New Superheroine In Peril Game Development

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MightyHypnotic
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Hey all,

I am posting this here since it pertains to superheroines but perhaps I will move it at a future date.

Anyway, here goes. I've been doing basic game development since the 7th grade. I went in a more coding direction since I felt my prospects were better at making a living as a coder vs game development (I was right)
But lately I've found myself exploring the world of game development again and I am totally hooked. I want to make a SHIP game.

The question is, what kind of game? Should it be a 2D scroller? Boring, but easiest to make. Should it be like a Mortal Kombat style game? Should it be a FPS? Hardest to code and make visually, would probably take about 2 years.

Personally I would lean towards an FPS and just start with one level and then add more later.

I would need to team up with a 3d artist and also an animator. There is also the possibility of doing live animation scans (I like that idea better, actually, since I'm familiar with greenscreen work and some motion tracking)

I'm also thinking a few of the HypVerse would make it into the game, a Blue Angel for sure, Virago and of course there would be some type of mentalist villain whose name escapes me at the moment.

So there you have it. I am open to all ideas.... I am still sorting it out and I am learning more and more how to code this every day. I am happy to share my findings in case there is someone out there that would like to either help code or fork the idea for something of their own. I feel the more SHIP games the better!

Anyway, thats it at the moment. Let me know your thoughts!
GeekyPornCritic

I would totally be interested in a SHIP game if it has adult content of course. I would recommend only original characters to avoid copyright issues, but I am sure you already have that covered. I think a fighting game would work really well.

Have you considered making a RPG Game? You can add more story and depth in RPGs. The very popular Monster Girl Quest is sorta like a SHIP game with a male hero and if you lose, then the female villains violate him (most typical femdom acts from everyday adult entertainment). I actually made a 40 minutes demo for a RPG game over four years ago. It's been so long since I made a new game.
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I have seen a lot of great RPG games made with the RPG Maker. It's an easy, cheap, and quality tool for making RPG games. I think the latest version is MV.
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Your biggest cost and time sink would be making decent graphics if you went the animated route. The more realistic, then the greatest increase in both.

Going live action might be cheaper, but then you have to decide how many branch points you want since then you would have to film each choice and whether you want them to merge. The really old arcade video game Dragon's Lair made it where if you failed to pick the right choice in time, then you died to force a path.
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Femina
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dunno how well FPS would work unless the idea is to make it from the villains perspective (and even then an FPS perspective limits your game animation potential since there's really only so many things you can do from the PoV in game development) The RPG mode has been a go to for sometime, 2d sidescrollers as well... A mortal Kombat esque game perhaps with heroine and villain characters actually sounds pretty unique.
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swampy170
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You're be best utilising an engine - either Unreal or Unity.

Depends what you're willing to invest to get the game made as to which one.

If you're happy to pay some upfront costs, and attach an initial learnign curve, Unreal is the engine of choice for a ton of AAA studios due to the ability to create a great looking game with, relative, ease.

Unity has a ton of training material and a fair amount of free content - however it's slightly more difficult to get the game to look quite as good as with Unreal.

3d, Isometric, 2d, or scroller - all those game trypes are possible with both engines.
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MightyHypnotic
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swampy170 wrote:
5 years ago
You're be best utilising an engine - either Unreal or Unity.

Depends what you're willing to invest to get the game made as to which one.

If you're happy to pay some upfront costs, and attach an initial learnign curve, Unreal is the engine of choice for a ton of AAA studios due to the ability to create a great looking game with, relative, ease.

Unity has a ton of training material and a fair amount of free content - however it's slightly more difficult to get the game to look quite as good as with Unreal.

3d, Isometric, 2d, or scroller - all those game trypes are possible with both engines.
Im learning the Unity engine, so that's the route so far....
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MightyHypnotic
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Visitor wrote:
5 years ago
Your biggest cost and time sink would be making decent graphics if you went the animated route. The more realistic, then the greatest increase in both.

