Post your videogame ideas that are burning a hole in your brain (1 Viewer)

AesVann

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Writer
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Nov 27, 2021
in fact, even industry folks with law teams will not hesitate to just grab assets from other games and databases when developing the game. game production is in most cases extremely inefficient, where team as group do not work 100% all the time, and goes on phases where one group works, so that other group can work, and former group retires for most part. all that matters is to make profit, you replace them to original asset that was slowly being made. instead of waiting to finish art asset, is just better to 'borrow' and keep building mechanics.

and there are couple very popular indie/doujin games with art drawin through ms paint with 0 polish done that sold well due to interesting mechanic and plot as well. Fans joke it as adult game without eroticism but fan is a fan and so is sales. While art is generally the post important part, don't let it slow you down. its natural for art asset to lag behind the schedule.
 

horatiojones80

Content Creator
Joined
Jun 22, 2011
Art, it turns out, is hard.

It's not really much help for your project(because your challenge is that you're trying to create a specific style of enemy), but there's lots of resources for people out there who are making 2d games and just want to see if they can MAKE the game. Aside from websites like Spriter's Resource, there's a massive amount of Mugen characters that are all, well, sprite based. There's a whole lot of h-characters that have lots of potentially useful animations for trying to make something if you're just trying to see if you can create mechanics, and since they're fan-made creations they're almost all free and easy to break apart.

I also should be clear to not sleep on websites like Spriter's Resource. Not only will it probably have things that interest you if you're here, but it can easily provide a good foundation to many types of game attempts. You can sort by genre, and if there's a game you're comparing your game to, you can look that up too.

If the thing that's holding you back from even trying to see if you can make something is that making art assets is fucking hard, just take 'em. You're not trying to make money here, you're trying to see if you can even do something. No one's gonna get mad that you used the sprites from the mobile Metal Slug that had all those cute girls in it to see if you can make a platform shooter like Metal Slug but you can molest the enemies.
Yeah it's very true. Ironically I started spriting again yesterday. I'm going to take a different approach and just create sprites first, then decide what kind of game I want to make with them. I will either create a new DOOM mod, since I've learned a LOT about DOOM modding and spriting since my first one it will actually be easier to just start over then build on what I did before, which used a lot of outdated and methods, or try to fiddle with a game engine. Either way the sprites will be useful. What really inspired me to get back into it was playing Chrono Trigger and looking at Ayla's character model. Like they literally modeled the sweat on her ass cheeks in 32 pixels if that. The inovation by horny Japanese men never fails to amaze me. I watched a ton of tutorials on pixel art and have a better handle on it

The main challenge is that my fetish is so niche that there are no sprites that even come close, but I do have tons of videos and photos that basically get me to where I want. The trick is to take a photo that correctly portrays most of the body positioning and camera angle you want (even if the limbs are cut off doesn't matter) and draw an outline of the important anatomy with the pencil tool using point by point. Once you have that everything else becomes easier. I'm going to make full scale versions of the sprites first, then scale them down if I have to. Scaling them down is hard because you have to do a lot of manual editing, but you can always scale down, but not up. Here's a taste of what I'm working on. Same concept as before, drug lab guarded entirely by naked and half naked latinas.
 

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Weoooo

Master of this Domain
Joined
Dec 3, 2010
The main challenge is that my fetish is so niche that there are no sprites that even come close, but I do have tons of videos and photos that basically get me to where I want. The trick is to take a photo that correctly portrays most of the body positioning and camera angle you want (even if the limbs are cut off doesn't matter) and draw an outline of the important anatomy with the pencil tool using point by point. Once you have that everything else becomes easier. I'm going to make full scale versions of the sprites first, then scale them down if I have to. Scaling them down is hard because you have to do a lot of manual editing, but you can always scale down, but not up. Here's a taste of what I'm working on. Same concept as before, drug lab guarded entirely by naked and half naked latinas.

I don't think that it's THAT niche overall, it's just a combo that has not been done. Hell, a version of BBW went mainstream with the THICC phenomenon. But you will have no luck finding sprites for sure.

