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Monster Girl (Survival) Game

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Hi there,

A while ago I worked on a game, but it didn't work out because of technical issues and work-related stuff. I have a few months off now, and I've been working on a new version which I will be releasing soon.

The game is based on the monster girl survival game that gets posted here often. I was just wondering if anyone would mind sharing the little things they like about this concept? A big thing would be "I like Tanuki Merchants", a smaller thing would be "I like that they can make you rich by setting up a shop while I'm out".

Thank you in advance! I'll answer any question you might have. Meanwhile, MGSG and Slime Girl thread!
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Slime girls, currently the only companion you can choose at the start of the game.
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2/4 - Cooldown getting longer
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3/4
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4/4 - Insane cooldowns, welp
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I'll be in this thread for the next week months, meanwhile I'm going to talk to myself. Personally, I'd love to have a Shoggoth maid at some point.
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A litte about the game, you start with a dream that convinces you to become one of the many alchemists in the world. You pick a companion, do some work to create it using alchemy, and BASICALLY travel the world together. There is a storyline, but you don't have to follow it to the letter.
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Seems nice. Have a bump.
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You can pick a few companion's at the start, and unlock others further down the road (mostly stronger companions like Dragons).
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>>6704464
Thank you, kind person!

The game's mechanics change depending on you the companion you pick. For example, a Slime girl is based on a dominance / submissiveness system, where she can turn into different types of Slimes. Queen slime, parasitic slime, red slime, etc.
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Some companions will fight for you in battle, some of them will help you, some of them have no use in battle. For example, the Slime Girl will use her body to increase your strength, defence OR nothing in particular depending on the order you give it during combat.
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I want to finish the first quest, quest log and shop before I release it. The game wont be done on release, but I'm making the engine myself, which wíll be pretty much done at the first release. I made the engine so that I can create tools in the future, which allows anyone to create content for the game. I'd be reviewing it first, etc. It's a very neat system.
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I'm going to have dinner, I will be back in an hour, maybe two!
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>>6704456 Why do I have the same image twice, sorry about that.
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Sounds really cool but I am curious will some monster girls become obsolete later on in the game or will they all still have their uses?
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>>6704518
First of all, thank you for your interest in the game!

You don't need specific Monster Girls to progress; Rather, every Monster Girl opens up a different (not necessarily better or worse) way to play the game.

The plan is to allow the player to choose Monster Girls based on their preference.

As you can see in the screenshot, companions have stats. While it is true that some companions will give you higher base stats, in most cases it shouldn't matter too much. There are however monsters, as I've said before, that have no combat utility. Having them with you for a fight will make the fight harder (not impossible), but you can always switch companions temporarily.

Tl:dr, No monster girl will become obsolete, every companion will offer a unique experience in some way.
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I used to have a different GUI, but that gave me technical issues and increased development time significantly.

Once the game comes out I'll be looking for artists to commission to create a GUI and monster girl drawings/art.
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>>6704544
Ooh, I like the look of this.
Will the fairy be in a group of ten or a singular individual? Fingers crossed for building up a sixty nine strong fairy harem.
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>>6704564
Oh, that looks interesting. I haven't seen it before, mind sharing where it's from?

My original idea was to give the player 3 fairies. The Slime Queen is technically multiple monsters, so I guess at some point you should be able to have more fairies.

For now I'm focussing on creating the core mechanics and optimizing the engine. It will make adding new companions a lot easier. I have the option of copy pasting one companion's text for dialog and just call it a day, but a proper companion will require a lot of work once the game really gets going.

I would probably pull up a poll to see what companion people would like to have next.
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This sounds pretty dope so far.
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I like this project. Have a slime.
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>>6704612
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Hm. Are you wedded to the "you create your companion using alchemy" part? If I'm gonna be boinking someone I'd rather not be effectively her father.
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>>6704577
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>>6704612
Fun fact that those comics ended in this YAAAYYY
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>>6704649
That's a fair point; I'm not sure how it's phrased in the game currently, but my orginal idea was that the process creates a talisman which binds a certain type of monster girl to you. I'd have to check the text!
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>>6704612
Appreciate it!

You can name your companion whatever you want, and your character too. I am not sure if that's a good thing..

You don't have to "download" the game, it's a browser game. You have to create an account, but it's just a username, player name and password. The reason for this is because I want to create a unique experience, no cheating or save modification. Not everybody might agree with it, but I hope that in time, I can be forgiven for my design choices.
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Looks like a nice game. How can I play it?
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I'm planning on releasing it within 2 weeks, 1 week at the earliest. I could release it in it's current state, but the previous version had just as much content (albeit much worse performance and scalability-wise). I want to show some new content when I release it, or I would feel bad.
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>>6704452
Certain monsters due to power disparity are often found in groups and others are solitary, lizardwomen legionaries for instance travel in small war bands, but the dragons or Anubis monsters are always on their own.
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>>6705121
Do you have a website or something we can follow?
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a /d/ game must have dickgirls!
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>>6705126
Sorry, are you asking if some companions will come in packs? If so, yes. Some of them will.

>>6705128
I do have something running, but it's old and dead. I'd rather wait a bit longer until I set up a new website.

>>6705137
But ofcourse!

I would be very interested in hearing about your favorite Monster Girl and what makes them your favorite. I would keep note and see if I can add it to the game one way or another.
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>>6704984
Gonna have to question your game design decisions here.

Is the game multiplayer in any way, or is a "unique experience with no cheating" literally the only reason you have people create an account?

Sorry for the trust issues, but unless there's some player-to-player interaction or something, you may as well make it something that can be played offline.

