IPB

    Welcome Guest ( Log In | Register )

"Because there was a time where everyone had a thing..."
- She Of A Thousand Names

 
Reply to this topicStart new topic
> Project Hero Maker, (That title is a placeholder)
Rating 5 V
Natako
post Dec 27 2016, 09:31 PM
Post #1


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


Project Hero Maker
The Unofficial Blog!


Welcome, all, to the unofficial blog for my upcoming video game. Even though I don't have any design documents to show you, I figured it would be a motivation for me to start posting things, and thus start making progress, if I had a place to share my game with all of you!

To start with, let's go over some details about the game.

Title: To be Determined. (To be honest, this is a low-priority task. I think the pieces will fall in place once I've drafted a rough script for the game.)
Genre: Life Simulation
Engine: Clickteam Fusion 2.5

In this first blog entry, I want to discuss some of my ideas for the game. In future posts, I'll have diagrams to show you, or character sprites, or maybe even screenshots of the evolving game. There's a lot of ground to cover, so let's start at the beginning.

Story


You are a fallen angel who has been banished from Heaven for interfering with the mortal realm. The gods curse you with a grotesquely deformed body and a hideous appearance and take away your divine magic. You plead with them to grant you another chance, and they relent...with one condition. You must demonstrate an act of remarkable morality that proves you are worthy to return to the throne of the gods.

They bestow upon you a young boy, orphaned by war, whom you must raise into a successful and righteous man. You must manage your finances, send your child to work, send your child to school, and see that his basic needs are fulfilled.

Will your child be the hero who ends the war, or will he become a champion of evil? Perhaps he will become a chef, or a beggar? His fate rests in your hands...as does your own.

Game Mechanics


This game is heavily inspired by Princess Maker 2 for MS-DOS. Standard gameplay consists of dictating a schedule for your child. You might send him to work, or to class, or even out on an adventure. These tasks will increase your son's stats, which furthermore determine the events he will encounter in his life as well as their outcomes.

I will probably use a monthly calendar schedule like PM2 did. In other words, you will be able to input a schedule a month at a time. I'm experimenting with the idea of letting you schedule events over a longer period of time, such as a year, which would give the product some functionality as an idle game while still retaining an element of strategy. However, there are numerous problems with this idea. The first is that this game is planned to last about three hours - about the same length as PM2. I feel that this will give me time to develop the plot as well as give the player a strict time limit on how long they have to raise their child. Another problem with this idea is that I want there to be events sprinkled sporadically into the game. These events would disrupt the flow of the game if I designed it as an idle affair. Therefore, I don't see myself going with that particular design decision. It's just an interesting idea that I'm entertaining.

One aspect of designing this game which will be challenging for me are the dungeons that I plan to include. Princess Maker 2 allowed you to send your daughter on adventures where she could gain useful items and money. The problem with PM2's system is that it's an artifact of its age. It follows a turn-based structure, like traditional RPGs, where the player can choose between attacking, using magic, or using an item. The clever thing about this antiquated system is that the developers used your daughter's stats as her combat parameters. For instance, you can train your attack power in fencing class which translates to attack power on the adventure field, whereas your intelligence stat serves as your MP pool.

Because turn-based battle systems have not held up well over the years due to game design innovations, I'd like to propose a few different solutions for this problem. The idea that I originally had for this game was to give the dungeons a more Zelda-like style of combat, and increase monster difficulty in later dungeons. However, there is a possibility with this method that a player will be able to steamroll through the game's dungeons without training combat stats. I could embrace this if I wanted to and do away with combat stats entirely, or I could try to make it virtually impossible to beat the dungeons without upgrading your child's skills. The latter option might make the game difficult for casual players, however, and that's not an audience I want to estrange.

My second idea is some sort of bullet hell dungeon, similar to Realm of the Mad God in gameplay and presentation. Again, this suffers from the same weaknesses as the last method.

My last idea is to keep a turn-based battle system, but try to revolutionize it somehow. I'm not sure how I'd do this yet. The challenge here comes from being original, and also in creating a system that is intuitive and fun to use. This would probably be the easiest to implement if I could come up with a feasible solution.

Presentation


It should go without saying that the UI will make or break this game. If you've ever played Princess Maker 2, then you will recall how important it is. Princess Maker 2 was very much a menu-based game, as is this one. That is why Clickteam Fusion is the perfect engine for it. I haven't decided yet what it's going to look like, but it will probably resemble PM2's setup. I might move the buttons around the screen to avoid making the game look like a ripoff.

I'll go into more detail on which menu options I want to include in the game in future posts.

If I were to describe how this game will play out in the end, I would imagine it as a combination between the life simulation elements of Princess Maker 2 and the plotline and skill checks of Long Live the Queen (a visual novel by Hanako Games which was inspired by PM2). It will differ from Long Live the Queen in that your child cannot die, but certain story events will be triggered by his various aptitudes, or lack thereof. If you do a poor job of increasing your child's competencies, he will miss out on story events and will probably wind up with a poor ending. If you work hard on them, you will have the opportunity to engage in many side stories that are relevant to his skills as well as the main plotline. This sounds very involved, but I have a decent idea for how to go about it. It's really not as involved as it sounds like it would be. Side stories will be minimal and meant only to supplement the main plot; however, they will influence your ending.

Like PM2, I intend for there to be a multitude of different endings. This will be challenging from an artistic perspective, as this means I will have to supply artwork for every possible ending. Nevertheless, I want to recapture that same excitement that PM2 succeeded in tapping into. I want players to work hard to achieve a certain ending, to succeed with a great feeling of accomplishment or to fail and end up with something contrary to what they were expecting.

