Devlog 19: Fighting System (Prototype build) (Public)
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Comments (6)
Face a female wrestler and her comrades in fights of type SB catfight, physical, sensual and a bit theatrical. And many other small stories of the same kind, which give body and warmth to the world. The skill tree would be simple, cozy, easy to understand, but rich enough to allow many builds. We could create a wide variety of warriors: succubus, beastmen, monsters, robots... Each with its own style, personality and animations. For visual inspiration and tone, we could tap into games like: Lost in the World of Suxxxubi, Suxxubus Affection, Forest of the Blue Skin, Sxcubus Farm, Spooky Milk Life, Ero Janken GHOST, Suxxubxs Hunt, Pretress Lxst... as well as in boards and illustrations found on Pinterest and Pixiv. Of course, a game of this scale would be colossal. But with the right tools and by taking inspiration from the work of designers like Zell23 or Shimofumi-ya, it becomes much more realistic. And to greatly facilitate the development, there are two particularly valuable applications: JADX and Il2CppDumper. They allow you to analyze in depth the code of an existing game, to understand how systems are built, and to avoid rebuilding everything, retesting and rebuilding again from scratch. It’s a huge time saver, and it really changes the way you create. There you go. It’s still a loose idea, but it means a lot to me. I would really like to discuss it in more detail with you, if you’re interested.
Hi, thanks for the praise! Regarding the idea, of course such large-scale ideas are exciting, but as a developer I want to explain something. Large worlds are very difficult to create even with a small team, the idea you described requires the involvement of many resources and talented artists, which is expensive and difficult. And this is not touching on the most important problem of game development, the basic idea and gameplay. Such a global idea of the world has too many elements, the implementation of which can be very difficult when you start making them. The plot, progress of the passage, backtracking, quests, complexity and growth of the hero during the passage. There are many elements that require attention, and the larger the game, the harder it is to implement it. I understand that your idea is a global game that you would play 100% yourself, but the implementation of this idea requires a lot of work and resources that I do not have. Therefore, if you have a desire to start development, you can try to start it yourself. I would be very happy to play a game with such a plot!
To escape, the hero will not only have to leave this colossal dungeon, but also defeat one of the bosses of the castle, then cross different territories: peaceful villages, an icy Antarctic region, a dense and mysterious forest, a burning desert... Each area would have its own atmosphere, its own inhabitants, its own dangers and its own temptations. What would make the game even more immersive would be discreet and suggestive cinematics. For example, the hero seeing in the distance poor men being made "xxx" by beautiful girls, or women gradually transforming into succubi... Scenes that force nothing, but leave a lasting impression, between fascination and unease. The game system would revolve around 2 bars: a se? uality bar (which rises with each encounter and influences certain interactions), and a mana bar. There would also be two important discussions related to the capture of the hero: a first, more naive and confused, and a second, more lucid and emotionally charged, once he began to understand the real nature of his captors. In the script, I would really like to include small side stories, cozy and a bit naughty, that enrich the world without burdening the main rhythm: Infiltration phases where the hero disguises himself as a warrior woman to approach certain targets. In exchange for a relationship, he could gain some health points and experience. Helping a cute little girl, a young incubus who has lost her hair clip, stolen by a cute and slightly flirtatious little girl. The hero could give him a nice little punishment... then return the barrette to him in exchange for a key, a chest, experience, or a rare object. Defeat a rebellious, proud and indomitable woman. Face a female wrestler and her comrades in fights of type
Otherwise, I really wanted to tell you: you do a remarkable job. Precise, neat, attentive to details... We feel that you take the time to fully understand what we are asking of you, and it’s noticeable. It’s rare and really pleasant. I’ve had a few game ideas that have been running through my head for a while, and I’d really like you to develop them one day, if you’re interested. One idea in particular I really like, and I would like to share it with you in a more complete way. Imagine a hero lost in a huge dungeon. A dungeon that extends over several floors, with secret passages, hidden rooms, labyrinthine corridors... A bit like a big living castle, dark and mysterious. The game would be a 2D side-scroller platform with beat 'em up combat phases, very similar to Lost in the World of Succubi. Same type of graphics, same fluid animations, same fighting feeling, same dreamlike and sensual atmosphere. The hero is an ordinary young boy. His friend has disappeared, kidnapped by a group of beastmen. At first, he imagines them as evil, violent and wild creatures. But the reality is quite different. He himself ends up captured. And what he discovers is that their goal is not to destroy the world... but to dominate it in a much softer, more insidious, more... intimate way.
I tested Demonette Playtime. The game is simple and strange. For the puzzle at the beginning, I honestly didn’t understand anything about the meters and the pieces in the order. I just did this randomly, the directions are blurred and we don’t really know what to do with it; it’s more of an instinct and a risky test. The puzzles must be fun and stimulating in the sense that it must be complicated, but at the same time nice (so as not to turn the rhythms into frustration). It would be cool to have settings at the beginning of the game to choose the shapes and the character’s wardrobe as you showed. All that’s missing are some details of the plot, dialogues, and a nice story.
Life in Tribe is a great and incredible game. It’s an excellent work that I really appreciate, for me. You can clearly close the project, the defect I encountered: • The final fight: There is no indication as to whether a character has been perfectly filled or if their quota is higher than that of the queen. • Fishing: Very difficult to obtain all the fish; the price is low, so it’s hard to have them all. You should be able to buy them even if the price is high. • Maybe add more animation in the trips and add a few positions with the females of the tribe. Otherwise, the game is excellent, nothing to say about the work. Whether it’s on the external or internal details, you can feel that he has had hours of work. @chimerazak