I mean honestly if you want to just make savescumming inconvenient/non-viable in a single-player setting:

* Quick saves: When the save is loaded, it gets immediately deleted. Any time the game saves, it immediately exits. Can still be exploited if you copy/paste the save file when not playing.
* Checkpoints: Ensure saving can only be done at certain parts of the game. Forces players to do a bit of travel before they soft-reset whatever, but no one likes re-watching cutscenes.
* Autosave: Save after pretty much every important action Still vulnerable to copy/paste, but the game must be restarted after each failed action in order for savescumming to be effective.

Finally use seeded RNG and save the seed in the same file to ensure that no amount of resets will alter the end result.

I'll need to know what you mean by "unique experience" in order to properly critique that, but it sounds like it involves forcing RNG on your players, and that's a no-no.

Also, contributing cowgirls.
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>>6704452
It sounds like you have a genuinely good idea going, and not only that you seem pretty passionate about it which is only even better.

In terms of preferred monster I personally enjoy Dragon related monster girls that are a bit athletic body type wise. Futa, or not both are nice.

You should definitely consider setting up a dev blog once you get the ball rolling. This is something I'm already very interested in.

I wish you luck.
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>>6705194
That's fair, thank you for your contribution and for sharing your concerns.

I'm not saving personal information of any kind, and I wont ask for them either. I realize creating an account for something that could be a singleplayer game is strange. There are multiplayer aspects to the game that I am planning on implementing at some point. They are a little too big to just summarize, but I'll be sure to discuss them on release.

The part about RNG had me thinking for a while, about what that really meant. The first examples that came to mind were game overs, critical strike mechanics, bad decisions that make a character dislike you or change critical story points. I must say that I hadn't thought of this as a problem before this, but it's a problem I am trying my best to avoid by making choices and mechanics clear. If you can give me an example that has you worried, I will do my best to share my thoughts on it!

Thank you again for your interest in the project.

>>6705212
I'm very excited to share my idea/work with other people and hear all of your thoughts on the subject!

I started working on the game because the idea of having a monster girl companion seemed cool, but more specifically I wanted to create a world that seemed alive and had an economy that affects the state of the world you live in.

Thank you for sharing!

I'm going to get some sleep soon. I'll be sure to read and reply to anything that gets posted here. I'll try to post more images too.
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>>6705194 here.
>>6705238
I'm concerned with common flaws in game design. I'll list the things that annoy me while posting cowgirls.

First is RNG. There are three main types of RNG:
Readable: A random event is going to occur, you have hints about its result, and time to decide whether or not to trigger it.
Writeable: A random event is going to occur, and you might not know what its results will be, but you can influence or constrain them.
Shit: Neither of the above. You have no idea what you're going to get and no way to control it.
The first two are the good kind that you can use to flesh out a world and create the baseline for what the player builds off of, and provide varying challenges for them to conquer. The latter is shit that's just used to artificially pad out a game's playtime. Don't do it if you love your players. As an overly-strategic bastard, I want to know how good of a decision I made so I can judge my next one. Similarly, from a software engineering perspective, the more RNG occurs, the harder it is to effectively test your stuff.
If the player makes good decisions, they should be rewarded with more optimal use of their time. RNGsus shouldn't arbitrarily punish them based on what they ate for breakfast that morning.
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>>6705340

Second is coupling unrelated systems.
If your player can configure what abilities they have on their equipment or with enough hard work and determination, make some monster that's normally a squishy-wizard type into a tanky-berzerker type, you're good. But if you force your characters into roles that conflicts with what the player desires, that's shit. Imagine getting to have a nice cushy tech job, but you have to wear some stupidly itchy uncomfortable uniform just because some corporate asshole says so, despite the fact that it does not in any way enhance the quality of your work. That's how a lot of players feel in a lot of games. The player may say "This sword's design is so badass but its stats suck". The programmer should say "Why should its stats stay sucky instead of being made better?"
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>>6705342

Aaand I'll just stop at loot systems because I can go on longer than I'd like to admit.
Do not. Under any circumstances. Provide me with shit that I can't use. If I'm playing as a wizard, I better get wizard drops. I don't need my inventory clogged up with Legendary Warrior swords. "Just sell them!" you might say. "Save me the trip back to town!" I say. And what's with these junk drops that only exist to be sold? If you don't have a crafting system, Save your artist the time of drawing them and your players the time of collecting them. Everything that pops out of an enemy's corpse should be either consumable, equippable, combinable into one of the above, or the primary form of currency. Above all, it should be tailored to what the player would be interested in.
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>>6704959

I'd like that more, yes. I'd like it even better if the process was entirely consensual on her part, rather than requiring magical force.

I do want to note that I appreciate the work you're putting in on this game and don't want to be demanding -- I'm just the sort of player that will pretty much exclusively go for equal partners, and that would be part of it. If it's just a small text or dialogue tree option, I'd certainly appreciate it!
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>>6705153

>I would be very interested in hearing about your favorite Monster Girl and what makes them your favorite. I would keep note and see if I can add it to the game one way or another.

Competent equals that have their own goals I can help with and are willing to help with mine.

