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Possible Remake of Jungle Girl


Kyrius

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Re: Possible Remake of Jungle Girl

I think I see what may be bothering Kusanagi about JG's left hip (image right side): the gorgeous swell of the hip abductor muscle is pulling in and down at the widest part as the leg rises.

This makes it look like the hip is dislocating a little bit. Which is a little guro, not that there's anything etc. etc... but it does distract the eye from JG's pleasant distress. I think if you keep the curve unchanged, but just bring a tangent off it to the topline of the thigh, the dislocation effect would disappear.

These graphics are startlingly good, Hettie - I think you're really nailing Jungle Girl, uh, so to speak. Nice work!
 

Alias

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Re: Possible Remake of Jungle Girl

I didn't even understand that but it sounds like good advice. Keep up the good work MH.
 

Sponge

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Re: Possible Remake of Jungle Girl

I think I see what may be bothering Kusanagi about JG's left hip (image right side): the gorgeous swell of the hip abductor muscle is pulling in and down at the widest part as the leg rises.

This makes it look like the hip is dislocating a little bit. Which is a little guro, not that there's anything etc. etc... but it does distract the eye from JG's pleasant distress. I think if you keep the curve unchanged, but just bring a tangent off it to the topline of the thigh, the dislocation effect would disappear.

These graphics are startlingly good, Hettie - I think you're really nailing Jungle Girl, uh, so to speak. Nice work!
You a doctor or physicist?
 

Alias

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Re: Possible Remake of Jungle Girl

I have a couple concerns about this developing game, addressed mainly to MadHettie and somewhat to Nunu.

I remember you said something about how you were going to handle this but I don't remember exactly what it was, and I'm far too lazy to dig through the thread to find it, so forgive me if you've already answered my first question. My first question has to do with how you're going to build the tree for the animations.

I do remember you said that you were going to have five tentacles max. The first one would grab her and hold her, then they would build from there. How exactly are you doing the building? Are you actually going to be doing one animation for every possible outcome? (For this example I'll be referring to attacking tentacles as bot mid and top) Let's say you get grabbed by a mid, then you have to figure out what you're doing for mid and top and bot. That's four nodes on the tree. Then each leaf splits into three - making thirteen nodes. Then again, making twenty-seven plus thirteen (fourty, fourty-two if you're counting the animations by top and bot with no mid holding her) nodes. And that's only three; you want to make five the max. I believe we came up with a way to handle this to make the filesize not ginormous, but that seems like a LOT of work just on animations and the creativity might peter out before you get all the ideas on how you want everything to animate.

For example, what happens if you have five mids in a row? They can't all titfuck her. This suggests that you might not actually be going to animate every single possible permutation of tentacles, and you'll have a max of two or perhaps three tentacles per zone (two mids, two tops, and one bot for example - or three bots one mid and a top). Okay, let's say the max is two. So we get two mids in a row, the first one grabs her, the second one starts raping her. What happens if a third mid comes along? Does it just fly by like the extra tentacles did on the original JG?

That actually brings me to one of my other concerns - this one is more about game mechanics and so might be more directed towards Nunu, but since MH is the driving force behind this project, I'd still certainly want to hear your opinions.

How exactly are you planning on making the game work with all these extra tentacles being able to latch on? I'll explain. Once you're grabbed by a tentacle, there are a couple of ways to handle escaping. One way is to follow the original LM game and just have a set animation play through, and once it's over, it's over. Another way is to button-mash until you escape. Another way is to combine the two, and have a set time, with button-mashing just making your escape quicker. Okay, what happens when another tentacle latches on?

If we're going the static timer route, I'd assume the timer would reset, allowing the new animation to play through. If we're going button mashing, I guess the mash gauge would reset?

This actually meshes in with my other concern. In the original JG, the spawn times between attackers would shorten until it was basically impossible to avoid one. Once you did get caught, two things happened: there would be X number of attackers that had already spawned, but weren't going to be doing anything, and the spawn timer would reset to the default value. The remaining attackers would pass harmlessly by, of course, and so LM just made it so the rape animations lasted long enough for the extra attackers to fly by without catching you the instant you broke free - remember kids, unbreakable chain-rape is not good. The life bar would decrease by a static amount (I think you can get raped five or six times before getting a game over, but it was always five or always six).

But we want attackers to stack. That causes a couple of issues. We could do it just like LM did, and run into the danger of the player not ever being able to see the special five-of animations that you intend to implement (which is a fantastic idea by the way if I've not already said so). We might want to avoid this. After all, it makes sense that the more JG gets raped, the more her resistance breaks down, and thus the more attackers can latch on to her. But this wouldn't work with LM's original design.

