Progress on the template is going along fine. Feels like the entire process is just thinking back to every time I thought "I wish I had _____ instead of doing it this way" while working on a game. The tough part is deciding how to do things in such a way that it won't come back to haunt me later.
Other than that, I'm still in the midst of deciding what kind of game to make. It basically comes down to the main character's mobility, and whether it will be more platforming oriented like say, Castlevania/megaman, or more combat oriented. It'll be a platformer either way, though.
At the very least, however, I know it's going to be a fantasy setting, so I've begun doing some concepts for the main character, keeping in mind that there will be clothing loss based on damage in the next game.
That's about it, really. I should have a more solid idea of what I'm going to do within the next week or so. For now I'm still just riding out the money from my previous job as a bit of a break, so there's there's no real rush at the moment. I'll be sure to make it clear when I've begun working full time on the game, and the aproximate development cycle. However it won't be more than a month before I start.
Anyhow, until next time.
I feel like being as the last one was more platforn-oriented, this one should revolve more around combat.
ReplyDeleteHowever, because it was so challenging, that could have been why it sold so well.
As long as it isn't just a carbon copy of Kurovadis, it'll be great! (Not that a carbon copy wouldn't also be great, mind you...)
In my opinion I would say if you was to use 1 then you most certainly should make combat the main focus next to platforming. Sword and heavy armor just screams to me as heavy in slow. (Even game wise).
ReplyDeleteAs for the third one I really like her concept and think she would be a somewhat unique character to the fantasy settings. Knights and swordsmen are fun and familiar but how often do you have a Harpy/possibly monk character traversing the land?
On a side note...Just looking at the top and bottom I wonder if maybe a duo team could be made for this game, maybe a system in where the knight and Harpy girl switches depending on the players choice mid game with a button press. Possibly a way to incorporate various abilities of the two characters as they traverse the stage and solve obstacles.
P.S Sorry if this got wordy. I just notice what I was doing mid type.
"Sword and heavy armor just screams to me as heavy in slow."
DeleteEven if plate armors were heavy, knights still moved pretty fast, they weren't as slow as they are portrayed in modern fictions. And these two first concept armors makes them look quite agile, maybe not shinobi-like indeed, but enough for a platformer I think.
That said, It's true that the last one looks more like something out of a platformer, and her design is quite interesting. She could be something like a monk or a traveler attached to some kind of sect (à la Talim).
I really like the first design though. I really like the dress and the undressing seems quite natural with this outfit.
Maybe you should check the MC of "Dragon's Lair", even while being a knight, that one still maintained a certain sense of agility.
Harpy girl as the main character?
ReplyDeleteOh god yes, please let this happen.
i know its been awhile since my last post but im back and really nice concepts man looking good
ReplyDeleteIt would be interesting, taking from games that involved you to switch characters in order to traverse stages or terrain that the other was unable to. As for the systems, I really vote more for Castlevania style of combat, mainly the older ones or like your Crimson blue was it? With the red-haired chibi.
ReplyDeleteHowever regardless I'm sure it will still come out great.
Looks amazing, cant wait to play it.
ReplyDeleteI certainly like that 3rd one quite a bit, though the other two aren't bad at all.
ReplyDeleteIt looks very promising.
ReplyDeleteI´m looking forward to see your next work and I wish you a successfully come out.
Holy balls 1 and 3 are quite good. Loving the higher res sprites as well. I am agreeing very much with D in this case though, as the knight may be a bit more cliche. I could definitely handle having a harpy thingy as a main character.
ReplyDeleteIt would be kick-ass to be able to move around in a really fluid way through the air. The number of sidescrolling games where you can defy gravity for long periods of time are far and few in between. In Kirby games, of course you can puff up with air to float around, but it's not really so much of a concept as it is an addon to make the game easier and avoid platforming challenges.
DeleteUtilizing a flight system with aerial attacks and some sort of magic would be really innovative and interesting. Of course making levels designed for this kind of play would be incredibly difficult, but I'm just throwing ideas out here. Also, making an H-Game with this as a central concept would be even more difficult, as how would you be "knocked down" in the air? I suppose enemies could dive for you after damaging you a certain amount and you started falling or something.
Developing a smooth and at least somewhat intuitive combo system would also be essential to ensure players could properly utilize such a character. Numerous directional attacks would also be required, I suppose. Regardless, this idea is probably too far out of the mainstream to be viable for a commercial game, but whatever.
If I were to use the harpy as a main character, she wouldn't be able to fly, just hover, glide, dive, etc , as well as some other acrobatic maneuvers. I don't really plan on straying from ground based gameplay.
DeleteKyrieru, have you ever played Demon's Crest? That is like the perfect example of a platformer starring a hero that can fly indefinitely while still being a heavily ground-based experience.
DeleteFor the hero harpy is a good idea, we do not often see ^ ^!
ReplyDeleteI for one enjoy both concepts of the character.
ReplyDeleteIt's a stretch, but you could have 2 characters: Knight girl(first) and magic girl(third).
Maybe it would give ya some fun variations to work with.
Gonna say go with the harpy design
ReplyDeleteYour third character concept there makes me think you could do some really amazing things. Particularly, a character that can change forms in order to get new abilities (harpy for limited flying/gliding, for instance). Kinda like what was going on with Fromage. But then what happens when you get to the H-content? Would that mean different animations for every form? It very quickly gets out of hand the more forms you add. Still, the idea is nice to think about I suppose.
