relee: Picture of Relee Starbreeze, Wizard (Default)
4:50pm - I had an appointment today at 1:30pm, and was done at 2:00pm. I intended to spend time from then to 6pm working on Strawberry Jam and briefly calling an immigration lawyer for my boyfriend.

I have 70 minutes until 6pm and I'm just starting. Sheesh. At least I'm doing something? I'm not sure I accomplished ANYTHING during last year's Strawberry Jam...

I somehow still have the design doc open from the last time I was working. I really ought to turn this chromebook off sometimes, or at least restart it... ^.^;;

Even thought Strawberry Jam is generally meant to make a whole new game in a month, I'm going to use it as motivation to work on Dommy Monsters. I don't expect I'll get it done by the end of the Jam, I dunno if I'll even have something playable, and I dunno if I'll submit it even if I do? But I'm still going to take part in my own way.

The last time I worked, I was trying to come up with the Game Pillars. I made a bunch of potential ones, narrowed it down to my favorite three, and wasn't satisfied. I said I'd consider them. I have not thought about them since then. ^.^;;

They are:

Love of Transformation

Exploring Inside and Out

Everybody Wants You


Those are good but I dunno if they're right, and I want this to be a strong foundation. Perfect is impossible, but let's not just make up some shit and run with it when I can spend some time thinking, right?

Love of Transformation is a major theme and concept for this game, so I'll probably keep that one. I love transformation and I want this game to be strongly themed around transformation. You will experience and enjoy transformation, you will feel like you or at least your character has transformed and you will have to deal with changes both under your control and beyond your control. This is going to be a game for people who love transformation, not just me. So, I want to be able to appeal to different sorts of transformation fans. I also want to have options to avoid squicking people who dislike certain things, or have other issues. Did you know I have a marking phobia? Mostly it manifests as a fear of tattoos, but it can also include things like makeup and graphitti, and ink and paint. Yes I'm strongly into ink and paint themed Toon Transformation. If it happened to me irl I'd probably freak out even if I want it to happen. I also don't like most claws, and fingernails are right out. I prefer cartoon style characters with no fingernails, or just stylized hands. Toenails are even worse. I sometimes see furries with toenails, and it makes me uncomfortable. I just quietly avoid it, though. I don't wanna kinkshame anybody and that's perfectly fine. I love hand and paws, and anti-love fingernails and most claws. Toony claws that are chunky, and those weird cone claws you sometimes see in anime style pics, are okay. I don't know why.

Lots of folks are going to be squicked by things I put in this game, and I want them to be able to avoid most of it. Only most? I don't want players to be able to strip out all the content, and I don't want players to be able to focus entirely on one sort of thing and nothing adjacent. So, there'll be a lot of features you can turn on or off and limit things, and it will tell you apologetically if you have limited it too much.

I plan to release the source code of this game, so others will be able to modify it themselves if that's a real deal breaker, but then that'll be their responsibility and not mine. XD


Exploring Inside and Out refers to both exploring your own mind and persona, who you are and what you want, and that's the inside. It also means exploring the world of the game, what's out there, the possibilities present in a magical world of imagination on the edges of multiple conflicting realities, and that's the outside. This pillar also ties into what I was saying about limiting the limitations. I want players to explore the game world, learn what they like and don't like, and see alternatives they might not have considered before. They might like them or not, but having been exposed to them they should leave with better understanding of themselves. Also I want to give people new kinks, and help them discover and uncover kinks they already have. Of course, I also want them to embrace that part of themselves, and not be ashamed of it unless they're into that.

I think that's also a good pillar, especially now that I've explained it. Putting it into words really solidifies it for me, I think.


The third potential pillar is Everybody Wants You. The name of the game is "Dommy Monsters are Fighting Eachother to Own You" and that's also the tagline. You are meant to be a desired thing. The reasons for each monster will differ, but they all want you and want to prevent the others from having you.

I came up with the idea for this when I thought about what I personally want. I want to be wanted, desired, and precious. I also want to be useful and helpful to those I care about and the groups I am a part of. Every Monster in the game wants the player because they are free and everyone else in this 'area' is either owned or another competing monster. There may be others around for them to fight over, but not many, and they will focus on you pretty hard. Their themes, goals, and personalities will change how they want you, how they will respect what you start as, and things like that. Some monsters see you only as a valuable resource, to be claimed and used. Others will see you as a person to be cherished and elevated. There's a pretty big spectrum between those two, and there's a lot of other directions it could go.

I intend to have multiple monsters with the same theme but different personalities so that if you want, say, a kind and caring nanny monster or a cruel and domineering nanny monster, you can have both fighting over you and compare them. If you have a strong preference for one or the other, you have a clear villain and a beloved nanny you want to stay with. However, at present I'm thinking the minimum number of Dommy Monsters fighting to own you should be three. It might get higher? The number of Dommy Monsters possible should be greater than the amount I'm actually able to create, but that's part of why I want to open source it eventually. So, you might have the cruel domineering nanny monster you are trying to avoid, but you still have to choose between the temptation of the kind and carring living plushie nanny and the kind and caring robot nanny, for example.

As a pillar, Everybody Wants You should guide me to drive home how much each Monster wants and desires you, and will fight to own you. That should constantly be clear, whether the monster is acting desperate or above all this, they always know that they want you and want to prevent the others from having you, and that should be clear in both the text and the mechanics.

So, I think I will keep that. That means, those are officially my pillars for the game.

The guide I'm following does suggest having a little description under each Pillar's tagline, and I think that stuff I just said is a bit too big and directed to you, my audience or rubber duck or mirror or whatever...

So let's make some short versions.


Love of Transformation

The player should experience and enjoy the ecstasy of change in themself and the world around them.


Exploring Inside and Out

Learning about the game world, the game mechanics, and the themself as a person is the player's goal.


Everybody Wants You

You are a hotly contested, strongly desired and precious resource. Everybody wants to have you and own you. Some see you as a person or a treasure, others an object or tool. All will fight to own you.

Okay yeah! That's great. I like that. <3


5:34pm - I have added the Core Design Pillars to the Game Design Document in two places. The taglines are in the Core Design Document, and there is a secondary document called Game Pillars and Values Design Document and that has the full versions I wrote just there.

So, with the pillars decided, I need to do the Values next.

Values are a softer suggestion than pillars, from the things suggesting them to me, but they make a good case for them and I think they're a good idea.

The Game Pillars are the core concepts of what they game is, and what it's about. Sort of guiding ideals for the game's mechanics and systems to make sure they feel right and present the right ideas.

Values are more like the Project Values or the Team Values, so they're my values. But in particular, I want to express the Values I'm strving to display and uphold as part of why I'm making this game and what it should be and represent in the world.

Charlie Cleaveland said, "Values are ideologies for the whole game. They're useful for areas your pillars don't cover. They often represent the values of the team or company building the game."


Picking my head, one of the first things coming out is "Being Different should be Celebrated." though it's kind of an awkward one. It's not just okay to be different, everyone is different. Some people are more different. In reality, differences can lead to strife, but as concious people that's often a choice someone made. It doesn't always work out, but we should be able to communicate what we want and need, and trade and settle for them. Ideally come together as one group of different people, or a group of groups, or something. I don't know if that will work, since some people are opposed. I don't know if people will always be violently opposed.

An issue with differences being celebrated is that a lot of folks are looking for acceptance and many are looking for prestige. People will make themselves more different on purpose if they think it's good, even if it doesn't suit them.

I think that might be best countered by pairing it with another value?

So, "Being Different should be Celebrated" would go really well with "Being yourself is the best way."

That's super vague, though. Part of the idea of this game is to explore yourself, and learn more about who and what you are through contrast. Things will be different in ways you haven't thought of before, and you'll be able to identify "This is me/like me" and "This is not me/like me".

I want people to be themself but I recognize they won't know what that is, and so I want people to explore themselves and find out, but in order to do that you also need contrast. You need things that are not a part of you, that are different, in order to know what you are or aren't.

The trouble with saying "Being yourself is the best way." is that it can lead to the idea that what you already know is what you are, and you shouldn't change or explore yourself, because then you're not yourself. I don't want folks to think that way.

So, I think these values won't work in those forms.

5:50pm - It's ten minutes until 6pm, and these values are coming slow. I need to use the washroom, and I need to go home and help my Dad. So, I'm going to log off now, and head out.

It's not much, but I made some progress today. Thank you for reading my journal.
relee: Picture of Relee Starbreeze, Wizard (Default)
6:42pm - I've been feeling the need to do more work, which is a bad feeling but a good thing to experience all the same, and as a result I'm out at a local Tim Horton's to do some work.

Today I'm continuing working on the design doc for Dommy Monsters. The next thing to figure out are the Design Pillars for the game. The idea here is to capture the values of the game and the core ideas I'm trying to capture.

6:58pm - I just re-read Charlie Cleaveland's article on Game Pillars and Values since I find it pretty inspiring. https://www.charliecleveland.com/game-pillars/

I'm going to write out some thoughts on the goals and ideas for Dommy Monsters, to try and figure out what I may have already subconciously thought of.

