New game - After Invasion alpha .01 up now.

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Hello all,


Just wanted to toss out an idea I have been working on off and on for the last few weeks. I am a huge fan of the TIT's, CoC, and FOE. So they are definitely my inspiration for getting into this.


A bit about the game.


As the title says its called After Invasion. (I kinda borrowed a few elements from books, shows, and other things I have seen here and there in the dark of the web, and the light of day).


Synopsis -


Horrible plague unleashed on the planet. Which leads to hundreds of millions of people dying.


In the depths of our despair some of the sick randomly start getting better, some of those that get better become little better than feral monsters, some are just normal humans who are now immune to the pathogen, and yet others develop abilities. These abilities run the gamut from skin color changes, able to change your hair color at will, control others minds, turn yourself into an 8 foot tall earthen monstrosity (substitute metal, fire, ice, water, living whirlwind how ever your desire fits), as well as standard magic, psionics, increased mental and physical stats, and the able to project energy or matter from your body in random and violent ways.
 


At the moment I want to put 2 versions out, 1 with erotic content, and 1 without it for those that just want a fun super hero or villian game.


Also there will be 3 factions / paths you can choose from while playing. This will effect the base game significantly, because once you get out of the introduction each of the different paths will give you different quests, people to interact with, and sometimes different power sets.


The paths are going to be -


Government - You are a government toady (Or henchman, lickspittle, or agent how ever you want to see yourself).


Independent - You do what YOU feel is right regardless of silly things like the law, you consider yourself a true hero. (or villain, free spirit, free agent, or just someone who doesnt respect the man in power)


Villain - These are the people who think with a dark view on the world (What can the world do FOR me). You dont really think about yourself as good or evil, your just taking care of yourself..... (Hell or maybe you think you are a villain and glory in it, maybe your just a pervert and enjoy using your abilities for sex, maybe you did something and feel the need to run from it..... Anyway you look at it, this is NOT the standard good guy route).


Back story (abbreviated) -


Around the end of 2017 an Alien race infected earth with a Mutagen virus. This virus has been used by this race on hundreds of worlds and they never had any problems with it.... Until they got to earth. At first it worked like it was designed (how they assumed it was designed), it killed lots of people. They died as their bodies were ripped apart by the mutagenic process. New body parts growing and falling off by the hour, people changing through the standard genders plus some that the scientists never even thought to consider, as well as random energy eating the victim from the inside out). But after a few months of this, and hundreds of millions of people dying, the Aliens launched their invasion. They call themselves the Zilnathi, they are an insectile race, and they were vicious and blood thirsty.


But a few weeks after they invaded, something happened. People started to recover, and some of them were just different. Altered in a fundamental way that no one including the Zilnathi understood.


Humanity banded together (the first and most powerful of the heros forced the villains to work with the rest of humanity until the aliens were repelled).


Now we are in a golden age, super powered people flying, running, teleporting, or just using some kind of new super tech created by 1 of the worlds 13 foremost geniuses.


This is where the main story starts, but the character you make will make appearances at each of the major battles in the war. You will become a renowned hero, or a despised villain, or just someone that all the girls want to drop panties for. ))) Its all up to you.


At the moment, the game is in VERY early concept (Still a novice Java programmer, and I have NO artistic talent at all). So I am continuing to work on the game but it is coming VERY slowly. If anyone is interested in assisting, or dropping ideas, feel free to PM me.


At the moment I am planning on using a system similar to FOE with HP, SP (I am actually calling this EP for energy points, because it makes more sense for this style of game), and LP (lust will not auto lose combat, just make it MUCH harder to win and opens extra options in the victory sex).


The game will also be mainly text based like FOE and TITs. The main exception is I plan to have some kind of photo depicting what is happening. So you get some eye love, and some mind love.