Going live action might be cheaper, but then you have to decide how many branch points you want since then you would have to film each choice and whether you want them to merge. The really old arcade video game Dragon's Lair made it where if you failed to pick the right choice in time, then you died to force a path.
I agree. I've been looking at some other games and for some characters there's 8 different animations just for them standing around and those animations get randomized. So the bulk of the work would be the artwork and animations...for sure.
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Femina wrote:
5 years ago
dunno how well FPS would work unless the idea is to make it from the villains perspective (and even then an FPS perspective limits your game animation potential since there's really only so many things you can do from the PoV in game development) The RPG mode has been a go to for sometime, 2d sidescrollers as well... A mortal Kombat esque game perhaps with heroine and villain characters actually sounds pretty unique.
That's how I imagined it. A villain POV with heroines trying to get to you. Its a cool idea but it might be too much at the beginning
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Darak
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It's hard to make a game where the SHIP theme would fit in a meaningful way. I've thought multiple times about doing something like this, and in fact I started multiple superheroine game projects in the past, although I never reached the point were I could release even a small demo.

Do you plan to do a free game just for fun, or perhaps something good enough to be sold later?

In any case, I would recommend taking a look at existing DiD games for ideas, which is some kind of niche genre, but there are a lot of them. Most of them are made by a single developer or a group of developers with little or no professional experience.

Check Cinderella's Escape, for example, which is a third person puzzle with a bondage/DiD theme. The heroine is restrained and you move her around in third person, solving block-sliding puzzle rooms which include a number of 'deathtraps' she must avoid or struggle to escape. The game is somewhat crude (made in Unity by a single developer) but the concept fits the superheroine in peril genre pretty close. You can also check the sequel for ideas, although it's a very different (and IMHO worse) game.

There are a number of 2D erotic platformers, something like Kurovadis, and the genre would fit very well with a superheroine protagonist. Those are mostly platform games with traditional gameplay, but include some sex mechanic where the heroine can be captured and molested by the enemies on contact (instead of just dying or losing health). The hard part about doing a game like that is the animation and 2D art in general. Going for some retro aesthetic makes it possible to do it with a small team, but you still need a skilled and dedicated artist to pull it off. It's true to some extend that those games are not hard to make, but it's surprisingly hard to make them right.

A lot of games in the DiD scene use the RPG mold (mostly made using RPG Maker) and that makes pretty easy to add any kind of fetish content since they are heavy on cutscenes and non-interactive moments. Going to the extreme, there is a number of visual novels, too. If you are able to use video scans or 3D renders, you may want to consider some of those options, where the gameplay animations are kept to a minimum.

I wouldn't worry a lot about coding or using one engine or another. Awesome games have been made using the most crude of engines and platforms. Think about the game first, specially if you still need to find an artist, and you can find later the engine or game-making tool that will better fit your idea. It used to be the case that you had to be a decent programmer in order to even make one game, but in the era of cheap engines and asset stores, anyone can do it.
GeekyPornCritic

Here is a clip of a boss battle from Monster Girl Quest.



If you are focusing on story as I said I would recommend making a RPG game. Cut scenes can be more visually pleasing. Players can create a team of superheroines with different abilities. For example, Supergirl would have speed and strength, Wonder Woman would be the strongest woman with best skills, Flash Girl would be the fastest but weakest party member, and Batgirl would have the best gear.
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Darak
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For an example of a visual novel with a superheroine-related theme you have Cat Girl at https://store.steampowered.com/app/686180/Cat_Girl/.



The Steam version is censored, but there is a patch somewhere. The video is in Japanese but the game has a English option (Google Translate level).
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Wanted to chime in about this. Yeah a good SHIP game is lacking out there. Have to agree about an RPG, it might be basic enough not to take years to complete and if you're happy with it a sequel will let you enhance things you may have learned over the course of making it.

A Batgirl type of character or even a Wonder Woman one with a mask ala Ms Americana would be my pick. Learning a secret identity then blackmailing or stealing their identity would be some great themes to add to it. There's all kinds of adult themes running through my mind about this. So in all I say hell yeah if you have the know how I'd love to see something made.
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I don't think the visual novel approach is the way to go personally. An interactive story on one of those 'choose your own adventures' is about as good as most visual novels, half the work, and plays better to its medium. I think the whole point of doing a superheroine in peril video game at all as per what inspired this thread was to make something a little more game oriented with mechanics that serve the fetish as opposed to just more reading which we already do lots of here.
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Femina wrote:
5 years ago
I don't think the visual novel approach is the way to go personally. An interactive story on one of those 'choose your own adventures' is about as good as most visual novels, half the work, and plays better to its medium. I think the whole point of doing a superheroine in peril video game at all as per what inspired this thread was to make something a little more game oriented with mechanics that serve the fetish as opposed to just more reading which we already do lots of here.
a written version would be easier and give you more option. If you look at life selector you are only given a few choices.

