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Post by daisy_strike on Nov 5, 2010 20:28:33 GMT -5
The assistant who is stuck watching the rooms... you know i swear i should give it a formal name but the character you have stuck making sure the girls are doing what there supposed to be doing in there individual rooms.
Daisy
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Post by flagnine1 on Nov 5, 2010 23:48:22 GMT -5
so so quick question do you get a room to pop up only if there is a girl in it, or does it show when the room is available to receive a girl?
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Post by daisy_strike on Nov 5, 2010 23:52:12 GMT -5
that is the question and most likely if you have the rooms you have the spot rather then by the number of girls to many ifs then
daisy
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Post by flagnine1 on Nov 6, 2010 0:34:24 GMT -5
i will go on the record as saying that I like the borders it helps pull stuff from the background. so here is my entry similar to redcape's added an assistant screen (will put together later) button up top and a border to the hall monitor. stole doc's idea and did growing room frames. I am thinking they might need to be bigger to show the health and happiness (or whatever you choose) if you want to keep it. same for the master room frame except that i would just add room 1-4 and names. Attachments:
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Post by docclox on Nov 6, 2010 5:38:10 GMT -5
The assistant who is stuck watching the rooms... Oh, I get what you mean. The assistant who sits on top of the "Pens" button, so to speak. I never realised that slot had a function; I just thought it was a place to dock whoever wasn't currently using a master bedroom. you know i swear i should give it a formal name but the character you have stuck making sure the girls are doing what there supposed to be doing in there individual rooms. "Overseer", perhaps? "Supervisor?" "Guard?" So does this mean that if that box is empty there is (going to be) a chance that they girls will escape? Are you going to track things like assistant alertness and motivation? Too long on monitor duty and the overseer start to doze; the girls can tip-toe past, or just goof off when they should be training. This would be a good thing to look at for the November development. A bit of assistant love Speaking of which, how about a kitchen so slaves can practice cooking? And everyone's energy level goes down if they don't get at least one decent meal a day. Of course, you could maybe have your assistant cook ... Sorry - off at a bit of a tangent there. Yeah, I'd imagine that the slot appeared as soon as the room was built. Maybe temporarily disappearing if the carpenter took a long time to finish installing the milking machine. Or the slave you set to mage training accidentally set fire to the place... After all, you might not have a girl to put in the room, but you might still want to rest your assistant. Hmmm.... then there's the possibility of sex with your assistants. Lock down all the girls, drop the assistant into the "slave slot" in the master bedroom and you can spend some time improving your relationship with the workforce... Which would mean that there were a number of slave options that could be applied to assistants, too. Where to draw the line, I wonder.
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Post by daisy_strike on Nov 6, 2010 5:56:41 GMT -5
I always planned to have sex with the assistant as an option if all the slaves were being watched or in lockdown... its just never quite happened yet. If only the damn computers would program themselves.
Daisy
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Post by docclox on Nov 6, 2010 6:01:33 GMT -5
If only the damn computers would program themselves. Do I ever know that feeling!