ReplyDeleteAs for the balance, I'm casting a vote for a more combat oriented game. Personally, I'm all for a game that has a large amount of platforming, but I prefer it to not be very technical and difficult. I find it easier/more satisfying to try and read an enemy's attacks and react accordingly, than to try over and over to time a perfect jump on multiple moving platforms. Also, with a focus on combat, the player has more control over scaling the difficulty to their desired level. Difficulty settings in the menu and levelling up/increasing stats can make foes easier to beat, but that tricky jump is the same every time. Unless you make it an option to increase the player character's mobility through increasing stats, at the cost of not putting those points into combat potential.
This is just a bunch of my personal ideas and preferences, but if it gives you any ideas, all the better. Ultimately, go for what you think will make the best possible game (and what will sell the most copies, of course).
Looking at the comments on more than one character, it would definitely be too much work to integrate multiple player characters. Especially since it would mean a whole other set of sprites and CGs which are bound to be numerous as it is in an H-Game. Even worse is the number of sprites that will be needed for multiple clothing stages unless they are separate from the character sprite. Only round-a-bout method I can think of to approximate "different" characters is a "Style Change" system which just adds something on top of the original sprites or color palette changes, kinda like Kirby or Megaman. This way, the character can be forced to return to normal for the story and H situations and CGs.
ReplyDeleteHonestly though, keeping things simple for the sake of the template seems like a better idea for now.
Looking at Kurovadis and reading taht it was a "quick game" or "programming practice game" i was impressed, since it is actually really cool.
ReplyDeleteSeems like you have quite the knack with platformers, why not making a RPG/platformer then.
Animating/spriting things like long/wide tails, long hair, capes... can be really tought and time consuming if the character has to do a lot of actions.
ReplyDeleteSeeing the different type of characters I was going to suggest that you use the one you prefer that has the easiest design, then use the others as "strikers", "summons" or "followers/friends".
Giving the other characters only the attack animations (and maybe H animations if required), gives the main character a wider range of abilities while keeping it at his own class/job/whatever.
Actually, hair/capes are pretty easy to animate. It also makes animating certain things even easier since it gives you clear indication of movement.
DeleteI'mma go with the others here, I really like the harpy girl concept. It'd be interesting to see insted of the standard melee warrior that we see in just about every fantasy game.
DeleteThat being said, how will clothing destruction even work. Most of the time there is clothing destruction in a game it is usually very poorly done, as in the clothing pieces just fly off the character in a single solid piece. Would the destruction be animated as in we get to see the clothes or armor exploding/ripped a la soul calibur 5?
On the topic of clothes, while I know you're still in the developmental stages have you decided on multiple outfits for a character, or going to test the waters with destruction mechanics on a single outfit.
Either way I truly enjoyed kurovadis, and I am looking foward to buying your next game in the coming year.
Just to add what I just said, even if it isn't the harpy girl in the end I think it'd be a good idea to choose a more unique style of main character overall the generic warrior. The amount of hentai games we have of using the main character as a warrior are staggering, same goes for mahou shojo, something that sets this game apart from the others aside the gameplay would probably help in boosting sales.
DeleteWell what would you define as a "warrior" then? A generic armored character with a melee weapon? If that's the case, how about a farmhand that attacks by throwing magic crops, or a clothier that uses a scarf as a whip?
DeletePretty much. It's a warrior, it's in nearly every single fantasy game there is, I call him/her the swordie. Wears chain, plate armor, or gladiator style armor, uses greatswords/battleaxes/shield sword/shield mace combo/spears/polearms, tends to be tanky, usually has no magic ability whatsoever.
DeleteThe classic ghoul's and goblins kind of character.
Instead of having a whole sprite for every frame of animation, how about using sets of smaller sprites joined together? It might make for a nightmare of coding, but I think it can cut down on memory and/or disk space usage, plus it might make for a better clothing damage system.
ReplyDeleteIf it is possible, maybe this can translate into a body part damage system, where individual limbs and other body areas can be targeted and have visible damage. Of course, if you don't like blood and gore, you can always have some robot/cyborg/android characters (though this would require your setting to be anachronistic) and only implement visible body part damage just for them.
I believe this sort of thing is being used in the ryona game project that is being developed by a japanese group:
http://sourceforge.jp/projects/ryona-game/
Also I like games and game developers who thoroughly bask in ridiculousness and don't take themselves all that seriously.
The creator of Crackle Cradle (http://ryonaproject.bake-neko.net/) used smaller sprites with overlays such as socks and shoes over the leg and feet sprites, but this creates a rather non-smooth transition between the various parts of the body in my opinion, and limits the perspectives of the sprites quite dramatically. The fact that the overall characters are kindof clunky is hidden by overlaid blur effects for movement and the like. It looks nice for what they've done, but it probably wouldn't work as well on this project. H-Content using those sorts of sprites would probably look awkward due to the doll-like structure they have.
DeleteIn the game before that, Blank Blood, the creator did frame-by-frame animations of both main characters, which looked smoother.
Making naked base sprites isn't that hard and helps you keep the character's clothing from looking strange. Spriting clothing and armor to go overtop of those bases may take time, but will be worth it for the higher quality.
maybe the harpy can be a friend/team member to the main girl? and you can switch from the knight to the harpy that would be cool, maybe you can get more team members to use for the platforming parts, like a mermaid to water parts easier then the others, a nekomata can clime up walls/go into small spaces, a minator girl for power (like pushing heavy blocks taking out heavy armored enemies) and a wolf girl for faster travling, maybe some RPG parts in it as well with that idea, like in the game shantae how her animal forms get power ups for better attacks upgrades abilities ect, the monster friends get power ups like this?
