Malicia: Dark Heroine!

Re: Malicia: Dark Heroine!

Postby BlueLight » Sat Feb 02, 2013 7:32 am

Thaedael Wrote:If you do that, just go with final fantasy system. Move forward as an option, double melee damage but double damage received. Move back, halves melee damage, increases mana damage.


um thae, i've played a few FF games in my day and i can't really think of any with a system like this. Is my explanation bad or could you give me a Final fantasy number so i can do some research. I think 7 might have had the system, your talking about but it's been so long since i played that one and i don't think it did.
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Re: Malicia: Dark Heroine!

Postby Avaren » Sat Feb 02, 2013 8:02 am

The Paladin has a Flash attack, maybe this could be changed to where she actualy flashes?
Also some sexual attacks would be great like a "grope" attack and if slap is used on a chick, a slap on the ass (or boobs, maybe random between the two ;) )?

If your going to add chara changing out of the lair (as well as a run sort of function [not to mention that adding a swap out of the lair in battle means they won't just be using 1 chara]), something like pokemons inital battle interface would work fine. eg.

ATACK | SWAP
FUCK | RUN

a chara that lvls don't gain heath equal to the gain to their max health (or even a health refil, if thats how your going to do it)

a way to move atacks around (the spot that they take) would be nice too [once again from pokemon], and/or remember the last one used and keep it on that one

is there a way to change back to the inital chara?


anyway, love your stuff Gore (your the reason why I found this lovely site). I just hope this one doesn't get forgoten underneath other posts like my Suc-No-Tas post had appeared to of been...
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Re: Malicia: Dark Heroine!

Postby Darthan » Sat Feb 02, 2013 8:06 am

BlueLight Wrote:
Thaedael Wrote:If you do that, just go with final fantasy system. Move forward as an option, double melee damage but double damage received. Move back, halves melee damage, increases mana damage.


um thae, i've played a few FF games in my day and i can't really think of any with a system like this. Is my explanation bad or could you give me a Final fantasy number so i can do some research. I think 7 might have had the system, your talking about but it's been so long since i played that one and i don't think it did.

As far as I remember several of the games had a "row' system, but the way I remember it people in the front row took more damage but in turn dealt more, people in the back row took less damage but did less in turn. Magic was unaffected by what row you where in but characters you put in the back tended to have higher affinities for magic so they naturally took less damage from magic.
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Re: Malicia: Dark Heroine!

Postby Avaren » Sat Feb 02, 2013 8:08 am

BlueLight Wrote:
Thaedael Wrote:If you do that, just go with final fantasy system. Move forward as an option, double melee damage but double damage received. Move back, halves melee damage, increases mana damage.


um thae, i've played a few FF games in my day and i can't really think of any with a system like this. Is my explanation bad or could you give me a Final fantasy number so i can do some research. I think 7 might have had the system, your talking about but it's been so long since i played that one and i don't think it did.


I haven't played many of the Final Fantasy games so I can't really comment, but I know the system they are talking about.

it works like this:

1|2 - 2|1

where 1 is the defensive spot (less melee dmg/unable to melee atk, with the posibility of geater magic dmg recieved. dmg multipliers work for both recieved and given)
and where 2 is the offensive spot (more melee dmg/no dmg boosts. once again dmg multipliers are for both given and recieved)

this concept can be expanded on to give more solts, but I would think that you would need more charas for something like that to work...
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Re: Malicia: Dark Heroine!

Postby GoRepeat » Sat Feb 02, 2013 6:49 pm

Avaren Wrote:The Paladin has a Flash attack, maybe this could be changed to where she actualy flashes?
Also some sexual attacks would be great like a "grope" attack and if slap is used on a chick, a slap on the ass (or boobs, maybe random between the two ;) )?

If your going to add chara changing out of the lair (as well as a run sort of function [not to mention that adding a swap out of the lair in battle means they won't just be using 1 chara]), something like pokemons inital battle interface would work fine. eg.

ATACK | SWAP
FUCK | RUN


I am starting to warm up to the idea of having 3 characters out in the field. I will probably make a new menu to start the combat round that is Ability/Switch/Run. I would have to think about it.

Health values go negative because I didn't put a reaction in the game for current hp <= 0; I will add that when transportation/movement is a bit more user friendly and you don't have to plow through 90 monster battles between point A and point B. Plus right now monsters are pretty much on par with characters stat-growth and ability wise, they just have a HP penalty so its not always a huge struggle 1v1.

