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VN/TEXT Patreon Night Games (BF RPG) [Updated 5/24/18]


The Silver Bard

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Development Blog:
Patreon:
Wiki:


The game requires Java 1.8 or newer to play. You can get it for free on Oracle's website



The Story
Your freshman year in college suddenly becomes much more interesting as you’re invited to an underground sexfighting competition. Amazingly, you discover that you are the only male participant this year! You are even being well paid for the privilege of sexfighting your fellow students!
Who is running this competition? How has it remained a secret for so long? Does it really even matter when these four beautiful girls are literally throwing themselves at you?

The Game
Night Games is designed as a hybrid between an RPG about a friendly arena style battlefucking competition and a dating sim where you build relationships with your opponents. Rather than random enemy encounters, all the opponents are distinct, persistent NPCs, with fleshed out personalities who use the same combat and experience systems as the player.
Combat skills are split between three basic attributes: Power, Cunning, and Seduction. You can build your character around your style of play. Do you want to incapacitate and pin your opponent before finishing her off? Maybe you prefer sneaky tricks and traps to outwit your opponent. Maybe you just want to be a pure sex machine. Later in the game, you have the opportunity to gain advanced attributes, opening up additional skill trees and unlocking new opponents.

The game loop is split into distinct day/night phases:
  • Each night the Player and NPCs roam the campus, engaging in sex fights when they meet. It is possible to set traps and lay ambushes for your opponents to give yourself the edge in combat. You and will gain money and experience for defeating your opponents and stealing their panties. However your opponents will be gaining money and experience for beating you and each other.
  • Each day, you will have some free time to prepare for your match. You can use the time to train or buy items and equipment for use in the match. Alternatively, you can spend some intimate time with your NPC opponents, which will grant access to unique gameplay perks if you build enough affection with them.


The Bulletpoint List
  • 9 unique opponents who gain levels and improve over time
  • 8 unlockable skillsets to specialize in
  • More than 140 sex skills to overwhelm your opponents
  • More than 150 sex scenes


Current Version:

I know there's an old thread for this game already. It was created before I registered on ULMF. As the game continues to develop, I need a thread where I can maintain and update the first post.
 
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The Silver Bard

The Silver Bard

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Hey folks,
The Cats, Escorts and Grudges update is now free for everyone. You can get it from either the blog or the Patreon.
There is also a premium version of the game with bonus art available for $5+ Patrons.

Someone PMed me recently to ask what my current plans for the game are, so I figure I'll talk about it here a little.
The next update will have the sprites for Eve and Reyka, at which point we'll have sprites for all the unlockable NPCs and can probably start adding sprites for non-combat NPCs. We don't have any specific plans for what order do add them in.
The next thing I'm working on mechanically involves giving participants a night off each week. Sunday night there won't be any matches, giving players an opportunity for significant late-night events. Obviously I'll need a decent number of weekend events written before I can implement this, but with the current state of the Patreon, I can afford to commission some writing help.
On the subject of Patreon and commissions, assuming the number of supporters stays pretty stable, we'll be hitting the next goal to commission some UI help. I'll start looking around for a graphic designer with UI experience to consult on the game's interface. If I knew what direction that advice will likely take us, we wouldn't need a consultant, but I'd like to include some visualization for status effects on the sprites.

My long term goals focus on finishing character specific storylines and eventually endings. Mara's will be first, because I have it planned out already. Her specialization is also already implemented, though not currently obtainable without save editing. I have general storyboarding for Cassie's and Angel's routes as well. Jewel's is the most up in the air at the moment. Then is the neutral ending, which I already have planned out, but is lower priority since it's not very exciting. Once these endings are done, I'll be ready to call the game 'done'. I'll still continue to add content after that, but that's around the time I plan to transition Night Games from the primary project to a more secondary role.

By the time Night Games starts ramping down, I plan to have a successor well in development. I'm currently working on prototype that I think will likely be a viable replacement, but it will remain a secondary project until Night Games is done.

