No name yet, text-base game with futuristic cowboys

Post and discuss creative ideas

What type of title should this game go for?

More sci-fi
6
35%
Something punny
5
29%
Anagram dat joint
0
No votes
Something with deserts
1
6%
Something with decay and toxity
0
No votes
Punkish
4
24%
Go back to the original Title
1
6%
 
Total votes : 17

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Fri Dec 13, 2013 12:25 pm

Australia for the win. We actually have scavenging bots and stray bandits. Plus the Yanks and Brits bombed the crap out of the desert when testing nuclear bombs. And the Japanese love to test rockets and shit in the outback.
Knowing the Japanese(from anime) I can say with confidence there is a secret base making mecha out in the desert.

I don't know if anyone has seen this ad. But it is for a weed killer and they show a shark leaping out of the paddock to eat a weed. Pretty cool.
So we have ground sharks, drop bears (Polar Bears who naturally live in trees.) Bunyips, marsupial lions, marsupial tigers and Crash Bandicoot.

But yeah with a thousand years going by stuff can happen. I think Australia is going north and is going to smack into indonesian at one point.

Of course you can always create an alternate timeline where the super continent didn't split off so fast and stuck closer together.

Cthulhu with your stat system are you thinking of something like this?
(Brute skills)54321 0(normal attack) 12345(accuracy skills).
So leaning towards Brute would look like 5[432]1012345 With the values inside the brackets being the skills you can use?
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Fri Dec 13, 2013 2:51 pm

Travel, some say depth, others say quick. I say both. One thing i picked up from metal gear 5 is that they made a casual option and a core option, but they rewarded the cores. Maps can be multitier if done in vectors with zoomin functionality. Honestly the reward of slow travel is the experiences and stories. So no need for reward implementation. I am def getting ahead of the project but fuck it's just so exciting!!:-D
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Fri Dec 13, 2013 9:53 pm

Spent ages trying to work out how to explain this idea I've had, really don't know how to word it so it will probably sound shit...

What if we replaced experience with radiation? Fighting would expose you to irradiated creatures and would increase your radiation dose. The player could have some sort of implant or item that allows them to channel radiation they receive and so as they gain "experience radiation" they can spend it to improve their muscles (strength), reactions (dexterity) or mental abilities (intelligence).

Players also gain a different type of radiation from having sex with irradiated (mutated) creatures which over time will cause transformations. I think it would make more sense than having an item that spontaneously makes your penis grow by 2" - instead some item you consume would set a sort of biological template for penis growth and over time as you become irradiated your body would morph to this template.

An idea I've just had for how this could be explained is that you have an implant designed to harness radiation and use it to heal you since the people who sent you to Earth would have known the planet would be radiated and so it makes sense they would have been prepared. This is kind of inspired by that Doctor Who episode set in WW2 if you have seen that, but my idea for transformations is that this implant works by repairing your body to conform to a biological template and consuming certain items confuses the implant into using an incorrect template to heal your body to. So for example, if you eat a cactus plant, the implant might confuse the cactus DNA in your stomach with yours, and so it will think that you are meant to have tougher skin and will morph your body accordingly. This also creates an interesting mechanic where sex heals the player, and inverts the typical radiation survival system so that more radiation is good.

Maybe I've over-thought this a little and you would rather just go with insta-transforms and traditional experience, I'm just trying to think of ways to explain levelling and transformations logically in-universe.
User avatar
Anonymouse
 
Joined: Sun Nov 24, 2013 2:47 am

Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sat Dec 14, 2013 2:22 am

okay, gonna put these down, the ones that caught my attention as I finally got around to backreading what ya'll have been talking while I had exams and projects to do. Haven't gotten around to reading the goggle doc yet, but it's open on tab.