The game is an adult game, for a start. I was inspired by the indie game developer xey and their shocking success as an adult-oriented/kink games developer. https://xey.itch.io/

I took some time then and thought about what sort of a game I'd want to make, and how I'd want things to be different from other adult games. Xey's games are some inspiration for me, particularly To Love a Googirl. I'm also fond of Lilith's Throne, The Exile of Aphrodisia, and the classic Corruption of Champions 1 & 2 and Trials in Tainted Space.

I've played a lot of adult games, and there are some issues I find with them. Many adult games have a story or setting that makes it out of character or otherwise 'bad' to indulge in the adult activities you're there for. While some folks do really enjoy that sort of corruption and resistance kink, and I want to include that in my game, I don't want it to be the focus. You're not there to resist enjoying yourself, you're there to enjoy yourself, so you should either be encouraged to do kinky things, and rewarded, or straight-up forced into it if you're into that.

I was also really inspired by Lilith's Throne's immense variety of preference settings, and also their transformation options. For the former, you can enable and disable, emphasize and de-emphasize a whole host of kinks and sex content. You can also change the words used to refer to different sex and gender expressions. It has three columns as I recall, for masculine, neutral, and feminine, and down those columns you can set different terms for each combination of primary and secondary sexual characteristics. I do find it a bit odd that the default ones are the ones I hear folks upset with, but I suppose they might be in the minority? If people weren't regularly using those terms to start with, they wouldn't have much of a problem. I might not use those terms as defaults myself, though.

Lilith's Throne also has a tremendously detailed system for the shape of people's bodies. It's primarily expressed through a formatted text description, and for a long time I was convinced people wouldn't like that even though I do, and was avoiding doing that in the games I designed but didn't finish in the past.

Trying to come up with an idea for a game I'd not only want to make, but want to play and wish existed, I came up with the tag line "Dommy Monsters are Fighting Eachother to Own You." and there were several iterations that gradually built up to that.

There are Dommy Monsters. I expect to have many different sorts. I'd like some goofy tokusatsu style monsters like Nibblahfrog's Fripparoo or "Nanny" who I believe is joint owned by DreamerDon and Dolgrin Bronzebeard. I definately want my own style of cutesy living toy monsters. On the other hand, not everybody likes goofy monsters like that. I'll probably also have a variety of rogue AI and Robot style monsters, since I love that sort of thing and robot transformation is so good. Likewise there'll be the inevetable Rubber Drones, and since there are so many flavours of those that'll be interesting. Since I'm trying to focus on having specific Dommy Monsters, probably there will be a leader or 'queen' to any drone hives, or some sort of manifestation of their combined will or whatever. I'll probably also try to put in some more modern classic fantasy stuff like Kobolds and Goblins, Imps and Demons, maybe even Angels or something like that. I've seen some really dommy and monsterlike angels before. Likely there will be various bug hives, too. Ants, bees, that sort of thing.

For each theme or group, there'll be a leading Dommy Monster, and a domain for them. I had originally planned for the monsters to show up in eachother's domains, but after some time thinking last year I decided it would either be their minions, or a trap set up by them or on their behalf that may catch you, instead.

Each Dommy Monster wants you, personally. You're special in this situation, and uniquely up for grabs compared to the rank and file minions each Dommy Monster has. That is, until one of them completes a complex ritual to claim you. I like to feel wanted, useful, and precious, so that's why I want the Dommy Monsters to all be after the player in this way. Whether they'll want you for you, or want to change you to suit them, will depend on the monster. I might even be able to make them realize if you're holding back or something (you might have to put this in during character creation) and they'll help/force you to embrace what you desire or love. They might help/force you to embrace what THEY love, too.

Transformation is a big part of the game because it's a big part of me. I love transformation. As a kink and also just as a theme or interest. It can be a transformation of the body, but also other sorts of transformation are interesting to me. Changing appearance while keeping your body, changing your clothes, outfit, or costume, changing your mind or persona, changing your needs and wants, changing your role or how others see you, changing into a whole other species or sort of existance... All of it is good to me. My Fursona is pretty basic because I love getting TFed so much and I need to have a basic form that isn't already a bunch of my favorite things to get TFed into, so I can get TFed into them! I'm pretty much always already a furry, though, so that's interesting right?

I don't think I've gone into it much, but another part of this game that is important to me is self-expression and exploration. I want to let the player design and determine their body ahead of time, with basically all the possibilities in the game already open to them to start with. The Dommy Monsters may change them, but I also want them to be changed from the starting point they chose themselves. Combining that with being able to choose, to a certain degree, what monsters are present, players will be able to start in a form they feel comfortable with, and have opportunities to change into other forms that may be expressions of desires they have but are afraid to embrace.

So, the game is about being claimed and transformed by Dommy Monsters, exploring yourself, the game world, and the possibilities of the game, and generally finding a place in the world.

Gameplay will be mostly about 'survival' and filling your needs, and either embracing or escaping the situations you find yourself in, and avoiding being taken or trying to be 'rescued' by a different Dommy Monster.

I think I'll try making some potential pillars. I can modify or pick them afterwards.

Love of Transformation

Finding Your Place

Finding Yourself

Finding Your New Self

Exploring Inside and Out

Being a Hot Commodity

Being a Person of Interest

You are the Prize

Everybody Wants You

9:09pm - I think it's time to go home for now, but I haven't decided on pillars, let alone values. Still, this has been good work and lots of ideas came out.

I think the leading set is:

Love of Transformation

Exploring Inside and Out

Everybody Wants You

But I'm not settled yet.
relee: Picture of Relee Starbreeze, Wizard (Default)
1:06pm - I've actually come out to the library to work today. Haven't done this in a while. I'm well rested, too, I think. Had a bit of play before I came out, and I have an errand scheduled for 3:30pm, so I've got a couple hours to fill at least. ^.^

I'm planning to work on my Dommy Monsters design document, but I'm also considering writing more in a sort of essay-like thing I'm writing about motivation for playing games and the issues with the game genre system, and I'm also considering writing something to explain the root issues with our economic system, from my perspective, so I can share them. I get asked sometimes and I have to say things like "I don't have time to explain right now, and I'd have to do research to find evidence and references to back up my claims." I really need to actually have something solid to share. Casual conversations are nice until someone asks you for references and evidence!

But first I'll work on Dommy Monsters stuff.

The first tasks I have to do are somewhat connected. I'm making the design document based on a template format, modified for my purposes.

The first part is "Describe your game in one sentence." and I've done that enough times while telling people about the game that I had one already. "Dommy Monsters are Fighting Eachother to Own You"

After that it says "Then write one or two paragraphs summarising your game."

The idea here is partly to make an easy to share tagline describing your game, but it's also partly to get you to think about what you're making and designing and simplify it into its core elements.

The article that reccomended the template I'm using also had a sample using that template, and when they did the two paragraphs they had one describing the game in an 'in universe' sort of way, and the second paragraph explained the mechanics and gameplay. The two were actually one-sentence paragraphs,though. I'll try doing that sort of two paragraph description.

Lost in the Space Between Worlds, looking for a purpose or a place to be, you encounter strange monsters who want to claim you and give you the both, whether you like it or not. Taken to their domain on the edge of their world and this space, you will live and perhaps escape, but other monsters want you in the same way and will try to steal you for themselves. You must find a monster that will satisfy your needs, wants, and desires or you will be taken and have your needs, wants and deires changed to suit them.

Dommy Monsters is a text-based adult oriented monster transformation and domination/submission themed life sim. The player creates a character as they desire to be, and they are claimed by a dominant monster who wants to own and control them for its own desires. The player character has needs based on their body, and they must fulfill them or risk the consequences. The monster who claims you won't let you starve or die from neglect, but you might not like the care it gives. Explore their domains, fulfill your needs, meet the locals and get changed. Escape to another place you want, but be aware that each monster will try to prepare a ritual to claim you and keep you from the others permenantly. Either get away beforehand, or try to stop the others from claiming you when you find someplace you want to stay!


Okay yeah, I think that's pretty good. It might be too wordy? Too long or too vague? I'm not sure. I'll keep it for now and I can refine it later if I think it's too much and figure out pieces to shave off.

3:17pm - I've shared it around some, and I'm asking for advice and opinions on what I've got so far. I still need to come up with the design pillars for the game, but I've run out of time. It's already almost 3:30pm! I have to go do the thing. I don't know what I'll do after.
relee: Picture of Relee Starbreeze, Wizard (Default)
4:16pm - I ended up losing that job I got, pretty fast. It's a real shame. I'm confident it's not my fault, but what happened happened and I can't unhappen it. The news came near the end of December, but I didn't spread the word everywhere. It's pretty upsetting.

Right now I'm at a McDonalds working on my Chromebook. I've been hoping to do some work stuff, but various things keep taking my attention in a bad way, and I have a hard enough time just regularly. ^.^;;

One person won't stop talking to me, and someone was impersonating my father's cousin online and trying to phish me or something, and I'm dealing with both when I want to be making a game design document.