If I recall correctly, the only two obviously "good"-aligned creatures were the angel and the unicorn, and they were both submissive. Although she wouldn't necessarily be my choice, a holy-themed equal could also be nice. Perhaps an archon, or other angelic warrior?
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Some idea's I would love to see in the game:

A base of operation with at least a Tanuki merchant, Cyclops blacksmith, Arachne tailor and a Kitsune that can give Magical enchantments

Optional Side quests/Dungeons that gives rewards (new companions, Alchemy schematics, ect)

Pixel art

The game looks great so far and I would love to play it. Also do you have a Patreon or someplace I can donate to help you with the game?
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>>6705340
Thank you again for elaborating, much appreciated! I will definitely try to avoid the shit-RNG. So far I feel I'm doing an alright job to avoid frustrating RNG mechanics, but if I ever do implement such a mistake someone will point it out and we can work on a solution together.

>>6705342
When we're going to create new companions I'm planning on writing down how I think such a monster girl would work in this world, and what it would bring to the table that other companions don't. If my initial thoughts diverse too much from the general concensus, we can discuss it and see what needs to be changed.

I share your concerns on items; I personally hate it when I find a badass weapon and it sucks, forcing me to use something else. I want to add a transmog functionality or at the very least reasonable stylistic progression.

>>6705347
I didn't flesh out a "class-system" as of yet, but once that does come out I'll make sure to add a smart-loot system like Diablo 3.

>>6705399
The entire process is consensual for mutual benefit. You are however given options while talking to your companion that increase or decrease their affection towards you. I can imagine some of them will have unconditional love towards you when they become a companion, whilst others feel neutral at best.

Thank you for your input, much appreciated!

>>6705417
Definitely on the list of unlockable companions. Since there is a morality system, not everyone will be able to unlock all companions ór they will start with negative affection. I haven't really worked this out yet.
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>>6705586
That's exactly the kind of thing I'm aiming for. Capitalism, Ho!

I would love to have some pixel art at some point, but I'm not a pixel artist and would have to comission someone to make it for me. For this reason, I would like to set up a Patreon page. There will not be a patreon or kickstarter page until I atleast have a proof-of-concept set up and get a lot of feedback.

The first release will be very important, because it will contain the core game mechanics. This means that I can still change the core of the game at that point without having too re-write much of the content. I want to know if the writing feels natural, the world feels consistent and "lively", the combat is interesting, etc.

I definitely appreciate the support and will discuss the subject a bit more once the first version come out!
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>>6704700
Gimme the mystery box!
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>>6705892
Mystery Mailbox?

Like I said, I'd prefer a Shoggoth maid. She probably wouldn't be much for combat, but she'd make my other companions and me comfortable, no questions asked. :3
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Welp, this player gave in to the slime's demands more than he should have.

Just finished a system where you can ask your companion what it thinks of you, nice.
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How about having some desert ruins as a dungeon with a pair of Khepri concubines waiting for you at the end?

A fancy new home base for you and your girls, that incubus transformation to help you get swole, and two extra fighters between you and whatever happens to be trying to kill you.

Come to think of it, will groups of characters like imps and fairies each get their own turns in battle, or function as one character that hits multiple times?

>Al the Chemist punches the Golem, dealing three damage!
>Luna Child the Fairy casts Soothe on Al's broken fist, healing ten damage!
>Star Sapphire the Fairy feeds Sunny Milk a Herb of Dexterity, raising her DEX stat!
>Sunny Milk the Fairy tangles the Golem's feet with duct tape, tripping her!

>The Centaur tramples Al the Chemist, dealing fifty damage!
>The Fairy trio cast Soothe on Al, healing eight, eleven, and fifteen damage!
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>>6706071
if you decide to put in a stash for stuff you don't want junking up your inventory, can it please be a "tamed" mimic?

I love the concept and eagerly await a chance to play.
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>>6706081
>>6706116
Currently the only monster is a regular slime, so I haven't had to think about this yet. It's something I'll decide when we get to that point, but it's fairly safe to say they will get multiple turns.

I like the way both of you think! That's exactly the kind of things I want to put in.

On the subject of inventory space; You have a few slots, your companion has a few slots (combined into one inventory for convencience sake). A mimic would have the added benefit of giving you much, much more space. :3
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I'm always down for more /d/ games.
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any plans for pregnancy?

It's so hard to find good content for it that isn't an End Screen or named VH.
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>>6704452
I like what I've seen thus far. I'm into corruption and parasitic entities, intelligent or not, and those seem to be in good shape here. I especially have liked pretty much all the demonic allies, most parasitic ones, many of the undead ones and the Dark Priest Acolyte (especially her).
I'm uncertain about Dark Matter Alchemist as she seems completely unhelpful, except for "follow and scavenge what I get bored to play with" scenario.
I wish I'll find this when it's complete, especially if it's possible to get one or two extra allies during the game.
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>>6706686
I hate to disappointed, but no plans on this in the near future. Can always be discussed later!

I didn't really "avoid" it for any reason other than setting mechanic-boundaries to make the project realistic.

>>6706721
At the risk of sounding too optimistic/unrealistic, I have no plans to leave any monster girl out. I'm sure we can find a function, story and place for all of them at some point.

That does bring me to an issue I had in the past though, I wasn't sure what I should do with all the companions. There were a lot of options, some of which were:
1. Leave them in your house, which would probably mean you should be able to expand your current house or buy new ones in certain areas.
2. Leave them where you found them, "call" them when you need them through magical means.
3. Somehow keep them all with you at the same time or switch companions by going to their area and picking them up.

My favorite option is option 1, but that could get to be a little too much if you have a lot of companions. Maybe I'll go with a mix of all 3.
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Small update, I have to finish / improve the battle system, create a store and then finish off the first quest. The battle system is almost done, the store will take some time and the first quest will take about 10 minutes to finish.

I'm planning on setting up a site and test version of the game on sunday.
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>>6706842

You have a magical setting. You have an excuse to be flexible.

