=== Extended OP ===
=== Last thread ===
Requests from last thread:
> perhaps a little sketch of her holding her waking up? or her having giant coughs after someone admitting there love to her ;_;
Grieve-tan getting out of bed, looking all messy and disoriented
> More droidekas, doing droideka things, please.
> Or some Magnas doing Guard-y things, if you would.
> Grieve-Tan and Ventress arguing over something petty.
Maybe. Usually when a GT thread goes into full swing anons ask for the links anyway.
What happens after high school (or prep school or whatever the fuck we're going with nowadays)?
Does Grieve have any aspirations? And, if she does, how is she attaining them?
On another note, I believe someone was making a VN or similar project. How is that progressing?
> On another note, I believe someone was making a VN or similar project. How is that progressing?
Yup, that's me. It's going, inches at a time, but I work on it a little bit when I can spare a moment, trying to reach self-set milestones. Right now I'm playing around with different relationship variables and how they'd impact story choices available to the player at different junctures.
> What happens after high school (or prep school or whatever the fuck we're going with nowadays)?
> Does Grieve have any aspirations? And, if she does, how is she attaining them?
In the VN I want to try to approach those questions via a guidance counselor. For the most part I feel that she isn't looking or planning too far ahead and is pretty much consumed with revenge on the Jedi. The subject has merit, but it doesn't really have much of a place within the VN. Feels like a comic or prose would be a better place for it.
this is fucking amazing.
Star Wars finally collapses in on it's own autism.
Know how Supermoms is doing?
I think they still have threads. They're suffering the same fate, just more slowly. They're both great, fun ideas but without a really dedicated artist(s) it's just a lot of people throwing ideas out. Hopefully BQ comes back in full force, I really liked it.
Right there are three major relationship variables for certain characters (namely the ones that are meant to have their own routes, and those that are meant to be bad ends): friendship, love, and lust. The values represent that NPC's relationship to Anon through his actions and dialogue choices.
I'm considering giving Anon his own variables to help colour his interactions between NPCs, but I think that it's probably a redundancy.
Make that "camaraderie" and "affection" rather than "friendship" and "love". I tried to narrow things down with a handful of different traits, but I decided that friendship and love were distinct enough in a game like this to get by. Lust was there for obligatory lewd bad endings.
I'm still trying to fine tune my methods, but for now I want to make relationship points cap at 256. In terms of gameplay there will be a lot of give and take when it comes to building relationships with NPCs, and the story path the player takes will shut the doors on several paths while unlocking others that are exclusive to alignment (light side, dark side, or neutral).
Those too. It's too early to say how the values will affect each other with whom, which is why I wanted to try to create conditions for flags that would dictate ending behaviours, like a "yandere" end or a "tsundere" end and all the different possible flavours.
But yeah, awkward vanilla virgin sex shall be had. If the player works for it.
>awkward vanilla virgin sex shall be had
I have high expectations, you better not let me down.
Also, can we expect the lewd bad ends to cater to different fetishes?
such as humiliation/embarrassment?
Yee-ah, that's kind of a given. If the player as Anon can manage to get things like camaraderie and affection into negative numbers but rank up the lust points... Imagine.
Shoujo bubbles in the background and everything.
...Well, hopefully. But I see the bubbles in my heart.
Awkwardness is a necessity. Both parties not really sure what they're doing, going hit and miss with things they think will be sexy... Some accidents... Lots of stupid facial expressions and noises... Trying to hold off their climax and failing
I think awkwardness can be guaranteed. But accurately portraying it all will take a bit of work. It's a balancing act between expressing necessary crunch for the actual player while maintaining the first-person voice of Anon through every encounter.
Thanks for the input. I'll do my best.
I have a kink for girls being the ones to prematurely orgasm. It's not very common but I think that' what makes it sexy.
"I'm so sorry, I couldn't help it... It felt so good I wanted it to last longer..."
I know we can't expect you to incorporate everyone's requests, but my wish is for there to be a high-risk wardrobe malfunction/lost clothes scene, with Grieve just barely managing to avoid having her intimate parts seen by everyone. (or maybe depending on how the player handles it, actually getting seen...)
Tell me about Grieve-tan's pubes. I think she's not quite concerned enough with being "ladylike" to style them in too much detail, but she keeps a decent trim.
And they naturally grow in to a similar style as her hair fins
Still can't decide if playing 2 player games with yourself is awesome or pathetic.
