Design

*NEW information:*
The game is currently based off a 24 hour system, giving you free rein to do whatever you want within the day. I'd imagine it'd be limited in the beginning but once I come up with more and more content, your time in any place will be filled with random events, strange happenings or new intrigues.

Your character will have 6 stats: Physique, Finesse, Intelligence, Wisdom, Charisma and Charm. Physique determines your physical prowess; bashing doors, fighting, sexual positions. Finesse determines your skill with anything that requires dexterity; sneaking, picking locks, massaging someone.  Intelligence is how smart you are and includes: hacking, computer programming, book smarts. Wisdom is how knowledgeable you are about things outside of a book. It will determine your observational skills, general knowledge and sensibility. Charisma is how well you can speak. It will determine your chances of convincing someone for sex, whether you win an argument and how smooth you are getting out of trouble. Charm is how well you carry yourself naturally. It mostly determines your chances of getting along with someone but can help with convincing others and extremely charming individuals has a chance for free sex.
*note: I came up with these on my own. I know they take away from RPG's but I wanted to add in an all inclusive system that has skills implicitly applied to them and I think this just about does it.

Your character also has sexual skills. During the roughly turn based sex system, these six skills will apply and determine how much sexual pleasure your partner derives from your current action: Oral, Extreme, Intimate, Dominant, Submissive and Normal. I believe they're kind of self explanatory and I'll be using them loosely to determine what action falls under what category. Each individual will have their own preferences and have a negative or positive multiplier applied to the action. Ex: Abby likes anal and cowgirl so x1.3 pleasure.

Besides these physical and performance stats, you'll also have a muscle mass, attractiveness, weight, butt and hips stat. Muscle mass determines how muscular you are, despite your body type. Attractiveness is a bonus stat that applies to your interactions. Weight determines how much fat you have on you. Butt and hips stat determines how attractive these body parts are. These will be used as optional content lock for your character. Ex: If you're below a certain attractiveness, you can't get into the bar.

Your sexual experiences will be counted and all add together into a pool. It won't count how well you perform, instead, it'll count how often you've performed sex. The sex experiences statuses are virgin, learning, getting around, experienced, expert and sex god. These will be big if you want to better pleasure someone.

Besides all that, the game keeps track of five stats. Four of them public and one privately. These actually determine whether or not you lose the game (yes, there is a lose state). The public ones are are: Mental health, Spiritual health, Physical health and Happiness. I'm adding these so that you need to balance your character's sanity when reliving the day over and over again. I think it stays true to the source material because despite you, the reader, being behind the screen and controlling your character's actions, your character is immersed in this world and raping everyone you see will eventually drive him/her insane. I hope that I can keep it balance enough where you can go on a spree of debauchery and recover within a few days of doing good things. Not having enough of one of these can lead to depression and mandatory character suicide/skipped days. The hidden stat is a Worth meter. It isn't visible to the player and start out at 50 and go up and down depending on whether or not you perform positive or negative life altering interactions. If it every hits 0, the game will end, basically with your character truly not wishing to live anymore. I may add in an option to continue with reduced stats, because it would be annoying to lose all that progress. At 100... I still need to determine what will happen.

If you choose to interact with someone, it will revert back to the old system of choosing your own adventure and consequences. There will be an affection meter that fills up as you have positive interactions with your fam-fam that, combined with day specific choices, will lead you to different outcomes. Once again, there may only be a few variations in the beginning, but it can expand exponentially.

Your character will start out with a limited number of times they can perform sex. It's basically three times a day from the get go, making it so that you'll actually have to save up a few days if you want to out fuck Abby/Freddie (he's a beast). As you continue reliving the day, the number of times you can perform will gradually go up until no one can stop you. There are a lot of numbers behind the sex and I want to explain it all, but it kind of boils down to how experienced you are. Read sexual experiences again to see what it kind of boils down to. It's that and a few random numbers and modifiers.

Once the world is big enough, I will start adding friends, neighbors and strangers into the game who are based off the same system. I know you haven't seen much of it, but there's a entire city's worth of scenarios and ideas I want to explore. Once certain conditions are met and if you perform the correct decisions, you'll reach an ending. The game won't actually end unless you want it to, but I may need to figure out a good way to export saves to consider all of this.

*Old information*:
What's the design?
The game is designed to be played in three different checkpoints: morning, afternoon and evening. During each checkpoint, you get a number of choices of things to do resulting in different states for the next phase, such as getting to second base with Kelly during the morning phase will carry over into afternoon phase. For the sake of my sanity, it will probably NOT be a seamless transaction between the different phases because this is very much a choose-your-own-adventure story with no dice rolls.

After the day, your character will move onto the next day, realizing that he/she's going to keep on reliving the day over and over. Given the fact that he/she knows there are little to no consequences, he/she'll become bolder and be able to do more wild and impulsive things. You'll gain body morphing powers, (bigger dick for Kevin, bigger breasts and butt for Kelly). I'll refer to this as Phase 2. *edited because not relevant anymore*

Why build it like this?
Because I think it's interesting. I once considered following examples set by previous games within the same genre, (Corruption of Champion/Trials in Tainted Space), but felt that those decisions were, despite being complex, arbitrary. Consider a game like Mass Effect and their decisions: it's basically a diamond having two, sometimes three branching choices that leads to a quick conclusion after said choice. With this system, there can be a mind boggling number of routes and choices. The downside to this is that it's very slow work because I need to flesh out every single decision.

Doesn't it hamper the experience if all decisions are set?
Not really, because it is very much based around the idea of reliving the same day over and over again. And experiences/reactions COULD be determined by a dice roll, but then it'd be a dice roll for everything. Example: Go to the park and dice roll for the chance to meet some character, eating up a certain amount of time each roll during the morning phase.

This way, it's always the same story, (if you go here during this time, this person is always here) but it differs on what you choose to do, (making decision that leads to your death or nice sultry story).

What's planned for the future?
Well, after the world is built within the idea of having the three different checkpoints, I'll move the narrative up by adding a second day where your character realizes that they're in a time loop. This will add a new set of options and dialogue choices with the idea that your character knows they're in the loop and have no consequences. This will be called Phase 2. In Phase 3, the narrative will have moved up to the half year mark, where they'll have a better understanding of the world and have powers to some extent (like super strength). This'll open up an even greater amount of option and will probably lean more towards fantasy. The last planned phase, Phase 4, will be a time jump of hundreds, if not thousands of years spent on the same day. Your character will have all the knowledge and powers of a demi-god and will have free reign over everyone. And of course, this all involves lewd forms of sex.

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