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Hey! Thank you for the feedback. For my own ted talk, I want to go through these point by point.

The dialogue system is something I've hardly touched after initial implementation, and have been unsure how to best approach. I think the sandbox nature of the game demands that dialogue with generic npcs be abstracted in some way, (a la the sims) to avoid over-repetition of the same lines. But in such a text focused game, that might not be the best approach. I'm at least open to trying different things.

For those kinds of interactions with unconscious npcs, I won't say that I've completely ruled them out, but right now it's indeed not my intention for the player to be a predator. If there's demand for something like that down the line, I would probably lock it behind choosing a trait at character creation, and there would be major consequences.

I honestly didn't notice that the day was not moving forward. I'll need to fix that.

Pregnancy is not yet implemented, but some of the groundwork for it is. (Every stack of fluid keeps track of who it came from). I should have been more clear about that in the description.

The npc disappearing after swapping is interesting. If this was near the edge of the map, they may have stepped off the map and into oblivion. It's also possible that the swap command somehow bypassed the logic stopping entities from overlapping eachother, so Oliver might have been hiding underneath someone else. Either way I'll keep an eye out for what might have happened there.

Quests are indeed not implemented as of now. The first one would probably just be a recurring quest for rent, but dynamic quests from npcs are something I want to experiment with as well. 

You seem interested in the potential of art. If you don't mind me asking, what kind of art would you want to see in a game like this? I've mostly considered dynamic portrait art and short cutout animations for sex acts. I'm a bit hesitant with the portrait art though, since I think a big benefit of games like this is the theater of the mind effect, and I worry about things that can take away from that.

i think, for the dialog system, for like the generic "Lanky Man" type NPCs, like 100 different lines could make it not too repetitive, but the names characters i think would be cool if they had like a story line. but its up to you.

i agree with how you are thinking of unconscious npc interaction. 

how would children work? would it be kinda like BDCC where a governing body takes them?

For Oliver, every in game day, i was able to go downstairs, to the west, and he was right outside in that sort of like apartment side area, i would do him, run out of stamina, go sleep, repeat. then i had the miraculous idea to take him to my room, so i used the swap places thing, got him to the door, ran all the way around to bring him inside, and he was gone.

i agree with the rent quest and possible dynamic quests. no thoughts there.

for the art i dont really know. i have two main ideas tho. could do similar to BDCC and have little sprites that would show what you are doing, not very detailed but still allows for the imagination to run wild. you could also do as i have seen some porn games do and have your players make art for the game characters and insert them into the game. but its up to you and im excited to see what you will do with this little project.

:3

(Incase you ask, BDCC is a mostly text, semi art furry porn game in a space prison, aka, not many consequences, which is why i like the change up with consent.)

I should clarify that there are 3 types of npcs in the game. Generic (unnamed), Persistant (named), and Unique (currently only Quincy, Boston, and the landlord). I do intend for some unique npcs to have more of a story focus, while others would be more mechanically unique, like a bully or border guard. 

Children would definitely need to be removed from the game loop somehow. A governing body taking them fits with the world I want to build, but I think it would be fun to have different options depending on character origins, like sending them to family. In any case, they would never be created as an in-game entity, for reasons I hope are obvious. Could maybe be a fun new game plus option to take them over on their 18th birthday, but that's thinking way too far ahead.

I do want to make a "follow me" command for high friendship npcs. I'll hopefully be able to iron out bugs with Cross-map navigation in that process. 

I think I played bdcc briefly back when it first came out. The posable paperdoll was an interesting take on things. I can do at least a portion of the art myself, (I used to do fan-art under a different name in the DoL community), but I have zero history in animation. Constantly switching between art and code completely kills my workflow though, so I definitely wouldn't be against accepting help from a community. I would just want a relatively consistent art style, and some reassurance that ai was not used