The Sim Project

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Re: The Sim Project

Postby FuzzFace » Tue Oct 16, 2012 11:18 pm

-Hey- IDK- neg- pos- ask- sry- ins-

-Hey- Well look who showed, fashionably late I see.
-Hey- Well look who showed, I hope you brought your little friend with you.
- sry- I can’t stay mad at you, please come in.
- ins-For a straight up guy, you have a big fucking mouth.
- ins-Talk to the door, dick head.
- neg- If you are going to act like that, then maybe I shouldn't let you in.
- pos- Late or not, who cares? Come in and we’ll do something.
- ask- For our little personal party, what else?
- neg- You’d rather not have our little personal party?
- pos- What are we waiting for? Come in and we’ll do something.
- ask- I think you know why.
-IDK -Oooh’kay, did you drink before you came here?
/
-Hey- Yo! Hi! Do I know you?
- IDK- Lets see…yeah, yeah, I have no clue.
- pos- Really? You've done that!
- pos- Your pretty cool.
- pos- Care to join me for a run sometime?
- pos- Capital! I hope to see you again soon!
- ins-Oh yeah? Well I hope… I hope to never see you again you big meanie!
- ins-You are a bully and a liar!
- neg- I hope you’re not a liar.
- neg- hmph! in your dreams!
- ask- My name is soandso.
- ask- I live just around the corner.
- ask- Running! I love to run for fun. *giggles*
- sry- I guess…I guess I can forgive you.
- sry- Oh, well, don’t let it happen again.

-Hey- Yo! It’s nice to see you on the track.
-Hey- Yo, did you bring running shorts?
- pos- I bet you can’t out run me.
- pos- Care to try a one on one race?
- neg- I figured so, hmph.
- neg- No match for me, going to back down?
- ins-I hope you really, really break a leg.
- ins-Bastard! Choke on my dust!
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Re: The Sim Project

Postby KaTsuO_O » Wed Oct 17, 2012 8:35 pm

@IrrelevantComment Another bar I can think about for the depth would be a circle. As you hold down the button, a circle in the middle expands. Though it is a bit harder to see how long you have held down.

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Hump System 3 Depth Bar.swf [ 6.48 KiB | Viewed 4435 times ]



@FuzzFace If I could get the structure of that then that would be great. Like this.

1. "Hello there!" Ins 2, Ask 5, Hey 6
2. "Why the hell do you say that for?!" Ins 3, 4
3. "Leave, now!" END
4. "Just... Just leave." END
5. "Great! I was thinking if we could go blahblahing together?" Ins 2, Pos 7, Neg 9, Ask 8
6. "I was thinking if we could go blahblahing together?" Ins 2, Pos 7, Neg 9, Ask 8
7. "Let's go then!" END
8. "Because there is someone I want you to meet." Ins 2, Ask 11, Neg 12, Pos 7
9. "But, there is someone I want you to meet." Pos 10, Ins 2, Ask 11, Neg 12
10. "I'm glad you changed your mind, let's go!" END
11. "You'll see when we get there." END
12. "Fine, leave then." END

Number, content, consequences (if you start with Ins, it will take you to the second one, Ask, fifth one, etc. END means that the dialog ends).
Don't create a porn game if you're only interested in porn.
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Re: The Sim Project

Postby Red.Sheer » Thu Oct 18, 2012 8:55 am

@ Katsu: I personally like the circle/bar system but take a look at the other thread it has to be more clear what is happening, at least for now. The bars and/or circles have to be much larger and have to be there constantly so people know what is going on.

@FuzzFace:

What we need isn't strings of generic talk, we need functional dialogue "tree" with a structure and consequences for your decisions. I think Katsu posted a good example recently, maybe I can make it a bit more clear:

1. Hello there! [POS 2, HEY 2, NEG 3, INS 4, ASK 5, IDK 5]

2. Glad to see you, how are you? [POS..., NEG...]

3. What's wrong? Did I upset you somehow? [POS..., NEG...]

4. I don't have to take this. Get lost! [END]

5. Huh? You know me, don't you remember? [POS...]

etc. :)

EDIT: A dialogue tree which is fully functional will reach a very high number of text strings. To ease the work it would make sense to include "sub-trees", for example:

[REGULAR DIALOGUE]

1. Hello there....

2. ...

3. ...

[INSULT]

7. I don't have to listen ... [NEG 8, SRY 9]

8. Get lost!

9. Okay, fine. Shall we start over? [GOTO 1]

[TOPIC]

20. ...

