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stuntcock42

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Re: Renfield

... have the fight continues if both sides are still combat capable afterward, but perhaps a penalty on the one who got fucked.
Can also go with a X count system where if someone has been fucked X number of times in a fight it is consider lost.
What's the intent here? Is it just a matter of "ROR gameplay is good and therefore including it in this game would probably make the game better"? I'm honestly curious, because it doesn't work towards any design goals that I can think of:
  • mid-battle "sexually themed" attack (e.g. fighting with a whip rather than a sword; pelvic thrusting at the enemy; self-grope to taunt nearby foes)
    • Can serve the narrative purpose of world-building (by suggesting that this is a nation, city, race, faction, etc... which considers sexually taunting an enemy to be "normal").
    • Can contribute to characterization. If the behaviour is clearly rare/unusual, then it suggests that the opponent is especially predatory (or dominant, violent, etc) - and it allows the author to convey this idea with a minimum of dialog (which the player will tend to ignore anyways because they're busy fighting).
    • In the player's hands, it works towards role-playing - allowing the player to vicariously play the role of a predator (or tease, exhibitionist, etc).
    • Allows for additional gameplay depth and puzzle scenarios. Some bosses might be resistant to physical attacks but can be provoked into dropping their guard.
  • post-battle sex
    • Huge opportunity for characterization. Let's consider a "defeat the Dark Lord" questline which culminates in a 1-on-1 showdown. Assume that the player character is female and that she loses the fight.
      • The Dark Lord lusts after the player character. He takes her back to his pavilion and you get a 1-on-1 scene which might include some bondage but no deliberate violence. Afterwards - he tries to convince the player to stay as his queen (bad end scenario). If refused: "if I can't have you then no one will!" He attacks.
        • Even in his "victory" scenario, we can portray the Dark Lord as a vulnerable person. This version of him might even be more pathetic than a player-victory scenario in which he gets femdommed and pegged.
      • The Dark Lord wants to turn the player character to his side. He performs an evil ritual and suddenly the PC is facing the business end of a tentacle demon.
        • The Dark Lord is a loyal servant of a greater cause, who is not interested in personal gratification.
      • The Dark Lord isn't interested in the player character; he just wants to humiliate anyone who had the gall to resist him. Player character gets raped by a random soldier and then tossed out into the mud.
        • The Dark Lord uses sex as a means rather than an end.
      • The Dark Lord sees the player character as a threat. He wants to finish them off; the player can try to persuade him to let them serve as his Lieutenant and sex slave instead (with a magic slave collar to enforce obedience - new quest chain opens up, etc).
        • The Dark Lord is cautious in victory - maybe he has had disloyal slaves in the past? Or perhaps he himself overthrew his own master and fears a similar fate?
    • Opportunity for roleplaying and impactful choice.
      • Imagine a Perseus-Andromeda quest. There's the straightforward option (rescue damsel, slay monster, waifu acquired), the douchebag option (rescue damsel, run away, monster destroys village, you don't care because you're too busy banging the damsel), the slutty-heroic option (rescue damsel, offer yourself as a sexual tribute to monster, village offers gratitude but politely asks you to leave because you reek of pelagic musk), and the lazy asshole option (watch damsel get raped by monster, eat popcorn).
      • In terms of narrative these paths are almost identical - the damsel isn't a major quest-giver, the town elder either gives you a modest reward or doesn't, and the monster's scenario has been resolved so it disappears from the game-world. The player's one-and-only interaction with the monster changes very little about the world, yet it can make a huge impact on how the player thinks of their character, and it determines the fate of a minor NPC with whom the player might have a subsequent relationship.
        • "Am I the kind of person who would heroically rush in to save the damsel? Alternatively, am I the kind of guy who would pretend to be a hero long enough to snog the damsel, then abandon her at the next inn?"
      • The sexual possibilities add a note of danger or emphasis to the player's choice, even if the player opts for a non-sexual resolution.
    • Internal conflict. Let's imagine that completing quests for certain NPCs (or using certain artifacts, etc) pushes the player towards a "corruption" path (and/or gives them allegiance points with a corrupt faction - the mechanics aren't important).
      • Once the player character reaches a threshold, they're invited to an evil meeting and a demon is summoned.
      • This is a "supposed to lose" fight - if the player attacks the demon then the evil cult will acknowledge the player's resistance but won't interfere ("The might demon Kragzunax delights in the pitiful resistance of the lambs! Your flesh was born in a bed of pain and blood, and a second ordeal is needed to bring forth your true existence!").
        • Sorry; I'm not in a creative mood at the moment and I can't convey this very well. The idea is that the preceding quests, expository quests, etc... have established that all of the cult members went through the same initiation. But the details are never described to the player. When the demon appears, they don't know whether this is actually the standard initiation into the cult, or whether the player is about to be sacrificed into a bad-end screen.
      • The demon defeats the player, post-battle sex scene is shown, then the demon merges with the player. Cue an appearance transformation (glowy red eyes?), you're locked out of the several major questlines, the cult leader offers you some new quests, and you get to hear creepy demonic whispers from your new soul-buddy.
        • The sex scene serves as a point of emotional focus for the player, underscoring the seriousness of the choice they've made. Consider the - we're aiming for a similar effect, but we have an advantage because human beings naturally think of "sex" as being more momentous than "drinking a suspicious liquid from an oversized cup."
        • Again, we have an opportunity for roleplaying - even if a player wants to pursue the dark path, they might put up a fight simply because it feels correct for their character to do so.
        • A player running this questline for the first time might conceivably try to run away or fight for their life, because the scenario pits the player's desire for power against their fear of death and fear of sexual domination.
      • Of course, it should also be possible for a well-prepared character to kick the demon's ass, and then slaughter the evil cult. Maybe even a whole "double agent" subquest which requires you to infiltrate cult HQ and steal some secret tomes so that [[Priestess Whatever]] of the [[Placeholder Temple]] can craft a protective amulet, which protects against the demon's attacks.
  • non-combat sex with NPCs (enslaved witches, hired prostitutes, etc)
    • provides titillation; serves as a straightforward gameplay reward
    • the emphasis is on context rather than content. Renfield will probably never have voice-acting; the graphics can't compete with Skyrim (nevermind the ). You won't be able to make a perfect fairy-princess avatar with 26 separate sliders to fine-tune each cheekbone and bump-mapped pubic hair. What it can hope to deliver is sex scenes which recognize and acknowledge the player's accomplishments within the world.
      • I spent ten hours leveling up, two hours fighting through a dungeon, dodged five minutes of bullet-hell bossfight, captured this witch, chained her up in my basement, then followed a meticulously training path so that I could get her to take anal while wearing a maid's outfit. I don't care that her hairdo is clipping through her body; my journey is complete.
      • I carefully snuck through the Royal Castle, knocked out each of the guards, hid the bodies in broom closets, and infiltrated the Royal Bedchamber. I cast Greater Illusion on myself, pass a Persuasion check ("Yes Dear, I returned early from my hunting expedition because I could not stand to be apart from you for another instant!"), slip into bed, and now I'm nailing the Queen. Yeah, she looks pretty much the same as any other female NPC and it's just the standard missionary-position animation that I've seen a dozen times, but who cares? My NTR score is over 9000.