1) What are tristian knights and where did they even come from!?!
2) nipcunts... lmao nipcunts...NIPCUNTS I was laughing hysterically when I read that. Is that a thing? Like lol... oh... nipcunts.... you guys are in a whole other level than I am. Wow... nipcunts... I don't know if I love it or confused by it. It just sounds hilarious and kinda painful.
3) Despite my current proposal on the stat system, I do like where you guys were going... now if only we can like fuse them or something and create something betteeerrrr
4) Skimmed through the google doc, seems more organized, gonna see the design doc and see the difference
5) I saw something about dungeon crawliiiiiiing....... someone explain this more to me... is it like diablo? Or DnD?
6) something about sub forum.... like whoa man, sub forum. Did I mention that I never expected this game to get so far in its planning stage so soon? Everything is so fresh to my mind and there's a proposal for a sub forum. Sweet baby jesus, I feel pleased to know there is confidence that this game should have its own sub-forum. Uh, if everyone is really confident about this game and its succession, then yes homygawd a subforum if its the best course in action. As long as I have somewhere to go to work on it, I don't really mind where this baby project goes.
7) there was talk of psychic powers right? okay, I'mma put this down on because it's been playing around in my head for sometime and it either drops or stays depending on the story pans out. But when I was drafting up the intro, there was this one psychic power that would be available right away as a special stat thingy whatever. Basically under a trigger, this psychic power allows the player to project themselves onto another body and take on all senses and control of said body.

Example:
You walk down the hall to hear the sounds of a strangled donkey. Urgently, you quicken your steps and catch sight of your commanding officer at the mercy of a towering figure. Neither notice your presence and you are paralyzed at the sight before you. With her hips moving like an r&b singer bobbing his head to the sound of funk, you conclude that the commanding officer is in the middle of getting her freak on with the mysterious figure behind her. Her cries of passion confirms your earlier suspicions. You feel aroused over how animalistic your commanding officer cries are... like the sound of the strangled donkey form earlier...

Your hands move on their own towards your groin as you imagine what it would be like to cook your custard cannon into her heated oven. Closing your eyes you work your way into relieving the stress down below. Suddenly you begin to feel dizzy as all your senses whirl into a chaotic trance, you begin to feel new sensations of sweat and pounding flesh against your hips and thighs. You open your eyes frantically from the sudden perversion of reality only to find your commander below pumping her hips towards you with frenzied lust. The new sensation is too much to conclude what just happened, but you feel the mighty need to dock your submarine deeper into her underwater headquarters. With one last thrust, you launch your torpedos and the eruption inside the canals of her harbour causes an overflow of sexual gratification. Trying to gather your thoughts from the haze of lust, you close your eyes and feel the same distortion again. You're back in your body with a limp dick! Congratulation you just learned a special skill called [Mental Projection]!

Not entirely like that but you get the idea yeah? No? Yeah?

Now onto current topics
In terms of location

England, Australia, and America were the top 3 that came to mind. Not in that particular order, since for me I wanted to use America's and England's background history as a reference to colonialism and the industrial revolution of both countries. Since the story and concept behind wild waste was inspired on the cultural evolution of civilization because of the growing expanse in machinery and mass production. How use of technology expands on the concept of a utopia but becomes the primary source of decimation to the environment. Which is also is reflected because even though humans are in space, living a perfect life they are basically leading themselves to down with over-population by trapping themselves in an environment they created with the intent for a better living.

I considered Australia because of its geography and the fact that Tank Girl was set there. I like the fact that Australia has a shitty history of what war weaponry and colonialism has done to it and its environment. And if in theory of that neo-pangaea thingywhatever is relevant enough to move Australia north to indonesia, I think there is a winner. Cuz like, this really feeds into the cyclical toxicity of continual use in advancement of technology and the heavy drawbacks.

Duplicity Wrote:Cthulhu with your stat system are you thinking of something like this?
(Brute skills)54321 0(normal attack) 12345(accuracy skills).
So leaning towards Brute would look like 5[432]1012345 With the values inside the brackets being the skills you can use?


Yeah, something like that, you seem to phrase it better than I did lol... orz

@Anonymouse
I like the use of radiation and genetic structure is used to combat it to alternate in change. It sounds really spiffy, but I don't think I'm down with making sex as a healing factor. I am familiar with how in history there were priestess whores who uses that kind of concept of sexual healing, but within this context and the game's environment. Making sex about healing, rather than gratification becomes more like a chore maybe. Plus there would be a lot of opportunity for sexing up with people in the game that it takes away the gravity of the dangers of radiation. I dunno I really like your idea and hope it can be expanded more.

