free hit counters
Forgotten God (In-Dev BE-RPG) - Page 3 - The Process Forum
The Process Forum  

Go Back   The Process Forum > Content Forums > Breast Expansion

Inflation and Process ClipsProcess Productions Store Inflation and Process Clips

Reply
Thread Tools Display Modes
Unread 08-07-2013   #25
Muhznit
The Magical Mammary Man
 
Muhznit's Avatar
 
Join Date: Jul 2006
Location: In my chair. ._.
Posts: 1,171
Re: Forgotten God (In-Dev BE-RPG)

Not quite what I was thinking, but I suppose that should still work alright.

Suggestions for your particular scenario:
  • BE God is kind of an assist. Toggled on/off during battle, but costs RESOURCE_X if available. A certain amount of RESOURCE_X is saved for emergencies (such as Cedylle falling in battle), but as progression increases, RESOURCE_X costs decrease.
  • Since BE God is an assist, there would be no need for him to have some set of equipment to keep track of, unlike Cedylle.
  • If Cedylle falls in battle. BE God is automatically toggled on and uses emergency-held RESOURCE_X to transport her to the nearest shrine for both he and her to recover. Shrines are the "Trauma Inns" of this game.

Also, a better view would be to think of the player as controlling the two characters rather than being them. That way, as a programmer, you wouldn't have to give a shit which one they players view themselves as and you'd free yourself from the complications involved.
__________________

I love 'em.

Last edited by Muhznit; 08-07-2013 at 06:00 PM. Reason: Having Shrines as Save Points is bad. Should be able to save anywhere in case someone walks in on you playing a hentai game.
Muhznit is offline   Reply With Quote
Unread 08-07-2013   #26
Bestarred
Frequent Poster
 
Join Date: Jun 2008
Posts: 123
Re: Forgotten God (In-Dev BE-RPG)

I would just like to take a moment to appreciate the phrase 'BE god on the assist'.
Bestarred is offline   Reply With Quote
Unread 08-07-2013   #27
AhziDahaka
This is a user title.
 
Join Date: Jan 2006
Posts: 383
Re: Forgotten God (In-Dev BE-RPG)

I do like the idea of the BE-God being an unspecified gender, myself. As crazy as it sounds not only guys might play this, after all, and personally I find the idea of a female BE-god being perhaps more likely or fitting than a male one.



Also, with regards to a turn-based battle system with multiple party members, I was thinking it would be neat that instead of simply having characters be however big they are all the time, they'd reach a point where they can keep themselves at a mobile size or, when they want, go full-sized.

The trick is that toggling on full size would, say, drop agility/dodge to 1 or 0, and maybe even gimp melee attacks, but give special benefits; things like more powerful spells, or MP or HP regeneration, or increased HP/defense and drawing enemy attacks, or dual-casting, or a special lactation attack, or certain types of status immunity, or... You get the idea. They could keep getting their full size bigger and bigger, and perhaps that would even increase the efficacy of their bonuses, or there could be a second tier, or whatever.

Basically, once a character became large enough, you'd choose what "oversize" benefit they want. It would act as a nice way to increase party customizability and expand the battle system mid-game, almost kind of like a class upgrade. Then they could just enter "oversize mode" when necessary (or when you just want to see massive tits), and since it's a toggle thing they can be "normal mode" outside of battle, which in turn simplifies a lot of things like navigating dungeons and story sequences. If you really have to see them at their fullest without going into combat, there can be story sequences that call for it and such imagery could be incorporated into the obligatory stats screen.
AhziDahaka is offline   Reply With Quote
Unread 08-08-2013   #28
CuddleBeam
DO THE IMPOSSIBLE
 
CuddleBeam's Avatar
 
Join Date: Dec 2012
Location: Spain
Posts: 872
Re: Forgotten God (In-Dev BE-RPG)

Quote:
Originally Posted by Muhznit View Post
Not quite what I was thinking, but I suppose that should still work alright.

Suggestions for your particular scenario:
  • BE God is kind of an assist. Toggled on/off during battle, but costs RESOURCE_X if available. A certain amount of RESOURCE_X is saved for emergencies (such as Cedylle falling in battle), but as progression increases, RESOURCE_X costs decrease.
  • Since BE God is an assist, there would be no need for him to have some set of equipment to keep track of, unlike Cedylle.
  • If Cedylle falls in battle. BE God is automatically toggled on and uses emergency-held RESOURCE_X to transport her to the nearest shrine for both he and her to recover. Shrines are the "Trauma Inns" of this game.

