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 Aisy » Sat Dec 14, 2013 2:55 pm

@BlueLight
Haha, I've done my fair share of writing, but I've also done my fair share of editing, too. I've looked through tons of terrible CoC submissions before, and I can safely say that the scenes that you guys have come up with so far are at least better than the average one I've had to look through.
For romance options, a very VERY big problem with CoC is that the 'waifus' are the sole result of their author's passion for their own idea. Everyone wants to have their romance option be the 'canon' one, everyone wants their romance option to be the best and strongest. Some of them tell stories that give insight to the world, but none of it is done with the world in mind. It's flavour text made to make the character fit in while the author spins whatever bullshit they want to come up with that seems 'endearing'. That's the reasoning behind both the wonkiness and the wordiness. It's the result of developing a character and writing it at the same time.
The earliest ones like Marble and Raphael are just plain terrible, and since they're less wordy they're also a lot more transparent. I can't say their authors haven't been successful in roping people in.

To combat the issue, you need to make sure that the important characters are also relevant ones. If a character can be romanced, it needs to be for a reason and it needs to serve a purpose in the end. You can make a character that teaches you party combat and have it still be an endearing one. To gather more examples, Rathazul and Jojo were two of the earliest yet best companions. Easy to acquire, still used to this day, very little explanation needed. Short sex scenes let the reader fill in the blanks. Same goes for short character text. An impactful sentence can be worth a thousand.

For the special text in combat, it doesn't have to be done, just an idea, haha. It can be a bit intimidating for writers too, since it needs to be added to every enemy (a problem that comes with addressing multiple limbs/lower body changes in sex scenes too). I had it figured out like this; if the enemy is defeated in a way that can't be explained during the vanilla sex scenes, write an alternative one where it does fit. Eg. If the enemy faints while being tied up in rope, you can't talk about them wrapping their legs around you. If they faint while you're a naga or a centaur, you can't mention your legs wrapping around them, either. The first one can be quickly solved by adding some text that explains you unraveling them, but the bottom one requires more thought.

Having voodoo punish you for overdosing is a great idea, really drives home the concept of a dark magic force. Depending on the transformation we'll have to be forced to limit a few things regardless, to account for scenes that don't mention outrageous additions to the body. Personally, I think it'd be great if the player could potentially be the craziest thing out there. Everyone else would be considered as normal as possible, but the player being the blank slate has the ability to look horrifying and erotic at the same time. Would drive home the idea that the human invaders are more monstrous than the 'barbaric' planet they're trying to clean.

Maybe there'd be one dickgirl in the entire game as the result of radiation, but otherwise they're a pretty boring medium to work with. If you want to write a dominant female, write a dominant female. Don't replace personality with a cock to get the message across.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sat Dec 14, 2013 3:40 pm

Well I finally found out what waifu means.

As for dickgirls, why the hate? Hahhaha. Seriously though why?
But yes many people seem to replace dominant with a cock. Chicks can be dominant. Teachers in white blouses, tight thigh height skirts, high heels and a ruler. Not one of those wimpy 30 cm rules but the old school 1 metre long wooden plank of measurements.
AND A MASSIVE COCK.

Just like in FoE where you get to pick the gender of your elf, I think maybe you could add the choice of futa or normal to one or two female characters. But only the very important ones. Whoever they may be.

I am thinking(and hoping) that the crazy body types could wait. I mean Cthulhu hasn't mentioned nagas or centaurs even being in the game, let alone the ability to transform into one.

And to edit the google doc do I need a google account or to send my email to anyone? I really have no idea.
Also should I write that scene I described? I only want to show you guys what I can write. If you think it is shit, politely tell me, so my ego doesn't die or something. And help me improve. Just someone tell me what to do....
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Re: No name yet, text-base game with futuristic cowboys

Postby BlueLight » Sat Dec 14, 2013 4:20 pm

You need a google account.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 14, 2013 8:13 pm

Alright, ma nuggas, let me Git some breakfast in me. I'mma start building stats. 2 questions, how do I make child transforming independent of parent transforming. For instance, I have a command that adds a few buttons as children to an enemy class, it behaves like a button, but when I mouse over, it scales up both the buttons and the enemy. What do?

Question 2, should the map be a child of the GUI, or should I make a new object and just toggle it's visibility on a button press?
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sat Dec 14, 2013 8:32 pm

Terrantor!!! Wrote:Alright, ma nuggas, let me Git some breakfast in me. I'mma start building stats. 2 questions, how do I make child transforming independent of parent transforming. For instance, I have a command that adds a few buttons as children to an enemy class, it behaves like a button, but when I mouse over, it scales up both the buttons and the enemy. What do?


Can I see the code you are using? Sounds like you need to use currentTarget though
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sat Dec 14, 2013 8:37 pm

The fla is posted on the previous page with the swf.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sat Dec 14, 2013 8:44 pm

Where are you adding buttons to the enemy? What code?
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 15, 2013 12:22 am

I may have deleted it, but i put it in the override public function hit() in char.enemy class.

