🔥 A Reforge for More Sandbox and Experimentation! 🔥
I want to transform this project into a more open-ended and interactive experience, moving away from a classic RPG and focusing more on system-driven mechanics and freedom of experimentation.
🎮 Here’s what this reforge will bring:
✅ More Opportunities for +18 Scenes
Through interactions, events, loot, abilities, items, and unlockable content, I aim to increase immersive and contextual scenes in a way that feels natural and rewarding.
🎠More Emergent Gameplay
Circumstances and systems will interact to create unexpected and dynamic situations. NPCs will be a priority, but this will also apply to combat, enemies, and gear, making the world feel truly alive and reactive.
🔓 More Freedom for the Player
With leveling and crafting, you’ll be able to shape your progression and play however you want. If you enjoy certain mechanics more than others, they will be expanded and deepened to fit your preferred playstyle.
🧪 A World to Experiment With and Shape
Advanced players will gain access to powerful tools that allow them to modify NPCs, their attributes, behaviors, and more. I want you to feel like this world is yours, giving you the ability to shape it as you see fit. Example: increasing the probability that newly generated NPCs have a body type you prefer.
🤖 More Dynamic and Realistic NPCs
One of my main goals is to make NPCs feel more alive and engaging. I want to create more systems to ensure that NPCs react intelligently and consistently to their surroundings. Every NPC will have a purpose, a place, and meaningful actions in this world.
🔥 What’s Next?
I want to hear your thoughts and ideas! Which mechanics excite you the most? What would you love to see implemented first? 💬
Thank you for your support and passion! 💖
Comments (2)
---"A World to Experiment With and Shape"--- I love when lewd games allow for sexual customization: let person A see nothing but Man-on-woman action, let player B see nothing but Futanari, let player C see it ALL, etc. It takes some effort, but it's well worth it in my opinion. And the idea of using unlocking sexual content / customization as a gameplay reward is good: it's very motivating to explore those mountains, if it'll get you hot lewds! But I'd be worried about locking too much customization behind gameplay-walls: If a player is trying to avoid certain content, for example, they shouldn't have to play that content in order to unlock the option to turn it off. Stuff like Big-boob/Small-boob is probably safe enough as a gameplay reward, but stuff like Futanari vs Man vs Woman is probably more essential to have as optional: some people have strong feelings about Futanari, for example. ---"More Freedom for the Player"--- 'Play your way' is a bit strange to mention so far: the game doesn't seem to have much to it other than Fighting and Sex. In many games, they'll advertise 'play your way' if it has Combat vs Stealth routes, but that feels disingenuous: plus, this game doesn't have much of a stealth system so far. Unless you mean something more groundbreaking, like the game removing combat from the game if it see's that you don't like doing it, then I'm kind of just going to assume "More Freedom for the player" is just a buzz-phrase to describe standard customization options. ---"More Opportunities for +18 Scenes"--- ---"More Emergent Gameplay"--- ---"More Dynamic and Realistic NPCs"--- These three, together, confuse me a bit: the wording is vague enough that they leave me thinking you're suggesting the game go in an "Immersive Sim" direction, like Streets of Rogue or Deus Ex. I wouldn't be opposed to that, necessarily (I'm a fan of the genre), but I'd be greatly worried that the Development of that type of game would be too much to handle. The game as it is already seems to require quite a bit of effort, so adding the many complexities of an immersive sim on top of that feel like it'd shove a "release date" back to the 2050's. If you think it can be handled, I suppose I'm for it. If not, then I'd rather a more achievable goal.
1) Yes, game customization is great and creates a purpose for the player, but for more basic things I'll leave that for the settings, like wanting a male character or not in the game. 2)on this point I'm thinking about progression especially what you do with npc and factions (not implemented yet), if you fight a lot, loote a lot and destroy things to get what you want it's a way. especially if you do it the way you play. If you use more other gameplay to get what you want, crafting, exploring and finding hidden opportunities on the map, your gameplay will be different, but in both cases you won't radically change the game. 3)I want the game content to be more npc-centric, I'm not talking about multiple level designs. I'm thinking more about the consequences of your actions. imagine fighting npcs to loot them in the human faction, the human merchant will like you less or won't want to talk to you. I also think that npcs will have a social life: if you beat up a girl in the city, the city will like you less, but her husband will want to kill you. You also have to take into account that what takes the longest is the content, not the system, so yes, making a witcher rpg is infinitely harder than a skyrim rpg. The game system is a little more complex than the skyrim game system, because when you create a system, bugs and glitches have to be fixed but that's done, when you create content, it's only a small part of the work you'll have to repeat. That's also why I want to focus more on gameplay, the system and immersion than on rpg, story and cinematics. Keep in mind that I'm not promising absolute immersion, of course with time the npc and their behavior will become easy to understand even with all the systems, but it will be a little more complex. 4) to make my game interesting before it's finished, I'll essentially be adding mechanics in a minimal version, before adding extensions until I get what I want (recently, npcs started to have sexual relationships they didn't have before, etc etc).