Ideas:
* The player can summon a monster OR teleport to the monster's realm and back, freely. Monsters are allowed the same privilege.
* Shrink/Growth spells allow you to have a harem of literal pocket monsters.

Whatever you choose, try to implement it in a way that the code's not a pain in the ass to change later on. Service Locator (http://gameprogrammingpatterns.com/service-locator.html) is a good programming pattern for this, since it's pretty much an approximation of the game mechanic that allows you to not give a fuck where the monstergirl's located, just that she's available.
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>>6706842
That's all good, still gonna keep my eye on this. Figured I'd at least ask since you're so early in the development.
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>>6704452
Charybdis.

There literally isn't even any other viable option.
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>>6706963

Good luck surviving early-mid game with a single partner while you get Charybdis to warm up to you.

Jinko Hunter/Thunderbird Sovereign are easy mode as they are independent and don't really rely on your relationship to do stuff.
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Is there a way to make your mg companion act slightly different?

I love the jinko but here she's a bit uncaring and that ain't good
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I wish there was a more general size character...
I like the Giantess, but I would rather be shrunk so all the monster girls could be big.

I didn't see a monster girl like that...
Did I miss it? I saw that imps can change their own size, but it didn't mention player size.
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>>6706918
Wow, that takes pocket monsters to an entirely new level.

The main thing that makes this project tough but extremely rewarding is it's flexibility. If I take some time to make the right tools, basically anyone could add any kind of content to the game. It is a very flexible engine and quite easy to use; I'm sure a locator function would be no different.

Thank you for your input again and I will check out the link!

>>6706948
There is going to be pregnancy in game, but not as a long-lasting mechanic. It will be part of a scene most probably. We'll see, I'm happy to oblige depending on the speed of the development process.

One flaw in the current project is the fact that males and females have entirely different scenes. This is ofcourse awesome in a way, but it also doubles development time for new content. I might keep it this way but just switch out the "parts" used in smaller/bigger scenes.

>>6706963
What do you think the function/use is of a Charybdis?

>>6707078
Those would probably be mid to late-game unlockable companions. This doesn't mean the amount of content they get is any less though!

A lot of companions will have content in the game even before tou can actually unlock them, if that makes sense.

>>6707080
There is a submissiveness/affection system that I want to expand on. Short answer, yes, there is already a system in place that makes companions like you more or less depending on your actions and certain conditions.

>>6707244
There is a character creation process that is very easy to expand on. Currently I made it so you can change your appearance on demand, I might turn that off at some point though.

You can set your height from very small 1.50m to "giant" 2.10m
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There will probably be a class system. Alchemist, Fencer and Time Mage. They are functionally equivalent to classes in other games:
Enchanter, Swordmaster, Warlock

I want each class to feel unique, so the class you pick will have an impact on how you play the game.

Guess who teaches you fencing?
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>>6705153
My favourite monster girls are voluptous Kitsune and cute demon girls (horns and tail, wings optional). I'll give you an example here: You have heard of Corruption of Champions, I presume? If not, go check it out. Anyway, in that text based rpg, there is an area called Deep Forest, where three kitsune sisters live. A blonde, a futa red-head and one with black hair. My favourite of those three is the blonde, because if you defeat her and have the right consumable in your inventory, you can put her in one of three states: Lust draft (or Fuck draft, don't remember which) makes her extremely horny and she begs you to fuck her. Lactaid makes her tits (temporarily) grow larger and make more milk. And finally, Oviposition Elixir makes her pregnant with eggs (my favourite, I love girls filled with eggs or excessive amounts of jizz). the red head is my second fave. I really wish I could make the blonde my lover and have her live in my camp, 99% of my play time would be spent fucking her and making her belly bulge out and her holes gape.

Now, if I were you, I'd save the pixel art for last, and make either a text game, or use some RPGmaker or Unity or whatever for the prototype. You want support? The more groundwork you lay out, and more you can show off and actually let the player EXPERIENCE, the better. Now, I don't care how you do it, all I care about is that you do your very best and deliver a product that YOU are happy with. And should your first product fail, try again. Even when you aren't entierly happy with the result, show it to us, and we can give you feedback.

Now, I have a question about the player character: do you intend to let us create our own character (a la CoC), or will we choose between two set characters, one for each gender (a la Pokemon). Just so you know, the former will take a helluva lot of time. I again will refer to Corruption of Champions (since that is the closest equal to this that I can think of) and the file editor (CocED).
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>>6707576
I'm a very active user of CoCeD, as making your ideal character in CoC the intended way is a huge pain in the neck. There are also tons of options: hair lenght and color, breast size, legs, skin colors, fur, wings, horns, tails, etc, etc. Needless to say, you have a lot of work ahead of you, just saying.

But if you keep working on it, constantly try to build it, then improve, you can achieve something big. Just look at Yandere Dev, the creator of (formerly named) Yandere Simulator (To be changed to LoveSick(: A Yandere Simulator)). He provides updates on a regular basis, and has been working hard for, what, two or three years now? And he does pretty much everything on his own (well... at least 70 - 80% on his own). That is the level of dedication you have to aim for. Now, I don't think he would have as big of a following if he didn't provide a demo for the game, which has proven extremely popular (it was even banned from Twitch.tv. Yeah, not kidding, look it up. Yandere Dev even posted a video about it). You have to dedicate yourself to this, you understand? Dedication! Determination! Dddddooon't give up! Ever!

