This is Real Life (v1.06)

Spargleblarg

Member
Mar 15, 2016
12
0
Current Version: v1.06

  • Redesigned combat system: Six attack stats, no defense stats
  • Three custom player attacks for each enemy, with stat highlighting
  • Unified HP and Lust stats, merged Sleep and Sex buttons
  • HP now increases automatically at level up
  • Rebalanced enemy stats
  • Waifus (or staying single) give you passive stat modifications
  • Added Relationship menu for waifu information
  • One new enemy, 27 total
  • Labled status bars, changed colors, added enemy level display
  • Renamed some maps
  • Fixed a bug causing damage less than zero to not display
  • Fixed a bug allowing multiple level up stat boosts by refreshing the page
  • Fixed a bug causing Run to not clear enemy status bars
  • Reorganized javascript files again

This update is not compatible with previous versions because I changed the player stats a lot. If you've played v1.05 or earlier, load up v1.06 and use the restart game option to clear out the old variables.


Engine: Custom HTML
Content: Gender-neutral player. Mostly female enemies but the balance will shift towards 50/50 over time. Various fetishes and a lot of non-consent
Rating: Somewhere between CoC and Flexible Survival
Description: A CoC style RPG set in the real world
Notes: The design goal here is to have the game be as lightweight as possible. I'm trying to avoid the usual timesinks for this genre like verbose/repetitive text scenes, pronoun hell in the code, content reliance on time-consuming visuals, etc. Instead I'm focusing on making content quickly by using short paragraphs of text.


https://mega.nz/#!Zd4HnYSY!vJrCq1TceOqhhCgDHPjSbfqoa8kaIeZvoUAsykXkFEg


Planned content: Better RPG elements, more depth and content.
 
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Rfpnj

Active Member
Sep 24, 2015
35
1
I congratulate you on you have put together so far. I would offer a few suggestions, You may want to look in to external JavaScript files to hold the back end, otherwise the file will get unwieldy before too long. The second is a UI suggestion please label the bar with what they are.
 

Spargleblarg

Member
Mar 15, 2016
12
0
Thanks! It's already built with external files; I squished them together to make a single file for the release version. I'll try out labeling the status bars.
 

MotoKuchoma

Well-Known Member
Nov 3, 2015
288
59
So far I have no sense of what I am doing nor who I am in that game. There is very little incentive to play the game IMHO.
 

Bronzechair

Well-Known Member
Aug 30, 2015
150
6
I like it. Obviously it's quite barebones at the moment, but I do want to express my interest and hopes that you'll keep developing it into something more full-fledged. A lot of the content is refreshing and agreeable, you seem to have a head for focusing on gameplay instead of long-winded yammering on about the squishy mechanics of sex, and I enjoy the variety in kinks.
I'll throw out some bug reports and talking points:


- Explore is broken and never discovers any new areas, so you're stuck with only six of your 25 encounters. I got around this by adding numbers to locationsDiscovered in the diary, but obviously that isn't how the game is meant to be played.


- The encounters sometimes appear to be placed incorrectly. An example is finding yourself walking down the street and encountering the bird or abruptly sitting in the restroom in your friend's house... both while "staying at home."


- Run never works.


- Some descriptive text for the player's combat actions might be nice, so the player has SOME feedback on their actions. I'd also add labels for the health/lust/exp bars and maybe a description of the stats as well? I'm still not sure what END does.


- There are a lot of empty buttons, especially in combat. I don't know if they're going to have a future use, but if not you might consider a more compact interface.


- Some kind of introduction and/or explanation for all this weirdness would be helpful. I like the weirdness, but what's the context here?


- Is there a reason sleeping and masturbating don't completely fill their respective bars? Unless you're planning on adding in time restraints that might make the player want to sleep/masturbate only once or twice, consider having those buttons completely fill the bars up to reduce needless clicking.


- This is just personal preference, but the smiley faces in quotes are jarring and paint a bothersome picture. I'd drop those.