General FAQ


Will you be able to raise a daughter instead of a son?

Maybe. The project is still in its planning stage, so I can't say for certain if I'll have the time or the resources to incorporate a daughter option. It would be nice, but it would put a lot of strain on me as the sole developer to come up with an entirely separate set of new character sprites and endings.

Will I be able to customize my child's appearance?

See above. Also note that this creates an additional layer of complexity in rendering multiple versions of sprites and ending images.

How does this game differ from Princess Maker 2, which inspired it?

The adventuring system will be entirely different. The stats will be different, with some stats axed entirely and others added to the game. There is more of a focus on a dynamic story. Possible inclusion of an "idling" system, though this is not a certainty.

How long will the finished game be?

It's hard to tell at this stage in development. I'm aiming for around 3-5 hours for a single playthrough, similar to PM2, with an emphasis on repetition and replayability.

Do you want help?

It depends. If you think you can contribute reliably to the project, then send me a PM (that's a private message, not a Princess Maker).

What are your long-term goals for Project Hero Maker?

My only goal right now is to complete the game. If I feel I have a marketable product, I may try to greenlight it or otherwise promote it. If not, I'll release it for free online.

Will there be nudity and mature content as there was in PM2?

No and yes. I have no intention to include nudity for two reasons. First of all, I think it's twisted to portray a character that you've raised from childhood sexually. Secondly, I don't really feel like drawing naked people, especially if I'm going to be releasing this game to a broader audience. However, I have every intention of including other mature content in the game. You have the option to raise your son as an evil man, or to just plain neglect him. He might become a con artist, or a thief, or even a lord of evil! There may also be some mature themes throughout the game, especially if you choose to pursue a darker path...

I tried to include inquiries that I felt like people might ask. Feel free to ask me any other questions that you have, and I'll add them to this FAQ.

Stay tuned for further updates!
Reason for edit: I made a typo? MOI!?


--------------------
Go to the top of the page
 
+Quote Post
tehJ10
post Dec 27 2016, 11:26 PM
Post #2


Paladin
Group Icon

Group: My Little Pony
Posts: 3,861
Joined: 11-September 12
From: THERE! OVER THERE!
Member No.: 5,008
Current Project:[TOP SECRET]


DERP! Halloween Contest Winner 2016


Question! Will there be naked Iron Chef fairies, naked Ninja Mermaids and defeatable divine figures?


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Dec 28 2016, 10:24 AM
Post #3


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


At the risk of spoiling the game, I will say that one of those things is a definite yes and the other two are maybes. wink3.gif


--------------------
Go to the top of the page
 
+Quote Post
SlaveReviews
post Dec 28 2016, 12:38 PM
Post #4


Loyal Pervert Slave
Group Icon

Group: Global Moderator
Posts: 8,505
Joined: 22-October 08
From: My mother's vagina.
Member No.: 359
Current Project: Obedience


Deluxe Airbag Package Included


*raises hand* Questions of a demonic nature! Will there be an adorable demon butler? And will you have a chance for some really poor parenting by oh say accepting a marriage proposal from Satan?

Ok, so, when one of the two reigning queens of procrastination is getting her shit together I feel I must experience a small measure of shame. I may or may not work on some of my own game ideas...

Back on topic though. The nudity thing may be a tightrope balance, damned if you do damned if you don't. I'm willing to predict a 50/50 split from the general audience on this.

Also being able to raise a daughter will be more than just cosmetics. Certain feminine aspects like working at the salon or the harvest dance party will have to be included. (This may or may not also inadvertently tackle a slightly more serious philosophical topic if you choose to raise a queer fairy boy that enjoys girly things and ends up gay marrying demons.)

Also my own personal bias is that raising a son might get more attention to this game as a genuine "life simulator" whereas a daughter just grants you a frilly "barbie game" title. I feel like a lot of guys feel the need to be ashamed of acknowledging they plays PM2 and that it has to be reserved as a guilty pleasure to be swept under the rug when no one is looking. But that's just the weird crazy feminazi in my head talking...


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Dec 28 2016, 02:11 PM
Post #5


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


QUOTE(SlaveReviews @ Dec 28 2016, 01:38 PM) *
Also my own personal bias is that raising a son might get more attention to this game as a genuine "life simulator" whereas a daughter just grants you a frilly "barbie game" title. I feel like a lot of guys feel the need to be ashamed of acknowledging they plays PM2 and that it has to be reserved as a guilty pleasure to be swept under the rug when no one is looking. But that's just the weird crazy feminazi in my head talking...


I actually agree with you. One of the reasons that I decided to make this game was because of the misconception that PM2 is a Barbie game for little girls when it has so much dark content in it.

There won't be a demon butler, but you may like the replacement just as much.

Not sure yet if I'm going to include marriage candidates into the game, but there will definitely be a demonic marriage if I do. Come on, Slave, you know what I'm into. Either way, you will be able to align with Hell if that is your desire~.


--------------------
Go to the top of the page
 
+Quote Post
SlaveReviews
post Dec 29 2016, 08:40 AM
Post #6


Loyal Pervert Slave
Group Icon

Group: Global Moderator
Posts: 8,505
Joined: 22-October 08
From: My mother's vagina.
Member No.: 359
Current Project: Obedience


Deluxe Airbag Package Included


Eeeeeeexcellent... :3


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Jan 26 2017, 11:55 PM
Post #7


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


Update 1/27/2017:
An Analysis of PM2's Stats, and How they would Fit into Project Hero Maker


I'm going to make an effort to update this blog at least once a month. Right now, I'm still in the planning phases, so most of my updates will be related to design concepts. After I have a clear idea of what I want this game to be, I will forge forward full speed ahead into game development.

