Laser Fight
Groping for anthro ideas here, and I'm reasonably sure I could just ask Ninja Sex Part for permission to use this phrase, instead of skulking around like usual.

Diesel Punk
I love diesel punk style mecha. I dont' have a specific thing in mind to parody, but there must be something based on WWII that I could find. (*cough* Hetalia)

Gundam
I'm not a huge fan of Gundam, and I don't know of any particular Gundam series that people would especially recognize. In my day it would have been Gundam Wing, but I don't know if that's still popular.

Mobile Fighter G Gundam
It's not the same. Seriously. I don't know if I would try to replicate any of the original characters, maybe just go with the It's a Small World robot battle theme with chicks. Maybe robot battles and a beauty pageant? Also, they don't really shoot things in G Gundam, so maybe it's better for a brawler game? Also, there aren't a lot of small-fry, so maybe it's better for a vs fighter or boss rush? Nah, I can think of something. Maybe each country is its own level, so for example the China level would have you fight lesser robots shaped like paper lanterns and segments of the great wall before you fight the real Dragon Gundam. (obviously not the real Dragon Gundam, trademarks) (If South Korea had a Gundam, would it be the Gangnam Gundam?) (*cough* Hetalia)

wait, Wait, WAIT, WAIT! Mobile Fighter G Gundam, but instead of Earth countries, Game of Thrones countries. I don't actually follow Game of Thrones, but I feel like i could find someone to explain it to me.

Also, with the Anthro ideas, could do a version where each country is represented by their national animal. So bald eagle for the USA, beaver for Canada, bulldog for UK, cock for France, etc. Could also potentially work for the Game of Thrones version, but that might confuse people.

Star Wars
So sure, I like Star Wars, but it does nothing for me sexually. It's also such a huge part of American culture, that changing anything about feels incorrect. There's a script that you have to follow, you know?

Steam Punk
Since I mentioned Diesel Punk and Atom Punk, I'm sure someone would think, why not a Steam Punk shooter? Well, I don't especially like Steam Punk, especially compared to the other two, and Steam Punk tends to involve a lot of intricate designs, which take a long time to make and don't always show up well in tiny game graphics. Not that I would never do Steam Punk. I kinda like the idea of Steam Punk in settings like the Wild West, Boxer Rebellion, Egyptology, Scramble for Africa, etc, but still, these would be difficult proposals to make a game from.



As an aside, another idea is to make scrolling shooters with people instead of mecha, a lot of modern scrolling shooters have taken this route, Espgaluda, Castle Shikagami, Touhou, etc. So a series like Sailor Moon might be done this way, as a way to explore more game mechanics if I can't think up more space themes.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Fri Jan 20, 2017 3:09 am

Holy, shit I forgot Josie and the Pussycats: IN SPACE. That was absolutely a real thing.
Spoiler (click to show/hide):

As I found this image, my playlist started "Through the Fire and Flames" Perfect match.
Image


Or Space Ghost! Shit! Turn Jan and Jace into sexy twins and boom. "This looks like a job for my Battering Ram Ray!" Also, side note, the talk show ruined Space Ghost. Space Ghost was a fucking awesome action cartoon.



I also got to thinking about avoider games, since I tend to lump them together with scrolling shooters. The usual non-violence is also a nice combo with porn.

As with brawlers, I have a made a few avoider games that I feel like I could do better now, Strato Climber and Super Sandboard Babe. Both of them are cool, but short and a little too simple, I would love to improve upon the concept. In fact, I was thinking I might combine them. Like Strato Climber, the main objective is to keep your speed up, and like SSBB, there are a lot of things you can jump on to get speed boosts from. I've also thought about doing a 2.5d SSBB sequel where you can move up down left right and jump, like a brawler game.

Actually, hoverboards are kind of stuck in my mind. Often when I think about redoing SSBB, I think of doing it with a hoverboard so that more settings are available. My favorite racing game and favorite Sonic game is Sonic Riders: Zero Gravity, and I'd love to try something that combines racing with platforming mechanics like that. There was a Flash game I really liked called Bloodungeon which made me think I could use a similar format to do a racing game or at least a convincing avoider. Hoverboards would be a good way to get character art into a racing game, without needing to animate them running. A running animation is less of a big deal in 3D, but sometimes 3D isn't ideal for character art.

Maybe worth mentioning that my biggest financial success was the "fish life simulator" Little Bass Survival which was really just a simple avoider game. (goddamned casuals...) Anyways, I might use a similar mechanic of "eat to live, don't get eaten" for an anthro game. There was also an idea that I could make a world where animals fuck for sustenance instead of eat each other, but they need to fuck food things, so like a lion can fuck a gazelle for food, gazelle can fuck grass, but lions can't get full fucking other lions, gazelles can't fuck other gazelles for food, etc.

There are also games like Flight and Into Space which kinda like avoiders, albeit a little more hands-off in some cases. I know people find those crazy addictive, and most of them have a nice soothing pace compared to the kinds of games I usually make, so that might be worth trying.



Yeah, okay, those weren't parody ideas, per se, but you can slap pretty much any theme onto an avoider game. Maybe that Winnie the Pooh thing can be a hoverboard avoider. Fucky and Boobwinkle also a good candidate.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sat Jan 21, 2017 2:47 pm

I was playing through the gambit of Into Space, Flight and Toss the Turtle. I got to thinking, might be fun to do a Toss the Turtle harem parody for Pico day someday. Of course, a Pico harem parody would also be on my list. But thinking about turtles also got me wondering about a TMNT parody.

The thing about turtles is they're kinda difficult to make sexy. Not impossible, but if it's a parody anyways, I think I could get away with something like Samurai Sewer Gators instead. From there, they can look more or less like one of my lizard girls. Assuming this will end up as a beat 'em up, Samurai instead of ninja would also give me access to some cooler weapons, like nodachi, naginata and kanabo. Depending on how much programming I want to do, I might arrange it so that each of them has both a sword and a zany weapon like they do in Shinkenger.