Take this example. We've designed it just like LM - spawn timers decrease, set animation time. A player just wants to see the sex, so s/he doesn't do anything at all. The first tentacle comes, rape happens, the spawn timer isn't fast enough at this point so the second attacker hasn't spawned by the time rape happens. Thus, no latching on, just that initial rapegrab. Spawn timer resets. Animation finishes, JG starts walking again, gets grabbed by the next attacker. Repeat until game over. Despite the fact that JG put up no resistance, she never actually got more than one attacker latched onto her at once. You'd think that the less resistance you put up, the more tentacles would come to rape you, right?

And yet this is the most balanced approaches when considering mechanical game design. The better you do in the game, the further you go without getting raped, the more you're rewarded when you finally do get caught, as there will be more attackers spawned and thus more latching on. But this doesn't make any logical sense when you try to put the game into reality.

Another problem with this approach is this: let's say you've gotten to the point where if you get caught, there are two more attackers spawned that will pass you. (For the sake of argument, you get caught by a mid. Also the max is two.) The second one comes, well it's a mid. It starts raping while the first one keeps holding. The third (and last) one comes along, oh look, it's also a mid. But our max in this scenario is two, so it just passes harmlessly by, and the player is gypped out of seeing the triple-tentacle rape animation (whatever it might be). Is it worth putting in a countermeasure in place to avoid this?

How would game overs work? Do you have a lifebar? Would five tentacles take off more than one would? Would five at once take off more than five individually? How many rapes is our sweet little jungle girl going to be able to endure? How exactly would getting hit by a top or a bot work if you're not being held by a mid?

I'm not trying to poke holes into the game. This is not criticism of any sort, constructive or otherwise. I just don't know how you planned this to work, or if you've planned it at all. I've actually thought of several solutions to all the problems I've put forth, but I want your input without being influenced by my ideas.
 

Nunu

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Re: Possible Remake of Jungle Girl

at its most basic level it is going to be a direct rebuild of JG, but if we left it at that it would be bad, and i plan on building on that base.

for gameplay balance you can trust I'm not going to do anything stupid like put in an inescapable loop. i will devise a way where the play gets some interaction during rape otherwise its just going to be exactly the same as everything else. As for the tentacles doing different parts, well i think hetty is going for a modular form where some tentacles hold you down and can allow for further attachments on the animation.

as for getting cheated out of animations, we will look for every opportunity to get you as much pron as possible but if we don't make it you can't view it, so tough.

also because its 4 am can you put your thoughts in dot point form for easier amalgamation into any work i might do.
 

Magus

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Re: Possible Remake of Jungle Girl

at its most basic level it is going to be a direct rebuild of JG, but if we left it at that it would be bad, and i plan on building on that base.

for gameplay balance you can trust I'm not going to do anything stupid like put in an inescapable loop. i will devise a way where the play gets some interaction during rape otherwise its just going to be exactly the same as everything else. As for the tentacles doing different parts, well i think hetty is going for a modular form where some tentacles hold you down and can allow for further attachments on the animation.

as for getting cheated out of animations, we will look for every opportunity to get you as much pron as possible but if we don't make it you can't view it, so tough.

also because its 4 am can you put your thoughts in dot point form for easier amalgamation into any work i might do.
Yay!!! Jungle girl is being redone... Kudos on your sig too. I dislike that guy.
 
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Re: Possible Remake of Jungle Girl

I think its time to stop lurking.

Alias -- Good points made. I was concerned about some of those things too.

Nunu -- I would be willing to help code. I'd be pretty newb, but I have a strong background in C++ and Python and I'm currently learning Perl. If all of that is just nerd-speak in plain english it means I have a clue. Let me know if you'd like my help, though I probably wouldn't be able to take over entirely the coding end of the project. It'd have to be a joint effort between the two of us.
 

Nunu

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Re: Possible Remake of Jungle Girl

Yay!!! Jungle girl is being redone... Kudos on your sig too. I dislike that guy.
i've nothing against TP (well cept my bum but thats another matter entirely, snicker) i just thought that was funny when i read him saying that.

as for coding help, learn actionscript 3 and then you will be considerably more useful. from memory i think its an assembly level java or something.
 