To begin with, I wanted to look at Princess Maker 2's stats and analyze whether they would work in my proposed project. This will also help me get a good idea of what I need to work on designing in the near future so that I can create a coherent vision for the game.

The quoted text that you see is from the Princess Maker 2 Wiki. The following text are my notes on those stats and systems, and why I think they will or will not work in my game.

QUOTE
Age: Raises with each year. The game begins with Olive at age 10, and ends when she turns 18. Most dresses can only be worn when she is older.


I may just keep this as is. This is a good number of years, and creates a decent length for the game. Plus, it fits the theme of raising a young boy into an adult.

QUOTE
Height: Measured in Feet and Inches. How tall she will grow is affected by how healthy you keep her. Her height also determines her "weight threshold". Raised or lowered by trading with Ket Shi.

Not sure this is necessary, but it would be neat to have characters recognize that your son is shorter or taller than he should be. If I were to use this, perhaps it would be an indication of how well you are treating your child. If you were feeding him poorly and overworking him, he would be tiny. If well-nourished and well-treated, he would be tall and strong. This seems like it would be a flavor thing more than anything else, though. Possible hidden stat.

QUOTE
Weight: Determines what dresses Olive can or cannot wear, also changes her appearance accordingly. Can be raised or lowered by using different diets, going on vacation at certain times and places, bargaining with Ket Shi, eating at the Restaurant, or drinking Ancient Milk.

I probably won’t include weight as a stat in my game - at least, not as a visible stat. Again, this would probably be more of a flavor thing. I have no desire to include clothing that can only be fit into if your child is under a certain weight threshold. Possible hidden stat.

QUOTE
Bust: Doesn't affect much besides some flavor dialogue with the Old Dragon. Growth per month varies between 0.04 and 0.08 inch. Can be enlarged with Buxomize Pills bought from the Traveling Salesman. Each one increases her bust size by 3/4 of an inch and causes her bust to grow between 0.04 and 0.16 inch instead.


Obviously, this won’t be in the game.

QUOTE
Popularity: For every 100 points of popularity, you get an additional 5% discount in shops (up to a maximum of 45% discount, or 900 points of popularity). While this can go up to 999, the last discount increase comes at 900. Raised by talking at the Palace, lowered by half with the General and the King if you sell the royal sword.


I’ll probably keep a system like this in place. It’s a good incentive to socialize your son, aside from just trying to get endings. It’s also thematically appropriate. There may be other perks for having high popularity, such as being invited to exclusive events.

QUOTE
Blood Type: Determines stats that are added monthly. Type A gains 3 Morality points per month but also 2 Stress points per month. She will also never smile. Type B loses 2 Stress points per month. Type O doesn't affect her stats. Type AB gains 2 Sensitivity points per month.

I don’t think this will be blood type, but I would like to have some stat like this. It will make playthroughs feel a bit more unique rather than having the same parameters every time. Note: Come up with alternative to blood type.

QUOTE
Astrological Sign: A way to identify which Patron Deity she has.


This is actually a very important stat in PM2 because it decides your child’s beginning stats. As far as I am concerned, it will be necessary to implement either a system like this or have the stats determined by some other means, such as RNG. Another possibility is creating a “story” for your child via selections at the beginning of a game that influences what stats he has. For added difficulty, there might be an option where the boy starts with the bare minimum stats. This would be for players desiring a challenge!

QUOTE
Birth Date: The day Olive was born and the day the game starts at. Determines her Patron Deity, which in turn determines her stats. On her birthday each year, you have the option to buy her a present from the Pawn Shop.


This stat will be kept because I would like to include the option to buy your child a birthday gift every year, or perhaps to take him on some kind of special vacation.

General


QUOTE
Constitution: How healthy she is. Primarily affects HP in battles and her stress tolerance. Raised mainly by farming or mason work, lowered mainly by the slim down and weight loss diets.


The combat system I choose will determine the usefulness of this stat. For the time being, we’ll assume that it will affect your son’s HP and how stressed he can be before he gets sick. Getting sick would lower his constitution, as would keeping his stress high. Avoiding physically demanding classes and jobs might also reduce his constitution over time.

QUOTE
Strength: Affects Combat Attack, it goes up by 1 for every 8 points. Can be raised by putting her to work on the Farm or as a Lumberjack or accepting Lucifon's charms. Salon work decreases this statistic.


I never understood why strength and combat attack are two separate stats when strength does not affect anything EXCEPT combat attack. I will likely just keep this stat, make it harder to raise, and get rid of combat attack.

QUOTE
Intelligence: How smart and knowledgeable she is. Directly affects how many spells can be cast. Raised by lots of classes, lowered a lot by bar work.


I want to create a magic system that feels distinct from the physical combat system. Intelligence will either serve as an MP pool or affect the number and type of spells that you can use depending on which system I go with (e.g., Fireball would require low intelligence, but Conflagration would require high intelligence).

QUOTE
Refinement: How cultured she is and how refined her speech is. Mainly raised by Protocol class, mainly lowered by several jobs. Especially important if you're trying to get the Ruling Queen ending, which requires 800 points of this. A tough stat to raise.