It's always good to establish what you can do with your limiting reagent first, and if yours is art assets, then it's probably a good decision to see what you're able to make first before you dig yourself too deep and get frustrated.
 

Weoooo

Master of this Domain
Joined
Dec 3, 2010
I made this, thinking it would give me closure to see what would amount to pitch materials:
100763932_p0.png 100763932_p1.png

It didn't, and then I talked to the guy making Queens of Domination about what actually happens in like, the code of the game, and inevitably I was asked if I made any BOR thing and it came to this. He said "oh, that's basically the two projects I'm making, that's prob. not that hard, I could even do it" so it's still there, burnin' away
 

nonniemouse

Casual Client
Joined
Dec 12, 2010
I made this, thinking it would give me closure to see what would amount to pitch materials:
View attachment 138699 View attachment 138700

It didn't, and then I talked to the guy making Queens of Domination about what actually happens in like, the code of the game, and inevitably I was asked if I made any BOR thing and it came to this. He said "oh, that's basically the two projects I'm making, that's prob. not that hard, I could even do it" so it's still there, burnin' away
This is pretty amazing! Love the varied enemy types and how they're visually represented. Incredibly sexy! (I especially appreciate the inclusion of fdom poses too!)
 

Weoooo

Master of this Domain
Joined
Dec 3, 2010
This is pretty amazing! Love the varied enemy types and how they're visually represented. Incredibly sexy! (I especially appreciate the inclusion of fdom poses too!)

Well, the fdommy attacks hurt you. Strikers, in particular, I made to be mean. They'll choke you with a whip, taze your balls, push their bat into your abdomen, fuckin... stab you...
They're supposed to be mean. I also wanted it to get across that they were being mean cause they're into being mean. They're gettin' something out of it. The tanks, too, but they're more obvious; it's clear why they're happy choking you while riding you.

I thought too much about this project that I just don't think I have the time to accomplish, huh
oh you might actually want to look at the full rez, right. I didn't post the zip here
20220813003731638.png 20220813154013982.png 20220821153221387.png 20220825093143574.png 20220825100942242.png 20220825105018097.png
 

Dan Druff

Club Regular
Joined
Mar 16, 2012
I made this, thinking it would give me closure to see what would amount to pitch materials:
View attachment 138699 View attachment 138700

It didn't, and then I talked to the guy making Queens of Domination about what actually happens in like, the code of the game, and inevitably I was asked if I made any BOR thing and it came to this. He said "oh, that's basically the two projects I'm making, that's prob. not that hard, I could even do it" so it's still there, burnin' away
I still hope for an actual big woman in something like this where she is similar size or bigger than the male player and can also lift him up to do naughty stuff.
 

Weoooo

Master of this Domain
Joined
Dec 3, 2010
I mean that's... specifically not my thing, but there is a bunch of that stuff around. I don't know if it's your specific jam, which seems to be rough and tumble ladies beating up rough and tumble dudes, but there's honestly a lot of femdom action games out there.
 

nonniemouse

Casual Client
Joined
Dec 12, 2010
This was a cool thread to read so I thought I might contribute to it too. It's an idea that's been bouncing around my head for many a years now ("burning a hole" is pretty apt). I had thought to give it a go as my pandemic project, but I ended up being gainfully and busily employed, so it's still sitting around rent-free in my brain. The basic premise of the idea is what if Shadows of Mordor featured our hero going up against sexy, deadly elves instead of orcs?

Content Warning: Reverse Ryona, Graphic Violence, Rape, Death, Guro

I'm really fascinated by female enemies in video games. I love the idea of zakos, but I also am very much into both ryona and reverse ryona. So the idea of a game filled with female enemies, any of whom could kill you and "level up" doing so was incredibly enticing. The game would let you do all sort of nasty things to the girl when you beat them, but in turn, they could also be doing the same to you, up to and including snuffing you out with gruesome fatalities!