Do you see where I'm stumbling with this whole concept? Mid-battle sex scenes don't really add anything. Sense of danger is already provided by the end-battle loss/GOR scenario (especially since a clever writer can foreshadow this danger rather than relying on the player to quicksave/quickload). An opponent can be established as dominant through dialog, appearance, and attack patterns - they don't need to actually rape someone on-screen in order to be taken seriously. The player's choice to submit (e.g. slut playstyle) can be accommodated through in-battle sexy attacks, the ability to go into battle half-naked, the ability to simply act passively in-combat, and inclusion of appropriate end-of-battle scenarios. Fanservice and sexual content in general can be delivered with richer context and neater storyline integration, via post-battle or non-battle scenes. The only core aesthetic that it serves is exploration ("travel the world; meet new people; let them fuck you!") but a sandbox game can generally satisfy the player's thirst for exploration with its standard content (hidden treasures, remote villages, haunted ruins, mysterious wanderers, etc).

Mid-battle sexual intercourse just feels kinda... "goofy?" It's a feature that arises from a particular game mechanic (JRPG turn-based battles) rather than any sort of narrative purpose or character motive. It definitely strains the audience's suspension of disbelief: "I'm too weak to stop this guy from raping me, but five seconds from now I'm going to pick up a giant sword and slice him in half. Also, I'm currently naked but five seconds from now I'll somehow have re-donned a 20kg suit of armor. Also I can conjure fire with my brain yet I'm not doing so for some reason."

Worse still, it threatens to dilute the emotional impact of sex for the player and the player character, and to undermine sex-related choices made by characters in the story. Consider the Dark Lord defeat that I mentioned above - in one of the outcomes, he shows total contempt for the player character ("you're not even worth raping; maybe my soldiers will find your misshapen form amusing.") This storyline falls apart completely if he tries to say that line after he spent the preceding five minutes wrestling with the player character (rather than just striking her down) and personally fucking her.

