Is your goal to make nobody play this game?
Does that really matter
at all? I only make games for fun, on the side.
So the success of a project, is not
based on how many people play it.
Of course, this a *porn
* game, so people will likely play it, regardless!
"If you build it, they will come." In this case, in more ways than one.
calima wrote:Now we fight like men! And ladies! And ladies who dress like men!
Don't forget, the ladies who are packing something a little extra!
DRW wrote:I wouldn't mind if it was a general game with furries or other animal-like characters. But furries that are there specifically for fanservice and sexyness: That's not really my taste.
Dude, it's PORN. There's no room for fan service, here. It's ALL pure smut!
DRW wrote:Don't worry. I won't bitch about the game if it doesn't match my sexual preference.
(Now if you present the game here and ask for opinions and it plays crappy, then I might write you a corresponding review if I feel like it.)
That's why I'm talking about this now and here. But if I see a game with a certain theme, I of course won't write a post in your thread just to tell you: "Hey, what you did in your game isn't what I have the hots for."
That's fair enough.
So long as you don't call me a "pedophile" for my art, I think we'll get along fine
(The NintendoAge community did exactly
that, so I quit homebrew back in October.)
This game plays like Crystalis, as the closest comparison. With a fair amount of sexual content built-into the main game mechanics.
For example: When the lady knight's armor durability is 0, it shatters Ghosts N' Goblins style, opening her up to enemy advances. She has a lust stat, that increases over time, caused by her magic-endowed penis. The best course of action? Beat them down, and then beat them off. Not necessarily in that order!
The mechanic of having sex with NPCs, provides a temporary stat-boost in combat, and lowers lust to 0. Some NPCs may be impregnated, increasing the population in every future time period. (It also has an important story element, to some degree, but... spoilers.)
My NROM gameplay prototype has been coming along nicely so far, though, we have decided to expand to a Mapper, because the final boss design is HUGE. (A mysterious astral entity, known as "Dark Phallus"
Sega fans will get that joke.
DRW wrote:Which high level language do you prefer?
(I say high level language because C vs. Assembly is a completely different category of comparison. If somebody is fluent enough to write Assembly code easily, sure, that's always better for NES development. But if you cannot use Assembly and you think C is awful, what language would you prefer?)
I didn't say that I don't know
assembly, I mentioned that I was rusty at it.
The 6502 syntax always manages to throw me off, whenever I come back to it.
Luckily, I have hand-written notes, from last time.
I've made 2 complete NES games, they were just never released, for the reason listed above. They were:
1.) An adult-themed SonSon parody (made for a friend's birthday, and put on a SINGLE cartridge)
2.) An all-ages Bubble Bobble clone, featuring a cute witch girl (written from start-to-finish in 5 hours, just for fun). This one was set for a public Halloween ROM release, that just didn't happen.
The object logic in our game, is about 70 bytes of optimized Assembly, and it's done
It's really more of a query system, though. Manipulating objects by their "requested" states, rather than what their exact primary state is. It's... complicated, but it's both fast, and compact.
The Player, NPCs, and Enemies, all make use of this code, for per-frame updates.
...and, if it matters-- My preferred method of coding is RUBY. It's nice for prototyping modular code, quickly.
DRW wrote:Now compare this to "Final Fantasy Adventure"
Now, that game is interesting
. It started as the largest(!) Famicom game ever made, which was eventually cancelled.
It was ported to the gameboy, and polished up, before being re-branded as "Final Fantasy" in the West, despite being the first Mana game in the series. It had about 6 years of development time, overall. Possibly more.