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I am still polishing the new interactive/RPG/novel thing and since we are in uncharted waters I came up with a simple plot. An evil (and HOT) sorcerer kidnaps the prince for naughty businesses and the only female knight in the realm goes to his rescue because the others knights died of envy. Yes, their hearts were crushed because they weren't kidnapped instead.

We have the sorcerer tower and the heroine must climb it and reach the top floor where the  prince is being... tormented. The number of floors is related to the level of dificulty, from 15 floors(easy mode) to 45(Hell mode).

The knight starts the game with a normal body. You can upgrade her stats, making parts of her body grow in the screen. Upgrading strength will make her arms grow, stamina makes her chest and abs grow and increasing the agility makes her legs stronger. That's the idea so far.

And about the enemies? I am thinking in 9 type of enemies. They will be female because we want to undress them! When you win the combat they lose their clothes. The combat starts with a short dialogue, you can piss them off(making them stronger) or break their will(making them weaker). I am thinking in 9 enemy types:

-Orc warrior

-dark elf archer

-Zombie

-snake(medusa thingy)/lamia

-mummy

-slime

-demon

-golem

-ghost

And bosses? I am thinking in 3 bosses. They are different from regular enemies because they are tougher. The combat happen in 3 stages, they grow bigger on each one. And the combat ends with a finisher/humiliation event. I came up with three bosses:

-Berzerker/gladiator

-Dragon warrior

-the sorcerer

How the exploration will work? The player will move through rooms. I don't want to spend a lot of time drawing walls and floors(I am lazy, you know, I prefer drawing muscles, boobies and butts instead), I  am developing a way of building backgrounds with different pieces, making things more agile and easy. The tower will have three sectors, one for each boss. Each room will trigger a combat, a challenge or... nothing. I am still thinking in making these events happen following a fixed script or make it randomic, giving a roguelike feel. But i hate when RNG messes the run and I don't want to stress you guys. 

I will not bore you with more details but I want everything to be designed and planned before the development, I don't like surprises.  After Bali quest I will build some rooms and enemies to test these ideas. 


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Comments

I am making a store where the player can purchase magical potions. She will drink it and grow in the spot. This will make things more simple and agile I think. About different body parts, yep, that will bring some issues I didn't think. The graphics must reflect the different sizes all the time. I think I will cross that out. Its a shame though.

ReddyHeart

Of course! That is a MUST!

ReddyHeart

Oh you!

ReddyHeart

Sounds like a good concept! Lots of potential for fighting and movement between multiple locations all within a similar visual style. Just out of curiosity, how were you thinking of doing the character stat upgrades? Would the player earn upgrade points for defeating enemies, or find muscle growth potions etc. through exploration? Either way that sounds like a good idea to have different parts of her body grow with each attribute upgrade. That'll certainly ensure players spread the points around (and the armour buckles and bends everywhere)!

The Alternate202

As long as we have muscle growth animations, I'll enjoy it

MGS-and-M

Cool knight

Gwahar

Love it! Can't wait!

Boboy

Okay never thought I say this but...I've been outdone by a brazilian guy who draws muscular women for a living in the game of ice cream

J-Leaf

There is a lot of features we can implement in this kind of game. I am trying to using a kind of dice rolling similar to game boards.

ReddyHeart

So far, the muscle live is at 5, from 1 to 5. The last level is pretty big, hulk size. You can achieve that size in any mode. But playing in the harder modes will have different endings. About the amount of animations, I want to include 4 types of animation for each character including the hero: Normal stance, attacking, hurt and defeated(armor break). The hero will have 5 sets, one for each muscle level. I am thinking in aborting the growth of different body parts, it's too complicated indeed. About character builds, the difference will be on the three stats, will can focus on the attack, defense or initiative. Can we add more mechanics like skills or spells? Yes we can! But for now I am keeping it simple.

ReddyHeart

Oh! I like hot salty caramel with vanilla ice cream!

ReddyHeart

Sounds like a perfect parody of the Dragon's Lair. The action game can be borrowed from this game. It is tied to the player's reactions and, depending on the leveling of the character, it will need fewer hits (if the power is pumped more), faster to hit the enemy (if the endurance is pumped), faster to dodge and move around the room (if agility is pumped).