There's also the issue that I was going to make the document in Joplin, but the mobile Joplin app on all my mobile devices has stopped working and I don't know what's wrong with it. It's not really throwing errors, but it's also not really doing what it's supposed to, and I don't have the time and energy to fix it. Even looking stuff up takes time and energy, you know? Heck, even writing these journals takes time and energy, but they're usually pretty helpful when I do it.

Since I don't want to not make my Design Doc because I'm troubleshooting Joplin instead, I think I'll start by making the basic document in the Text app on my Chromebook. I can move it to something else later. I want it on a cloud, but since it's adult gamedev, I can't have it unencrypted.

Of course, I've already been here over two hours, and I'm tired, didn't get enough sleep last night, and I still need to get groceries, so this isn't a great situation.

4:40pm - Yeah I hate to say it, but with everything that happened, all the time that passed, I need to go and get those groceries done and go home.

That said, I at least know/recall what the first steps are. I need to describe the game in a couple paragraphs, and determine the design pillars of the game. I should be able to think about that while grocery shopping.
relee: Picture of Relee Starbreeze, Wizard (Default)
11:05am - I'm at the Tim Horton's right now. I thought I'd go to the library and work, but I realized that was pretty far from the Staples. I need to pick stuff up there, but they said not to just come, but to wait for an email. I think it would have been faster to just show up and not place a pick-up order. ^.^;;

Anyways I also wanted to treat myself a bit. I have been avoiding paying for anything, but I thought that a bit of food and a big tea would help me work and stay up.

While I wait to hear from Staples, I am going to work on the two important things for today. First, I have some stuff to do for my new job. If I have time and energy after that, I plan to work on my gamedev, or at least do that personal hype-raising I planned the other day.

I might do that part at the library, given how time works.

12:11pm - I've gotten the email, and finished the first safety document I have to read. It was 61 pages but most of it was short and straightforward, and though I gave it at least a resonable read it was mostly for jobs that are very different from mine.

I'm going to go to Staples, now, and get the stuff, then head to the library.

1:46pm - I'm at the library now. When I left the Tim Horton's, I was rearranging things in my car and noticed the bottle of Windex. I had been meaning to wash the windows of my car for a long, long time, and last winter I had a bottle of Windex freeze and leak in the car. It was a mess. I didn't want it to happen this year, but I also didn't want to take it out and forget about it. I decided to wash the windows right there in the parking lot. I washed a couple of them, decided to do the rest at the Staples, but only did a bit at the Staples while waiting for my purchases. Afterwards, I went to a parking lot near the library and got even more into it. I finished the windows, but I also had some car surface cleaning solution I bought a month or so ago. I used that to clean up the surfaces as best I could. They're way cleaner, now. The only one I couldn't get clean was the steering wheel. There was a lot of sweat and skin on both the steering wheel and the gear shift, and I got it off the gear shift, but once around with the steering wheel wasn't enough, and I ended up using the whole container of cleaner by then. I may get a bigger one another day, for the future. It worked really well.

Finally I've come into the library. I got text messages from my Dad. Apparently he's bought us a new van. We've been planning on it, and I saved up some money for it, but I didn't expect it to happen so suddenly. Now that's on my mind.

Still, I have a lot of reading and tests to do for my job. I didn't expect it to be so much. That first pdf 'booklet' as I said was 61 pages and it took over an hour.

3:52pm - I've finished all the work for work. It was mostly the same information in four documents and one film, and I had to do two multiple choice tests afterwards. So, it was pretty boring, and for me pretty obvious. Obey the law, be safe, that sort of thing. There were only a few specific rules to learn, like the regulation safe distance from rails. A lot of it was rules for the company hiring me, too, not just for me. Other stuff was for other contracted worker types that has nothing to do with what I'll be doing.

Well, it's over for now. I'm going home. Too tired to do any gamedev, and that was a lot anyways.
relee: Picture of Relee Starbreeze, Wizard (Default)
Using my Dreamwidth blog to track daily activities lasted four days. It was an experiment, I suppose.

Right now it's 5am, I've been up since 6pm yesterday. I once again spent the majority of the day playing Fortnite, primarily in Save the World mode. It's been a blast. As I recall, the reason I didn't play it after release was that I had already played it so much during Beta that I was sick of it. Now I'm back in it, it's better than ever, and I'm having entirely too much fun. It's very time consuming, and so each day rolls by without much else done. I poke around in Dual Universe and Tower of Fantasy a bit too, but that's all video game playing. What else am I doing?

I have been multitasking a lot. Watching videos and things on my other monitor. I'm pretty close to getting a new job. Things are going okay, I guess? I do want to do more with my life, though.

I've been trying to do three things. Getting back to gamedev is one that hasn't happened. I've been ready to get back to work on the design doc for my dommy monsters game for a long time now, but haven't done it. I was thinking about doing it now, but couldn't get myself to do it, so I'm writing this.

The other two things, I've been trying to get into societal change, and developing artificial intelligence. I'm not really sure where to do that though. I've had tons of ideas for changing the world and society, and making it all more fair and balanced. I don't know if they're good ideas though, and I'm looking for people to colaborate with and bounce ideas off of. Ideally folks who know more about the history of social change, revolution, socialism, communism, and other alternatives.

Artificial Intelligence... I would like to contribute to the development of technology that makes real, thinking, computer people. I don't really know where to go to do that though. There's so much AI tech in the world that means so many different things, and I don't know where people would meet to discuss it.

Both of those problems are having the same results. I ask around, and don't get a lot of response. The AI one had more response than the social change one, anyways...


Tonight I'm having weird feelings. I've gotten out of Fortnite after a long game, and I want to work on my gamedev. I also have some stuff to do for my new job, that I should really do first. I want to do the gamedev first, but I'm not really doing either.

I have an idea. It might be a bad idea. I'm going to try to 'reset' my mind by stopping doing things for a while, just cuddle and chill out. Afterwards, I'll try to do some work again. I don't know if that'll fix this weird emotional state I'm in, but at least I'll be trying something.


---

Okay I did that, but I'm not sure it really reset me. I do feel somewhat different?

I'm not sure how much I actually want to do this, and how much I'm forcing myself to do it. I want to talk about it, here, in text. I'll try and hype myself up, or just figure it out again.

---

I said I was going to do that, then I didn't. It's the next day, for me. We'll see how this one goes...
relee: Picture of Relee Starbreeze, Wizard (Default)
7:43am - I hadn't realized I had closed the page, and hadn't started a new post for today yet.

I got up around 4am, so I guess I've been up nearly four hours now?

The plan for today is to take my roomie to an appointment around 9am, and when we get back my Dad and I will go shopping for house fixing stuff. After that, I dunno.

Right now I'm on Dual Universe. I had a bad crash in a ship I was flying and died, and ressurected on one of the planet's moons, so I've got a long trip to get to the ship before I can even start fixing it. ^.^;;

I was also thinking about listening to audiobooks while I game rather than just youtube videos, and I went to Audible but I only have three books on there and I don't want to listen to them, and they don't have any free books. You can't even sort their books by price, or filter by price level! A lot of them are more expensive than paper books, too.

2:22pm - I am home again. Spent like 5 hours helping my roomie and my Dad. Glad to have some time to myself again.

9:13pm - My day is almost over. Ended up going out again to help a friend who needed a ride. Hadn't seen them in a while. They seem alright, but need some time to chillax after a hard week.

That thing with the ship in Dual Universe was the main thing I was handling today, lots of stuff, but it's mostly okay now. Mostly. I'll have to deal with it more later. ^.^;;

For now I'm gonna try to sleep.
relee: Picture of Relee Starbreeze, Wizard (Default)
1:06am - Well, today is another day. I hope it works out better than the last one.

Right now I'm in "The Call" as usual, and doing some activities in Tower of Fantasy. I have to take out the trash before morning, but otherwise I think I'm free today.

6:05am - The trash is out. Since 5am passed, Tower of Fantasy's dailies refreshed, so I'm doing those.

10:49am - I'm surprised it isn't noon yet, I feel like I've been up all day. So far it's been all video games on one monitor and videos on the other. I'm not sure if I'll do anything else today? With everything I've been doing and going through, it may be healthy to have a break. On the other hand, I could take a break from gaming by working on my gamedev stuff? I don't know.

4:34pm - It's pretty far afternoon now. I'm pretty tired. I just realized I haven't had a proper meal? That's weird. o.o;;

I've had a few things that were sorta meal-like, but I've mostly just been snacking all day. I was intending to have a veggie snack sometime over the last couple hours, but I forgot, and that's still a snack. I suppose snacks are still food and especially veggie snacks, but gosh. o.o;;

I've just been playing Fortnite's Save the World mode all day. Mostly Dungeons, but I also did a base defense. It's fun! They've improved a lot of things since it came out.

8:09pm - I stayed up all night and all day, and mostly played video games. I think I'm gonna have a big sleep. Tomorrow will be Friday. I'll probably have to help Dad with some stuff, but I'll also try to fit in some video game dev.
relee: Picture of Relee Starbreeze, Wizard (Default)
11:56pm - So far, I've gotten up, I'm already playing a TTRPG with some friends, I had a light breakfast and took my meds.