Here is another tips for you: Cut the game up into smaller pieces. Never start out trying to make a multiplayer rpg, you'll never make it 100% scientifically realistic, and with dragons (a reddit meme about game development). Instead, try to make multiple games out of this one big game of yours, so you can learn the basics. It's all about building it up and learning what goes where. It's alright to have ambitions, but you also have to be real about it. It will be time consuming and frustrating, but the more you work, the further away from the deep end you go.

I wish you luck in your endevour, Jval, so here: have a kitsune elf with some overexaggerated body proportions cheering for you. You have a lot to do, but I believe in you!

Well, I'll believe in you when you have a demo to show us. Remember: groundwork, dedication, and small steps.
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>>6707576
I have played CoC. I found it when it started after playing Nimin Fantasy Flash(?) I have a thing for tails, and Kitsune's have the best tails for sure.

Pixel Art is definitely last on my list, simply because I can't afford to commission it and I can't do it myself. I'd also rather not invest money into the project without knowing if anyone likes it.

It's currently a text game, create with an engine I'm making myself. There are literally no limits to what I could make, which makes it hard not to get ahead of myself and put the important things in second place. So far its going alright though.

To be honest, I'd love to put the project on Patreon, but I wouldn't even think about doing it if I didn't know for sure the project had a good future. I want to finish all the core mechanics, show my writing style and future goals, THEN get a bunch of feedback, adjust the game depending on feedback and then we'll see.

Screenshot shows the extent of the current character creation.

Thank you for your thoughts!

>>6707592
I'm not entirely sure to what extent I will be making use of the options the player is presented with. Currently the only possible companion is a slime girl, and it can just adjust height according to your height. It has different dialog based on your gender, but all other aspects of the character are neutralised ("your hair" instead of "your long black hair").

Honestly, with my current text-parsing system it's extremely easy to add that sort of thing. What isn't in the parsing system yet is changing entire texts based on a player's features, just gender.

The succes of Yandere Simulator is amazing, I didn't realise it was doing so well until you mentioned it. This is definitely the kind of dedication I'm willing to put in. Heck, if this game has a future I'd quit my job and wave my family and friends goodbye! Well maybe not that last part. DETERMINATION -_-

To be continued, message limit..
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>>6707592
The game has gone through multiple iterations, and I've learned a lot from it. This is basically my third attempt, and it's so much better than the first one. It might not be perfect, but it's mine and I'm proud of it. I started working on it once a week almost 2 years ago, but only now do I have an insane amount of time to work on it and actually make it into something amazing (hopefully).
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>>6707592
I forgot to say, thank you for your advice and support. Have a lamia!
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>>6707620
That sounds great. I hope you will expand somewhat upon the character creation later in development, though.

Well, since I have you here, how will you handle sexual content in the game? Like, will it be full on /d/-style hentai, sex everywhere, or will it be more of a side thing?

And yes, kitsune have the best tails. Big fluffy tail. I'd love to spend time with my kitsune waifu and help her groom her tail.

>>6707636
A lamia is fine too, but when it comes to Monmusu, I prefer Polt, Tio, the centaur and Arachne. Especially Polt, she is just delicious (sporty girls are amazing).
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>>6707644
I will, but I'll need some help to see what people want in terms of options.

When I first made a demo, I advertised it as an erotic-themed monster girl game. There is sexual content in the game, for sure. The thing is, it's avoidable if you really want to. To an extent, the focus lies on the storyline and relationship with your companion(s). I can imagine some companions don't like it when you reject them, some don't mind, some might hate you for it, etc. It's a little bit hard to predict before I actually start working on a specific companion. I'll have to see what feels like a natural response from a specific monster girl.

I just checked out TiTs Patreon Page, what happened there...
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>>6707670
What do you mean? Has something happened? I don't really pay attention to TiTs outside of the updates Fen posts on his blog. If anything happened, then I don't know.

I really only play these games for the sexual content, the story is pretty much just window dressing. I can see this game as having a lot of flags, which I imagine must be annoying to program. However, I do see this game as having potential to be vanilla as fuck, and that would be pretty cool. Lots of sugar-sweet romance. Personally, I wouldn't mind spicing that up with a chastity belt. Being the sex slave of a kitsune, or the Arch Imp endlessly teasing me, denying me any sort of release. I would love it if the Kitsune-Bi could possess the player and cause all sorts of erotic mischief, as well, but now I'm just rambling. But seriously, though, if you can, you really should make an editor so we can fast-forward to whatever scenario we want.

Aren't you worried about writing all of the girls? Their personalities and how they interract with each other can be a serious mess if something goes wrong in the code. Plus time consuming. I feel a slight worry that you'll grow tired of writing, and the quality in writing would then drop visibly. That would be a real shame.
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>>6707677
It's just that the amount of money he gets is huge, I'd probably go insane if I were him. He probably deserves it. The money, not the going insane part. Anyway!

The game really changes depending on your actions and companions. A slime is pretty vanilla, a parasitic slime will be hard to control and will probably try to have sex with you 24/7.

About the editor, I could do that. When there is a need/demand for it, I can focus on getting that up and running.

This is something I've come to terms with, and hopefully others will too. I am going to work on this game at a steady pace, but monster girls will be added one-by-one. It might take years before all monster girls are added, unless someone decides to write it themselves and I can add it to the game. I am not going to ask people to help contribute content, but I'm offering it as an option.

Sometimes when reading my text I feel it's too short, I just re-write parts or expand it. Although I'd like it if that didn't happen after I release new content, it's probably going to happen at some point. It's not necessarily a bad thing, but I don't want anyone to think I just "rush out content because I can always change it later".

