Friday, May 2, 2014

Now then.

Okay people! *clap* clap* back to work, show's over! Move along! The last thing we need are monitors hanging from the ceiling, strung up by computer mouses.

Now that that's out of my system, I'm going to get back to work (Well back to working "more", anyway. I work everyday). You won't be hearing much from me until the game or the final demo is done, so until then, let me leave you with a different subject.

As I mentioned in one of my previous posts, after I finish this game I will not be returning to the previous game immediately. I want to work on another game in the span of 2 months, but with an artist to speed things along, returning to the previous game after it's completed. Then I can hire an artist , as well as a writer or someone to do cutscenes.

However, as much as I want to try the whole rogue-lite idea next, that's unfamiliar territory for me, at least in terms of finishing one. So, chances are the game I make after this will still be another platformer. That said, what sounds more interesting to you.

-A game based around interacting with items and enemies through throwing (think mischief makers), picking them up, throwing them, seeing how they effect the environment. An example would be catching a missile in mid-air and throwing it back, or grabbing an apple that fell from a tree, and using it to lure a monster away from a chest. Or throwing a wooden enemy into fire.

-A game based around hand-to-hand combat. Launching an enemy into the air, jumping off of him as a platform to reach an airborn enemy, hitting that enemy with a combo, ending in a downwards smash that hits all the enemies around you because you were so high. This sort of combat works well with leveling up and increasing stats, because enemies can take more hits. Unlike Kurovadis, where enemies can just go from taking 3 hits to 2, to 1, etc. You would a much more gradual, but instantly noticeable difference when leveling up.

-A game based around teaching a character stuff by using items or actions, and then watching them deal with scenarios based on what you taught them, having only a small degree of influence over physical objects yourself. Is there a heavy rock in the way? Well, she tries to move it and fails, because you never increased her strength. So, she goes a different path, only to encounter a mugger. Luckily, you gave her a frying pan when trying to get her to cook, and she's aggressive, so she just hits him over the head with it. Or, perhaps you sabotage her by distracting her before she hits him. You bastard. The game would probably be short, but have a lot of different paths and things to do.

- A stealth game. Because ninjas. Fighting would be sub-optimal, but very deliberate and possible with skill. Gameplay would be mostly based around one-shotting enemies from stealth, hiding, stealing, using tools, etc. Might have situations based around wearing disguises, and needing to do things in order to infiltrate buildings. For instance a soldier approaches you, and you could seduce him and take his keys in the process. Or you could just murder everyone, whichever..

There are other concepts, but I want to wait until I've got more people for those.

Anyhow, back to work..








84 comments:

  1. The game based around interaction with objects is intriguing. I'm thinking Spelunky, here, with only one or two options with the item held (and a lot less cheaper life).

    I would probably stay away from the game about teaching a character actions, since it would be difficult to program all possible options along the way, and plot branching would get to be a real bitch.

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  2. The third game idea sounds extremely interesting, but text heavy. I'm not really in the mood for a text heavy H game, though I would probably get it eventually

    My favorite is the 4th concept, though the second concept is a close second. Either will be great though sexy actually stealthy ninjas would be nice. Would be fun to seduce and rape poor saps only to slit their throat or poison them.

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    1. There wouldn't be any text beyond item names, etc. It would all be expressed visually.

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    2. The 3rd idea reminds me of wonder project j on snes (and its spiritual sequel on n64). Was that the inspiration ?

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  3. MISCHIEF MAKERS!!!!

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  4. Translation: He will never complete the previous game.

    The metroidvania is completely out of the question at this point too, I'm guessing. Even if you own a cum-stained Kyrieru love pillow, there is no way you can look at this post and still expect him to complete either game. This fucker has an amazing track record of abandoning projects, and there is no way that after 2 months (which is 4 months in kyrieru years) he'll still have a modicum of interest left for these projects.

    I don't care, it's his career. Just wanted to point it out to anyone who was looking forward to these games.

    0202

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  5. Mischief Makers route has my vote! Loved that game and have never really found another game like that, though I will say the "Teaching" game is a very close 2nd.

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  6. The ninja idea looks cool. It'd been a long time since i've seen a good stealth game, and adding eroge to it sounds awesome

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  7. Sound like a lot stress!
    Make a break, this will improve your lust :)

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    1. Not working on anything would be more stressful than working, to be honest -__-
      Right now things aren't really that stressful. The current game is still being made fairly quickly, and it's all stuff I'm more or less comfortable with at this point.