The term I use for the powered individuals are (Altered beings. This represents that the world sees them as something other than baseline human. They started as you and me, but become more, sometimes much much more)


As for the abilities. You will pick 1 of 9 base abilities


Fire, Ice, Earth, Air, Darkness, Magic, Psionics, Shifting, and Plasma. (few notes, I went ice instead of water just because I see more ability for its use in combat, I might change it or even add water as its own path. Shifting = ability to change your own body into other human / animal aspects going full human, 3 stages of part human and part animal, or full animal. At the high levels you can change parts of your body into animal part, or even make a new animal with abilities and parts taken from a variety of others. As for the human transformations, you can basically be Mystique. Plasma I am using it like liquid fire, so its a bit different than the fire body. Also it has different abilities)


After you pick your base power set, YOU CAN NOT CHANGE IT. But as you level up you will be able to add abilities from the secondary choices, and you can also get what I call influence abilities (suggestion, mesmerize, x-ray vision, lust aura, random stuff that I do not want to go into fully atm).


The fetishes I have atm are.


standard MF, FF, MM, MMF, FFM, Orgy, bukkake (sp), and things along those lines.


BDSM - Dom / Sub (player can take either role in the bedroom, but SHOULD act in a dominant role as a hero / villian)


Incest - You can have the option to have family members survive the plague, or you can convince people to experience incest while you watch / take part. Or the villain path you can force others to incest to fill your need for control, corruption, and breaking other peoples minds.)


Voyeur - Who doesnt like watching people do the dirty, naughty, or.... Well I was going to say missionary sex, but yeah that shits boring. :p


Exhibitionism - For those of you who like getting it on in public, there will be sex clubs you can perform at (its your pretty / handsome enough), if your powerful enough you can do it anywhere you want and only really powerful Altered will try to stop you. 


Voluntary and forced TF.


Hatesex (some consider it normal, others not. So I felt it should be added seperately)


Mind control - For the villain who hates people who disobey his / her wishes. With this ability you never have to worry about that again. Or for you heros who want to stop the bad guy from you know, doing bad guy shit or who enjoys undoing someone elses mind work.


Romance / seduction - Because inside all (at least most) of us perverts there is someone who wants a lil (or lot) of love and romance in their lives.


Rape (voluntary and otherwise) (to explain that, there will be a few submissive characters you run across that have a rape fantasy, and if you can get them to trust you with that knowledge, you can set up *dates* where you follow through on this for her. The other kind of rape, is ONLY for villains. The options WILL NOT be enabled for anyone who takes the hero path (because lets face it, the good guy NEVER forces the issue).


Kidnapping - Yes the villains can kidnap people, and the heros can go and try to save them. )))


Edit - Forgot to add a few fetishes.


Crossdressing (both having them in world, and doing yourself)


Trap - Finding some sexy trap's, recruiting some Altered being traps, and or being a trap yourself.


If I can get it figured out, I will add pregnancy, lactation, multiple breasts, multiple cocks, and other modifications.


End edit. #1


Now I am not a very fast programmer so putting it together is taking a bit longer than I had hoped. I do NOT have a working demo yet. Although I do hope to have one completed soon. But if anyone is interested in helping (through art, or programming skills) I am more than happy to accept the help. At the moment I can not provide funds, but if there is enough support once I get a working demo, and if we decide to set up a Patreon, then things will change).


I go by Helcries (pronounced Hell cries) and I hope that I get some support, and not to much hate.


P.S.


Also I know that some people dislike the harder / more evil aspects of these games, which is why I decided to split things like I did.


p.p.s.


I attached the basic drawing I did to show my level of skill. It has places tagged, and gives a good idea of the area that the game will mainly take place. Also it shows my complete lack of skills, and if anyone wants to make fun of it please do, I do myself. ))), A note about the map the copper looking areas with the Stars are places that the land has become corrupt, and it is part of a questline that the player will go through.


=====================================================================


EDIT - https://mega.nz/#!HooRQaJL!7wv6A75WdWb8dcrwGHuhHg8eXkPUVKzotKJZDM2rkVM is the download for the current stable build.