Actually, Samurai Sewer Gators would probably be easier to make and definitely more recognizable than a Thundarr parody, since the characters can be clones of each other and sewers are relatively straightforward to draw compared to post-apocalyptic wilderness.

Also, why do people think alligators are green? Or turtles for that matter?
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sat Jan 21, 2017 5:21 pm

In the mood to do some practice. I'm planning to borrow a particular style for Astro Vulpus graphics, so I want to practice it a bit before I dive in. Also playing around with some shading techniques

2017_01_21_samurai_sewer_gator.jpg
2017_01_21_samurai_sewer_gator.jpg (107.62 KiB) Viewed 2940 times


Edit:

Alternate, more sophisticated way of doing colors:
2017_01_21_samurai_sewer_gator2.jpg
2017_01_21_samurai_sewer_gator2.jpg (109.35 KiB) Viewed 2937 times


Part of me thinks, "don't do that, it looks too CG," but another part thinks, "oh come on, it's fine, we're only doing this until I can figure out 3D, there's no need to stress out over mastering it" also "kinda reminds me of the art for Super Robot Wars".

The competing coloration style would be this way, with solid colors: http://acethesupervillain.deviantart.co ... -568787122 It was also the way I did the Knarf's Quest reward CG.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Mon Jan 23, 2017 11:57 pm

I've been studying a lot of Sonic the Hedgehog characters for style reference, and it's naturally got me thinking about doing a Sonic harem parody.

I have a couple hang-ups about this series. One of the main problems is that I actually like the Sonic characters. For a parody, it's easier if there's something about the world that I want to change, and there's not a lot about Sonic's universe that I would feel like messing around with. Except perhaps that it is a slippy-physics platformer, and if there are two things in the world video games that I absolutely hate, it's slippy physics and platformers. Aside from not liking it in the first place, it would be a bitch to program. The weird exception to this rule is Sonic Adventure 2. I don't know if it's just that good, or if it's because it feels more like a racing game, or what. And finally, I'm a little more worried than usual that Sega would intervene if it feels too close to the original.

So a weird idea crept into my head, what if I combined Sonic the Hedgehog and Mario Bros? The idea of a Mario Bros parody has crossed my mind, but other than a character named Princess Melons, I got nothing. I could pick some kind of burrowing animal to be the new hedgehog and use that as an excuse to explore tubes, like how Mario is a plumber. Or fuck it, welcome to the shroom-trip. I don't particularly like Mario games, so my main experience with the series is through Mario Kart and Smash Bros, and I'm not super sure what I would actually do with a Mario-x-Sonic parody.

As for not liking platformers, I do tend to like avoider games and my two previous avoiders are both speed based, so I could make the Sonic parody a speed-based platformer. So unlike a platformer where you are expected to memorize the stage, I would just throw randomly generated obstacles at you and the idea is to react quickly. Though, I do have ability to write things appearing in sequence, so maybe a combination of the two would be interesting. There could be a few nods to Sonic or Mario games, like jumping into tubes full of bonus levels or looping through the castle until you flip a particular switch or whatever.

I don't think it's safe to use a hedgehog as the main character or any other animal from the original, but anything that's fast and blue and way past cool should be recognizeable as a parody. (actually, being blue is probably not okay either) First idea was a pronghorn, the world's real fastest animal, suck it cheetahs, but they are large animals, the size of deer, and I think a Sonic parody wouldn't feel right without tiny woodland creatures. Then there's armadillos, since they curl up into balls too, or pangolins which do that and are also kinda spiky. If we go with burrowing animals, there's the prairie dog, which strikes me as a more iconic burrower, or badgers, which have a pretty hardcore reputation. Although actually, there are still armadillos and pangolins that dig burrows. A burrowing owl could make a fun side-kick character, and I think I could reasonably include a fennec fox without it seeming too much like M. T. Prower. A jerboa would be fun. Star-nosed moles are cool and gives me something to work with. A mere cat and a prairie dog strikes me as a funny combination, but neither is as cool as any of these other animals. Kiwis are also showing up in my "burrowing animal" search, that's interesting. There are also a lot of creepy-crawlies that burrow, snakes, lizards, toads, spiders, scorpions, mole crickets, worms, maybe those would get relegated to baddies. However that reminds me, my favorite fucking animal, the perentie, is a monitor lizard that digs burrows, and it's the fastest lizard on the planet, running at around 25mph (though that is weirdly hard to confirm), and it's really big (for a lizard), about the size of a border collie. (I should really do Real as Fuck Animals again...) Unfortunately, a perentie probably isn't famous enough to be the main character, and I kinda like pangolin best for that role (roll!?) anyways.

All of the burrowing animals has thinking about giving the game some kind of Hollow Earth theme or deep cave exploration. So, sonic/mario features, but an avoider instead of a platformer and an underground theme. THEN IT'S NOT A FUCKING PARODY ANYMORE, IS IT???

Also Pandemonium Opals, that's going to be a thing.

Lightning Lotus instead of Fire Flower. Dibs! Dibs on Lightning Lotus!
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Tue Jan 24, 2017 10:02 pm

I am presently, officially annoyed that I haven't come up with a dieselpunk idea.

But, Ace, what's diesel-punk?

Bwahahaha! Glad you asked! Dieselpunk is a style of art based on the general look of things around the time of World War 2, but more fantastical. Easier to just show you:
Spoiler (click to show/hide):

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Not to mention some of the genuinely absurd shit they came up with during WWII:
Spoiler (click to show/hide):

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I tend to feel like Dieselpunk is strongest with mecha design and a little weaker on character design, which is fine for porn, the plan is to get naked anyways, but for gameplay it means I'm looking for an idea that would show off a lot of mecha instead of the characters.

I did mention maybe doing a dieselpunk scrolling shooter. There have been a lot of WWII shooters, though they are mostly pretty plain, none that especially stand out to me. Except maybe NeoGeo Strikers 1945 Plus, which decided to see what WWII would have been like with giant robots, but the gameplay was pretty bland. I don't have anything to work with for characters. A blank canvas can be nice sometimes, but it would be easier if I had something to start with.