I feel that this stat is important to keep in the game. Perhaps I’ll make it easier to raise. (Important note: This change would be balanced out by implementing more measures that reduce this stat, such as taking certain necessary classes.)

QUOTE
Charisma: How attractive she is. Mainly affects marriage endings and her performance at the bar, sleazy bar and cabaret. Raised mainly by sleazy bar or cabaret work, mostly lowered by working at several jobs. One of the hardest stats to raise.

If this is her highest stat, she attracts flirty suitors and sleazy old men.


Definitely important to keep in the game. Having a high charisma value and low discipline might cause your son to run off with girls and miss classes and jobs. Having high charisma and low morality might cause your son to become a pathological liar.

QUOTE
Morality: How well she behaves. Determines stress tolerance, and prevents her from getting most Sinful endings. Raised mostly by church work or tutoring, mainly lowered by some sinful activities. Especially important for Olive to perform excellently as a Ruling Queen, which requires at least 600 points of this.


Will play about the same role in this game, although its implementation will be different. Having low morality will set your son down the evil story path. He might run away from home or commit crimes. He can be redeemed later on if you increase your morality enough and make the right choices. However, Morality will be even more important in Project Hero Maker as it will likely encompass Sin and Sensitivity. See the following sections for details.

QUOTE
Faith: Her belief in God and religion. Mainly raised by church work and Theology classes, mainly lowered by taking Science classes beyond Novice or performing some sinful acts. Determines stress tolerance like Morality.


I think this is another essential stat, if only for the sake of including certain endings. However, the role will be slightly different. A high faith will correspond to your son’s belief in both gods and demons, so having a low faith value will prevent him from involving himself in their affairs. This will have a tremendous impact on the story, and will result in a more neutral ending. The name of this stat will likely be changed to “Belief”, as “Faith” has a morally positive connotation.

Because of this difference, the interplay between your son’s Faith and Morality will be more important than ever. If he has high faith and high morality, he may become a paladin or a cleric. If he has high faith and low morality, he may become a demonic lord. If he has low faith and high morality, he may become a scientist or a professor. If he has low faith and low morality, he may end up as a gang member or a swindler.

QUOTE
Sin: Affects the "dark endings". It will raise when she fights animals, monsters, and travelers while adventuring. Doing evil deeds will raise it as well (such as accepting bribes from bandits, Lucifon´s attribute increase gift, etc.). Also raised by working at the Sleazy Bar or Cabaret. Lowered by working at the Church or giving donations. Can also suddenly drop if Olive is arrested!


I believe that this stat may be extraneous, but further testing is required to determine whether this is true or not. My idea is that the Sin stat can be combined with the Morality stat. Your character would start at, for example, 50 Morality. If your son did church work or performed a good deed for someone, his morality would increase. If he slayed a monster or committed a crime, his morality would decrease. I may decide to make this a negative to positive spectrum where 0 is the starting value, but we’ll see. It might be odd for there only to be one stat in the game with a negative value.

QUOTE
Sensitivity: When high enough, this stat increases her chance of successfully hiding, fleeing, talking to most creatures instead of fighting, and randomly finding stuff while adventuring. Also enables Olive to see the fairies and elves. It also raises her chances of winning the Cooking Contest. Raised by vacationing in the mountains, buying dolls and poetry books from the Pawn Shop, Poetry and Painting classes, and by working at the salon and babysitting. Lowered by housework, Strategy classes, or refusing to give back items to the Spirit of the Spring or unicorns.

If this is her highest stat, she can run away from home randomly.


This is another stat that may not stay in the game. If I opt for a more Zelda-esque or bullet hell combat system, running and hiding will obviously not be options. It seems weird to include this skill in the game just so your character can see spirits/fairies/commune with gods. If I go with my proposed “Belief” stat instead of PM2’s “Faith” system, it would make more sense for me to eliminate sensitivity entirely.

As for running away from home randomly...well, other stats would likely cause this effect, such as a low morality. If this makes a high morality playthrough too easy, then I will come up with an equivalent to sensitivity’s current role using one of the other stats implemented in the game.

QUOTE
Stress: Measures how tired your daughter is. Affects her disposition towards work and study. If its level surpasses her Constitution level she will fall ill. This may even lead to her death if you do not let her rest and relax. If it surpasses her morals/faith(depending on which is higher), she will become a delinquent. She will work poorly, goof about in class, and may randomly buy stuff, especially if given unsupervised free time. She will obey you again when her stress level drops below her Faith/Morality. Reduced by vacationing, giving free time, eating food, buying dolls, finding ice shards or giving pocket money. Drops down to zero when blessed by fairies. Stress also drops with arrests.


This stat is absolutely essential to this game, as well as PM2. It will function in the same way. The only difference that I can think of is that I might change how delinquency works. Your character might slack off and not go to class, or refuse to work, but I might limit criminal acts to low morality characters. Again, this will require testing to determine if it makes the game too easy or not.

Combat


QUOTE
Combat skill: Affects ability to hit opponent and successfully dodge blows. Raised by Fighting or Fencing classes, or by assisting a hunter. Valkria raises this on her first visit. Affected by some equipment. Lowered by working at the inn, the restaurant, or trading with an wood elf. The last option lowers her natural max combat skill permanently.


This is another stat that will be entirely dependent on what kind of combat system I choose to implement. If I decide to go with a system that is not turn-based, it is probable that this skill will be axed.

