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  • Jul. 30th, 2017
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    posted @ 11:56 pm

    i said to somebody today that i spend a lot of time constructing these abstract concepts and twisting them around and adding and removing parts, until the concept has a certain quality like 'is a coherent whole'. but that's really subjective and arbitrary and i think the idea behind that is so if i work on a thing all its parts should flow naturally together without any points where i'm abruptly like "oh i have no clue how to relate this part to this other part", but maybe in practice that's unnecessary?

    anyway i've still been thinking about side projects. i've been revising the farm game thing, like, "is this a thing i really want to do" "is this a thing i can realistically commit to doing" but i got SOME KIND of concept outlined:



    moving to a frontier town that's at the edge of a mountain range that's actually a giant crater w/ a craggy rocky desert inside. but outside it's a boggy fen swampy kind of place, directly in the shade of the mountains, tho it gets more forest/plains-y a little ways out or in the foothills. ANYWAY. soon after you arrive you make a pact w/ some kinda forest god and that basically gives you the ability to level up.

    also, yr pact provides you with a shrine or smth, and the deal is everything you grow in the area surrounding the shrine (to a pretty wide range) effects your stats + your health effects everything in the region. you can (a bit later on) make offerings to summon up the forest god and ask to expand or move yr fisher king zone.

    ALSO so you live on the town outskirts and the town has a perpetual materials quest you can give to supply them w/ stuff to expand. or like a bunch of different quests, for different expansions. and sometimes you can pick where the things they build go -- somewhere between soulblazer and dark cloud 2.

    ALSO the town is built over/through some ancient ruins, like super old and broken apart and plant-encrusted (i'm thinking the ruins of gehenna pale in jade cocoon, v. overgrown) and you can sometimes get into the depths which is where The Dungeon is.

    alsooooo the gardening should be more like actual gardening, w/ a major emphasis on perennials and on yearly flux. stuff like "it's spring so the river is flooding the floodplain w/ silt" or "it's fall so the winds are drifting tons of wild pollens down from the mountains, so all this bare dirt is now wildflowers" or "it's summer so it's spawning season so the river is hopping w/ fish and they're blanketing the river banks". and planting, like, raspberry bushes like "in two years these are gonna be generating berries all over the place", rather than "in two weeks these will generate berries for another two weeks before wilting forever"

    levels up: there are stats and skills. stats you raise by eating stuff; you have an xp bar alongside yr stamina or smth and it fills up in various colors based on the kinds of food you eat. when it maxes out the game rolls from everything in the bar and picks one actual stat gain to get. skills you level by doing actions in the domain of the skill (farming, forestry, mining, cooking, you know the drill). this is very haven and hearth inspired. skills are influenced both by their guiding stats and by the skill level itself, in different ways -- getting, say, strength and endurance (or w/e) up will make chopping down trees take less stamina, but it's yr forestry skill itself that determines the quality of the wood or wood products you harvest.

    you may or may not be able to fuck the forest god. HOW OVERT ARE THE FETISH ELEMENTS GONNA BE, ASIDE FROM "U TF AS YOU LEVEL UP".

    uhhh thinking like, primitive 3d, breath of fire 3 style (as usual) with world geometry and character sprites, tho maybe with a isometric camera that's edge-on instead of corner-on since that fits more with the farming sim genre conceit.

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    • snao: (Default)
      [personal profile] snao
      posted @ 06:45 am (UTC)

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      A porn game being tawdry?! Why I never!
      But yeha I think I get what you're going for, making a way to get the relationship aspect more realistic and personal... but not in a romance novel's gross take on it, or the gamey blow-up doll part where you just score points and receive sex immediately.

      One thing I've not seen done is like. A NPC visiting the player. Except to prompt an event. Like sometimes people just wanna hang out and not be a fuckin' soulmate.
      Maybe they just like to watch you work. Maybe they're the creepy stalker instead and they lead to the bad end, instead you leading to someone else's bad end in CoC.

      I'm ideas-guying out so hard right now, but yeah. I almost feel like you could fake it by spreading out the length of time it takes to enter in any kinda intimacy with most of the characters, and not having romantic options with them so that it's less obvious who can be romanced... Since.. fronting that data, like the 5 hearts or whatever it may be, in a menu, is like...

      Like make it a neutral number if it HAS to be there lol, so there's some mystery about it unless they're like... sort of a Pan the Satyr type and ready to teach you how to make his favorite wine.