I've had a period where I just couldn't get a word out and lost motivation, but that was mainly because I was having trouble with other things in my life. This is no longer the case, and so far everything has been going smoothly!

Thank you for contributing images, I'm currently writing the battle system. Hopefully I can get that done today. I was thinking of creating some sort of tutorial-fight first...
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>>6707682
Hey, a lot of games take a long time to come out. Recently, two guys released a game they had been working on, with a development time of, what, thirty or fourty years? Maybe less, but either way, it had taken them an insane amount of time. I'm happy I could help in some capacity, however small, and I'll keep my eye out for you work.

Actually, when you get far enough, you should make a blog. Like a throw-away gmail account or whatever, make a simple blog, and post updates there. Would make it easier to keep my eye on you [spoiler]ifyouknowwhatImean[/spoiler].
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>>6704452

I'll be honest: I don't get this set of fetishes/fixations--that is, the "monster girl" idea.

Would someone please explain the appeal?

(Not, I mean, to criticize. I am really curious.)
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>>6707715
That's fine, for me the appeal is the attractive looking but dangerous monsters that cater to a wide array of fetishes. Their physique optimized to entice and attract. There's a monster girl for pretty much every fetish.

I could write an entire book on this. Technically I am. You should read it when it comes out, maybe it'll be interesting!
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>>6707715
Different people, different reasons... For example:
- girls with cute accessories (kinda like catgirls and shit)
- exotic appeal in general
- fearboners
- good compatibility with some other fetishes, like bondage, vore, inflation, etc.
- "natural and believable" femdom
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>>6705153
Holstaurus. As long as you give her affection, and love her once in a while she's as docile and loving as you could want.

Plus you know, the great stonking huge fucking tits.
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Do you plan on hardcoding the data, or will it be moddable?
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>>6707715
There are a few things I like about monster girls. The first is that many of them are dominant, but in more of a gentle, protective, and lustful way. This is different form most femdom, which is all about degrading the man and denying him pleasure. I hate that stuff. I want to be a treasured possession and coveted sex object, not a subject of mockery and humiliation.

Another thing about them is that just about all of them have the ability to induce uncontrollable lust, multiple orgasms, and so forth in their male partners. I grew up with a lot of sexual repression, so the idea of a lustful frenzy is very appealing to me.

I also like how monster girls show a lot of sheer DESIRE for men and the male body. They lust for men the way men lust for women. I don't like how mainstream society and most porn doesn't consider men or their bodies to be beautiful.

Basically, think of all those fantasies women tend to have about being beautiful slave girls who are always naked or half-naked, and have handsome dominant masters who fuck them into unbelievable ecstasy and also care for them, provide for them, and protect them. Monster girls provide that for men. I have to admit I'm mostly into the monster girls that look mostly human, because the appeal for me is more in the sexuality and gentle femdom aspect than the actual monster aspect. However, it's really hard to find that kind of thing in mainstream porn, whereas it's the norm in monster girl stuff.
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>>6707837
>This is different form most femdom

*different from
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>>6707809
Nothing is moddable, but I will create tools at some point so people can create their own content if that counts.
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>>6707840
Cool, I'll be able to add some spanking in it.
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>>6707837
Really insightful, thank you for sharing your thoughts!
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My favorites are definitely the Amazon Warrior and the Succubus Temptress. I love the role reversal of a muscular warrior woman dominating and protecting a more slender, physically-weaker man, and aggressively fucking him with her forceful and animalistic sexuality. It's like Conan in reverse. Succubi have the obvious appeal of being literally made for sex. They usually have various magical abilities as well, like shapeshifting into whatever their lovers want, being able to keep men hard no matter how many times they cum, or increasing pleasure sensitivity/orgasm intensity/sperm production/etc. Both are dominant and treat you like a prized possession or beloved pet like >>6707837 described.

I like to think they'd forbid me from wearing any clothes because they want to admire my body and because they'll both spend so much time fucking me that it would be a waste of time for me to ever get dressed, but I'm not sure what consequences that could have for combat effectiveness. Hmm.

Maybe our strategy is for me to use myself as bait. I stand there naked in the open and lure monster girls in. Once they find me, the Succubus uses her powers to induce such lust in them that they're easy prey for the Amazon to come in and tear them apart. Maybe I have to endure being raped by the monsters for a little while, but ultimately, it all works out. As a bonus, maybe the Succubus draws some power from the sexual energy of the monster girls before the Amazon gets to them. This makes her powers grow even stronger, which makes her able to distract monsters even longer and makes our MO more effective as her power increases. I'm sure her increased sexual powers would have very positive applications on me as well. Maybe she grows to love and value me even more because of what I'm willing to put myself through for her benefit (even though a few minutes of rape by monster girls isn't really that unpleasant, if it's ever unpleasant at all).
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>>6707869
Continued: I suppose another issue is what kind of norms the societies of this world have around nudity. Since there are only a few humans and the world is presumably dominated by highly sexual monsters, I could see it being acceptable for humans to be naked all the time.
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>>6704452
>cat
>submissive
confirmed for not knowing shit about cats
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>>6706842

Re: how monstergirls should travel:

For some of them listed in the images at the top of the thread, it seems clear that they stay put in one place on the map: the Holstaurus farmer is a firm example of that. Some of them are freer to wander; since you already seem to be implementing affection, I would suggest that more affection means they're more likely to be amenable to a request to accompany you at the start of a given trip, which is only available if it's an environment they're willing to enter. It would also make sense if some of the even more independent ones occasionally request that *you* accompany *them*! For instance, the Cyclops Metalworker will request that you join her on a metal mining trip, or an imp may suggest "let's go find someone to prank." Vice versa, a *very* independent girl would announce that she's headed off for a while and will return to whatever home base you have later; you get the opportunity to request to join her, which she may or may not appreciate depending on her personality.
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>>6707515
>Those would probably be mid to late-game unlockable companions.

