/hgg/ - Hentai Games General Bunker

Lewd Games Bunker Bunker Bunker Bunker

(You probably don't need to) SAVE THIS FILE (any more): Anon.cafe Fallback File v1.1 (updated 2021-12-13)

Anon.cafe will shut down as of 00:00 UTC on 15 March 2024. Announcement here.

Max message length: 20000

Drag files to upload or
click here to select them

Maximum 5 files / Maximum size: 20.00 MB

Board Rules
More

(used to delete files and postings)


Welcome Back.


/hgdg/ - Hentai Game Dev General - Third Times the Charm Edition Anonymous 09/30/2019 (Mon) 08:43:43 No.12
Be the greatest ideas guy in the bunker! Talk about game ideas and development here.
Open file (200.14 KB 850x1145 k.jpg)
first for cute feet
Is there a reference for designing eroge / hentai heroines? Or anyone want to share experience in designing characters?
Open file (2.02 MB 1920x1080 dungeon.webm)
I got time and tickrates sorted out for my roguelike/df-style thing today. It's not much, but it was the final piece I needed to get done before starting work on the AI, which I'm pretty excited to get into. I hope that off-color tile in the menu bothers you.
I'm working on a kingdom management game with an indepth population system. I'm starting to work on the the ai too, my game is day-based like the Era games, where you have a specific amount of time in a day to do things. It's quiet a long time but it's there to encourage you to automate your kingdom with advisors who do work for you. Naturally, you can fuck your advisors and those who are more loving of you are less likely to plot against you. These plots range from simple things like siphoning income for their own gain to trying to take your spot as ruler. There isn't any pre-made positions, it's more like, 'Damn, I don't like handling the mining, let's get a guy to take my mind off it'. You can tell him what he can do himself and what he can do alone, for example, you set Gustav as the head foreman of XYZ mine. You can tell him that if they find a new vein, he should just do expand to that vein every time, but if the mine floods, he can't handle it himself and has to come to you. Each event has a 'commonality' and a 'severeness' rating, which I still need to balance. If the commonality is high or the severeness low, Gustav may choose to handle the issue himself, if he does, he may come to you and be like 'look did I do good?' or he may just choose not to trouble you at all. There's a whole bunch of factors that affect this decision making, but other characters can then come, and rat out Gustav if they know he did something by himself, typically they won't, but if he does something that hurts income, lies to you, well, let's say you fuck his wife and she likes you more than him, she'll rat him to you, alternatively, she'll use it as blackmail for Gustav to get him to do something. While I started off basically trying to rebuild freecities and improve it, it's become more akin to a simulation of the upper echelons of the roman empire, with all the plotting and everything. I'm taking care to not fuck it like dwarf fortress with the progressive slowdown by hardlimiting the amount of actions npcs can take, as well as the amount of npcs that do have actions. Once you get big enough, do you really give a shit about what some random captain does? The player can change these in the options settings, it's just a number they type in. Alternatively, you can just fuck it and choose not to expand past your limit whatsoever, remain as a small tribe, and just fuck every woman in the vicinity.
So, CK2 meets Free Cities? I'm deeply interested.
>>456 Basically, although the more I play Free Cities, the more I hate it. This started off as my version of FC but it morphed into this abomination after a while. One thing I hate in Free Cities is how it stops being a game that you do things in after a while, and simply becomes a manager. Oh more slaves are born, send them to school, oh they're trained, send them to the sauna, oh, they're without quirks, fix their teeth, fix their health, oh they're done, send them to the brothel, get the next batch of kids. Call it laziness or me being a faggot or whatever, but that's just not fun. Then there's things like the sex system just being a glorified CG library but without the art. I know that anons are hard at work improving the project, but it's just not my cup of tea, I prefer the era games where the sex is more like 'this position', 'these modifiers'. There will be a fighting system, but I've not decided on it yet, duels are easy to make, and the most basic of basic turn-based jrpgs system is in, the only change to that will be adding more shit, more weapons, more spells, more everything. I'm designing, trying to think of, a battle system for armies that isn't just this rpg shit. It will be more complicated, but it's supposed to be realistic in that you assign your advanced tactics at the start, what happens if they do that, what happens otherwise, you give them to your captains, who all have minor stats like aggressiveness, defensiveness, subordinate-ness (how likely they will actually listen to you). The captains then lead your men into battle and you can give basic orders, such as fullcharge, full retreat, left flank charge, things like that. As you get more levels and unlock more skills, these become more indepth.