Now a bit about Shadows of Mordor: it is a fantasy game (set in the Lord of the Rings setting) you play as an immortal hero waging a one-man war against evil orcs. It is open world and encourages you to be creative in dispatching your enemies, including turning them against each other. Because you are immortal, your character could be killed and then respawn, all "within lore". A Game Over isn't just a fake ending and you have to try again, it's part of the story! This also allows them to debut the revolutionary (and sadly copyrighted) Nemesis System -- whenever you died, the monster that killed you gains accolades for killing you, levels up and becomes more powerful, and will remember you and taunt you when you return. It makes for a satisfying gameplay loop where each failure gave you additional gameplay when you come back to confront your killer.

Swapping orcs out for sexy elves (say), while keeping all of the bloody violence really hits all the spots for me. I haven't thought out so much about the specifics of this fighting system as Weoooo Weoooo as. I think SoM already gives a pretty good baseline for my imagination here. I'd love to "steal" the recovery system he's devised, and incorporate it into a bloodier slaughter-fest. I'm also a fan of Warhammer: Total War, so the idea of having the girls draw from different "troop types" that have their own strengths and weakness would fit nicely.

However, such a thing would be far beyond my abilities to create, and my true love is for strategic turn-based games anyway. I've briefly prototyped ideas for a text based fighting simulator in the style of Dwarf Fortress combat (but with more strategy), or something with a deck-building element like Card Hunter. The game would be modular enough that anyone could add / remove attacks that focused on one kink or another. I've also briefly thought about something more positional like Darkest Dungeon, but sadly I've really had little time (nor, likely, the sustained motivation) to dive into such a project.

I'll add other kinks of mine include more gory versions of
ballbusting and cuntbusting
too, which I'd love to include in such a game.

I will say I have managed to get a couple of text RPs that explore these lines, which were fun. If this tickled your interest, and you enjoy more detailed text RPs, do drop me a line!
 

Weoooo

Master of this Domain
Joined
Dec 3, 2010
Oh THAT'S why no one took the nemesis system and ran with it.

I think the best hope here would be some sort of HTML game, or one of the RPG engines. An actual-ass action game on this premise would be... a lot, and probably couldn't hit the scale you want to imply. If the bulk of the imagery was implied, the technical and art elements of the detailed combat and post-defeat stuff could be reduced to something much more manageable. Making an animation where a hot evil elf cuts your dang balls off is MUCH harder than getting an image that could imply that a hot evil elf is doing something bad to the viewer and writing about cuttin' balls off.
 

nonniemouse

Casual Client
Joined
Dec 12, 2010
Yeah, an HTML game is pretty close to what I was aiming for (although my skill set pointed toward something in Java or C# Application), with a lot of the action being textual rather than animated. This would be supplemented by a body part damage system that tracks the impact of individual hits and weapon types. At some point later, I could add in some images that were illustrative, rather than specific. I toyed with the WoW model viewer at one point, which provided a lot of potential without needing any 3D art skills.

The 2D stop motion art style of Darkest Dungeon gave me some hope that some animation could be added without extensive art training, but looking into the modding scene seems to suggest that it required even more specialized skillset to rig up.

Incidentally, I had some fun trying out AI Dungeon to produce these sorts of scenarios, and I imagine more mature neural network tech could eventually be adapted for this. But now we're talking about hiring someone with a comfortable 6-digit skillset.
 

Weoooo

Master of this Domain
Joined
Dec 3, 2010
An AI Fetish Dungeon is a money printing project so yeah, grabbing someone in a field capital is salivating over because automating creativity takes something that used to be considered non-replaceable and turns it into something that can be mechanized is not gonna be a cheap get. I don't know how HTML games work, but what you're describing is totally doable in a pen and paper setting, so I imagine an HTML game can do it. There's some fairly complicated RPG systems I've seen done. Maybe other text-based games can do it? I don't know much about that stuff, since any game oriented thoughts I have are much less about systems and much more about feel and impact. I never really thought of text-based games because I don't want to do anything all that complicated mechanics wise.