Hold on. I thought you picked 2 monsters from the 5 lists you posted at the beginning.
This isn't a survival game then? I said they would be easy mode because you would be able to focus on reaching the goal, since you didn't have to worry about other things like building the relationship or hunting or defending. But if the objective of the game is fuck your companions then there is no point in giving them boons and flaws.
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>>6707515
Sizefags here,
I was thinking more along the lines of .05m

How else am I supposed to fit inside a cooter?
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>>6707611
Careful with that "there are literally no limits" attitude. In the world of computing, it's easy to create a combinatorial explosion of content, but another to be able to control it in a granular manner, i.e. what most of the original monstergirl descriptions require.

You might have a slime in place right now, but have you at least hammered out the basic requirements for what you'll have to come up with for every monstergirl?

Just skimming, I see the major data points are Height, Weight, and Orientation. The first bullet is a pokedex-style summary, the next is two are vague descriptions of their abilities, then the last is a location description. Only those first three details are formatted well enough that they can be decently integrated into your game *mostly* seamlessly. (Dark Slime's variable ht/wt, Dark Matter's wt being infinite, Doppelganger's everything, Dullahan's orientation that depends on her head status)

You'll likely have to go against a lot of the original descriptions if you didn't put much thought into your engine.

>>6707840
You miiiight want to hammer out those tools early on. If you hard-code everything first, it'll be more difficult to make an editor for it later. What I'd do is write up a single hypothetical monstergirl designed to be as convoluted as possible in such a way that she pushes the engine to its limits, make an editor capable of creating/modifying a monstergirl that complex, THEN add the rest of the monstergirl content since they'll all be much simpler.
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please tell me there might be a combat scene or event where basically your companion comes to your rescue or takes damage ment for you? I love that kind of shit
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>>6708068
The game is inspired by the monster girl survival text game. I haven't really talked about the settings or mechanics of the game yet, aside from sharing that there is a main storyline.

I guess I should share a little bit about the setting. You start out as a regular human, a dream awakes your curiosity about Alchermy and the path it could set you on. After creating your companion, you're not sure what to do next so you wander around town. You get your first quest, figure out some dodgy stuff is happening in your town, you try to fix it, you make some choices and tadaa; You're free to leave the city from that point on. A little vague maybe, but you'll just have to wait and see for yourself!

>>6707869
That would be a very interesting way of implementing "fights", I'll keep this in mind!

>>6707879
I think the magical collar has something to do with that.

>>6707872
The world is pretty much the same as in other monster girl games, with a few differences. Monster Girls áre considered dangerous, but there are plenty of monster girls that live in the human cities, because they pose no real threat. An example that comes to mind is the Dhampir.

Slimes however, are not considered friendly. They aren't too dangerous, but you wouldn't want your childeren to (literally) run into them.

>>6708062
Inside the city, your companion communicates with you through magical means. When in a fight, if you're in a remote area, you "summon" your companion to your side. Outside the city, they will travel with you... or you travel with them, sometimes.

>>6708076
Fair enough, I'm sure that will get into the game at some point! The possible content of this project is endless.

>>6708429
I hate giving a short response to someone who has taken their time to share their thoughts, but this is exactly the reason I started with a slime. They have a lot of options; They can fight for you, they can fight with you, they can talk and move, they can transform, corrupt, contd.
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>>6708429
change personalities, etc.

The entire engine is written in such a way that I can either use an existing companion as template, override parts of the system or create entirely new systems.

I want to make sure every companion feels unique, so I can imagine combat might be completely different for some companions, whilst others have basic mechanics and only require different text.

I appreciate the feedback, definitely stuff to keep in mind!

>>6708723
At the very least, the first time you lose a fight your companion saves your ass. I'm sure this will be a recurring theme to some extent.


Side note: I'm thinking of changing the engine to a "single player" system. Currently there is server-side interaction for a lot of mechanics. I did this for several reasons:
- Unique items for events, supporters, etc. so players can't just hack them into their inventory
- "Real" economy, a global market. Would make the whole merchant thing a lot more interesting. I guess I could just simulate this in a singleplayer version
- More unique experience, no players messing around with flags and other editors.

Down-sides:
- Performance becomes much more of an issue
- The client to server side interaction is harder to maintain
- Increased production time because of security and the above
- People wánt to edit their saves/account, who am I to stop them. I could make tools for this anyway, but that would be a lot of work that I wouldn't have to put in if the game was singeplayer.

Note, by multiplayer I don't mean you can play with friends. I mean that there are systems that interact with other players, but you wouldn't even notice. The entire game would look and feel like a singeplayer game.

Any thoughts on this?
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>>6706081
>luna
>star
>sunny

I see what you did there.
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>>6708856
>The world is pretty much the same as in other monster girl games, with a few differences. Monster Girls are considered dangerous, but there are plenty of monster girls that live in the human cities, because they pose no real threat. An example that comes to mind is the Dhampir.

