Super18
Casual Client
- Joined
- Nov 2, 2017
So I did a thing. Read past the lengthy introduction if you want to skip to the meat and potatoes.
Introduction;
So, I have had a habit of biting off more than I can chew in the past. And I haven't been on the site for years. I came back out of curiosity today and am glad to see improvements are still being made. What an amazing flashgame SDT actually is when you really think about it. Not many flashgames survived the Adobe onslaught. Now, I was intentionally not thinking about modding again. But seeing where we are, and how my original idea (although backlogged and planned very badly years ago when I was still very green) was kind of similar to what I'm gonna lay out here, it would be a waste to just never put it out there. Even if it is just a textual/conceptual proposition/idea. I'm not sure how much time I would like to spend, but I can see myself making casual contributions to this or at least keeping in touch to see some development journey emerge from all this if people would be so inclined to pick it up (with me, very humbly reflecting on my past attempt which developed the wrong way around I know now). Hence, me starting this discussion just to see what happens.
For a fan-project and a hommage to a long gone era of the early internet I wouldn't mind making some waves to draw out some bigger fish, so I decided to just drop an entire roadmap for what I think would be an awesome project on the table.
Knowing all the accumalated knowledge in guides available, and the degeneracy of the internet, as well as the protective nature of many to cherish lost/fading media and cult-classic/nostalgic gems, I can see it happen in at least one of the branching multiverses out there. I can't be the only one who thinks/hopes so. And yes, I still talk too much. :)
Description;
To create a foundational overworld for SDT as a template for anyone in the community willing to contribute and share in their decades of legacy tech knowhow and creative expertises and leave another little gem to compliment what is, and what was.
Features for v1.0 - To Build the 'Overworld System';
Thanks for reading this so far!
Introduction;
So, I have had a habit of biting off more than I can chew in the past. And I haven't been on the site for years. I came back out of curiosity today and am glad to see improvements are still being made. What an amazing flashgame SDT actually is when you really think about it. Not many flashgames survived the Adobe onslaught. Now, I was intentionally not thinking about modding again. But seeing where we are, and how my original idea (although backlogged and planned very badly years ago when I was still very green) was kind of similar to what I'm gonna lay out here, it would be a waste to just never put it out there. Even if it is just a textual/conceptual proposition/idea. I'm not sure how much time I would like to spend, but I can see myself making casual contributions to this or at least keeping in touch to see some development journey emerge from all this if people would be so inclined to pick it up (with me, very humbly reflecting on my past attempt which developed the wrong way around I know now). Hence, me starting this discussion just to see what happens.
For a fan-project and a hommage to a long gone era of the early internet I wouldn't mind making some waves to draw out some bigger fish, so I decided to just drop an entire roadmap for what I think would be an awesome project on the table.
Knowing all the accumalated knowledge in guides available, and the degeneracy of the internet, as well as the protective nature of many to cherish lost/fading media and cult-classic/nostalgic gems, I can see it happen in at least one of the branching multiverses out there. I can't be the only one who thinks/hopes so. And yes, I still talk too much. :)
Description;
To create a foundational overworld for SDT as a template for anyone in the community willing to contribute and share in their decades of legacy tech knowhow and creative expertises and leave another little gem to compliment what is, and what was.
Features for v1.0 - To Build the 'Overworld System';
- Global/Local Savestates (Keeping progress with stored (auto-)savegames is already accesible as a feature with DA)
- Calender System (Either 'cyclical dates' and/or 'DAY# based progression to keep track off)
- Clock System (Simplified 'Morning', 'Afternoon', 'Evening', 'Night' to accompany Backgrounds)
- User Interface v1.0 (To keep track of DAY/TIME + Stamina initially, but eventually PC_Stats + Money as well in v2.0)
- Locations/Worldmap (BG-/Dialogue Based Locations w/ Buttons for Movement and Location-specific Encounters)
- NPC Spawn Randomizer for 'Generic Encounters' (Enumerated character presets to randomize girl encounters)
- (!) The first Goal: v1.0 'Preset Dialogue Girl' for Dialogue builders to build off of and experiment with adding girls into the overworld.
- DAY/TIME Triggers/Variables for scripted dialogue encounters, to expand storytelling beyond single 'scenes'.
- Progression stored in Save States to keep track of 'community built dialogues' and create superficial immersion
- A 'preview' Story of scripted encounters with the 'Preset Dialogue Girl' to showcase all early features.
- Character Creation Screen (Template for starting 'Abilities', 'Stats', 'Traits/Passive (de-)buffs')
- Ability System (Rudimentary Character Selection; NERD=INT Boost, THUG=STR Boost, JOCK=END Boost)
- Stats System (Rudimentary stats to 'train' and keep track off, to trigger more 'diverse' dialogue requirements)
- STRength ((Base(ATK) + Dice(ATK)) - ((Base(DEF) + Dice(DEF)) = NPC_HP - Damage (Win = No Faint/Scripted Event)
- ENDurance (Base(END) = v2.0 Stamina, and also HP in Combat/Girl Encounters
- INTelligence ((Base(INT)( + Dice(INT))) - (Base(DEF)) = Succesfull Action required to engage 'Encountered Girl'.
- CHArisma (Base(CHA)) = Deficit to lower (Base(DEF)) and increases succesrate of action w/ 'Encountered Girl'
- Luck (Just a means to add some additional % trigger/variables to certain encounters etc.)
