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Making a hentai platformer - Moving to a blog pg.12


Luppikun

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Re: Making a hentai platformer..

I agree with all the ideas here, mostly. (Please don't negrep for this, everyone else has already done it... My rep is sinking like the Titanic) I believe you should have maids or nurses as a sort of enemy. I have seen countless platformers release an update pic and/or claim they'll have maids/nurses in the next update. AND IT NEVER HAPPENS.
 

AshPrince

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Re: Making a hentai platformer..

As for mechanics, I think I like most of what Kusanagi pointed out. There's a little game out there called Unholy Sanctuary that probably has some the best game mechanics of the games I've seen. Standard run forward run back, basic single weapon, with two different attacks. The second activates if you press up + attack since Jump has its own specially assigned key, and I think that works well.

Like Kusanagi said health bars and limited sliding function are good standards.

As for characters I think that should really depend on what sort of setting you're looking to go with. You can never go wrong with the good old fashioned fantasy realm setting, and there's plenty of monster lists that could be manipulated for that, from Oozes to Orcs. Or if you're looking for something more apocalyptic I like the Fallout post-apocalypse myself, and its easy enough to say 'radioactive' mutant/tentacle monster for critters.

Again I'll agree with Kusanagi that gore and insta-death should be limited if not completely removed. I'm not against a little blood but I'm more in favor of thicker fluids, and tentacles, of course.

Unlike most people here however, I'm less in favor of female enemies. They're nice and everything but I get bored fighting wave after wave of infested school girls. Though that might make for an interesting game in and of itself, a little more 'alien' than fantasy but something like Starcraft's Zerg coming to take over a high school/village/castle could be a serviceable sub-plot, they could easily enough be demons to go with the fantasy setting.

My personal two cents would be additional costumes for player character. Even if they do nothing more than give the girl a change of clothes, though I have been known to enjoy the 'armor' aspect of clothing, I respect that it would require a great deal more work to include something like a progressively destroyed clothing state.
 
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Kyrieru

Kyrieru

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Re: Making a hentai platformer..

It all depends on how many actions/animations there are, and how detailed the sprites are.

If there's 20 monsters and 1 unique player x monster animation for each, and cloths have 3 or so states, then that's 60 animations I'd have to edit for one pair of cloths alone. (not counting the player's movement animations)
 

JohnDoe

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Re: Making a hentai platformer..

Though it's hard for me to imagine a good h-content with such a small sprite, unless all the h-content are game over scenes. Both Nsphere and Unholy sanctuary share one the fact that there isn't much content in there at all or there's a lot of it but it's the same thing every time. Or maybe it's just the fact that I enjoyed fairy war and fairy fighting more then Unholy sanctuary and Nsphere even though I love platformers. I really would prefer Nsphere with a bigger sprite and more actual h-content.
Big or small, it's a picture(red-head ftw), all i need is a base to ignite my imagination, what matters to me it's the context, it's all in your mind.;)

*Notices AshPrince's post*
*Lights a cigar and shuts his helmet*
Need a light?
 

Adra

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Re: Making a hentai platformer..

To answer your first question, an H-platformer needs h-content more than actual platforming, so long as the movements are fluid and the controls are reliable the game will be fine, the more h-content you put in there the more people will love it.
All an H-platformer really needs to be fun is simple basic controls and a melee attack(ranged is optional), what people really want is porn.
Agreeing on that and adding something :
Maybe a "sandbox mode" would be good, or something like it. Some people don't really like to always take extra care to get their favorite h-scenes, and prefer when they can just... well, walk around and experiment wich h-scene each ennemy have to offer.
I'm not a pro on that but i think having both a "normal h-game" (wich need you to take care and play well) and an option to allow you to just walk around getting randomly raped would get more people to love it.
Of course, that option shouldn't be a "god mode", so maybe making something like impossible to finish the game in that mode ? Like an invisible wall, or the very end of last stage getting you back to main menu, etc...


Btw, since english isn't my native language, if i said something strange, just ignore him... or try to translate ^^'
 

Mamono Assault Force

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Re: Making a hentai platformer..

It all depends on how many actions/animations there are, and how detailed the sprites are.

If there's 20 monsters and 1 unique player x monster animation for each, and cloths have 3 or so states, then that's 60 animations I'd have to edit for one pair of cloths alone. (not counting the player's movement animations)
I'd say, to make things easier on yourself, only include one state, such as when she's naked, to allow such an animation to occur. Otherwise, they just attack normally to tear her clothes off.
 
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Kyrieru

Kyrieru

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Re: Making a hentai platformer..

Makes sense. The only downside to that would be that no enemies could have regular attacks that involve grabbing the player.

Based on what people have been saying about the size of the mockup, I'm thinking that I may go with a size like this. (the left one is just there for comparison)

 

Luppikun

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Re: Making a hentai platformer..

If that is actual size, THAT IS PERFECT
 

scira

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Re: Making a hentai platformer..

If there is ingame/sprite rape, please please allow it to zoom in on the action or be the size of the new mockup you posted, because imo 50% of the original/left one would be too small to see anything interesting. I would heavily prefer low rez to having squint at the screen to see what is going on such as in games like nightmare sphere.

For H-content, if you are trying to cater to everyone I have a preference for forced mouthfuls, swallowing more so.
 