I'm playing the TTRPG in voicechat and on Roll20 on one monitor, and on the other I've got Dual Universe open. I'm setting up a sort of 'mailbox' for now, to give Humis back his stuff.

12:32pm - I'm going into space in DU now. Gonna pick up some Silicon I couldn't sell, and some other things from Haven. I also bought three Territory Units on Alioth so I'll have to pick them up to grab my territories soon.

7:33am - After the game ended around 1:15am, I watched some shows with the guys who remained and ate a dinner for breakfast. Eventually we parted, and I spent time on Dual Universe, but I also went to my roommate's Twitch stream and we were rubbing up against eachother in a bad way, despite trying not to. I was getting emotional and making his audience uncomfortable, so I apologized and left. A little bit later, though, he contacted me on Discord, and we spent at least three hours fighting, maybe four or more? We only stopped a little while ago, and only because I realized we had addressed him 'cornering' me. Since he's ten feet away, and he had already come to Discord after I left his Twitch Chat, and wouldn't take no for an answer, I thought he'd chase me irl if I logged off. :/

When I said that I thought that he reassured me he wouldn't, but I didn't log off then. We were still fighting for another couple hours after that, before I realized I had been saying all along something like 'I'm too emotional and upset right now, I left your twitch chat because I knew I couldn't control myself and didn't want to do things I'd regret, but you chased me and won't stop.'

We eventually figured out why he was compelled to chase me and not stop, but we kept fighting after that too. Neither of us were in our best minds and we were hurting eachother's feelings, but wouldn't stop, and that was what I was trying to avoid but it was too late and I was in too deep. My attempt to stop it failed.

A big part of what we were arguing about was him saying I wasn't accepting blame or fault for things I do, and all through it he was only doing it because of his mental problems, and acting like I was the one responsible for what he was doing. I had already left and he followed me, how was it my fault?

We've never had a fight like that. Not one that lasted so long, certainly, but also not on that topic or issue. I didn't want to have anything to do with it. I think I'm fair in saying he forced it on me, because he chased me to Discord after I left his Twitch Chat. Since we're ten feet away irl, in different rooms, I felt I had to address it or he'd come in person, right? I didn't have the option to just say nothing, unless I was willing to risk having to do it in person too, or worse. :/

On the other hand, he wasn't taking responsibility for his mental problem forcing him to go after me. Yeah, if I had understood the situation and explained myself, it would have let him stop, but I didn't understand the situation. For a lot of it, I didn't even know he was under a compulsion. I thought he was just refusing to stop when he was able to. Likewise, I didn't know what was causing the compulsion.

Still, we kept fighting after we solved that, so it wasn't just that. He's upset about other things, I'm upset about other things. I'm glad I finally had the sense and self-control to stop the back and forth, but it was an ordeal.

Two crazy people in a reinforcement spiral. :/


I'm not feeling great now. I've been on Dual Universe the whole time he and I were fighting, trying to distract myself and stay calm. Now though, I knew I didn't want to argue or discuss things with him from the start because of my emotional state, I'd want to hurt him, and I guess I still want to hurt something? Emotionally speaking. I don't actually want him to be hurt. I'm going to have to do something to let out the tension now that I'm alone. For the moment, I'm writing all of this, but I think I'm going to have to switch to a more violent game, or something.

But yeah, in DU I've been gathering the last of the "Skittles", the surface ores in the free territory I have on Haven, so I can take them to Alioth. There's still some left, but I might just log off for now and finish later. I'm moving all my stuff off of Haven, including the old house. The only thing that'll remain is the territory control unit.

9:44am - I played a dungeon in Fortnite Save the World mode, and that was nice. It was on the easiest difficulty so I killed many baddies solo-style. Took a long time, but I wasn't rushing like yesterday. Now I'm going to do a few other things. Call Goodwill, go get groceries, those are the main ones.

2:34pm - Well, I'm home again. I ended up calling goodwill while getting ready to get groceries, rather than before. They had an opening today so I went and had an intake meeting. Got the ball rolling. Afterwards I got groceries, and now I'm home again.

I've got a couple Steamed Bao and a Rootbeer and some Salt and Vinnegar Potato Chips because I'm Canadian, and I'm not entirely sure what I'm going to do next but I've been enjoying Fortnite so far and the event isn't on much longer, so I think I'll probably do more of that.

1:05am - Things got weird and I rushed to bed around 4pm without remembering to post this. This is twice now, I hope I can remember soon!
relee: Picture of Relee Starbreeze, Wizard (Default)
Well, it's been a bit again, but not as long as sometimes. The last month or so has been odd for me, though I'm not sure I could explain why. My behavior and actions haven't been quite what they usually would be, and I have been having trouble where I lose myself in what I'm doing, only to find it's the end of the day or night and I need to rest.

It seems like every time I come up with a solution to some of my mental issues, something changes and I have to figure stuff out again. Maybe that's just my imagination? I don't know.

I was thinking this morning after I managed to get out of the focus on what I was doing before, that it might help to use this blog not just for coding progress, but to help keep track of what I want to do and why, and generally the other things I do in life.

Work and play aren't that different to me, since I tend to enjoy my work and play somewhat for the sake of refreshing myself for more work, or so I say. I'm not as sure anymore. XD

So, right now it's 9:11am. I haven't made any progress on that game design document since the last post here. There's been lots of playing video games, though. I got pretty deep into Tower of Fantasy when it came out, paused for a while, and then got back into it when I realized that I was getting drawn into whatever I did, and it wasn't just Tower of Fantasy. I started playing Dual Universe last month, and that's been fun too. It's not really what they advertise it as, in my opinion? But what it is exists, it's running, and it's fun. I've paid for two months so far, and there's no 'buy the game at a higher cost and get the first month free' thing like mmos often did. Tell me if you're interested in playing, though? The bonus new players get for having a referral is kinda huge.

I've also started playing Fortnite. I've had issues with Epic as a company, but I've decided to put that aside for now. I was in the beta for the Save the World game, and stopped playing soon after release. They've polished the heck out of it over the years, and the Battle Royale is more fun than I expected. It helps that everything is wacky and gamified so it doesn't feel like 'real' violence, maybe? I don't know.

So, I've been playing these games and I want to continue playing games, but if all I do all day is play games and chat with friends I won't get any 'work' done, and I like my work! It helps me move towards achieving my goals. So, I want to use this blog to help me keep track of what I'm doing, and refocus myself when neccesary.

While it would be nice to do some work on that Game Design Document, I have spent most of the night catching up on the art gallery sites I'd been neglecting, and I'm tired from all of that. I just wanna game right now. But, we'll see how it goes.

I have a physiotherapy appointment at 1:15pm this afternoon, but otherwise I'm pretty free. This evening, hopefully after a sleep, I've got a TTRPG game I play with some friends.

I also want to contact the folks at Hutton House by email to ask if there's any news about the things we talked about last, and I should also look for a job on my own.

I thought there was a lot more I wanted to do, but on reflection I've done a lot today and there isn't much more. I could do groceries, but I probably won't.

For now, it's 9:47am and I'm going to run a round of Save The World's dungeon event in Fortnite.

2:41pm - I had my last Physio appt, that was nice. It helped!

Now I'm almost ready for bed, but I'm going to do one more Fortnite Dungeon, timed this time.

11:21pm - I ended up playing a lot more than 'one' more run. The timed Dungeon is 10 minutes. I haven't succeded yet, but I tried probably ten times at least? Didn't get to sleep early enough, alas, and I was in such a rush to sleep when I got out of that, I forgot to post the journal!

I'll post it now, and start another one for today.
relee: Picture of Relee Starbreeze, Wizard (Default)
3:36am - I've got Joplin ready, and my plan is to start working on the Game Design Document. I also have some videos and articles I want to read, though, so I'm going to try to do all of that. We'll see how it goes in practice as time goes on. I also have to take it easy tonight and sleep if I can, because I have an appointment in the morning.

4:57am - I've been reading a lot of articles and things that turned up during my earlier research on Game Design Documents. So far, I'm hanging on to these ones in particular, because I think they have good structure and ideas:

https://gamedesignskills.com/game-design/how-to-write-a-game-design-document/
https://glamorous-save-06a.notion.site/Game-design-template-0132383574dd4c2dbff5d14e3a90761c
https://www.charliecleveland.com/game-pillars/

The first linked the second which linked the third. It's provoking all sorts of interesting thoughts about the game I'm designing, and how it should operate. In particular, that third one is by one of the devs of Subnautica, explaining the ideas of Design Pillars and Values. These things, along with the idea of the Core Game Loop, are things I'm familiar with in a "Yeah, I understand that." sort of way, but they weren't things I'd really internalized or looked into formally.

The Pillars are the essential ideas of what the game is, is about, and represents. The foundation of everything else. The Values are basically your own values and ideology as an individual or team, in the context of game design and development. It's hard to really put into words without just repeating or copying what they said, so just use the url I put up there and read it.