There was a book series (not erotic) that did this, comic and star trek versions
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Darak
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Femina wrote:
5 years ago
I don't think the visual novel approach is the way to go personally. An interactive story on one of those 'choose your own adventures' is about as good as most visual novels, half the work, and plays better to its medium. I think the whole point of doing a superheroine in peril video game at all as per what inspired this thread was to make something a little more game oriented with mechanics that serve the fetish as opposed to just more reading which we already do lots of here.
A visual novel requires less work compared to almost any other genre. Other than writing the text it's just about a bunch of images you'd probably want to do anyway regardless of the game you want to make. It's a good introductory project for someone who is just learning Unity.

It's true though that most Japanese visual novels have little interactivity to the point of barely being a game at all, but you can use the format to do something more game-like. For example, Bondage College at http://www.bondageprojects.com/ is still a visual novel, but you have RPG-little character stats, an inventory, an influence system, choice-based dialogues, 'struggle' scenes with a point-and-click interactive component, and a lot of branching and optional content.

A RPG with a superheroine theme could be awesome too. Perhaps a first person perspective with a party, like the old Eye of the Beholder games, could be feasible for a small team. I remember a game called LiliPalace https://store.steampowered.com/app/867120/Lilipalace/ which uses this format and switches to the visual novel format for erotic scenes (when you lose a battle) and cutscenes. It is of course very crude compared to something like Legend of Grimrock but it still looks good IMHO.

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Femina
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I'm just saying that, the thread that sort of suedo inspired THIS thread was about somebody asking about a Superheroine peril game outside the norm of whats currently available... Visual novels have been available for ages... the reason that guy was looking for something new was cause there's already loads of visual novels (which aren't really 'games' anyway... just interactive literary fiction) If the idea is to just make another visual novel in a sea of visual novels that's great? I'm just saying I don't think that's where the spirit of this particular venture arose from?
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Yeah gotta agree there's so few Visual Novels that I feel I engaged in the story. Mostly it's just choose A or B then nice pictures. I think we'd all want to feel like we're engaging in some of our own kinks, a side scrolling beat em up sexual peril or RPG type game would feel like you're actually getting to engage as you like.
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Darak
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Femina wrote:
5 years ago
I'm just saying that, the thread that sort of suedo inspired THIS thread was about somebody asking about a Superheroine peril game outside the norm of whats currently available... Visual novels have been available for ages... the reason that guy was looking for something new was cause there's already loads of visual novels (which aren't really 'games' anyway... just interactive literary fiction) If the idea is to just make another visual novel in a sea of visual novels that's great? I'm just saying I don't think that's where the spirit of this particular venture arose from?
I wish we were living in a sea of superheroine-related visual novels, but that's not really the case. The genre is mostly a Japanese thing and superheroes are not really big in Japan. There are a few small titles, like the mentioned Cat Girl, and some popular series like Taimanin Asagi may have a few points in common (since female ninjas resemble superheroines somewhat) but it's not really the same thing.

I probably missed that other thread, so I have no idea what you're talking about. In any case, there are probably more 2D sidescrollers with a superheroine theme than visual novels, with games like Unbreaker or Xenotake, so I'm not sure if you would get something original following that route.





That being said, I don't think the visual novel format is a good choice for a game unless you add a lot of interactivity through other means. I'm not even a fan of the genre, to be honest. That's the reason I've pointed at some examples of games which are able to add more gameplay and interactivity to the formula.
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I'm going to play the pragmatist here and present the inconvienient truth... this project will very likely never happen. Especially the way the current discussion is headed.

Just from a budget standpoint I don't see how it could ever fall through. Having a dedicated coder is one thing, but what about art, sound, music, animations, UI, software liscences, compatability and performance optimization. That shit gets expensive real quick and it's just the tip of the iceberg.

The average game studio could easily burn through 50-100k USD just by having a fire drill. Meanwhile, most video producers on this forum bust a nut just from having to fork over $500 or so on a costume they'll reuse for year worth of videos. They aren't even close to being in the same league.

I mean theoretically it CAN be done by one person. But OP will probably be working on his own for years even if that is his full time job.