Changelog:
  • Added Sprite and clothing for Kat
  • Added Sprite and clothing for Samantha
  • Sprites now show when strapons are equiped
  • Some tweaks to Yui's sprite
  • Fixed an issue with incorrect underwear detection
  • Implemented a new Dummy class that lets me add sprites with different expressions and states of dress to scenes
  • Added sprites to Tutorial
  • Added sprites to several daytime scenes that were missing them
  • Remade several of the Horny expressions
  • Old Fuck art is now associated with the Missionary position rather than the specific skill
  • Added Cowgirl art
  • Added Carry art
  • Fixed a crash involving Masochism status and the hard AI
  • Fixed a crash talking to Yui with portraits enabled
  • Added portraits for Yui (They're just cropped sprites, but better than nothing)
  • Added Angry expression for Yui
  • Training now only increases stats for the Character that initiates it
  • Fixed some flagging to handle improbable event collisions
  • Fixed some flagging to prevent threesome scenes from appearing multiple times in a day
  • Nerfed Dark Tendrils, it now costs more Arousal and does not scale as strongly with Dark
  • Nerfed Binding, it does not scale as strongly with Arcane
  • Bind (zipties and handcuffs) are now only usable against targets in immobile submissive positions.
  • Reduced the amount Advanced training scales per Attribute point.
  • Active Imagination weakness now applies a uniform +50% to all Temptation damage
  • Mojo can no longer be reduced below 0
  • Fixed an issue where Toy Master perk was not being applied correctly
  • Base stamina regen per turn is now 2% of max stamina instead of flat 1
  • Added some bolding to improve Challenge readability
  • Challenges now add an item to you inventory that you can reference if you forget your goal
  • Added some new possible results to cooking based on Science and Ninjutsu
  • Added Super Energy Drink, doubles the stamina regen of normal energy drink
  • Added Eve defeat scene by Onyxdime
  • Fixed a major issue with Substitute used by NPCs
  • Fixed some behind the scenes position behavior for NPC only fights involving penetration
  • Characters can no longer struggle when Enthralled
  • Matches will now continue until player finishes ongoing actions
  • This should prevent issues where the match ends twice
  • Separated match scoring screen from postmatch events
  • Had to move Patreon supporter credits to their own dialog
  • Added $ to store prices for clarity
  • Cynical status now reduces Temptation damage by 25% instead of a flat 5
  • Shamed status no longer triggers Cynical
  • Shamed status is now more severe, inflicting a stackable -10% damage penalty to many skills
  • Spank no longer calms the target
  • Unsuccessful Struggle and Escape attempts cause positions to decay faster, making future attempts more likely to succeed
  • Fixed Invite being usable with pants on
  • Fixed requirements of Fly to make it accessible to players
  • Fly no longer requires 15 mojo (it didn't spend it anyway)
  • Face Fuck's Shamed status now scales with Fetish
  • Reversal now maintains penetration, similar to Struggle
  • Pleasure bonus from Lickable weakness changed from 30% to 50%
  • Insatiable weakness now leaves character at 50% arousal after victory
  • Reduced the damage bonus from Ticklish weakness
  • New Submissive skill: Buck
  • Winded status negates all stamina damage, preventing characters from being stun-locked as easily