Alias

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Re: Possible Remake of Jungle Girl

@Nunu: I went back and read the op (I have a sig now, by the way - only took me twelve hundred posts) and that allayed some of my concerns. I'd forgotten the original plan was to go to that special suspension animation when three of the same type of tentacle grabbed. But it does raise some other questions for MH which I'll get to later. I wasn't implying that you'd do anything retarded like make chain-grabs possible. That was just to illustrate my point. I'm also aware that all we're doing is making JG at first. That's actually what I'm doing with my tactical warfare project right now - the eventual plan is that it's not even going to be tile-based (think Aidyn Chronicles) but right now I'm just coding a replica of the Fire Emblem/Advance Wars battle system. The concerns/ideas I'm putting forward are just thoughts for the future. You are however planning on putting a gallery mode in, right? I think I can live with a couple tentacles sailing by if that's in the game.

Also, how far have you gotten so far? Reason I ask is because I'm afraid you'll lose motivation and one of us (probably me) will have to take over, and since I'm not as good at AS3 as I am with other languages, I won't be able to follow your code. Do you think you could provide me with a copy of the source code every so often? If you want me to help out I will, don't know if I'll have the time but I'll try. But mostly I just want to familiarize myself with it - and it would probably help me get a bit better at AS3.

@MH: For the special suspension animations, how did you plan on doing those? Because there's going to be a couple permutations of each. Assuming that other tentacles won't latch on unless a mid is holding you, for top it could be MTTT or MMTTT, or MBTTT. For bot it could be any among MBBB, MMBBB, or MTBBB. For mid it's even worse: MMM, MTMM, MBMM, MTTMM, MBBMM, or MTBMM. That's twelve individual special suspension animations. Are you going to be making all those? If so, fucking awesome, more power to you (I'm a big fan of suspension). But I'd definitely understand if you didn't want to put that much work into it. If that's the case, what are your plans for handling these cases? Would the other "extra" tentacles just disappear?
 

Anonymous #149

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Re: Possible Remake of Jungle Girl

I hope you don't mind if I bump in here with a few suggestions of my own, since I did come across some of the issues Alias mentioned while doing my DG remake. I'm not crazy enough to be doing tentacle stacking in my project (lack of proper graphic skills doesn't help here), but I did have spawning related problems. I'll be mostly replying to Alias with examples how I would do it. Just my two cents, if you guys want to use them, feel free to do so.
Right, off we go:

For example, what happens if you have five mids in a row? They can't all titfuck her. This suggests that you might not actually be going to animate every single possible permutation of tentacles, and you'll have a max of two or perhaps three tentacles per zone (two mids, two tops, and one bot for example - or three bots one mid and a top). Okay, let's say the max is two. So we get two mids in a row, the first one grabs her, the second one starts raping her. What happens if a third mid comes along? Does it just fly by like the extra tentacles did on the original JG?
Although tentacle spawning (I presume) will mostly be random, you could force the game to check if there are too many tentacles on the same lane and forbid others from spawning on that lane until the other go through. If you'll be going with the original JG and the player won't be able to "move" JG (as in you can't stop her or move backwards, only avoid tentacles), then it would it even easier - once the tentacle goes off screen, it gets erased and the lane is open. Yeah, so potentially you would only have those 2-3 tentacles per lane, but as long as the player has no control over JG's movement speed, you could still plan it out so that it's still enough to get ganbanged within moments.

How exactly are you planning on making the game work with all these extra tentacles being able to latch on? I'll explain. Once you're grabbed by a tentacle, there are a couple of ways to handle escaping. One way is to follow the original LM game and just have a set animation play through, and once it's over, it's over. Another way is to button-mash until you escape. Another way is to combine the two, and have a set time, with button-mashing just making your escape quicker. Okay, what happens when another tentacle latches on?

If we're going the static timer route, I'd assume the timer would reset, allowing the new animation to play through. If we're going button mashing, I guess the mash gauge would reset?
DG has a mid-solution to this (and it appears to be the best IMHO) - once you get grabbed, you'll be going to the end, but you can still button-mash to reduce the time it takes to end (and, as a result, reduce the damage received). When more tentacles latch on, you could either reset the timer or make the button-mashing do less "timer-damage". OR you could take the mid-solution again and make the button-mashing less useful while upping the timer by just a bit.


This actually meshes in with my other concern. In the original JG, the spawn times between attackers would shorten until it was basically impossible to avoid one. Once you did get caught, two things happened: there would be X number of attackers that had already spawned, but weren't going to be doing anything, and the spawn timer would reset to the default value. The remaining attackers would pass harmlessly by, of course, and so LM just made it so the rape animations lasted long enough for the extra attackers to fly by without catching you the instant you broke free - remember kids, unbreakable chain-rape is not good. The life bar would decrease by a static amount (I think you can get raped five or six times before getting a game over, but it was always five or always six).
Again, as long as the player has no movement control, you can be pretty much spawning tentacles in his face (just outside our field of vision, though from JG's pont of view, they would be appearing out of thin air). With that in mind, you wouldn't have wandering tentacles that spawned waaay far and got to JG's just in time for a chain-rape. Also, you can make the animations last for quite some time (enough so any stranglers won't chain-rape, even if you'll be button-mashing like crazy), while making damage-per-frame relatively low to compensate for long animation time.