- The friend's mother calls you both mija and a future husband (in the same paragraph, no less). Not strictly a problem, but you advertise the PC as gender-neutral, and her thing seems to revolve around her daughter, so it may be an error that she's calling you her daughter? I dunno, just pointing it out.


- The dog is unbeatable until you get two or three levels under your belt. Being two-shot by a starting enemy isn't great. Some other balance changes may be present, but I haven't tested them all thoroughly because I don't know at what pace you're supposed to discover new locations (see the first point).


- Why the "Kill yourself" button? You can just reload the page to instantly restart the game, so I don't see the value in having a dedicated button for it.


All in all, promising frameworks. Please continue.
 
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Spargleblarg

Member
Mar 15, 2016
12
0
  • v1.01 (Quick day one improvements)

    Added How to Play page in Home
  • Removed animal1 and milf4 from Home
  • Replaced animal2 with milf4 in Explore
  • Doubled chance of successfully running from battle
  • Tripled chance of discovering a new area
  • Added question marks for undiscovered maps
  • Added content warning
  • Upgraded version history to a scrollable textbox


Download link in the first post.


I also switched to using external files for the release version. I can squish it all together easily right now, but in the future that may not be the case. And this makes it easier to carry save files across updates. You'll probably need to use Export/Import Save if you played on 1.0.


Thanks for the very useful advice Bronzechair. The game autosaves your progress which is the reason for the kill yourself button. Sounds like you're using a private browsing window? The heal buttons don't heal 100% because that's what CoC does. I didn't think about that too much and I'm 50/50 on changing it so I'll bump it down the list for now.


Mija/o - I've heard it used for close family friends and I like the sound of it but I don't know of any neutral version. So there's a few exceptions to the neutrality rule where it made the scene better. Also I like when game worlds assume everyone is bi and confuse gender, so the rest of that scene is intentional.


I'll probably label the status bars but I want some more time to think about the design. It'll come in the first real update, which I think will take about a month.
 
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Bronzechair

Well-Known Member
Aug 30, 2015
150
6
Yeah, I'm basically using private browsing. In that case, the suicide button is fine. Originally I thought it was some kind of off-the-wall way to unlock new content because I was only seeing the six encounters you get from exploring/staying at home. As if you were intentionally supposed to get annoyed at the grinding and just kill yourself, then suddenly you're in hell fist-fighting giant demon-dongs. I still don't think it's a terrible assumption in an insane world of vagina-based arm locks, rope cocks bursting windows and molesting people, etc, but enough rambling about this. I have other things to ramble about!


First up: CoC and learning from the past.


I'm guessing CoC was the major inspiration for you making this game, but that doesn't mean you have to copy it too closely. As you say, it's simply a placeholder you didn't spend much time on, but it's helpful to lay out plans in advance when making a game so that mechanics come together in a coherent way.
If you're a fan of CoC, you've likely noticed that resting doesn't fully restore you because it costs time and the player may have to choose between resting more (and thus spending more time) or setting off to do something else with reduced health, thus increasing the odds that they'll be defeated for their hastiness. This is all well and good, but you probably also noticed that CoC was recently announced to be complete and yet it never really takes advantage of this restricted time mechanic, so there's no compelling reason to NOT rest to full (ignoring that the PC becomes freakishly powerful and doesn't actually need to recover fully most of the time, because that's an entirely different issue). Yes, there are occasional minor uses of it like needing to visit the library late at night to be able to study, but as a whole the in-game time spent doesn't lead to any meaningful decision-making because if you miss it one day you just roll over to the next, identical day. From a game design perspective this isn't ideal because it eliminates any pressure that would normally arise from having to manage your resources (units of time, in this case), and games without challenge quickly grow tiresome.