Aside from possession, I don't plan on actually having any sex during the combat sequence, the sex will be driven through the brothel, leveling up your monsters, rituals, etc. The plan is that the overworld acts as the puzzle / collection portion of the game, and your lair acts as the upgrade / sex portion.

Plotwise it takes place sometime after Sakyu's story would have ended (obviously if you read the store descriptions); this is just supposed to be a fun game so there isn't a huge narrative or story really; Eva is hosting a tournament to honor her 100th year as Queen and your character is invited to participate, but the catch is that since it is in her honor, participants can't fight directly; you have to fight through another vessel be it seduced, possessed, mind-controlled, nano robot infection etc. It will probably be a bit like Chrono Trigger where you can enter the tournament and fight at any time to beat the game, but it will be really difficult if you don't collect and raise all your girls. I have some other plans in mind as well, but that is the basics of it. You can beat the game at anytime, but there will be huge amounts of investment/gameplay for achievement/completionist OCD gamers.
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Re: Malicia: Dark Heroine!

Postby PARAN01A » Sun Feb 03, 2013 1:58 am

Is it going to be a boring and annoying satanic stuff with relatively good graphics? Again?
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Re: Malicia: Dark Heroine!

Postby GoRepeat » Sun Feb 03, 2013 3:20 am

PARAN01A Wrote:Is it going to be a boring and annoying satanic stuff with relatively good graphics? Again?


Sure is!
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Re: Malicia: Dark Heroine!

Postby BlueLight » Sun Feb 03, 2013 8:30 am

Darthan Wrote:
BlueLight Wrote:
Thaedael Wrote:If you do that, just go with final fantasy system. Move forward as an option, double melee damage but double damage received. Move back, halves melee damage, increases mana damage.


um thae, i've played a few FF games in my day and i can't really think of any with a system like this. Is my explanation bad or could you give me a Final fantasy number so i can do some research. I think 7 might have had the system, your talking about but it's been so long since i played that one and i don't think it did.

As far as I remember several of the games had a "row' system, but the way I remember it people in the front row took more damage but in turn dealt more, people in the back row took less damage but did less in turn. Magic was unaffected by what row you where in but characters you put in the back tended to have higher affinities for magic so they naturally took less damage from magic.


I think the first 3 games which i played the gameboy advance version had a 2 row system, but us americans i think only got FF 1,2,3,7+ so that's where the confusing comes in with the numbering. Hell i think FF3 for us might have been FF4 or 5.

Anyways the problem is that if you take that row system or the row system i know FFX had, and neither is what i'm talking about. Both are just systems, based around sorting a party out and less about actions during the fight. Just in case i will say this, where you place your party members does matter in FF games. Anyways i'm not here to talk about FF.

Basically my idea is that your character is at the left side of the screen or the right. If the left you don't get any real advantage but on the right you get some advantage or disadvantages. The same could be true of monsters staying at the left side of the screen or the right. Left , they don't gain or lose anything, if right they gain some and lose some.
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Re: Malicia: Dark Heroine!

Postby Elerneron » Sun Feb 03, 2013 12:02 pm

BlueLight Wrote:I think the first 3 games which i played the gameboy advance version had a 2 row system, but us americans i think only got FF 1,2,3,7+ so that's where the confusing comes in with the numbering. Hell i think FF3 for us might have been FF4 or 5.

Anyways the problem is that if you take that row system or the row system i know FFX had, and neither is what i'm talking about. Both are just systems, based around sorting a party out and less about actions during the fight. Just in case i will say this, where you place your party members does matter in FF games. Anyways i'm not here to talk about FF.

Basically my idea is that your character is at the left side of the screen or the right. If the left you don't get any real advantage but on the right you get some advantage or disadvantages. The same could be true of monsters staying at the left side of the screen or the right. Left , they don't gain or lose anything, if right they gain some and lose some.


Actually final fantasy 2 (US) was final fantasy 4 (Japan), and final fantasy 3 (US) was final fantasy 6 (Japan).
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Re: Malicia: Dark Heroine!

Postby karminator98 » Sun Feb 03, 2013 4:13 pm

Is it just me or is the game pretty slow? Not that it lags or anything, but the character moving on the map and the attack menu in battle are awefully slow and kind of annoying? Was it made like this on purpose? And if so, why?
If I think of many others (if not all) RPG I've played, including thoses made with RPG maker, everything is going faster. I understand

Also, many characters at once would be a good idea for many reasons :
- to take out this Pokemon rpg feeling (4 moves per character, and characters playing one after the other, always in the same order),
- to allow a healer-type character that would either suck or be the only good character otherwise
- to allow combination attack (gang rape on the ennemy, ganga arousal, etc.)

