• Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
skarik I love it. Reminds me of Dune. And Out of this world.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
nickmasterx -> Those monsters look great, I can't really tell you edited with Paint... well, I can since you told, but it doesn't stand out. But you might consider making them a tad brighter/more contrast.

First video from my game:
http://www.youtube.com/watch?v=K19guy4pQ2w
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Is it ok that I'm definitely going to masturbate to this game?





Ok, so here's the final version of the system.


Your goal each battle/sex is to get max points. There's no dying. The point determine the amount of experience points you get.


There are 4 scoring factors:
Battle duration (the more the better);
Chain attacks (using moves in a specific order, different for each partner);
Maximum damage;
Pleasure;


There are 7 different moves (learned throughout the game). Each consume an amount of HP and MP. Basic "fuck" moves don't consume MP.
All moves deal damage. Some moves also have secondary effects, which are: lower own attack, lower enemy attack, increase enemy attack.


Some enemies don't attack at all. Some do, but still, they act at a much slower rate than the hero.


Each time you use a "fuck" command, your own attack is lowered.


There's also a "rest" command, which recovers your HP and attack, but it costs MP.


There are also items.


MP is replenished after each battle, but HP is not. It recovers by itslef slowly though.


So basically, battles can be really easy if you just want to finish them fast. If you aim for maximum score, they get tricky. This "tricky" is a strategy element I decided to add in the game. But it's kinda "optional".


Though there is no dying, there is a gameover. The game has a horny meter, which grows with time. When you successfully finish a battle, regardless of the score, it is lowered. If you fail (your HP goes down to zero before you finish), it raises. If horny meter goes too high, you die, gameover. So, say, if you just rush through battles, you'll get very little XP, stay at a low level, and later battles will get too difficult, and you're bound to fail. So, in a way, the game does force you to try to be successful and develop strategy.


It's done. I'll probably just have to ajust some numbers. Once I'm further along, I'll ask some help on battle testing.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
World map.


---edit---


And my level up menu:
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
This is a few days late (haven't checked my rss feeds for a bit), but congratulations on having your work featured in an RPS article.

Thanks!

The game has an official blog where I post updates now:
http://spritesex.blogspot.com/
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Terrorantula that's my idea exactly. The "little death" is the goal of every battle only implicitly, and the degree of success is based on the partner (enemy)'s pleasure and satisfaction. Making her/him get an orgasm is supposedly easy (just doing enough damage), but pleasing her appropriately is hard because you have to reach that criteria (last longer, perform specific moves, etc).

But I still can't see why the player would DIE. He could fail to please the partner, but that wouldn't be a game over.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
I won't use terms like "battle" or "attack", I just used them here for explanation.

Yes, there will be status conditions (STDs mostly). And a condom item.

I am considering taking away the death condition. Since HP = energy/stamina, it would mean giving up due to exhaustion, or just "lose the boner" or something.

I'm just not sure about the performance rating system now. One possibility is having enemies NOT get too harder, but you'd have more tools to be successful. So in the beginning you'd tend to get low rates, but as you gain levels and skills, you'd be able to get higher rates, even with earlier enemies. Does that make sense? Should I make an objective rating system (same criteria to all enemies), or make the rating relative to the enemies (early enemies are easier to achieve higher rates)?
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Thanks for the jokes, can I get some feedback now?
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
I'm making a sex-themed RPG in RM2K3 in which battles represent sexual acts. I didn't want to make a custom battle system (which would be my obvious choice) because I thought it would be fun if it looked like the Default Battle System. So I'm using an evented version of the DBS.


Originally I was going to use the simple DBS, but I couldn't make sense out of the fact that the enemy attacks you. I mean, sex is something of a cooperative act.


So here's what I came up with, and I want some input.


Battles are usually 1x1. Sometimes there's more than one enemy, but always a single player character.


There are no regular attacks, only skills, and they all turn on a switch that will trigger an event.
Every skill consumes the character's own HP.
The basic skill is f***, and it deals standard damage.
Other than dealing damage, it lowers the character's attack, which basically means that if you take too long to finish the battle, you get weaker.
Special skills consume HP as well as MP. They have additional effects like lowering or increasing your own attack, lowering enemy's attack.


Enemies also have their own skills SOMETIMES, but their speed is set to a low level so they don't use it often. They have similar effects as the character's skills.


There's also a rest command to regain HP. So it's really hard to die (of exhaustion).


The real challenge in battles is achieving a high performance. At the end of a battle, you get rated on a F to A scale. Factors that will influence performance:


- Battle duration (the more the better, that's the point of having skills that lower your own attack).
- Variety os skills used (that will depend on the enemy; some enemies will give greater rewards for specific skills, etc.)
- Maximum damage.


This rating will determine the amount of XP you get.
You gain levels as usual, but you get points to raise your stats however you like.
Enemies get progressively harder.


Opinions?

More info on the game.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
dicko I dig those screens. Love the style. Just not a fan of the character. I would expect something niftier. Maybe more cartoonish, less proportional, I dunno.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
An adult-themed side project I'm working on. WIP:

  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Suggestion: read this:

Sigmund Freud - The Interpretation of Dreams
http://www.amazon.com/Interpretation-Dreams-Complete-Definitive-Text/dp/0465019773/ref=sr_1_1?ie=UTF8&s=books&qid=1278977825&sr=8-1

It's not omg-the-ultimate-book-about-dreams, but it will give you some nice insights.

Basically, dreams are very closely related to one's personal experiences, so I'm not sure what you can get from reading random people's dream reports.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
I smile/laugh just by being told not to. I made it to 1:10 though.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Craze it looks really good. I'm a sucker for those textbox letter-by-letter sounds. Not a big fan of that default choice sound, though.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
nickmasterx: I don't really know what's going on on that screen, but I like it a lot. What game is that?

Ocean's Dream: I love the graphical style of that game.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
I need suggestions on how to improve this particular area of my city map. It's some sort of park in the center of a modern city. I don't want to make it too busy, but I don't want it this empty either. Suggestions greatly appreciated. I was aiming for something colorful.

  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Upload the save file, and tell us the name of the game--as I probably have it.

That is really, really creepy.

---

Just put the game folder in the same folder as the other rm2k3 projects.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
@Calunio: I can feel the clubbin' atmosphere on your current screenshot today! How I wish you can bring up a "video tour" on one of your maps sometime :3

Thanks, that's exactly what I was going for!
As for a video tour... http://www.youtube.com/watch?v=Dmv8pRXLvVk
A bit outdated, though.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Hows this?
http://img638.imageshack.us/img638/9524/screenshot6j.png

I think it looks better... probably a nice effect ingame.
  • Avatar of Calunio
  • Super Saiyan Sam
  • PipPipPip
  • Group: Premium Member
  • Joined: Apr 14, 2005
  • Posts: 340
Gongo that's the best looking city I've seen in a RMgame so far.

One suggestion you should try: you make the screen all gray when you open the menu, right? How about making it just a bit darker as well?