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Post by flagnine1 on Nov 9, 2010 3:16:55 GMT -5
OK was bored and had nothing better to do with my time so took the original example pic daisy tossed up back in like June and made it look a little more otherworldly. tell me what you think. first pic is entering combat. there should be a text log like in the fourth pic. Attachments:
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Post by flagnine1 on Nov 9, 2010 3:18:27 GMT -5
here the character in position 1 selects the attack action. once again about the text log box. Attachments:
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Post by flagnine1 on Nov 9, 2010 3:19:20 GMT -5
now you select the target in this case Rat 1 is the victim. Text log again. Attachments:
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Post by flagnine1 on Nov 9, 2010 3:25:37 GMT -5
finally the the attack is resolved versus the target and the action box opens for the person in the number 2 slot, Mugi in this example. the back row characters have there actions pre-determined and thus do not get to select actions from a menu unless they switch to the front. There is the text log I was talking about. I also have damage received appearing above the victims head and showing in the text log. I did the bars in % for ease, but its easily switch to actual numbers. I have a few more ideas but its getting late here. Once again thoughts, criticism and flames always welcome. Attachments:
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Post by docclox on Nov 9, 2010 3:56:37 GMT -5
Good work, as ever, although I have a couple of ideas on how we might streamline that a little. Probably best if it waits until I get home tonight and can do some doodling Harking back to daisy's thoughts on the blog: over on the toonchamp forums. humbird0 has some useful flash tools for RPGMaker style games, including (I think) a free-to-use engine and an importer for RPGMaker tilesets. If you could use his code, that would save a hell of a lot of work, both in terms of coding and debugging, and from the fact that you could use some of the gazillion tilesets already out there. Randomising the tilesets so they joined up correctly might still be a pain, though. Again, I'll see about digging out some links when I'm not at work. [edit] I'm assuming your dungeons are going to be newly random generated each time we enter rather than having a persistent world randomly generated at game start as in nethack. If so, you could consider semi random dungeons; Basically the levels are random-generated, but there are designed locations within the chaos. So you can have set encounters to advance the plot, and gateway locations that open up new levels and save the PC having to slog through the whole lot again Is capturing monster girls going to be an option? There is one idea we kicked about for WhoreMaster and which isn't now going to happen: we thought about having semi-random catacombs to explore. So while the
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Post by redcape on Nov 9, 2010 6:50:27 GMT -5
Here's my take on the combat interface and system: In the leftmost of the screen is the image of your character (choosen in the character creation screen) and your girl. It can also be only your girl or your girl with your assistant. The circle and arrow with 4 direction is there to click to move your character in case you don't want to use arrow buttons in your keyboard. The two transparent frame at the bottom show the status of the player and the girl. Green bar is health level and blue bar.The blue bar can be everything (I assume there will be no magic) It can be a stamina that depletes each step and can only be replenished by eating food (maybe food from the cafe) or special attack. two icons above the girl indicate effect.. girls can gain effect while exploring. The character and girl minipic is clickable. Click on the girl minipic and you can access girl screen to equip item, using potion etc. Click on the player minipic and you can access player screen. The green circle button is a selection button when you want to attack the enemy. As you can see in the second image above, when you select a girl/player their frame turns into blue and the enemy you want to attack by her/him will turn into red if when clicked. The center is a screen where the dungeon exploration happen and where you can see your progress in the dungeon. My image is just a mockup it can be everyhting from SM tile system, RPG Maker style, nethack style, first person view style, etc. The three transparent frame at the top is enemy bar. They only appear when you encountered them. The rightmost bar at the bottom is the log. When you or enemy doing an action it will be recorded in the log, ex: damage, find secret path, etc. Background will be changed and different from each level of the dungeon. How does combat work? Basically, it's a turn-based combat. Encounter enemy -> enemy bar displayed -> The game paused. Click on green circle button on your girl/player To select them and then click on the enemy bar you want to attack, after both player and the girl have targeted the enemy, damage calculation automatically happen, the color of the transparent frame will reset and move into turn 2. The damage, action and reward each turn will be recorded on the log at the right. The psd file if any of you interested : www.mediafire.com/?gnany7jqexvvg44
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Post by flagnine1 on Nov 9, 2010 12:02:36 GMT -5
couple things red. first daisy (under the class) said he wanted a 4 character party with 2 characters in the front and 2 characters "supporting". he also wanted final fantasy drop down menus.
I designed most of the combat classes off of a three stat system hp/health (life), mp/mana (resource for magic and specials), and lust you can stun people or use as a resource for certain classes. This can be modified of course but would like to keep lust or over all arousal as part of combat as it is still a porn game. also I'm not a fan of text only combat. i would like to see even some simple slash and spell animations.
I do like that style of dungeon map tho, but would like to see an exploration map to show where I have been and what not.
I agree with doc was figuring each area has a "boss" that has to be defeated then you get a warp portal so you can return to that location to delve deeper into the area.
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Post by docclox on Nov 9, 2010 13:00:00 GMT -5
So, I was thinking two screens, RPG Maker style. This could be the exploration screen: I must admit, I'd missed the marching order requirement, so that's kind of tagged on in the four squares pattern for each girl. More detailed stats can appear on hovering the mouse over a girl; navigation is with arrow keys (or WSAD or whatever) More in a bit - need to eat [edit] Made sure the square patterns were rotated and added a health bar under the portaits. [edit] Combat screen. RL beckons, so detailed discussion will have to wait...
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