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Satyr

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A member registered Jun 13, 2017 · View creator page →

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MAI is a Multithread Artificial Intelligence that control a spaceship.

In this universe spaceship don't usually carry human around, so the only crew aboard is made by androids let by the MAI itself.

Mai code was designed on top of the multiple personality disorder, the cynic developer of such system intended to use this approach in order to have many different AI in the cheapest way possible (use one big processing framework to "animate" many personalities).

This is the result



(ps: I don't have license to use these bodysuit and hairs 3d models: this is why I am looking for a fellow 3D artists help: to find or make our own sexy gynoids)
These stunning 6 Gynoids (which is female for android) have their own unique personality; but their mind are all linked to MAI or, how some call it, "Mother".
(in order by the rende) Dyn, Gea, Tye, Jil, Fay and Aki never had contact with human... and they weren't expected to have; but something went wrong. AI logic structure that led the spaceship aren't meant to deal with "messy" humans; for this reson humans aren't allowed to operate on spaceship together with AI.

AI are very susceptible to "human reprogramming"

The hacker (player-protagonist) is on runaway from his dying extraterrestrial planet colony: he doesn't care for his own life anymore, he just want a chance somewhere else across the stars. He aboard the spaceship, hack in the mainframe and build a parasitic site where he plan to sleep while the spaceship will across galaxies (hopefully bring him to the next, better, colony).
Of course, things don't work as predicted, and now the hacker find himself powerless surrounded by sexy and smart war machines; as you may guess (this is a NSFW visual novel after all), his main goal would be hack pornographic concepts into the mind of these dangerous, yet naive, ladies.

The project.
Prototype here: https://satyrs.itch.io/mai

This originally was a webcomic http://mai.cfw.me/comics/1/ (English subtitles under each panel); now I took it back as attempt to make it a Visual Novel. I want to set this thing into its own unique universe, for this reason I had to scrap away assets/stuff which were ripped from other games (you certainly have noticed the armors from Mass Effect); this is why I need another 3d artist to help me render better (and sexier) gynoids and also build ambient where the adventure will take place (on a spaceship/alien planet etc): player will move like the good ol Myst, event and scenes will happen in classical Visual Novel style.
As you can see, my English is quite bad; I got draft the generic lines for the story, but I am not quite able to actually write it down, this is why my priority is to find an co-author to help me on the narrative side, and a 3d artist to model and render stunning and sexy gynoids in the porn-y escapade with the player (which, for plot reason, must be always completely out of sight: all renders art must be from First Person Perspective).

Economic thing:
I have no found to put into this project. This why I put [Hobby/No-money] tag; by now you're thinking "hey, but what about Patreon"; and that's exactly what I wanted to bring it up.
I don't know if this game/project will be redeem worthy by Patreon: I can do some render, code (the actual code of the prototype is very messy, bear in mind we may want to switch on something simpler/safe... this, or we don't find an additional programmer who can make cleaner code with Godot) and lot of world building, but my actual writing skills are way lot average.

Said so... Patreon solution to cutshare between us is something I am absolutely in favor: I am even up to take nothing as cutshare until we don't find a decent balance (it doesn't make sense to split 1$/€ in bunch of 0.35$/€ each). But even tho... cutshare Pateron money is something I can't grant by myself. I hadn't yet one successful campaign on Patreon.

My main contribution over there (Patreon) would be with lore and design; I can fully share narrative spoiler for the whole plot all the way up to the very ending of it (thing that go well beyond the narrative development of the game itself). An additional writing author is extremely important, because if present our project with my badly written stuff... no one is gonna support us!