  • The AI should no longer attempt stamina attacks at winded opponents
  • Increased the amount most pain attacks cause Angry
  • Pain damage now pushes NPCs toward Angry based on magnitude
  • Temptation damage now pushes NPCs toward Horny based on magnitude
  • Weaken damage now pushes NPCs toward Nervous based on magnitude
  • Heal now pushes NPCs toward Confident based on magnitude
  • Changed Match Handicaps to give percentage bonus instead of flat bonus
  • Rewrote a bunch of Match Handicap related stuff for Challenge Mode
  • Underwear-only handicap now allows undershirts as well
  • Added Handicap Mittens: -75% finger proficiency
  • Added Handicap Lame Glasses: negates Mojo generation
  • Added Handicap Ticklish: gives Ticklish weakness
  • Added Handicap Hairtie: gives Achilles Jewels weakness
  • Changed difficulty setting to a group of non-exclusive modifiers during character creation
  • Added Game Modifier - Challenge Mode: Forces the player to accept a handicap each night without a bonus. A good alternative to the Hard AI
  • Added Game Modifier - Short Matches: Matches last 2 hours instead of 3
  • Added Game Modifier - Double XP: Player and NPCs level twice as fast
  • New situational pre-fight dialogue for all characters, referencing things such as state of dress and affection
  • Grudge System: NPCs you defeat will gain a potent buff if you fight them again in the same match
  • Grudge buffs are different for each character and are hinted at in prefight dialogue
  • Cassie Grudge bonuses:
    • Spirited: Mojo gain bonus
    • Determined: Recover Stamina and Arousal when standing up from prone
    • Modestly Dressed: Clothes are harder to remove
    • Overflowing Mana: Spells cost much less Mojo
  • Mara Grudge bonuses:
    • Inspired: Cunning bonus
    • Perfect Plan: Strips player at start of combat
    • Plan B: Consumes an energy drink to heal whenever she would be stunned
    • Experimental Weaponry: Bonus to all sex toy damage
  • Angel Grudge bonuses:
    • Ice Queen: Temptation damage resistance
    • Seductress: Seduction bonus
    • Untouchable: Evasion bonus
    • Succubus Vagina: Increased sex damage
  • Jewel Grudge bonuses:
    • Flash: Speed bonus
    • Powered Up: Power bonus
    • Healing Factor: Stamina regen
    • Confident Dom: Major stat buffs when mood is Confident or Dominant
  • Yui Grudge bonuses:
    • Flash: Speed bonus
    • Ishida 3rd Hidden Art: Returns more pleasure damage during intercourse
    • Ninja Preparation: Binds at start of combat
  • Kat Grudge bonuses:
    • Feral: Get Feral buff regardless of arousal
    • Predator Instincts: Stronger pins
    • Lands on her Feet: Can't be tripped or knocked down
  • Reyka Grudge bonuses:
    • Overwhelming Darkness: Dark bonus
    • Succubus Vagina: Increases sex damage
    • Enthralling Presence: Enthralls at start of combat
  • Samantha Grudge bonuses:
    • Tantric Breathing: Arousal regen
    • Spare Handcuffs: Gets 2 sets of handcuffs at start of combat
    • Veteran Prostitute: Reduced pleasure damage to vagina
  • Eve Grudge bonuses:
    • Sadistic Mood: Inflicts Masochism at start of combat
    • Defensive Measure: Starts combat wearing a groin protector
    • Revved Up: Seduction and Fetish bonus when aroused
Premium Only:
  • Art for Cassie x Mara threesome
  • Art for Angel 2nd Sex scene
  • Art for Jewel 2nd Sparring scene
  • Art for Mara Faeries scene
  • Art for Yui
 

