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(3 edits)

Wow... sorry for the wall of text. Ideas led to other ideas and here we are. I'll edit the 1st post and add in new ideas for traits and training methods so they'll all be in one place.



Yeah the idea of jobs is interesting. There was an older flash game I played a long time ago that was mostly text with some rudimentary graphics that had a job system. It felt more like a Geisha trainer than a slave trainer. It has class and more "high end" traits than just sex skills like etticut, cleaning, yoga, ballet, and such. I want to say it was called Slave maker. there was another old flash called sim-brothel.

Then there's a bigger one called Sold Girl Town that focuses more on the training/torture methods, but Sold Girl town does have an interesting brothel system with different parts of the city you unlock. Then you put different girls in each neighborhood based on skills and local preferences. Sold Girl also has a gold sink in a skill tree that improves your training efficiency, recruiting efficiency, brothel profits, and unlocks training methods, maintenance costs, etc.

There's also a more recent trainer called Dorei-Syoujo-A that's mostly a sex / torture game with no real depth beyond unlocking new outfits and torture methods.

I'll see if I can dig those up and refresh my memory of how those systems worked with the jobs and skills related to them like cleaning, dancing. One of them had cloister training with Nuns which has potential to interact with the temple in your game.

This provides a choice system where you're choosing between lewd and classy. Training on one side or the other lowers traits on the opposite.

In the vampire theme that might look like choosing between training your brothel girls or training a harem of subservient vampire queens that might have more class and combat skills following out of love/happiness vs fear/obedience.

That could branch out into an automated recruiting system. Your vampire queens add to your slave pool by sending them out hunting. Depending on how far down the automated farming path you'd want to go, your queens could also seduce miners and loggers (ghouls) that produce automated incremental resources. This type of game often combines direct player action of going out hunting with resource management mechanics to provide a bit of depth/variety. If you went this direction, you might take the stone/wood farming out of the player actions and convert that into finding ghouls to do your mining for you which eventually grows into vampire queens that find your ghouls for you.

Then instead of resource farming, your player actions would be finding the ghouls, brothel slaves, classier vampire queens, going on quests to expand territory or find more powerful rituals to level up with or new spells. (This could actually be done even without the management system in the game.)

Almost all of the trainers I've played has a system of pushing the girls too far and breaking them in one way or another by either going catatonic, sex crazed, running away, or ending.

You could also consider an energy system / action point system to pay for daily actions that gets replenished by drinking blood.

I've rambled quite a bit here. I guess the thing to do would be make a list of what you like, what you think would work, and what you want to prioritize.

So in the adjustable skills section new options are.

Lewd, Etiquette, Cleaning, Cooking, Flexible (contortionist, yoga, gymnastic performance), Religious / Pious, Persuasive.

One thing I noticed going from an older version to the current version is the crying oral have effectively been removed from the game due to the low obedience threshold to move that from forced to willing, most captured slaves are already above that threshold at capture.

This isn't really something that's broken in the long term because additional levelable traits and skills and multiple training methods should give players the more options about which "sex Scene" they want.

Well... on second thought, maybe the issue/answer is moving the scene results from the obedience threshold to the love threshhold. So the love threshold unlocks willing participation in training and sex scenes. The obedience threshold unlocks the ability to put the slave into the brothel and what services they provide in the brothel. (Circling back to the neighborhood idea from Sold Girl Town. some brothel clients might pay more for the willing, others pay more for the unwilling) The catch is they lose more sanity / happiness rating when unwilling leading to bad results.

For now you don't have multiple training options to train obedience vs increasing love/happiness, so there's no way to separate the results of training into multiple paths and different sex scene options.

So some love training options might be cunnilingual, fingering, massage, sex toys, (pleasuring the slave) or maybe vampire hypnosis induced self pleasure, fine dining (fine clothes, food/wine/drunken seduction)

Sorry if I mist something, but like you said there was alot XD.

On the ghoul front and automatic resources. Currently the game is moving to 2 combat systems. First castle defense which is aimed to make the player not lose resources. Second an offense where you go out and raid. The main point of the raiding (as of writing, this might change) is to collect thralls. Thralls are basically the ghouls you describe. They are used to collect resources like wood and stone by sending them to for example the mines.

On the slave girls front. I took a lot of inspiration from Dungeon Lord and could be adding some type of mind break/catatonic  system for them. Currently they just do not gain stats after fucking them for some amount, which is not the best system - but it works for now.