I also really liked the Flash game, Endless War 3, which covers multiple conflicts including WWII from several angles. The combat system is different from what I'm used to making, but looks simple enough that I could figure it out. Rather than doing it from exactly overhead, I would use a tilted view, like the Neo Geo Shock Trooper games:
Spoiler (click to show/hide):

Image


But when I think WWII, I think of strategy games. I love 4X games like Civilization and Space Empires, and part of me would love to attempt to make one in Flash, but that would be a massive undertaking, a lot of things I've never done before. I don't even think there are any existing Flash 4X games out there. There are a few Flash strategy games that I like, Beasts Battle, Hex Empire, and 50 Years. Something sort of boardgamey could work too, I'd have to think about it.

I'm also a fan of table-top skirmish games. These are kinda like a Dungeons and Dragons combat system without the role playing or Strategy RPG, again with less role playing. I am mainly a fan of super simple ones, like One Page Fantasy Skirmish. It's conceivable that I might be able to engineer a digital skirmish game using similar simple rules. There are even a few solitaire skirmish games out there, which means I can just copy the "AI". The major trick to this kind of game will be path-finding, a fairly simple feat for a human, but kind of a bitch to comprehend for computers. I say to myself that I understand and could program an A* pathfinding algorithm, but then I thought Knarf's Quest would take 2 weeks to make and instead it took 11 months.

And I still don't have an idea of what sorts of characters I would use. One thought could be to use anthros based on animals from different countries. So like, bald eagles, coyotes, gators and bison from America, tanuki, koi and snow monkeys from japan, boar, deer, doremouse from germany, I guess? whatever. But I'm not wild about equating specific people with animals as that might be offensive to the people, and frankly unfair to the animals in the case of places like nazi germany, soviet russia or imperial japan. But I would feel okay with it if it's in some fantasy conflict, between fantasy powers, like the coyote empire is invading the road runner republic. (I said that as a joke, but actually...)

Or again, I could take some other series and cram it into a dieselpunk setting, like the Winnie the Pooh characters or Rocky and Bullwinkle. Actually, Rocky and Bullwinkle wouldn't be too bad a fit, they are only a decade off. I guess the classics, Looney Tunes, Merry Melodies and Silly Symphonies were all from around WWII, I remember a lot of them would mention victory gardens or war time rations. For that matter, there was a particular style of cartoons from those days, might be interesting to mix that with the dieselpunk mecha. Some examples:
Spoiler (click to show/hide):

ImageImageImageImageImage

EDIT: Apparently, what I'm actually thinking of is a much older cartoon style, I hadn't realized that cartooning became so advanced so quickly:
Spoiler (click to show/hide):

ImageImageImageImageImageImage
yeah, some of those are probably fake, but so what, this is what I meant. I mean, fuck, ducktators, srsly?
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Thu Jan 26, 2017 3:10 pm

Have you guys ever played the flash game, Traitor? I am still pretty impressed with the feel of the game. It's a scrolling shooter with a very light sprinkling of RPG elements. Vaguely non-linear, but not really. Basically, more dangerous/profitable areas require a "reputation" to enter, which you build up by doing less dangerous/profitable missions first. So let's say Sector B needs 5 missions worth of rep and Sector A has 7 missions in it. It's that kind of thing. Instead of flipping through menus, you can fly your ship around the map and enter various outer spacial features, which makes you feel a little more like you're there. Different places also have different upgrades, another reason to explore space.

A Traitor-esque exploration interface system could work for other game types too, like a beat 'em up or a simple number cruncher RPG. Could also be a game with multiple minigames, like space combat, ground combat, and a minigame for dating and a minigame for sex. Or even something like Pokkoloh with many little games for fishing, cooking, mining, etc.

Traitor doesn't have any barriers on the map, like walls, mountains, oceans, etc, but that's theoretically easy enough to program as long as the player is the only moving thing. However, I would need to ask what is the point of doing that, since the reason a game like Final Fantasy does it is to force you to play linearly.

You could also have multiple types of "reputation". Most obviously, a "fighter" and a "lover" reputation, or duality reputations like "honest" vs "sneaky", "good/virtuous" vs "bad/evil", "romantic" vs "naughty", etc. You could also track how things used to be, like if you used to be good and now you're bad, it's different from if you've been bad the whole time. Or in a multiple mini-game example, you could get reputations for specific things, like your space combat rep is separate from your ground combat rep, or your cooking rep is different from your fishing rep. You could also have, let's call it "analog reputation", instead of (if you win, you get 20 rep), you could have a system where you get 10 rep for completing the mission and 1 rep for each ship you blow up, and -1 rep for each hit you take. So if you barely complete the mission, you get less reputation than if you blast through it. You could conceivable have some kind of system that determines the difference between someone who earned a lot of rep on a few missions and someone who earned a little rep on a lot of missions. You could also have achievements tied to reputation mechanics. This would all be cool, but also it would involve a shit-load of writing, which is not my favorite part of this gig.

If you're familiar with my early work, you may have noticed that I get a major hard-on for randomly generated content, and I think I could easily enough come up with a randomized version. The exact placement of each spacial feature, the exact placement of mission locations within each spacial feature and the details of each mission could be randomized. As an example, let's say we're doing a dieselpunk game, missions come in categories of Easy, Medium, Hard, and mission enemies can be Japan(zeros and yamatos), Germany(panzers and stukas) or Italy(pasta?). So in one game, you might play against Easy Germans, Medium Italians and Hard Japanese, next game it's Easy Italians, Medium Japanese, Hard Germans, and so on in any combination. Depending on the type of game, you might be able to do mission types, like recon, escape, pitched battle, whatever. In a beat 'em up game, it could be like Smash Bros Melee stages, vs, Giant, team, clones, etc, even some of the crazy Melee Adventure mode shit like escape from the exploding planet or dodge the cars or whatever. If I randomized the main gameplay, it would also make sense to randomize the sex scenes. The main way to do that would be with an armature like SimBro has, but I really don't like the way 2D armatures look, and I don't really know how to make one. 3D randomized characters would simple enough, but that would mean using a 3D engine, none of which I am particularly familiar with. But randomization could be simpler, like changing the order in which characters show up. Or it could be like Hentai Sim Brothel, where there are a shitton of characters and you can more or less collect them in whatever order you want. In general, the point of randomizing games is to increase replay value, so maybe the game could be balanced so that you don't need to or can't collect every sex scene in a single playthrough.