BlueLight Wrote:. Also,cthulhu, any chance i can get a list of common save formats you can use with your software? I don't care about the picture files but the files you save to for a unfinished project containing all your layers and the such. I want to know if i have something that can read them.


Yes... you can look on the files/list I've attached, because I also need help in explaining some things that came up when I opened flash. I might used after effects but that's like for animation and sound maybe. The file for that would be like aep.? I don't know where else to save them really 8D;;;
Attachments
Screen shot 2013-12-13 at 6.27.03 PM.png
Screen shot 2013-12-13 at 6.27.03 PM.png (24.9 KiB) Viewed 1289 times
Screen shot 2013-12-13 at 6.26.01 PM.png
User avatar
Cthulhu
 
Joined: Mon May 30, 2011 10:52 pm

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 14, 2013 2:39 am

@Cthulhu, glad to see you up and motivated to run along with us! You should throw me a gmail account so you can edit the googledoc whenever you want.
About the psychic trigger, I think that's a really unique aspect we can blow out of proportion in this game. Like, use it as the main draw or something. You're here to clean up the wastes and bang people, but in CoC could you ever become a minotaur or goblin and explore through their eyes? I think that'd be an amazing part to add to this game.

For location, setting it in a combination of countries allows us to use a greater set of flora and fauna at our disposal, and it really drives the Tank Girl/Mad Max sorta feel that an apocalyptic southern hemisphere has as well. Have you put thought into the international idea (as in, choosing to start in a few set countries)? This seems like it could balloon out and be a bit much to handle, but it all revolves around what we definitively decide on in the end.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sat Dec 14, 2013 2:55 am

I haven't gotten that far in geography, but if people are will to boil the pot more and offer up more international lands for me to consider, I think I can see the direction of how the map can look. The psychic trigger was basically made as an excuse to allow the player to have an alternative in being another extraterrestrial race (even if it was only temporary) without really having a ET race in the character creation.

I know I wanna start in a deserted wasteland... OH OH OH, right... there was this key idea of the water levels changing enough that the bermuda triangle becomes more of a toxic dry land. And if anyone is familiar with how the bermuda basically pumps out a lot of methane/acidic (forgot what it reall was called) gas from below, I think that's one of the main places I'm thinking of using as either an industrial factory used to make weaponized monsters or a hideout for space smugglers. Like can you even imagine the conceptual designs that could be put into a land full of smoke and graveyards for lost ships? Getting goosebumps, but that's only if the terrain makes it possible 8'D

That's all I have at the moment.

edit: I commented on the google doc, do I pm you my email?
User avatar
Cthulhu
 
Joined: Mon May 30, 2011 10:52 pm

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 14, 2013 3:05 am

Still don't understand the cthulh stat idea. However just keep inmind that a combination of 2 ideas wont always lead to the best out come.

In one game back on NES, the entire world got blown to kingdom come because some assholes made anti matter weapons... and then everyones stock pile blew up. Any chance to make a blow up world we don't need to follow geography.
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 14, 2013 4:10 am

I imagine the psychic trigger would be a temporary thing, lasting like one day or a few sex scenes. Nothing too major but enough to be an important part of the game. Kind've like what you proposed, though a bit fleshed out.
Shit! Dried out Bermuda Triangle sounds perfect! Maybe even apocalyptic pirate-theme?

I've added you to the doc, you can edit whatever you wish.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sat Dec 14, 2013 5:06 am

I am gonna... draw a chart and graph to explain what I mean on the stat thing when I can form proper definitions to explain what I've been spitballing. So in the mean time, if anyone actually understood where I was going with the stats please help me out in putting it down more coherently? 8'D

Also, I've updated the front page and poll, since I noticed some people edgey about the current title. Not pointing any fingers.....

Right, also gonna take down any pics I've uploaded here for now
User avatar
Cthulhu
 
Joined: Mon May 30, 2011 10:52 pm

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 14, 2013 6:20 am

It requires bad puns!
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 14, 2013 8:18 am

Here's the Swf:
Click to Play
(Javascript Required)

RECOVER_WildWaste.swf [ 29.24 KiB | Viewed 1263 times ]



Here's the fla:
WildWaste.rar
(557.67 KiB) Downloaded 15 times
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Dec 14, 2013 8:36 am

I wrote the original vague ideas doc and I think Aisy fixed it up, but it is still a mess. Probably best to start again.