ReplyDeleteoh and please maybe add different positions where they main girl gets attacked? if you are going to use CG in it, is it just going to be for the game overs/endings or is the CG parts when the girl gets attacked in game? i would rather see the CG only in the game overs/endings and see the girl getting attacked/raped in game in sprite form myself lol and if thats how your going to do it (sprite for raping and CG for ending) like that are you going to add a gallery for the sprites as well as the CG's? if you add the "attacked at different places for different positions" and i will happily give ya 20$ :D lol (i'll probably donate the money anyways lol but hoping that does get in XD)
DeleteI'll have to cast my vote for a harpy main character. As much as I would love for both to be in this it unfortunately would probably be a bit hard to make work and take a lot of time and effort that could be better spent on other aspects of the game. I find her far more cute anyways. Given the quality of Kurovadis which was basically a warm up I'll be very eager to see the final product either way.
ReplyDeleteAm I the only one who is actually far more interested in the warrior character than the harpy?
ReplyDeleteAlso, actual armor rather than a chainmail bikini!
I like the warrior more than the harpy personally but I do admit, I have yet to see a game where you play as a harpy....so it is intriguing to think of.
DeleteDo the 2nd one! Her weapons can be her fists Loli-Punch!!!! I like her has she is just change her gloves into more of a big ass metal Gauntlet to match her Pauldrons and lets star punching things.
ReplyDeleteI love the design for the top image. Just out of principle, I would have to suggest going with a variant of her. There's something about a girl in functional armor and cloth that's just... erotic. Harpy girl is interesting? But you're quickly going to run into a Kurovadis-esque corner where you have so much agility/Z-axis movement that it's impossible to design enemies/levels specifically for you, unless you make those levels conform also to the Z-axis challenge.
ReplyDeleteI would be fine with a flying/gliding game, but it's a matter of goal: what's the platforming gameplay going to be like? Is it going to be standard platformer, or like a level out of Donkey Kong Country with winds active? If you remember those levels, you end up having to use extreme Z-axis control and timing to effectively leap distances and glide through insta-kill barriers and such. Very fun, but also very frustrating, and I'm not seeing where the "grab and rape" element would be.
I agree with you that the knight character would probably fit much better in with the genre, and the clothing damage feature would certainly be quite a bit more in-depth with her as the main character.
DeleteI think I would also be keen on having both as playable characters, or at least usable in certain situations. If you only had the harpy girl on certain levels it would limit the amount of animations she would have to have for the game as a whole. It would also be easy to explain, like the two meet partway through (And maybe have a cliche battle after which she joins your side, xD) and the knight is unable to get to a certain area or is injured or something and the harpy girl would have to be playable for a certain amount of time.
I just want to offer my $0.02 about the main character.
ReplyDeleteAbility to identify with the hero is important. Sorry furries, but the reason you're not mainstream is that most people can't connect with anthros on a personal level, and that will never change. Does it mean that Kyrieru shouldn't cater to furries? Not at all. Does it mean that his heroine shouldn't be a Harpy? Maybe. The bottom line is that if the game is going to sell, it needs to attract as many customers as possible. Would a Harpy heroine attract a lot of customers? If this forum is any indication, sure, but it's very likely that this is a vocal minority. I, for one, would rather see a human protagonist. It wouldn't be a deal-breaker for me if a harpy character is in the game, and if she's a playable character, I'd probably play with her. I'm not sure I'd buy the game if I couldn't play a human character, however, because anthros don't push my buttons.
Player transforming into something else along the way? I'd be cool with that.
Harpies aren't anthro in the same vein as "furryism." Having wings instead of arms, claws instead of feet, and vestigial plumage is at the upper-end of "monster girl." Same way that lamias aren't "furry," and you can have nekomata without being "furry." As long as there is an OBVIOUS distinction between the human and monster parts, it doesn't hit furry. Furry is when you have no "human" parts, just animal parts that are shaped to human proportions.
DeleteAt least that's where I would assign distinction.
I think having the knight girl as the MC, then having you beat the harpy and have her become a tag-along character that you can use in certain circumstances or as an NPC helper, would be grand. So, you have the harpy capable of being assaulted by the enemies, and you have to help her, would work. It gives you something to care about besides your MC/player character, something like Ico did with the useless moeblob that you just can't help but love.
First...that harpy is not furry, learn what furry is. Second I hate to say it epically after my post before (Second post) but maybe the knight would be best if only to play safe. What's the point of taking a chance when it could just decrease sales and raise people pirating? Just like Moe in anime, there's a reason why people don't take chances. Because far to often people like what is familiar.
DeleteHere's a brain teaser: a Harpy Knight!
DeleteIf you make it work, in the words of Hata-san, "This will sell!"
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DeleteDefinitely not a furry. I don't particularly care for furries anyway, really.
DeleteAnyways, I don't think it would hurt sales to have a main character like number 3, especially if she was normally like the picture on the left with normal feet. The hands could easily be explained away as some sort of clawed gloves she uses for combat or something that are covered in feathers. Shamans from the Warcraft series often use something from the animal they can transform into as a sort of focus, so this could be similar.