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    2. That's actually nice to hear :)
      But I still hope you won't overwork yourself and push yourself too much. Take it easy and you will make a great game

      Also congrats for having over 130 comments! Seems like a lot people like you ^^

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    3. Mmm, I'm noticing a trend in no comment really phasing him. I mean sure, he'll answer with an informed answer but there won't be rage, or any emotion for that matter. YOU HEAR ME KYRIEU? YOU MONOTONOUS, PASSIONLESS FUCK.

      Also posting because mean-spirited comments = stress supposedly.

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  8. Offtopic: do you use nocturne's AutoTile template? What other user made templates do you use; what do you recommend on using?

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    1. I don't use any templates. I'm at the point where I'm going to start stream lining a lot of things myself.

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  9. The third game sounds absolutely amazing. I played a different game somewhat like it, called Tanunda Silves Quest, but it was all about sabotage. I really enjoyed it, and I'd be ecstatic to see something with a similar style.

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  10. Make a vote thingy again, so that we can vote for what we think you should make :P

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  11. i've already said this once but for the love of god do a martial arts game, damn i need another double dragon

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  12. Personally, I think all four of these options seem a bit too complicated, assuming you're still making H-games here. Not to design, but to play. Most folks aren't going to want to put enough deep thought or in the moment planning into their gameplay experience.

    And in the end, you need to figure out how your mechanic works towards the money shots, right? Maybe you already have some rough ideas, but I think some of these ideas are a bit overwhelming.

    1. The throwing mechanic is a fun and interesting gameplay mechanic, if Mischief Makers was anything to go by. However, you clearly have the intention to deliver a lot of depth to this, and I'm concerned this may wind up being too much for you -- you'll need to handle a rather large number of behaviour handlers based on said interactions. Then you need to ask yourself where the H-content will come in and whether it'll have anything to do with your new mechanic. However another concern is that this makes it sound more like a puzzle-based game than an action game, thus requiring a lot of thought from the player. From a marketing perspective, you'll be tapping into a new audience, so this is a risky move. Though you might still get a fair overlap...
    2. This sounds like a pretty good idea, the closest to your familiar territory. Except for one caveat: It, again, requires a lot of thought. But unlike idea #1, this requires a lot of careful thought in the middle of the action, and memorizing the intricate mechanics of your character, making it more like a fighting game with a leveling system. For a lot of players who liked the simple gameplay of Kurovadis and Eroico, this might be a turn-off for them... and it sounds as if being able to work the system to make these combos will be absolutely vital. And personally yhe thought of having to throw an enemy into the air AND THEN JUMP ONTO HIM scares me; I'm pretty sure I would never be able to get the hang of that system! Also a game like this would probably take more effort to test and ensure the player can't exploit stuff.
    3. Far too much thought and it would probably be slower-paced. Not to mention frustrating possibly to access the H-content, especially if your character is hard to direct or even predict, and you need specific things to get to certain scenes. Of course, the combinatorial explosion would make this difficult to produce, because you'd need to make handlers for everything. I think next to none of your existing fans would like this, so you'd again be taking a huge risk... but even bigger than #1. You'd be tapping into a new market.
    4. Stealth-based game. Less focus on direct combat. Same issue as most of the other choices here. But this would also require a lot of thought from you, as well, as to what can be done and what can't.

    All four of these options are very ambitious and risky. I would consider something more close to what you're familiar with, but find some more subtle way to make it stand out. Make the mechanic compliment the existing mechanics we know and love, just enough to freshen up the game... without being required to know intensively, and making sure it can't of course break the existing style of the gameplay, or if it does, make it intentional.

    For example, with idea #2, if you implement that in a platformer or metroidvania obviously it's going to result in ways that you can get to places you couldn't ordinarially. I mean, JUMPING OFF THROWN ENEMIES. For platformers, this could be used to get to secrets... for metroidvania, I have two words for you: Sequence Break. But don't make difficult mechanics like that required to progress normally. Imagine how annoying it would be if you had to master bomb jumping diagonally in Super Metroid to beat the game for example.

    That said, all four of these ideas sound like plans that really should have much more time allocated to them than a span of a mere two months...

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  13. Definitely liking the "influence someone else" kind of game-play, especially one with multiple solutions to different problems.

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  14. The 3rd idea sounds a little bit like stanley parable, a game that's incredibly short but has many different courses, actions and endings that change depending on decisions you make. It would be interesting but it would be a lot of work and tbh I think the hentai would be lost in a game like that.