--------------------------

Note: I'm not adamantly opposed to the whole idea. If the game is successful then it will eventually be possible to quickly stitch together a battle-rape mod (which can handle 1-on-1 fights involving heterosexual human pairs) by recycling a lot of existing animations and UI scripts. I'd be willing to help write the code. But I would see this as a "fun" extra rather than a core feature/focus of the game.
 

MajorKagami

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Re: Renfield

content? I'm interested in other then player being female would be the game its self. I mean there isn't even a base to truly talk about yet just a idea still. so does it really matter whats going to be, whats not to be, and what can be modded in yet? I'd like to hear about the progress level of the basics?
 

Yes

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Re: Renfield

[/list][*]contingency planning - try to anticipate all of the ways that the idea can fail, and then offer potential solutions.
  • The target's allies (or town guards, or wandering monsters) kill the attacker halfway through the animation.
    • Make the participants immune to outside damage. Note: this option presents a narrative problem. Imagine that the target's friend or lover is standing nearby. Why would they stand by and allow it?
    • Freeze time for everyone except the participants. Same narrative problem as above. Might also interfere with unrelated scripts and with pathfinding behaviour. But it does have the advantage that you wouldn't see a bunch of idiots fruitlessly slashing their swords through the scene (which would certainly ruin any sense of danger or eroticism that you're trying to establish!)
    • Let the attacker die; the script should treat this as a "defender victory" outcome w/r/t the minigame.
      • Consequence: the player character should not attempt to force themselves on an NPC who has friends nearby.


    • A genuine suggestion on how to deal with characters that are unwanted during the animation could be taken by how many MMORPGs deal with it during fights. Unless attacked directly enemies that have, say, a level that is 5 lower than the PC are neutral and do not get involved in the combat, the point being they are too weak to affect the outcome of the battle anyway and so there would be not point. A similar idea could be used in the grappling system with extra beef; is if the bystander has a high enough relationship with the character being assaulted then a maybe they will help and attack if the level difference is less than 8, if more they will cry, run away, get help any of the above. So basically it would all be dependent of the level difference and the relationship between the characters.

      You raise so many good problems and issues that bringing mid-battle rape into the game would create, it's hard to disagree with a lot of them. However i'm a huge advocate for incorporating it into any game, and especially one that would enhance this with animations, rather than having to use imagination. I agree that in some ROR games, it's just there to provide the h-content and sometimes doesn't really gel with the rest of the game mechanics, but i think it would go very well with this type of combat-exploration focused style of game.

      As for realism, yes it's a bit stupid that one minute they're having sex and then next they're able to use spells n high power attacks, but with some creative thinking there are sometimes ways to workaround this (eg player is (maybe physically) stunned for a few seconds or even shocked or taken by surprise, or the rape is making them horny, or they're restrained and need to loosen grip, or even they are still able to fight while this is occurring and the attacker is so lustful that their safety is no longer a concern for them.)

      I'm a big fan of a struggle (and possible a grapple) system. It personally annoys me that the character is expected to be raped and no explanation is given as to how they got there or why they just accepted it. FIGHT IT DAMN YOU, YOU'RE ABOUT TO BE RAPED. A give in option is acceptable if defeat looks likely and could be encouraged if it gives a reduction in damage or something. It's not essential for me to enjoy the experience, a lot of my favourite games don't include it (kyrieu's games, mitsukoX, parasite in city), but I feel it definitely adds a lot to a game.

      Tension - Can i escape from this struggle, oh it's going to be close oooooo no, wait yes, YES IM FREEE WOOO

      Variety - Some games can have some repetitive combat, hack slash, hack slash, spell repeat etc. Adding in a "minigame" like this really helps break up this pattern.

      Atmosphere - Prolonged or multiple mid battle scenes can add a tone of humiliation, perhaps a lustful atmosphere, and maybe some character development "ah, look all they wanted was a little fuck huehuehuehuhuehuhe" and yes although this can be achieved outside of the battle, i'm just trying to point out that it's not impossible to include it during such a scene.

      A sense or urgency or dynamism to combat - "I need to get out of this quickly or i'm fucked, literally" or "if i can get out of this quick the enemy will be stunned and i can use my super duper attack while they're not defending". <-- Bad examples but i'm sure there are better ones.