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Grim Reaper
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Thanks for posting, will be definetely trying it soon !
 
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The Silver Bard

The Silver Bard

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Happy New Year from Silver Bard Games

The following is part of a 2017 recap and 2018 preview post. For the sake of convenience, I'm just going to include the preview portion:

In 2018, we can predict a much higher budget than I've been used to working with. Half of that is earmarked for art, which we should be able to put out at a faster rate than usual. I am working on something on a side project, which I'll talk about later, but I expect most of our art production is going to continue to be for Night Games.



I'm happy to report that the sprites for Reyka and Eve are complete and will be in the next update for the game. Before you get too excited, there's still plenty of work to do before that update is finished. I asked AimlessArt to finish the sprites first because they were a Patreon goal, but I always plan multiple months worth of content for each update.

Meanwhile, I've already told people who have asked what the next gameplay change I'm adding is. Currently participants have matches all seven nights of the week. I figure that's probably pretty exhausting, so I'm giving everyone Sunday nights off. On this night off, players will have the opportunity for longer, more involved events than they get in the daytime. I haven't sorted out all the mechanical ramifications of this, but I'm working on it.

In proportion to the whole of Night Games, that's a fairly minor addition. The big obvious thing the game still needs is an end. I've already laid some groundwork for the game’s neutral ending, which is going to focus on investigating and meeting the mysterious Benefactor who is funding everything. However, I figure that's less interesting to most players than the character specific routes, so I don’t want to implement it first.

A long while back, I storyboarded the events of Mara's routes and implemented her specialization skillset. I ended up shelving that when I added more work to improving usability, but she's still probably going to be the route I finish first. I have Cassie's and Angel's routes mostly planned out along with their specializations, so one of them will probably be next. The biggest question mark is Jewel. I have some ideas for her, but nothing concrete yet. I may make endings for some of the unlockable opponents, but that's not planned yet.

On the subject of Night Games, people occasionally ask me for the source code so they can extract scenes or develop mods. I decided to upload the source to Gitlab, since they're apparently more tolerant of adult content than Github. I'm not storing any of the art in the repository, so you’ll still need to come to either the blog or Patreon to get new builds. I'm also not sure how frequently I'm going to push my local source to the repo. However, if you want to look at my code for whatever reason, you should be able to clone and build from .

However, Silver Bard Games is more than just Night Games. Before Night Games is done, we need to figure out what will replace it as our main project. To minimize downtime, I plan to start development of the next major game as a side project. As many of you may remember, I've put off finishing the 3rd girl for Seven Minutes in Heaven so long that it's essentially a running gag. I will eventually finish that. I'd also like to add some more endings to Trounce Tickle Tease. However, those are both nice compact games without a lot of room for expansion. Neither of those is going to replace Night Games.



I'm currently working on a proof of concept for an RPG about monster girls, taking a lot of design inspiration from the Monster Hunter franchise. Thematically, it plays with the idea of a non-combat focused adventurer. In most fantasy video games, the vocabulary of the adventurer is all about fighting. However, high fantasy is full of intelligent magical humanoids who probably require more tact than simply hitting them with swords. This is a game about playing a specialist who finds creative solutions to conflicts involving monstergirls, often with seduction.

Mechanically, this will be a turn based RPG, but I want each enemy to be a unique puzzle with multiple solutions, similar to an Undertale pacifist run. Much like the Monster Hunter games research, preparation, and observation of each type of enemy will be critical. There will be no random battles, only quests, so you’ll have the opportunity (and expectation) to prepare for each encounter.

When I say I'm putting together a proof of concept, I'm not talking about a demo. I've never seen this type of combat does in a turn based RPG, so I actually do need to make sure it's viable. If someone else has seen RPG combat done like this, please send me the game title so I can use it as reference. If this prototype is successful, it'll have plenty of room for expansion and will be a worthy successor to Night Games when that is finished.

There's probably more I could talk about for the upcoming year, but this post is already incredibly long. If you have any questions or comments, I’m always listening. If you'd like to support Silver Bard Games ongoing work, our Patreon is at . I'll end this post with a friendly reminder that all $5+ supporters gain access to a premium version of Night Games containing more than a dozen bonus event CG.
 
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So, first of all: Your patreon link doesnt seem to working as intended (not sure why tho).
Edit: i think its the . at the end. Try it without the dot and starting a new line afterwards.


To start off the rest, i really appreaciate long posts and talking about your games' plans for the future in general, so a huge thank you on that front :)
Furthermore, even sharing the details of what you have in mind, for the future, speaks of a lot of confidence in yourself and your backers, and that you believe to be able to talk to them just about everything concerning your game, your work and your ideas.
Most H-game devs i more or less follow are very hesitant to share that great of a deal, i reckon they're afraid, that a horde of horny teenagers will show up, asking "i dont see this, where's that, you told us you were working on it months ago !"
To me, that looks like you're either fearless or did some things right, and targeted a audience that you can talk with more freely, and build upon more reliably.

Anyways, in short: i really did enjoy your game so far, and i'm really looking forward to wherever you and the future may take us ;)
 
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The Silver Bard

The Silver Bard

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Thanks for the encouragement. There was some whiskey involved in writing this post, but it's a lot easier for me to talk frankly than try to do the traditional marketing hype post.
It looks like ULMF reformated my links when I pasted them in, maybe as an anti-spam feature. I was able to go back and manually fix them. They should both work now.
 

