Unity Looking for advices - first game developement

Zeroja

Newbie
Nov 4, 2017
17
6
Hello, everyone. During my quarantine, much more of the classic forty days, I studied the basics of C# for Unity. Now I think I'm ready to start to coding my game. But I need some advices.

First of all, I want to talk you about my ideas for the game, and i'd like to know what do you think about it.

  1. It will be a fantasy action rpg zelda-like game. I sincerely don't want to use the classic turn based combat for an adult game, because everyone is tempted to intentionally lose at every fight to see what kind of punish our main character will suffer. Moreover this type of games drastically increase the amount of grinding and farming. So I choose an active type of combat that will not only finish with a punishment, but with different events, even during the same combat (like combat rape, knock outs, etc.). Also, it will not be the classic "you need to fight with this category of enemies to see only sex scenes": this game will not only focus on porn.
  2. I want to give the player the chance to do almost anything he wants to do. I will work on this aspect thinking "what would a player do in this situation? Would he kill him without even talking to him?" and things like that. Even the main character's role will depend by your choise.
  3. There will not be classes, so your main character can be a ranger with magic powers, or a full plate warrior with daggers (I don't know who would like to play like this :unsure:). Sadly, I don't know if the main character will be only female, but I'll try my best to implement the male gender and events for him. I'm for the gender equality, you know.
  4. I noticed that in almost all games (mostly in turn based games) the armor "breaks" only when the health falls below a certain percentages. I like the idea of armor that breaks during combats, but not like this. A plate armor that can be fully repaired by using a health potion during a fight without any sort of magic? No way. I want to create a separate system for armors and clothes with durabilities and resistances based on the type and the amount of damages received. There will be repair kits, but they won't always work. It's a nonsense that you can completely repair a dress that has been reduced to a shred of cloth.
  5. I don't like how the classic quests work. I'm thinking about something more immersive.
  6. There will be followers and a follower system. Like in "Dungeon & Prisoners" (sadly RIP), Violated Heroine (sadly RIP too) and the Skyrim mods, followers can be affected by events when fighting. I don't like the idea of an immortal follower that cannot pay any consequence.

These are my main ideas for the game. What do you think?

For now I have created a simple character who can move around the world, who can fight against enemies, and who will soon be able to interact with some NPCs. But I don't know if it's better to do something else first. Should I create a separate project where I can write and test scripts? Should I start doing other things before what I've already done?

What about fetishes? What would you like to see in this game? What should I discard?

P.S.: my english is poor, so I apologize for some grammatical errors
 
Last edited:

SerokMinmas

Newbie
Sep 6, 2016
54
74
Very interesting and ambitious, please remember that RPG's are EXTREMELY complex beasts, not trying to discourage you or anything, but keep in mind the difficulty of what lies ahead, games are abandoned for a reason you know.

Think of how to implement those mechanics, you said you dont like how the classic quests work, well, how should they work, lay down your ideas and plan ahead.

And an important point to be made is giving the player the ability to do almost anything he wants is a double edged sword, remember that someone HAS to write all the things the player can do, you can automatize and procedurally generate content, but that CAN create scenes that feel the same.

All of that being said the ideas ARE solid, and I'd most certainly give that game a try in the future.

Dont let your game become a (sadly RIP) too.
 

Zeroja

Newbie
Nov 4, 2017
17
6
First of all, thank you for your answering.

Very interesting and ambitious, please remember that RPG's are EXTREMELY complex beasts, not trying to discourage you or anything, but keep in mind the difficulty of what lies ahead, games are abandoned for a reason you know.
Yes, I noticed that. I want to make this game with patience, and I want to add things with no hurry. I'm not going to create obstacles by myself for doing things too quickly. I would like to have clear ideas on how to proceed first (y) Thank you

Think of how to implement those mechanics, you said you dont like how the classic quests work, well, how should they work, lay down your ideas and plan ahead.
Ok, I will write for myself how the quests should work in different ways, and choose which one would be best for the game. If that doesn't work, I can always switch to the classic quests (sigh).

And an important point to be made is giving the player the ability to do almost anything he wants is a double edged sword, remember that someone HAS to write all the things the player can do, you can automatize and procedurally generate content, but that CAN create scenes that feel the same.
Uhm... This could be tricky. I'll try my best to make everything working without conflicts.