A partially transforming main character would be pretty awesome actually, as it would allow you to introduce numerous different enemies and biomes into the game without worrying about platforming or other puzzle-ish challenges for the people who want a more combat-oriented game. Another thing to consider would be that if you sustain too much damage while in another form it could revert you back to normal, sometimes to deadly effect (i.e. gliding over a pit and you run into spikes or something, dropping you into something nasty). Reverting on death would also make it easy to make H-Animations for the character, and the basic chest clothing could be identical on the forms to allow easier clothing destruction as well (Though of course the pants would be missing on an undine-like creature).
Based on suggestions beforehand, I would separate the forms into three categories (Not that this is even the decided-upon theme yet, xD):
Base- All around
Crow- Double-Jumping, Gliding
Wolf- Combat, Stealth
Cat- Climbing, Hit-and-Run
if you meant my post then thanks dood :D hopefully it will be added in, and there is a difference in monster girl and furries (MG's are more like girls with body parts of monsters/animals while furries are human-like animals) but i do agree with you on it should be changeable monster girls with (or she can change into them to make it easier for kyrieru) the main girl (so everyone has something they like and can ignore the rest) and no furries (main chars anyways lol)
DeleteWhy I don't mind furry in general, I'd rather have heroine to remain human. Also, I see no point in making ideas about forms etc as it's either different character draws or character in different armors, not some sort of silly forms where suddenly putting on some fursuit allows one to be stealthy and whatnot (not to mention that it's the wolves who are more about hit and run and cats are the stealthy ones).
DeleteMonster girls and hell, furry even would be good to be seen, in agreement with the idea of 'something for everyone' but as enemies, side characters etc
I would absolutely prefer the harpy main character.
ReplyDeleteI would also prefer a combat-oriented game to a platforming one.
Somehow those two statements just don't seem to go well together...
DeleteBeing a harpy doesn't mean she HAS to fly.
DeleteHere's an idea I just thought of - (This depends on how the damage system works though)
ReplyDeleteIf you wanted to implement more than one character (which I know isn't easy, considering the amount of work put into sprites), you should make one able to withstand more sex (probably the Harpy, because, let's face it, she looks horny), while the other is more combat-oriented. Just some food for thought
Right now all the ideas you guys have come up with right now likely have already been used before. We need ideas that are so ridiculous nobody would even think about using them in a serious work.
ReplyDeleteAnyway, how about a construct girl as a character, who gets her limbs pulled off when she gets raped but can pull herself back together afterwards?
Kyri is going to plan on selling this game, and is going to work on it for like 6 months. Making a silly game is fine and all, but if it isn't marketable to a large enough group, it's not really worth bringing up here.
DeleteI don't mean to be rude or anything, but H-Content with a golem girl would be for a horrendously niche audience.
Howdy Kepler (or Kyrieru if this comment is spotted amongst the 46 other),
ReplyDeleteI haven't any clue where to start asking questions so I'll ask here (because 2D-platformers are my absolute favourite [and H-content of course!] and from Kyrieru's success, possibly a side-job).
1. So how does one actually go about making a 2D-platformer? Does Kyrieru use a game-engine or did he actually went through all that trouble and made his own framework? I'd liek them links :)
2. Is there a tutorial site on 2D sprite creating (for 2D-platformers)? As per your above discussion on smaller sprites with overlays, I thought you might know the trades.
3. A programmer myself, but I think it's best to ask what programming language would be best for these 2D-platformers with the most number of sources and guides (or widely discussed) on the net. So what propgramming language?
I'm hoping Kyrieru would spot this comment. Really wanted to ask him a whole lot of questions on how he got started with 2D-platformer H-game till the birth of Kurovadis ...
Kurovadis' completion (and partly its success. A success right?) motivated me, and I don't plan on wasting this motivation. A little guidance?
He used Game Maker... I think it's up to 8.1 now. The paid version, specifically. I've given it a try. Even as a programmer, I find that it's really difficult to use unless you can happen upon a really good tutorial that can explain everything.
DeletePart of the reason for this is that, unless I've missed something, you really don't do any programing. It's mostly just plug-and-play. All you really need to make are graphics and sounds/music. Everything else is just figuring out exactly where all the tools are, what they do, and what the programs limitations are. At least, that's my experience with it.
Game Maker has a built in language called GML, actually. You don't really use drag and drop all that much. 80% of everything is done through scripts, once you start getting accustomed to the language. I don't know if I would suggest it, though. I only use it because it's what I started with, and at this point I can do pretty much anything I need to.
DeleteI may do some tutorials soon on the whole process, rather than attempting a butchered explanation. (I get development related question quite often..)
It's quite interesting how the system works, actually. I've sorted through other game's open source portions and it seems very involved for a beginner to pick up. Regardless, it really allows for an absurd amount of info to be programmed into a single entity, and is extremely versatile in what it is capable of doing based on your skill level. My own experience with the program came from dissecting Blank Blood's earlier versions, when they came with the Game Maker files.
DeleteI'm actually a horrible coder, though, and mainly focus on concepts, backstory and spritework/art consulting and leave the more technical aspects to my two friends who are both coders, xD.
Thanks for the input guys. I am dat anony above (teh birth of me!). Got myself the lite and have been experimenting with sprite movements and collisions.
DeleteSo far I have been shuffling tutorials in the game-maker community (GMC). Kyrieru, did you pick-up on the platformer engines there or made your own? Where did you get guidance from?
I just made my own.
DeleteMost of the Game Maker forums are pretty active, so they'll usually respond to any questions you have within 20 minutes or so.
Ooh, I really like the first two. Not such a fan of humanoids though, so I'm not so keen on the third, but they're all really pretty good for concept sketches.