LXP

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Hello, it’s good to see you at thought. (Too weird a statement...)
Actually, I like these humanizing posts, as those help us understand that behind those words is someone who thinks and not just spouts bullets.

In all honesty, there may not be a combat that is both “unique question with multiple paths to answers” and “not actually about fighting”, but I can provide a bit of help with the problems separately.
1:
To provide a puzzle with multiple solutions, you'’d need many ways to solve the problem, whether it'’s through planning and building your character, or improvising through choosing choices and dealing with consequences. When it comes down to it, bosses are sort of a unique puzzle. You fight them once, and until you beat them, you’'ve got the ability to observe the boss and change your team and tactics. For example, Etrian Odyssey V has a boss, “Golem”, that revolves around adds, and you need to deal with the adds, as otherwise, the boss gets stronger with more body parts, until it uses a huge AOE attack on your party. Since you just need to score enough points to win (HP damage), you'’ve got many paths to the solution, as you can alter both your strategy and team composition.


If you’'re asking multiple solutions as in there’s more outcomes than Win or Lose, that’s a bit muddy. I can think of Persona 1&2’'s negotiation system, in which you have 4 outcomes, and what choices you make (in a glorified VN manner) decide the outcome. There'’s more favorable outcomes to you, and to find them, you have to observe, learn from past experiences, and be a bit intuitive. You can also have a sort of Ranking system, where there’s a bonus outcome, with favorability dependent on how well they accomplished set goals (that you made). Games like the Devil May Cry, Sonic games, the Point system in old-school games and star rating in current games, technically jRPGs as you might consume or save items, these all have a secondary outcome that the player seeks to negotiate with to get the best favorability relative to their skill level and time.

Honestly, it’s dependent on what you mean by “Multiple Solutions”, but it’s an achievable goal.

2. As for putting RPG mechanics into non-combat situations, Extra Credit did a video on this, using Fallen London as the case example.

Note 1: Combat’s an easy way to inject Conflict and Danger into situations, but there’s other ways to inject Conflict and Danger into situations.
Note 2: In Fallen London, Basically, all situations are resolved by skill checks, and combat is simply one of these situations. I haven’'t played it, so that’s all I can give.

RPG mechanics have been used to represent non-fighting situations in a RPG combat manner, such as Succubus Quest or ROBF. I like Succubus Quest more, as it adds on a few mechanics that aesthetically makes sense and cut down on Standard Damage Race tactics (Score Points with damage, Undo the Boss'’s score with Healing, repeat).

ToroToro has also represented RPG combat in a VN engine via Monster Girl Quest.

I’'ve also been abstracting HP into score throughout this piece, which leads me to a few 1v1 boardgames, such as Twilight Struggle, Star Realms, (high-level) Dominion. An RPG battle is kinda similar to a 1v1 game, where two sides struggle to win before their opponent wins. For all I know, all fights in an RPG could just be playing poker, and based on how well it’s executed, it'’s a good, enjoyable experience.

So, what you'’re setting out to do is hard, as not many other games have dared to set out in that direction, but it’'s absolutely viable (As since it’'s on unexplored territory, it can be anything and work). I’m pretty sure there'’s a lot of quotes that are like, “"Ideas are cheap, and there's way too many of them. Hard work is magic that turns ideas become reality. There are games whose pitches are like, “"What?"”, but in practice, they are good experiences. I’'m sure that there are games that you can think that sound like, “"What? No.”", but they’'re good, loved experiences, and games that sound like "“Yeah!”", but turn out to be like “No.”
But it will be hard, and I hope you can scale that hurdle. You’'ve got my support.

EDIT: I just remembered another boss that might be what you're looking for when it comes to a puzzle with many solutions, the second boss in 退魔巫女遊戯 ( RJ176344).

