lets make a fuckin thing
a game more like
lets start with basics,
what can you do?
what would you like to do?
what do you want to see?
im going to be out all day but ill come back tonight
I'm a writer, so my ideal game has a solid balance of plot and porn. IMO, lacking in concision is where many Western games fail.
E.g., have 3 love interests with around 10 explicit sex scenes/CGs each, rather than 6 different love interests with uneven plot lines and sex scenes. If you try to do too much at once, you'll stumble—especially if multiple strangers from the internet are trying to work together. Start small. You can always release expansions later. (I think this is where COOT fell apart in many ways.)
A versatile protagonist who gets to top and bottom with every love interest is a necessary for me, even if some characters it's harder to achieve that result than others.
Also, just in terms of personal taste, I like stories that are a little more paced and darker than anything ~*holds up spork*~ ~*random*~ ~*glomp*~... But I realize some people are more into hyper/sugary games.
I've love to write a BL game, but the only way I'd ever join one is crowdsourcing. I get paid to write IRL, so I'd ideally like to be paid in gay weeaboo land.
I'm a solo Flash Dev / animator making my transition to Unity. Flash is pretty ubiquitous but Unity is an IDE that is free for everyone.
My taste in man porn is pretty vanilla besides being fairly muscled. I find that staying in the middle helps in finding a common ground in a collaborative effort. A game being fantasy themed is a big plus for me.
>>2203472 brings up the point I wanted to make. If you are investing on people being paid jack shit, realize that your game will not be on top of their priority list. They are also not going to stick around if the project drags on for months if your scope is big.
But even if nothing comes to fruition from this thread, it's still interesting to have an amateur game dev thread where we throw ideas and see what sticks.
> versatile protag
Also what >>2203502 said. I can contribute, but if it's gonna drag out for months and demand a lot of my attention, I would like appropriate compensation for my time.
I'm both a writer and artist, with some experience in animating but not animation. I don't think my written sex scenes are all that great, but I do know enough grammar to be a decent proof-reader.
I'm kinda wondering if /y/ had a dream artist (someone who already draws yaoi/bara) from DA or Y!G to work on this project... who would it be?
Bonus question: is there a resource for open-source backgrounds or would someone make them from scratch? Is there a place to find background artists?
I like my tops and bottoms strictly tops or bottoms. While a lot of people would love versatile characters, I'm sure I'm not alone. Why not just differ per character?
But then the game player only gets to play the MC as either a top or a bottom. Personally, I like playing as a top and fucking romantic interests, although it's rarer. If my only option was to have MC be a bottom and get fucked by all the love interests, I really wouldn't be interested in playing the game at all.
But if MC has choices to top or bottom (or be dom/sub), you get to play the route that you want to play. "Vers" is a technicality—if you don't want the character to be one or the other, you don't have to play those routes. You character can be strictly top or bottom if you want to play that way.
It would be a lot of extra work, perhaps, but you could pick at the beginning of the game whether MC is top or bottom before you start playing, and then the paths unfold like that. This all seems a little purist/essentialist though.
ren'py seems to be the best option since it's already an engine for sim games and lots of people have created scripts, etc., for it, right?
seems like an annoying amount of work for someone to create an engine from scratch.
> you could pick at the beginning of the game whether MC is top or bottom before you start playing, and then the paths unfold like that.
I'm ambivalent with this idea. I mean imagine playing COOT but you have to start over if you want to unlock the Brad bottoming scenes.
Do you have anything to add to the talent pool OP? Because no offense to >>2203576 but I have to warn against Ideas guys who wants a handful of artist to code or animate or draw their dream porn for free. The people putting in the most work should have the most say.
Agreed RE: starting over. It's 2015. It's time to have options so every player can play the game they want to. Which is kind of unique to gay games too, because in straight games it's just the guy fucking every girl. People who are afraid their "top-only"/"bottom-only" fantasies are being compromised can deal with it. Speaking of COOT, many of the routes have an option to be on top or bottom in a subtle way when you get to the nitty-gritty, and it worked well for me playing it. If it's done smoothly, it's not that distracting to have the option.
Yeah, but it should be at the start of the scenes, not the start of the game. Having it at the start of the game is a pain for both the players, the writers and the programmers - I write and code and if someone came to me with this idea I'd try to dissuade them because at this point you'd be either making two games or have a lot of copy pasted scenes.
>It's time to have options so every player can play the game they want to.
not 100% relevant, but if anyone really agrees with that sentence they might wanna check out corruption of champions, if they don't know it already
On the same breath "versatile-only" feels very artificial and forced. I'd rather have the rough edges where some are exclusively tops or bottoms or vers, types that reinforces or break stereotypes. You know like believable people.