QUOTE
Combat attack: Amount of damage her attacks have against her opponents. This can be raised by taking Fighting or Fencing classes. Valkria raises this on her second visit. It may also be increased by the type of equipment your daughter uses, and the Strength stat can increase Combat Attack points too. Losing Strength points will lower her Combat Attack regardless of how it was raised.


See Strength. This skill is likely to be dropped from the game, or at least combined with the Strength stat as I feel it is unnecessary.

QUOTE
Combat defense: Affects how much damage your daughter takes when being hit by an enemy. The higher the stat, the less damage she gets. Valkria raises this on her third visit. Gained through the adept (or higher) level Fighting course, but only at a slow rate. Because of this, it is important to raise it through other means as well, like buying armor and farming black scales.


This will be important regardless of whatever combat system I choose. You will be able to increase your son’s Defense by equipping him with better armor or through training him. This stat will (obviously) reduce the amount of damage he takes while adventuring.

QUOTE
Magic skill: Affects the accuracy of magical attacks and the ability to dodge them. Gained by taking Magic classes. Fay raises this on her first visit. She can also raise it in her special visits. The elf boosts this in exchange of combat skill. This skill can't be reduced.


I feel that this stat may also be extraneous, and can probably be combined with intelligence in my game. Again, it will depend on the combat system. See Intelligence for my ideas on this.

QUOTE
Magic attack: Affects how much damage you do with magic attacks. Gained by taking Magic classes. Fay raises this on her second visit. She can also raise it in her special visits. The elf boosts this in exchange of combat skill. Circe's Charm also raises this by 10. This skill can't be lost.


This will absolutely be in my game. It will affect how much damage your magic does. You will be able to train it, or increase it by equipping certain magical accessories. This stat MAY be combined with Intelligence.

QUOTE
Magic defense: Affects how much damage she takes from magical attacks. Working at the Graveyard and taking Theology classes will increase this stat slowly. However, Science courses of adept (or higher) level will decrease this at a slow rate. Fay raises this on her third visit. She can also raise it in her special visits. The elf boosts this in exchange of combat skill. Also raised by some items, like the dragon tights or silver pelts.


This will also be in the final game. See Combat defense.

Social Skills


QUOTE
Decorum: Raised by taking Protocol classes. The demon Paimon also bestows some points on his first visit. This attribute cannot be lost. Determines what people you're allowed to visit at the Palace.


Yes. This will be necessary for your son to socialize with nobility.

QUOTE
Art: Affects Olive's performance at the Art Festival and the Dance Party. The easiest of the social skills to raise, grown by taking Painting, Poetry and Dance classes. There are several opportunities to raise it above the 100 cap, such as Paimon's second visit or the fairies at the Fairy Ball giving some as a gift. The Master Brush and the Jester´s Royal Harp give a boost of 50 points.


Will absolutely be in the game, and will primarily affect side stories and endings that you get. I may break this down into individual categories (e.g. painting, music, dancing).

QUOTE
Conversation: Raised by working at the bar. The demon Paimon also bestows some points on his third visit. This skill can't be lost. Useful for talking to the concubine and the jester, as well as in some endings.


Will absolutely be in the game. Will affect him much in the same way that decorum does, except it will relate to common folk and social professions. There may also be at least one interaction that requires a high Conversation value as a nod to the jester in PM2.

Housework Skills


QUOTE
Cooking: Affects how well your daughter does in the Cooking Contest. Raised from housework, restaurant, or bar work. The cooking fairies will also grant varying amounts when you meet with them.

Cleaning: No actual value except for housework reputation. Raised from housework or part-time at the inn.


These two skills are mostly superfluous. Cleaning can probably be cut from the game and replaced with something else, as it does nothing except increase housework reputation. Cooking will probably stay in the game. Other stats like this will be added to trigger certain events, to allow your character to participate in contests, and to acquire certain endings. I will brainstorm these “flavor” stats in a future update.

QUOTE
Temperament: Helps Olive get along with the Queen. Also lowers chances of running away from home. Raised by doing housework. Lowered by working at the Sleazy Bar and Cabaret.


I’m tempted to say that this stat is unnecessary and can be replaced entirely by my Morality system. This is especially apparent because its only role in PM2 is to allow Olive to talk to an NPC. The only reason for my hesitation is because temperament, as a concept, is distinct from morality. One might have an easygoing temperament but be a corrupt sleazeball, or have a volatile temperament but be a benevolent soul at heart. For this stat not to be axed, I would have to give it a new purpose. Possibility: A new stat called Discipline!

Reputations


QUOTE
Fighter: Can raise Morale in battle if higher than Magical Reputation. It is the sum of combat skill, attack, and defense. Gained by winning battle challenges or Combat Tournaments mostly using a sword, defeating a bandit mostly using a sword, finding a dragon's fang and returning from an adventure using the second exit if Fighter Reputation is greater than Magic Reputation. Lost by declining a battle challenge while the Fighter Reputation is higher than Magical Reputation, attempting to sell the royal sword, being arrested, and if Olive runs away from home.

Magical: Can raise Morale in battle if higher than her Fighter Reputation. It is the sum of magical skill, attack, and defense. Gained by winning battle challenges or Combat Tournaments mostly using magic, defeating a bandit mostly using magic, and returning from an adventure using the second exit when Magic Reputation is higher than Fighter Reputation. Lost by declining a battle challenge while the Magical Reputation is higher than Fighter Reputation, being arrested and if Olive runs away from home.

Social: Sum of Decorum, Conversation and Art. It is increased by winning the Art Festival or Dance Party. Attempting to sell a royal sword (won from the Combat Tournament), being arrested, talking to the jester and/or running away from home will lower this.