I had to make a change to the game system, and decided to go with Renpy for the time being.


Currently I have the Intro fleshed out it gives a rough over view of the history that lead up to the story, and I am about halfway through the first scene, but I am still working on some renders to finish off the first scene and the intro. EDIT Again, first edition renders of the Female PC, Male PC, Mom, and Sis up now.


Any feedback will be appreciated, and I hope you all like it.


EDIT - Added a Patreon. Only for those that wish to show support. 


https://www.patreon.com/pervygames


AI - World city.jpg


fpc_stretch.png


m_normal.png


mpc_normal.png


s_flirty.png
 
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karunama

Well-Known Member
Apr 17, 2016
443
222
I will say, I'm not generally a fan of the games that rely heavily on pictures to be erotic.  This is just my personal opinion, but stock porn photos tend to make the game *less* erotic rather than more.  In either case, since it's primarily a text game anyway, I'd say that for pics, 'less is more' is the wisest course.


Other than that, it does sound promising.  I'll keep an eye out for when you have a working demo of some sort.
 
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Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Sounds really good. And like a mouthful. Hope to see this develop though.

Hahaha, LOL thanks much. As for the mouthful.... Kinda needed since I don't have a working alpha atm. Plus this barely touches on all the things I HOPE to get implemented in it. And as I get better at coding it will develop faster.

I will say, I'm not generally a fan of the games that rely heavily on pictures to be erotic.  This is just my personal opinion, but stock porn photos tend to make the game *less* erotic rather than more.  In either case, since it's primarily a text game anyway, I'd say that for pics, 'less is more' is the wisest course.


Other than that, it does sound promising.  I'll keep an eye out for when you have a working demo of some sort.

I'm with you on the idea that less is more. The idea would be along the lines.


You just win a fight, and your getting ready to get jiggy with your defeated opponent. (It shows a pic of who you defeated in a submissive posture. Small about 200 / 300 pixels.)


EDIT - Also the pics will NOT be stock porn photos. If I cant get an artist to work with me, then I will use a program I found today to eventually get some custom renders done (Since I cant draw for shit) so at least the things I put up will be uniqueish.


Then it flips over to You getting a blow job, and it shows your char (I am planning on putting in a few preset char images, or giving people the ability to add their own version of images) getting a BJ from your defeated opponent. I have 3 ideas of placement for the pics, either in the opponent photo area, your photo area, or in the top left of the dialogue area.


But that is MUCH further down the rabbit hole atm. For now I just want to get it working before I break it with pictures. ))))
 
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karunama

Well-Known Member
Apr 17, 2016
443
222
Hahaha, LOL thanks much. As for the mouthful.... Kinda needed since I don't have a working alpha atm. Plus this barely touches on all the things I HOPE to get implemented in it. And as I get better at coding it will develop faster.


I'm with you on the idea that less is more. The idea would be along the lines.


You just win a fight, and your getting ready to get jiggy with your defeated opponent. (It shows a pic of who you defeated in a submissive posture. Small about 200 / 300 pixels.)


EDIT - Also the pics will NOT be stock porn photos. If I cant get an artist to work with me, then I will use a program I found today to eventually get some custom renders done (Since I cant draw for shit) so at least the things I put up will be uniqueish.


Then it flips over to You getting a blow job, and it shows your char (I am planning on putting in a few preset char images, or giving people the ability to add their own version of images) getting a BJ from your defeated opponent. I have 3 ideas of placement for the pics, either in the opponent photo area, your photo area, or in the top left of the dialogue area.


But that is MUCH further down the rabbit hole atm. For now I just want to get it working before I break it with pictures. ))))

One of the other projects that has a thread on this site 'Valor and Glory' uses a sort of silhouette in their pics which I liked quite a bit.  They also cut down massively on the amount of work the artists have to do since they only need to worry about the gender of the character.  You may want to try a completely different approach, but limiting the amount of work your artist needs to do is something you should consider.