Falkoirm

So, here's a question. Does Hard Mode come with the reward of being able to level up (grow) your character further? I don't presume you want to spend forever drawing stages of growth for the player character, but, what if hard mode just lets players have a higher growth cap? I actually have more questions about the game play. This is going to be mostly like a VN-style game, right? Meaning, the animations will be reasonably kept low? So, when we do an attack or action on the enemy, will we get a splash graphic of our character doing the action or an effect that represents our character doing something (Ex: if we punch, will we see a screen of our girl punching or a little punch symbol smacking the enemy girl)? The reason for the weird questions is I was thinking about how much extra you would have to draw with all the muscle growth and stuff. Maybe Baptiste's comment that separate muscle growth for different body parts would be too difficult isn't wrong? My follow up question: Is the intent of the differing levels of growth so the player characters can play with different body-types/builds? At that point maybe you should consider different classes based on how the player levels up (unless there's a single end goal for character growth that you want players to get to).

Boboy

Thanks! Now I need to build something!

ReddyHeart

Thank you for the suggestions! The shop is a pretty good idea, it could serve as a hub for the character upgrades and potions to refill the health. And instead spending points to upgrade skills we could make strength, stamina and agility potions on the store. It would make things clearer. To open the store I think in putting a bell icon. The merchant could be a woman with a trenchcoat and she would open it revealing the "goods". As for the muscle growth, yes, we could make her grow depending the sum of upgrade potions used. For each 3 points raised in any stat she could grow. Making a total of 5 levels of growth. As for the enemies being male... I wanted to populate the game with cute and muscular girls. I though in putting some male enemies like goblins and skeletons and instead making them naked the player could do something nasty to them. I will think about it. Thank you very much for the insights!

ReddyHeart

Look man, anyone who brings chocolate with raisins...well they need to get shot and thrown into your basement cause the only the devil knows what's in there, I do respect a man who likes bonbon but I'm more of a salty caramel guy...what? I'm cultured!

J-Leaf

Thanks!

ReddyHeart

Nice! We need a name for the game. Dungeons & Muscles is a bit cheesy.

ReddyHeart

Yes, pretty much. But with less story and more action.

ReddyHeart

I like bonbon, no raisins please.

ReddyHeart

Loving this idea!

YourAverageJoe

A good start! I have a few suggestions though, if I may: -A very simple shopping system. Basically instead of points you would gain loot from room encounters/boss battles, that you would then use to buy items, costumes, and potions (for health or growth) from a shopkeep. I’m thinking an always-available muscle fairy (open her shop by clicking on a button on the top right corner of the screen), who could double as a source comedic banter in the dungeon (instead of just having an extradiegetic narrator). Instead of a Navi-type do-gooder, her motivations could be way more cynical, basically using the knight to pillage the sorceress’ lair in exchange for some limited support. -I would advise you to only make bosses female, and the trash mobs male. I have a couple reasons. First, female on male violence is way funnier and more engaging for random trash mobs (you said it yourself when opting against putting Fatalities in Jane Mode). Second, have a tower full of male minions with just female bosses makes for endless comedic possibilities (one of the common enemies on higher floors could be all the dead knights of the kingdom, resurrected by the sorceress to happily serve as her slaves). Third, it would give greater weight and importance to the boss fights, as they would be truly unique struggle for dominance between two girls (instead of a mundane occurrence throughout the dungeon). To balance things, I’m thinking instead of giving them multiple growth stages in a single fight, make it so the knight has to defeat them multiple times as floor bosses. Example: floor 1 boss could be the evil sorceress’ bratty apprentice, whom you’d have to face 2 or 3 times after that, bigger and crazier each time. -The “Upgrading strength will make her arms grow, stamina makes her chest and abs grow etc.” is a very very bad idea, as you will quickly run into problems having to accommodate a wild array of unbalanced builds (always skips leg day, noodle arms and oversized pecs…). To prevent this, I have three solutions: 1. Ditch the multiple stats and replace them with a general Muscle Level (she gains a level, her whole body grows). 2. Keep the stat division, but make it only relevant for gameplay purposes, by using a skill system for example. Each time the knight levels up, her entire body grows and she gains a bunch of skill points to distribute as you choose, allowing the player to still make unbalanced build without it becoming a problem for you. 3. Keep the stat division AND the visual effect, but find a way to control it, for example through the aforementioned shopping system. How it would work is simple: to grow your Strength to level 1, you need to buy a Strength Potion Level 1; after that however, the Strength Potion Level 2 is only available after also purchasing the Agility and Endurance Level 1 potions. You could even give the player a little more leeway if you wanted, for example by allowing them to purchase Level 3 potions (but not Level 4) even if they haven’t bought all the Level 2 potions. Personally, I’m in favor of option 1 for the sake of simplicity (and because I know Strength is the only stat people are interested in), but all are valid choices.

Baptiste

Sounds amazing!

Mal

Shining in the Darkness (from sweat and posing oil).

ThePatronizer

Like Ghost and Goblins but with muscle growth? I mean by looks, seems like gameplay is very much rpg

Boboy

Great see you at your funeral, I'll bring flowers and chocolate

J-Leaf


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