What I need, and what I can provide

3D render: this is a exclusively 2D game based on 3D render, we will not have to deal with lowpoly stuff.
Tool of choice is Blender Cycles, if you don't use Blender its fine as long we keep this free piece of software in our workflow (which mean: no fbx, 3ds and compatibility break formats). IE: if you 3D model with Zbrush, that's fine, just bring me a Blender compatible result (collada, GLTF, OBJ.. whatever it works). Blender is free for both of us, Zbrush don't ^^" (also I am strictly Linux only, bear in mind we may have compatibility issues if you work in a windows-exclusive environment). I can rig, create/apply material, apply Rigify armature to T-Poses characters. If you give me 3D models I can sort of set environment where the player may virtually move with pre-rendered background (check the prototype: those placeholder render are the AO map for the scene)... but I can also find lot of free/CC0 models by myself, the more you can bring, the more rich and consistent we can be
co-Author: as you may have already noticed, my writing and English is quite hard to follow (congrats if you made all the way down there!). Content wise, everything in this game is dialogues. The only narrative exposition given will the internal dialogue the protagonist-player will have (description of place, item etc).. other than that, its all about chatting and corrupting the logic core of those sexy gynoids. No multiple ending; the experience is pretty much linear. Idea is to "branch" the story in three sequential ending. Actually, I don't plan to get in these actual three different endings: its a quite complicated thing, no one would care for a pornographic story anyway (but we will discuss these "sequential endings" internally, I consider them scratched away as basics, but if you can help me to get on top of it.. we may actually include the consecutive plot-twist ending (which are supposed to take a second and then a third playthough the game). As for basic, there's one simple ending, which is the [spoiler warning] hacker's sacrifice. Of course, we must be accountable with obscene/erotic and pornographic language and sort of stuff in the kink (which may include soft humiliation, and maybe certain grade of BDSM.... things that powerful gynoids would barely notice tho!)
If a Patreon page (and thus cut-share) will be agreed, our additional duty would be to fully disclose the whole lore (including key-plot, spoilers and experimental concept for the story)

Patreon: ideally we would split 1/[number of us], ie: if we're three people it's 1/3 (0,33¢ for each net $/€ we make), but I am up to negotiate lowering my own share if this make things more appealing to you (not too much I hope: not like I am buying a car with those money, but "feeling" people money would be a great motivation for me, I guess its the same for you!

Contact:
I am not "discord guy", but I do recognize that's the default tool for communication here.
While I do actually use matrix/riot free and open source protocol (catch me at: @satyrs:matrix.org , there's web, desktop and mobile app for it). you can  find me on a bridged discord room:
https://discord.gg/5eSmRvd
(I am not actually there, so if you sent me a private message I may not read it; but riot/matrix is bridged in the only room: I can read and reply to whatever happen in  that room!)

Have you checked if this one is marked? (it makes your game hidden to search and browse)


Posting a video was nice, but it took way too much time compared to the effective usefulness to showcase every aspect of the game. Also... being alone severely restrict my possibilities to play a multiplayer game for the public. Don't worry, I am not definitely abandoning the prototype development, I'll just delay a bit for the sake of better way to set game design milestone.

So, I am stepping back to the origin of the game design: sketches and words to directly address the features and issues.

This first draft add nothing new, I know: I'd like to call this the "draft of the draft"... in attempt to provide the best readable and predictable method to expose the ideas which will compose the gameplay.

Video update for the mechanics

http://www.dailymotion.com/video/x68fulh


I was thinking to make this in sort of series... but it takes too much time to be done; I'd rather invest more time into actual prototype development; but still not sure, what do you think?

For my own internal testing I do use a very little map; my approach to programming is mostly "trial and error" so I've reload the map quite often, sometime require me about 10~15 client launch before being able to properly integrate a single feature or fix a bug.

But that basic map I do use is not suited to render the "feel" of the game, so I though that would be useful to two different maps: one for my internal testing and one for the the "public" with a proper, albeit  lowpoly, scenario that would help you into immerse into feeling Pama is trying to achieve.

video:
http://www.dailymotion.com/video/x66vb9m

Btw; I am still on Patreon but so far didn't manage to "catch" even the support/interest even for a single ¢. That's beginning to look more hindering than helping for my motivation into this project. One month is past since I begun getting into this draft idea and two weeks on Patreon.
I've made both 3d models for a Satyr and a Nymph (lowpoly and with the help of pre made CC0 resources), animated them, scripted the code that sync player animations, begun to draft the "cinematic lockdown" (when a player is unable to move "trapped" by game events), made some draft, composed a map by using other cc0 lowpoly resource and other few minor/major few things that keep me rolling.

Without any kind of external support, the only source that draw me into accomplish these various tasks are, indeed, the tasks done by their own. I am beginning to think that tools like Patreon are more suited or developer into actual PR on a fixed/well established projects like visual novels, platformer or rpgmaker thing rather pioneering/cloudy stuff who may end into nothing like any kind of research towards the unknown.