I see a lot of posts asking for more interactivity, more features, not just an interactice novel, etc. Each new feature is the equivilant of adding the cost of a used car to the budget of the game assuming you want it fleshed out and polished rather than a half-assed inplimentation.

It may be simple to say "I want the character to walk!", but that means multiple animations, possibly rigging, weighting, anim blending and/or pathfinding systems if the game is 3D vs 2D. Now just imaging if you also want crouch, jump or climbing too. And that is just the most basic of locomotion features...

Unless the game is going to be simple like a Flappy Bird clone, it will probably never see the light of day.

Don't get me wrong here. I like the idea and want to see this get made. But people here need to understand that making a video game is not a simple endeavor. Otherwise every Billy Bob in his garage would have made one already.

Consider something simple to start. Interactive novel type or something along the lines of Myst. Point and click adventure, with branching narrative choices. Maybe a simple numbers n dice combat system if you are feeling ambitious. Start with that first. If it's successful then take the next step forward on the next game.
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You could make it a board game concept but that might be too dull for millennials.
Follow this link to descriptions of my stories and easy links to them:

viewtopic.php?f=70&t=32025
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HeroineTard wrote:
5 years ago
I'm going to play the pragmatist here and present the inconvienient truth... this project will very likely never happen. Especially the way the current discussion is headed.

Just from a budget standpoint I don't see how it could ever fall through. Having a dedicated coder is one thing, but what about art, sound, music, animations, UI, software liscences, compatability and performance optimization. That shit gets expensive real quick and it's just the tip of the iceberg.

The average game studio could easily burn through 50-100k USD just by having a fire drill. Meanwhile, most video producers on this forum bust a nut just from having to fork over $500 or so on a costume they'll reuse for year worth of videos. They aren't even close to being in the same league.

I mean theoretically it CAN be done by one person. But OP will probably be working on his own for years even if that is his full time job.

I see a lot of posts asking for more interactivity, more features, not just an interactice novel, etc. Each new feature is the equivilant of adding the cost of a used car to the budget of the game assuming you want it fleshed out and polished rather than a half-assed inplimentation.

It may be simple to say "I want the character to walk!", but that means multiple animations, possibly rigging, weighting, anim blending and/or pathfinding systems if the game is 3D vs 2D. Now just imaging if you also want crouch, jump or climbing too. And that is just the most basic of locomotion features...

Unless the game is going to be simple like a Flappy Bird clone, it will probably never see the light of day.

Don't get me wrong here. I like the idea and want to see this get made. But people here need to understand that making a video game is not a simple endeavor. Otherwise every Billy Bob in his garage would have made one already.

Consider something simple to start. Interactive novel type or something along the lines of Myst. Point and click adventure, with branching narrative choices. Maybe a simple numbers n dice combat system if you are feeling ambitious. Start with that first. If it's successful then take the next step forward on the next game.
Im glad you posted this because I have an update. Actually, the chances of it happening are pretty good. The reason why is game development is getting easier every year. I am not sure you've checked out Unity and all it can do but it's incredible. I am going full in.
The artwork issue has already been discussed and that would probably be the biggest obstacle since Im not an artist. But I AM a musician. So sound and music wouldn't be a problem.
Also UI would be included in Unity development. (I've already done some animation tests as well as collisions and simple triggers. Neat stuff! As far as compatibility Unity will bake out to just about any platform that's out there. I am only interested in PC dev at this point. But kicking out an android version is as simple as it gets with some minor tweaks.

By the way, who the hell is paying $500 for a costume? Have them contact me, they are getting ripped off!

Anyway, so apparently there are sites out there that provide you with either free or paid animations. Basically here is how it works for those of you who don't know. I am going to oversimplify it and there might still be parts that I don't understand and feel free to correct me if I am wrong.

The first step is to create a 3D character. So you need a good artist for that. This 3D character also has to have a skeleton.(rigging). The animations act on that skeleton. So it really doesn't matter what the character looks like, as long as it has a skeleton that the animation can control, you'll have control over your character. I've been searching and found a bunch of animations for free. There are some paid animation packs but suffice it to say, I would probably only need to create a few custom animations, if I wanted a model to fall a certain way, or react to something that was happening to it. (Gas, electricity, magic spell, etc)

I found a bunch of KO/Unconscious animations too and I also found a test character and as soon as I figure out how to import the materials for that character I will put together a short clip to show you guys what it looks like.
So in summary the art and animations won't be as daunting as I thought but there is still work that would have to be done.