Housework: Sum of Cooking, Cleaning and Temperament. Increased by winning the cooking contest. Lowered if she's arrested or runs away from home.


The main purpose of reputations in PM2 is to determine what ending you will receive. Fighter and Magical reputations are distinct because they also affect your morale in combat, which determines whether Olive will continue fighting or not. If I choose to go with an alternative battle system, morale will not be an issue, so these stats will only serve to grant you a certain ending.

I may combine Fighter and Magical Reputation into Combat Reputation, although this may make it harder for the player to get a desired ending. I may add other forms of reputation, such as Artistic Reputation (from raising art stats and winning contests) and Academic Reputation (from attending certain classes and participating in challenges).

Hidden Statistics


QUOTE
These statistics are hidden until the end of the game, although you may pick up hints of their levels while talking to Olive.

Relationship With Father: Reduces her chances of running away from home, affects how well she responds to scolding when delinquent, and makes her stop being a mistress when scolded. Important for making her marry her father. Raised by going on vacations, talking with her, giving her birthday presents and looking after her while she's sick. Reduced by free time, not giving her a birthday present, having her fall "in love", scolding her when she isn't delinquent, refusing to let her go to her chosen contest when she has a rival, sending her to work at the sleazy bar and accepting suitors or the Young Dragon's proposal.

Relationship With Cube: Makes her marry Cube if she has the right stats. Raised by having Cube look after her while she's sick, having him catch her wasting money in supervised free time, consoling her if she loses the first match of the Combat Tournament, rescuing her when she is defeated, and bringing her items during adventures. Lowered when she falls "in love".

Relationship with Prince: Raised by visiting the "Young Officer" every January and promising to see him the following year. Must be 96 (thus all 8 January meetings unless born on January 31st) to achieve the Princess ending. Is lowered when Olive falls "in love".


IMPORTANT: Relationship endings in general may be axed. HOWEVER, I will likely keep stats like this in the game. I think it would be interesting for your son to react differently towards other characters depending on his affinity with them. Another possibility is that your son would have non-romance endings with these characters (e.g. Starting a business with his father or going on an adventure with the family servant).

QUOTE
Maternal Instinct: Raised by working at the daycare or tutoring. Lowered by hunting. Only noted if she has a generic marriage, and it doesn't affect the final score.


Hm...well, if I’m not going to have relationship endings, would Paternal Instinct have a place in the game? It would be stupid to include a hidden stat just for an ending or two. It will probably be axed.



I originally had this post color-coded depending on how likely it was that each of these skills would wind up in the final game, but I wound up breaking BBCode in the process. Apparently, BBCode couldn't handle the number of tags that I wanted to use, so it just said "Fuck all!" and got rid of all of my quotes. So sorry, this post was a lot more legible before that happened...

Hopefully you guys found this insightful!


--------------------
Go to the top of the page
 
+Quote Post
SlaveReviews
post Jan 27 2017, 10:29 AM
Post #8


Loyal Pervert Slave
Group Icon

Group: Global Moderator
Posts: 8,505
Joined: 22-October 08
From: My mother's vagina.
Member No.: 359
Current Project: Obedience


Deluxe Airbag Package Included


QUOTE
Bust: Doesn't affect much besides some flavor dialogue

Not entirely true. Olive's boobs get noticeably bigger (or smaller) and her visual appearance does get altered accordingly. Also don't quote me on this next part but I'm pretty sure Sleazy Bar and Cabaret pay a slightly bigger bonus for bigger boobs. Not 100% confident in that statement though.

Also the proportions in Princess Maker are anorexically unrealistic. At 120 pounds Olive is shunned for being a fat cow and told to gtfo of her favorite dresses until she loses the weight. Personally I love the way "chubby" Olive looks like. *shrugs*

Strength is separate from combat because it effects hard labor jobs like lumberjack and farmer. Usually you send her to the farm as training to be a soldier. But what if you don't want a soldier and just want a civil citizen? In that scenario combat would be zero and her strength would determine how good of a farmer she is if you're aiming for the (frankly boring why would you want that) farmer ending.

I have mixed feelings about blood type. It's one of those weird game logic things you've come to accept over time. It'd be weird NOT to see it in a game now.


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Jan 27 2017, 12:19 PM
Post #9


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


QUOTE(SlaveReviews)
QUOTE
Bust: Doesn't affect much besides some flavor dialogue

Not entirely true. Olive's boobs get noticeably bigger (or smaller) and her visual appearance does get altered accordingly. Also don't quote me on this next part but I'm pretty sure Sleazy Bar and Cabaret pay a slightly bigger bonus for bigger boobs. Not 100% confident in that statement though.


Hey, those are the Princess Maker wiki's words, not mine. laugh2.gif Besides that, bust size...or equivalent...would not have a role in this type of game. Maybe if there was a porno version. wink3.gif

QUOTE(SlaveReviews)
Also the proportions in Princess Maker are anorexically unrealistic. At 120 pounds Olive is shunned for being a fat cow and told to gtfo of her favorite dresses until she loses the weight. Personally I love the way "chubby" Olive looks like. *shrugs*


Yeah, this is one of the aspects of the game I'm not especially fond of, hence the decision to axe it. To make matters worse, your daughter's charisma goes down if she's overweight, which is a pretty terrible message when you think about it. I agree that she's cuter when she's chubby.