ReplyDeleteas one of the few who likes all three pretty evenly, it be nice(albeit a pain in the ass) is to do something like phantasy star zero(or fire emblem/Fire Emblem: Rekka no Ken) dose with each race (in this case characters) having there own yet interconnected overlying story arc, where a character from one save(for lack of a bitter word) may/will/whatever another. now this would be hard if not out right imposable to do with game maker but the "3 heros" thing is possible in some other sort of way. but that just me.
ReplyDeleteI like the idea of the player character having a shield, assuming it is functional and not just a prop. I would love to see a more combat-oriented game where judicious use of blocking and plain ol' dodging comes into play. Something like a stripped-down, 2D version of the melee combat system in Demon/Dark Souls would be amazing.
ReplyDeleteWould actually be cool if you could do it a Ghouls and Ghosts's style. The health could be represented by the armor, every hit shatters a piece (Helm, Boots, Brest Plate, Shield) to the point of being vulnerable to rape. Would leave the game linear and random chests could pop up containing a new weapon (If you decided to, say Spear, Sword, Axe, Lance) pieces of armor (say upgraded or extra piece/replacement for lost items) or enemies.
ReplyDeleteIf you have never played it (and I find it hard to believe if you havn't) try checking out the Super Ghouls and Ghosts for SNES.
That would certainly be interesting to do. It would reward more cautious and skilled players with a smoother action-filled playthrough rather than being grabbed constantly by random enemies. It would also be awesome if the character's animations changed to cover up her bits when she loses her armor/clothes entirely.
DeleteI always liked the Metal Slug-esque concept of getting new weapons randomly (And often after rescuing prisoners). It always helped the game feel a bit more fun and engaging.
Also, if the shield were a central factor in the game it would make sense to have a block key (C=Attack, X=Block, Space=Jump, and Z=Magic?). It wouldn't be that off to add a shield meter to the game so you couldn't just sit there blocking everything for eternity. Could also do it Zelda-style where if you block with good timing it knocks the enemy back a bit and allows for counter-attacking. It would help the game to be dynamic and responsive.
A G&G style with button-presses on grapples/dodges? Because nothing is so annoying as G&G's style of front-loading flying enemies (I'm looking at you, you goddamn crows and demon) while you only have the spear and are JUMPING OVER PITS.
DeleteI had so much fun in my youth, gnawing on my controller in frustration.
I really hope that the "grab and rape" rather than "rape solely on death" system is kept. It's so good.
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DeleteThat was one thing I liked about it GnG. Unless you played it before you had no idea what weapon was best (which is why I always stuck with the bow for homing) and knife when I knew it was safe.
DeleteHe could always try throwing in a mini-shop between levels to buy more armor and purchase a new weapon (discarding the old one)
Do agree with you Anon, that rape on death usually slows the game down a lot causing players to force death often to just check it out. Most of those I usually wait till I just beat the game and unlock the gallery if there is one.
Actually, here is a good example of it I'd say.
http://www.youtube.com/watch?v=oSv6DCSZNQM
SG&G was at least a vast step up in enjoyability with the power-up on weapons if you're doing good and snag the upgraded armors. The unfortunate part is that it retained a lot of G&G's total BS levels, where you will get hit no matter how good you're doing.
DeleteKyrieru has the wonderful ability to give you your gameplay AND have your ero, too. It's painful to say that it's... refreshing, but there, I said it.
Hey Kyrieru,
ReplyDeleteI really liked how in Kurovadis, you could get knocked down, raped, get back up and still keep fighting and move on. Now I don't have to sit through a game over, just to see some H.
I have a request though:
For the next version of Kurovadis, and/or for the next game, could you please add a menu screen which lists every time you were raped, or raped to completion? Maybe only have the menu available after the first time you are raped. What if it tracked all the monsters and their rape counts individually? Maybe it will only show the monsters on the list once that monster has raped the character at least once. We could use this to see who is raping us the most. xD It could also be a convenient location for a gallery. :)
P.S - Sort of like Nanocrisis, I suppose!
DeleteHey, where's the slutty armor?!
ReplyDeleteAre you going to go for a more normal looking armor?
On the topic of characters, I'd say no harpy. Makes things complicated. Some kind of helper NPC or transformation might be good.
You could also go for Lost Vikings style puzzle/platformer stuff, able to use only 1 character at a time, use the characters to get through obstacles etc. Though that would probably be kinda silly.
It would allow for some kinky situations though. Like you're on one character and the other character gets attacked and you'd have to go and save her. Or you could deliberately get all the characters "assaulted" near each other for some nice orgy action. ;)
Possibilities!
On the topic of gameplay though, whether it's more combat oriented with heavy armor or not, Would it be possible to have heavy and light armor to choose from? Are you planning on giving a few different kinds of costumes to the heroine? I for one would be itching for some fast paced 2D platformer action with a highly mobile character.
Oh yeah, writing all this reminded me of Fortune Summoners: Secret of the Elemental Stone. I was totally expecting there to be a H-version for this game when I played it.
Actually, I bet Fortune Summoners is exactly the kind of game you would like to make.
http://www.youtube.com/watch?v=dy4Dxdyiyew&feature=related
Fortune Summoners would have to fix their horrid movement/fighting controls before it'd be worth adding an ero factor to it.
DeleteThe sound from which a sword when she is pushed down falls is good.
DeleteI think that this sound is effective in increasing a certain kind of tragic feeling when she pushed down.