Im not doubting the time frame, it will be a while for all this to happen. But it's not impossible. Maybe the project will die at some point, I don't know. But for right now I know I am excited about learning this and I am motivated to try and make it happen.

So we'll see!
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SO I wanted to talk about the type of game I am looking at creating. I want to create a game that caters to gameplay, it's what I like the best and I don't think I could work on a project unless I was fully into it. With the novel idea, there's just not enough interactivity for me to keep my interest. I know that it's popular, (especially with girl gamers) but I'd like to try something that had a fuller experience.

I thought about the combat style games (Mortal, Street Fighter, etc) But I think that would get boring quickly. It's the same animations, same moves, you're just progressing through levels and while that would be easier to create, I think it would probably be a waste of time. Unfortunately, the type of game I want to create will be the most difficult, a 3D RPG.

I like the idea of a villain going through a level and having superheroines trying to stop him. It can be fairly simple in the beginning and I can always add on to it later. So that's the direction I want to head in. More discussion about that later.

As a side note I had an idea about 8 years ago to put Omega Woman & Dyna Girl in a Labyrinth and have perils waiting for them at every wrong turn. It's something I could still consider but it would be very time consuming for live action. However, I saw this post the other day and it dawned on my it would be a great game idea...
Wonder Girl Bondage Latex.jpg
Wonder Girl Bondage Latex.jpg (505.43 KiB) Viewed 5233 times
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viewtopic.php?f=25&t=31394

Would still need a lot of artwork but those assets could be reused. I mean, once you make a St Andrews Cross there's no need to make another one! :laugh:

So something like this could be a stepping stone to something bigger.
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Darak
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I'm glad to know this project is going forward.

You may consider something like DAZ3D's realtime license. DAZ models are actually usable in realtime nowadays and there is a huge amount of superheroine-related stuff you could use. There are even some Unity plugins and tutorials made by people who have done this before. It would still require some edits by an artist (things like hair would probably have to be replaced, and DAZ/Poser models still render a lot of unnecessary polygons like skin under clothes you could optimize away) but it may be worth an investigation.

One interesting thing about superheroines is that you could realistically have a lot of variation with just a few models. Unity supports blend shapes, which are essentially the same thing as 'morphs' in Poser or DAZ, so you could have multiple versions of the heroine model (bigger, more curvy, etc) and produce a lot of different heroines just by changing the uniform texture, the hair, and a few sliders. This approach not only saves time, you could even implement some kind of simple customizer for the player.

You may have a lot of issues trying to use animation packs for a custom 3D model, even if the skeletons are compatible. 3D suites and engines perform a lot of inner magic in order to make the same animation work with different models and the result is usually not perfect. Check Mixamo if you haven't seen it yet, it may be useful to you since not only because they host a lot of free animation, they also implemented an online retargeting tool in their site, so they more or less solve this problem for you.

By the way, that maze idea is great :)
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fighting games with superheroines and villains sounds amazing,,,maybe play as the villain and defeat the heroines in new and changing ways each heroine boss fight ends differently but the question if and interest is a pretty silly question don't you think, I mean DUH!!! of course!!!!!!

3d sounds great but plenty of nylon and spandex unitards to destroy along the way


TAKE MY MONEY!!!!!!!!
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Darak wrote:
5 years ago
I'm glad to know this project is going forward.

You may consider something like DAZ3D's realtime license. DAZ models are actually usable in realtime nowadays and there is a huge amount of superheroine-related stuff you could use. There are even some Unity plugins and tutorials made by people who have done this before. It would still require some edits by an artist (things like hair would probably have to be replaced, and DAZ/Poser models still render a lot of unnecessary polygons like skin under clothes you could optimize away) but it may be worth an investigation.

One interesting thing about superheroines is that you could realistically have a lot of variation with just a few models. Unity supports blend shapes, which are essentially the same thing as 'morphs' in Poser or DAZ, so you could have multiple versions of the heroine model (bigger, more curvy, etc) and produce a lot of different heroines just by changing the uniform texture, the hair, and a few sliders. This approach not only saves time, you could even implement some kind of simple customizer for the player.