That all being said, this is fairly elemental stuff that you may already know, so please don't feel like I'm being condescending towards/attacking you here. I could be completely off-base, as I have no idea what your long-term plans for the game are. I just wanted to submit this for your consideration early, before things get too hairy: If it's going to be a management game (or at least have elements of therefore), you want the player to have to manage resources, otherwise the gameplay (or at least this mechanic of it) ends up rather hollow.


EDIT:


After looking into the higher level battles, I feel like the current battle system is a a bit confusing and the catch-all system you have set up now might not be ideal. It's often a stretch the imaginative attacks enemies use have to fit either in draining your health or raising your lust (the bird and horse are particularly jarring), and the same is occasionally true for having to choose between attacking and seducing (the woman on the bus who sits on you comes to mind). Consider a battle system that is more personalized to the individual encounter. Using the woman on the bus for an example, instead of using the generic attack/seduce until their health/lust expires, you could have options to struggle or speak up or gesture towards other people on the bus for help, and the goal might be to get her attention to get her to stand up, or endure until her stops arrives or subtly work to get her off, etc. Orgy-esque mechanics for the horny graduates. Disgust for the horse rider/siren girl. Mental battles for control with the hypnosis stuff. And so on. There's a lot of flavor to be used if you go this route.


It goes without saying this will dramatically increase your workload, and it may be too ambitious, depending on your programming and game-making experience. I don't know Javascript, so I can't gauge your ability by looking at your code, so you'll have to make your own assessment on if you're up to the task or not, assuming the idea catches your fancy. I do feel it would fit the thematic better though, since the vast majority of the encounters in your game are not battles as portrayed in CoC, so transcribing that battle system over leaves things to be desired.


Okay, enough stuffy, nebulous "game design" shit. I briefly played around with the patched version and here are my findings.


It seems the bird is the easiest encounter, so the removal of frequently encountering it has spiked the early-game difficulty; all the other encounters kick your ass unless the RNG is heavily on your side. This issue is further exacerbated by allowing the player to wander into the higher level areas so early (though if that's intentional it's probably fine because the player can see they just took twice their max lust in a single attack and realize they're not supposed to be there). This probably sounds like I'm backtracking because when I played the previous version, discovering new areas was so uncommon that I genuinely thought the mechanic was broken, but you understand there's something to be said for a happy medium and steady progression.


I like my games difficult so I wouldn't mention this if I didn't think it would be bad enough to be considered obstructive by a reasonable person, and it's definitely at that point when I burned through thirty encounters and only fought the bird five times, almost always losing to every other encounter type. A new player running into the same thing would likely be turned off the game altogether. Honestly, the only reason I keep playing past ten minutes when I first started was because I knew there was a lot more than just the six encounters I was seeing. Even if you want to avoid cuddling players and keep the dangerous areas available, keep in mind the importance of first impressions and a steady upwards curve in difficulty.


Regarding mija, I don't know that I would call it a term for friends of the family (at least in my part of the US), but it's fitting enough here if you want to use it. Sometimes women call their husband or boyfriend mijo, and it can be reasonably translated as something like "honey" or "dear," which seems appropriate if she's a motherly type. As is generally the case with gendered languages, the gender-neutral version is the masculine: "mijo."


Do you want me to report typos?


---


Text for your eyes to glaze over.
 
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Spargleblarg

Member
Mar 15, 2016
12
0
Convincing points about the healing / time resources relationship and the lack of Lv.1 enemies. I'll change both of those. edit: done


I already think that this combat system isn't "fun enough" from an RPG point of view so I'm going to redo it asap. Might be able to work in some of your points about conflict's place in the game world during that process.


I've got a roadmap but it's just for a few months out. Multiyear checklists aren't good for motivation, and I've done gamedev before so I'll be fine.


Happy to hear of any typos you can find.
 
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Bronzechair

Well-Known Member
Aug 30, 2015
150
6
Excellent. I already wrote it up! Incoming (and very mild) spoilers for anyone who hasn't seen all the enemies yet.