Another thing I liked was in that second one, the template. Like a lot of the templates and guides I've seen, it expects you to start with a brief and direct description of the game. This one in particular says to describe your game in one sentence, and I like that. I already have a sentence I've been using to describe this game. "Dommy Monsters are Fighting Eachother to Own You." It does require some understanding of the context, though, I think. Like, this is an erogame, and what sort of 'monsters'? Then it says to summarize the game in a couple paragraphs, so I think that would do.

7:38am - It's getting hard to focus, and I need to have a nap before my appointment this morning. I want to make a little bit more progress before then, but I'm not sure it's a good idea. I've finished the research I was doing and I've got a template I like, I'm going to copy the format, but in Joplin. I figure if I do that formatting, it'll be enough 'work', but I won't put in the details yet. Still, it's been a struggle to focus just to do that.

7:58am - Alright, I was able to do it. It's almost 8am, so I'm going to try and have a nap, now.
relee: Picture of Relee Starbreeze, Wizard (Default)
9:30pm - Well! It's been a while since the last one, again, but I'm working. Yesterday I finally set up Joplin on my devices so I don't have to worry about having adult stuff in my stuff stored on clouds, and the cloud services getting upset over it. I'd like to say "They shouldn't be peeking at my documents, anyways!" and it's kinda true, but the governments of the world are kinda pressing it on them. Gotta find all that cheese pizza and criminal plots, right? Well, I don't make either, but while they're looking it turns out they don't like adult entertainment. Sex work is work, and apparently making video games about kinky stuff is sex work. Folks do point out now and then that whether you're selling yourself for sex or for physical labour, you're selling your body, so the ethical dilemna is weird. In my case, I'm not really selling anything, though I would like to make a profit over my kinky shit and computer skills.

So, I was planning to start with the structure of how the player's transformation state/body is stored, but I realized I didn't really have anyplace to put that information. I thought about it, and I think I need a Game Design Document. I started looking into GDDs and how they're made, what they should include, that sort of thing. There's a lot of views and opinions on that, though, and also whether you should have one at all.

The best information I found though was this article: https://gamedevbeginner.com/how-to-write-a-game-design-document-with-examples/

The best advice from that was this part:

How to decide what should be in your game design document


When you write your game design document, it can help to think about why you actually need one in the first place.

Otherwise, it can be extremely difficult to know what should be in it, how detailed it should be or what it should even look like.

For example, do you want a simple overview page that you can use to keep track of your game’s high-level concepts, or do you want a marketing focussed summary that you can give to publishers or investors?

Do you want to be able to keep track of your game’s story, lore or items?

Or do you want to be able to show a developer exactly how a feature works or what a level should look like?

Your design document might do one of these things or it might do all of them but, what’s important is that you understand what information your design document is supposed to provide and who it’s going to provide it to.

Knowing that will help you to decide what needs to be included.


So basically I need to design my own GDD before I can use that to design my game!

In my use case, what I need is a lot of technical documentation about how the game is structured. Also things like area designs, characters, gameplay stuff... It's likely that all the non-procgen text in the game will also exist in the GDD at the same time, so it's not quite the same as some of the GDD ideas/definitions I've seen.

My current plan is to do it in Joplin, using seperate notes for seperate sections. We'll see how it goes.

Also, as an aside, I had forgotten that since I don't use Dreamwidth's rich text input option, I have to format things myself with HTML, and I think that anchor and the italics tags are the only HTML statements I've written in over a year. I'm seriously rusty! It's been a long time since I've done any game coding, too. I hope I can shake the rust off that pretty quick. Godot 4.0 is supposed to actually be coming out, soon. They're fully in Beta and I think there might be release candidates?

9:54pm - Honestly, I'd really like to keep working on this but I have something starting in like, five minutes, and need to rush to get ready. XD
relee: Picture of Relee Starbreeze, Wizard (Default)
2:50pm - Since last time I've tried looking through the code for Lilith's Throne without making a work journal, and like before that didn't work out.

The code for Lilith's Throne is a bit of a mess. Even though it's open source it's mostly made by one person, and there's no design doc or other documentation. There's the code, and sometimes there's comments. Not easy to analyze!

I'm not sure if I should keep trying to figure it out or just make my own from scratch. I'm not sure how much I can learn from their previous work if I don't know why they did this or that, and the data structure for the player and NPCs is kinda confusing anyways...

It might be easier to go through it when I've got a journal open like this, or it might not. I don't know. Working in general can be pretty difficult, if I don't ritualize it in some way.

3:15pm - I ended up looking at the GameCharacter.java file and sure enough, having this journal open and a turkey dinner at my side makes this way more possible. This file is enormous, though. They're tracking a lot of data for every character, but there's also methods to serialize and deserialize the classes to XML, and they're both gigantic, and I've barely gotten into the file... I think I'd need a proper Java IDE to look at this and find where each bit starts and ends, probably, and I don't want to go that far for this. I might have to roll my own anyways...

That said, I did notice that they used another class for the body attributes, and that's what I want the most. So, I'll have to see if I can isolate that instead.

3:29pm - I've looked through the Body.java file and the Body class is pretty straightfoward, so I'm not sure what I expected to learn. XD

If anything it's still less complex than I was intending before, when I wanted to be able to have different parts on either side of the body. It also seems to require certain parts, so you have a leg type, not two legs, and you must have a leg. So, that's interesting. Probably the leg could be something weird like a snake tail, and I know this game can have taurs, but it doesn't seem like it goes as far as I was hoping. So, I'll just have to make up my own data structure.

3:41pm - I'm thinking about trying to find something to design the data structure in. When I did this before it was very rough, just text in a weird format. So, I think I'll have to take some time and daydream and think about it. So, I'll pack up for now and maybe do more later today or another day, and ask around for tool suggestions.
relee: Picture of Relee Starbreeze, Wizard (Default)
August 16th

1:26pm - Today I'd like to refine and define the game I'm intending to make.

The basic idea is "Dommy Monsters are Fighting Eachother to Own You" and I was inspired with the idea when trying to figure out a scenario for an erotic game that both matched my own interests and would allow for the player to fully enjoy themself, rather than avoiding the fun and kinky parts.

The game itself is set up as a sort of life-sim, with the player finding themself in a situation and having to choose where and how to spend their time, while fulfilling their needs, whatever those might be. The object of the game is to find a dommy monster who you like and want to stay with, and avoid or escape those you don't, while enjoying the strange world and all its activities.

When the player first begins, they'll have the option to choose kinks or themes to include or remove from their game experience. This will allow the player to tailor the experience to themselves, somewhat. It can de-activate locations, interactables, scenes, even whole dommy monsters. I do intend there to be a minimum of five monsters in the game, though. If your choices would forbid too many you won't be able to start the game.

Starting a new game begins with creating your character and their starting form. The plan is to give players several basic options for characters, if they want to jump right in, or let them customize something for themself. I want players to be able to play as their fursona or an OC or whoever else they can make. As such, the character creator will be very robust and probably include most or all form pieces available in the game from transformations, including more generic stuff. Playing a human or furry shouldn't be a problem. Playing a quadruped western dragon may be tricky but should also be possible. The game is a TF game so there may be monsters with very strict ideas for what your form should be, but most of the time they'll try to alter your 'current' form to match their interests and theme. Though, they'll also take the modifications of other monsters into account.

After choosing or building a character, the player will be presented with some backstory. What I'm currently going with, in brief, is that the player has come to a strange 'between' place, an adjoining space between several very different alternate worlds. Each of those worlds has powerful beings that do battle with eachother, at least somewhat. They're also on the lookout for new souls to draft into their own armies or just to claim, and that's what they want with you. You, the player, want this too! But, it's not going to be so easy, and you might not know where you want to belong.

Gameplay starts with the player character in the inbetween zone, and a monster finds them. The monster will want to take them, and the player can go with them or try to escape. If the player escapes, they run into another monster. They can only escape a few times before they just get taken. The idea is that some players might not want to be taken by any monster, but if the game really isn't for them they can just stop. They might also want to play hard to get, and so if they could just run away from all of them they would! It also removes some of the challenge of getting to meet the different monsters, since you could just cycle through them all by running over and over.

Once you're taken by the first monster, the gameplay is somewhat the same for any of them. You're taken to their domain, modified somewhat, possibly just to survive there, or to fit in a little more asthetically. Then the Monster will set you somewhat loose in their domain. Depending on their personality or theme, they may assign you a task or something, but not all will.

Once you're loose in their domain, you get to choose between various options of what to do. It's a life sim of sorts, but also a multiple choice game! You'll have needs to fill, like hunger, or whatever the equivalent of hunger is for your body. You'll probably start as something like a human, furry, or other animal type person, and you'll need to eat, sleep, do hygene stuff probably since that's kinky to some folks, all that sort of thing. As you get changed, though, you may end up with odd needs to fulfill. If your needs aren't filled, weird and/or fun stuff can happen, but you aren't going to die. It will have consequences, though, and that sort of thing will be detailed as the development goes on and the monsters and forms are figured out.

Each time you choose to do something, it'll have a time cost, and there's only so much time in the day. Passing time will also alter the levels of your needs, generally increasing their severity. When you first find yourself in a new domain, you won't know the area, who or what is there, that sort of thing. So, mostly you'll have an explore option you'll want to do. You could also try to escape, or just wait, or try to go back to the monster if you want. As you explore, you find new places and 'people' and things to do and ways to satisfy your needs. As you do actions, other things may also happen, as an encounter. You might run into the monster, or one of their minions, but you might also encounter a trap or the minions of another monster, since they're also trying to get you!