- Traits System (Rudimentary 'Traits' to diversify roleplay and 'achieve' PC_Progression for some sense of Immersion)
- e.g. 'Virgin Passive' (lowers CHA for certain girls)
- e.g. 'Foccused Passive' (increases INT gained due to repeated daily training)
- etc. (Mainly to create a 'device' for storytelling at this point, but to be expanded upon in future updates)
- User Interface v2.0 (To keep track of STR/END/INT/CHA/LCK and Money)
- Preset Enemy Encounter (1 Simple example of how to add a combat encounter, plotdevice and reason for STR in v2.0)
- Locations v2.0 (Add 'Training Buttons', 'Work Buttons', 'Shop Buttons', giving locations their generic purposes)
- Dating System (Simple 'Talk', 'Flirt', 'Gift', 'Date', 'Sex' Options to unlock, and tracking basic 'Disposition' of girls)
- 'Talk' allows for buttonwise dialogue progressions and storytelling. Fase 1 in any Datesim :)
- 'Flirt' Some risk added w/ CHA/INT Dicerolls for better 'Disposition' progress than 'Talk'.
- 'Gift' Spend money for 'Disposition' on girls. The more girls on the map, the more money is needed. (Clothes?)
- 'Date' feature to utilize the DAY/TIME Calender feature, and open another layer of 'Dialogue' to Writers.
- 'Sex' Initiate the main Dialogue with Girls (meaning, finally girl touches penis lol, scripted offcourse)
- PC_Progression Gameloop (Train= better Stats = better Job = better Pay = better Gifts = better Girl_Progression)
- Add some new Locations
- e,g, 'Highschool' for Teacher job, 'University' for INT training
- e.g. 'Shop' for buying gifts (and perhaps already clothing, since it is kinda elementary to dress-up in SDT)
- e.g. 'Gym' for STR/END Training and Gym-instructor Job.
- Adjust the 'Preset Dialogue Girl' Template to provide updated resource for Dialogue Writers.
- Girl Stat System (Stats to track a 3-tiered 'Disposition' system; Global/Local + Action-specific, to simulate interaction)
- Girl Trait System (Achievements/Passives to give to/gain on girls to trigger more specific detailed dialogue options)
- Girl Routine System (Means to immerse the Girls in the Overworld with Schedules, and add 'unlockable information')
- Enhanced Combat System (incl. alternative to dating e.g. train-groping, rape-scenes etc. for storytelling/dialogues)
- Enhanced Dating System (3 Generic/Standardized templates for 5-Fased Progression paths for storybuilding)
- Love
- Lust <- I'm not gonna elaborate on the mechanics, should be pretty straightforward what it's gonna be like.
- Money
- Exploration-/Travel System (used to utilize the overworld more effectivly and ramp up the amount of locations)
- Travel Distance = need for public transport/car-ownership = money
- Dates in distant places = more room for Overworld storytelling.
- Some new Locations and maybe update the NPC Spawn Randomizer to be a little more compelling at this point.
- Adjust the 'Preset Dialogue Girl' Template to provide updated resource for Dialogue Writers.
- Essential: Home System (creating home ownership utilizes money/work/time etc, but also storytelling aspects)
- e.g. Small Apartment, can't live together and raise children
- e.g. Large House w/ Basement, can upgrade to have BDSM-dungeon for reasons.
- e.g. Farmhouse w/ Barns and Harvest, micromanagement to make 'jobs less tedious' eventually, and *Neigh*)
- Capture System (in short, creating a standardized/generic 4-fased storytelling gameloop to 'unlock' control over girls)
- 'Get info', Utilizing the Overworld for encounters and Dating etc to reach 'Friendship/Flirting' Fase.
- 'Strategize approach', Utilizing the Combat-/Dating mechanics to find a way to get 'Physical'
- Capture, for lack of a better word the 'boss battle'. The dialogue requirements that must be met to own the girl.
- Corrupt/Train/Marry whatever the story requires/wants to immerse for longevity in the Overworld (Endgoal).
- Additional remark: Utlizes the Capture step to in some form or another have them 'move in' within your control.
- e.g. Prostitute in your Brothel
- e.g. Housewive raising your Kids
- e.g. Sexlave in your Basement Dungeon
- e.g. Living inside the belly of a giant tentacle hivemind in the sewers for all I care :)
- Integrating Target Area System (a means to micromanage Girls training by focussing on specific 'areas of interest') :x
- Integrating community modules (tweaks, poses and assets already available to further enhance the overall experience and options for the Dialogue Writers to enhance their ready-available templates and improver the user-friendly experience of adding stuff to the collective Overworld.
- Final Tweaks (creating some specifically tailored tweaks to put the dots on the i's)
- Adjust the 'Preset Dialogue Girl' Template to provide updated resource for Dialogue Writers.
- Main Storyline (Could really be anything, but a life-sim of the PC would be my first guess)
- Sandbox Mode (Sustain the freeform we kept until v4.0 optional, by disabling scripted events from the Storymode)
- Continued Community updates/bugfixes w/e (Anything should be possible at this point, just ticking it off to conclude)
- Adjust the 'Preset Dialogue Girl' Template to provide as user-friendly updated resource/template for Dialogue Writers.
- Create other final documentation and tools to make the customization and writing of new dialogues more user friendly and rewarding in light of exposure to the playerbase. Perhaps implement some rating system, or feedbackloop as well to integrate favourites into the Main Storyline etc.
Thanks for reading this so far!