Off the top of my head, a Star Trek parody strikes me as a good place to use a system like this. Space Travel could also involve some survival aspects, like needing to load up enough food and fuel and ammo. Or you could transport cargo or passengers which Picard always seems to be doing.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Fri Jan 27, 2017 4:42 pm

On my morning video cruise, I saw this amazing real life lizard:

https://www.youtube.com/watch?v=rafdHxBwIbQ

That there is an anthro sex game waiting to happen.

In case the video gets moved or removed, here's a quick explanation for the future: Side-blotched lizard males come in 3 phases, orange, yellow or blue. Each has a particular breeding strategy. Oranges build a huge territory and collect as many females as they can and use brute force to protect their turf. Yellows are sneaks, they sneak into the territories of other males and fuck their females. Blues are monogamous, they pick one female and give her all their attention. Blues also help out other blues, because they don't compete.

The species is balanced out because each phase is strong against one and weak to the other. Oranges beat Blues because they are stronger. Yellows can sneak past Oranges because they have too many females to protect all at once. Blues beat Yellow because they are very attentive to their females. And if some force of nature disrupts the balance, the females balance it out themselves, because they find the rarest phase to be the sexiest, and pursue them on their own.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Fri Jan 27, 2017 11:31 pm

So, someone has pointed out to me that Chrome and Firefox have started chasing Flash around with a chainsaw, systematically removing support for various Flash features. I don't know. People have been predicting the downfall of Flash for ages, but it stands strong. It seems to me that Chrome and Firefox are specifically targeting more of the automatic functions, and I feel like they would stop short of cutting function for games, but then, who knows.

I have occasionally courted the alternate development software, Unity. The problem is, I don't much care for Unity, and I already know how to use Flash and I have a bunch of Flash examples I can turn to for help. And there's the business of the Unity Web Player getting dropped with NPAPI and getting replaced with supposedly inferior WebGL, whereas the mighty Flash lives on.

However, Unity has one big advantage over Flash, a real 3D interfaced game engine. Flash can do real 3D, but non in the Flash IDE, which is a major pain in the ass to work with. Unity also has a built-in physics engine, which makes certain kinds of games, notably platformers, especially easy to build.



So I don't want to give up on Flash, but maybe it's worth my time to practice using Unity a bit more. If I did practice Unity, one thought is to start with something easy, to get to know the program before I go all-in. Another thought is to use Unity for something that would be impossible or too hard to do in Flash.

Easy game ideas include Point 'n Click adventure and Scrolling Shooters. More advanced types of Shooter games, like an Ace Combat or Doom would probably not be too big of a problem.

The way I see it, the main advantages to Unity are:

- Physics - The built-in physics engine. It's much easier to set up something like a platformer game in Unity. If I wanted to make a platformer, I would absolutely choose Unity over Flash. There are also games like Goat Simulator, or basic exploration that could be fun. I feel like this might get me closer to a Racing game, but I really have no idea how to do racing AI, but maybe starting with some sort of driving game is doable.

- Armature Animation - Any sort of 3D graphic inherently divides animation into the model that is moving and the armature that is moving it. So it's really simple to swap out parts, like every MMO character customization system, or basically to do what Corta's Splatformer and its derivatives do. In an odd twist of fate, I understand how to do this in Unity, but not in Flash. The main application I see here is the ability to make randomly generated characters, like the brothel simulators tend to do. Other applications could be in game costume changes

- Pathfinding - Unity has a built-in Pathfinding algorithm. I have never actually tried it, but I read up on it once and it sounds useful, and sounds like something they intend to keep work on. I might be able to build a pathfinding algorith in Flash, but having a built-in one is a big plus. Main application here could be for a strategy or rogue-like game.



Alright, so a platformer-rogue-like with randomly generated characters? Huh, I guess I could. Should probably start with something easier though.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Mon Jan 30, 2017 6:26 pm

Alright, so if a Unity 3D platformer is on the table, let's talk platformer gameplay.

First of all, you need to understand that, well, me and platformers, we don't get along. As a kid I absolutely hated them. As an adult, I'm better enough at actiony games that I can stand to play some of them if they've got an amusing hook, but the second I fall into a pit and insta-die, I still get pissed and shout "WHY AM I PLAYING THIS???" But there have been so many platformer games that there are a few I do actually think of fondly.


Sonic Adventure 2 - This is probably the adulthood game that caused me to think "see, not all platformers are bad." Poets, reviewers and deviantartists have spent decades trying to articulate what feels so good about this game and come short, so I don't know if I truly can either. But the speed definitely feels good, and the one-button-does-everything mechanic is nice. I was always disappointed that spin dash isn't more useful, but the homing attack is fun too.

Sly Cooper - I fucking LOVE Sly Cooper. Cool character, cool locations, cool gameplay. I know it's not the most popular game, so for anyone who hasn't played it, it's like if Sonic Adventure and Kingdom Hearts had a baby and that baby got taken away by child services and raised in a decent household with lots of comic books. Except for the first game, the main idea is that you have these big open world cities filled with baddies and points of interest. You can fight the baddies if you have to, but it's generally easier and WAY faster to sneak past them, so you end up parkouring yourself through the city going from mission to mission.