Its gimmick is that there's three fake enemies, one real. There's three solutions to this problem. The first is to use AOE attacks, but the game states that it's a bad answer (as the enemies will just come back and use high-powered counters).
The second, and the one the game tells you, is to observe the enemy TP bar and compare it to each of the monster's TP. Then you'll know what to hit.
The third, and the one the game won't tell you, but make you feel like a boss if you do, is to inflict a poison on the boss. Status aliments are visually shown on the battle screen, so poisoning the boss will make it obvious what to hit.

Thus, the point of this boss is to teach the player the importance of watching TP, as well as the usefulness of status effects.

I hope this helps you!

Future reading:
A completed LP of EOV:
Persona 1&2, Negotiation videos:

Ranking systems: I guess, just check Sonic Mania?
Board Games: An LP for Twilight Struggle
The youtube of Adam Horton, Dominion Expert.
See also- ATLUS games are good at giving you many ways to build a team to solve the boss problem.
 
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darkwhite1602

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Bummer how actions show the wrong girl sprite when you do a move. Don't see much sense in that.
 
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The Silver Bard

The Silver Bard

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Would you rather have no images for actions where the characters don't match the art? That's a totally viable alternative that I've been considering for a while.
I always assume people will want more art given the option, but I haven't actually done a poll for it or anything.
 

Lies

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To minimize downtime, I plan to start development of the next major game as a side project. As many of you may remember, I've put off finishing the 3rd girl for Seven Minutes in Heaven so long that it's essentially a running gag. I will eventually finish that.
You should implement going into the cupboard with a rock! 7mins is my favourite of your games, so I'd like to see more - but maybe it doesn't play to your strengths in that it's pretty minimal programming but a lot of writing. The new version of Night Games is more accessible than when I first played and got put off by the complexity, and the pictures are cute.

On the subject of Night Games, people occasionally ask me for the source code so they can extract scenes or develop mods. I decided to upload the source to Gitlab, since they're apparently more tolerant of adult content than Github. I'm not storing any of the art in the repository, so you’ll still need to come to either the blog or Patreon to get new builds. I'm also not sure how frequently I'm going to push my local source to the repo. However, if you want to look at my code for whatever reason, you should be able to clone and build from .
Had a poke through for curiosity's sake. Main thing that surprised me was all the text being inline in the classes. I'd have expected separate files with markup to interpolate, would make editing/translations a bit easier. Overall the code looks pretty sane and well structured.
 
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The Silver Bard

The Silver Bard

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Had a poke through for curiosity's sake. Main thing that surprised me was all the text being inline in the classes. I'd have expected separate files with markup to interpolate, would make editing/translations a bit easier.
That is 100% true, and I've often considered going through and changing it. However, this late in development, reimplementing all those scenes would be a nightmare.
 

x421

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i have seen a wiki for night games, theres an article about clothing, will this be shown in future builds what kind of clothing sets the girls are wearing? or will you be able to gift them certain things? also will transformation be a thing or a different player character gender? will there be more pets? so far i am really impressed, played it a bit in the earlier stages but it felt too clunky and the gameflow was somehow difficult to enjoy. adding art sure did help a bit but one crucial thing would be a skill tree or some sort of book to see the requirements to learn special moves, same thing on the girls day activity. but other than the things i mentioned, the game developed to something nice, i am a bit confused by the statement of looking for a new main project after this one, roughly estimated in your eyes, how much of this game is done? 60%? 70%?
 
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The Silver Bard

The Silver Bard

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Sprites take a lot of time, so there probably won't be customizable clothing options for the girls. Cassie at least is going to get another clothing set in her route, maybe some others.

Transformation and different genders are not planned.
I don't have any more pets on the ToDo list, but I won't rule out more getting added later.
I do plan to have some kind of in-game skill list, but I haven't figured out a good way to visualize it yet.

I'd say Night Games is about 80-85% done at this point. The reason I'm looking at the next project now is because I don't want a lot of downtime after Night Games is done. I want the next game well underway before we finish Night Games, so that we can make a smooth transition from one project to the next.
 

TheLordofRopes

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Out of curiosity, if you were to implement an option to have the MC's gender be female how long do you think that would take?
 
