2:46pm - Vacation's over, it's time to get back to work. Vacation was nice by the way; got to hang out with good friends and go lots of places and eat lots of good food.
Anyways now that I'm back it just so happens that a friend was looking for help with an Ero-game and I just happened to overhear that and get excited, because A: I've always wanted to make an Erogame in the style they're proposing, and B: Erogames make money! They're a pretty straightforward person so I think I can trust them to be honest in this early stage and to make good paperwork and deals later on.
So I'm going to start working on a prototype!
They asked me to make something like Flexible Infection, a text based game by Nuku Valente which is the predecessor to their more popular Flexible Survival. They also asked for it to be able to show pictures eventually.
Basically the game puts you in a room in a series of interconnected room-like spaces, like most text games, and as you explore you find NPCs, who may have been infected by a variety of transformation vectors let loose in the city. These entities move around the town, gradually being subsumed by their transfrmations and becoming vectors themselves, attacking people to transform them into kinky whatevers.
The original Flexible Infection, and later Flexible Survival up to a point, were built on the Inform text engine. It's not a great engine for this sort of game though, imo. I'm thinking I could either make the game by hand the hard way (not happening) or base it on one of the game engines that I'm familiar with and which export to HTML5.
So I'm either going to go back to Unity, which seems a bad pick for an Ero-game, or I'm going to use the Godot which I've been working with the last month and a half.
Godot it is, for now.
So, how shall I make this game, exactly? Godot is capable for text games, but it's not made for them. I'm thinking that instead of inputting text commands, I'll use some form of buttons. The text commands would be the same every time anyway after all.
3:24pm - I'm mocking something up in the Godot Editor to see how I'd like to make the prototype.
4:31pm - Still working but thinking about taking a break soon.
5:01pm - Okay time for a break! <3
5:30pm - Back to work!
6:07pm - I've got the GUI set up in a nice prototypical way. There's an area for the main text window, there's an area for the graphic, there's nine buttons for moving around or waiting, and then there's the part I'm having trouble figuring out how I should do.
Instead of a text input I'm putting in a button panel, but I've got lots of different ideas of how to set up the button panel and it's hard to figure out which would be the best.
One idea I had was to make the 'button panel' into a 'here panel', where it would have submenus for each character or object in the location you're in.
Another idea was to have just the names of the characters and objects in the area and then when you click one, bring up the interactions for that thing.
A third idea is to put up buttons of all the actions you could do, and when you click those, bring up a list of possible targets.
Maybe I'll ask Echoen.
6:34pm - I asked Echoen and they said that I should do it person/object first, and have it ask what to do with that person/object second.
6:46pm - I want to get out for a bit so I'm going to take another break.
9:04pm - I went out partly because the internet went out, and it's still not back and stable yet, so I'mma do something else for even longer. :/
12:57pm the next day - Well doing something else for even longer turned into a nap turned into sleeping all night. So, that's happened. I'll make another work post later when I get started again.
Anyways now that I'm back it just so happens that a friend was looking for help with an Ero-game and I just happened to overhear that and get excited, because A: I've always wanted to make an Erogame in the style they're proposing, and B: Erogames make money! They're a pretty straightforward person so I think I can trust them to be honest in this early stage and to make good paperwork and deals later on.
So I'm going to start working on a prototype!
They asked me to make something like Flexible Infection, a text based game by Nuku Valente which is the predecessor to their more popular Flexible Survival. They also asked for it to be able to show pictures eventually.
Basically the game puts you in a room in a series of interconnected room-like spaces, like most text games, and as you explore you find NPCs, who may have been infected by a variety of transformation vectors let loose in the city. These entities move around the town, gradually being subsumed by their transfrmations and becoming vectors themselves, attacking people to transform them into kinky whatevers.
The original Flexible Infection, and later Flexible Survival up to a point, were built on the Inform text engine. It's not a great engine for this sort of game though, imo. I'm thinking I could either make the game by hand the hard way (not happening) or base it on one of the game engines that I'm familiar with and which export to HTML5.
So I'm either going to go back to Unity, which seems a bad pick for an Ero-game, or I'm going to use the Godot which I've been working with the last month and a half.
Godot it is, for now.
So, how shall I make this game, exactly? Godot is capable for text games, but it's not made for them. I'm thinking that instead of inputting text commands, I'll use some form of buttons. The text commands would be the same every time anyway after all.
3:24pm - I'm mocking something up in the Godot Editor to see how I'd like to make the prototype.
4:31pm - Still working but thinking about taking a break soon.
5:01pm - Okay time for a break! <3
5:30pm - Back to work!
6:07pm - I've got the GUI set up in a nice prototypical way. There's an area for the main text window, there's an area for the graphic, there's nine buttons for moving around or waiting, and then there's the part I'm having trouble figuring out how I should do.
Instead of a text input I'm putting in a button panel, but I've got lots of different ideas of how to set up the button panel and it's hard to figure out which would be the best.
One idea I had was to make the 'button panel' into a 'here panel', where it would have submenus for each character or object in the location you're in.
Another idea was to have just the names of the characters and objects in the area and then when you click one, bring up the interactions for that thing.
A third idea is to put up buttons of all the actions you could do, and when you click those, bring up a list of possible targets.
Maybe I'll ask Echoen.
6:34pm - I asked Echoen and they said that I should do it person/object first, and have it ask what to do with that person/object second.
6:46pm - I want to get out for a bit so I'm going to take another break.
9:04pm - I went out partly because the internet went out, and it's still not back and stable yet, so I'mma do something else for even longer. :/
12:57pm the next day - Well doing something else for even longer turned into a nap turned into sleeping all night. So, that's happened. I'll make another work post later when I get started again.