So on the one hand, a sneaking mechanic like Sly Cooper's would be like an entire extra game to program, but on the other, it's the kind of mechanic that can be fun from the beginning levels to the end, whereas a lot of platformer games need to throw new mechanics at you constantly. And honestly, while the sneaking and parkour mechanics sound hard, I'll bet these are exactly the kind of things Unity's physics/platformer engine expects you to want to do, so I'll bet there will be plenty of built-in features and online tutorials or examples to help out with that.

Cave Story - I definitely see the appeal of Cave Story, though I wouldn't claim to agree with every single design decision. Probably the thing I like most is that it feels more like a scrolling shooter than a solid platformer, especially with the gun upgrades, and I especially like that you can farm enemies to build yourself up. I mean, it's fun to blow things up, right? So it's annoying when so many platformers don't really reward you for violence.

Kirby's DreamLand - I'm not entirely sure if Kirby's DreamLand counts as a platformer since you can fly. And it's definitely the ability to fly and inability to fall off the bottom of the stage that I like in this game.

Valkyrie Profile - I know you probably haven't played this game but it was a platformer with JRPG smack-encounter battles. I guess like paper mario, but cool. You had the ability to shoot ice, which had various effects. You could make blocks of ice to stand on, freeze enemies and stand on them, or pick them up and throw them, and freeze various dungeon features like turn of a torch or freeze water so you can walk on it. You could also swing your sword, mainly this caused you to start combat with an enemy on the map, but they also used it to interact with the environment in novel ways. The various combinations of things you could do made it very interesting. You never got more platformer powers than the ice and sword, but you got to use these powers in more interesting ways as the dungeons got harder.

Grand Chase - An old MMORPG that was the precursor to Elsword. There was definitely something about GC's charm and simplicity that I preferred, but unfortunately, Els won and GC is dead now. Elsword had some simple fighting-game-esque mechanics, combined with simple platformer stages, platformer AI sorts of enemies with random power ups, and a ruthless grinding experience. GC had a tendency to be just a little too ruthless in its grinding to be completely fun and way too tedious in its MMO missions. But there were plenty of good things I could pull from it.

Smash Bros - I know you probably think of Smash Bros as just a fighting game, but here's your reminder that what makes it different is the platformer element. Bare in mind that if I really wanted to make a fighting game, I would make a traditional VS or 2.5d brawler before considering Smash Bros style, but there are definitely things about Smash Bros that would be cool in a straight platformer, like throwing a laser sword into someone's face and catching it on the rebound. I like the idea of mid-air recovery, that if you notice yourself falling to your death, you can take action to prevent it. I definitely liked that with something like a Goomba, you had the option of either jumping on its head or just beating the shit out of it. And I like the whole idea of re-using enemies/characters, with the things like clone armies, giants, metal, etc. I liked Melee's Adventure Mode better than Brawl's Story Mode. In Melee, each world you visited felt different, i.e. the Mushroom Kingdom stage felt completely different from the Planet Zebus stage, for example. In Brawl, the constant hop 'n bop started to feel very samey.

NG Platformers - There have also been a lot of platformers on NewGrounds that I enjoyed. The one I probably enjoy the most is Space-Ninja. There's nothing really special about it, just simple hop 'n bop and a rockin' bgm. (Ninjas vs Pirates hentai?) (Space Ninjas vs Space Pirates space hentai???) Pix-Evo is another one I go back to play over and over again. It's very simple and quick and the evolution mechanic makes you feel like you're making good progress.

Some quick mentions, Dino Run, Dadgame, Level Up!, Endeavor, Snailiad, Robot Wants Kitty and the sequels, Achievement Unlocked and This is the Only Level, and their sequels. Honestly, I probably like these games as much or more than the big console platformers, but I think there's value in duplicating something that people actually recognize.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Thu Feb 02, 2017 2:10 am

So I was thinking, I would actually love to try making a system like Star Trek Online's ship customization. If you're familiar with the basic layout of a federation starship, you basically have the option of swapping out different saucer, nacelle and drive sections. For a NotStarTrek game, I think I would call it "head", "body" and "wings" instead.

For parody purposes, it would be fun to play around with the familiar Enterprise forumula, do things like using a triangle shape instead of the iconic saucer. Of course some of the later star trek ships do that already, so it might be fun to use a really obvious style change, like making everything atom punk retro rocket flavored instead of whatever star trek is now.

I could do this in 2D, but I think it would be more fun in 3D, and federation style ships have a very good 3 dimensional quality to them. So this would be a good option for my "try Unity" game.



But, if that is the plan, it bears thinking about what sort of game or setting would have a customizable starship. It seems to me that this is more appropriate for some kind of misfit band of space ragamuffins than a professional crew working for a starfleet federation of planets. And, how often would you do this? Do you get one ship at the beginning and that's the only one? Do you upgrade your ship over time? Do you control a fleet of multiple ships? Do you get more custom parts as you play? Do you get more custom parts for being a patron? If there's only ship, it seems to me it makes more sense to make a game with high replay value, which may mean high randomization or high customization, like a rogue-like or 4X game. Rogue-like makes more sense, and would tie in with that misfit band of space ragamuffins idea.

There's actually a space rogue-like that I really enjoy called Prospector. A bit like Star Trek, your job is to go out and explore and return valuable map data to the big corporations at the space stations. In the course of adventuring, you can start other sources of income, like doing trade missions, collecting biological samples (which often amounts to giving roofies to aliens and trapping them in a pokeball), or mining for resources. However, Prospector is mostly ground-stuff, there's not a lot of ship-to-ship combat. Well, there is, but it makes no sense and I get killed every single time. So there might need to be some adjustment if I want to have you inside the spaceship for the most part.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sat Feb 04, 2017 3:42 pm

Alrighty, I was just remembering some old ideas about a Sailor Moon (or just Magical Girl) themed hentai parody. There are so many Magical Girl shows, and even so many Sailor Moon shows and Sailor Moon parodies, I could totally get more than one game out of it, but for now, I have one moderately elaborate plan.