Either way, as long as they won't stock photos, all is well with the world, IMHO.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Appreciate the feedback, and I am right there with you in the dislike for stock photos.


My intent for the pics was just to add an extra depth to the story, something that would tease the mind along with the words you were reading. And I have read a LOT about how much work artists put into what they do, so trying to make their job easier is definitely an objective of mine.


Don't think I have seen the Valor and glory, will have to check it out once I get to a point where I can. (Live outside city limits, so good internet is NOT an option. Stuck with MIFI, or Satelite).
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Also random update on an idea I had.


I was thinking that I could create some kind of Novels for the game kinda like what they have in TIT's. Or maybe even the brotherl scenes in FOE.


But instead of doing that, I was curious if people would prefer a more Visual novel kinda thing, to get an idea of what the characters will look like, give a feel for the real game once I can get it operational?


Atm I am working on 2 specific skill sets, Fire and Ice. Fire is the primary ranged offense skill set, with Ice being a ranged offense and light melee def set.


Each skill with have 5 abilities to begin with.


Fire -


Flame lick - single target light dmg


Fireball - Medium dmg aoe


Flame wall - Deff skill, causing dmg to melee enemies.


Flame Aura - Significantly increases all your fire skills.


Flame flight (Because everyone wants to say FLAME ON)


Ice -


Slush spray - Light dmg single target (A small spray of high powered smei-frozen water.)


Icy flow - Medium dmg aoe (A wave of water with sharp chunks of icy erupts at your feet rushing over the enemy)


Ice armor - Dmg reduction


Icy floor - Agility debuff / increased miss chance


Ice slide - Because its so much cooler than riding a skate board.


Also currently working on the first aliens you will fight


Zilnathi Soldier   /   Zilnathi Grenadier   /   and Zilnathi skirmisher


      Ranged      /  they throw grenades  / Melee fighter with a Vibro knife


Next thing I am working on is your first Companion.


Seraphim - Psionic melee abilities


Psionic armor - A glowing set of Full plate body armor, weights nothing and provides complete protection to her body. (IE: Not vulnerable to gas, sneak atks, or lust atks)


Psi-blade - Just a standard blade used for cutting, but made from the power of her mind


Psi-Aura - Disipates the strength of what ever attacks you


Psi-Wings - She can fly, with her mind


For now, the plan is for her abilities to be unique to her. But that might change later on /shrug.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Its up now, sorry took so long. Switched through 3 different systems, and finally settled on Ren'py. Then I had to get everything built up. It took me roughly 2 weeks work to get to the current state of the game. Work kills my productivity LOL, and my PC is slow on renders.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
Crap my bad. I didn't know about the RC to get the options menu.


Its fixed now.
 

balitz Method

Well-Known Member
Aug 13, 2016
427
267
An exposition dump straight at the beginning generally isn't a good idea and you've also got the problem of information overload. All this lore probs. sounded really cool in your head but it's a ridiculously elaborate setup just to get to superheroes. There's a reason these things are usually kept simple - it's not necessary to present 10 pages of backstory to get people to buy into superpowers. You can keep it at "aliens released a virus, it devastated the population, but now there are superheroes". The rest can be worked in organically through an introduction that mentions things here and there. You don't want to present so much backstory straight out of the gate that people's eyes glaze over.


also keep yourself focused for now. If you start off thinking of eight different paths none of them are going to get done. Start off working out the ideas for one, get them situated, -then- decide if you're going to do another and what it's going to be.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
I can redo the beginning easy enough, cut down a bunch of the info. Then feed the info in by bits and chunks later. But your right though, it did sound really cool in my head, and even when I put it down, I went over the area a few times just to see if it flowed well, or had any kind of jarring meshes, which I might have missed.


But I tried to address this with the menu at the beginning where someone can skip the back story and get straight into the char development. 