Also, a better view would be to think of the player as controlling the two characters rather than being them. That way, as a programmer, you wouldn't have to give a shit which one they players view themselves as and you'd free yourself from the complications involved.
-The Resource_X can be the same resource used for Summoning (y'know, the thing that replaces shops). How about calling it "Hope"? Sounds nice, eh? Its short for "The Hopes and Erotic Desires of Humanity". The more Hope you have, the more you can hope to summon a powerful dress! Huehuehue. Hope sounds like a good name? You would collect this currency as you beat people and "pick it up" from them after they have battled Cedylle and her sexy companions.

-I agree with this, totally.

-This too. Winnage. Shrines would be the same place you summon equipment too.

Quote:
Originally Posted by AhziDahaka View Post
0)I do like the idea of the BE-God being an unspecified gender, myself. As crazy as it sounds not only guys might play this, after all, and personally I find the idea of a female BE-god being perhaps more likely or fitting than a male one.

1) Also, with regards to a turn-based battle system with multiple party members, I was thinking it would be neat that instead of simply having characters be however big they are all the time, they'd reach a point where they can keep themselves at a mobile size or, when they want, go full-sized.

2) The trick is that toggling on full size would, say, drop agility/dodge to 1 or 0, and maybe even gimp melee attacks, but give special benefits; things like more powerful spells, or MP or HP regeneration, or increased HP/defense and drawing enemy attacks, or dual-casting, or a special lactation attack, or certain types of status immunity, or... You get the idea. They could keep getting their full size bigger and bigger, and perhaps that would even increase the efficacy of their bonuses, or there could be a second tier, or whatever.

3) Basically, once a character became large enough, you'd choose what "oversize" benefit they want. It would act as a nice way to increase party customizability and expand the battle system mid-game, almost kind of like a class upgrade. Then they could just enter "oversize mode" when necessary (or when you just want to see massive tits), and since it's a toggle thing they can be "normal mode" outside of battle, which in turn simplifies a lot of things like navigating dungeons and story sequences. If you really have to see them at their fullest without going into combat, there can be story sequences that call for it and such imagery could be incorporated into the obligatory stats screen.

-0: I was thinking of having the BE-God have an appearance like the character in the top left corner of this: http://betteo.deviantart.com/art/ran...cters-51993428 (On a side note, I was thinking of having Cedylle appear like Tsukushi Tsutsukakushi)

-1: A party of up to 3 sounds good to me.

-2: Breast size/total amount of process will be proportional to level. A character with trucks up front could be the fastest ninja around. I really don't want to tie "Amount of Process A" to "Stat B", because of the Warrior Cow example I mentioned before.

-3: "Oversize" sounds interesting. Maybe something like a high-level buff or something.
__________________
Thank you everyone!


My Deviantart: http://cuddle-beam.deviantart.com/

Last edited by CuddleBeam; 08-08-2013 at 04:52 AM.
CuddleBeam is offline   Reply With Quote
Unread 08-09-2013   #29
CuddleBeam
DO THE IMPOSSIBLE
 
CuddleBeam's Avatar
 
Join Date: Dec 2012
Location: Spain
Posts: 872
Re: Forgotten God (In-Dev BE-RPG)

back on that Resource_X thing Muhz mentioned, I was thinking of "Miracles".

Miracles are cards, essentially, each with an OP ability. Such as "Revive a character" or "Deal obscene amounts of damage", etc. You may use these cards in-battle, however, you may also redeem a certain amount of them for equipment. Sounds interesting, no? You're left with the intrigue of choosing either to buy equipment, or to use the cards to grant you a very powerful one-use benefit.
__________________
Thank you everyone!


My Deviantart: http://cuddle-beam.deviantart.com/
CuddleBeam is offline   Reply With Quote
Unread 08-09-2013   #30
coramorgana
Frequent Poster
 
coramorgana's Avatar
 
Join Date: Aug 2008
Posts: 349
Re: Forgotten God (In-Dev BE-RPG)

i was thinking would be great an alchemy minigame for have heal and mana potions, buffs, poisons, etc...
the minigame is about fill of magic milk our heroine (BE included) and shake shake shake the coctail inside for milk then the magic potion usable
the better you do in the minigame, more powerfull will be the potion
coramorgana is offline   Reply With Quote
Unread 08-09-2013   #31
Muhznit
The Magical Mammary Man
 
Muhznit's Avatar
 
Join Date: Jul 2006
Location: In my chair. ._.
Posts: 1,171
Re: Forgotten God (In-Dev BE-RPG)