Doesn't sound very amenable to my exhibitionist kink, then. Unless maybe the Succubus (or any monster girl with magic) can cast some minor illusion on me when we enter towns that makes me appear clothed to everyone but me and my companions? I guess when I saw the pictures say "You're one of the few humans", I assumed that meant there weren't really enough humans around for human cities to be a thing.
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>>6708860
I say switch to single player. It looks to me like the costs of multiplayer outweigh the benefits. Another thing to consider is that a big part of the appeal of these games is trying out all the various different scenarios and scenes, and that's easier to do when people can edit their saves and stuff.
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>>6709265
The images are from a different game, I just got the idea for mine from it. Your scenario is most definitely something that will be in the game at some point, very nice suggestion. I'm sure a few companions can just walk in town even if they aren't welcome there. There's probably going to be companions that can cast illusions on other companions so they can walk around, or you can make a charm using alchemy, etc.

>>6709275
I think you're right, I'll just have to research the best way to save/load a file and work in this before I go any further.

Thanks for your input!
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>>6709402
>The images are from a different game, I just got the idea for mine from it.

I suspected that might be the case when I read your summary of how you meet the companions in your game. Would you say that the monsters' basic personalities in your game still match those from the images? If it's not too much trouble, I'd also be interested to know what game you got the images from and whether it's a full game or just a CYOA thing.

>Your scenario is most definitely something that will be in the game at some point, very nice suggestion.

Nice. I'm looking forward to it. I haven't really seen many games of this type that let you play a submissive role like that. Many of them have isolated scenes of submission, but not a full-time thing like I'm talking about. Just try to keep it pleasant/loving/sensual like >>6707837 described, okay? It's fine if the dominant women are authoritative (hell, one of my kinks is occasionally having a dominant woman lead me around by using my dick as a handle to gently pull me along), but I'd definitely appreciate it if you stayed away from the stereotypical ball-busting, man-hating, pain-inflicting, humiliation-and-shame-based femdom.
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>>6709626
>If it's not too much trouble, I'd also be interested to know what game you got the images from and whether it's a full game or just a CYOA thing.

Disregard this stupid question, because for some reason I didn't think to just look at the top of the images for the game's title.
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>>6709626
The basic personalities pretty much match the description in the CYOA game; I had to change some things because there is "personality-progression" towards the player depending on affection-stats, but it be pretty much the same.

I wouldn't enjoy writing hardcore femdom scenes, ball-busting, scat, watersport, etc, so I'm leaving that to whoever wants to write for it. Gentle femdom will definitely be in the game.

>>6709678
>>6709682
God I love these.
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>>6710074
you're in luck. theres more
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if anyone has a higher quality version of this, let me know
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>>6710167
>>6710162
>>6710164
You're the best! Saved.

Currently working on converting the game to a singleplayer game. Wont take too long, probably the rest of today.
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>>6704700
Gonna Have to go with Ghost in the Shell on this one.
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>>6708890
I was wondering if anyone would get that.
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>>6709678
>>6709682
>>6710162
>>6710164
>>6710167
Hey, I don't mean to be rude, but /tg/ has been working on Towergirls recently, actually. Here's a link to the current work thread for anyone interested: >>>/tg/45723720

And I'll be uploading our updated images.
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>>6710241
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>>6710245
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>>6710246
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>>6710241
Awesome, I'll be sure to check it out!

I just deleted 8000 lines of code because I don't need it anymore. It feels bad and good at the same time... gaod...
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>>6710248
This is the WiP "False Gen" which is the huge amount of Gen I fance princesses moved to their own chart. They haven't been removed from the Gen I sheet, since this is WiP, but I thought I'd upload it anyways.
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>>6710254
Oops, slightly out of order. Here's the items page for Gen IV.
>>6710248
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>>6710256
Companions Page for Part 3
>>6710246
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>>6710258
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>>6710259
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I may be interested in the project but only after it will have considerably noticeable content (I am not talking only about number of scenes as much as mechanics, randomization of creatures/scenes etc) and the creator will prove he actually plans to stick around and turn it into something good.

I've already seen too many games that were great on paper, but died in a few months, far from ever being complete.

If you cannot be sure you'll be able to stick to it and improve your work, through good and bad times, drop it now and instead consider signing up to work/improve one of the games already existing, OP. It'll be better for you and for anyone who will follow your work.
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>>6710293
That's fair enough, I've been on both ends of the spectrum. Seen plenty of projects die, quit some projects for reasons.

I want to create something of my own and share it with the world, something I'd enjoy working on and hopefully for others to enjoy.

Personally, I'd never join a project that just started out for the same reason. My best motivator is to see the amount of support (downloads, comments, suggestions, viewers, etc.) at a stable level, or better yet, increasing.

Only time will tell, but the engine's already come this far, I've got a bit of content, I like working on it and I have seas of time to work on it. Here's to a potential good future!
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>>6710293
With this.
Please don't just go for shitload of critters with pages of scenes, instead make some bigger, overarching goals - I'd rather have one customizable location that may serve some role in the plot depending on the choices the player made and 5 somewhat customizable creatures, responding differently to what player done than 30 locations that are just unchanging walls of text you can ignore after first reading and 50 creatures that are exciting to meet only few first times and skipped afterwards.
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>>6710315
Well, I hope you all the best. Establishing some blog would be good, too if you want to have some regular, fixed place for communtiy to check updates and talk (in comments section) about stuff.
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I don't have much more to add to the conversation other than than the fact that my most likely team is the Fairy Tricksters to help me harvest alchemy ingredients, and the Orc Henchman to keep our squishy asses form getting ganked by anything more dangerous than an egg salad sandwich.

Although, when Khepri are finally added to the game I'll probably drop everything in order to get a couple as companions. Maybe I'll grab a Dark Priest Acolyte beforehand to milk the incubus transformation for all it's worth.
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