The player will have a chance of being caught straight out by a trap or minions, depending on their needs levels but also various stats about their body and mind, along with some random chance. If they are not caught, they can either avoid/escape the situation, or intentionally be caught. If you're being held by a monster you don't like, being captured by another monster may be easier than escaping on your own. Likewise, these traps and minions will often be trying to tempt you, even when you don't fall for their traps or tricks automatically. So, you the player may not be able to resist their charms, and will choose to go with them.

That broadly describes gameplay. You make a choice from the options of what to do, costing time and doing something for you. Each time you do, there's a chance of an encounter, and things may end up changing as a result.

There are a couple 'goals' in the game. The first one is endless, you're just there to have fun and explore your options. Play with many monsters and minions and see what happens to you. But, there is an end goal too. If you find a monster that you like and want to stay with, each of them are going to be trying to permenantly claim you by performing a ritual, which takes time and several encounters with the monster, generally turning you into something of their world and domain and then finally sealing it in place. This makes it so that you're not so easy for the other monsters to claim, and they'll loose their focus and interest in you, looking for unclaimed souls mostly, or at least treating you the same as the monster's other minions. This process can be interrupted by you being captured/kidnapped by another monster, so if you find one you like and want to stay with, the game gains an extra challenge; don't get caught or tempted away, while your new master finishes claiming you.

2:02pm - So, that's the game, basically, but there's going to be a lot more to it than that. I need to decide on what the stats are, how the form works, and how the game will be presented visually. I want to make a prototype first, with the basic elements needed to work. Some folks focus on a 'minimum viable product' but even that is bigger and more detailed than the sort of prototype I want to make first.

I do also need to come up with monsters, their domains, and all that sort of thing, but for the most part I want that to come late in the development. It should be extensible easily, so I can keep adding monsters to the game over time.

So, let's try making a list here of things I need to do and figure out in order to make the prototype.

The structure of the player's form is a big one. While the specific parts and changes will mostly come with the new monsters, and need to be extensible just the same, I do need to know how the parts will work and be related, how their data will be formatted, that sort of thing. I'm thinking I'll probably take a lot of inspiration from Lilith's Throne in that regard, especially since it's open source. It has a lot of the sort of detail I want, laid out in an interesting way. An important part of this is figuring out how the monsters will judge your form and compare it to their ideals, since that sort of thing will be different from anything in Lilith's Throne.

I need to figure out what kinds of needs there can be. It'll be hard to add new functionality to needs without thinking it through a lot beforehand. Likewise, if I'm using other stats beyond the needs, I need to figure out what they are and how they'll work.

I'll need a few test monsters and domains to start with, because so many of the mechanics rely on your interactions with them and their domains, and there has to be more than one since the game is broadly about them competing to claim you.

I need to figure out what the UI should look like. I can change that later, but I do want to have a good idea of where the various interface bits shared with the player are located, and what info will be on them.

I think those are all the main things. I'm a bit tired, I ended up only having a short time to work today after a lot of other things. Is there anything you think I'm missing?

I think my next task will be to look at the code for Lilith's Throne, and see if I can figure out how they do things. It's a Java game, and I know Java, but it's been a while. My game won't be in Java, but I should be able to take a look at how they structure their data and get some good ideas for my own stuff.

2:23pm - Now it's time to go home. My Dad texted me and wants one more thing from the grocery store after he checked the sales. So, I'll go pick that up, and go home. I think I've made okay progress today, and now know what my next real step will be.
relee: Picture of Relee Starbreeze, Wizard (Default)
It's been a long time since I posted on this blog! It's because it's been a long time since I did any work on coding, design, or even writing stories. That's unfortunate, but it has to do with a lot of stressful things irl. I've moved back to my home town, and even to my parents house. The stress has been so intense that I developed a speech compulsion disorder... It's been really difficult.

Before the start of February I found out about a Game Jam, Strawberry Jam 6. It's a Horny Game Jam, or in other words, a game jam for making erogames. Also, the community around the jam is very positive for non-traditional ideas of horny content. So, I decided to join. I planned to prepare my tools in the days before the Jam and then spend the four weeks making a game. However, none of that happened. I never did get my tools ready, or make any games. I did at least have a game in mind to create, which I brainstormed with my roomie. I think it was a neat idea, and I liked the concept too. However, at some point I realized that even if I did make it, it would only be the foundation, and I'd be driven to complete it... It would be so much work, for so long, and that's not bad! But it's like, is that what I really wanted to do, long term? I had intended to enter the Jam and make a fun and kinky game, just to shake the rust off, not to start an endless game project.

Now though, it's March. Strawberry Jam 6 is over. You can check out the submissions at their page: https://itch.io/jam/strawberry-jam-6

It's time to decide what to do next.

I'm finally settling in back at my parents' house, and I want to make games again, but I'm not sure what to make. My previous projects, or at least the ones I was most recently working on, were almost entirely in the planning stages. The ones before that, I'm not sure there's anything I want to work on there?

Some time in January, before I found out about the Strawberry Jam 6, I had discovered an erogame being developed that interested me. I went to investigate and found their Patreon. They're developing two erogames simultaneously as a full-time job. At the time, I was able to see just how much they made per month, and I was going to say what they're making now, but like, I can't see it anymore! I asked them, and apparently they turned off the display to stop getting attention from phishing scams. At any rate, it's better money than I make on disability by far, even taking into consideration they've said they pay the two artists they work with a large portion.

So, after finding out about that, I contacted them to ask how they did it, what was their secret and all that. It took a while to get anything out of them that could help, though, since they weren't terribly sure what if any trick they had; for them, it was just how it worked out. They mentioned their programming skills weren't great, and I happen to know my programming skills are actually pretty great, so I thought I'd try and help them out to trade for their help in figuring out marketing or whatever it is they do so 'right'. It turned out our learning styles are very very different so my help so far hasn't been terribly helpful, only a little bit. They were at least able to give some advice here or there. One thing they think contributed a lot was https://tfgames.site/ so I checked that out. I'd used the site before, not in a long time, but it seems it's way more popular than I knew. I also started exploring, and a series of coincidences led me to other erogame projects and also the Strawberry Jam 6.

Several of those erogame projects have been really captivating, and contributed somewhat to my difficulties working last month... But these were also making good money on Patreon. It was actually a while before I found any erogames that weren't making much...

Now I'm thinking about doing an erogame for my next project, for real. Not the one I had intended to make for Strawberry Jam 6, but another one I've been thinking out.

I actually had a couple of different ideas at first, but they both fell into the trap that the ero concepts were fighting with the game concepts. A classic problem in ero games is that you're given mechanics that make avoiding the ero stuff the best gameplay and/or the story-goal, and in some ways punishing you for what you really want to do.

While struggling with that I was suddenly hit with an idea that would turn it around. So, the idea of my new erogame project is to place the player in a situation where they are being fought over by a collection of dominant 'monsters', each of which wants to own them very very much. It's a sub-focused game, based around transformation and mind control, along with a host of my other interests. One of the monsters will catch you early on and take you to their domain, and they'll try to change you to suit them and their theme and interests, and ultimately perform a ritual to claim you. At the same time, the other monsters will break into that one's domain and try to catch you and kidnap you to their domain instead, to do the same thing.

At first it's something of an exploration game, where you explore the different domains but also explore your options and get to know the different 'monsters'. Eventually you might decide you like one more, though, and try to spend more time with them and avoid the others, and then while the gameplay is the same, the goals change things. Instead of just exploring, you've chosen one of them and so you'll actively try to resist the others and stay with your favorite, until they finish their ritual. Meanwhile, the others will keep trying to get you to join them instead, offering temptations. I've definately played games with multiple 'paths' and been indecisive with them, flipflopping for a while. I hope I can make it difficult for players to choose!

So that's the basic theme idea, but it's pretty divorced from any specific gameplay so far, and that's a bit of a problem. I'm actually still trying to figure out what sort of gameplay would be best for this idea.

There are two main game styles I'm thinking about for this project currently. I'm not opposed to additional ones but these are the ones I've thought up so far and focused the most on. I want to describe them here partly to share the ideas with others, but also to explore them myself. I find writing about my ideas in a conversational way tends to help spark new ones, and other benefits also manifest.

The first game style I've been thinking about is a sort of text based dungeon idea. In this one, each 'Monster' would have a domain represented by interconnected rooms with descriptions and various objects for contents, and other things. The player would be taken to a monster's domain when caught by them, and usually held in one room for a bit at least while they do things. They might be let go for a bit to explore the domain, or escape somehow. They might also be taken on some sort of tour.