But we want attackers to stack. That causes a couple of issues. We could do it just like LM did, and run into the danger of the player not ever being able to see the special five-of animations that you intend to implement (which is a fantastic idea by the way if I've not already said so). We might want to avoid this. After all, it makes sense that the more JG gets raped, the more her resistance breaks down, and thus the more attackers can latch on to her. But this wouldn't work with LM's original design.
It depends. You could make an extra resistance-bar. As long as it's high, you get low hp/stamina/whatever-damage, button-mashing is effective and no more than 2 tentacles can latch onto you at a time. It does decrease during rape however, and once it's low, sit back and enjoy the show (wow, unintentional rhyming).
Still, implementing this takes time, and you could just say "screw it", since it's nothing you can't live without in a game like this.

Take this example. We've designed it just like LM - spawn timers decrease, set animation time. A player just wants to see the sex, so s/he doesn't do anything at all. The first tentacle comes, rape happens, the spawn timer isn't fast enough at this point so the second attacker hasn't spawned by the time rape happens. Thus, no latching on, just that initial rapegrab. Spawn timer resets. Animation finishes, JG starts walking again, gets grabbed by the next attacker. Repeat until game over. Despite the fact that JG put up no resistance, she never actually got more than one attacker latched onto her at once. You'd think that the less resistance you put up, the more tentacles would come to rape you, right?

And yet this is the most balanced approaches when considering mechanical game design. The better you do in the game, the further you go without getting raped, the more you're rewarded when you finally do get caught, as there will be more attackers spawned and thus more latching on. But this doesn't make any logical sense when you try to put the game into reality.
I see no problems here. If you just want to win the game (which you just now lost and so did I), the more you concentrate on winning, the harder it gets to actually win. On the other hand, if you're just a sick bastard like everyone on this forum, you actually have to concentrate if you want to see the "good stuff". Everyone needs to work for their prize. It's a win-win.

Also:
But this doesn't make any logical sense when you try to put the game into reality.
... logical sense when you try to put the game into reality.
... put the game into reality.
... reality.
Oh yeah, because there are numerous naked chicks running away from getting raped by tentacle monters in the jungles in the real world, right?
...
...
...
(no hostility intented)

Another problem with this approach is this: let's say you've gotten to the point where if you get caught, there are two more attackers spawned that will pass you. (For the sake of argument, you get caught by a mid. Also the max is two.) The second one comes, well it's a mid. It starts raping while the first one keeps holding. The third (and last) one comes along, oh look, it's also a mid. But our max in this scenario is two, so it just passes harmlessly by, and the player is gypped out of seeing the triple-tentacle rape animation (whatever it might be). Is it worth putting in a countermeasure in place to avoid this?
As I've said earlier, you can force-check if there are enough tentacles on the same lane, so as to avoid too many. During rape, you just switch off any spawning until they're done (this way you'll avoid your chain-rapes).

How would game overs work? Do you have a lifebar? Would five tentacles take off more than one would? Would five at once take off more than five individually? How many rapes is our sweet little jungle girl going to be able to endure? How exactly would getting hit by a top or a bot work if you're not being held by a mid?
Game overs would work as they always did - hp=0, game over screen of JG getting the hell raped out of her.
I would suggest a life bar that can withstand a lot more, since group rapes would do more damage (or at least they should). And yes, you can do more in an organised group, so they should do more damage as a group than individually. This actually makes a decent tactic - get raped on purpose by a few tentacles to reset the spawn time AND take less damage.
How many should she be able to endure? It depends how hard you want the game to be and how it works out in beta-tests. You want a game with decent gameplay that's not hardcore to beat (and it would be best if you could control the game with only one hand, right?).
If she's not being held by a mid, the top and bot should still do their stuff like they do it with a mid one. The only difference you could implement is reduction of their damage/time. That way you need less graphics and you still see some rape. OR you could do completely different animations (or make them grab her instead of the mid one), but that's just a shitload of more work for Miss MadHettie over here.