Art's a pretty secondary concern there, so getting to it could even just be using images you already have and seeing how it plays. Maybe you could try and take a crack sometime and see if you could write a combat or something? Just to see if you can do it.
 

nonniemouse

Casual Client
Joined
Dec 12, 2010
Now that you put it that way, AI Fetish Dungeon would be quite the thing to behold. After all, anything + porn = money maker. The problem would be getting the right kind of data to start with. Fetishes tend to be pretty specific, so in order for you to get an AI to produce fetish X content, it needs a lot of X content to learn from. And it also means if you get it slightly wrong, it'll be a turn-off. At least that's been my experience with it. A lot of the time, the AI will generate a very "stereotypical" reply according to popular media, which isn't what I'm looking for. The next revolution in these kinds of generative neural networks will give it some rudimentary understanding of logical building blocks, so hopefully that will help with this regard... in maybe a decade or two.

My original (and still current) vision for the text based game is to for most of that text to be pre-written by authors, with some placeholders (for name / gender / body part), with a bit of generic text a la Dwarf Fortress. So it's entirely feasible to do. I just sadly don't have the time for it.

I've done a lot of text combat RPs though, and have thought about creating TTRPG systems that cater specifically to it. I'm not sure if there is much demand or even desire for that, as any amount of rules tend to get in the way of fun. And for those few of us looking for some randomness, a simple die roll with high/low outcomes is good enough.
 

Dan Druff

Club Regular
Joined
Mar 16, 2012
I mean that's... specifically not my thing, but there is a bunch of that stuff around. I don't know if it's your specific jam, which seems to be rough and tumble ladies beating up rough and tumble dudes, but there's honestly a lot of femdom action games out there.
Please point me in that direction. I've yet to find a beat 'em up where an average sized man avoids being molested by big ladies that's not oneshota.
 

Weoooo

Master of this Domain
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Dec 3, 2010
Please point me in that direction. I've yet to find a beat 'em up where an average sized man avoids being molested by big ladies that's not oneshota.

I thought I got my point across that there aren't action games, or at least commonly found action games, that are about big, rough ladies fighting big, rough dudes and fuckin' 'em up; just that I know there's lots of femdom games out there. It's possible there is one! I haven't done exhaustive searches, just enough looking for the thing that I'm lookin' for and finding far more femdom stuff than anything else. Like to the point where I'm starting to wonder if there's something totally off with me.
 

horatiojones80

Content Creator
Joined
Jun 22, 2011
Decided to try shopping around for engines for my potential light gun/rail shooter game. Wanted to avoid Unity since it was bought out by a spyware developer recently. Decided to try Godot since it's open source and the entire package is 35mb

This is what I was able to get done after about 4 hours of messing around with it

Pretty stoked I got this far as there were no tutorials or tempaltes of how to actually make a mouse based shooter at all, but I figured out that you can make invisible buttons and tie them with enemy sprites and use them to trigger animations (I will eventually find a way to do it without using buttons, but for now it's a start) The rest of the aspects of this game, the randomized enemy spawners, health, animations, etc. is actually going to be relatively easy as there are step by step tutorials on how to do all of that stuff.

My plan is to make a base game with two frame animations for the enemies (like you see here) then spend a fuckton of time making more detailed animations complete with things like twitching, enemies falling into pools, falling down stairs, faceplanting into eachother's butts. etc.
 

Weoooo

Master of this Domain
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Dec 3, 2010
Unity didn't get bought out by a spyware developer, they're in talks to buy a spyware developer while another spyware developer is offering to buy them because somehow shitty games on phones make a hojillion dollars. The deep wisdom of markets is truly unfathomable.

But I'm glad to see you're making progress! The thing about this fetish is that at its core it's really not all that crazy. Fighting sexy enemies is already done in a lot of games as a simple consequence of designing characters that are fun to look at and memorable, or thrown in as a deeply cynical hook because anything sexy sells. It does not take much to turn a game experience into a zako experience.
 

SimulatedOunce

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Joined
Aug 30, 2020
This is something I've had in the back of my mind for a very long time now--way before I even understood anything about what the monster am I. Keep telling myself 'no' but I can see the writing on the wall. Guess it's just a matter of how much I want it and how much money I want to blow on it.