>>475 I certainly disagree with distaste of FC as I find that manager loop enjoyable along with the struggle that is reaching that level but I do understand your point and actually respect you a bit for having the balls to go and make your own thing. The world is in dire need of more of this autism. Regarding the lack of depth in the sex system of FC, I couldn't agree with you more. Now that you mention it, how will be the gui? Will it be in the style of Era games or more like that of FC? Your project puts you in a position where adding terrain (and to a lesser extent, weather) mechanics are unavoidable, I'm sure you're already aware of that but just in case. Overall, it sounds good and as I've stated before, I'm interested in seeing this develop. I'm not a coder nor have any experience with making games but if you're ever in a need for some free bughunting, I'm willing.
>>481 When I get it to a good enough level, I'll just upload it here but for now, it's just me. Sometimes I send it to my brother to test but I don't like annoying him. For the Gui, the best similarity I can give is probably FC, it has the same dark theme, although that's not exactly unique, and it has you clicking on buttons rather than words, apart from when there's an event or dialogue, then it looks almost exactly like FC. I'm trying to get fucking graphs and pie-charts to work, and at first I had a slave-display screen like FC but it got scrapped for a table, which also doesn't work because I fucked something yesterday and want to slit my wrists. Currently, terrain is unimplemented because I'm trying to make it work on a map, ala ck2, but I can't be asked to draw out a map and I don't like the province system. If any of you have seen Supreme Ruler, that's the ultimate objective, that game has the entire earth projected onto a hex grid, with each hex being 16km2. There's more than a million hexes in game but it somehow doesn't run like shit. I want to design a real life weather system, with droughts and cold winds and something that isn't just rng, but the more I think about it, the more I'm afraid I'll just make it run like shit so for now weather is unimplemented. If by the end of the month, I can't think of something up that doesn't have hundreds of calculations, I'll just make it random with each year, the game choosing 'yearly weather', so there'd be a 5% of a drought year, a 50% of a normal year, there'd be modifiers added to this, like a 25% to get a heavy winter. Then the monthly weather would be tied to the corresponding yearly weather, if it chose the drought for example, the last rains will fall in spring, and it won't rain again until Winter, the temperature will rise above the average, and there won't be as much wind. Only thing I don't like with this is that it's just arbitrary and random, but it'd be easy to make and only have <20 calculations.
>>508 If you plan on it being a real-time strategy instead of a turn-based more akin to War in the East then you'll have to deal with the calculations present in the seasonal variations of crop output, water capacity of rivers (as in floods or the rivers getting too shallow to support fleets) and etc. >fucking graphs Getting a graph to work properly is enough of a hassle, getting a fucking graph (in the sense of a graph related to fucking) to properly work... God may send us all help.
>>512 It won't be real time because I'm not smart enough to make it real time. It uses the Aurora 4X system where you can skip 1 day, 5 days, 10 days, up to 30 days. The only difference is that if an event or a message pops up, it stops skipping days and takes you to that event and message. Also yeah, Graphs make me want to fucking kill myself, I'm not even on the fucking graphs yet, I'm just trying to have a pie chart to show how many Germans, French, Poles etc etc you have, and how many are men and women.
>>513 I've been thinking here and a question came up: What will be the role in and out of combat for mages? Will they be demolition teams, healers, frontliners (mage swordsmen, for example) or multipurpose (like the mages in Youjo Senki)? Magic would likely change human warfare by a large margin.