If multiple characters at once is not implemented, there should then be a way to remove this me/you/me/you turn order in the battles. Maybe adding a speed-like meter, and when full, it is your turn? (as in many final fantasy games)

Otherwise, the game idea is great, and promising. I will be following its development for sure!
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Re: Malicia: Dark Heroine!

Postby Avaren » Sun Feb 03, 2013 8:19 pm

karminator98 Wrote:Is it just me or is the game pretty slow? Not that it lags or anything, but the character moving on the map and the attack menu in battle are awefully slow and kind of annoying? Was it made like this on purpose? And if so, why?
If I think of many others (if not all) RPG I've played, including thoses made with RPG maker, everything is going faster. I understand

Also, many characters at once would be a good idea for many reasons :
- to take out this Pokemon rpg feeling (4 moves per character, and characters playing one after the other, always in the same order),
- to allow a healer-type character that would either suck or be the only good character otherwise
- to allow combination attack (gang rape on the ennemy, ganga arousal, etc.)

If multiple characters at once is not implemented, there should then be a way to remove this me/you/me/you turn order in the battles. Maybe adding a speed-like meter, and when full, it is your turn? (as in many final fantasy games)

Otherwise, the game idea is great, and promising. I will be following its development for sure!

You diss-ing POKEMON?
*throws a poke-ball colored rock at his head*

I do like your idea to ideas though... better if they where both put in... be more like FFTA games...
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Re: Malicia: Dark Heroine!

Postby BlueLight » Sun Feb 03, 2013 9:31 pm

karminator98 Wrote:Is it just me or is the game pretty slow? Not that it lags or anything, but the character moving on the map and the attack menu in battle are awefully slow and kind of annoying? Was it made like this on purpose? And if so, why?
If I think of many others (if not all) RPG I've played, including thoses made with RPG maker, everything is going faster. I understand

I agree. the way link to the past got away with speed is by giving you speed boots.
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Re: Malicia: Dark Heroine!

Postby karminator98 » Mon Feb 04, 2013 5:00 am

Avaren Wrote:You diss-ing POKEMON?
*throws a poke-ball colored rock at his head*


I'm not dissing, pokemon games are great (and I've played ALOT of them) but the combat system is very lame, you must admit. Strongest attack all-in.
Anyways.
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Re: Malicia: Dark Heroine!

Postby Zeus Kabob » Mon Feb 04, 2013 5:34 pm

karminator98 Wrote:
Avaren Wrote:You diss-ing POKEMON?
*throws a poke-ball colored rock at his head*


I'm not dissing, pokemon games are great (and I've played ALOT of them) but the combat system is very lame, you must admit. Strongest attack all-in.
Anyways.


The combat system could be better, certainly.
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Re: Malicia: Dark Heroine!

Postby Minato FlyingThunderGod » Mon Feb 04, 2013 5:44 pm

It would be nice to have a way to teleport back to the brothel.
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Re: Malicia: Dark Heroine!

Postby Lucky777 » Mon Feb 04, 2013 10:04 pm

I approve that sentiment SO MUCH that I would not even grumble if GP said that he was adding a "teleport back to base" option even before adding any pornz.

It is difficult to approve a sentiment more heartily than that, sir.

Very difficult indeed.
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Re: Malicia: Dark Heroine!

Postby Tovi » Fri Feb 08, 2013 12:45 am

Lucky777 Wrote:I approve that sentiment SO MUCH that I would not even grumble if GP said that he was adding a "teleport back to base" option even before adding any pornz.

It is difficult to approve a sentiment more heartily than that, sir.

Very difficult indeed.

Couldn't agree more even if I tried; so I will just second what lucky777 said and move on to congratulating you, Gore, for the creation of yet another great game! :D
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Re: Malicia: Dark Heroine!

Postby Jrock620 » Wed Feb 13, 2013 12:46 am

Gore love your games and I'm extremely happy your back. Love the new game can't wait for the sexy bits. This might be the best once your finished.
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Re: Malicia: Dark Heroine!

Postby Godz321 » Wed Feb 13, 2013 10:40 pm

It looked really good and nice. I only saw real issues with being able to go negative in health. And the frequency of the enemies was to high.
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Re: Malicia: Dark Heroine!

Postby that man » Thu Feb 14, 2013 4:10 am

This is a really nice game. I wish you had used different sprites for outside of combat, but that's just me.
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