This is due to the fact that an insult [INS] will always lead to the insult reaction tree or routine, no matter what you have achieved before. Our aim is to create an interesting dialogue system which could also work for an adventure-esque gameplay since maybe the game will also go in this direction. The important thing is that the characters in this game will have to say more than "hello, fuck me!" in five different variations. :)
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Re: The Sim Project

Postby FuzzFace » Wed Oct 24, 2012 6:48 am

The dialogue is there, it just needs to be put into a workable tree is all. I'll admit, It's hard to know what the dialogue will be, If I don't know what the setting or occasion is. If There is going to be a dinner setting, then I could work with that. example, you may have noticed that some of the dialogue lines up there may refer to an athletic type of gal, then going to a race track.
But without knowing what the actual script will call for, it's hard to write for something that is non-existant. Thus, we must collaborate on just what and wheres things will be and take place.

It's not enough to have speech, I need places, themes to work with if I want the story to unfold to it's beauty.
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Re: The Sim Project

Postby KaTsuO_O » Wed Oct 24, 2012 10:54 pm

@FuzzFace the dialog can be about anything at all, it is just supposed to be a test dialog for the system, just like the dialog in the concept demo just was a test. The dialog that you make now is not supposed to go in to the game since it is only going to be used to improve the system. It is also better if you write about something I wouldn't imagine you to write about for better testing.
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby FuzzFace » Thu Oct 25, 2012 3:05 am

Looks like I'll be gathering sheets of paper to draw up a labyrinth of bushes and trees! :3
alas, i'm a bit slow with it, so bear with me >.<
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Re: The Sim Project

Postby OwnerOfSuccuby » Tue Dec 04, 2012 6:50 pm

How is it going ? Idea was interesting - but no updates of this topic so long :roll:
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Re: The Sim Project

Postby KaTsuO_O » Tue Dec 04, 2012 7:34 pm

@OwnerOfSuccuby you could say that nothing is going on, but I'd say that many important thoughts have been thought. It is not the new ideas that we have got, it is everything that have been changed that have been important. This have been possible because no work have been done. Time and planning, is as important as the creation it self. Without planning, the product is going to go down. if you can plan, as well as got time to think about it then that is when you can create something wonderful.

We started to make the 3D island with the thought that it would be a great thing for the game, that it also would make certain things easier. Now when we took a break from it, thoughts have changed. Maybe it is too much work for something that isn't that important. The world would only be there for you to navigate to the different locations and meet people, it wouldn't serve a lot more purpose than that. It is also a lot of work to build up the whole thing, especially since I haven't really worked with 3D before.

Instead we are going to do it the more common way, the way like in the concept demo. You got overview of the map and you choose where you want to go. This might seem like a downgrade, but I think that it benefits the project more. The focus of the project is not on the navigation, it is on character interaction and a couple of other things. It is also a lot easier and faster to do it this way.

It may also seem like it is going to be more like any other dating sim, but there is still so much more to it which makes it different but also better. You know those games where you are a guy dating other guys? Probably not because most dating sims is about you being a guy dating girls, or in other cases, a girl dating guys. In this you are free, which is not very common. Just one example how it is different from many other dating sims.

I think we will start off fairly soon since planes have been changed. Probably with some artwork.
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby FuzzFace » Tue Dec 04, 2012 9:44 pm

And the secondary writer has been having a block -_-
It was fun just writing the dialogue, but then there came the little part where it all has to be put into an order, and stuff. was really a turn off for me to be honest.
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Re: The Sim Project

Postby Wonderful Hawk » Wed Dec 05, 2012 10:17 am

FuzzFace Wrote:And the secondary writer has been having a block -_-
It was fun just writing the dialogue, but then there came the little part where it all has to be put into an order, and stuff. was really a turn off for me to be honest.


Well if you want, I could do the sorting for you, if possible. I've always been good at boring, tedious tasks! Plus, it would make me feel useful as opposed to a leech. =P Just thought I'd offer.
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Re: The Sim Project

Postby Thaedael » Thu Dec 27, 2012 8:27 am

Was trying to help but lost all motivation to do so, especially with a certain way about which they do things *shrugs* good luck either way.
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Re: The Sim Project

Postby KaTsuO_O » Fri Dec 28, 2012 8:41 pm

There we go, now I finally got a couple of things to show, that's worth showing.

Lately I started working on the Ui (user interface) and I think it is pretty solid so far. You probably can't see the whole screen so click on the blue text bellow that ends with ".swf". You can bring down the menu, change some settings and bring up the inventory, but nothing more at the moment.