>>522 I don't know how many people will be turned off by this, but the world is mainly a way for me to get all the pieces I want on the board and at the starting points. It's set on Earth, but all technology has been wiped out by a Carrington-class solar flare, and then the next day, portals with fantasy monsters opened up from another world. There isn't any logical reason I can come up with this, maybe the EMP that wiped out technology was caused by them? maybe not? The real reason is because when I see fantasy races of humans, I don't care about them. I've not been raised in that world, and I don't have much attachment. There's exceptions of course, Nords in Skyrim I can be attached to but even then, the Nords are just Scandis. I put my knowledge of Scandis onto Nords to relate to them. If it's just a completely different people, like Andorans, Saldeans, Tyreans from Wheel of Time, I don't give a shit, these nationalities become labels that people just attach to themselves, whereas in real life, being German is so much more than just being called a Kraut. I want to manage Germans, Franks, Japs and Americans, I don't care about Mirians, Blathians and Dorians. Added to this, I also like Elves, Dwarves, Dragons and the like, I also want to fuck them but I want to fuck Japs and Ruskis at the same time. It's mainly because of the slavery mechanics too, enslaving a real life race is simply more exciting than enslaving generic humans. The fantasy races lead us to magic, magic has only started leaking into the world through the portals, and it affects some humans more than others. It's done through catalysts, which can be anything, a gem, a stick, a stone. Gems are much better catalysts than just sticks and stones though, and a lot of the humans still haven't really learned much magic but basic healing and basic combat, it's up to the player to either study magic by themselves, have someone else study it, or talk to the fantasy races and buy knowledge from them. Or just fuck them into submission and have them spill their knowledge that way. There's two types of magic, channeling and ritual magic. Both require catalysts but rituals require long rites and are more power, channeling is just fueled by willpower. I don't like the idea of hard limits like a person only being to know one type of magic at once, so the only limiting factor is lifespan, eventually, mages die of old age, you may have a super-wizard who knows everything, but he just spent 80% of his life learning to be that, and he's just not as fit as he was when he was young. In combat, I've not really thought about it yet because I don't know if the player should be allowed to field large battalions of mage. I don't see why not, but it destroys the mystique of magic if 20% of soldiers know how to use it. I've thought more about the peaceful, day to day parts of life that are affected. Weather being controlled by air mages, ground being fertilized, fires being put out not by channeling water over them by hydromancers but by a pyromancer just walking up and snapping the fire out of existence. Mages sensing for precious minerals in the ground and things like that. The game is more about managing your own subjects than about armies fighting.
>>524 I got ya, the problem I see with this is: If there's a way, it will be turned into a weapon soon or later, so you might want to think about the weaponized possibilities for the rules of magic in your world. Examples: A group of well trained, well coordinated air mages bringing forth a tornado to either stop an enemy landing or to destroy a fortress. Earth mages doing the opposite of what you pointed out and basically doing the whole Carthago delenda est thing and etc. It's also necessary to consider the mixing of magic types, think about a mage mixing fire and earth to make a blacksmith's job easier or having hydromancers and geomancers cooperating when building a canal or dam. >In combat, I've not really thought about it yet because I don't know if the player should be allowed to field large battalions of mage. I think it should be allowed as long as mages are expensive and situational, being unable of constant use due to the high exhaustion rate and attrition. Also, going in the dutch/chinese way of doing things, mage could be used to destroy dams to flood the battlefield, stopping the enemies at the cost of, well, lives and land.
>>527 I like those examples and I'll add them to the list, I didn't really think about mixing of elements yet but thanks for the extra ideas too. I agree with you on the mage battalions, and it's actually changed my mind on the issue, there shouldn't be any reason that armies can't be composed of mages, it's just harder and more expensive to do. If you pool all your magic into one force, that force will be unstoppable at the expense of every other army. Also the idea of salting enemy grounds is fucking great.
>>529 I mean, what are we supposed to do after defeating an enemy country we have no interest whatsoever of annexing or vassalizing? Also, the mage army may be unstoppable but they can't keep spamming attacks like archers when supplied because, well, MP isn't a supply you can mass-produce, right? That brings me to something for the lategame only: An industrial nation will, eventually, discover how to power machinery using the gems in a way that allows to drain the MP present in nature itself. Think about tanks, trains and ships absorving the MP in the area they're in to move, therefore denying the use of any spell reliant on energy outside of the mage's body. These things would be the ultimate weapon but not without issues. Any such unit wouldn't be able to keep fighting in the same place for too long as it would drain all energy and eventually shutdown. Also, the environmental damages would be insane, think about a lair of dragons going extinct due to magic pollution. This weaponized tech isn't really necessary but it was fun to think about. (A Great War with magic vehicles and accessories that allows anyone to use war spells with enough training... That would ruin a continent or two easily.)