    The 4th option to me sounds the most appealing, as i've always thought the idea of a stealthy h-game is a great one - there was a game about half a year ago that i thought would fit into that bracket but was a bit of a let down in the end. I think a platformy system would fit in well with this as well, and kurovadis shows that you can make a fun and workable platformer.

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  15. So you have 3 games that you have done work for but have not been released yet.
    What ever happened to that monster trapping one with the researcher? I miss seeing that one. :(

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    1. Monster trapping one? I never actually made anything for that. That was just an idea I talked about after I finished Eroico.

      The games I've abandoned are..
      Crimson Blue (pre-Kuro)
      Crimson Brave, (pre-Kuro)
      Unnamed Metroidvania
      Unamed Martial arts themed game with high res sprites.

      The only other project is the one I'll be returning to.

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    2. For others, yes, I was referring to the one after he had finished Eroico: http://www.kyrieru.com/search?updated-max=2013-05-07T01:47:00-03:00&max-results=4&start=68&by-date=false

      I also remember you making a post where you showed off what the character would look like and you were figuring out what to go with, however, I can't seem to find that post anymore (maybe it got deleted?) The character looked like this: http://www.pixeljoint.com/files/icons/run2__r1254419841.gif

      That concept as well as the Rouge-lite are possibly your best ideas to date. They just fit so well gameplay wise in relation to H-content. I hope one day you dare to tackle them.

      (Btw, that is my favorite character design from you.)

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    3. Whoa, that post was a memory trip also... I have a habit exploring your ideas and thinking of gameplay scenarios and stuff. (I work for a concept art team, and we just enjoy expanding ideas.)

      Heheh... maybe I should make H games as well. :P

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    4. @first anon: Yeah, I basically got as far as designing the main character. I will try an idea like that again at some point, however I don't think I'd want to do it next, since it might have dialogue in it.Though I could just as easily do it without text.

      @second anon: H games are a pretty reliable way of making money, to be honest. As long as you include a few key components (in-game H content, CGs), you can basically do whatever kind of game you want. There are so few good action H games at this point that anything even remotely good sells very well. To me, it's a great way of learning before taking a shot at something risky like steam.

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  16. I think I'd pick the item interaction game as my first pick. After that would probably be the stealth game.

    That's of course only based on the options you've given here. There are probably other things that I'd be more interested in, but then again, I've never really played games like any of the ones you've suggested.

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  17. Combat or stealth because I need dat action and skill involvement.

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  18. The (3) influencing sounds intriguing. Reminds me a little of RJ119661 which did the whole "indirect" fairly well.
    That said, it's not without its issues:
    - Since reactions will be hard-coded, there can't be too many of them.
    - Thus, you need to make the game more episodic/level-based, to prevent combinatorial explosion of choices.
    - Because users can't influence things directly, it risks becoming a cutscene simulator.
    - You won't be able to do too much traditional level design or do character levelup - again, limited choice.

    With that in mind, I think (1) would also be fairly good.
    Since there's more direct control involved, there's more opportunity for level design, and it feels more interactive.
    There will still be scripted puzzles/events, but having 1 or 2 solutions per puzzle is perfectly fine.
    Overall, it'll probably be closer to your existing knowledge than the others.

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  19. I love the one that sounds like Mark of the Ninja. That was an excellent game, and with some H-elements... sounds like a great time to me.

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  20. With the popularity of ninjas as acrobatic killing machines instead of what they actually were, I can only encourage a game where a ninja do actual stealth.
    That said, the rogue-like game sounds interesting.
    And then I like beating people/monsters up too.
    And managing a character can be fun, too, I guess.

    And here you've got my order of preference.

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  21. Of those listed, I would think the stealth-based game sounds most interesting.

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  22. 1, 3 and 4 sounds very interesting to me. Perhaps the one where you teach the character stuff the most because it'd be interesting to see how characters interact with each other.

    Whatever you do, as a suggestion I think you should focus on character personality projected in the game. That would go for everyone (Protagonist, NPCs, Enemies, etc.) Just something quite relaxed gameplay-wise and with more focus on enjoying what's going on.

    As someone who's studying a bit about game design I think that something out of your usual field but not too complicated would be a great way to test the waters. But of course, do as you please and keep thinking on originality because why not?

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  23. After reading a lot of the comments from the last blog post I will say Kyr you have a lot of patience with people. Honestly, I was hoping for a demo, but I can respect your choice not to release one. After all, it's your choice on where to go with your projects, and how to reveal them to the public. I can't wait to see how this project turns out, especially since you're literally a one man army at times when it comes to the programming. I wish I could someday help or assist in projects like this (I was someone asking several blog posts ago what kind of program do you use to design the games, however I doubt I am remembered since I used Anon has my title).

