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Others Succubus Slavery [v0.0.0.9] [St4rl1ght]

How should the save mechanic work?

  • Rogue-like (one save file, autoloaded, save requires saving from menu, one save slot)

    Votes: 82 15.0%
  • Ironman (autosave, one save file, autoloaded)

    Votes: 14 2.6%
  • Generic RPG (multi save slot, save and load from menu, no autosave)

    Votes: 445 81.7%
  • Something else (write please)

    Votes: 1 0.2%
  • Note: (Can't edit earlier), For rogue-like and ironman the save-file is lost on death

    Votes: 3 0.6%

  • Total voters
    545

st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Not a porn game but worth mentioning - it's a game that uses generative AI in godot to generate levels. Trying to get in touch with him since he's using Kobold also, and is the lead expert on this stuff in godot probably

Still fixing integration bugs in the downloader / launcher, it is painful
 

st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Ugh, update is delayed because koboldcpp seems to fail due to Windows antivirus, probably need to build ggml into the game...

Will take a moment to think about what to do next and how to avoid taking too much time / what to salvage. Probably adding ggml into the game is ideal since it shouldn't take very long, just adding a third party C++ lib and then making calls to it.

Edit: Decided on building ggml into Godot engine, currently compiling and waiting to hear back on what method calls from ggml libraries to call from the godot game to do what I want on github. I'm guessing that this may take a bit of time as I'm not that familiar with the ggml / kobold / llama.cpp internals or building modules into godot. So I'll make a new branch on the project, tidy the codebase, fix bugs and release manual content / polish stuff / add the next level with manual dialogue while I'm working on this. Will try to update with minor bugfixes / quality of life increases and some new content this weekend plus the save file thing and NPC spawner
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Got in touch with koboldcpp developers, figured out which libraries to use. Some exciting news is that it's possible this game could be licensed under the AGPL, which I'm sure most of you appreciate (source code must be connected to the game when distributed). I'm also considering fork godot under GPL, I bring you the new Sneed Engine.

The only thing is I really don't enjoy spending any amount of time thinking about license (distracting from actual work) and I need to sell the game on steam (may not accept gpl licensed games), so it is also possible I just build my own wrapper classes for ggml / llama and put them into godot. There's also a lot of stuff in Kobold that I don't need and the design pattern in the codebase differs from mine
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
beginning of procedural NPC spawning begins, will add animations, color and hair difference, dialogue, memory, etc. Then reduce their number and assign to specific subbiomes (like buildings) agentsmith.png
shroomy.png
colored.png
then post an update
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
buddy managed to compile ggml into godot (MIT) and should be able to use his compilation
npc walk added, will tidy some stuff and update. Next updates will add dialogue (kick you in the balls, slap you, talk to you, give task, etc). Need to add some more diversity to this map also walking.png
 

RpgYumeko

Member
Jun 17, 2021
204
97
Thanks for the reminder, I'll add it now as a choice for the procedurally generated npcs. Accurately predicting software release is notoriously difficult, but an alpha version of what you are wanting should be a part of the next update which should be released this weekend / coming week
yay! cant wait will it be multiple different scenes with barefoot tramples and stuff?
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Posting v0.0.0.5 update
- Tidied main menu and added animation
- Tidied pause menu
- Added trappable function
- Added NPC (hell denizen) spawn

This is kind of a terrible transitory update but I need to get the most recent version added, I've fallen behind in CI/CD and it's hard for me to remember all the changes. This update is sort of getting the release matching the codebase. The majority of the work I worked on ended up bloating and convoluting the codebase, and didn't work as intended which is quite annoying. I had to cut off the sunk cost fallacy. Will try to update with some real content and some real bugfixes in the next day or so. AI text generation is still on the menu but need to connect it differently than using the koboldcpp executable. If that direction does work out after all, I still have those changes on a different git branch.
 
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st4rl1ght

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Game Developer
Apr 30, 2023
135
176
v0.0.0.6
- fix most of the y sorting on first level (sprite clipping)
- implement movement lock in dialogue
- add basic sounds (open, hover, select) for dialogue options
- fix Lily CG placement and tidy up (transparent)
- add collision to map 2
- add animated trees and banners to map 2
- add Lily voice acting (laugh)
- small change to camera

known bug - in-game menu doesn't pause game

tomorrow
- add dialogue for procedurally generated denizens and CG, some scenes (trampling)
- continue Lily story, add full CGs and femdom progression
- add basic save file (position, Lily progress)
- add denizen to level 1
- add other npc to level 1
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Made a lot of progress on story for Map2. Added new mechanics, but don't want to spoil it. Currently adding save file feature to tie it all together, then will push release. Might need some more time to finish full-screen CG art also.
 

st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Implemented most of save functionality, configuring procedurally generated maps and npcs to be saved along with player states, then tidying questlines / stories, add cg art, then release
 

st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Finished poll, 70 votes - wow! Thanks very much everyone for your interest in the game. Saves will be kept as custom resources.

Starting a new poll tomorrow: How would players like the save functionality to work? My creative vision is that the player gets one life and one save-file, the save is automatically loaded at boot (not manually). Saving requires pressing the same button. Deaths are permanent (unless you back up your save file, which I won't try to restrict), game overs can be reached that are softlocks of looped procedurally generated content where it is difficult to die. I plan on the game being roguelike.

But I'm not sure if that's the game people want to play. So I ask the community what they would like for save # and save / load mechanics (roguelike, generic multi-save file RPG, ironman, etc).
 
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Qibirimbur

Newbie
Aug 10, 2020
22
25
Finished poll, 70 votes - wow! Thanks very much everyone for your interest in the game. Saves will be kept as custom resources.

Starting a new poll tomorrow: How would players like the save functionality to work? My creative vision is that the player gets one life and one save-file, the save is automatically loaded at boot (not manually). Saving requires pressing the same button. Deaths are permanent (unless you back up your save file, which I won't try to restrict), game overs can be reached that are softlocks of looped procedurally generated content where it is difficult to die. I plan on the game being roguelike.

But I'm not sure if that's the game people want to play. So I ask the community what they would like for save # and save / load mechanics (roguelike, generic multi-save file RPG, ironman, etc).
one life and one time saves can be good if a large portion of the game can be accessed all at once (of course there must be some progression and the sense of going forward). The game wouldn't be that fun if the player dies every time before getting to an enemy or an area and thus can't access that content and has to resort to cheating
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
one life and one time saves can be good if a large portion of the game can be accessed all at once (of course there must be some progression and the sense of going forward). The game wouldn't be that fun if the player dies every time before getting to an enemy or an area and thus can't access that content and has to resort to cheating
For me, the appeal of roguelike / ironman is it adds suspense and ramifications if you let your player get dominated because the procedurally generated worlds and characters are a one-time thing, but yes, grinding to get back to a point could become very frustrating
 
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st4rl1ght

Member
Game Developer
Apr 30, 2023
135
176
Managed to get a good amount of work done on save system, working on saving map stuff, need to save it as a packed scene within the custom resource. Ngl wasn't able to work fulltime on it today but progress was made