Quote:
Originally Posted by coramorgana View Post
Something I was thinking would be great would be an alchemy minigame to create healing/mana potions, buffs, debuffs, etc... The minigame would involve the magical milk of our heroine (and some BE if possible), where she shakes her breasts to strengthen the effects. The better you do in the minigame, the more powerful the potion.
FTFY because I like this idea. Since it's a minigame, its quite easily decoupled from the main battle system, granting a useful layer of abstraction. Additional tweaks would be instead of creating potions, she creates entire dishes. Breastmilk Ice Cream would be just the start. Why? Because then she can offer them to NPCs, and we all know what shenanigans that could lead to. Overall, I would be interested in some form of creating items, even if they're only consumable.

By the way CB, when I say RESOURCE_X, I mean it as a placeholder for whatever it gets called in the end. Names are just names, the functionality behind them is never known to a computer. But having them as cards could probably work. They easily support the idea of a modular system where attack options could be added/removed on a whim. Not so fond of one-time uses, though...
__________________

I love 'em.
Muhznit is offline   Reply With Quote
Unread 08-25-2013   #32
CuddleBeam
DO THE IMPOSSIBLE
 
CuddleBeam's Avatar
 
Join Date: Dec 2012
Location: Spain
Posts: 872
Re: Forgotten God (In-Dev BE-RPG)

This game is gonna take its time, and I only have a week of programming time left, so it will be unfeasible to get it done for then.

On hold for now.

Edit: I'll still release at Sept the battle engine for you all to see.
__________________
Thank you everyone!


My Deviantart: http://cuddle-beam.deviantart.com/

Last edited by CuddleBeam; 08-27-2013 at 05:44 AM.
CuddleBeam is offline   Reply With Quote
Unread 08-29-2013   #33
CuddleBeam
DO THE IMPOSSIBLE
 
CuddleBeam's Avatar
 
Join Date: Dec 2012
Location: Spain
Posts: 872
Re: Forgotten God (In-Dev BE-RPG)

Hrrrrrrmpppppppffffff

SO TEEEMPTINNGGGGGG

HAVE YOU SEEN THIS MOTHERFUCKING GAME?
ITS TOKI TO TOWA





ITS NOT AN ANIME. ITS. A. GAME.

THAT'S RIGHT. A GAAAAAMMMEEEE.



OMFGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG



Dudes. I'm in love with this game. Its what I want to have for an RPG. I want to make the same visual effect.

Its probably out of my skill right now - but heck, I can friggin learn. Probably I could use something like this: http://www.pythonogre.com/ to make the 3d scenarios (doesn't have to be anything fancy and I already have experience with making 3d graphics with Google Sketchup and AutoCAD Inventor) then, I'll need to do then would be to make/commision/beg for the animations. Like I said before, rpg battle systems are incredibly easy to do, and Ogre already has the navigation/overworld covered, so in theory, making sometime like that should be feasible.

If I had the time.

UUUGGGHHH...

In September I'm going to have to study at uni again and work to pay my bills (I'm never going to have vacations T_T). It will be really ambitious, but... I'm gonna give it a try. I'll learn up OGRE (in my spare time at my uni's awesome student council computers.) and then I'll make a prototype. If I manage to make the prototype and I get the hype moving, I'll kickstart it or do something similar if kickstarter isn't too fond of BE RPG games, so that I can comission artists to do the graphics while I code the thing. Graphics are going to be a big thing but then again - thats the most important thing in the BE culture, right? Like, why should I stop at friggin 2D lame text-based games? How long did it take me to learn to do that? A week? I want to make serious shizzle.

But first of all, I want to get settled in Spain again, get back to the uni routine, plan my scheduele well, then start making actual progress. Until then... I'll just have it all in my head.
__________________
Thank you everyone!


My Deviantart: http://cuddle-beam.deviantart.com/

Last edited by CuddleBeam; 08-29-2013 at 01:09 AM.
CuddleBeam is offline   Reply With Quote
Unread 08-29-2013   #34
vakladros
Process Fan
 
Join Date: May 2006
Posts: 32
Re: Forgotten God (In-Dev BE-RPG)

Just to warn you Toki to Towa, or Time and Eternity, "cheats" to create the visual effect. It's using hand drawn sprites, not cel-shaded 3d models. Impressive visual effect yes, but way more effort intensive and thus expensive for a developer.