Translation: "I like the sound of the sword hitting the ground when she gets knocked down." The second sentence, however, is self-explanatory.
DeleteI also agree that the sword clattering to the ground adds another dimension of helplessness to the character, but the fact that the sword is magically restored to her hands when she gets up kindof ruins the feeling of immersion when you can't explain how something happens. While it may be frustrating to go have to pick up a sword again every time you get knocked down, it wouldn't make sense to have such a mechanic without being realistic about it.
I suppose one could solve this problem by giving the main character a dagger as well for struggling against opponents at close range, giving you an opportunity to damage the enemy as well when struggling with them. Getting disarmed of your dagger would make you vulnerable to H-stuff, I suppose.
Probably much too convoluted though.
Wow, I like these designs. They're suitably fantasy without getting into the silly "chainmail bikini" territory. Your artwork itself is just good to look at too.
ReplyDeleteAs an aside, I was always a bit fond of tattoos/markings, or scars. Not heavy scarring, mind you, but little things like a cut on the cheek or something to show someone looks "battle-hardened" or something.
Also might be kinda neat to have such things obscured by clothing so as she loses it, you can kinda see more of those little things. Dunno, just my random two cents.
I really have a thing for one piece on females. :)_ Maybe you can use that and put armor over it.
ReplyDeleteI personally like the first one's dress-loinclotch thing combined with her short tights. It's quite a beautiful design, and seems like it would be extremely functional and easy to move around in. The lack of sleeves would free up the arms, and the looseness of the draping cloth combined with the athletic pants would allow freedom of movement for the legs.
DeleteWhile the one-piece may look nice (I guess?), it doesn't seem like something a real warrior would run around wearing. It would prevent the use of leg armor due to the lack of padding underneath, and the heavy shoulder armor would be less efficient from a mobility standpoint for both her and the sword/shield arms.
While on the subject, I like the upper-left helm design on the first one better than the one in the center. A full-circle helm would be out of place given her other armor.
Yeah I'm not saying which one is more practical or anything. I just think more skin = better. ;)
DeleteBut the overall design, the first one looks the best. Maybe a combination of both would look nice.
Besides, every character Kyrieru came up with were always fully clothed females. But in a way, that makes sense over scantly clad ones. ^^;; but then in a hentai game hmm.... Maybe a skirt would like nice as well?
I am always quite keen on skirts ^.^. The Romans did wear armored skirts, so why not.
DeleteI request a CG/Animation Gallery Option on the menu in the Next Game.
ReplyDeleteAnd also , a save pattern just like KuroVadis.
Whether a Knight / Harpy. It doesn't realy matter for Me
I hope You will make a great game.
Just take My 5/10$ already...... lol ^^
I look forward to! !
ReplyDeleteYou know, I actually like the animated sprite art. The CGs? Not so much. If you could put more detail into your sprite animations I would be very happy.
ReplyDeletetl;dr moar pixel sex plz
I agree. I don't really think it needs more details. But just more of it would be good, too!
DeleteVariety is everything. It'd be interesting to see re-usability of the female sprites, so that you could have more positions by reusing existing positions and just creating monster sprites to go with them. Have like... maybe one unique animation per important monster, and positions that you could reuse for knocked down, from behind, etc.
DeleteSort of like how VH does it. You have more room to work with because of the increased sprite size, but it's not like you have to reinvent the wheel. There's only so many ways that a woman can "get it."
I would love to see you have her using something like a lance or spear instead of a sword. Swords are so overused, especially in platformers. A lance/spear would be awesome to use with jumping, and would make the grappling thematic sense: it's hard to resist when someone gets the drop on you at close range.
ReplyDeleteYou could have her pull out a poignard and shank the ones that grapple her.
Polearms could be interesting.
DeleteThe improvement may allow the weapon to vary the style of fighting as in Ghouls and Ghosts's style..
DeleteThe issue with incorporating such a thing is that G&G didn't require different sprites for different weapons, since they were all projectiles and spawned independently of the main sprite. If Kyrieru were to incorporate different weapon styles, you will exponentially increase the number of required sprites, unless you end up with a Castlevania: Aria of Sorrow format, where all weapons are treated as extensions of a single attack sprite. (The game had a simple character movement with an independent weapon sprite and rotation effect, or piercing direction, etc.)
DeleteAoS was not graphically wonderful! If Kyrieru were to create fighting animations, I would prefer one or two styles that were graphically well-made, instead of an impersonal style such as AoS.
Legend of Mana had a wonderful implementation of that sort of system. Each weapon had it's own style of attacks, but since this game won't be an iso game I dunno if it would be as necessary to make such a wide variety of weapon styles.
DeleteI'm sure, however, that there are ways of overlaying sprites in ways that allow for more directional control, as the project that Shiroko (http://twitter.com/#!/sil_co) is working on seems to have that sort of weapons system in place. This would make more sense for projectile weapons, however, to give freedom of control over where you are aiming the projectile. This sort of system was also used in Blank Blood, where the arm sprite was rotated for Nana(Gunner) and the mouse controlled the direction that the bullet was fired, where the other girl was simple controlled using the keyboard for her various knife attacks. This could be implemented for things like magic and bows/crossbows/etc. I think that system is far superior to the traditional platforming system of side-fire, but it may be hard to implement not only the system itself but also enemies that are suitably balanced to be challenging even with such freedom of control.