I made a protected var menu:Array=new Array("examine", "attack", etc...).

Then in the hit function, I put:

for(var i=0;i<=menu.length-1;i++){
addChild(menu[i] =new MenuElement);
msnu[I].y +=menu[i].height*i*1.5;
}
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Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sun Dec 15, 2013 1:35 am

Duplicity Wrote: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.


Tho I like the idea of branching out different types of opposition (with different perspective), and something like the Tristian Knights offers that alternative (and the chasity belt thing). I don't really see their part in this, especially if they're galactic and in terms of expanding their uh... moral control to a backwater planet like Earth. For one thing the locals would probably kill them in sight simply because of how damaged and abandoned earth has become. So I don't see them having much control in their favour without brute force ie inquisition. And from your description they're not suppose to be seen as evil or all that terrible right? Just upright twats.

They want morally upright citizens? No crazed sex on the streets? Chastity belts? That sounds like religion to me and I honestly kinda wish these knights are aligned with religion in mind because there is so much dirt and grime when it comes to religious propaganda. But it is a lot of think about and I'm not too keen on a galactic group prancing into Earth and establishing their order to a bunch of overly powered psychos with an weakass MO like "no sex on streets, be good people". it paints them really one dimensionally. The idea of them colonising for their order sounds interesting, but the Tristian knights existence in the game is a lot to think about. Because there are so many ways to build these guys up but I want their backstory done with more thought than "they're arrogant pricks who think they know best and came from space" So I'm gonna think more about the tristian knights (I kinda like what they can offer to the game), play around with the idea more.


Duplicity Wrote: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.


There's only one class the players are gonna start off with and thats "Garbage Man/Woman" lololololololololol. Totally serious.... Enhancement is up to the player with whatever is available in the beginning. I don't necessarily see class being worth anything when you're basically going to earth is cleaning it up. The closest for class identity would probably be if you decide to partake in the ongoing war between the 3 human races; The plant peeps, the biker freaks, and the ambiguous upperclass normal humans with a dart secret that I should probably get to work on in defining their backstory.

Duplicity Wrote: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.


I never had the intention of a sandy dune scenario, that would imply the geographic setting was in the middle east (if it still exists then). I want a dead looking planet with dead looking atmosphere that just so happened to be in the desert. Cracks! Everywhere!
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sun Dec 15, 2013 2:32 am

For a replacement, a settlement of religious nuts could work pretty effectively. People obsessed with refraining on sex but indulge in transformations or something equally insane. Like they don't know what they're doing is incorrect, they just think everyone else has it wrong.

There's tons of stuff you can do with deserts. Maybe further south there's an arctic desert with a completely different take on society. Did you (Cthulhu) take a look at the stuff I suggested in the page before? I should add these kinds of things to the googledoc, but they aren't set in stone and this thread moves really fast.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 15, 2013 3:05 am

I think I've identified the issue. It's kind of had to understand what's going on from just a cursory reading of your code, but it looks like this is what's happening:

1) When the user clicks an enemy, hit() is called
2) In hit(), menu buttons are added to miniui, a child of the enemy
3) When the user mouses over or out of the menu buttons, enemy.out() or enemy.over() is called, because the user is mouse overing or out of the enemy.

So basically you need to stop out() or over() being called if the object the mouse is over is a menu element. You could try doing something like:
function over(e : event) : void
{
if(e.target == this)
// user moused over enemy instance
else
// user moused over a child of enemy
}

Can't promise that will work though and I have a headache atm so I can't really experiment. Hope that helps
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 15, 2013 3:28 am

Hey, can I have edit privileges on the gdoc please? Email is [email protected]
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Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Sun Dec 15, 2013 3:29 am

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.


For robots or monsters, I haven't been thinking about the whole gender thing because when it came to designing lesser foes or monsters I never had a gender much less a humanoid shape in mind. If there is a consensus of more gender type enemies or giving them a more humanoid form, I don't mind. Basically, when it came to the lesser enemy fights I've been playing with the designs to using different structures or limbs for sexual acts rather than direct sexual intercourse all the time with different enemies. But that's just something to deviate away from the common necessity of having another vagina or penis to succeed in sexual gratification. The changing gender bot sounds cool tho, I like that lets keep that its cool. But I kinda wanna stress on other available ways for the player to get off on, rather than just.. intercourse sex itself. Like when the japanese began the whole tentacle thing in hentai because it was forbidden to even show a penis, that was interesting... phallic imagery is cool when its not actually the penis itself. Or Yonic imaginary without an actual vagina for impregnation. Am I the only one on this?

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.


It sounds interesting, but I guess when we reach that bridge it'll work itself out better? Test dat theory out and see how it pans out? I am open to a variety of sexual acts so it would be cool to see this in action if it works and not much of a hassle.

