Astro Vulpus (Still Dead) Aug 02

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Re: Astro Vulpus (Dead) Apr 29

Postby Gidshiri » Wed May 03, 2017 6:42 pm

So, you will now work on a new game?
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Re: Astro Vulpus (Dead) Apr 29

Postby Kavaa7 » Thu May 04, 2017 1:58 am

Here's a thought: if the heroes are setting up a colony away from the regime, they probably don't have access to sci-fi materials: lots of infrastructure required. Instead, they would have some to start with (whatever they took with them), but would then need to start using locally gathered, lower tech materials. This would allow you to use the more abundant fantasy/low tech prefabs, while keeping it set in a sci-fi setting.
As for the dungeons, justifications can be made for almost any setting, especially if they are gathering rare materials to help build a base. Want a jungle? They were gathering wood and were suddenly ambushed. Want a city? They are sneaking into a different planet to buy/steal a tv/computer/holoprojector/etc. Want a cave? Mining for a mineral, hit a hostile colony of underground beasts. As long as there's something they might need, any thing goes, and building a nice home in the wilderness requires a lot of stuff.
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Thu May 04, 2017 8:20 pm

Kavaa7 Wrote:Here's a thought: if the heroes are setting up a colony away from the regime, they probably don't have access to sci-fi materials: lots of infrastructure required. Instead, they would have some to start with (whatever they took with them), but would then need to start using locally gathered, lower tech materials. This would allow you to use the more abundant fantasy/low tech prefabs, while keeping it set in a sci-fi setting.
As for the dungeons, justifications can be made for almost any setting, especially if they are gathering rare materials to help build a base. Want a jungle? They were gathering wood and were suddenly ambushed. Want a city? They are sneaking into a different planet to buy/steal a tv/computer/holoprojector/etc. Want a cave? Mining for a mineral, hit a hostile colony of underground beasts. As long as there's something they might need, any thing goes, and building a nice home in the wilderness requires a lot of stuff.


This is a good point, I don't really need a lot of sci-fi environments if they're on an uncivilized planet. My original thought is that they start with some kind of outer space moving van, and when it lands on the planet, they use that to live in at first. They start with the Raptor, which explores and collects material, it has something like a wood chopping laser and mining drill, maybe a hunting rifle for food if I go that far, and then a bunch of "hammer bots" which look like those floating hammers that a lot of games use to indicate that something is being built.

Been working on materials for the Raptor:
raptor_material02.gif
raptor_material02.gif (2.14 MiB) Viewed 2311 times
'
(I don't know why it's blurry behind the Raptor. There's some render setting I don't know about that needs to be turned on or off.)
I'm not sure how far I really need to go with that. You're not going to see the Raptor up close during normal gameplay, and for Web, it's better if I keep the polygon count as low as possible. And I like new car sci-fi over shit-covered-gritty sci-fi, so I don't really need a lot of detail in the textures. I'm tempted to say the Raptor is ready to roll, but of course the Unity render engine is different from Blender's, so there will be a bit more finalization later.
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Re: Astro Vulpus (Dead) Apr 29

Postby WonderGamer » Thu May 04, 2017 9:53 pm

Depth of field would be my guess for the blurry effect, although I've seen the effect called other things also...

I believe I read you were moving this to Unity, are you going to provide us with a link to that thread once you have something available for testing?
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Thu May 04, 2017 11:35 pm

Depth of field would affect the entire image. When it renders an image, it divides the screen into squares, and it's only blurring the background on the squares that contain the mech. This makes me think it's running out of render energy or something.

Sure I'll provide a link. I know that the non-Flash forum doesn't get as much love as this one, because you don't need to download Flash games. I'm hoping to ask the mods if we can maybe re-interpret Flash and Non-Flash sections as Browser and Non-Browser games. For this game at least, I want to make it browser playable, WebGL, HTLM5 etc. There's less you can do in a browser compared to a downloadable game, but I hope that what I want to do is do-able.

By the way, I've actually been groaning over how much stuff I need to get done before I can get a demo ready. If I wanted to just make something quick and dirty and playable, I could hopefully have something ready by the end of next week, but probably not any new 3D reward CG, making the new characters should be easy but time consuming. I could probably throw in some pencil sketches like before, but I honestly don't know how to do that sort of UI stuff in Unity yet. It might make a certain amount of sense to do a WASD+M Unity shooter without the building system or pornographic characters first so that I can get some experience and feedback. Or possibly an "unlock random pictures" system instead of a story based game, like finding porn images on the floor as you run around shooting things, because having a coherent story and environment is more challenging than just making porn. I'd hate to make another half-assed game though.

I've also been upgraded or promoted I guess in my real-life retail job, so instead of working 8-16 hours a week, I now have to work 16-20 hours a week, starting May 14. I hopefully graduate from animation college in August, and I have no idea if I will be able to phone in my remaining classes. (which are all related to portfolio building, which I don't need as long as I have you and my retail job) So I don't know, there's just a lot of unknowns in my life right now and it's hard to make promises or plans.
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Sat May 06, 2017 11:05 pm

Alright, a couple alternate plans have formed in my head. Since I haven't actually started anything, tell me what you think.