I already have all the skills to make another generic visual novel; I could simply rotoscoping on 3d model animations and produce 2d art and stuff like that... but that's not my goal, even with better premise of actual founding.

The easy part of synchronize FPV and body on field animations is done. Now I am looking to add few more animations (walk backward, turn animation). Just in case someone is asking what's exactly the "nsfw" part of this game I've made a small draft showing the process for both satyr and nymph when their achieve their... goal into capturing their prey.



Animate FP camera on static binaries shouldn't be a problem... but make things interactive is still my goal. I hope it doesn't get too complicated.
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Almost a month gone... damn I'm slow  :'(
Anyway, I am learning most of the thing I am doing: I can't say I've wasted time.

Now the prototype is... sort of playable, but the spaghetti core is strong here: can't say I am going for the best practices

https://github.com/satyries/Pama

By mashing together OpenCombat and the network multiplayer demo I did managed to make things working (again) with Godot 3 engine.
http://www.dailymotion.com/video/x654uu1

I've also opened a Patreon page for you-know-what: https://www.patreon.com/Pama while not too optimist about, it still may come handy as learning process.

Back on the project: something I don't like in all FPS games is the absence of body/feet when you look down. I am sure there are practical reason for this limitation; but since I am working onto a prototype (everything can be scrapped away) I though... "why don't see by yourself"?
Also... this will be a NSFW, being able to see the "relevant side" of the character's body you choose is part of the fun.


Additionally I've locked the camera to the head bone of the character rig... which mean the camera will bob based on the animation model is into.
The camera is not directly attached, but rather interpolated with the bone position: I can control the interpolation's weight: and this should give me more flexibility. If this mess with gameplay or anything else... I am ready to remove the feature

now,back at work!

There will be four nymphs initially. in the earlier image you can see the first two: the curly haired, kinda of angelic smile, and another which more "devilish" kind, These two are sort of "linked", they have quite opposite look... and opposite thing are the best way to start something that will look balanced and varied.

Inspiration for the curly haired angelic nymph comes from this gorgeous lady drew by FewScrewsLoose. I truly suggest you to follow his works; the women he drew are more natural you would feel, and you would love, to meet in real life

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It is time to unfold my vision for this game.

You were probably expecting some super highpoly, photorealistic nymphs; no... or to be more precisely, yes.. of course there may be super detailed nymph avatar to play with. This game is intended to be fully moddable... within any reasonable knowledge of Blender you'll be able to import anything... from anywhere.

But Pama basic asset of art, as I do like to dream it.. should look exactly like this.


It's toon, it's fantasy: but they aren't your average weebo with shiny eyes. These nymph are cute, yet firmly adult. As for how they look those ladies seems to be coming from fairy tales... and yet there's something that goes a bit deeper. Pupils are just simple black dots on wide white sclera , like you see in modern animated TV show from Simpson, Futurama and going on.

Now, I see you're just going to yell me "those are elven females!" and... well, yeah. Nowdays you can't have the combo: "kinky fantasy+mythical female+woods" without jumping immediately to the omnipresent sylphic damsel of the norse mythology. You can't also just put mundane humanish round ears and expect people still drinking the "she's mythical" stuff: you need to do something about those ears! So... nekomimi? I beg to differ! Furry? ok... let's warp up this for a second.

We need these nymph linked to nature, right? Satyr.. that's simple: those are goat. Beasts capable to eat anything: they are linked to lust for some reason. Are they what we call furry? I don't think.

To stay coherent with nymph lore we should depict them as tree, or part of tree such as bark, branches and stuff like that.. not the most sexually and active imaginary we could use, so... what's a challenging figure to put versus those goats? Well... here we go!  Taygete, a nymph, a doe with golden horns: the perfect to put those horny goats (pun intentional: fully blame on me) to their place: horns vs horns.

These nymph will have doe's ears, doe's tail: nekomini? Yeah, you can say that.. but would you call Satyrs furry too? They had "nekomimi" ears before furry (or even Aespo for the matter) existed.