All of that being said the ideas ARE solid, and I'd most certainly give that game a try in the future.
I'd be happy! Thank you

Dont let your game become a (sadly RIP) too.
Roger that.
 

lobotomist

Active Member
Sep 4, 2017
793
659
did you have previous programming experience? this sounds like a lot for a newbie. So your project is either an unplayable mess or you're the second coming of dennis ritchie. if you're the later, how did you get so good so fast?
 

Droid Productions

[Love of Magic]
Donor
Game Developer
Dec 30, 2017
6,661
16,869
For your first game, make it small. Make something, push it out. Deal with the inevitable bugs, problems, incompatibilities and fun on a limited project before you go for your dream project.

I used to advice people to make their first game something they thought they could do in a week; once you add in UI, polish, bug-fixing, systems and testing you're likely looking at 3 months.

Then you take all those experiences, and try again. But a bit more ambitious this time. Starting with your dream project almost always ends in tears.
 

Zeroja

Newbie
Nov 4, 2017
17
6
For your first game, make it small. Make something, push it out. Deal with the inevitable bugs, problems, incompatibilities and fun on a limited project before you go for your dream project.

I used to advice people to make their first game something they thought they could do in a week; once you add in UI, polish, bug-fixing, systems and testing you're likely looking at 3 months.

Then you take all those experiences, and try again. But a bit more ambitious this time. Starting with your dream project almost always ends in tears.
Thank you for your answering.
Initially I wanted to make a separated small game to test my skills, but I thought it would be better to build the main project little by little. I will do everything step by step, setting goals to reach almost every day. Or every week/month, if is necessary.
Maybe it's a risk, but it is almost the same as you suggest: it will start as a small and simple game, but I will upgrade it anytime I'll think it will be the time.
I think is better like this because at the moment I don't have time to do multiple projects, big or small they are.
If you think it's not, can you suggest me an alternative solution?
 

Zeroja

Newbie
Nov 4, 2017
17
6
did you have previous programming experience? this sounds like a lot for a newbie. So your project is either an unplayable mess or you're the second coming of dennis ritchie. if you're the later, how did you get so good so fast?
No, I don't have previous programming exprerience. I know it will be difficult for me, but I think it's not impossible. Of course my game will be an unplayable mess if I'll try to make it quickly. I have to pratice what I learned, and I don't expect to do everything in less than a year.
In the first post there are only my ideas for the project. I'll try to make them possible. Maybe they won't work as well as Dennis Ritchie would, but they will work sooner or later.
 
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ClubCulture_

Newbie
Mar 15, 2020
18
44
No, I don't have previous programming exprerience. I know it will be difficult for me, but I think it's not impossible. Of course my game will be an unplayable mess if I'll try to make it quickly. I have to pratice what I learned, and I don't expect to do everything in less than a year.
In the first post there are only my ideas for the project. I'll try to make them possible. Maybe they won't work as well as Dennis Ritchie would, but they will work sooner or later.
Indeed it's not impossible, but probably 99% close to impossible.
It's your first game, and there are more things to consider in game development than codes, like 2D/3D assets, audio, lighting, game design, etc. which can depend on the type of game you're making.

As SerokMinmas said this is not something to discourage you, but perhaps just enlighten you about the path ahead.
And as Droid Productions said it's better to think small especially if it's your very first game.
I suggest you just continue on learning as much as possible about Unity first then apply those learnings right away by creating small games; games like Pong, Arkanoid, or SMB World 1-1 replica can be a good start!

I'm a gamedev myself, and I wish you the best on your journey.
If you have questions you can just reply here, PM me, or whatever you see fit.
I'd be happy to help.
 

Marduke

Member
Jun 12, 2019
118
269
I don't know shit about the porn part, but I know the very basics of game development and how to suffer a bit less to start projects (in fact, I made the account in the forum to see if these patron funded games are a viable professional option or side gig. It isn't).

You said you want to make a Zelda style Gamez right?


Ignore the name, it isn't an engine. But it has dozens of tools to streamline the creation of top-down action games (like classic zelda games).

Full 3d action games have a whole extra layer of difficulty that a newbie should avoid. Make a 3d game with a static top-down or isometric camera and you'll have the flexibility of 3d environment and the tight control of a 2d game.

All the rest needs to be put on paper before any development starts. Skills, actions, features, art style, etc.

For prototypes, use the standard free or cheap options.







After you got something that plays good (not the full game. Just make a small nap and a couple enemies or interactives to see if it's actually fun), the lewd can be layered on top of it and you'll have your game's foundations set
 
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