I liked the idea of early Sailor Moon where the main badguys and monster-of-the-week were all female. Although, I may do male goons and female bosses if there's a lot of combat sex. The main plot will be that the big-bad sorceress is turning innocent girls into monsters. Thus, you can't just beat the crap out of them, you need to purify them by sharing an orgasm. But I do enjoy the Sailor Moon beat 'em up games, so I would probably allow you to beat up goons, just not the bosses.

I think 3 magical girl characters would probably be enough. Heck, 1 would be enough, but then it wouldn't feel like a magical girl show. For some reason, I woke up with a very vivid imagination. The main girl has long pink hair, and works at a bakery. #2 has a long blond ponytail, she is one of these more westernized characters, half-english or half-german or whatever, she works as a barmaid at a german restraunt. #2 is a chinese kung-fu girl, working at a chinese restraunt and has a chinese hairstyle. Maybe I'm just hungry, but I'm imagining putting some foodporn into the game. Instead of finding a fried chicken soda can to restore health, it will be some elaborate dessert or fancy food that gets a close-up shot as you eat it, kinda like they do in Black Butler.

If I can manage it, I think it would be cool to give them some sort of personal weapon they can summon during battle, more like power rangers actually. I was playing Dadgame again, and I kinda liked the mechanic where he "spits out a weapon", I could imagine some kind of battle system where if you build up enough battle energy, you can summon your weapon, then taking too much damage or something causes you to lose it, like with picked up weapons in most beat 'em up games. The main girl would have a bow and arrow, the german girl would have a sword and the chinese girl would have a kungfu staff. Might exchange the sword for something that can be placed more safely into vaginas, but for now, I feel like it complements a more aggressive character, which is what I want her to be.



In my brief stint with RPG maker, I suggested making an RPG based on the episodic nature of cartoon shows, specifically He-Man at the time, where instead of questing further and further from your starting point and fighting new enemies at every turn, you would be constantly returning to particular locations and fighting recurring villains. In the case of He-Man, you'd be spending a lot of time in Eternia Palace, Castle Greyskull, Snake Mountain and Vague Wilderness, and you'd fight villains like Skeletor, Beast Man, Merman and Trapjaw more than once. But when necessary, you go visit new locations or fight a monster-of-the-week. In a setting with goons, you might fight a similar type of enemy all the time as well. Switching gears, let's say they are storm troopers. There would be variations on them, like most have blaster rifles, some have beam bazookas, some have lazer nunchuks, and different settings have variations like sand troopers, snow troopers, scout troopers, imperial guard, etc.

I think there are some advantages to doing this. Obviously, it's easier to re-use things than invent new ones everytime, which means I can make a longer game out of the same amount of graphics. But I also think it's more fun for the player to have some degree of repetition. I doubt that you fondly remember that one boss you fought one time in a lengthy RPG, but I'm sure there's some recurring badguy that you really like, like Goldar or the Griffon from Golden Axe 3. Also, some recognition is helpful for action games. For example, Golden Axe knights get reused a lot, and when you see one, you know exactly what you're in for. You don't need to speculate on what fresh hell the designers have concocted for you, you know that it will be like last time but harder.



So anyways, I think this sort of set-up would be ideal for a Magical Girl kind of game, which is based on an episodic TV show. I could combine it with a Traitor style map system, as discussed previously. Probably not with "reputation" exactly, but more of a chain-of-events system, like a point 'n click adventure would have.



Side thought - Another idea is to make an anthro magical girl adventure at some point. Possibly like Tokyo Mew Mew, they start as normal human girls, but they get power by combining with animal DNA. Instead of just having cute ears and a tail, they are more completely changed into anthro characters when they activate their powers.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sun Feb 05, 2017 2:38 pm

Alright, I forgot if I had mentioned this, but I really really enjoyed the game Pokkoloh. But despite really really enjoying, Pokkoloh is exactly the kind of game that I look at and think, yeah, I could do better. I didn't want to start up my own Pokkoloh clone while the original was in development, because it seemed like bad manners, but now that Pokkoloh is finished, it might be time to try my hand.

Although I'm not sure what exactly I would change...

I can do better graphics. I think I would prefer less girls with more reward CG for each. Definitely some threesome, lesbian, harem, etc, type scenes. Maybe some mechanic where each girl gets progressively less clothed as you go, so once a girl starts falling in love with you, she starts wearing bikini instead of shirt and pants, once she's crazy dick-drunk, she just goes naked everywhere.

I wanted more of an exploration mechanic than Pokkoloh provided. Your map of the island was much bigger than the area you got to play in, and I was disappointed that you never got a way to explore the rest of it. I'd love some kind of mechanic that opens up more areas as you progress through the game. The idea of building bridges was good. Maybe once you get smelting, you could make a machete, which allows you to enter the jungle. Different areas could open up new materials, for example, let's say there's a mine in Area 1 that has only iron and copper in it, Area 2 has a mine with those plus silver and gold, Area 3 has a mine with only silver and gold, Area 4 has mythril, etc.

The multiple industries of Pokkoloh, got a little crazy, I'm not sure I would keep all of them. Cooking, mining, fishing, hunting, farming, clothesmaking, etc. I think Pokkoloh's method of giving you items by talking to girls was a good way of compromising, so you can focus on a particular industry that you like and leave the other ones alone. I might expand on that a little bit, make it so that there is more of a reason to specialize in something particular. Maybe allow you to hire more of those "fairies" to do more labor than collecting.

I might give the game more of a sense of survival and resource management. For example, I might make you produce enough food to feed all of your islanders, or you need to produce goods to sell to the merchant to buy medicine or clothes or whatever from the neighboring island. This mechanic would lend itself to less of a paradise scenario and more of a survival scenario, like you crash landed on the island and you need to protect the girls, or this is some kind of stone age where you are attracting mates by providing lots of food.