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Here we go, while still looking for some help with the netcode and, unfortunately, little feedback so far; I am still going to tune up this idea.. and also learning a bit more of coding. The original plan was to give 100% Patreon funding (first goal) to the one willing to cover the seat, but I guess I'll have by my own way alone if anyone else is up to.

Previously: after some random browsing, I found this excellent project given in free MIT license. OpenCombat a simple, yet effective, fps arena or Godot Engine anyone can use to start their own project. And so did I: after tinkering a bit (mainly cut out features and include two royalty free characters found in internet (a Nymph exported with MakeHuman and a Minotaur ) I was able to set down the foundation of the whole concept

(not much to see, just a lovely Nymph walking around a fearsome beast)

My very first action was to set a basic concept and some media (pictures and videos) to illustrate the very basics of an enhanced tag game; in my mind were already rushing tons of idea about perks and skill each of the two class (satyr and nymph) may have, but I had to keep things most realistic possible. There are two big factors one can't ignore while drafting a whole concept for a game.

1) if they are actually possible (both for technical and content production)

2) game balance, big issue within an asymmetrical multiplayer arena

Here:  https://satyrs.itch.io/pama you can find both the draft and the demo.


The first problem with OpenCombat arose quickly, this project appear to be abandoned, and seems to be no trace of possible export to Godot3, even worse...I can't even use the latest update of Godot2. OpenCombat was made in a narrow space of Godot2 production when it briefly supported high level networking. Godot 2 high level networking was discontinued in favour of the third iteration of the engine. As result you can't even use the latest stable Godot 2: you need to use a very specific commit in the unstable branch of Godot2: not ideal.


I tried by myself to export the part of OpenCombat towards Godot3 and I have already crashed to the first wall:  unable to understand if the issue is caused either by me messing with the code, or Godot3 being still in alpha stage I had to take a pause and ask for help directly to the community.

In meanwhile the code is blocking me, I am trying to push forward in other directions.

after a more careful reading of turbosquid ToS I came up a problematic limitation they place on their models: you can redistribute them using open formats: I plan to use, modify and redistribute all the artistic assets coming with the game within CC0 license. So, the minotaur model is now cut out! I found other good resources for a proper Satyr to include in the project

Not much help there, either, but I am getting everyday more confident with my blender skills: if messing with code won't suck up all my time available, I think I'll be able to provide quite some provisional assets to use for a playable prototype.


Meanwhile, I've found help from a very skilled artist who made a concept for a gorgeous Nymph I would love to see in the game: (nsfw link: hentai-foundry.com/pictures/user/FewScrewsLoose/542482/Mystical-nature-lady  ) a friend of mine also game me the definitive idea I am looking as per art-style: which will be very cartooney looking (I hope to show some (SFW) sample picture soon once lines polished).

That's all or now.


I'll leave the link for the main draft again, just to be sure for those who wanted to skip the whole TL;DR here :)


https://satyrs.itch.io/pama

NSFW project, underage need no apply.

I am looking for a programmer to make a multiplayer arena; I cannot provide economical founding by myself (see the Patreon paragraph)

The first thing to clarify it's the very NSFW nature of this videogame, so if it's not up to your normal standard probably you wouldn't want to read anymore. I do perfectly understand, thanks anyway!

Now, let's to the core of this idea: Pama it's the title, and it stand for "perverted asymmetric multiplayer arena" as in popular videogame like L4D2, Dead by Daylight and Friday 13th. There are two classes: a satyr and nymphs. More precisely a single satyr versus multiple nymphs (therefore asymmetrical). Strangely enough, the goal is the same for both: submit the other being in the opposite faction: nymph attempting to capture the satyr for sexual propose, satyr attempting to capture nymph for sexual propose.

Game mechanics:
- Satyr class player need to collide against a nymph class player: if it succeed.. the nymph is considered captured and nymph "suffer" obscene first person view submission. But nymph run faster than Satyrs.
- the satyr class has unique "charge skill" that allow him to run faster than nymph (basically this is the only way for the satyr to reach&capture the nymph other than creep or stealth on them). **but** when charging the satyr can't stop himself and will always run forwards: if he hit anything that's not a not a nymph (miss the target) he will crash and become stunned.
- When the satyr is stunned the nymph capture (intoxicate) him and she can obscenely abuse him.
So, both classes have equal chance to capture and sexually abuse their opponent
Gameplay can be enhanced with unique skills and perks each class may have/acquire (I can already throw few ideas) but both netcode complexity and game balance is a serious issue, that's why I restrict this draft to be as much realist and keep the "game basis" concept as much lower possible.