So with a few reasonably "successful" games under my belt with another studio, plus with it getting harder and harder to find free time, I figure it's now or never. Been working on and off but with the release of UE5, I've finally put code down.

This will be a stealth/action first person set in the modern day with you as a vampire and the lust for power. Originally it wasn't going to be a vampire game but envisioning a female zako helplessly moaning and writhing as her body slowly falls limp under the embrace of a much stronger vampire makes me feral.

If you've ever played the Dishonored series, then you have pretty good idea. Maybe also Bloodlines 2 if that ever gets released.

Like the Dishonored series, combat will be mostly melee with both lethal and non-lethal actions, along with takedowns and vampire powers to round it out. After defeating a zako, you'll be able to take her somewhere a little more private and quieter. Or not.

Once you have a subdued zako, "interactive mode" becomes available where you can:
  1. Pose her body. Various presets of enticing positions or manually pose her via a basic real-time pose editor
  2. Strip her
  3. Sex her
  4. Photo pose mode
Now, this is where I'll run into the greatest challenge so far. 1 and 4 are relatively trivial.

Clothing removal isn't trivial. Normally, the clothing of character model is a part of the model itself so clothing literally can't be removed. Games like Skyrim have entirely different models for different armor types and just substitute them in.

But being able to strip or partially strip a zako requires all of her clothing to be separate models from one another and separate from her body. It isn't "hard to do" but it is hard to do with soft body collision at 60 FPS on a computer that anyone can presently build or buy.

Next challenge is the animations for stripping and sexing zakos. I've seen very few hand-created animations that are natural looking so those are likely a no-go. I'm familiar but never worked directly with mo-cap but most or all zako sex animations will likely be mo-capped (along with combat, takedowns, knockouts, transitions, etc.). That's gonna be a pretty penny but at least I don't have to think about it for now.

Interactive environment. If you lay a girl down on a bench, bench specific sexing positions become available. Lay her on a table, in which case, table specific positions become available. Chairs, walls, barriers and other environmental props will have their own unique sexing positions. You'll have to experiment.

Gonna try to implement as many different zako outfit themes and regions as possible. Some will but most won't be hyper sexualized. They will all be alluring; all the more reason to "get to know her." I've a very long list but the usual suspects are all here:
  • Military, police, security
  • Steampunk, goth
  • Bandit wastelanders
  • Corsets, skirts, dresses, fishnet please
  • Headgear, hats, masks
  • Cultural such as ninja/kunoichi, dirndl, cheongsam outfits
  • Athletics: volleyball, cheerleader, yoga
  • Maybe nuns
Since I don't have a Dishonored level budget, I can choose to be mediocre at many things or be good a one thing.

The unique selling proposition of the game is, of course, the zakos: they're the stars of the show. So it will have as many different faces and voices as I can reasonably get. While the girls are the stars of the show, they won't be the only enemies you'll encounter.

As much as I like games that have strictly female enemies, IMO it makes the game feel much less "organic" so to speak, than throwing them in along with male enemies and other types of enemies that we won't spoil for now. Non-zako enemies will be generic for reasons mentioned previously but this also allows me to add other incredibly tough enemies I have in mind.

And then mix them in interesting combinations.

For instance, you might encounter an area guarded by a squad of enemies, something like 4-5 male enemies of varying difficulty and 1 lowly female zako. And she might feel pretty good and protected and confidently march around the place.

Then you, as the player can decide to:
  1. sneak past the group entirely.
  2. gung ho head on; hold my beer.
  3. or....
...find a way to lure the zako somewhere. Then when the rest of the group isn't looking, pounce and drag her away into the darkness as she hopelessly struggles and attempts to scream; her squad still completely unaware she's gone missing.

I'll admit, the stealth game is probably my favorite genre of all time. Especially when you're presented with a challenge and a satisfying reward at the end. In this case, the challenge of snatching just the girl and the reward of "unwrapping" her like a nice little gift.

*sigh* The skeleton of the storyline is done. Many backstories and quests are done. The first person cam is mostly done, but I have to re-implement now using a simulated model. Really wish I had more time like I used to.

Anyways, how does it sound? Suggestions? Ideas?
 

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