I might do anthro characters instead of humans. Or some kind of a mix, like humans crash land on an island full of anthros, or you find anthro characters deep in the jungle. This will depend on how I do the characters, like if the game is in 2D or 3D, using unspecific armature animation or character specific animations or whatever. If I use armature animations, it would be easier (or at all possible) if all the characters are of relatively similar height and build. If I made anthro characters, I would want to have different animals look different, muscular crocodiles, leggy kangaroos, long armed birds, etc. After I finish my 3D test game, I'll have more of an idea of what I am capable of and what I want to do.



Besides really really enjoying Pokkoloh, another similar thing I loved was the first area of Kingdom Hearts, the tropical paradise island where Sora and company grew up. I often found myself wishing that the happy island fun times had been the entire game, instead of going off the rails into insane emo disney shit. It wouldn't be too hard to make that either. Making a 3D platformer in Unity is childsplay. In fact, it would be easier to program non-combat Kingdom Hearts in Unity than Pokkoloh in Flash. Getting into some of the nitty gritty of game making might change the equation, but for now, slapping some Pokkoloh minigames onto a Unity non-combat Kingdom Hearts engine makes the most sense. I might also get into some of the fun, childlike stuff they did in Kingdom Hearts, like building a fortress or racing across the island, or playing that ball game.

I might also borrow a few ideas from the Dead or Alive Paradise games, where the point is to have fun on vacation. Or Artificial Girl. AG3 would have been much more interesting with some sort of activity to do other than woo & woohoo girls, or at least some area specific or personality specific interactions. That's actually what I like about The Sims with sex mods. Anyways, that's enough of this for now.

For fun, let's imagine that this is the game that features the Winnie the Pooh harem parody.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sun Feb 05, 2017 3:04 pm

That whole thing reminded me of a game idea I had before switching over to porn. It was meant for my Australian Anthro setting, Bosstralia. You would design your own anthro character and go on vacation to a tropical island resort, probably based on a real Australian resort location:

Spoiler (click to show/hide):

ImageImageImageImageImageImage


Or Australian wilderness:

Spoiler (click to show/hide):

ImageImageImageImageImageImageImageImage


Goddamn, Australia.

Anyways, the idea was that you would have a vacation length of 2 weeks or whatever. The game would generate random characters based on Australian animals, and you would frolic about, go on dates and do attractions together. The point of the original plan was to make people uncomfortable with how they feel about animals, but not actually go into porn. However, now that I have turned over to the dark side, I could turn this into "fuck everyone you can in a zero-consequence vacation".
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sat Feb 11, 2017 11:41 am

Lately, I've been sinking a lot of time into the game Dwarf Fortress, or more accurately, my DF mod, Furry Fortress. My love of DF is huge, however, Toady (the creator) has made several design decisions that I don't agree with. He develops this as a simulation, not a game, and tries to work for a very immersive Legends Mode and Adventure Mode. Putting so much effort into Legends Mode doesn't make sense to me, that's just a tedious list of historical events, and trying to make Adventure Mode as immersive as he wants is like draining the ocean with teacup. And working on these other modes takes time away from Fortress Mode, the main attraction.

So I have some interest in building my own version of DF, if just so that I can get a more laser-focused Fortress Mode game. However, Dwarf Fortress has been over a decade in the making, and there's no way I'm going to sink that much time into a single game. That said, I also don't want to make a game that's quite as deep as the real DF, for example, so I might be able to pull off something decent in a shorter time frame.

In fact, if I were going to make Ace Fortress, I would probably base it more on Sierra's Pharaoh, which, is actually a very similar but simpler game. There are definitely a few things about DF I'd like to keep. I like DF's sandbox approach over Pharaoh's mission system, although I may aim for Toady's proposed embark scenarios. I like how DF keeps track of citizens individually, although this does limit the practicality to smaller town sizes. And I definitely like DF's ability to build whatever the fuck you want, famous example being a steel statue of liberty with magma pouring out of the eyes, but I may combine this Pharaoh's monument building system so that you can just create a blue-print and wait for your taskmasters to make it out of bricks and not worry about laying down every piece of scaffolding yourself as DF does. I do like that DF has different environments that provide different challenges or benefits, so a jungle embark is very different from a desert embark for example, but that might be aiming beyond my capabilities.

I could even go for a Sword 'n Sorcery setting that would meet Dwarf Fortress and Pharaoh half way. It would be weird to have DF's burrowing mechanic with humans, but I think burrowing animal-people could get away with it. For example, Furry Fortress' main races are foxes, rabbits and goannas.



So at this point, you may be thinking, yeah yeah yeah, what about sex? So, Dwarf Fortress actually does have "sex", couples get married and have babies, the game just doesn't show this or call attention to it. (In previous versions, there was the joke that everything reproduced with "spores") Pharaoh also has "entertainment services", jugglers, dancers and musical bands, which could be modified into less wholesome professions. In fact, one of the key game mechanics of both DF and Pharaoh is the need to keep your populations boozed up, it would be a logical extension to keep them sexed up as well.

In Pharaoh, you also need to appease the Gods, by building temples and holding festivals. In a fantasy setting, this could involve some sort of naked priestess ritual or summoning a cthulu-esque tentacle rapist or they thang.

You could also have the ability to build things like bath houses or locker rooms and peek in on them as the omniscient city master. Not to mention places like brothels or naked-waitress taverns.

DF and Pharaoh also have invaders and wild animals that could show up and rape the shit out of your villagers. In Dwarf Fortress, you can capture animals and invaders in cages and put them in zoos, that might be a chance for bondage and bestiality.

I could also put you into your city. For example, in Pharaoh, you actually have to start by building your personal palace, and you set your own personal salary. Maybe the more wealthy your city becomes, the more lavish you can make your own home and hire more women to have around. In fact, doing an entire city would still be a major programming job, it might be better to start with just a house (perhaps more like The Sims).