Most of the stuff I wrote was simply throwing ideas around. So take or leave them.

I like the idea of Tristian Knights(Sounds like Diablo town) because there is in all likelihood a galactic order of knights dedicated to cleaning up the morals of corrupted worlds. Think the Crusaders. It would be nice to have an opposing force who aren't evil, just upright twats who think they know best.
They can be called what you like. Also if you could use mental takeover on them to do some crazy shit, or put chastity belts on enemies. That would be cool.
I like the idea of being able to put chastity belts on defeated enemies. They would go batshit crazy trying to get some sex and level up from the struggle. Kinda like the Imp Lord in CoC being a stronger Imp.

Also enemies could be able to invade towns. After all they would outnumber the normal people by considerable margin right?

Would you have starting classes? Paladin, Scout etc? Which would give you certain starting armour, perks and weapons. Like a small growth modifier on a certain stat.

I like all the poll options. Going Punk. Gotta love punk in all aspects.
Also with the deserts it would be cool to have more than just the usual sandy dune deserts that people always call deserts. Cracked dried up mud flats, barren windswept plains, a carpet of stones as far as the eye can see etc.

Cool Stuff so far Terrantor.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 14, 2013 8:44 am

Do we want dynamic towns systems. For instances do we want factions taking over towns?
This sounds like a lot of work i quite frankly don't want to do but i might as well throw it out there.
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 14, 2013 9:24 am

we're getting too deep. Let's pull back a little. Let's just set up a simple foundation for the stat and travel system, complex shit can be done later. That's the beauty of classes. What are the fundamental elements the game will revolve around? Sex and Violence. What can we do to quantify and describe these aspects? What are the inbetweens? We solve these problems, we build a foundation that I will trust to the finish of this project. Think about that.
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Dec 14, 2013 9:32 am

Not taking over towns, but for enemies to be inside. I worded my idea poorly.

The town would always be the same, unless destroyed or something. But the enemies and by enemies I mean the mutants, creatures and whatnot could sneak into the town and hide out in the various abandoned half destroyed parts.

Maybe even quests could be offered to make the town safer by repairing walls by gathering materials from dangerous locations or having to wipe out the enemies inside the town.

Just to add flavour to the town. Rarely would you find an area completely secure and safe. I mean if we had the apocalypse tomorrow and had to secure ourselves from monsters would we wall off towns? Most likely the rich would just have secure houses/stronghold and let the poor get eaten/raped.
We could add a lot of strange architecture what with aliens, mutants and whatnot. Including the poor and rich would add another level.

I'll try to stick to thinking about the basics. Though the general premise of this game is sparking ideas like mad for me. Like an angle grinder to the head. Ideas are going everywhere.
So basics would equal...?
Stats
Combat
Travel
Plot
Enemies
Locations
Character creator
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 14, 2013 9:53 am

Go crazy with the ideas, just put them in the design doc. I won't be coding this forever, I'm hoping I can lay down a foundation and have someone else pick up the torch when all the basic elements are fine=tuned. I actually need to know how this is going from a designer's standpoint. It's no news to me that the app looks like shit right now. I was wondering what can I do to make it more appealing. I'd like to know the dimensions and positioning of the text window, where the buttons should go, how to do go about the travel system, what're some cool effects to apply to the buttons?
User avatar
Terrantor!!!
 