Bird:
intellegence -> intelligence
embarassingly -> embarrassingly


Horse rider:
converstion -> conversation
immediatly - > immediately
copius - > copious
recieve - > receive


Dental assistant:
Frustatingly -> Frustratingly


Breast-milk girl in the furniture store:
fromt -> front


Girl with the lust-inducing feet:
accidentaly - > accidentally
threatingly - > threateningly


Trap:
interupted -> interrupted
apparant - > apparent
irresistable - > irresistible
Bi - > bi


Indian girl with hypnotic feet:
millesecond - > millisecond
embarassing -> embarrassing
anyways - > any way
undoubtably -> undoubtedly
Apparantly - > Apparently


MILF:
apparant - > apparent


Neighbor/Mom:
subconsiously - > subconsciously


Aunt:
recieve -> receive (appears twice)
anytime -> any time


Latina mom:
enteres -> enters
"the woman passing" -> the woman passes


Job interview woman:
showly -> slowly


Elderly Asian woman:
terible -> terrible


TFing college girl:
anymore -> any more
agianst -> against
recieve -> receive


Pair of black girls:
embarassed - > embarrassed
shapeshifer - > shapeshifter


- Asian, Latina, and Indian are proper nouns or adjectives and should be capitalized.
- An ellipsis (the series of dots you frequently use to denote a pause or lingering tone) should always be three-long; I noticed you typically use two... and occasionally a dozen or so. Consistency looks much better. Fun facts about the ellipsis: in formal writing the dots are spaced out, technically don't end a sentence, and should be followed by a space before the final punctuation mark. That's kind of an obscure rule though, and I think it looks terrible and only use it like so when I have to, so I wouldn't worry about it for a project like this. . . .
- I advise against surrounding words in asterisks for emphasis. Caps or, preferably, more detail in the text body itself looks more respectable. I noticed one in one of the Latina mom attacks, and I assume there are more. To the same end, I reiterate my concern about the smilies (and also the emotes like <3).


And finally, the disclaimer is that this list isn't comprehensive or any kind of in-depth. Because I'm wary about investing overly much in developing porn games, I ignored most issues that relate to style, punctuation, grammar, etc., and simply skimmed over the text, looking for glaring mistakes (read: obvious mispellings and non-errors that are commonly thought to be errors) that some players might get irritable about. The average person doesn't care if you used an adverb when you should have used an adjective, so this is just a little polishing for your presentation that hopefully should be enough to keep the common pedant off your back.
 

MMMm

Well-Known Member
Feb 20, 2016
84
0
I really like this game! I'd suggest adding some perks the player can choose from at the beginning and when they level up to give them something to grind for. Something like:


Cold: Converts 25% of lust damage into health damage. Perhaps with multiple levels so the player eventually can't be defeated by lust and only takes health damage,which is reduced by their defense.


Calm: Lose 10% of lust per turn.


Regeneration: Recovers health.


Couch Potato: Entering a safe zone instantly heals the player.


Stuff that lets the player decide how they fight and how they grow stronger. I enjoy the grind and want to see more progress after all these grueling battles.


I'd also suggest making it so that the player attacks first, and if you defeat an enemy, they don't get a hit on you. Like in CoC. After a certain point you can 1 shot some enemies and it saves you needing to heal.
 

Spargleblarg

Member
Mar 15, 2016
12
0
Update 1.03

  • Added waifu system with 7 waifus

    Encounter certain enemies ten times to activate this
  • Waifus will affect combat later on
  • No harems, you can only have one at a time
  • You can re-recruit waifus if you leave them

[*]Added intro scene for new players

[*]One new enemy, 26 total

  • Located in the Home map to help balance out the lack of Lv. 1 enemies

[*]Masturbate changes to Sex if you have a waifu. Heals lust 100% vs 30%

[*]Merged Journal buttons

[*]Fixed some typos

[*]Reorganized javascript files


Next Update

  • Combat system overhaul
  • Labled status bars
 

Daxstar

New Member
Sep 2, 2015
3
0
The game is fun so far.  Downloaded the latest version. Had a bug while gaining a level: There was no limit to spending points to my abilites. So I was stuck in the "level-up screen" with endless points to spend...
 