A "directional" approach would end up looking something like Terraria's range-weapon system, with each gun sprite getting an overlay on your main sprite. That's the fast and dirty way. An alternative would be something like Super Metroid, where you have sexta-directional aiming capability, which ends up adding no additional movement frames, since you aim using the upper torso, recycling all the standing/climbing/running frames. Guns have it easy, especially one-handed guns.
DeleteIt's just a given that any advanced combat method that you want to appear "pretty" and "authentic" is going to use additional frames for each weapon, because a sword is not an axe is not a spear is not a bow.
As for difficulty, a lot of platforming is the limitation on your ability to kill something based on your position to it and its elevation/distance. If you give absolute freedom regarding firing arcs, you SIGNIFICANTLY reduce the difficulty of a platforming enemy. Even giving the ability to fire vertically and at a 45 degree angle reduces a lot of difficulty, especially if you have no ammunition limitations. This is why something like Metal Slug becomes really easy once you get the right weapon, like Enemy Chaser or Heavy Machine, because you have all angles covered.
DeleteI have to say, the third concept art is my favorite. Though the ability to have multiple outfits is also fun, and could lead to you releasing updates, or micro-cost expansions to the game later on.
ReplyDeleteA harpy as a main character would be absolutely amazing! I don't believe any other game has had that, especially a platformer/RPG hybrid. Even if it's an unlockable character, or less detailed one, Please PLEASE let it be so!
ReplyDeleteKurovadisは非常に出来の良い作品でした。
ReplyDeleteアクション性、操作性、キャラクターデザイン、難易度etc....どれをとってもレベルの高い作品です。
次回作は、等身が変わるということなのでなかなか期待しております。
これほど素晴らしい作品とめぐり合えて良かったです。
Thank you for visiting. I am not Kyrieru, but I appreciate the attention and the goodwill that the Japanese game community has given to Kyrieru. I hope that gamers of the world can enjoy eroge from Japan and from all over the world. I look forward to several games that Japanese creators and game companies are making.
DeleteEroge will conquer all!
Well, thank you to the both of you for your support ^_^
DeleteI've been playing Kurovadis for a while now and I love it! Combat was good, platforming was challenging but fun. Can't wait for your next installment.
ReplyDeleteAs for the weapon system of the next game, why don't you just stick with the sword for easy implementation? You could just give sword beams as a separate attack and make it a power-up after beating...say the first boss.
Still though, its your game and you have your own way to do it. All I got is... have fun making it!
I dream of more challenging platforming. More risk. More timing.
DeleteEven the controls for Kuro were precise, which I can't say for most platformers. Bring me to ecstasy with harder jumps!
Nice! I can't wait to play it.
ReplyDeleteBTW, is there any concept art of Kurovadis? Really like it :D (sorry for off-topic)
To be honest, there isn't. I more or less just came up with everything as I went along.
DeleteWondering if there is multi-char or transformation or sth like that.
ReplyDeleteBoth armor girl and harpy charmed me.
Hey Kyrieru, how hard would it be to implement this kinda mechanic?
ReplyDelete- Have monster enemies and female enemies (human females or monster females that resemble humans alot).
- Make the female enemies not die and disappear instantly when you beat them, but make them fall down on their backs and lay on ground for a while.
- Make it possible to knock female enemies onto monster enemies or tentacle traps!
He'd have to make code/animations for each of the monsters with their normal actions in addition to making each of them have animations for every "compatible" enemy/trap.
DeleteIt would be rather of a headache to implement such a feature in a game where there are numerous types of enemies, because although Nightmare Sphere has this sort of thing it only has a few generic animations(Which are very unimpressive, to be perfectly honest) and most of its allies/enemies are human/humanoid.
A few more points to address:
-AI would have to react not only to their incapacitated bodies on the ground, but also ignore them if the player was present on-screen because of possible exploitation of the system to bait enemies with them.
-Bodies would have to be persistent off-screen if you wanted to lure enemies towards them. This would certainly increase the complexity of the code as well.
-Most people want enemies, especially harder ones, to stay dead when they kill them, not simply become incapacitated for a short time. That's more of a player-oriented attribute.
1. He already has these?
Delete2. That's just having a persistent object without any movement triggers in Game Maker. You trigger that state after reaching 0 HP.
3. Again, not that hard. Object react with object.
RE: Kepler:
DeleteFrom a Game Maker standpoint, having an enemy react with a static object if the player causes the physical contact isn't hard, just requires additional states. Animation-wise? A pain in the ass.
"Enemy" objects reacting with "enemy" objects would be a bit more difficult if it required a reaction from a non-player cause. You could code an "enemy" to react to another object other than the player as if it was the player's object, a la Nightmare Sphere's civies and baddies. You'll have more processes going on at once if you're checking for every object to see what's around it and engage it according to what it is. It's easier to just program static movement and firing patterns for one target object than create dynamic reactions.
In terms of programming, pretty much everything is easy to implement. Enemies reacting to enemies, enemies reacting to traps, it's all simple, and no more complicated than anything else I've already done. The only thing that ever holds me back from implementing some of the H features people want is the time it takes to do the graphics, and the focus of the game, deciding what's worth tackling for the game I'm making, and what isn't)
DeleteRE: Anon#??/Kyri:
DeleteI see, I guess Game Maker is more versatile than I imagined. Thanks for clearing this up.