By the 8 paths you mean the different options after you get to the char development? Those are actually just to get people flags, and set up some basic char influence that will be used once the person gets into the second scene. It's to try and allow the char to set up initially the influence powers that they possess. As well as how they see the world, if they want people horny, submissive, dominant, angry, or what not.


But if I understood you right below, you mean focus more on getting the Dom PC done first, then work on sub pc, dom mom, then sub pc, dom sis, and what not?

also keep yourself focused for now. If you start off thinking of eight different paths none of them are going to get done. Start off working out the ideas for one, get them situated, -then- decide if you're going to do another and what it's going to be.
 

karunama

Well-Known Member
Apr 17, 2016
443
222
An exposition dump straight at the beginning generally isn't a good idea and you've also got the problem of information overload. All this lore probs. sounded really cool in your head but it's a ridiculously elaborate setup just to get to superheroes. There's a reason these things are usually kept simple - it's not necessary to present 10 pages of backstory to get people to buy into superpowers. You can keep it at "aliens released a virus, it devastated the population, but now there are superheroes". The rest can be worked in organically through an introduction that mentions things here and there. You don't want to present so much backstory straight out of the gate that people's eyes glaze over.


also keep yourself focused for now. If you start off thinking of eight different paths none of them are going to get done. Start off working out the ideas for one, get them situated, -then- decide if you're going to do another and what it's going to be.

I won't comment on the second point, since my feelings are mixed, but on the first point I must absolutely agree.  The first few quests are a good place to put bits and pieces of that lore.  Other parts should be stuck in the world as part of the background.


One of the biggest writing axioms that you should consider is 'Show, don't tell'.  Rather than telling us about the big long plague backstory, a billboard near to the starting areas in plain view with an advert along the lines of "Having difficulty coping with a strange new world?  Memories of the alien genocide too much to bear?  Call 1-800-555-HELP for free psychiatric consultations" would be just as effective.  If there's a massive population drop, government sponsored adverts about 'Now is the best time to start a family! Find out about the tax breaks you could qualify for if you have one or more children' etc. etc. would be all over the place as well.  The environment you build is as much a set-piece for your plot and lore as anything, and most people retain information better when they see it as part of the environment.


One other thing; in cases where the character should know everything from the beginning, it is totally okay to *NOT* tell the player more than a fraction of it from the beginning.  If you talk about it consistently like they already know, they'll begin to infer details by what the NPCs and their characters say.  This helps to spur curiosity, which is *very* important for keeping people interested in your story.  If you're really worried about it being obvious as quickly as is efficiently possible, take the Mass Effect route and have a thesaurus section in the menu with any relevant points that the character should know about.  I'd recommend that you don't have everything in there from the beginning, but set up flags so that when the character sees certain words in the dialogue, it opens new entries.


Hate to do this, but I'm going to double post.  I should mention that your position in the sack isn't necessarily as clean cut correlated to your life path as you seem to think; For example, people who tend to be the most submissive in the sack are often that way because it serves as a pressure relief valve from dealing with high stress.  This is especially true when that stress is from having to make a lot of high responsibility decisions.  A hero who has to make life and death decisions on a daily basis may *NEED* to let someone else take control and make all the decisions for him in order to relax at all.
 
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Miscellaneous Forum Viewer

Well-Known Member
Apr 6, 2016
184
40
I think the game certainly has potential but right now there's not much to go on. Many of the pictures didn't work in the intro, it also crashes when the phone gets brought up and I wasn't able to get any further than that.
 
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Helcries

Well-Known Member
Sep 13, 2016
61
4
46
I think the game certainly has potential but right now there's not much to go on. Many of the pictures didn't work in the intro, it also crashes when the phone gets brought up and I wasn't able to get any further than that.

Thank you for the support, about the Intro pics I was still getting them together and was encouraged to get something out asap for people to see. So I decided not to wait another week for me to get the pics rendered.


As for the phone, it's just a test that I got up. Still working on getting it designed how I want, the plan is to have pics with each person you know and their different stat's then you can text them and have different options on how you want to communicate with them through txts.