You might take a look at something like Guilty Gear Xrd for some impressive cel-shading. (Although I suspect that they're cheating at least a bit, particularly with the shadow placement).
vakladros is offline   Reply With Quote
Unread 08-29-2013   #35
Muhznit
The Magical Mammary Man
 
Muhznit's Avatar
 
Join Date: Jul 2006
Location: In my chair. ._.
Posts: 1,171
Re: Forgotten God (In-Dev BE-RPG)

Quote:
Originally Posted by CuddleBeam View Post
Hrrrrrrmpppppppffffff

SO TEEEMPTINNGGGGGG

HAVE YOU SEEN THIS MOTHERFUCKING GAME?
ITS TOKI TO TOWA





ITS NOT AN ANIME. ITS. A. GAME.

THAT'S RIGHT. A GAAAAAMMMEEEE.



OMFGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG



Dudes. I'm in love with this game. Its what I want to have for an RPG. I want to make the same visual effect.

Its probably out of my skill right now - but heck, I can friggin learn. Probably I could use something like this: http://www.pythonogre.com/ to make the 3d scenarios (doesn't have to be anything fancy and I already have experience with making 3d graphics with Google Sketchup and AutoCAD Inventor) then, I'll need to do then would be to make/commision/beg for the animations. Like I said before, rpg battle systems are incredibly easy to do, and Ogre already has the navigation/overworld covered, so in theory, making sometime like that should be feasible.

If I had the time.

UUUGGGHHH...

In September I'm going to have to study at uni again and work to pay my bills (I'm never going to have vacations T_T). It will be really ambitious, but... I'm gonna give it a try. I'll learn up OGRE (in my spare time at my uni's awesome student council computers.) and then I'll make a prototype. If I manage to make the prototype and I get the hype moving, I'll kickstart it or do something similar if kickstarter isn't too fond of BE RPG games, so that I can comission artists to do the graphics while I code the thing. Graphics are going to be a big thing but then again - thats the most important thing in the BE culture, right? Like, why should I stop at friggin 2D lame text-based games? How long did it take me to learn to do that? A week? I want to make serious shizzle.

But first of all, I want to get settled in Spain again, get back to the uni routine, plan my scheduele well, then start making actual progress. Until then... I'll just have it all in my head.
Be warned that programming 3D graphics is a metric shit ton more horrifying than working in only 2D. "Its only another dimension", one might say. DO NOT LET THAT FOOL YOU. Between shader models and quaternions and all the other crazy stuff in it, I would highly recommend you stick with 2D and just use visual tricks like this game.
__________________

I love 'em.
Muhznit is offline   Reply With Quote
Unread 08-29-2013   #36
CuddleBeam
DO THE IMPOSSIBLE
 
CuddleBeam's Avatar
 
Join Date: Dec 2012
Location: Spain
Posts: 872
Re: Forgotten God (In-Dev BE-RPG)

Quote:
Just to warn you Toki to Towa, or Time and Eternity, "cheats" to create the visual effect. It's using hand drawn sprites, not cel-shaded 3d models. Impressive visual effect yes, but way more effort intensive and thus expensive for a developer.

You might take a look at something like Guilty Gear Xrd for some impressive cel-shading. (Although I suspect that they're cheating at least a bit, particularly with the shadow placement).
I know they are hand-drawn sprites. The reason I want to go with that is that 2d animators are much easier to find that 3d animators (and 3d looks goofy imo). Plus, I was thinking of Kickstarting it. Have you seen those other guys, in the TG game? They raised a FUCKING 25,000$. TWENTY FIVE THOOOUSAND Dollars. And that's just TG. BE is as popular or more than TG. I should be able to raise a similar amount and actually invest that money in comissioning good artists/animators, instead of being a douche and keeping all of the money to myself.

Like how much can I friggin comission with all of that money? Holy fucks I don't even have enough fingers and toes for all of that. I could make great stuff. Really great stuff (plus grant a shitload of support to all of those fetish artists out there I'd commission. Win-Win.)


Quote:
Be warned that programming 3D graphics is a metric shit ton more horrifying than working in only 2D. "Its only another dimension", one might say. DO NOT LET THAT FOOL YOU. Between shader models and quaternions and all the other crazy stuff in it, I would highly recommend you stick with 2D and just use visual tricks like this game.
Dude. I'll give it a try. Just a swig. A little sip. If I puke, I'll go with 2.5D.

If not: It's the advent of a great game.
__________________
Thank you everyone!


My Deviantart: http://cuddle-beam.deviantart.com/
CuddleBeam is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 10:08 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.