Generally speaking, I don't believe that the author HAS to cater to every the demands of the audience. In fact, moments in choice heavy games where the game say "No" and takes the narrative power from the player stands out the best for me.
As much as I admire CoC and its concept, it works on an emergent narrative capacity. That and its text so you don't have to worry about visual assets.
I don't know why a game can't just adjust to your responses. Not that dom necessarily = top, but if you picked more aggressive "I-wanna-fuck-you" answers, you end up with a topping scene during intercourse.
I mean, Ren'py totally has this technology where certain responses go towards different routes. Why not make use of it? If you want to pay a "strictly top" or "strictly bottom" character, the plot adjusts depending on how you interact.
I agree with you on some level. I think the game can still be challenging and tell you "no" while rewarding hard work with the ability to cater to your (the player's) preferences.
>I don't know why a game can't just adjust to your responses. Not that dom necessarily = top, but if you picked more aggressive "I-wanna-fuck-you" answers, you end up with a topping scene during intercourse.
You can. I'm just addressing the player can play any way they want quote in a general sense. You are right the choice limitation should not be at the discretion of technology but because of the will of the author.
thatd be appreciated, though thered probably be a while before that task is needed
also that is a cute and simple idea, its a good start
id like to think im a decent artist,
pic is a simple sketch i just did as an example
and ive been told to be a pretty good writer
i know shit all about programming but im going to try and pick it up when i can
I don't know if you've tried to write 'choose your adventure' type stories before, but it gets complicated very very fast. I did an otome game once upon a time, and it took 3-4 months to draw and write, although there was just a single main route with a handful of forks and a sprinkle of 'bad ends'. I'm talking about simple sprites with shitty backgrounds, here. There wasn't even any programming involved.
I just hope people ITT realize how big a commitment VNs are.
>>2203670 There's actually a way to create different options without so much branching. Essentially, you have two different dialogue choices, with each response looks wildly different than the other one, but leads to the same or a similar answer. This way, the player feels as if they have a choice, but they really don't. So you could write a scene to please both tops and bottoms, and each would interpret it as either a top or bottom scene, respectively. A main thing to note is that there should be some top/bottom only answers, with a few split to save time/energy. This way, the player can choose whether they want to top or bottom for any scene, and can switch it up as they please. This concept can be seen in the game Kentucky Route Zero, and it works extremely well. The game costs a bit of money, but the developers have an earlier game called Ruins in which they explore this mechanic, and it's free to download if you'd like to see how it works. http://cardboardcomputer.com One key thing to note is that they don't let you go back to pick a new dialogue decision, which, coupled with the vast differences in responses, really emphasizes the choices you make, bringing meaning to every decision. I suggest you take a look if you're interested. It's a pretty neat concept. Another really easy way to switch between top and bottom is to write one scene for both, with all pronouns being replaced by a random placeholder. (Let's say the placeholders are top and bottom) If choice A is selected, top is player_name and bottom is hot_guy. If choice B is selected, top is hot_guy and bottom is player_name. So, for example: bottom wrapped his lips around top's penis, lapping at the precum flowing out of his hole and sucking it gingerly.
Choice A: hot_guy wrapped his lips around player_name's penis, lapping at the precum flowing out of his hole and sucking it gingerly.
Choice B: player_name wrapped his lips around hot_guy's penis, lapping at the precum flowing out of (To be cont.)
... his hole and sucking it gingerly.
And then the game would replace player_name and hot_guy to whatever we set them as initially. So all we'd really have is one paragraph, and four-five short lines of code that would already be in the game anyway. The only issue would be compatibility with the programming software being used. I'm fairly certain that all coding languanges allow this, but I'm unsure of the capabilities of 'no programming neccessary' software. I don't know if they'd allow you to do something like this.
any insight as to how your timeline in those months went?
at what point does somethin become 3edgy5me?
hm, that does work if there's no other option, similar things happen in DMMD as well
let's try fucker out
on that note im going to start with something simple as a test run
maybe like this
>implying it was alive in the first place
anyone that has the skills isn't going to do it for free. plus with how entitled everyone is around here about getting art/games for free, who would actually want to waste their time on one? ¯\_(ツ)_/¯
OP here, classes keep me away on weekdays
but i downloaded pen'py and will learn to use it over the weekend
in the meantime, as part of getting the hang of it, let's make a simple shit story
settings, characters ect
lay em' on me
Ugh Tell me about it. I started a VN and my dumb ass couldn't help but add all these crazy characters and endings into the mix and now this project has dragged on forever. And I have to do all the writinf, sprites, backgrounds, ect., by myself.