Also there should have been a statement right after the you finished with the phone stating that it was the end of current content. I will check it once I get home, the desktop have the code not my laptop.

I won't comment on the second point, since my feelings are mixed, but on the first point I must absolutely agree.  The first few quests are a good place to put bits and pieces of that lore.  Other parts should be stuck in the world as part of the background.


One of the biggest writing axioms that you should consider is 'Show, don't tell'.  Rather than telling us about the big long plague backstory, a billboard near to the starting areas in plain view with an advert along the lines of "Having difficulty coping with a strange new world?  Memories of the alien genocide too much to bear?  Call 1-800-555-HELP for free psychiatric consultations" would be just as effective.  If there's a massive population drop, government sponsored adverts about 'Now is the best time to start a family! Find out about the tax breaks you could qualify for if you have one or more children' etc. etc. would be all over the place as well.  The environment you build is as much a set-piece for your plot and lore as anything, and most people retain information better when they see it as part of the environment.


One other thing; in cases where the character should know everything from the beginning, it is totally okay to *NOT* tell the player more than a fraction of it from the beginning.  If you talk about it consistently like they already know, they'll begin to infer details by what the NPCs and their characters say.  This helps to spur curiosity, which is *very* important for keeping people interested in your story.  If you're really worried about it being obvious as quickly as is efficiently possible, take the Mass Effect route and have a thesaurus section in the menu with any relevant points that the character should know about.  I'd recommend that you don't have everything in there from the beginning, but set up flags so that when the character sees certain words in the dialogue, it opens new entries.


Hate to do this, but I'm going to double post.  I should mention that your position in the sack isn't necessarily as clean cut correlated to your life path as you seem to think; For example, people who tend to be the most submissive in the sack are often that way because it serves as a pressure relief valve from dealing with high stress.  This is especially true when that stress is from having to make a lot of high responsibility decisions.  A hero who has to make life and death decisions on a daily basis may *NEED* to let someone else take control and make all the decisions for him in order to relax at all.

Thank you for the advice, and guidance. I like the idea about the billboards and other pics. I am hoping to get a bunch of pics rendered this weekend.


Atm I am running out of time (breaks are to short LOL), but I do want to say that some of the ideas you mentioned I am trying to get coded, specifically a beastiary / book section. Something like what they have in TIT's where you can read about certain things that haven't been covered yet.


Also the last thing I wanted to say was that the last paragraph I fully understand that, I meant it less as a life choice, and more of the direction the players wants the PC / NPC's to follow. 


The way I am doing the char / npc personality is I set 7 variables by every character, and each choice puts points into 1 of those categories, or subtracts depending on the choices. Then it opens some choices, blocks others, hides some, or nullifies the PC's choice depending on the stat's.


Also I finally settled on the alien models that I will be using, and the mother ship, and the fighter type ships. So those will be in the .01a release, with the updated intro.


I really want to say thanks for all the feedback, and I appreciate the support. This is my first time putting any of my ideas out to the general public. So I'm happy that I am doing alright so far.
 

balitz Method

Well-Known Member
Aug 13, 2016
427
267
By the 8 paths you mean the different options after you get to the char development? Those are actually just to get people flags, and set up some basic char influence that will be used once the person gets into the second scene. It's to try and allow the char to set up initially the influence powers that they possess. As well as how they see the world, if they want people horny, submissive, dominant, angry, or what not.


But if I understood you right below, you mean focus more on getting the Dom PC done first, then work on sub pc, dom mom, then sub pc, dom sis, and what not?

In your plans it looks like you've got a bunch of different thoughts on main character abilities, potential to be a hero or a villain or an independent hero and on and on - lots of choices sound good in the brainstorming phase but it's usually better to just nail a few things down, get some actual plans for them in place, and then decide if you really want to do another one. It's not just the amount of work but whether every little thing you think you should include will even be well-represented enough to interest anyone. The best solo projects (as in those who don't have multiple writers and team members who can each focus on a few aspects) are the ones that end up maintaining a focus on what they really want to do rather than try to be as broad as they possibly can - the latter usually leads to promised features that never see the light of day or a game that's very wide but not very deep and struggles to move forward.