You may have a lot of issues trying to use animation packs for a custom 3D model, even if the skeletons are compatible. 3D suites and engines perform a lot of inner magic in order to make the same animation work with different models and the result is usually not perfect. Check Mixamo if you haven't seen it yet, it may be useful to you since not only because they host a lot of free animation, they also implemented an online retargeting tool in their site, so they more or less solve this problem for you.

By the way, that maze idea is great :)
Starting from the bottom, I did check out Mixamo and I am messing around with one of their models and animations as we speak. I am having a bit of trouble with the normals in the newest version of Unity, meaning the body parts are not lining up as they should but that is more due to my noobness and not knowing how to fix these things, I'm looking into it but I should have a test animation ready shortly, which I'll post here.

I agree with what you're saying about the superheroine styles... that will be a huge time saver for sure.

I will check out DAZ3D for sure.

I also want to tell everyone, that I am very open to collaborating on this. I am basically starting from ground zero and all Im doing is watching tutorials and playing with the software to get familiar with it. I do have coding experience but there are seriously so many tutorials on coding that anyone with an INTEREST in coding could figure it out.

So even if it was just to do a small thing here or there, hit me up.
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Oh yeah, I also wanted to say, I thought about a game idea that might be a little different.

So, let's run with the maze idea, which I really like. The concept I thought of is, you start off in the maze playing the superheroine. All along the maze you fight thugs, minions, etc, and of course you will have to make choices on how to get out of the maze. If you make a wrong turn, (which there will be plenty) You'll enter a torture room with a boss villainess. Once you've entered that room, there will be a short cut scene explaining what will happen there and then player control will switch to the villainess.

You now have to defeat the heroine. Each villainess will have a unique set of weapons, abilities, etc and if the heroine is defeated, she will then be tortured in some fashion.
After that, she will be left in a death trap and she must escape. Control will then switch back to the heroine as you try to save yourself. Once you do, that room is done and the journey continues.

Now, that all sounds complex, and it is, slightly. But it can be achieved. The thing is, there really isn't a true goal unless there is some reward for making it out of the maze. As peril fans, we want to see the heroine get captured! And you'll get that. Some of you might want to see the heroine die, and you'll get that too, if you don't try to save her.
It's more about the gameplay and the scenarios. But I'm open to hear suggestions, alternatives....
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Darak
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That maze game sounds like a dream made true, although it's probably way too ambitious to be made.

I really like your idea about changing the point of view from heroine to villainess, though. A problem with a lot of ero games is that the sex or DiD stuff happens as a penalty when you fail, which is weird because you actually want that to happen (of course), so sometimes you end up failing on purpose just to watch it. Or perhaps the game is just insanely hard in order to make you fail al the time, but that is not really fun.

I'd also really love a game with a death trap mechanic like the one you suggest. A lot of DiD games have issues doing that kind of scene, as it's hard to create some kind of gameplay which would fit well. Many games are just about pressing a button continuously to struggle and get free, and that gets boring quick.

Perhaps some kind of point-and-click adventure mechanic where you need to find the weak spot in ropes, etc., could work better. A long time ago I wrote a vertical slice for an interactive fiction game where you must guide a superheroine as she escapes a deathtrap:

Image

(Interactive fiction games are text-based and mostly ancient, in those games you type commands like GO NORTH or EAT PIE instead of clicking stuff... There are even some adult superheroine games in the genre, but they usually have no graphics or very few of them). Well, anyway, the puzzle-based approach more or less works, but it loses interest once you know the solution, and I also miss some kind of action-related component, even if it's as simple as pressing a button continuously.

A death trap scene should also integrate the fetish in the gameplay IMO. For example, you could have an 'arousal' meter and a 'strength' meter which you would need to manage (so struggling against the ropes would increase the arousal for example, but reaching an orgasm would deplete the strength for a while making the struggling ineffective; this could be completed with a randomly operated vibrator which would mess with the heroine's arousal, or a fiendish detector which would increase the danger each time the heroine orgasms, etc).
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MightyHypnotic
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Wow that looks cool!

It is ambitious and what I've described would obviously be the end result but I think I could achieve a phase 1 that would be somewhat playable. I think I would be happy with a phase 1 where the environment looks like crap or very basic but the characters and animations were decent.
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Darak
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Thanks!