It's the best I can come up with for the time being. But hey, it looks fine to me.
TL;DR version:
That's how my suggested game-engine would work:
- players have no movement control over JG, so I'm spawning tentacles just outside their field of vision (at the same time I'm checking if there aren't too many tentacles on the same lane and I'm constantly decreasing the tentacle spawn time)
- The moment any tentacle gets destroyed/passed beyond our field of vision behind JG I'm opening that lane for another tentacle during random-spawning.
- Oh hey, JG's got captured and she's getting poundered. Ok, so I'm closing any spawning to avoid chain-rape and at the same time I'm freezing the spawn time.
- I'm doing the rape animation. The rape timer is up and counting to zero and I'm waiting for any button-mashing info - if the player is pressing the button, I'm reducing the time. At the same time I'm reducing JG's hp and resistance at a set rate.
- Oh look, more are joining the fun. Ok, so I'm lowering the button-mashing effectiveness and I'm upping the timer by a bit (so the new guys have the time to actually do something to her)
- Oh my, look at the time. Time to start the ending animation.
- They've finished, so I'm reseting the rape timer, the button-mashing efectiveness, the spawn timer and I'm unfreezing the spawning.

I sure hope this godzilla post is even comprehensible to you guys.
 

Alias

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Re: Possible Remake of Jungle Girl

Good post, good response. I'd already thought of most of what you'd said (like I mentioned, I was pretty much just trying to poke MadHettie's brain), but something as simple as keeping track of how many tentacles are in each lane and putting a limit would be incredibly effective, and something that hadn't occurred to me before.
 

MadHettie

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Re: Possible Remake of Jungle Girl

Hi guys, just wanted to assure you that I haven't fallen into a coma. :p

I'm back from vacation and will return to answer previous questions in full when it's not 2 am. ^_^'

I briefly want to mention that I'm reconsidering the max number of tentacles, since a) the original game didn't seem to have that many on screen at a time, and b) all the combinations for a possible 5 stacked tentacles would take quite some time to animate. Probably 4 would be a more realistic goal.

I had planned on simply animating every combination as a standalone animation. While it may seem like this would take a staggering amount of work, I can copy and paste a completed tentacle layer from one frame into a new animation to stack them quickly. Minor adjustments to position may be needed, but it goes comparatively fast. In fact, I've recently learned that it's easier for me to animate multiple tentacles at once, then separate them into individual animations rather than try to sync up two animations with different frame counts or pacing. I'm going to have to start over on one of the animations I spent a good deal of time on, but this is only because I'm sure it will make it better.

With regards to

Anything I haven't addressed due to fuzziness of thought will be touched on soon. 'Night.
 

lolcats

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Re: Possible Remake of Jungle Girl

for what it's worth, i like the more "shocked" expression that she's got in your earlier animations.

like where the tentacle's mouth-raping her, your first go at that, her eyes and expression looked much better than in your second go at it where she just looks more confused than shocked.
 

Twisted

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Re: Possible Remake of Jungle Girl

Yeah. I liked that better too. The small irises and such, as opposed to "O-o wtf?"
 

Anon17564

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Re: Possible Remake of Jungle Girl

Regarding your point on "reality", you do have to take into account the idea of suspension of disbelief. It's a fallacy to claim that unrealistic themes in one area completely negates realism anywhere else. GTA4, for example, felt far more real than its predecessors (despite anything else that was wrong with it), but the fact is still that I can heal gunshot wounds with a chicken burger.

I do agree with you, mind. The unrealistic idea Alias had where you're rewarded for better play by having more tentacles spawn, in gameplay (and, uh, self-play) terms would be worth doing regardless of ideas of realism. It's just I have a "thing" about this argument >_>

And, for what it's worth, this thread's more intense than that time I forgot how to sit down
 

lordalden

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Re: Possible Remake of Jungle Girl

I realize this is a hard cup of tea to swallow, but:

The idea here is a remake of a GAME as another GAME. That said, it's not intended to be some flash based thesis on the concepts of pure realism in games. Yes, something that looks totally off will be un-interesting, but jesus christ.

TL:DR If it doesn't look horrifically fucking bad, stop getting butt hurt.
 

MadHettie

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Re: Possible Remake of Jungle Girl

*buys lordalden a drink*

Sorry for the delays guys, but I've been busy reinventing the wheel.:eek:

Update:



I never was entirely satisfied with the leg twitch, so I settled for just a smaller movement. Hopefully I've done most of the backtracking I'll have to do before my animating gets more efficient.;)
 

Termite

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Re: Possible Remake of Jungle Girl

Damn, looking good there. No critique or complaints from me.
 

Games Dude

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Re: Possible Remake of Jungle Girl

None from me either, but I must say, I like the increased amount of cum.
 

MadHettie

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Re: Possible Remake of Jungle Girl

I aim to please. And then I get ya right in the eye. Nyah!:p
 
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