EDIT: I just played a quick round of Pharaoh, and I want to jot down some notes:
Spoiler (click to show/hide):

Basic formula for industry is to make a raw material production plant (i.e. Clay Pit). Raw Mat Plant sends raw material to a Stockpile. Manufacturing Plant (i.e. Potter) takes raw mat from Stockpile and produces goods, which it sends to Stockpile. Bazaar takes goods from Stockpile and sells them to houses. It's a little complicated, I could see streamlining the process a bit, and it's difficult to tell how far the bazaar's range is. I think in Pharaoh, the merchants go to the households to sell goods, when it should make more sense for the household to go to the merchants for goods. And it's all distance based. I think maybe instead of depicting people physically traveling(pathfinding, argh), I could just have places farther away get their goods less quickly. So for example, a household that is 40 squares away from the market gets goods every 100 ticks, a household 80 squares away gets goods every 200 ticks. Then there's limits to how much they can store, carry, etc.

Having access to all types of goods increases the wealthiness of your dwellings and allows more people to live there. If you don't have access to a particular kind of good you can trade with foreign cities. This strikes me as a good way to diversify play, you can play the game in different ecosystems to get different industries going. Tradeable commodities could include lumber, gold, steel, food, booze, cloth, clay, stone, artwork/luxuries, slaves. In DF you can generally improve goods, so you might import cloth and export clothing, import steel and export weapons, etc. Some raw materials might have multiple uses, for example, do you use your gold to mint coins or turn it into jewelry? Steel could make weapons, armor, architecture or crafts.

I don't like Pharaoh's fires, diseases and building collapses. There's not enough feedback on how close you are to danger, or how effective your defenses are. I don't mind the Police mechanic, this feels a little more natural, and I remember games where constables will defend the population against angry hippos or provide a last stand against invading armies, and I enjoyed that.

Pharaoh's mechanic of houses holding more people as they grow in wealth is a bit odd. I would probably do something else. Maybe instead you can define a large house, small house or cramped house (like apartments). Bigger houses generate more residential taxes and less crime, but they require people with higher incomes and a city with better jobs to afford them. I like the desirability mechanic. Having a house next to pretty things, parks, statues, markets, etc, raises the willingness of people to live there. There are a few things about Pharaoh's desirability mechanic that don't make sense, so I would just play that by ear. Larger houses should be more desirable than smaller ones. I guess there should also be a city desirability too, like how people are more willing to live in a smaller house in NYC even though it costs as much as a large house in North Dakota.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Wed Feb 15, 2017 2:45 pm

So I haven't played Final Fantasy XV and I'm not going to, but the blurb "open world" on the back of the box intrigues me. Might be interesting to make something like Grand Theft Auto but with swords and magic instead of guns. I actually sort of like Grand Theft Auto, but I cannot fucking stand the gun combat. I honestly played GTA4 until the first shooting mission and then had to quit because I just couldn't manage it. The controls feel like I'm operating a telephone switchboard while someone is shooting at me, meanwhile there's some expected line of events going on, like I'm supposed to be following the script of a highschool play that I haven't rehearsed for. So to replace that with a simple Dynasty Warriors button bashing would be a huge improvement in my book.

I suppose it needn't necessarily be Final Fantasy blades and magic, just some sort of melee combat system. Fist-fighting, lazer blades, etc, could also be on the table. Final Fantasy-ish setting would make it logical to have cars, and I did like driving cars in GTA. Of course, I also like Sword & Sorcery type settings, which would be less logical, but then there's Golden Axe with its various mountable bugs and dinosaurs that might work.

There's also the possibility of throwing in some Sly Cooper parkour.
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Re: Harem Parody Ideas

Postby AcetheSuperVillain » Sun Feb 19, 2017 4:48 am

I was reading this 3D comic: https://e-hentai.org/g/860775/ba58d2d7ee/ and the concept of "weed and seed" invasion tactics struck me as something that a game could be made out of.

Sounds like the idea is to shoot the males, and fuck the females. Depending on the degree of seriousness, could be like a cuckoo bird breeding strategy, they lay their eggs in the females, the females raise the babies and within a few generations, most of the planet is full of invaders. Could be that the invader eggs absorb DNA from the mother, so that they are adapted to living on the planet. There might be humans who say "look, the aliens are winning, let's just be their sex slaves and call it a night". In a less serious setting, it could just be the way alien invaders spend a friday night.

Could be a good excuse to whip out some atom punk style. Also, it needn't be humans that get fucked, could be some anthro alien races. There could even be multiple planets with multiple alien species in the course of the game. Could also be some sort of insane juxtaposition, like xenomorphs invading the Winnie the Pooh characters.

Not sure how game play would work, but I imagine something very simple. Maybe a rail shooter, or something like Oregon Trail hunting. In the early levels, I could start you off super easy, so that it feels like you're a technologically advanced invader, crushing the uncivilized scum like the bugs they are. Then as the game goes on, either the resistance starts to develop effective alien countermeasures, or the invaders start to go after more lucrative but dangerous targets.



Come to think of it, slaying the men and fucking the women reminds me of the Vikings. So same idea might work for more of a historical or fantasy theme, vikings, pirates, mongolians, orcs, sword & sorcery, etc.
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Re: Hentai/Harem Parody Ideas

Postby AcetheSuperVillain » Fri Mar 17, 2017 2:09 am

Okay, here's a weird one for you.

Have you ever heard of marbles? They're these little glass balls with cool designs and colors cooked into them. People used to play a game where you would knock the little glass balls into each other and whoever knocked out the most marbles got to keep all the marbles.

I always liked the idea of marbles, but playing marbles requires access to people who also like the idea of marbles, and also access to marbles. So I figure games like that are good candidates to turn into video games with AI opponents and computer generated marbles to play with. Should be a pretty simple physics simulation too, even without a real physics engine, spheres colliding into other spheres on a flat plane is as easy as physics can get.

But in a world full of physics engines and crazy awesome games, CG marbles would need something a little extra to be appreciated. It'll need to be more exciting, more edgy, more modern....

I've got it! It needs SEX!!!

Pornographic Marbles. How? Not sure yet. But it will happen. It will absolutely happen....
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