    Nevertheless, I hope this project turns out well along with the next one. I am looking forward still to your bigger project, and hope that it to sees the light of day :)

    Cheers!

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  24. If only streaming was a daily thing, That would assure people that he doesn't goof off.

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  25. Personally, I'd love the stealth platformer. I'm a huge fan of games in that genre like Mark of the Assassin, Gunpoint, that one game that Yahtzee made (he makes a show called Zero Punctuation on The Escapist and I recommend you go to his site and try the game because it is good.)

    But honestly I think something along the lines of an adventure/puzzle game would be your best bet for the next one this time around. Focus on animations and bringing tons of h-content to the table with a little less effort spent on platforming so that you can hone that part of your skillset. Something like Zack and Wiki (Great game for the Wii. Amazing. I think personally one of the most enjoyable puzzle/adventure games I've played in recent years) in 2D. It would help a lot for designing scripted scenarios and h-content - making great games are fun and all but sometimes all we want is the H-content :D

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  26. I vote stealth, it sounds really fun.

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  27. I'm voting for option 3, because I'd love to see an attempt at a pornographic version of Pac-Man 2

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    1. ...or Wonder Project J, if you wanna get really obscure.

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    2. Those two games are my exact influences for the idea, actually.

      Though J2, not the original

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    3. WPJ had a sequel? Dang, you've out-obscured me.

      Personally, I love the idea of something that's laid back and exploration/interaction based, though I dunno if that might end up being more complicated than most might like for an H-game. Both Pac 2 and WPJ were experimental, and I can understand why that particular genre hasn't really gone anywhere, but I appreciate games that are about stopping and smelling the roses.

      By the way, I'd like to take a moment to encourage anyone who reads this to try out Pac-Man 2, as it is the world's foremost Bipolar Disorder Simulator

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    4. Translated and all: http://www.romhacking.net/translations/1074/

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  28. I like the stealth idea a lot, you could choose to be either a stealthy character, or a seductress to get around something, or take down a target.

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  29. Second one, fighting game, with werewolves
    :)

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  30. Options 3 and 4 sound like something I'd definitely buy. Option 2 sounds like something I absolutely wouldn't buy, considering how much I hated Eroico. Option 1 I'm indifferent to. I'd have to hear and see more before deciding.

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  31. Option 2, hand-to-hand combat, is definitely the best in my eyes. Options 1 and 4 seem like they could be interesting if implemented well. Option 3 sounds much too static/slow for my tastes.

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  32. I'm gonna have to say stealth here, because I think it would work so well with the style of games you've held to so far. It would be tons of fun to go around stealthing baddies left and right, or, you know... Taking care of them in some other way.

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  33. #3 and #4 are both right up my alley, but if I had to choose, I'd say #4. The themes of stealth and eroticism just mesh so well. Upskirts, flashing, sex in public places- so many adult genres rely on the interplay between the hidden and the public. I also say #4 because it would probably be easier to 'grow' out of your current games. You could just add a line-of-sight system onto a platformer you already have coded. Yes I know it's not as easy as that, but easier than starting from scratch eh? There's also another prospective issue for #3: there is a potential for the player to be frustrated by the indirect nature of the system. This was a big criticism of Pac-Man 2 (Pac-Man would never go where you wanted him to).

    Good luck!

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  34. I'm not going to hold my breath to get anything from you any time soon. (2-6 months) Sorry

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  35. I think I would like option 3. I really like the 'god-game' genre, and too few games that use such a system exist. It's not entirely a god-game, but it has an idea for similar elements.

    Also, shaping a character a certain way to deal with situations one way or another could add to replay value.

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  36. 3 and 4 are my favorites here.

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  37. THIS
    -A game based around hand-to-hand combat. Launching an enemy into the air, jumping off of him as a platform to reach an airborn enemy, hitting that enemy with a combo, ending in a downwards smash that hits all the enemies around you because you were so high. This sort of combat works well with leveling up and increasing stats, because enemies can take more hits. Unlike Kurovadis, where enemies can just go from taking 3 hits to 2, to 1, etc. You would a much more gradual, but instantly noticeable difference when leveling up.

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  38. Option 3 sounds kinda slow paced. I'm not sure how it would play off if you perused the idea though.

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  39. Interacting is always cool, the stealth game would be my second option.

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  40. i really like the idea of the hand to hand, using foes as tools of destruction thing. sound much more complex code wise but if your up for the challenge id like to see it

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  41. 3rd for all the fun a blind playthrough will be

    4th for disguises and strategy

    Also, do you plan on working on that template thing some more?