>>530 Adding to that, such technology could be, if the player aligned with the goals of human supremacy, the weapon to bring down the humiliation of mankind, the weapon to return the world to its original owners.
>>530 Game is actually planned to allow the player to get technology through research or just finding it. You won't be re-activating nuclear reactors in 30 years but you won't spend 500 years in the dark ages either. Because of how quickly you can skip through time, I don't think it will be too much of a drag but if the player dies, you will play as the offspring, there's ways to extend your lifespan through magic if you really want your artificial character although player death isn't implemented yet because I'm not round to that section. I'm handling the worries the npcs have now because it's a core foundation of the system, I think adding more technology is just adding more bricks to the wall, there's little that's actually reliant on it, same with adding more player skills, it's mainly just fluff. It's the character interaction that really makes or breaks the game I think. Today, I started the cheering people up system, it's slow progress because characters are comprised of 24 scales which affect there character and responses have to be written for the ones that apply. I also write at least 3 different versions of each response so that it doesn't become repetitive. I like this part in Free Cities, where when you have sex, it's not the same scene that plays all the time, there's slight variation and I try to have that in everything I have.
>>556 >You won't be re-activating nuclear reactors in 30 years but you won't spend 500 years in the dark ages either. And that's why I said late-game only, which, in my view, would be around 1300 in a full campaign of CK2. >you will play as the offspring Do you plan on making it so the player can guide their offspring to specific directions? Think about the whole education mechanic in CK2 but adding fetishes to that? Also in that topic: It should be possible for NPCs to try and pull a Wu Zetian on PC's offspring (being a concubine of the PC while seducing his offspring, proceeding to become a concubine of said offspring when the PC goes dead. That would allow for the PC to actually groom specific slaves/concubines for their offspring. Also also, incest is a must have in this situation, it can be achieved by having the PC grooming a daughter/son to a concubine for the heir, or by having the heir enslave/seduce their siblings after taking the throne or even through a civil war caused by the dispute of power in a large empire that lacks proper bureaucracy. Also, also also: It should be possible for an NPC that is in the family of PC to try and seduce (even rape but less likely for obvious reasons) PC's offspring, which would allow the PC to execute, exile, imprison or even enslave said NPC through the whole "treason" argument.
>>561 Education system is something I've not even started yet if I'm honest, but it won't be CK2's 'click a focus, set a teacher and maybe get an event every now and then.' I have no issue with incest, so it will be in. Most fetishes will be in with the only hard line I refuse to write is gayshit. Cuckshit will be kept to a minimum, there'll be plenty of you taking wives from people, or you fucking other girls, but there won't be detailed scenes of your women being raped. The only reason it's in in the first place is because it's too unrealistic for your women to be some sort of angels that only like you, but it will be manageable. I'll just be upfront and say that scenes with cuckoldry (with you as the cuck) and (male) homosexuality will never go in.
>>567 Alright, that makes things a bit vanilla but it's totally understandable. You won't add homo, therefore I must ask: Are traps gay?
Open file (723.59 KB 470x680 Remove Trap.png)
>>569 I'll add scat, guro, torture, body mutilation, incest, lolis, rape, golden showers, parasitical organisms, mindbreaks, egglaying and handholding but no gays.
>>573 >handholding You absolute madman! >but no gays And that didn't answer my question: Are traps gay? I stand with the viewpoint of Count Dankula: https://www.youtube.com/watch?v=46m_l3t2OuI
>>583 Penis >= 2 = Gay It's simple math.
>>611 Fair enough.
>>611 What if it's just one guy masturbating? That's pretty gay but it's only one dick.
>>573 I wouldn't mind anything in that post besides scat and piss but considering your determination not to add gay shit, you're probably never adding futa into the game so into the trash it goes.
>>634 >futafaggot = filtered
>>640 >I want guys attached to the dicks instead of girls It's either that or lesbian sex and I don't know which is worse.

Report/Delete/Moderation Forms
Delete
Report

no cookies?