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Ui.swf [ 20.73 KiB | Viewed 3063 times ]



Then what I have worked on a lot more is the programming for the game. Hint, go to the library and talk to the npc there. The way you navigate and communicate is not how you are going to communicate in the game, I just needed something simple to work with. It is not done yet either, I'm going to add a bit more to test, as well as improve certain things.

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The bones.swf [ 15.01 KiB | Viewed 3063 times ]



Then we have more art which shows the kind of art style we're going with. It is going to be the island map and you will be able to get to different areas by clicking on one of those blown up structures. There will be another map for certain areas, like the city which I haven't added yet, it will show all the different stores and if you click on one of them you get to it. Many of those buildings was just something I drew to see how things will look like, I'm going to redo and add to the map once I feel like it.

The Island.png


There is one more thing that we have worked on but I had to drop due to problems with it. It was the programmed animation for sex. Things were just sliding apart and I could never put in the quality in to it as I can with normal animations. I don't want to sacrifice quality for a gimmick. We have a few other ideas now which should be good. It is going to combine something that I don't like and something that I do like and hopefully create something wonderful.

I'm adding a bit more since no one have committed yet, I assume no one really cares though. I think the follow might make people a bit more interested.

Jerk it of until it comes... I don't want you to think that there isn't anything else to it than jerking off.

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Hand Interaction.swf [ 14.02 KiB | Viewed 2995 times ]



And then something that doesn't really work as well as the first one, not as well as I'd like it to. Hold down the mouse button to squeeze.

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Hand Interaction 2.swf [ 2.97 KiB | Viewed 2995 times ]



If you have read a few things that I have said, you know that I don't like when you have to shake your mouse, or rapidly click to get anywhere. So you might be wondering, why would you add so that you have to keep jerking of the cock to make it cum. The answer is, I normally wouldn't, but the idea is to combine animated loops where you don't have to do anything and can just watch and enjoy with manual interactions. Normally It's ether animations or manual and that is when I strongly prefer animations. however, if you combine the two you get a good combination.

Think about it, you watch a couple of loops for 2 minutes you then change over to manual and do that for a minute. That would be 3 minutes in total. However, 3 minutes with a few animated loops would be a bit too much, same with 3 minutes of shaking the mouse up and down. So by combining the two, it can stay interesting for a longer time.

But why would certain things just be animated loops and other manual interactions? The mouse controls a certain body part, like a hand, but also a set of body parts, like both hands. If you look at penetration, you're using many more different body parts than if you're jerking off a cock. Other body parts that you will manually interact with is the head, for oral and feet for foot jobs. Head, hands and feet is the 5 endpoints of the body that we truly can move, making it another good reason for those selected body parts.

Now you may also be wondering why I put so much thought in to this and that is because that is what I do...
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby Red.Sheer » Mon Dec 31, 2012 1:18 pm

I really like what you did there :) Though I'm wondering why this thread isn't more frequently posted in, now that we have some penis-stuff going on here XD

Those controls of yours are very nice an can come in handy for other things as well, I imagine. Not only sexual stuff, even ^^
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Re: The Sim Project

Postby Wonderful Hawk » Mon Dec 31, 2012 7:50 pm

Daaag, but this is nice. Even things I'd normally skim over in something like this (though said out loud I feel bad now), I couldn't help but be impressed with. And I'm increasingly convinced that more than anything, hoping to hear some news of this project over everything else is what keeps me coming back to the site.
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Re: The Sim Project

Postby Darcyen » Mon Dec 31, 2012 8:16 pm

It seems you put alot into this keep the good work
I love the UI you posted it gives a clear and fancy design feel
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Re: The Sim Project

Postby Thaedael » Tue Jan 01, 2013 12:46 am

My complaint towards the jerk off scene, you said you wanted to go away from all the "typical crappy games" of the genre, yet you included the "shake mouse until ejaculation" trope.
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Re: The Sim Project

Postby Red.Sheer » Tue Jan 01, 2013 10:49 am

Thaedael Wrote:My complaint towards the jerk off scene, you said you wanted to go away from all the "typical crappy games" of the genre, yet you included the "shake mouse until ejaculation" trope.