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.

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.


Well, I just updated the regular human info thing, albeit kinda shittily done. But there is a thematic tone behind their involvement in the shit they do, once I expand on it more. But there was this NPC (who's probably gonna be the only reason that I would even put Gore in the games ratings), she's basically the Dr frankenstein of the game, a mad scientist genius surgeon who works underground with an extensive supply of anatomy [available in the major city who's name I have yet to come up with]. It's a no brainer what transformations she can offer to the player and her employers under a price. I always liked this idea of wrongness or danger to doing illegal medical procedures. Not the desire to psychically alter or improve is wrong, just the act done by someone who can very much takes advantage of your desire or helplessness in a very dangerous environment. That NPC isn't the only option available, but its available in the beginning where there isn't much choice until the player expand their map and social interactions.

Aisy Wrote:For a replacement, a settlement of religious nuts could work pretty effectively. People obsessed with refraining on sex but indulge in transformations or something equally insane. Like they don't know what they're doing is incorrect, they just think everyone else has it wrong.

There's tons of stuff you can do with deserts. Maybe further south there's an arctic desert with a completely different take on society.


That sounds coolsies I like the idea of a arctic desert. I had a similar idea about the religious nuts too, but I guess I'm gonna keep thinking about them more
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 15, 2013 4:15 am

I've had a few thoughts on how to do the travel system. My idea is that we represent the world through a system of nodes where each node represents a safe spot where the player can make camp or sleep or do general resty stuff. These would be a mixture of towns and waypoints on roads connecting them. Between nodes are zones, such as the Forest, Lake, Mountain etc. areas from CoC - that is, these areas all have unique events and enemies that happen/appear while travelling through them. Make sense? No? Well I have a diagram!

Spoiler (click to show/hide):

nodemap.png
nodemap.png (33.14 KiB) Viewed 1570 times


I know, I know, you are wondering why I'm not the head artist for this game. Sadly I am just too busy...

Anyway, say the player was in Town 1 and wanted to get to Town 2. They would leave the city and choose to head south west, which would take them through the yellow zone. Some corresponding event happens, such as being attacked by a yellow slime, and then they arrive at a waypoint where they can choose to go south west, north east, make camp or eat food. They choose south west again and a random green zone effect happens (such as being attacked by a green slime) and afterwards they arrive at the outskirts of Town 2.
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Re: No name yet, text-base game with futuristic cowboys

Postby Aisy » Sun Dec 15, 2013 7:04 am

@Cthulhu
I think with regards to enemy genders, they're a lot less important than the actual design of the foe. You've got the right idea - it's not about making a new hole or dongle to play with, it's about finding a way to make it unique and exciting and to fill a role that the game hasn't already filled.

@Anonymouse
I've added you to the doc. That map helps out a lot, and I think that's probably the best way to do things. Having an in-game map would also help. What if the zones were based around countries? Like the cities would be capital cities and you'd encounter weirder stuff in the areas that used to be the ocean.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 15, 2013 7:59 am

[email protected]

Thx for the help, mouse. I'll get right to work.
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Re: No name yet, text-base game with futuristic cowboys

Postby Terrantor!!! » Sun Dec 15, 2013 8:12 am

Hey, Cthulhu, was wondering if u came up with some ui graphics, yet.
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Re: No name yet, text-base game with futuristic cowboys

Postby Duplicity » Sun Dec 15, 2013 9:16 am

My spanking brand new email. [email protected]

With the character having a ship? Just wondering if they came alone?
Maybe they have a full crew but since you can't get the lazy bastards out of cryo you are on your own. Maybe you can defrost one later to be a companion who teaches you combat/skills while you try and get in her/his pants?

And I suppose the ship has crashed/broken otherwise you would be flying everywhere. Are Dinosaurs still a method of transport/enemy?

Plus I have a planned no penetration scene for the robot as well. I was actually thinking myself that porn, especially western stuff is quite bland. The rare stuff I watch I usually get angry when the dude barely touches the lady. I mean come on, there is a whole lot of tasty female there to be a grabbing and you barely even touch her.
At least tentacles realise the whole body can be stimulated.
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Re: No name yet, text-base game with futuristic cowboys

Postby Anonymouse » Sun Dec 15, 2013 4:24 pm

Updated the Parser section a bit, still a lot of commands to add though

Edit: And I reformatted the Game Mechanics chapter quite a lot, particularly the stats section. Hope I haven't changed anything in a way people won't like, it was mostly stuff like merging and separating sections
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Re: No name yet, text-base game with futuristic cowboys

Postby Cthulhu » Mon Dec 16, 2013 3:48 am

Terrantor!!! Wrote:Hey, Cthulhu, was wondering if u came up with some ui graphics, yet.

Have I came up with some ui graphics? Yes. Did I have them down and drawn? No *nervous laughter*
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