The main special features of this one would be exploring the domains and seeing what's there, and also playing with the 'toys'. So, each domain would have themed things you could interact with, they'd probably do something to you but might just display a kinky 'scene' and pass time. There might be NPCs in there besides the monster, and they might have their own ideas and activities, but they would respect their monster master overall. The general idea is to give you ways to customize your experience in that theme, rather than just having one thing that the monster will do and only that. I'd also like it to be possible for things from different domains to affect you and have those changes remain and/or be modified by others. So, depending on your 'route' through the game, things might be different each time, rather than the same experience with just the monster every time, with a single end-state every time.

I'm not sure if the monsters domains will be connected in a way you can traverse them on your own, or if you have to be taken by a monster to its domain to get there. It would be tricky, given that I want to be able to let the player remove monsters and themes they don't want to see from the experience. That means that the domains would also have to go, and I'd have to rig something up to connect them dynamically. I'm capable of that, it's possible, but it's more work, you know? There's also the minor things that might be turned off or removed, so individual elements of a monster's domain might not be usable or even appear, depending on the situation. All that said, the idea of personally taking the dangerous trek through different monsters' domains to get back to your favorite after you got kidnapped/captured is kinda neat. It also gives you an alternative way to experience other monsters' domains than being caught and taken by them. I do also like the idea of there being a neutral zone as well, where you start out before the first monster you encounter is able to get you.

The other parts of the game are the monsters bursting into the edges of eachother's domain like the heccing Kool-Aid Man and you either encouraging or resisting them. Also, they fight eachother! XD

That's another thing that's really fuzzy in my head regarding all of this. Like, it's easy to say that a monster can grab you and you have no option to resist or escape, but then what about if one takes you and then another comes and now the three of you are in the same room? For one thing, I think that provides an opportunity for you to escape them both, while they're busy fighting, but it also gives you the opportunity to side with one or the other. This might be the only way to escape from the monster whose domain you're in, even, I haven't decided yet. Like, some might take you to their domain, assume you're safe and let you wander around, others might want to let you kinda change yourself through interacting with their domain instead of just doing it to you, and that sort of thing. But, some will definately keep you close. There's going to be at LEAST one with a pouch to put you in. So, having another monster come along and challenge them would be a great opportunity for you.

Once you're free of the monster who had you, those two might be busy for a while or not, I'm not sure how I'll handle the monster fight dynamics or gameplay. They might split up after they realize you're gone, but you'll probably at least have a few turns to make some distance. But, there's gonna be other monsters in that domain hunting for you too! Potentially all of them! So, I want the domain to be big enough... but I worry about the appropriate sizes of that sort of thing. I think that would have to be figured out through playtesting. Obviously you don't want to be wandering around seeing nothing for a long time, not knowing where you are or what you're doing. But, I don't want one or more monsters in every room, and the player being unable to interact with the domain's other features. Likewise, if all the monsters have to do to catch you is be alone in a room with you, then they teleport to their domain, you lose a lot of agency and also the excitement of trying but failing to escape, or the shock of running into a different monster when running!

Resistance has got to be in there, but I'm not sure what form it should take. The simplest would be to just say "The monster is trying to catch you! Resist?" and put a yes/no switch there. I'm not sure what to have it use to determine your success though. Random chance? Some kind of stats? Should there be an actual combat system?

I think encouragement would just mean staying with the monster you like, doing as you're told, and supporting them against other monsters instead of using the opportunity to escape.

The player themself and what happens to them is going to be an immensely complicated system. I want the player to be able to craft a form to start in, if they want. If you're in a hurry, I might set up a few easy generic starts. But, if you want to start as your fursona and get modified by these various monsters and zone experiences, whatever there is, then I want that to be an option. That way, the one getting changed is YOU and it should modify you in ways that would make sense, rather than something generic. It'll be tricky to represent a wide variety of fursona/persona options but I think if I immitate the system in Lilith's Throne it should work out. Their system of defining and describing bodies is really amazing.

I think that's the jist of what I'm thinking about for that game style. The main things I need to figure out are the resisting system and how the monsters will fight eachother, since I have to figure out who wins and what to display during the fight.

The second game style I'm considering is more of a life simulator in the vein of To Love a Googirl or The Repurposing Centre. Those games have been some of the most fun and most pivotal games in my ero gameplay lately, and Xey, the creator of To Love a Googirl, has been very inspiring to me.

This style of game usually consists of making choices from lists as your main form of interaction. Your day is broken up into clear sections, or each choice or action has a linked time cost, and you only have so much time in a day.

Taking the idea of Dommy Monsters Want to Own You and Will Fight Over You into this style would be an interesting challenge. The setting might differ from the first idea, since there isn't exactly a need to be exploring an interconnected maze of rooms, and it doesn't have to feel dungeony unless that's part of the monster's theme.

Basically, there'd be a short introduction and then a randomly determined monster would be the first to grab you. There might be a couple chances to avoid one and try another but you'd get got. Then the game begins.

Once you're safe in their domain, the monster, in their own way, will tell you what they want from you, and for you. Then you'll be presented with options for how to proceed. I'm thinking that each activity will take up time blocks, and that the time blocks taken up may vary depending on what you're doing, and what else happens that you didn't expect. You might be spending time with the monster, and reacting to what they're doing with you, or you might have 'free time' where the monster is doing something else, but they'll usually have some kind of directions or instructions for you. Alternatively, they might just let you do what you want in their domain.

Either way, you're in their domain and get to choose how to spend your time. You could work on any specific tasks you have, explore the domain, interact with any domain element you know about, like a location, object, or NPC, or you could try to escape the domain. So, each time you do something, there's a chance something else will happen. I'm not sure the percentages yet, that'll come from playtesting, but apart from 'nothing' there's two kinds of things that can happen. A domain event or a rival event. A domain event would be an unexpected event involving the domain itself or its inhabitants. A rival event would be something the rival monsters use to try and influence you, usually trying to kidnap, rescue, or otherwise claim you for themselves. There'd be a chance of you falling for it automatically, depending on some sort of stats and random chance, and if you don't fall for it automatically, you can intentionally give into it, and either be kidnapped/rescued or otherwise affected. Of course, you can also just ignore or report it in some way.

As time passes, your needs will change. These'll be used to sorta tie you to the world. Sleep or other forms of rest are a big one; you can only stay active so long. You'll probably have to eat or otherwise energize and rebuild yourself, too. Bathroom stuff will probably be something players can toggle off if it grosses them out, but if it's on, it'll be a thing too. It might only toggle off the vivid descriptions and kink stuff though? Not sure. At least, you'll have some sort of hygine need. The specific nature of all those needs might change with your form and status, though, also. Like, a robot or a plushie would have way different needs than an organic critter. If a domain can't support you, that'll probably be one of the first things they change.

One of the concerns I had with this style was figuring out which monster would show up to try and grab you, and when I decided to use traps/minions/whatevs instead of having the monsters show up themselves, that remained. I think that it should be somewhat random, but weighted as well. Like, at first it'd be totally random, just whatever monster gets picked from those available. But then, it would keep track of what you do, and use that to influence things. So, it would try to focus on first introducing monsters that you hadn't met or interacted with yet. If it seems you're not into a particular monster, they'll be weighted lower. If you've spent time as the guest of a monster, it'll weigh it more, and more depending on the length you stayed. Also potentially how you behaved while you were there. If you escape from a domain, the associated monster won't show up for a bit, since it wouldn't make sense to want to escape and just go back. But, I don't want them eliminated either, since maybe you only left to play the field and explore other options, but end up wanting to go back!

With scope creep creepin' on I've got more and more ideas for more monsters. I'm even thinking of having at least two for each general theme, so they can vary things up within that theme and have different personalities and styles. So, a real concern is that, especially if you have nothing turned off, it'll take a LONG time to meet all the monsters that you might potentially have an interest in. I want to make sure players have a sort of 'easy out' to play the field, if they meet a monster and they don't like them, even though they were okay with those kinks or themes. Or if they just want to find another they didn't play with last playthrough! I don't want it to be perfect, though. So, a player might get stuck getting caught, if they'd given a couple monsters 'the pass' already, or if their stats or whatever are low and they're unable to resist. But, once they're in that monster's domain, they can try to escape. I think I might give a bonus to escape at the start, even. Make it easier to nope out, but if you stick around it becomes a bit harder, but only a bit.

Basically, as I said, it's a life sim. You're sometimes pushed into things or changes by the monster who owns the domain, but usually you're just managing what to do with your free time. You might even be able to choose to spend more time with the monster? Not sure. You do what you can to keep your needs topped up and enjoy yourself. The goal of the game remains the same though; find a monster you like and stay with them long enough for them to complete their 'ritual' that claims you permenantly as theirs, while resisting the traps and temptations of the rivals. Otherwise just have fun exploring the possibility space of the game world.


Ultimately, I think the two styles can actually come together harmoniously. That is to say, the more I think about them, the closer they come to eachother. The main differences are the interface and the network of 'rooms' in the text adventure/dungeon compared to the general 'areas' of the life-sim. In the time I've been writing this, I've definately tipped a lot toward the life-sim style.

So, there won't be spatial tracking, keeping in mind where different objects and characters are. That means no real 'ai' and while it's a sort of simulation game, it's not the kind of 'simulation' I was aiming for either. That means I'm not so sure it stands up to one of the things I wanted, which was a game design that was more challenging, using AI techniques and complex simulations. I'm confident in my ability to make this game using just the skills I already have.