Joined: Thu Aug 23, 2012 10:36 am

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 14, 2013 12:10 pm

The dimensions are pretty good, as is the size of the textbox. It's a bit difficult to tell what we'll need at this stage, but I'm sure Cthulhu can offer a hand in want they want it to look like in the end.
I'll offer my opinion on the 'basics' of what we need to do;
STATS - Cthulhu's dual system is a really unique way of doing things, and is probably a lot easier to understand with visuals. The other option I believe is the regular RPG stat system taken to a more abstract level, though we never really finished fleshing that out. We do know that it shouldn't be too abstract, but something like one or two important combat bars. As minimalistic but as precise as we can get without losing accessibility.
COMBAT - Tying into stats, I assume that the combat system still retains a turn-based kinda deal where damage is dealt depending on your experience. The real question involves flavour text, like if we want companions to join in battle, or if we want the ability to fight several creatures at once (leading to unique scenes). It depends on how much content we can dish out in as little time as possible. I'm glad there's an opinion about CoC scenes being way too long, since having shorter ones means we can dish out several in a day.
TRAVEL - This is the most complex one I think, since there's been a lot of suggestions and we're not necessarily divided on them, just unsure about which one would be the best. The criticisms on dungeon crawling bring up a good point, and I think something simpler would be ideal. Like a town with buttons having each location, and an 'explore' button that leads you out into the wilderness where you can be attacked (or find the next point in the map). Starting wherever you want in the world would be good, but if we're setting it in the Bermuda Triangle we could make the player choose one of the three 'points' of the triangle. How does that sounds?
PLOT - This is mostly up to Cthulhu to decide, but I feel like the one we have is pretty solid. Gives the player a quick purpose that can be summarised in a sentence; player goes down to earth after humans left it and must clean it up to make it habitable. Introductions that are too long are absolutely terrible, and no one reads them after the second (or even first) time around anyway. Short and snappy.
ENEMIES - Depends on the location, I'm going to go off on the Bermuda Triangle idea. Pirate-themed bandits on sandships, a race of aquatic animal-themed people (sharks, fish, crabs, etc), ghost divers, all alongside the mutants and radioactive beasts that lurk around. Nothing furry unless it used to live in the sea, nothing that can fly aside from seabirds. Spooky voodoo undertones. Really really neat stuff for a really neat place. Heck, even an absolutely massive cthulhu (geddit) creature that hides at the very end of the game.

The other two are fairly easy to explain. Creating the character itself would just be done by choosing premade options from the start and editing them later. Transformation items explained through radiation, voodoo, and space science depending on the type of transformation. Voodoo could also explain the psychic trigger? Voodoo is a good thing.
For a visual character creator, that's not really my field. Well it is, but in my opinion it's a lot of unnecessary work for now.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Dec 14, 2013 12:48 pm

I also agree some of the newer scenes in CoC are too long. I think BlueLight said the earlier scenes were the best/shorter. You can usually tell what enemies were written first. I usually skip quite a large portion of text, even if I like that scene.
Flexible Survival has short scenes. Sometimes too short and simple, but usually good.
Instead of trying to fit a short sex story into one enemy, we could create an 'experience' that delivers short sharp hits to build arousal over time. Sounds wanky I know, but hey this is a sex game.
After all, once you have blown your steam, you don't feel like playing so much.

Another advantage of having shorter scenes is you can tailor them to the gender of the character. It isn't that much of a strain to write a male part and a female part to a scene. Instead of including it all in one with various code stuffs added in.
If we can decide on a starting/weak enemy I will try to write some scenes. No promises on them being great. I would like to do something other than infect confusion.
I was thinking of a robot, that was sent by 'someone' probably your superiors, to take samples from the local inhabitants. You know 'samples'.

You kick the robot in the facial display panel one last time. The robot keels over to land with a muffled crash upon its back.
You blink in surprise as a panel bursts off from between the robot's treads to reveal a fresh and somehow juicy looking snatch. You peer closer as you see beads of lubricant line the soft looking folds. But before you can study the robot pussy any more a cock pops up, you recoil in surprise as a pulsing cock replaced the pussy. The 8 inch tower of latex and metal throbs in time with the robot's hydraulic system. Twin pipes lead from the bottom of the cock into the deep recesses of the robot.
The cock is replaced by the pussy, only for the cock to return. You notice a switch next to the panel and deduce you could choose between the two.