      All in all, I really think it would add a lot to the game considering it would be animated and real-time, the fact that it's happening and that you can react to it could create a sense of empathy or immersion for the character or the situation. I do think it would be very difficult to implement however and would have to be included early in game development to allow it to tie in with the rest of the combat mechanics, so that it doesn't feel like a tagged on afterthought.

      content? I'm interested in other then player being female would be the game its self. I mean there isn't even a base to truly talk about yet just a idea still. so does it really matter whats going to be, whats not to be, and what can be modded in yet? I'd like to hear about the progress level of the basics?
      I think it's quite it's quite important to get a sense of identity for the game and to discuss mechanics so that complex systems can be implemented as soon as possible in development, while content can usually fit in around a framework. I would too like to see as many game updates as possible though, so that it's possible to see whereabouts the project is in development.
 

afa

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Re: Renfield

What's the intent here? Is it just a matter of "ROR gameplay is good and therefore including it in this game would probably make the game better"? I'm honestly curious, because it doesn't work towards any design goals that I can think of
Do you see where I'm stumbling with this whole concept? Mid-battle sex scenes don't really add anything. Sense of danger is already provided by the end-battle loss/GOR scenario (especially since a clever writer can foreshadow this danger rather than relying on the player to quicksave/quickload). An opponent can be established as dominant through dialog, appearance, and attack patterns - they don't need to actually rape someone on-screen in order to be taken seriously. The player's choice to submit (e.g. slut playstyle) can be accommodated through in-battle sexy attacks, the ability to go into battle half-naked, the ability to simply act passively in-combat, and inclusion of appropriate end-of-battle scenarios. Fanservice and sexual content in general can be delivered with richer context and neater storyline integration, via post-battle or non-battle scenes. The only core aesthetic that it serves is exploration ("travel the world; meet new people; let them fuck you!") but a sandbox game can generally satisfy the player's thirst for exploration with its standard content (hidden treasures, remote villages, haunted ruins, mysterious wanderers, etc).

Mid-battle sexual intercourse just feels kinda... "goofy?" It's a feature that arises from a particular game mechanic (JRPG turn-based battles) rather than any sort of narrative purpose or character motive. It definitely strains the audience's suspension of disbelief: "I'm too weak to stop this guy from raping me, but five seconds from now I'm going to pick up a giant sword and slice him in half. Also, I'm currently naked but five seconds from now I'll somehow have re-donned a 20kg suit of armor. Also I can conjure fire with my brain yet I'm not doing so for some reason."

Worse still, it threatens to dilute the emotional impact of sex for the player and the player character, and to undermine sex-related choices made by characters in the story. Consider the Dark Lord defeat that I mentioned above - in one of the outcomes, he shows total contempt for the player character ("you're not even worth raping; maybe my soldiers will find your misshapen form amusing.") This storyline falls apart completely if he tries to say that line after he spent the preceding five minutes wrestling with the player character (rather than just striking her down) and personally fucking her.

--------------------------

Note: I'm not adamantly opposed to the whole idea. If the game is successful then it will eventually be possible to quickly stitch together a battle-rape mod (which can handle 1-on-1 fights involving heterosexual human pairs) by recycling a lot of existing animations and UI scripts. I'd be willing to help write the code. But I would see this as a "fun" extra rather than a core feature/focus of the game.
Well all I can say is you probably fall onto the camp that dislike it, I had extended discussion with others regarding this subject, some were against it as well. Rather it is due to system constrains or the very concept of should rape happens during combat or should it be exclusively a post combat/non combat thing.

If the systems work together, remember animations are important and ideally they flow well, it can create a dynamic scenario where the player or the character have to make choices based on their condition on the fly outside of pre-scripted events or possibly outside of dialog choices.
This is a sex related game, if you are going to question why sex happens then something is possibly wrong.
The conditions for triggering an assault need to depend on the status of attacker and/or the victim it can also play into building the game world; "Hey it is dangerous out there! you might get rape!" or "I heard there are some animals in X jungle who aren't interested in eating their prey, but in something else." Sure they can all be post combat events, but things can be more dynamic when incorporated into the battle system itself, again rape in combat could very well lead to defeat in combat as well depending on what the narrative wants. Again not everyone needs to rape or can be a target.

I guess I will try my hand at writing a scenario:
Say PC wonders in the wilderness, run into some bandits who demands gold or maybe sex. PC can either give in, run away, or refuse and starts a fight. Heck make it so that after giving them the gold they then ask for sex and PC now has to pick accept, run away, or refuse and start the fight. Also they might decide to chase PC down even when tries to run away.

Now combats starts, rather than having it like a typical fight to the death then cut scene we can have the bandits start trying to take advantage of the PC while she's starting to get weak, low health/low stamina/clothing damage whatever. Now the whole struggling and assault stage triggers and assuming the PC is successful in resisting but now she is mostly stripped or maybe even disarmed or more tired, maybe even some combat penalty, now does she try to keep fighting? or is running away a better solution? A slutty one might just decide to give in? Dialogue from both sides could be seen/heard throughout.
Even if the rape attempt was successful PC might still be struggling to try to push the attacker off. After he's done with his round what does she want to do? Run away? keep fighting to get revenge? What about the enemy? had their fill and let her go or one of the other bandits want their turn now and be even more aggressive?