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 08:11 pm (UTC)

      no subject

      well, 'realistic' in a sense. it's like -- with a lot of porn games there's this sense that everybody is constantly in sexy dressup? somebody isn't a lawyer, they're a sexy lawyer, who wears fetish gear in court. somebody isn't a librarian, they're a sexy librarian, with an exhaustive collection of historical erotica. somebody isn't a bartender, they're a sexy bartender with a huge collection of weird sex drugs stocked on the bar behind them. like, every aspect of their character is designed to be sexy according to some archetype, instead of like -- likable, pleasant, would actually be nice to be around irl, etc. "horny 24/7" isn't actually a super endearing character trait, but it's superrrr common in porn games. since... porn games. so maybe not 'realistic', but at least, fleshed out a little beyond the hot aspects of their design.

      and yeah with npc interaction, the thing that i always end up forgetting about and being unpleasantly surprised by in farming games is the heart levels/gift thing. "i'm talking to him all the time why am i still at 2 hearts" "oh right b/c the thing that gives you hearts is shoveling gifts at people, not like, actually interacting with them". it's very mechanical, and not even a complex mechanic.

      though that's something i'd have to be careful designing for, since, well, complex mechanics are more complex. it's a neat idea to have, say, npcs with deeper internal state than a heart level, like a small state-machine where you interact with them in different moods and in different ways, and that builds your relationship towards different end states. but that's a lot of work to turn into a concrete game system and then write content for. but i would really like to avoid just bribing people with gifts to linearly increase how much they like you, until they like you the most and you can date.

      i mean, given the nature of the game concept as a porn game, casual sex would definitely be a thing, and so would dating multiple people (either independently or as part of a threesome or w/e). so like, the various forest spirits/monsters might all be down with casual sex even if you're just acquaintances, but humans in the town might be more interested in a romantic relationship. and like, awkward not-necessarily-erotic sex? monster cum might have uses in alchemy, so you'd want to collect that, but even when that's hot it could still be weird. ditto with some of the ritual sex options.

      like uh while playing stardew valley one of the ideas i had was definitelyyyy like "alex watching the farmer from the trees b/c the farmer got all buff and is tilling the ground all shirtless and sweaty and he's envious/turned on", leading to some kinda muscle worship scene. so you know stalking but a less creepy kind of stalking. or dating both sam and sebastian at the same time, or (alternately if you don't date either one) having them hook up with each other after a while. so just a bunch of characters written to produce scenarios like that. the real challenge is finding an approach that's not hugely complicated.

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    • snao: (Default)
      [personal profile] snao
      posted @ 08:44 pm (UTC)

      no subject

      Perhaps a way to de-complicate it would to, after all, just compromise. Compromise on having everyone be systems-driven, and have them take notice as you naturally progress and develop yourself / farm / other relationships.

      Like, tie characters to quests or categories, just by happenstance, even though that might lead to some weird teacher-student stuff? But idk. That can be done just fine imo.

      But do you know what I mean? Like, you're getting to know them purely by working with them, or for them.

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    • xax: purple-orange {11/3 knotwork star, pointed down (Default)
      [personal profile] xax
      posted @ 11:55 pm (UTC)

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      yeah, so far my approach has been ruthlessly cutting anything that makes me go "hmm could i really code this...?"

      also so much of it is specifics? like "npc relationships take the form of state machines" is doable or not doable, depending on how complicated those machines are, and how fleshed out they are. if there's some character like... "character starts in state HAPPY, HAPPY -> SAD on rainy days, SAD -> PLEASED when given a flower, SAD -> HAPPY after two days, PLEASED -> HAPPY after one day" that's... very doable. but maybe not very interesting.

      but yeah just having a lot of just... instructional interactions would work. "okay the player hit 4 cooking, which switches a flag on satyr character so he says something new the next time you talk to him" "okay the player reached level 20 in the mines, which switches a flag on the mountain troll character so he'll show up asking for iron ore in three days"

      radiata stories actually did a whole lot with timers. "after you complete this quest, two days from now you'll get a new cutscene, and then a day after that you'll get another cutscene, and then a day after that the characters from that cutscene will show up and give you a new main storyline quest." it worked really well, actually, but mostly because there were usually so many sidequests going on at once it was impossible to tell what the trigger actually was.

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    • snao: (Default)
      [personal profile] snao
      posted @ 02:55 am (UTC)

      no subject

      Sounds good. Keep it fresh by making it hard to track what the reason really was since it'll be kind of a harvest moon, day-by-day ritual game anyway and it'll have all that daily noise to obscure it with.

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