>A long time ago someone posted a picture of a crying Grieve-tan with her shirt open.
>Another anon asked why she was crying
>Some anon (possibly the first one) responded with the most beautiful fucking paragraph about the emotions and overwhelming love that go along with sex.
>Can't find it on the archive for the life of me.
Does anyone have this or remember it? That post was so fucking beautiful and I regret not saving it when I first saw it.
>As I looked at that face, a face that has never looked back at me with this kind of expression...a face I never thought I could fall in love with. A face that could only say this...
I don't think that's the text I'm thinking of that someone posted in response, but that is the image. Thanks!
I just wish I could remember enough of the post to search the archive for it. I'm not even sure it got archived
Hm. Was it this:
> So tell me, is she crying tears of joy over the emotional and physical connection?
> I'd say that, but more just at the moment she is incredibly confused about everything that is happening at this moment. All the whys, hows, whats is overwhelming. Being happy and scared, lost and in love. There is little more she can do but overflow with the kind of emotion she so often attempts to stuff away. She'll let go this time, because the person she is letting go for, is worth that and more.
Yes that's it. I guess I built it up a bit in my memory, but it's still nice. I tried searching "tears of happiness", "why is she crying", "what is she crying about" to find it... I didnt think of Tears of Joy for some reason.
I'll see what I can do.
With what I have for the VN so far, they're slated to be "unlockable" characters, or at least very limited in terms of interaction. So far I don't have any plans to make a separate route for both or either, but I do plan on going back and fleshing out the possibility once I have the main routes down. For the most part they play the role of secondary antagonists, using the Shadow Collective bits from Clone Wars as the basis. I'm still trying to figure out the Ventress route, so they may feature prominently there as well.
Gonna make this one last post and hope by some miracle the thread survives until tomorrow
Mucking around with the crunch more than anything. Specifically the limitations of IF statements with regards to the relationship variables I mentioned above. The number of story branches and charting character routes depends on that, so I have to figure it out before I can get any further developing the storylines.
Random shitty morning sketch
That's not really the problem. The events that directly relate to Grieve-tan and the characters directly related to her and her route are pretty straightforward. It's the oddball routes and how they mesh and entagle across the six different story paths (or three, if we're going strictly by alignment) that presents the challenge. The way that Ren'py handles variables is kind of limited--or rather, I have to get creative with my coding. Ren'py documentation offers the following:
Actually, you know what? It's not so bad. I looked over the documentation and started plugging things in, and I think I can manage at least the code. Creating endings and circumstances with camaraderie, affection, and lust, however... that's what's going to eat up a lot of time. The character relationship spreadsheet I started is helping, but it needs to be updated, and I've got to hammer out better story outlines and clearer routes for character conquests.
Ren'py is good for Visual Novels where the main variables are dialogue choices, if you want to do a full "dating sim" with different stats and day-to-day player choice, you might want to consider RPG Maker VX Ace.
>if you want to do a full "dating sim" with different stats and day-to-day player choice, you might want to consider RPG Maker VX Ace.
Are there any tutorials out there? I own it, but I only know how to draw/write. I'd be interested in learning how that works.
Yeah, most iterations of RPG Maker have a huge community. For a dating sim, you mostly just need some custom code for full character portraits, you could probably do the rest with just the native tools.
Just take the standard RPG stats like Strength, Dexterity and such and make them into dating stats. Then all you need is to be creative with switches.
I really didn't want to go full dating sim, though. Stat-grinding, events, and going day-to-day and everything. When I started planning and breaking up routes by decision nodes and then playing through them repeated felt like playing plinko. I decided to add the variables in for subtle nuances like changing flavour text depending on the relationships and denying certain routes or opportunities to increase affection with specific NPCs.
In the end I prefer story-driven gameplay, and I wanted to add more weight to seemingly arbitrary decisions.
...But on the other hand, I thought a while ago that incorporating a combat mechanic would be neat, but I decided to abandon that in favour of mock combat via dialogue choices that rapidly change relationship variables.
Heh, no doubt. I've been looking for help since I started. I decided just to carry on and accomplish what I can on my own at this point, with the goal being to present "something" when I feel like I've done all that I can.
sneakyonfoota, would you maybe give us teasers? We sorely lack content to talk about and you're the only person making anything large. I'm sure thread-goers would love to talk or give feedback on anything you feel like releasing, even if it's small things like early dialogue, character lists or crunch ideas.