![]() The stuff you do is explore the sexy dungeon and consequently learn about the perverted things and treasure inside. That dungeon idea wasn't mine, but I think it is really good because it gives you lewd stuff to do, a bunch of things to learn (related to the lewd), and lewd rewards. I focus on what the player will be doing, learning about, and being rewarded with. >How do you go about brainstorming H game ideas that are fappable? games are experimental programming so the tasks don't need to be definite steps, more like: I'm assuming the macronutrients aren't semen? One strategy to stay focused is to make a short TODO list with 3-5 tasks before you start your dev session, then build them 1 by 1. >simulating dietary macronutrient intake requirements Not the micronovels that Fenoxo pushes out, but something that lets the mind wander and allows the player to visualize their own scene vs seeing images that may or may not fit the player's tastes. I'd like to add sprite art and basic visuals when I get to polishing the game, but I don't want to dedicate the time to that before I've settled on a concept. So it comes down to prioritizing fetishes.ĭuring the rapid prototyping phase, it's going to be text based (inb4 stopped reading). Every time I play a game, I think "this is pretty neat, but it would be nice if it had too." If I tried to include all of my fetishes into the game, the scope would be enormous, and the project would be guaranteed vaporware. you're bothered whenever the in-game news discusses the violent abuse of slaves), and therefore you'd prefer an option to completely disable some of the content (e.g.That's really where the problem originates. ![]() Is that the sort of content that you're looking for? Do you object to the fact that you're compelled (by game mechanics) to perform cruel and violent actions - and hence you'd be okay with the game if there was a non-rapey way to proceed? Or is your discomfort broader than that (e.g. you're bothered whenever the in-game news discusses the violent abuse of slaves), and therefore you'd prefer an option to completely disable some of the content (e.g. The codebase is already somewhat strained, and each increase in scope makes it harder to maintain. *The trouble is: the Twine platform simply isn't suitable for a simulation game. This could help to fill out the setting ( surely an arcology comprises more than just slave-owners and whores!), while potentially making the game more amenable to "squeamish" players who don't want to be Baron Pimpo von Rapesalot. Stretching a bit farther*, we can imagine slaves working on security, maintenance, accountancy, espionage, modeling, fashion, and so on. music, singing, striptease, burlesque acts, etc). We could plausibly see skills (or even "career paths") focusing on domestic service, nursing, childcare, and entertainment (e.g. I'll concede that it would be nice to see a greater diversity of roles within the game. If the orders are odious, and if she wouldn't have followed them prior to your emotional manipulation, then the distinction is kinda moot. On the other hand, you're conving her to love you so that she'll follow orders. On the one hand, you're convincing a girl to fear you so that she'll follow orders. I'm not sure that I'd rate it as "less evil" though. You could offer SlaveMaker as a counter-example, because it presented a similar society but allowed a much "friendlier" playstyle. What were you expecting? It's a game about forcing people into sexual slavery in order to gain wealth and prestige.
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