And the skills are interesting, again can't say what I will add. I'm focused on combat at the moment so I'll loop back to this when I get around to 0.3.

On the oral thing, the obedience thresholds are very different at the moment. So a new girl would take a couple of nights to go from rape to consensual.

The idea of making affection the consent barrier and obedience be for jobs is quite a good one, because after the current changes affection basically became useless. And that is a nice way to get it back into the game.

Love training are neet as well. The AI could probably manage some of those like fingering and sex toys.

(3 edits)

I eluded to the below, but didn't flesh out the idea. I do think it would be cool to have quests to go find ritual recipies. You may have already been thinking along these lines, but spell acquisition could be a combination of finding a ritual recipe, then doing the blood sacrifice to get lvl 1, then find recipes to make the rituals more powerful to upgrade the spells.

This could give you a place to do more than just go on a raid, fight one combat, and return to castle by having quest lines to get different spells and upgrades for those spells or a simpler option might just be RNG spell page drops from normal combats.

Maybe both. A quest unlocks the initial recipe and RNG drops level ups. Another option could be a quest unlocks an initial spell that can be leveled to a cap, then another quest for the more powerful ritual raises the spell level cap.

From a design PoV, I'd think the initial quest would unlock a new zone to raid in and that zone would have the RNG drops rather than trying to make the RNG drops only start spawning after the quest is completed.

Quest line rout might be something like breaking into a temple and fighting a high priestess in charge of protecting an ancient scroll. Even if not a quest line, it could be a place to add in "boss" fights.

It is a very cool idea, but there are not really any systems in the game currently supporting it (like a questing system you speak of). So there would be a lot to add. But I'll keep it in mind for adding progression

xD I did say up front that the ideas build on each other and could turn into a huge system. If you find the input helpful as opposed to annoying, just let me know where you'd want to focus brainstorming and what direction you want to go with it.


Again, I'm don't know how to code. Based on what you currently have in the game, I'm guessing the simplest way to do this would be to lock raiding buttons until a criteria is met.

To follow the above example, you currently have the temple raiding area. If there's a way to lock that and only make that selection available if you have a harem girl with a certain level of purity stat or after sending her to train at temple X number of times or something similar.



The rest of this post is under the assumption that locking a raiding area behind a criteria is doable.



Obviously this can't be done until after you've added in traits and stats in V3, then training methods in a later version, but I suspect at least having your outline of the direction you want to go in place will help with design choices you make along the way when choosing traits and training options to put in whether you go this direction or focus more on castle building or both.

So rather than a specific quest, it's just meeting criteria to unlock a raiding area. It could just be a higher level area instead of a specific boss fight. Then to simplify the idea of capping spell power behind rituals. Maybe your spell power is capped based on which raiding areas are unlocked. Alternately a boss fight raiding area could be unlocked based on the girl stats and beating that boss could unlock the new raiding area.

Cannon could explain it with idea of finding the scroll in the temple, while mechanics would just unlock a higher spell power ceiling for each area unlocked.

it ties together with the other post about making stats more useful than just numbers big.

I do think capping spell power rather than letting it scale infinitely will add more of an element of challenge and strategy to your combat system.

As it is the strat is to just pick a spell and level it to the point of 1 hitting anything while ignoring the others. Caps could force you to use strategy like the lust spell vs some targets and the self healing vs some, then raw damage against others.

Then having higher level caps gated behind something provides a sense of progression and purpose. Happy to help you look at numbers to balance where to cap for each tier of raiding area.

The same thing could go for castle building finding blueprints or doing the same thing with automatic blueprints coming available upon unlocking a raiding zone.

So building on your current system, building recipes that require stone unlock when you unlock the temple, recipes that require wood might be the ones you start the game with as the 1st / free raiding area would probably be the woods.

Screen shots from slave maker

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Planning

Actions

Tailor, Stats below are effects of Black Dress

Visit, Each one will talk with her and raise / lower various stats or skills. Prostitute lewd and sex skills, Lord etiquette and reputation, Maid cleaning skills etc 

Rules

Posted pics from slave maker. It kinda shows a system of stats, actions like taking a walk (random encounter) setting rules, training, working. The planning page has commands/chores, classes to go take, then jobs to work. 3 actions per day available. The gold system in the game relies on her working jobs. So balancing out the working is a method to both train her and get gold to buy dresses or other equipment.

thx, I'll look closer at it before starting work on 0.3