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    1. Yup,

      Whatever I work on next, I'll be making the template as I make the game. Mostly for myself, to make development from there on out faster, and then as time goes on I'll add more beginner friendly options.

      Delete
  42. Hand to hand combat, definitely! I love that kind of stuff and you don't see it done well all too often. c:

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  43. Gotta go with Stealth. Nothing like ninjas.

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  44. I say stealth, but only if there is at least one level where you lose all of your things (including clothes), and have to avoid detection completely.

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  45. i would love a game like this.(the one of the later part of the post)

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  46. I like 4, but 1 is a close second.

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    Replies
    1. ...throwing Mr. Evil Plant Doctor from Kurovadis into a fire...hehehe...

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  47. i REALLY love the 2nd one and i like the 4th one, altho with the 4th one it should be more like a "thief" game then a "ninja" game myself but anyways sadly (to me lol) it looks like the 1th one is going to win, oh well XD

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  48. I like option 3! Reminds of telltale and their games like the walking dead.

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  49. For prior, and future, games could you please make it clearer what the key assignments are and hopefully make them playable without joystick? :)

    I tried the Kurovadis and Eroico demos but was completely unable to play them.

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    Replies
    1. Yeah, he should show the keys and whatever in game. I pretty much beat kurodavis without knowing how to melee until the final boss.

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  50. Whichever one you want to work on

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  51. All of the above sounds really interesting, but since I'm somewhat into the stealth genre and I could imagine you'd do a good job on that one, Nr. 4 would be my option... Because Ninjas. ^^

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  52. 2D porno Devil May Cry? Yes pls.

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  53. Options 1 and 3 sound the most interesting. We don't have many games like that period, much less H-related.

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  54. If I may, I'd like to recommend a fifth option. I think, before you judge me, hear me out first; that a game design setup similar to Outlast but with a few modifications such as the fact it's 2D and platform based plus hentai, etc. However, the premise will remain virtually the same, one protagonist (journalist or what-have you) sent into a an abandoned hospital (or something else; open to ideas) to search... well you get the idea! I'd like to see if possible, despite Kyrieru's cute impressionable characters the combination of fear with sexuality into a game and to ensure this factor the main character would never be allowed to attack, so interacting with the environment would be essential to survival. Now, I realize that such a game even if it was created wouldn't exactly be scary per-say, so the alternative would be a parody based game that still featured thriller with sexuality but took it in a comedic undertone while still applying an amazing story that captivates the audience with a deep story that offers momentary pauses into the world of comedy which would be easy to accomplish since the art-style based on the previous two games don't even show any sense of scary, so putting that into a different environment would generate a few chuckles I'd wager; then of course applying sexuality from a different POV (point of view) and maybe apply reverse-rape in some situations or sexually explicit scenes that would trigger cut-scenes rather then the general meet and hump scenario after loosing life or something. So that's a basic gist of what I'd think would be interesting especially the idea of taking away the ability to fight altogether. It's mostly a theory I've had for sometime but I figure why not post it here since I don't ever plan on being a game designer/artists. Hopefully, I provided some useful information, if not please don't flame me to hard, I do read other people's comments, so be nice!

    Regards,
    x

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    1. A survival horrish type game? That sounds interesting.

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  55. Stealth! Da best.

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  56. Now we play the wait game... yet again.

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  57. Happen to have any more screenshots to tantilize us with?

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  58. I wounder how hard it would be to make a game about a monster that is trying to escape the lab it was created in. some enemies would be females for you to use for health/ energy or bosses for power-ups. power-ups could include things like mind control to make an enemy flip a switch or attack another enemy. if you feel vary ambitious you could include different monsters to choose from each with its own play stile and look. or keep it simple and make it like kurovadis replacing the girl with a monster and the monsters with girls. the reword for defeating them is the h content. at the vary least this would change the reword for failure to reword for success.

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    1. Not difficult, however I won't ever make a game were you play as a rapist,

      The only time I would make a game where the player themselves is a rapist is if both sides are trying to defeat the other through sex (for whatever reason).

      I have nothing against it morally, or anything like that. Fantasy is fantasy. It's just not really a fetish of mine.

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    2. What a specific type of fetish, lol. You obviously have a rape fetish (among others), so who cares which side you're on.

      When playing as the rapist, you at least have your priorities set: win. As opposed to losing on purpose.

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  59. I love your gamedesign so I'm really interested in how you'd do 2.
    Otherwise 4, since it fits your style and needs to exist.

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