QUOTE(SlaveReviews)
Strength is separate from combat because it effects hard labor jobs like lumberjack and farmer. Usually you send her to the farm as training to be a soldier. But what if you don't want a soldier and just want a civil citizen? In that scenario combat would be zero and her strength would determine how good of a farmer she is if you're aiming for the (frankly boring why would you want that) farmer ending.


Except strength has nothing to do with whether you get the farmer ending or not. Here's another source. It's dependent on your reputations and how many days you've worked at the farm. However, if the lack of combat stats becomes an issue, I could always add a counter to the game which keeps track of the number of battles you've fought. This could influence whether you get a fighter's ending or not.

Edit: Re-read what you said, and I was unable to find anything online supporting the idea that strength determines whether you get the better farmer ending or not. I think it's possible, but I think there are ways to work around this, such as the aforementioned counter.

QUOTE(SlaveReviews)
I have mixed feelings about blood type. It's one of those weird game logic things you've come to accept over time. It'd be weird NOT to see it in a game now.


Linking blood type to personality is a very Japanese concept, and is mostly absent from other cultures.

What I'm leaning towards right now, as a replacement for both Astrological Sign and Blood Type, is a system where you answer some questions about your child at the beginning of the game. For example, you might choose that he comes from a farming background and that his parents were war heroes. This would give him bonuses in strength, discipline, and combat. It might also cause him to have higher morality but more stress, similar to how Blood Type A works in PM2. I'm not saying that these options will be in the final game, or that they will have these effects - this is just an example of how the system would work.

Ideally, I want to create something that is distinct from PM2, but draws a lot of inspiration from it.

This post has been edited by Natako: Jan 27 2017, 12:45 PM
Reason for edit: Misread something.


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Feb 18 2017, 01:53 PM
Post #10


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


Why I Haven't Been Working on the Game and Next Steps


Over the past month, I have made absolutely zero progress on my game aside from the analytical post that I made. There are two reasons for this. One should be very easy for you to guess.

I'll give you a subtle hint... --Click here to view--
Attached Image


The other reason is because I haven't decided what to do with the dungeon/adventuring mechanic yet. As I've mentioned in my previous posts, I'm torn between three options. I can create a custom turn-based battle system, create a Zelda-esque action adventure system, or a bullet hell action adventure system. However, without understanding which of these methods appeals to me the most, I'm having a hard time moving forward with the game. Make no mistake that this will be the most time-consuming aspect of the game's development, regardless of which system I choose. On top of balancing, it needs to be a fun mechanic that will hold up through repeated playthroughs.

Here is why this is so important. In preparation for my game, I played through Princess Maker 2 around four or five times. By doing so, I was able to identify which features remained fun throughout my experience, and which features became troublesome or a hassle. The weakest of these features was the combat system. It came to a point where I tried to avoid sending my daughter on adventures if I could otherwise help it because there was nothing enticing about the battle system to keep me entertained. If this was a long game with zero replay value, this would be excusable. But Princess Maker 2 is meant to be played time and time again, as Project Hero Maker will be. Its short length and multitude of endings are proof of this. I know that the combat system was a product of its time and shouldn't be viewed through the jaded eyes of a modern gamer, but putting a combat system like that in a new game would be completely unacceptable.

I've thoroughly considered ways that I can circumvent this problem. Changing the combat system is absolutely necessary. Let's consider in-depth what each type of combat system would entail, and what challenges I would face in implementing it.

Option 1: Custom Turn-based Battle System

One of the reasons that Final Fantasy games are still relevant is that they have continuously pioneered new battle systems. Almost all of them are turn-based in some way, but each new game that comes out feels different than the last. You don't get tired of battling because there is always enough depth that the combat never becomes boring.

I could try to take this route as well, but this would require me to come up with an entirely new, functional combat system. I honestly don't have any idea where to start with this right now. Once I devised the system, it would need to be tested, and every enemy in the game would need to be balanced appropriately. This is especially important in turn-based games because they are more dependent on strategy than on twitch reflexes. A skilled player can bring down an overpowered boss in a bullet hell game (such as Touhou) or in an action game (see: any boss from Dark Souls). The same does not apply to a turn-based game. If you fail to balance the game properly, the player will be steamrolled. I don't want to create a game where the player is required to grind in order to progress through the content, but neither do I want to create a game with laughably easy bosses that only serve as filler.

If I were to choose this system, I would likely keep stats such as combat skill in the game.

Option 2: Zelda-esque Action Adventure

Think of A Link to the Past, and you will understand what I want my game to be. If I were to go this route, I would likely get rid of a lot of combat stats and instead focus on increasing the difficulty of enemies and dungeons. Perhaps I could include some simple puzzles as well. This should theoretically not be as difficult to program as a bullet hell system, but would still require a lot of tweaking and bug-testing. I don't see this method as being as much of a "balance hell" as a custom turn-based battle system would be. Difficulty would increase organically, and would be independent of player stats.

The downside of this method is exactly what I just said: difficulty would increase independently of player stats. It might be possible for a player to speed through all of the dungeons in the game. Additionally, what incentive would there be for a player to continue sending their son on adventures? One solution I have come up with is to make the adventure maps large and rather open ended. Your son would receive small quests to complete on these maps. Certain areas might be barred off if you have not completed certain quests, or they might change depending on your quest progression. Alternatively, the player could roam freely and defeat monsters for gold or items, or to increase combat reputation.

Option 3: Bullet Hell Action Adventure

Think of the aforementioned Zelda option, but with bullets. As such, most of the advantages and disadvantages that I mentioned in the previous post apply here. I won't bother to repeat them.