Being grapple by an enemy could also affect combat decision, keep attacking full force to try to take down the foe as fast as possible? or Struggle off to prevent things from getting worse?
With allies around things can get more interesting, do you run away while ally is getting rape? What kind of narrative would that tell?

All in all it can be an added layer of decision making process for the player or a form of character development for the character, all happen seemingly dynamically or could happen almost anytime. It also put sex into a bigger spotlight on the gameplay.

Again not everyone will like this, I know. It is definitely going to be difficult to incorporate such system. But these are the things that needs to address IF the game ever wants to adapt these concepts, further down the line might be too late.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

I'd like to hear about the progress level of the basics?
The RPG-aspect is coming along nicely.
I still have a lot of coding to do, but many of the essential mechanics will be in place in the next few weeks.
Combat and exploration will be very simple and very Elder Scrollsy.

On the H-side, I have everything planned out.
But there's a ton more to be done there as well.
Especially shooting CGs.

There's 30 different positions for sex.
Once I get all 30 shot in CG mode, I'll start to add animations.
It will be like one of those Lilith or G.J? games where some, but not all, scenes have animation.

On both fronts, it takes a while until I have enough progress to justify an update.
I don't know if screenshots of coding would excite many people.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Rather it is due to system constrains or the very concept of should rape happens during combat or should it be exclusively a post combat/non combat thing.
The initial H-scenes will be non-combat instanced simply because it's easier for me to implement.
When the sex is sequestered, less can go wrong.

But there are many circumstances where real-time sex in the open environment would add a lot.
Some enemies, like bandits, might be more prone to capture a victim and drag them back to a lair.
Other enemies, like animalistic monsters, might just take their victim right there.
Or you can have both: Some raiders attack a village and rape the villagers on the spot, then take them back home for more.

But environment-friendly sex can be a bit tricky.



Imagine if you have sex with an NPC in the environment pictured above.
Anyone who has used Oblivion or Skyrim sex mods will immediately envision sex where one participant is hanging over the edge of the rock formation or even half-stuck in it.

But I have some ideas for environment-friendly sex after reading all these posts.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Okay since so much of the outdoor terrain is hilly and uneven, I've come up with a possible solution.



Jack and Jill went up the hill.
Halfway up, Jack tries to rape Jill.



Jill gets stuck underground while the animation plays.
When it's done, she glitches through the terrain and falls forever.



What we can do instead is spawn in a invisible cube.
This cube is ethereal and can only collide with terrain.
It falls right through Jack, Jill, and anyone else standing nearby.



The physics material the cube is made of is very sticky.
After it falls to the ground and stops moving, we copy its quaternion rotation values.



Then we move Jack & Jill into position according to the joint animation.
But they will take their position and quaternion values from the ghost-cube.
It's the best way to have outdoor sex without making a full-blown inverse kinematic system.
 
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stuntcock42

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Re: Renfield



Then we move Jack & Jill into position according to the joint animation.
But they will take their position and quaternion values from the ghost-cube.
It's the best way to have outdoor sex without making a full-blown inverse kinematic system.
Your solution is computationally cheap, quick to implement, future-proof, and makes effective use of the tools at your disposal. Very nice!

Of course, modders should be cautious when including sexual positions which involve either actor standing upright. That could lead to silly results:

Perhaps he's wearing magnetic boots?
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Of course, modders should be cautious when including sexual positions which involve either actor standing upright. That could lead to silly results:
Maybe I'll put in a 45 degree angle limit.
Unless you get raped by a mountain goat...

Your solution is computationally cheap, quick to implement, future-proof, and makes effective use of the tools at your disposal. Very nice!
Thanks. I remember the SexLab-type mods having huge problems with irregular terrain and such.

By the way, what's your programming background/level of expertise?
I can see you have at least some experience from the syntax examples you've posted.
 
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KleptoLizard

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Re: Renfield

As for fetishes not being people's thing, i think that mostly to the audience that it is catered to, this shouldn't be a problem all too often. If you make everything too bland less people who like that stuff are gonna want to do anything with it. Luckily from the sound of things this game is gonna be MADE mostly by the audience so diversity will be a thing...
There's so many different fetishes to consider including.
Some are fairly common, but the more rare a fetish is, the more the enthusiasts of that fetish will be ecstatic for games that feature them.
So when deciding what to include in Renfield, I had some tough decisions to make.

