Re: Tentacle Defense
- I think that 5 levels would be a good number to work with - especially to get the player interested in the game. Additionally, if we are going to work with different location scenarios, we should set all five in one location.
Kusanagi appears to have a rather robust list of locations, and they appear to work within the numbers I mentioned before. I would highly recommend starting with the Beach levels. Anything after that can be done in the full version.
XD Did you pick the beach arbitrarily or because it's somehow better than the others? Personally, I think that 'the beach' seems a little odd just because it's so... open? I'd at least like to see in the map a cloudy day and some shifty looking crab grass, though I'd rather the map look a little eerie and 'proper' for tentacles, rather than the usual sand & surf bright colours that come from Baywatch!
- A progressional story would be cool, though I suspect that the plot would have to be kept to a minimum - something cute and short like a miniskirt.
To this end, I don't think we should have to describe the method that women gain energy in the way that Sheep's talking about. :\ It seems like a lot of detail to go into to talk about women being captured and tentacle larvae being bred. I'd rather focus on 'women on a map run through a set map and get screwed quite a lot' as the basis. XD That's all I'd be coming to this game for, especially in a demo. If people want to micromanage details, there are lots and lots of other games. Can we use the sexual energy currency, in that case (Also means less worry about animations for this whole body count thing. >.> That worries me a touch.)
- For the sake of the demo, lets start off with 5 tower types. At the very least, this will give the players some variation with the demo. If we lock some of the upgrades for some of the higher end tentacles, this should hopefully perk their interests further. (That said, in the full blown version, we can go nuts with more towers).
That brings us to the last issue:
[5] Tower Types: There have been many suggestions as to what we should have in this game. We need to pick five to satisfy the needs for the demo, and then we'll need to decide on their upgrade schema. Should there be a cap on the number of upgrades you can put on the towers?
My recommendations are as follows:
The Cum Shooter - there are a few variants mentioned in this topic. This is the basic "cheap" tower that shoots its cum at passersby [rather than passerbies]. Upgrades will make it fire faster.
The Groper: - Typical tentacle nest. They'll grab at anything that comes within their reach and molest them. Upgrades may improve their range and number of females they can hold on to (starting at one).
The Sadistic Lasher: - An angry set of tentacles that pleasure themselves on inflicting pain. This tower is a bit stronger, and may work best when clumped in groups. Not sure if it should actually kill, or just try to render the victim unconscious. Upgrades will boost their prowess.
The Leering Eye: - a tower with a large, telepathic eye. The eye will shoot a beam at one victim at a time, inflicting them with thoughts of sexual acts. With a constant exposure to this beam, the afflicted target will eventually lose consciousness as their need to burn off their lust will override their body. If the victim manages to escape the beam, the thoughts will linger for a very brief moment. This tower starts off very weak, but upgrading it will improve its draining effect.
Finally
Slime Trap - for the sake of having at least one "tower" that will slow down a large number of units, the slime trap is something that sits on the road. Any target that walks into it will be slowed down as they try to break out of this sticky mess. Upgrades will increase the amount of drag this tower causes, but they are costly, and possibly capped at level 3 (to prevent a total standstill)
If we ARE using the 'cum shooter' how does that work for animations with women? XD It'd be neat if it were a slime-shooter, or something that the tower spits that grapples/screws a lady on the spot!
Speaking of animations and tower types, are women going to just 'disappear' once they're done with? I like the idea of having them be slurped underground instead of dying, though I still don't like the body count method of continuous currency. XD Once they're 'sucked underground to the base' they're simply removed from the game, their potential in forced orgasms maybe is used up as they give in to the sensations~
The rest of the towers are interesting. The Lasher, I'm not sure... only if we include a girl with an animation that likes it somewhere along the way. XD
- Working with the magic number 5, 5 girls should be included in the demo.
4 girls and 1 boss type (even if the boss type comes in a group of two or three?) I highly disagree with the boss being male and being able to topple towers. I'd rather see the boss being a woman if they're able to do that, both to match the other women coming through, and because 'women are weak and to be raped' vs 'male boss who can beat you up' gets my feminist panties in a knot. Yes, I'm enjoying the thought of doing animations for tentacle raep against women; yes I know that's a big steaming heap of hypocrisy. XD Still... there's fantasy and then there's just going a step too far for me!
[2] Map style: Open Space | Set Path
Open Space [OS]: the map is an open area within an enclosed space. Towers can be built anywhere, even used to create a maze to slow down or trap the incoming enemy. The enemy will usually approach from one side of the map and may disperse across the map trying to get to the other side as quickly as they can.
enemies typically come in from the left and try to get to the right side. This is the typical TD approach, but does not work very well in the situation where a rescue mission is involved.
Set Path [SP]: There is a well defined road to your base that your opponents must travel across. This path can change per map, and will make their movements a bit more predictable. This is another common TD approach, however the enemy units normally do not attack the towers - they just try to rush the base. This is a great set-up for rescue missions.
I'd prefer a set path, honestly. So long as the women and towers are spaced out enough that individual animations can be seen of the women getting *ahem*'d, this makes the most sense to me. Out of the two kinds, I like these better because it means you don't have stupid looking problems of women suddenly walking backwards and attempting to move around a tower. >_> Mazes might be difficult, too, as I imagine there'd be a cut-off of the women's legs where they were hidden by the wall in front. Besides, this is a beach.
I imagine it might be easier for coders to set a line that the women have to follow, anyways!
[4] Number of animations:
In total, that comes around to 25 different animations (5 girls x 5 towers). If desired, we can chop down the number of frames in each animation so our artists don't murder everyone else on the team.
Fix'd!
Sorry about sound, I know next to nothing about how to compose, though I'd really like to learn. XD I can make maps and animations, but music is going to have to be in someone else's ballcourt!
edited to add:
I suppose something that needs to be defined is the viewpoint.
Is this going to be top-down? High-angle side view (so girls/towers don't overlap each other on the screen)? Low-angle side view (girls/towers do overlap, but you get the best view of the action)?
How close a viewpoint are you going for? This also affects how large the play field is - a play field that's only ten towers (or girls) wide will let the artists put lots of detail into their animations, but the field will itself only fit relatively few objects at once.
I was thinking a diagonal/top view for the map, with towers/women that are viewed side-on. Saves in perspective worries and allows one to adds more space, I feel.
I prefer a map that we could scroll around (or rather, click and drag or something. XD) since that allows larger animations and longer game play per level (assuming we're going with a set path). It allows the girls to spread out and towers to be placed further apart so that animation could be seen better, too. What do you guys think?