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The Silver Bard

The Silver Bard

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Out of curiosity, if you were to implement an option to have the MC's gender be female how long do you think that would take?
Doing no other development with a couple writers assisting, I'd estimate it would take about a year.
 

Somburliss

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Doing no other development with a couple writers assisting, I'd estimate it would take about a year.
On that subject, though, what do you think the chances are of a female PC being available for your new project? I don't know about anyone else, but that would certainly catch my interest.
 
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The Silver Bard

The Silver Bard

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On that subject, though, what do you think the chances are of a female PC being available for your new project? I don't know about anyone else, but that would certainly catch my interest.
Probably won't be in the very first demo, because I'll just be focusing on getting the combat system working correctly, but I'm planning on developing a female PC basically from the start. That way I won't have to worry about getting too far into development to catch up, like what happened with Night Games. All of the enemies will be female though, so with a female PC, most of the content will be yuri.
 
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The Silver Bard

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Happy Valentine's Day everybody!



There's a new version available to Patreon supporters. If you're a patron or thinking about becoming a patron, you can get it here:


Changelog:
  • Added Reyka’s sprite
  • Added Eve’s sprite
  • Fixed an issue where Lame Glasses handicap triggers Mittens handicap
  • Added an Image option for Exact Match Only.
  • If Exact Match Only is set, skill art will only show up when in combat with the girl depicted in the image.
  • Added a bunch of icons and filters over sprites to visually show active status effects
  • The effects are going to be too cartoony for a lot of people, so I have them off by default, they can be enabled in the Options
  • Added a bunch of error checking for missing images. This shouldn’t be relevant to most people unless the jar file is corrupted
  • If status effects are enabled, they’ll also show up for the player on the clothes diagram in the inventory panel
  • Fixed a cosmetic issue where arousal and mojo appear maxed immediately after loading
  • Added tooltips describing all non-combat actions
  • Added a warning before initiating combat if additional opponents are in the same area
  • Removed the Mojo cost for Slime pets
  • Alarm traps are now detectable at any distance
  • Refactored some combat stuff, which you shouldn’t notice unless I broke something
  • Added a couple alternate messages for running out of stamina
  • Redid all the math for calculating and reporting different types of damage.
  • I think I fixed a couple things while doing this. It’s entirely possible I broke some other things.
  • Changed how Actions are organized, so they should be listed in a consistent order now
  • Reimplemented and enabled Locate. The new version is not very elegant, but it shouldn’t blow up every time I touch the GUI
  • Made the Inventory panel scrollable for the rare situations where the item list doesn’t fit
  • Changed the way penetration is handled. All penetration positions cause automatic pleasure each turn
  • Using Fucking skills will change your pace, adjusting the amount of automatic pleasure dealt
  • Hopefully fixed the phantom strapon issue
  • Changed check for intact underwear after combat to be more robust
  • Added Submissive skill: Honey Pot
  • Added Submissive ultimate skill: Pleasure Slave
  • Squeeze Balls now scales with Power, and if user has a Shock Glove, also Science
  • Buffed Handjob and Finger so they deal more consistent damage
  • Two new Fetish training scenes by KajunKrust
  • All EX skills have been replaced with Adaptive skill variants, which will scale with your highest primary attribute
  • Probably fixed Workshop training scene randomization
  • Daytime scenes with girls now allows you to select the specific scene you want instead of randomizing them
  • Sunday nights now don’t have a match, instead you have unique events for ways to spend your night off.
  • Added Stay In night off event
  • Added Cassie Date night off event with two outcomes by Snake
  • Added Mara Field Test night off event with two outcomes
  • Added Yui intercourse defeat scene by Rex
  • Added 2 Yui daytimes scenes. One of them by CK
  • Added Eve intercourse draw scene by Marcus Koen
  • Added Strip Top art with Jewel
  • Added Strip Bottom art with Yui
  • Added Ass Fuck art with Jewel
  • Added Doggy Style art with Kat
Premium Only:
  • Cassie Sex scene CG
  • Kat Sex scene CG
  • Reyka Sex scene CG
  • Yui Sex Practice scene CG
  • Yui Exposure scene CG
 
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