1) Make Splatformer. Corta recently announced that he would no longer be working on the Splatformer. It wouldn't be any more difficult to do a jumpy time adventure game than a top down directional shooter. I would change a bunch of things, but I could more or less make Corta's Splatformer in 3D.

2) Weed & Seed. Based on this comic: https://e-hentai.org/g/860775/ba58d2d7ee/ You play as a space invader, shoot the defenders, fuck the women. This would fit the cityscape and modern resources I have on hand.

3) Back to the Scrolling Shooter Dating Sim idea. Instead of invent something new, I go back to the Astro Vulpus summoning scrolling shooter and try to work that out. I still kind of like the idea, just now how it turned out. I would still do it with new characters, and in Unity.

4) Skip the game, make Animations. Instead of making games, I make sexy cartoons, at least until I finish school, get used to my new job, get more used to making 3D graphics and tinker with Unity a bit more.

EDIT 5) Proceed as stated earlier, Raptor, Space Pokkoloh, top down WASD+M.
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Re: Astro Vulpus (Dead) Apr 29

Postby Gidshiri » Sat May 06, 2017 11:23 pm

Any ideas/variants where i can hear "action", "platformer", "sidescroller" and etc. sounds really cool for me. Just one thing. I'm not really sure that it is really good idea to developing someone's else game. I mean Splatformer good and if you like its idea... just do something similiar, but with your thoughts and ideas. Just my opinion.
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Sun May 07, 2017 12:56 am

Oh yeah, sure, I wouldn't try to do an exact remake of Splatformer. Possible changes would include:

Different playable characters/costumes, I don't know who half of them are. And I always play around with costumes for a little bit and then play naked anyways, so I might just skip the whole character editor thing entirely. And if I had one character in one costume all the time, I could make the sex animations as pre-made movies in Blender instead of live-animating with Unity, which means it's easier to have jiggle physics or goop or I can use high polygon meshes for sex scenes and lower polygon meshes for action gameplay.

I don't like the Splatformer's one-handed control scheme, it's a bitch to control in the action sequences and it's the wrong hand for jerking. So mine would be WASD+M and you can proceed through the sex animations with either WASD or M.

I might try to do a few more peace-time sex scenes and not all monster rape. For example, you might get a sex scene for rescuing a princess or you fuck someone in town to get a quest item. That depends on how long I make the game.

I also want to have some kind of system where you can store a monster or person's bio reading and fuck them as a hologram later, so you can have lots of sex or finish the game at your own pace.

EDIT: Worth mentioning, since I don't know Unity that well, I would use the default physics engine platforming ability, which won't even cover things like one-way platforms or ladders. As far as I know, that's how the Splatformer works too, but I just want to let you know. Platforming would be mainly for the sake of exploration, the game challenge would come from shooting mechanics.
Last edited by AcetheSuperVillain on Sun May 07, 2017 10:05 pm, edited 1 time in total.
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Re: Astro Vulpus (Dead) Apr 29

Postby Gidshiri » Sun May 07, 2017 3:02 am

Try GoRepeat's games - Dead Space: Frequency and Samus Platformer. Maybe it can give you more ideas or inspiration. Like for example system of collecting samples from Dead space for cloning monsters and have sex with them.

And if you want ask me - i think, it's good idea to focus on one heroine. With one costume. A lot of girls is good, but it will slow progress and in some ways may be useless.

PS You may want to do controls changeable for those who prefer some certain types of control system.
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Re: Astro Vulpus (Dead) Apr 29

Postby napala » Sun May 07, 2017 3:21 am

Apart from what Gidshiri mentioned, you may also get some inspiration from the long dead "Unforbidden".

And yeah, a 3D kinda Splatformer-like game sounds freaking great.
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Tue May 09, 2017 4:39 pm

Tell you what, let's move this talk over to Discussion:

viewtopic.php?f=28&t=7994
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Re: Astro Vulpus (Dead) Apr 29

Postby AcetheSuperVillain » Wed Aug 02, 2017 6:05 pm

WonderGamer Wrote:I believe I read you were moving this to Unity, are you going to provide us with a link to that thread once you have something available for testing?


So hey, I've got something: viewtopic.php?f=35&t=8281

There isn't a pornography system yet, but I'm interested in feedback for the arcade system and the overall vision of the project.

If you haven't been keeping up with the Discussion forum topic, I held a vote for what to do next, and sticking with Astro Vulpus won. So I will make something pretty close, but I still want to drop the Star Fox theme, so the new game will be Ion Tails. But then I started programming Ion Tails, and I realize I really need some time to get used to the differences in Unity. So, in the meantime, I'm making Bungaroids, an Aceroids clone with more Knarf's Quest style reward CG, and then after that will be Ion Tails. More info in the link above.
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