Attached is a text file I used to collate the popularity of different fetishes and themes from DLSite.
Both Maniax and English sites are represented.
The numbers indicate how many works there are on each site that are tagged accordingly.
This gives me an approximate idea of which themes are the most/least popular.

Nakadashi tops the list with 43k "votes".
Kyounyuu/Bakunyuu is close behind.
That's why I made sure to include those features even in the initial version.
After that, I'm just going to go down the list.
 

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KleptoLizard

KleptoLizard

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Re: Renfield

By all means keep up the brainstorming guys.
I read all of it and am interested in everyone's ideas.



Someone was talking about games with clothing destruction on another forum.
Is that something people would be eager to see?
 

Yes

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Re: Renfield

I suppose it depends on how sex is integrated into the game, and whether it would take too much time.

If h-scenes are implemented in a post battle kind of scenario as discussed a little previously, then clothing destruction wouldn't serve a huge purpose in my eyes. If someone has just been beaten/beaten up, clothes aren't exactly gonna be a problem to remove.

If h-scenes are implemented to occur mid-battle then i can see a few ways that clothing destruction would be beneficial to the game experience. Easier to grapple (if that system is implemented), enemies of partly stripped player more lustful - more likely to "h-attack".

Also, it might be difficult to animate h-scenes with armour on - if a person is wearing a cloak, surely an alternate animation would have to exist to pull up that cloak. Clothing destruction can solve this partially by having a "bare" kind of state where the person could just be in torn panties or such.

If it exists just for a visual effect this can work too, it's not one of my favourite fetishes but it seems to be that a reasonable amount of people love that kind of thing. NPCs could react to your "undressed" state as well, whether through action or just dialogie to enhance the immersion.

Speaking of fetishes i like your idea to pander to the most common fetishes first and work your way down the list. There are few fetishes I dislike, but some of the more off-putting fetishes (guro etc) can, and probably will, put off many people if overdone. That's not to say don't include them but i'm just saying play safe and try to make them option-able.

PS. That isn't a pic from the game is it?
 
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KleptoLizard

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Re: Renfield

Speaking of fetishes i like your idea to pander to the most common fetishes first and work your way down the list. There are few fetishes I dislike, but some of the more off-putting fetishes (guro etc) can, and probably will, put off many people if overdone. That's not to say don't include them but i'm just saying play safe and try to make them option-able.
More controversial fetishes will be off by default.
Many other niche fetishes will be rare or you'll be able to switch them off.
I remember in a recent Illusion title the player needed to do all kinds of stuff with toys in order to unlock every scene.
It just becomes a chore if they are fetishes that don't appeal to you.

PS. That isn't a pic from the game is it?
It is.
I'm going to change the font and text background.
Also, I don't like the way her nose becomes so hooked and pointy when she cringes like that.
Some people also don't like the transparent green guy model.

What's more, the text that appears is a sample I typed in myself.
The game will have dynamic text generation for H-scenes.
So she will pick a random assortment of words or sounds and they will scale according to her sensitivity.

Example: She could roll 3 base sounds [ah ha ugh], and they will randomly scale according to many different weighted factors.
So the final result could be "ah haa ugghh!"
If the sex were rougher, or she were more sensitive, it could be "AAH haaA UUghhH!!"
 

Yes

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Re: Renfield

It is.
I'm going to change the font and text background.
Also, I don't like the way her nose becomes so hooked and pointy when she cringes like that.
Some people also don't like the transparent green guy model.

What's more, the text that appears is a sample I typed in myself.
The game will have dynamic text generation for H-scenes.
So she will pick a random assortment of words or sounds and they will scale according to her sensitivity.

Example: She could roll 3 base sounds [ah ha ugh], and they will randomly scale according to many different weighted factors.
So the final result could be "ah haa ugghh!"
If the sex were rougher, or she were more sensitive, it could be "AAH haaA UUghhH!!"
Oh wow the models will be higher quality than i expected - looking very good! Did you purchase them or did you make them from scratch? One very minor thing that stands out from that pic is the teeth are exceptionally white. I mean i've heard sperm makes your teeth whiter but...... oh ..... I see.

Your dynamic text ideas are very good too. I don't really have much to add other than i think it's a good addition to the game.
 

stuntcock42

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Re: Renfield

Someone was talking about games with clothing destruction on another forum.
Is that something people would be eager to see?
The concept is germane, but it's another scope-creep risk. I'd suggest the following.