While you are right, we talked about that not all interactions can be solved by one mechanic. So it'd make sense that if you have to "use your hands" you should, well, "use your hands". Humping works different from stroking or cunnilingus etc. To go away from the "typical crappy" stuff aims more towards the fact that usually you don't have a very good "game" besides your porn and mostly sex in dating sims resolves around two or three looped animations. We try to have more to it, in the end you'll hopefully see dynamic interactions, dynamic reactions of your partner and an overall "round" experience :D
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Re: The Sim Project

Postby Thaedael » Tue Jan 01, 2013 11:03 am

If it isn't intuitive it isn't worth it, if it is too repetitive, it is neither worth it. He has been going off on a tangent about it for as long as I can remember when he started the project in the first place. Regardless, the first work seen from him in a long time and it was everything he said he was going to avoid =P. Either way I will see what happens when it happens, but I am happy to see work at the least.
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Re: The Sim Project

Postby KaTsuO_O » Wed Jan 02, 2013 12:17 am

I've been almost done with this main menu for quite some time now, a day or so... Now I have finally got most of it down, color and everything. Everything that is missing is a working load game screen, but I will fix it once there is anything to save and load. Right now if you click on a slot things just appears, but when it is done that will only show up once you have saved for the first time in the game. The options screen might need something more, just can't think of anything more that would work at the moment.

Everything we have showed so far, except the Ui and partly the map, have just been tests, but this is the actual menu that is going in to the game. It's exciting because now we're closer to kicking of the actual game beyond the main menu. Now I just want to tight up the dialog system and interaction between characters and we can start building up the first parts of the game.

One thing that you should notice is that the game is called "Full-Moon Love", however, that might not be the final name, still in discussion. When we have the name, I'll make a new thread where I hopefully can explain things better now when we are more sure about everything. There is also a lot of stuff of stuff to dig through on this thread so it is good to start fresh.

Again, click the blue text under the flash so that you can play it in fullscreen and see everything like intended.
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Game.swf [ 885.38 KiB | Viewed 2748 times ]



@Red.Sheer I'd say it is because it isn't on the first page, I also think this is a thread that some have looked at once and just thought that it wasn't in their interest so they don't check again. About using it for different things as well, when playing around with it I figured a way that we can do a balancing mechanic for different kind of mini-games.

@Wonderful Hawk I don't want to rely on people to get this project done, but I got to say, it is nice to know that people care and it helps. Thank you. Pretty much the same reason why I get back to this forum, while it might sound arrogant, the reason I did go to the forum in the first place was because I wanted to see furry flashes.

@Darcyen If you care about a project and have enough experience you should always put a lot in to it. I can't promise that I will keep going, but I will most likely do it. For this game I try to go with a really simple and clean design. The more details you put in to it, the messier and uglier it tends to get. If you just try a few simple things until you find what you like, then that tends to be pretty solid.

@Thaedael Before I explain my self again about the jerk off mechanic I'd like to quote, "the first work seen from him in a long time and it was everything he said he was going to avoid". All of this is things that I have always wanted to put in the game though. What I have said about navigation is that it usually is bit confusing, not that I wanted to avoid it, however, I solve that problem with a mini-map. You know that I don't like when you get a 3 second screen when you "work" since it just is boring and tedious. So instead there is mini-games that represents the work at some degree. I don't like when you have "HP" in these sim games and you can only do this many of that before you have to "sleep". I want to avoid using health points and instead use time which makes a whole lot more sense. So I don't know why you said "it was everything... he was going to avoid", because it is clearly not the case.

To the jerk off mechanic topic, It is not that I don't like the concept of using the movement of the mouse as a way to interact, it gives you a good precision interaction. What it comes down to is the common executions of it that I don't like. When you have to shake the mouse the whole flash through to get anywhere then that is bad. When you have to shake it really fast to the point where you focus more on the shaking rather than the content, then that's even worse. That's example of bad executions that I really don't like. If you execute it well then it isn't a bad thing, because at it's core it is a good precision interaction as said. My big complaint is always that you usually have to shake at a certain speed or faster for a certain time and it is the only mechanic there is.

The way we are going to do it let's you choose when, for how long, how fast and if you even want to do it. You can go back and fourth between doing it, and not doing it. Like in the jerk of demo, you can even aim where you want the mess, which gives even more of a reason to do it. That's a big difference from the worst case scenario where the shaking only makes an animated loop play and it is not actually you controlling anything. That's actually how it is done in many cases.
Don't create a porn game if you're only interested in porn.
Wise words regarding criticism http://www.youtube.com/watch?v=-98ZFl1sKt4
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Re: The Sim Project

Postby DocHollidayftb » Wed Jan 02, 2013 5:09 am

I never had the patience to undertake or compete a project of this nature before, but from what I have seen so far I think this has the potential to be a high quality game.
I do agree that "a gimmick for gimmicks sake" is not the right way to make a game but you need to have some variety In how the player interacts with the game, I guess what I am trying to say is that I hope you find some sort of compromise in the controls and good luck. ;)
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