In even the most professionally-made titles but with these types of games especially "open world experience; you can do whatever you want" is a big red flag.that usually translates to "there will be smatterings of content here and there but it'll have no idea what it's doing or where it's going". 


If you have distinct ideas then try to solidify those and if they're enough for multiple routes - great. If you're just making big plans I'd definitely advise to start small and then expand. You're more likely to keep a handle on it that way and end up with a better project whether you finish it or not.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
In your plans it looks like you've got a bunch of different thoughts on main character abilities, potential to be a hero or a villain or an independent hero and on and on - lots of choices sound good in the brainstorming phase but it's usually better to just nail a few things down, get some actual plans for them in place, and then decide if you really want to do another one. It's not just the amount of work but whether every little thing you think you should include will even be well-represented enough to interest anyone. The best solo projects (as in those who don't have multiple writers and team members who can each focus on a few aspects) are the ones that end up maintaining a focus on what they really want to do rather than try to be as broad as they possibly can - the latter usually leads to promised features that never see the light of day or a game that's very wide but not very deep and struggles to move forward.


In even the most professionally-made titles but with these types of games especially "open world experience; you can do whatever you want" is a big red flag.that usually translates to "there will be smatterings of content here and there but it'll have no idea what it's doing or where it's going". 


If you have distinct ideas then try to solidify those and if they're enough for multiple routes - great. If you're just making big plans I'd definitely advise to start small and then expand. You're more likely to keep a handle on it that way and end up with a better project whether you finish it or not.

Thanks for the feed back. I do have specific plans for the 3 routes people can take (government agent, rogue hero, or villain), the powers that people get now are just things for influence, they help to establish the pc and npc personality. And they add certain options in key dialogue scenes. 


The story will run roughly the same for all paths, but with each part accomplishing it their own way, but that hasn't been established yet and won't play a difference until scene two at the earliest. The other main difference lies in how the pc gathers allies, the agent path can recruit some through work, get some while running around doing things for the government and finding villains or rogues. The rogue can get some through the heroic plea, others through intimidation, and the villain he can do anything to accomplish his goals. 


Also it won't be open world like da inquisition, but more like akabur princess trainer. Where you have places to visit and you get interactions depending on choices you made or quests you have.


Hope this addresses your concerns, and explains a bit more my goals.
 

Marblak

Well-Known Member
Jan 14, 2016
95
18
So, you mentioned being able to shift one's body and add animal bits here and there. Will there be furry content / images? I feel as though the freedom to fully transform the player character as being one of the biggest draws from the big 3 game inspirations you listed. If so, you may want to add "Furry" to your list of fetishes. I suppose "Beastiality" too, if you plan to allow players to go "full animal."


Anyways, I'd like to say this game's premise sounds absolutely fantastic, and I hope you will be able to... pull it off, as it were.
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
So, you mentioned being able to shift one's body and add animal bits here and there. Will there be furry content / images? I feel as though the freedom to fully transform the player character as being one of the biggest draws from the big 3 game inspirations you listed. If so, you may want to add "Furry" to your list of fetishes. I suppose "Beastiality" too, if you plan to allow players to go "full animal."


Anyways, I'd like to say this game's premise sounds absolutely fantastic, and I hope you will be able to... pull it off, as it were.

Yes there is a class I am calling a shifter. He / she will have the ability to change shape. Originally to full animal, then into a half human combat shape. Then as the PC gets higher level they will be able to alter specific body parts, kangaroo legs, horse cock, cat ears, what ever. I plan on creating custom renders for that content once I get to that point.


Oops I thought I added furry into the fetishes, and as for bestiality. I just wasn't sure how most people would feel about that content so I didn't want to assume that people would be into it, but if there is a call for it. I have no problems adding it, it may be my game, but I want the players to enjoy themselves and the content.