For version 1, just setup the backend systems:
  • extend the game mechanics to include a "Durability" statistic for items
  • setup a basic relation (e.g. for each 5 points of HP damage suffered by a character, the equipped armor takes one point of durability damage)
    • modders should be able to influence this relation; they should be able to create monsters, weapons, spells, etc... which are designed to strip armor without killing the victim
  • allow a single item to be linked to multiple models. Modders should be familiar with this concept from TES games: a suit of armor would have a world model, a worn female model, and a worn male model. But now we'd be expanding this to include "battle-damaged worn female model", "heavily battle-damaged worn female model", etc... Ideally each item could include an arbitrarily large number of submodels; the creator would be able to apply custom scripts to swap in the appropriate version (e.g. "<20% durability tattered version", "fire damaged version", "slime damaged version", "bukkaked version").
    • This step isn't strictly necessary. A skilled modder could work around it:
      if (player.armor.torso == chainmail && player.armor.torso.durability < 50) { player.setTorsoArmor(new (chainmail_battledamaged)); }
      The problem is that this approach would require a lot of custom-scripting, and it might behave oddly (e.g. it's never possible to inflict more than one "stage" of damage to armor in a single blow, regardless of how hard you hit someone).
    • By making battle-damage an intrinsic part of the system, you reduce future complications for modders and improve intercompatibility; they're more likely to create content.
    • If real-time model swapping is infeasible (e.g. because the character briefly reverts to T-pose whenever it happens) then you could at least allow modders to swap in different textures instead.
  • Each piece of gear should have an implicit "naked" variant. By default, the game engine should swap to this variant when durability reaches zero.
  • Setup a background script so that the player's armor durability automatically regenerates outside of combat. Or maybe armor gets fully repaired when entering a new zone. Or maybe modders will give players the option to fully repair after they suffer full battle damage and get raped. Or just include a debug console and let players know how to use it.
    • This is just "training wheels" stuff. The intent is that players can enjoy the RPG side of the game (e.g. "I got the awesome Nightblade armor from the Deadly Crypt!") without getting screwed by unpolished game mechanics: "I took a few hits and now I'm wearing a suit of 'damaged chainmail' and I think that my original stuff has permanently disappeared."
    • Later on, you can revisit these early measures and remove them (e.g. when the game world has been populated with NPC blacksmiths who will offer repairs in exchange for gold/sex/quests/etc).
  • Ensure that the scripting system allows modders to easily inspect the status of armor (the player's stuff as well as NPCs' stuff). For instance, I might want to make an enemy NPC automatically flee combat if stripped (Final Fantasy did it!), or have a rape scene which only triggers if the player character has been stripped.

After the first release:
  • Talk to players and modders about mechanical interplay. Should battle-damaged armor confer reduced benefits (e.g. armor rating, magic resistance, etc...)? Should a character automatically suffer a penalty to Pride when wearing damaged gear?
  • Setup a scenario which showcases the battle-damage mechanics. For example: thieves guild initiation. You must run through a trap-filled gauntlet (to test your evasion!) or a mini-dungeon filled with clothing-damaging critters (to test your stealth!). If you reach the finish line nude then you get a humiliating sex scene and you'll need to do so shitty missions to build up your Thief reputation; if you complete it without a scratch then you get congratulated and you skip ahead to the mid-level Thief missions.
  • Setup battle-damaged versions of most of the standard armor suits. You can be pretty lazy about this; just crop out some NiTriStrips in Blender and release it as a proof-of-concept.
  • Encourage modders to custom-make battle-damage variants of the standard equipment.
  • Introduce some special items into the game (e.g. "magic scissors") which players can employ to goof around with the clothing damage system.
  • Encourage modders to treat "character is wearing broken armor" as equivalent to "character is naked" for scripting purposes. Players might walk into a dungeon simply wanting to see the outcome of a clothing-destruction scene, so there's no sense in forcing them to slowly watch their character's clothing get destroyed.

Long term
  • If the feature proves to be popular... expand it.
    • Make NPCs "notice" your character's nudity and complain.
    • Have the player discover an ancient and powerful suit of armor which is pre-damaged and let them go on a quest to restore it (but force them to wear the damaged armor while doing so).
    • Encourage modders to create new obstacles (bramble patch?) or critters (rust monster?) which can add clothing-damage excitement to "random encounters" which occur outside of scripted dungeons.
    • Create "puzzle boss" scenarios wherein the objective is to strip a heavily-armored foe without killing them. Or, inversely, a puzzle in which the character is trying to strip themselves without getting killed.
    • Alter bossfight mechanics/tuning so that most bosses will suffer visible stages of armor damage as the battle progresses. If you do this well, then you might even be able to simplify the GUI (e.g. remove onscreen HP bars); players can assess the fight just by looking at how much skin each character is showing.
 

afa

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Re: Renfield

Armor/Clothing destruction is super interesting, but depending on how far/deep you want to go it can be a whole new mess of a complex system.