It's actually playable, so if someone wants to check it, just drop me a PM and I'll send the link (it's web-based so no need to download an EXE or anything, but I wouldn't like to distribute it anyway since it's far from being finished). Don't expect much, though, it's just a small scene with no sexy content yet.

If you are open to collaborations I wouldn't mind to do some 3D modelling for your game, since I'm interested in the project :). I'm not a pro though, and my time is very limited, but I'd be glad to help if possible anyway. I have some of my stuff at https://www.deviantart.com/bladebur/gallery/ if you want to check it out (it's all rendered stuff but I know my way around Unity).
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MightyHypnotic
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Dude, your models are WAY beyond beginner! That's really good stuff! Ironically, your Dyna Girl has a resemblance to Jade Indica, that's impressive!

Sure that would be awesome. I just downloaded Blender and I am bumbling through it. Basically to learn how to add skeleton and rigging to already existing models.

Yeah I agree with you about the death trap scene and probably for phase 1 it could just be a simple mash-the-struggle-button while other issues are ironed out and then the next go around it could be expanded upon like you mentioned. It's a great idea.
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Darak
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Hey, my models are limited to backgrounds, props and some of the costumes, the girls are from DAZ :)

Rigging is no small feat. Strictly speaking, you can add a skeleton to a figure pretty easily in any modern 3D app, but then you'll find the model won't deform properly when moving arms, etc. In order to fix those issues you need to create good vertex weight maps for each bone (basically fine-tuning the influence of bones over each vertex), which is a pretty time consuming and, to be honest, quite horrible task.

I'd recommend using an existing model, at least as a base. There are multiple options, including purchasing one from sites such as Polysquid, Unity's own asset store (beware that asset store stuff is plug and play, but very often the original 3DS Max/Maya/Blender file won't be included so you won't be able to customize the model or use it as a base), or the mentioned DAZ runtime license. There is also Makehuman, which is free and provides somewhat decent results.
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swampy170
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Slightly off topic for this specific thread - but Sabu (an awesome comic artist) has a game in development that would likely be of interest to most.

Patreon supporting development here:
https://www.patreon.com/sabugames/

Only Powergirl in the latest Alpha release - but certainly an interesting concept!

Something interesting to support for anyone who has some small change to spare monthly.
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MetaDude2
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Oof. I hate rigging. If you’re up to it, I’d reccomend just doing 16 bit or 32 bit models.

My only suggestion is PLEASE ALLOW CUSTOM CHARACTER CREATION! You can choose your character’s costume and hairstyle skin color eye color etc, and then powers. This could be interesting for level design too, with levels that could be open ended even though 2D and allow you to complete it even though you aren’t restricted to having to have a certain heroine with certain powers to cross it (ie a huge gap that will be super easy to cross if you have a flying heroine, but you can still cross it with a nonflying heroine by completing a platforming challenge, but also have obstacles in the air or later on in the level in the air as well so that it won’t just be a breeze playing a flying character). Alternatively you can have levels specifically tailored to certain abilities (a sky level that requires a flying heroine to pass certain nessecary obstacles or an underwater level for a water heroine), but that wouldn’t be very fun creativity-wise, you don’t want to restrict a player’s imagination.

Can’t wait to see those game-over scenes, and I think if your character loses they get captured and harnessed for their energy and the player gets to use all kinds of devices on them.
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lionbadger
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What about just modding something like saints row 3/4 which already has character creation, super powers and the like?
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Darak
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lionbadger wrote:
5 years ago
What about just modding something like saints row 3/4 which already has character creation, super powers and the like?
Modding is just way too limiting IMO. Even something as Skyrim, which is very mod-friendly, makes it hard to do things like having custom animations, restrict player actions, or add custom interactions with custom scenery props. You are essentially limited to the gameplay of the original game, and everything which goes beyond reskinning 3D models can be a huge pain, or even impossible to do, depending on the game.
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lionbadger
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have we done this chap with the villain simulator?

purports to have a "sexy fighter" game in the works too

https://www.patreon.com/ZnelArts
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If really interested in an FPS, you should consider the doom/quake engines as they would give you the ability to develop both characters and levels without having to code the backend.

Me, personally, I prefer text style RPGs and good descriptive writing.
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lionbadger
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I dimly recall that Mr X (late of this parish) was trying at one point to make a Ms Americana side scroller crica Streets of Rage
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