This will be the last time I do an animation in Flash, I think. Someone suggested TVpaint in the comments, and since I hadn't used it in a while, I gave it another shot. It's much better than Flash for my purposes. The drawing tools are less laggy, and they lack the annoying line correction that holds back Flash. Though it is slightly more confusing.
In other news, for the heck of it, I thought I'd talk about a game concept I've been thinking about.
I think a genre that would work really well for H-games are Rogue-lite's, or rather, game's with elements of Rogue-likes. Specifically perma-death.
One of the problems in games where you have a choice like "resist/don't resist", is that you're essentially just choosing if you want to see an H-scene or not. You're not choosing "don't resist" because of a threat, your choosing it because you want to see an H-scene. Your motives don't really line up with the character's.
The benefit to a game with perma-death, is that such situations might actually pose legitimate threats. Sure you could fight off 5 guys at once, but it would be tough. Do you risk it? Or do you do what they say and escape in the night? Well, perhaps you do what they say, and now your purity stat went down. That angel-girl familiar you found a while back won't be following you anymore....
I think it would create a lot of possibilities both in terms of gameplay, and in terms of H-content.
However, like most rogue-lites these days, this kind of game would require randomization. A long, linear game doesn't work with this concept, because starting over all the time and going through the same sections multiple times would be frustrating.. The game needs to be what I tend to refer to as "session" based. That is, you're generally expected to lose. Not always because you did poorly, but because the circumstances of that run just weren't in your favour. Sometimes,the opposite happens, you find a bunch of good items early on, and feel more of a connection to the "session", and you don't want to lose. The beauty of this kind of gameplay is that if done well, the player will look forward to starting over even if they lose, because it means a fresh start with new opportunities. Of course, there might be some sort of sustained progress, but that's only if there's a spefic end-game. Otherwise, multiple endings would work better, I think. (perhaps with each ending bringing more events into the next run? Hmm)
Really, this kind of game isn't much more difficult to make than anything else. But it is very different. Less thought needs to be put into level design, and more needs to be put into emergent gameplay, and random generation. It's certainly something I want to do at some point.