On the other hand, I feel that creating a system like this would be harder to program and much harder to balance than the above. It's very easy to create a bullet hell level that is either too hard or too simple. This would, in my opinion, have the best replay value, but it would also be the hardest option to implement.

General Concerns and Solutions for the Adventuring System

I want to make sure that adventuring is an activity that players can look forward to. It may not be enough to simply slap a more interesting combat system onto four or five adventure maps and call it a day. Here are some concerns that I have.
  • How long will it take players to explore all of the game's adventuring content?
  • Will there be any incentive for players to return to that content?
  • Will it seem like a chore or a fun little excursion?
  • Should maps contain any procedurally generated elements? This would complicate game development, so the answer to this is probably a resounding "No!"...
Fortunately, I have some ideas as to how I can make adventuring more fun, even without procedural generation. Here are some solutions.
  • Include events that happen depending on your child's age and what time of year it is. The player might learn about these through word of mouth or by talking to the barkeep.
  • Your son may receive quests that require him to visit the adventure areas. The maps themselves would not change, but there would be new events/conditions depending on the quest.
  • As stated above, areas of maps may only available at certain points in your son's life, or after he has completed certain quests.
  • Treasure chests that spawn randomly and contain useful prizes.
  • Each map might have challenges or mini-games that the player can partake in, if they wish.
Obviously, all of the above will be added once I figure out what system I am going with.

My next course of action, which is absolutely necessary if I want to motivate myself to work on this game, is to determine which system I will be using. I've decided that I'm going to create a small demo of each combat style, featuring a few different enemies that you can fight against, and post them here to see if any of you have input as to which option I should choose. Perhaps I'll even come to that conclusion myself in the process of programming them.

As of right now, I'm leading towards the Zelda-eque combat system as the most likely option. It should also be noted that I will not include random encounters in my game, as they give me high blood pressure.

In the long run, I'd like to have a working prototype of this game developed in the next six months. That means that I'll have to start working on it sometime soon.

That's all I have for now. Thanks for reading!


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Feb 19 2017, 12:39 PM
Post #11


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


Quick little update!

I forgot to bring my phone to work today, so I had to find a way to pass the time during my fifteen minute break. I decided to draft out some ideas for implementing each of the combat styles that I talked about. In the process of doing so, I had a flash of inspiration.

You know how I was saying that procedural generation would complicate this project too much? I've actually had some second thoughts about that. Level design, especially when it comes to big maps, is my weakest skill. However, what if I created a bunch of smaller maps that I could potentially reuse? Each time you start a new file, an array for each dungeon would be calculated where the value inside each index, or "cell" if you think of an array as a table, would correspond to one of my pre-created rooms. When you traveled from one room to the next, the game would check the array to see which room you should end up in. This is all theory, and I'd have to try programming it to test out how well it works, but I like how this idea sounds. It would create a dungeon crawling experience that would vary from one playthrough to the next.

This seems like Procedural Generation Lite, but I'm excited to try out this idea and see how well it works out. To be honest, I'm not even sure if Clickteam Fusion supports arrays...in which case I'm sure I could find a way to work around it. =3


--------------------
Go to the top of the page
 
+Quote Post
RMXPokemaniac
post Feb 19 2017, 02:22 PM
Post #12


Templar
Group Icon

Group: Chancellor Dictator
Posts: 5,995
Joined: 1-April 07
Member No.: 76


Husbando Dictator


If Clickteam Fusion doesn't even support the most basic of basic programming data structures, it's not worth your time. Abandon ship immediately. I'd assume it does, but I haven't used it (or, its last predecessor) in like 9 years.

Your idea sounds pretty similar to how the Binding of Isaac works.


--------------------
Go to the top of the page
 
+Quote Post
Natako
post Feb 19 2017, 04:14 PM
Post #13


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


I should have done a Google search earlier, because it took me all of 5 seconds to figure out the answer... laugh2.gif

It natively supports up to 3D arrays, which is fine. I can't see myself needing anything beyond a 3D array for this game. So full speed ahead. icon4.gif

After I came up with the idea, Binding of Isaac was the first thing that I thought of. That's fine because I wanted to go for a Link to the Past-ish aesthetic anyway. =3


--------------------
Go to the top of the page
 
+Quote Post
greenraven
post Feb 22 2017, 10:38 AM
Post #14


Lost Soul
Group Icon

Group: Overlord
Posts: 23,847
Joined: 23-March 07
From: The River Of Light
Member No.: 28
Current Project: This Place


Mentally Stable


I just wanna say that I am keeping an eye on this topic even if it seems otherwise. I read everything, just don't have much to contribute these days. Keep it up we all believe in you!


--------------------
WATCH ME SUCK AT GAMES! On youtube or twitch!
Go to the top of the page
 
+Quote Post
Natako
post Feb 22 2017, 11:33 AM
Post #15


Sleepy Sheepy
Group Icon

Group: Global Moderator
Posts: 4,693
Joined: 4-September 12
Member No.: 5,007
Current Project:The Black Dragon Chronicles


Lurker Specialist


It's cool. laugh2.gif

I am pleased to announce that code-related progress has officially started on the game, and that I should have a juicy update for you guys within the next few weeks. =3


--------------------
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic
3 User(s) are reading this topic (3 Guests and 0 Anonymous Users)
0 Members:

 

- Lo-Fi Version Time is now: 23rd November 2017 - 01:41 AM
Aqua Skin v1.0.2 designed by Kman of BGS and Im4eversmart of RuneHQ. 2007