So you would choose your poison as it be. Either depositing your sample into the robot, or recieving the samples of various creatures(?).
I would write a scene for men giving and recieving, and women giving(futa) and receiving. I'm not going to use the parser. I just want to know what people think.
It also depends on how far transformation will go in the game. Will the player be able to go from fully male to fully female? Will they change species completely?
That kinda stuff impacts on writing.
If there are any complaints, queries, bills or cheques.
Please log them by throwing a rock at the darkest corner you see.
I'll generally be there.
Image
User avatar
Duplicity
Gangs n' Whores Developer
 
Joined: Fri Jul 05, 2013 11:11 am
Location: A Dark Corner

Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sat Dec 14, 2013 1:15 pm

I think the sex scenes should be around 500 - 900 words in length, the ones in CoC hit around 1500 - 3000 at a minimum nowadays. All of my favourite scenes tend to be very short and sweet, like the goblins or the gloryhole stuff in the salon. The best part is the quantity of the scenes rather than the quantity of the paragraphs, imo.
You bring up a lot of good points, and while the scene itself needs work it gives me a pretty good idea. It's a small one though, so don't worry. What if there was a character that had sex scenes that could only be unlocked at specific points during the battle? I have two examples to show, one including that robot.

Imagine during the battle with the robot, it changes gender every turn. Male for every turn on an odd number, female for even. Depending on when you defeat it, it determines the gender of the robot you bang. Not a great idea if it's the only thing you can fight in the game, but with a sizeable amount of enemies (and robots) this'd be a really neat gimmick for one of them.

Second example is slightly more complex, but easy to handle if agreed on early. Say the player gets a move that binds the enemy for a few turns. If they defeat the enemy while bound, there's a special sex scene involving them getting fucked while trapped by the player. If they're defeated in any other way, you get the regular sex scenes. It'd be a hassle if it was added to every enemy, but since we don't have any yet, it's not that big of a deal.

I think in terms of transformation, there's two big things we need to understand, and two big things we need to consider. First of all, we need to understand that being both in-depth and bountiful with transformations is what players are looking for. Something that can recreate their specific desires down to the last detail. Secondly, we need to consider if we want forced transformations and if we want permanent ones. Should humanity be thrown away and never given back (without cheats/savescumming)? Should players have to deal with their mistakes if they get too curious? Forced transformations involve transforming the player without their consent, regardless of if its reversible or not. Some people find it fun and silly, others find it annoying. We could make it a toggle, I think, perhaps even accompanying survival mode.

I suggested the radiation/voodoo/science trio for the transformations to give an idea of what kind of stuff we're looking for. Radiation would be weird, useless-but-aesthetically-pleasing things like different skin/hair/eye colour. Would also include multidicks or dicknipples if the option ever became a thing. Voodoo would be freaky magic transformations that change your shape entirely, like turning you into a bestial creature similar to a fishman or a wolfman. Mostly animal-related stuff, like penis types and fur/scales/feathers with a voodoo-twist. Science would be the rest; things that provide you with the most useful changes, like a bigger cum volume to have a better chance of impregnation or a taller/shorter body to move around in . Would include stuff like multiple arms or multiple eyes that would come with new abilities. Robotic enhancements too, like replacing your body parts with cybernetic limbs. Would be interesting to see.

I'd like transformation to be both wilder and more grounded than CoC. Less randomly thrown about. More crazy, fun.
User avatar
Aisy
 
Joined: Mon Nov 25, 2013 6:16 pm
Location: The Goblin Zone

Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 14, 2013 2:17 pm

Aisy Wrote:I think the sex scenes should be around 500 - 900 words in length, the ones in CoC hit around 1500 - 3000 at a minimum nowadays. All of my favourite scenes tend to be very short and sweet, like the goblins or the gloryhole stuff in the salon. The best part is the quantity of the scenes rather than the quantity of the paragraphs, imo.
You bring up a lot of good points, and while the scene itself needs work it gives me a pretty good idea. It's a small one though, so don't worry. What if there was a character that had sex scenes that could only be unlocked at specific points during the battle? I have two examples to show, one including that robot.


I am personally the type of person that would rather have a page of the text. We'll have to test our GUI to see how much that is. However, i'll say that i can live with more than a pages worth and not everyone is going to be happy with a pages worth. You have my blessing to do 500 - 900 words worth... not that you need my bless because your the damn writing... AKA "the person that gets to tell us how things should be done with writing." aka... "Da Big Pen BOSS"... sexual innuendo included!

I do want to say that i'm worried about romance options. I don't know if people really like them (I assume so) but they always seemed wonky and very wordy. Granted in COC now a days i never touch them because i quite frankly don't care enough about the perks or the story to go after them. Same with the bow for some reason.