A more detailed draft about this project is on my itch page: https://satyrs.itch.io/pama (warn: this link contain nymph nudity)

Development plan:
Stage: the prototype - the first milestone is to build up a very barebone, but working, prototype: this mean players should be able to play online in a first person arena. Satyr class (the host server) will have two walking mode: walk and charge.
The walk mode is just simple as it: just walk slowly. The charge mode will force the satyr to run endlessly onward but will NOT be able to slowdown, strafe or inverse the direction: basically he will run like a car without brakes... only steering. While in charge mode the satyr must be careful to not frontal hit anything. If he crash onto something who isn't a nymph... he'll get stunt for an amount of time (leaving him freeze and vulnerable)
Nymph will have two walking mode: crawling (to be stealthy) and running. Nymph can safety collide with Satyr only if he's stunned: this is considered "nymph captured the satyr". If satyr capture nymph both will locked into the "satyr victory" animation (which is nsfw) and vice versa will happen for the nymph ("nymph victory" nsfw animation). Both animations will “lock up“ the players (similar to Friday 13th: the game killing sequence)

Stage: beyond the prototype - second milestone comes if prototype and funding is successful. We'll keep onward into tuning modularity to make easier for modded to include new characters from other franchaise. We can't endorse violation of other popular IP (let's say: Mercy from Overwatch), but we can get in touch with some great NSFW artists who are willing to draft their own unique nymph/satyrs design.
Stage: the way for a complete game - if founding is REALLY successful, the community does respond to this game and everything seems to go fine we'll step ahead in the hope to reach a fully featured videogame (skills, competitive progression, free marketplace for mods etc)

License, Patreon and recursive founding:
I cannot provide economical founding for this, but here's the deal: the one who will code the basic framework (to use with Godot) will open a Patreon and take the 100% founding for the first goal.
There are plenty of adult single player videogames on patreon who reach about ~1000$. But, of course, I cannot grant success for this project; direct community feedback is the only meter of success/failure.
I am not aware of any other adult asymmetric arena in similar fashion, so I guess the concept is original at very least. I know that netcode is at the top of the most complicated, time consuming, job into videogame dev: if the patreon doesn't go well and the bounder of the code is too heavy compared to the founding... I am perfectly fine if you would give up anytime. No string attached. Even if this project make any money/founding, I won't see a single ¢ until the first goal for your earning is not meet... I am absolutely fine with.
But we have to consider the not betrayal of the patreon founders in meanwhile: so, development is supposed to be OpenSource, the game released as MIT licensed. Even if we give up with this project, the community will always have some good MIT licensed netcode (a mutual grant as our Patreon founders wouldn’t see their money wasted)

As game engine, I do look after of Godot which is, IMHO; the only AAA grade (feature wise) and MIT Licensed videogame engine known. Other popular engines may be free, but have several restriction (Cryengine doesn't allow pornographic contents for example).
Artistic assets and sources (characters and animations... .blend files mostly) not related to the coding will be given in a secondary CC0 license (these assets will be used for the basis to build mods, even commercial mods)

Granted with full license (MIT license for the engine, CC0 for the "basic assets"), modders are supposed to do whatever they want: even selling their single mods (even sell bundled with the whole game and their mods... given they have rights on said mod-assets), ask for donation/financial support or simply give free of charge (CC0 mods will be considered asset donation to bring officially into Pama to extend the basic foundation for everyone else ).

Primary founding intended for this drafted plan is Patreon or similar. The model is not "per copy sold" but per-development open founding.

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(2 edits)

Okey, I'll browse a bit itch to find some examples in the "other" category, if anything else fail... I'll just go for trial and error.


edit: just noticed that draft project can have a public link (don't need to be set public to be shown online). I think this is that's the way to go.

edit2: it's possible to use the board community feature (or comments) with unpublished game and secret url?

Is possible to set a itch.io page for a game design/draft? Maybe there are guidelines about that?


if there's already any, can anyone give me the link to another game concept design/draft here? :)