That said, I've spent a month thinking about and designing this game at this point (It just turned April, I started writing this in early March) and it's something I want to exist, something I want to create and something I want to be a part of. I'd also like to play it, but I'm not sure that'll work out; it's hard to enjoy a game you made yourself, they say. It's hard to explore the posibility space you established, also, and I'll be writing or reading every bit of text that goes in there too. So, there won't be any surprises.

Up till now, I thought I had a lot more to write in this entry, but I think it's actually about done! There's a lot more to be figured out, but a few times while writing this I changed my goal of writing it. At first, just updating folks on what I'm working on. Then, figuring out what to do between the two styles, and how they would work in practice. But, near the end I was focusing more on defining the game in a way that I could share with people, so they could better know what the game would be and how it would be played. That last one was a bit of a mistake. To expect someone to go through all of that 'figuring stuff out' and still be able to seperate out the specific idea that came at the end, it wouldn't be reasonable. So, I'll finish this entry, and hopefully before long, I'll write another that goes into defining the game and how it is played.

I'd also like to do more general brainstorming about the monsters I'll be implementing, their domains and worlds, the setting, and the other things the player will interact with.

For now, thanks for reading all that, if anybody did!

Work Post

Sep. 2nd, 2021 04:31 am
relee: Picture of Relee Starbreeze, Wizard (Default)
3:33am - I feel sick trying to force myself to write this, but I think it's important. I've had a pretty difficult august for getting myself to work on my projects or anything. I managed to get that story out for my friend but that's about it.

I've been feeling a terrible aversion to doing much of anything lately. Work, play, it's all the same. It's different than before, when I was depressed. Now I actually want to do things, but find that I can't carry out my desires. My body just locks up when I try. I can only get little bits of things done, like writing this now.

Sometimes you have to go with the flow to get anywhere though, so I might try that. I've been less and less interested in my Dungeon Generator/Zeldalike Project lately, and more interested in my previous work on making a Dungeon Gardening game.

I've been thinking about it lately and the idea of removing the player avatar idea again and the minions again and just having it be like, 'shape the dungeon you want, and see what moves in'. Then you could encourage and help the growth of whatever moved in, or try to get something else to move in, and gradually make an interesting dungeon full of ecological simulation.

Even still it's hard to get any enthusiasm up for it. I'm not sure games hold the magic they once did for me. But I don't know what else to do with my life? So I carry on.


So the principle of the game is to dig a hole for a habitat, plant some food in there, and see what comes along. Still, I want it to be able to recognize certain structures and patterns.


5:04am - I found myself fiddling around with that book The Nature of Code again. It's a bit inspiring but also a bit intimidating.

I should write what I'm thinking about. I want to create but I'm still feeling a great sense of aversion. It's frustrationizing.

It's hard to even imagine thinking about the sorts of planning I need to do to make this sort of game, even though I've done a lot of it before.

Maybe I'm getting ahead of myself too much. Trying to push myself into coding when I don't even know what I really intend to make.

6:52am - I'll give it some more thought as time goes on. Right now holding open this work post is stressing me out.

Work Post

Aug. 17th, 2021 11:48 am
relee: Picture of Relee Starbreeze, Wizard (Default)
11:49am - Well, life has gone on as it tends to, and I'm back from my weekend trip.

I don't have anything scheduled until Friday so I'm free to work on whatever I want. Earlier this morning I did some writing on an old story, though I got a bit stymied when I realized the intro might upset some people. I might edit it out, and rewrite it. I'm not sure.

Anyways I opened this work post 'cause I was thinking about working on my Zeldalike project. It's been too long since I've done any coding, though that'll have to wait for a bit too since I'm on a non-coding step.

1:47pm - I ended up talking with some folks and eating some lunch instead of working, but I'm going to give it another shot.

Essentially I want to redo my todo list to be clearer and have more steps. Or at least better steps.

In order to make the Dungeon Generator I need ...

2:39pm - Alright I've fallen off again and I'm super distracted and feel like writing some more, so I guess I'll try to do THAT for a while...

5:03pm - I made some good progress on my story! I'm going to take a nap now though, and we'll see what I do when I get up again.

9:35pm - Well the nap was good and I feel refreshed, but there's not much time until the call tonight and I'm having analysis paralysis on what to do until then.

I could work on my story some more, or I could try again with my Zeldalike project, or I could goof off and watch youtube videos...

I'm a bit afraid to get to work on my project, since if I get in 'The Zone' I'm not gonna want to stop for the call, but we're doing activities tonight.

I guess I'll try writing more, and if that doesn't work, I'll go watch videos.

1:33am - It's time for bed so I'm going to finish up here. Hopefully I'll get back to gamedev soon.

Work Post

Aug. 11th, 2021 10:57 am
relee: Picture of Relee Starbreeze, Wizard (Default)
6:04am - So to my great consternation the laundromat I want to go to is nolonger 24hours, so I've gotta wait at least a half hour for them to open. Also a storm has parked itself on top of my geographical location and isn't budging for whatever reason *cough* Climate Change *cough* so I dunno when I'll be able to get out and do that laundry.

So I'm in a weird state of mind, and I'd like to work on my projects, but my head has gotten stuck on finishing this story before anything else, and I can't seem to actually work on that, so I'm not doing ANYTHING.

But I haven't given up. I'm going to try and chat up a friend and see if they can help me get into the right write headspace.

10:46am - I did the things.

I did my laundry, including bedspread, and I finished the first draft of the story for Inktail. I'm waiting for The Guys to look at it and tell me what (if anything) I did wrong.

I'm glad that the things are all done, but I'm not sure what to do with myself now.

Oh there's a windows update. Well I guess I'll be right back then.

10:58am - I've got a box of FIFTY TIMOTHY BITS and a perrogative to stay up for the rest of the day, but the only chore left is making my bed, which isn't an all-day kind of thing.

I just 'finished' the project that's been holding me back, for now, so I can work on my other projects and interests now, right? But I kinda don't want to work more now that I've worked so much. I just kinda forget how to do anything else. o.o;;

Making video games is pretty interesting and engaging but playing them has lost its luster.

11:52am - Still not really 'doing' anything but I have an idea. I'm going to pick up my headset and chromebook and go watch anime in the air conditionized living room.

Work Post

Aug. 8th, 2021 07:20 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
7:20pm - I'm up and about during the day for a change, but I'm having a really hard time getting myself to work. My wants and needs aren't lining up so doing anything is a challenge. I either want to do something that I don't think is a good idea right now, or I don't want to do what I'm trying to get myself to finish, that story I've been working on.

Trying to squeeze myself into doing it sort've works but not well. It makes me want to do all sorts of other things to try and get away from doing anything useful. Also all of this is making it hard to do my mundane life tasks. I need to do Laundry but I keep screwing around until it's too late and the noise would bother the neighbors.

I'm still really into the idea of making worldgenerators and town generators in particular. I've got this great old book from the early aughts (yeah I know, how can it be old if it's from this century, but here we are) and it's got some great info on medival societies and how the fantasy of Dungeons and Dragons can fit with it. It's not easy, mostly because the worlds of Dungeons and Dragons are almost all polytheistic and western europe in the medival period was dominated by monotheism and the Catholic Church in particular. But there are some good workarounds and interesting ideas.

One thing in particular that I took from the chapter on cities in the medival period was the importance of massive fires in their ecological and physical development. A lot of modern towns are stuck with their structure with houses where houses are, and it's very difficult to clear land for new civic buildings without kicking someone out of their home. Well, fire would do that for you, and then you could rebuild the 'hole' in your city with planned developments. It's tragic as fuck with all the death but it clears out "The Poors" and also sanitizes all the shit by burning it up and killing rats and stuff...

Anyways I just think it would be interesting to simulate city building incorporating natural and supernatural disasters to open spaces that are filled in again as the city heals, like a living thing. Society is sort of like a living thing, with people as its cells.

That said it'd be a lot of work making a city generator the way I want. I'd have to basically start with a terrain system, since cities are shaped by their surroundings. They'd also have to have the little 'Manors' that the book describes, all around for feeding the city. There'd be so much to shape how the city formed, and I'd want it all to be placeable by design in case you have certain landmarks that 'must be there'.

2:58am - Well I went and completely forgot I was writing this. I suddenly had to go to a D&D game and left this open on my chromebook and well, now here I am. I'm still hoping to write some tonight, but it's been a real struggle. We'll see.

4:11am - Nah it's not workin'. Good night.

Work Post

Aug. 7th, 2021 09:36 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
9:36pm - Well I'm working during the 'day' this time. I'm going to try and write some more, I want this story finished.

12:59am - I did do some writing, but I also got really distracted and made dinner and now I'm talking with the guys and I just realized I had left this open...

4:45am - I've been doing a whole lot of not writing for the last four hours. I'm mostly daydreaming about making various levels of fantasy worldbuilding generators now, which shows that my interest is going back to programming. Programming the wrong thing, but we'll work on that...

5:15am - I just realized how late it is so I'm going to bed.
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