You can have battle mechanics based on the armor/clothing durability which has been addressed earlier, less defense, enemies more likely to assault, character debuff, etc.

There's also the more story/narrative aspect of characters and NPC having different behavior/dialog/trigger base on the state on undress which sort of get us to an exposure system.

The simplest way to think about it is if the character is wearing an one piece armor and as the armor durability go down, suffers from special attacks or scripted event the armor is more and more revealing which in turn serve as different level of trigger for events/dialog. Say stage 1 dented, stage 2 topless, stage 3 top and bottom, stage 4 might as well be naked, etc. Oblivion has a system similar to this. The actual armor meshes are usually just the full set of armor with chunks and parts of it being deleted or made invisible to create the damaged look.

If that's enough for the game, good, however things can definitely get messier, but at the same time creates more options if we start thinking about clothing layer, coverage area, and location based destruction:

Say a character is wearing a very standard conservative robe and the robe covers from neck to toe, and NPCs/world/system response accordingly probably the "normal" trigger.

Now we can have a character wearing a shirt and pants, nothing crazy, again normal trigger.

Now we have the character wearing ONLY the pants, this time around it'll probably get a "topless" trigger.
Likewise wearing ONLY the shirt gives a "bottomless" trigger
And they can lead to different events. NPC might grope when topless, enemy might also do the same or more likely to damage the clothing/armor. Bottomless could lead to different set of animations and enemy might decide to go straight to sex for example.

And since it is two different pieces of clothing they can get destroy independently with different level of degradation.
Even an one piece full body clothing like the robe from earlier example could get different location based damage through enemy's attacks or scripted events; rip top part bottom still covered, or rip bottom while top still covered, and of course rip top and bottom

Next, underwear, if you choose to go even deeper. If wore visibly could potentially lead to another set of response from NPCs/enemies. But of course since they are underwear they could be wore with other clothing/armor and for female typically comes in two pieces and get their own destruction model/triggers, and should only be able to be damaged when their outer counterparts are damaged.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Oh wow the models will be higher quality than i expected - looking very good!
Thanks. You can never make everyone happy with a particular art style.
But I'm pretty happy with what DAZ can do.

Did you purchase them or did you make them from scratch?
I used the Genesis 2 female base from the DAZ store.
Then I purchased a model called Bryonia.

After that I blended the sliders with facial features from this pack:




So each girl is the "child" of Bryonia and one of the girls from the Europe pack.
If you look closely at the faces of the girls side by side, you'll see that they all got Bryonia's lips but their faces are each a bit distinct.
Finally I made random changes to breast and butt size and shape.

One very minor thing that stands out from that pic is the teeth are exceptionally white.
Oh yeah... the teeth. They are blindingly white.
I only found out how to adjust the shader settings for individual body parts after I'd taken a ton of CGs.
So that's fixable in the long run.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Here's some experimentation with clothing destruction yielded:



The great thing is that it doesn't need to be exported as different models.
You can store each stage in the clothing destruction as an animation keyframe.
So if you attack someone and tear their shirt, you'll watch the tears appear in real time.
It won't simply switch out one shirt model for the other.

But I think there may be another way to handle it.
I could just use a shader on clothing that uses a normal map file as it's alpha channel.
If I churned out enough of these normal map tearing patterns, I could make the clothes rip dynamically/randomly.

So if you attack one girl and rip her shirt, her stomach might be exposed.
But then you could attack another girl wearing the same shirt and her left breast would be exposed.
Then the tears would become wider as her equipment took more damage.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

The concept is germane, but it's another scope-creep risk.
Scope-creep is truly something to beware of.
It's the ultimate project-killer.
But don't worry: This is just brainstorming for future editions.

At every turn I cut back. Every step I rip features out.
It's clear that if the game is ever going to see the light of day,
I'll have to be satisfied with version 1.00 being very, very bare-bones.

Once I put up the initial game, the proceeds will allow me to hire people/buy more resources.
The business model will be very Mojang-ish.
That is to say that once you've bought the simplistic early version, you'll get access to all future versions for free.
Note that this doesn't apply when I make outright sequels.
 

afa

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Re: Renfield

The destruction looks good, the dynamic part of it sounds very interesting.

This is super nit picky but with this system is it possible to have the mesh to actually change shape if the resources are available.

Here is something that was never implemented in skyrim, but you can see that as the destruction level increase the clothing does more than just lose a few pieces.




 
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