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Kyrieru

Kyrieru

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Re: Making a hentai platformer..

The game will be low res, so the sprites will be about twice that size in-game.
 

Luppikun

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Re: Making a hentai platformer..

Excellent. Am I the only one thinking this could be the new Humbird0? (Blasphemy!)
 

Archer

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Re: Making a hentai platformer..

He's using sprites just like humbird instead of drawn pictures.
 

JohnDoe

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Re: Making a hentai platformer..

As does pretty much the whole rpg-maker comunity, actually the only game maker, that comes to mind right now, actually using drawn pictures as sprites is eluku, but i don't care to start a discussion, was just curious about luppkun's motivation and you just made it harder to get a response coherent with his original idea. :p
 

Oshikai

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*unlurks to give his 2 cents <.<

You could integrate the slut/virgin theme into the storyline so that the plot changes depending how you play. Have a virgin playthrough for example with a different script and unique pickups where she only kills teh enemys and never screws them into submission. To this end you could also include a sort of levelling system whereby you spend points into various stats such as combat and sexual prowess. Make the stats multifunctional though so that virgin characters will still need to pump points into sex for a few obstacles. Ultimately make it so that there is almost always more than one way to skin the proverbial cat. That introduces some puzzle thinking for players that are role playing yet provides a streamlined playthrough for players who just want to blast through. A good story should be important either way though.

I'm thinking of Iji for most of those elements to be perfectly honest so have a look at that game if you haven't already seen it:



The sprite looks good, I'm torn between the two versions. It depends on what you plan to do with the enviroment around the character. outlined is easier to see on a busy screen but non-outlined may feel more natural. Outlined makes her look thicker, suggestively more muscular, which may or may not be a bad thing depending on context. The definition of the details on the outlined version should be carried over to the non-outlined one tho as its hard to discern her jacket from her skin otherwise. Imo the face needs to be able to carry expressions though which may prompt a slight increase in size.

If you're worried about view distance relative to the characters size then have it so that the camera shifts depending on which direction the character is facing. I.E. if the character is facing right then have the camera shift so that she is on the left of the screen. Reduces the risk of having to make leaps of faith. Off teh top of my head I think Cave Story does that.

For the costumes either have them as armour to be torn off and have lots of costumes or use them purely for aesthetic reasons and have only a couple of unlockable. The former adds to the depth of gameplay a bit whilst the latter gives dedicated players a sense of achievement.

I agree on the gore front. Keep it to a bare minimum if at all. Ideally her defeats should at worst be only suggestive and can be taken one way or the other. At best I'd say a final rape scene based on which enemy claims victory over her.

As for vore thats a bit more of a grey issue. Vore where she gets devoured and raped within the critter should be fine. It should be okay where it is strongly implied she is not digested alive, rather kept alive at her hosts... pleasure.

Keep your enemies and rapes varied. Don't get too stuck on a theme. Male, female, androgenous. Barbarians, lamias, robots and rapeworms. Whatever. I'm not gonna run off a list of sexual interactions but I think you get the idea at this point: as long as it fits the story line without compromising variation you should be good to go. You could also introduce a random element to the encounters as well, say theres a chance the beasty will force it down her or let her cough it up or whatever.

For the difficulty of the game, you'd be saving yourself a large headache by introducing difficulty modes. Always let the players decide how hard they want to suffer!

Finally on character-enemy sexual interactions. Imo the "mash left and right buttons" thing has been done to death. That horse be glue. You could try some sort of more developed quick time event system where she needs to orgasm before the enemy so as not to lose any health or something like that, modulated by skills. Problem there is that you don't want to detract visually from the action but this is still supposed to be a game so I don't know how exactly you could reach a compromise between those two points.

Anyway thats some food for thot. And yeah I know some of its been said already. Just giving my opinions on those elements. Eagerly await further development on this one. ^_^
 

Cactuses

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Re: Making a hentai platformer..

Makes sense. The only downside to that would be that no enemies could have regular attacks that involve grabbing the player.

Based on what people have been saying about the size of the mockup, I'm thinking that I may go with a size like this. (the left one is just there for comparison)

As someone with spriting experience and experience in trying to do a RoR platformer aswell, I'm gona say; If you want it to be visual pleasing but keep it easy to sprite at the same time, I'd recommend trying to make slightly more bigger so people can actually see the action.

Even though its easy to get the shapes, tits and all in that size scale, it might be bit problematic in the actual action sense.
 

Luppikun

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Re: Making a hentai platformer..

@At JohnDoe: Cuz Humbird0 was the only sprite-using hentai maker I could think of then. I was tired, and I don't play a lot of RPG Maker games.

@MoT: Awesome avatar.
 
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Kyrieru

Kyrieru

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Re: Making a hentai platformer..

@Oshikai: Thanks for taking the time to write all of that, I appreciate it. (to everyone else, as well)
@MoT: The larger the sprites get, the longer the development time is gonna be, but I suppose I can make things a bit bigger, if anything just for the facial expresions.


The one to the far right is probably the final sprite size/style I'll be going with. Though I'll mess around with the anatomy a bit more, the proportions look a little off.

Now I just need to decide on some specifics, so I can start animating the main character.



And yes, I realize I haven't drawn the nipples yet.
 
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