Spargleblarg

Member
Mar 15, 2016
12
0
Thanks for the bug report. It was caused by not clearing out the recursion counter variable in the intro scene. I fixed that and added better protection to the level up function.


In v1.03, you can fix this by refreshing the page once after the intro scene finishes. It shouldn't occur again after that.
 
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ThatOneJester

Well-Known Member
Nov 14, 2015
386
23
31
How do I play the game..?


I start up the HTML, and all I see are 10 empty buttons I can click on.


And 5 thinner little boxes with moving blue dots.


I have no real option to do anything, except click on the empty button boxes which does nothing.
 

Spargleblarg

Member
Mar 15, 2016
12
0
It should work by just opening game.html, and button#3 should say 'Start'. What OS/Browser are you using? There shouldn't be any moving blue dots as far as I know.
 

ThatOneJester

Well-Known Member
Nov 14, 2015
386
23
31
It should work by just opening game.html, and button#3 should say 'Start'. What OS/Browser are you using? There shouldn't be any moving blue dots as far as I know.

Mozilla 5.0 on Windows 7.
 

Spargleblarg

Member
Mar 15, 2016
12
0
I tried Firefox 5 (I think thats what you meant?) on Mac and the status bars didn't work. That might be preventing the game from loading on Windows. I won't be able to test Windows for a few days but I think you just need to use a newer browser version for this. The status bars are <progress> tags and according to a page I found they weren't supported until Firefox 16+, Opera 11+, Chrome 1, Safari 6+, or IE10+.
 

MMMm

Well-Known Member
Feb 20, 2016
84
0
What characters are available as "waifus"? So far I've gotten the cross dresser and the bird. How do you qualify for any of those women? Is that milf who wants to start a family an option?
 

Spargleblarg

Member
Mar 15, 2016
12
0
I don't think I want to spoiler too much about who they are. If you want some clues, try looking at the love counter variables in Export Journal.


Qualify by running into them 10 times.


She isn't. Thinking on it now, it would make sense in terms of her scenario. I just wrote content for the ones that appealed to me the most. Maybe I'll add her later on.
 

MotoKuchoma

Well-Known Member
Nov 3, 2015
288
59
I think you can stop with the "gender neutral" player thing as a lot of the characters are written in a way that assumes a straight male player. (For example the femboy talks like he assumes you to be one). If you narrow the scope on that, you can write more interesting scenes IMO.
 

Spargleblarg

Member
Mar 15, 2016
12
0
Small Update v1.05

  • Fixed Sleep and Sex bug allowing you to gain infinite HP or Lust
 
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Spargleblarg

Member
Mar 15, 2016
12
0
Update v1.06


  • Redesigned combat system: Six attack stats, no defense stats
  • Three custom player attacks for each enemy, with stat highlighting
  • Unified HP and Lust stats, merged Sleep and Sex buttons
  • HP now increases automatically at level up
  • Rebalanced enemy stats
  • Waifus (or staying single) give you passive stat modifications
  • Added Relationship menu for waifu information
  • One new enemy, 27 total

    Located in Explore, replacing milf1 who was copypasted from Home

[*]Labeled status bars, changed colors, added enemy level display

[*]Renamed some maps

[*]Fixed a bug causing damage less than zero to not display

[*]Fixed a bug allowing multiple level up stat boosts by refreshing the page

[*]Fixed a bug causing Run to not clear enemy status bars

[*]Reorganized javascript files again


This update is not compatible with previous versions because I changed the player stats a lot. If you've played v1.05 or earlier, load up v1.06 and use the restart game option to clear out the old variables.


Next update: Probably more content


Update update: Not having very much fun working on this at the moment. I'll write more later on if I feel like it, but I'm not promising regular releases for now.
 
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