Aisy Wrote:Imagine during the battle with the robot, it changes gender every turn. Male for every turn on an odd number, female for even. Depending on when you defeat it, it determines the gender of the robot you bang. Not a great idea if it's the only thing you can fight in the game, but with a sizeable amount of enemies (and robots) this'd be a really neat gimmick for one of them.

-_- your coming up with algorithms for us... EVIL EVIL WRITER!!! Jokes aside, this will likely require a command to get the current turn so i'm making a new section to the design doc for parsing and adding that there. I think some of the anchors are out of date now; sorry i kinda just hacked it in there and it's 5 AM so i want to get to bed.
I have a request for everyone. Once a day, go there and just add something that you want in the game or could be used in the game. description optional. Just add anything! We'll sort this out and figure out what we want in the game later but now we really have no idea what we want for the parser.

My 2 primary goals are to get the stats square off, and the parser figured out. Secondary is the map/over world.

Aisy Wrote:Second example is slightly more complex, but easy to handle if agreed on early. Say the player gets a move that binds the enemy for a few turns. If they defeat the enemy while bound, there's a special sex scene involving them getting fucked while trapped by the player. If they're defeated in any other way, you get the regular sex scenes. It'd be a hassle if it was added to every enemy, but since we don't have any yet, it's not that big of a deal.

No complaints or criticisms since this is your realm and i don't see why not. how will this be handled in you mind? For instance if i beat a robot with a whip, will i be able to decide if i whip the poor thing to orgasm or do normal sex? Will having you body a set way give you new sex scenes? For instance having a big boobs, will you be able to give boob jobs to those you defeat and if so will you be able to decide what sex scene you give?

Aisy Wrote:I think in terms of transformation, there's two big things we need to understand, and two big things we need to consider. First of all, we need to understand that being both in-depth and bountiful with transformations is what players are looking for. Something that can recreate their specific desires down to the last detail. Secondly, we need to consider if we want forced transformations and if we want permanent ones. Should humanity be thrown away and never given back (without cheats/savescumming)? Should players have to deal with their mistakes if they get too curious? Forced transformations involve transforming the player without their consent, regardless of if its reversible or not. Some people find it fun and silly, others find it annoying. We could make it a toggle, I think, perhaps even accompanying survival mode.

Not much i can comment on. Can some one throw so comments out there on this topic until i decide which way i'm going to bully you guys :P
I do like being able to decide when i get transform but that's me.

Aisy Wrote:I suggested the radiation/voodoo/science trio for the transformations to give an idea of what kind of stuff we're looking for. Radiation would be weird, useless-but-aesthetically-pleasing things like different skin/hair/eye colour. Would also include multidicks or dicknipples if the option ever became a thing. Voodoo would be freaky magic transformations that change your shape entirely, like turning you into a bestial creature similar to a fishman or a wolfman. Mostly animal-related stuff, like penis types and fur/scales/feathers with a voodoo-twist. Science would be the rest; things that provide you with the most useful changes, like a bigger cum volume to have a better chance of impregnation or a taller/shorter body to move around in . Would include stuff like multiple arms or multiple eyes that would come with new abilities. Robotic enhancements too, like replacing your body parts with cybernetic limbs. Would be interesting to see.

have no problems with these. However for the voodoo idea i was thinking could use certain items to much, and the more you used them the more likely they're to transform you. Maybe a system where you get several of the same item type {WereWolfTransformer} but they had different strength. The weaker it is the less time it will last and the weak your werewolf form will be; however something stronger will not only make you transformation stronger but also last longer along with coming with a higher risk of transforming a characters normal body. Also should we limit the transformation of if they can have sex or limit some types?
Aisy Wrote:I'd like transformation to be both wilder and more grounded than CoC. Less randomly thrown about. More crazy, fun.

We're a lot of fun! :D Just please no heavy focus on dick girls or futas?!
User avatar
BlueLight
Gangs n' Whores Developer
 
Joined: Sat Jun 04, 2011 8:23 am

PreviousNext

Return to Discussion



Who is online

Users browsing this forum: No registered users