RE: Kyri:
Yeah, that makes sense. If the people, as stated above, want a more combat-oriented game, it would limit the features you could comfortably implement into said game and still keep the majority audience in mind. The spritework alone for this particular endeavor would be rather extensive if it were going to be up to par with the character's own animations. If they weren't, it would seem out-of-place in comparison. Not that I don't favor this idea or anything, it seems like it would be kinda cool. Kinda like Might and Magic's kicking orcs into spikes, except kicking cat-girls into tentacles.
The latest reasons I've been checking back to this blog is under the excitement to see the harpy declared as the main character.
ReplyDeleteC'MOOOOON HARPY!
Checkin every day. Progress will be made when it's made, I suppose. No sense in rushing things, hasn't even been past the appropriated month yet.
DeleteI agree with you ^ ^!
DeleteYou know what would be awesome is if he goes with the that other posters suggestion and makes the harpy girl a enemy. Then allow you to knock her into a pit of tentacles as a easter egg. Maybe even the cat girl from kurovadis would be nice as well.
DeleteAlso, I wonder if we are going to see some enemies from kurovadis make a return. I wouldn't mind seeing the spear-wielding dragon make an appearance.
Allow me to begin with 'Congratulations' on a retro-fantastic debut effort. And I shall follow with an apology to a wrong which I have since set right.
ReplyDeleteI stumbled across your gem of an H-Platformer on [website name redacted for obvious reasons] and decided--on a whim--to forsake the shallow nature of typical H-Games for a more engaging experience. Oh, and just to clarify, by 'on a whim' I mean little Scarlett (<- No name, so the hair sold it.) had a cute face.
Anyway...before I realized it I had downloaded, unzipped (the file, don't go gutter-brain on me), and blazed a trail through darkness and monsters and fire. Upon completion I immediately wanted to know three things: the studio's URL, ALL details pertaining to their sophomore outing, and where to acquire a vintage DeLorean.
On a serious note, my aforementioned apology came in the form of a PayPal instant transfer. It was authorized just before I began typing this because I support artists who deliver quality.
Okay, old business handled..new business targeted. So, I happen to be a bit of a writer and I remember reading that you intend to work story into your games from here on. That being said, please feel free to tap me for support should the need arise. Sometimes bouncing ideas off of someone else is all it takes to spark a revelation.
Lastly (can't resist), I am very partial to the middle concept. It's the close-up of her face: the eyes, the hair, the helmet visor used like a make-shift headband, and the little red locks cascading down. And I like the exposed midriff with the armored upper-breastplate. You know..to protect her..firm...breasts. Aren't mental images grand?
Well Kyrieru, whether I receive a reply to this admittedly massive post or not, I will be following your progress. I look forward to news, sketches, a demo, gold status, another instant transfer, and contentment. Good work and good day.
I applaud you for coming forward like this and giving Kyrieru the support that we know he deserves. You could probably send Kyri an email with your contact information so he can keep it on file for future reference.
DeleteAlso, It isn't as though I was impartial to the middle concept, but the more finished one on the right side didn't really strike my fancy. I liked the one in the upper left more, as it showed greater definition on the breasts but avoided the silly one-piece bathing suit look.
-The armored sleeves on the upper left version were a cool combination with the gloves, though they'd need joints of course. I would probably downgrade these to armor plates on the outsides of the arms, so she isn't carrying around 50 pounds of armor on each arm (And to show more skin, xD).
-The helmet design is much better in this one, as I like the design in the upper middle, which was transferred quite well in that one. It gives the character a more serious intent, purely from the face-shield actually being able to be used properly, unlike the one on the right side, which is just a glorified hairband. I'd say the helmet in the upper middle is a tie with the design in the upper left from the first one, so whichever would be fine.
-The breastplate design, though it needs to probably be refined from "metal bra" (seems unconfortable, though what do I know?), has an aesthetically-pleasing construction. The first design, though, has several layers to wear under her chestpiece.
-The overall design seems good, but I think her expression is far too cute in the left bottom one, and too stern in the right one. I like the overall hair design from the left one, but feel that you could toughen her up a slight bit, unless she's like some reluctant warrior type (...That wears plate armor and has a sword as thick as three of her fingers).
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DeleteThe creator of Iris Action recommended Kurovadis on their blog (I know you already linked them, but I figured I'd let you know anyways.):
ReplyDeletehttp://irisaction.blog.fc2.com/blog-entry-37.html
Hey kyrieru. I've been following your work for quite some time now and I love every bit of it!
ReplyDeleteI've just came here to share an offer. I'm thinking of making an RPG game. Would you make the cgs and, perhaps, a few sprites for it?
Noooo, don't steal our Kyri for side-projects! It'll take him that much longer for finish this one!
DeleteHey it's not up to choose to accept it. If Kyrieru does accept it, it means he has the time, means and resources for it, if he doesn't accept it, I understand his choice, meaning he has the freedom to make his choice whatever the outcome.
DeleteUnfortunately I don't have time for side projects. Any time not spent on the next game will more or less be taken up by other projects I may work on myself, such as learning how to make 3d games.
DeleteHey Kyrieru, it's fine by me, maybe when you finish this project you might have some free time. I'll ask you at that time ^^
DeleteGreat game, still, I know every one wants different thing but it would be awesome if the game have a little bit more vore contents. The kurovadis game was great, but the only monster that did it wasn't that detailed compare to other monsters in the game. Just a suggestion ;)
ReplyDeleteWonder what Kyrieru doing now?
ReplyDeleteDefinitely need an Update status ^^
KYRIERU WHAT ARE YOU DOING.I want an update T-T *snifff*
ReplyDeleteplease
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