Also thanks so much for the support, it will be getting better as time goes on. More images, more content, and of course more people to interact with. )))
 

Master

Well-Known Member
May 23, 2016
58
12
I love it!


Woops:

 

Code:
	I'm sorry, but an uncaught exception occurred.
While running game code:
  File "game/script.rpy", line 1573, in script
    show screen phone_message("Mom", "Hey sweetie, how are you?")
  File "renpy/common/000statements.rpy", line 458, in execute_show_screen
    renpy.show_screen(name, *args, **kwargs)
Exception: Screen phone_message is not known.



-- Full Traceback ------------------------------------------------------------


Full traceback:
  File "game/script.rpy", line 1573, in script
    show screen phone_message("Mom", "Hey sweetie, how are you?")
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\ast.py", line 1696, in execute
    self.call("execute")
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\ast.py", line 1714, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\statements.py", line 144, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 458, in execute_show_screen
    renpy.show_screen(name, *args, **kwargs)
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\display\screen.py", line 997, in show_screen
    raise Exception("Screen %s is not known.\n" % (name[0],))
Exception: Screen phone_message is not known.



Windows-8-6.2.9200
Ren'Py 6.99.11.1749
After Invasion 0.1

 
 

Helcries

Well-Known Member
Sep 13, 2016
61
4
46
I love it!


Woops:

 

Code:
	I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/script.rpy", line 1573, in script
    show screen phone_message("Mom", "Hey sweetie, how are you?")
  File "renpy/common/000statements.rpy", line 458, in execute_show_screen
    renpy.show_screen(name, *args, **kwargs)
Exception: Screen phone_message is not known.



-- Full Traceback ------------------------------------------------------------


Full traceback:
  File "game/script.rpy", line 1573, in script
    show screen phone_message("Mom", "Hey sweetie, how are you?")
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\ast.py", line 1696, in execute
    self.call("execute")
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\ast.py", line 1714, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\statements.py", line 144, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 458, in execute_show_screen
    renpy.show_screen(name, *args, **kwargs)
  File "C:\Users\Joseph\Desktop\AfterInvasion0.1-0.1-win\renpy\display\screen.py", line 997, in show_screen
    raise Exception("Screen %s is not known.\n" % (name[0],))
Exception: Screen phone_message is not known.



Windows-8-6.2.9200
Ren'Py 6.99.11.1749
After Invasion 0.1

 

Yeah I am having a little trouble with the phone atm, I went ahead and took it out for the moment so I could work on a few other essential bits of the infrastructure.


The newest version has been trying to upload to Mega for a few hours now, not sure why but the upload is super slow (Has been for me the 2 other times I uploaded new content as well.)


Atm the neighborhood interface is up and running (I think flawlessly, I couldn't break it after testing everything I could think of.) Also got 3 interactions for the first day with most of the 5 new people I introduced today, I have the backbone set up to take it out up to 90 days atm, with the option of going as fast as I want. Also have some special scenes wrote in for the first couple days in different places.


You can interact in the base even though the map isn't working yet, I just used a menu to direct the player to the right locations. The sister has the most content atm in the base, and the girls next door have the most over all. ))) Although I need to smooth out some of the interactions, I just ran out of time with work taking more of it than it has over the last few weeks. Holidays are bad for my personal time LOL.


Also the base infrastructure for one of the more dark / fun / horrible abilities has been put in (It's called implant fetish, and I hope to have it fully implemented within the next 2 updates. But I still need to work on testing it.)


The quest system will get implemented as soon as I get the Neighborhood smoothed out so I can start people along the quest to save my favorite character Lusty Devil. (She will also be getting a straight up VN dropped soon, a short story I wrote for her kind of accidently made her the face of the game for me.)


But if you check over in the Showcase section I will be keeping the patch notes up to date there, as well as the DL link.